Results for Contest round #3: SeasideFirst I would like to say that this was quite a challenge as I am not sure I have a completely firm grasp on how a card being a duration effects the power level of a card. I tried to explain my reasoning to the best of my ability when relevant, but some of this came down to my preference in design and my expectations from Dominion.
Now, all entries except one dealt directly with the theme of "cards whose abilities affect future turns", and all of them do fit the flavor of Seaside. There are some really innovative uses of mats and one card that put those coin tokens to use. I think all the entries have merit, and what I do criticize is intended to be constructive. I had real trouble only picking only three entries, so made it three runners up. So, without further preamble.
Dispatch by X-tra$5 - Action-Duration
Set aside a card from your hand. At the start of your next turn, trash that card and gain a card to your hand costing up to $2 more than it.
Seaside is lacking a remodeler, and this is a nifty one. I like this at $5, kind of like a suped-up Transmogriphy. No real criticisms here.
Drawbridge by LibraryAdventurer$3 - Action-Duration
+2 cards. At the start of your next turn, you may trash a card from your hand.
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While this is in play, when another player plays an attack, its player may discard a card. If they don't, you are unaffected by the attack.
With so many aggressive Attack cards in Seaside, another Lighthouse may be warranted. There is also a lack of quality trashers, and this is definitely a good one. As worded, if multiple opponents have a Drawbridge in play I would have to discard a card for each Drawbridge I want to bypass. A very cool effect.
Exploration Ship by D782802859$4 - Action-Duration
Choose one: +2 Cards or +$2. At the start of your next turn, get the other choice.
This is a cool mash-up of Merchant Ship and a nerfed Wharf. Overlooking the redundancy of including this in Seaside, I think it is an interesting case study to try and gauge what the appropriate price for Merchant Ship would be. This being a middle ground between the two, and both being $5, the obvious take is that this should also be $5. I do think this should be $5, but my reasoning is more in line with the options this provides to the player and comparing it to newer contemporaries such as Den Of Sin. Though Den Of Sin is a bit better being non-terminal and gained to your hand, just playing Exploration Ship as a terminal Silver with a Den Of Sin effect attached still feels like a $5 cost card.
Ferryman by gambit05$4 - Action-Duration
Trash up to 2 cards from your hand and put that many Coin tokens on this.
At the start of your next turn: Remove the Coin tokens, for +$1 each.
A very nice trasher that puts the coin tokens to good use. Seaside does lack an effective trasher and this is quite good.
Frigate by grep$5 - Action-Attack-Duration
Now and at start of your next turn:
+$1
Each other player discards down to 3 cards.
Seaside has a lot of really aggressive attack cards, adding another is not unreasonable, but I would hesitate on doing that. The card is great though. I think it is priced correctly and the single coin a turn is appropriate as the consecutive Militias is pretty darn brutal. Good card.
Importer by NoMoreFun$6 - Action-Duration
At the start of your next turn, gain a card costing up to $5.
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While this is in play, when you gain a card, you may put it in your hand.
This is the first of the Gainers from the submissions. These seems very strong, just with the gain-to-hand effect. While the Duration tag will slow it down, it seems to be an Artisan+. I think it would still be quite good even if it could only gain $4 cost cards. I think the gain-to-hand effect is the most interesting thing about the card, so I would hate to see that removed.
Port Inspector by aladdinstardust$4 - Action-Duration
+$2
At the start of your next turn, you may trash or gain to hand a card from your Island mat.
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While this is in play, when you gain a card, put it on your Island mat.
Nice use of the Island mat. Another good defensive card to protect against the aggressively priced junking cards in Seaside. It is interesting how this slows down your deck if you are not careful. I do not know if I would get this early game if there were cheap +Buys in the game, but greening with a Port Inspector seems to be something I would want to try out. Probably going to try and bring this to my game group.
Royal Expedition by Jonatan Djurachkovitch$6 - Action-Duration
Now and at the start of your next turn, you may play an Action card from your hand twice.
The duration Throne Room I never knew I wanted! I think it is safely priced at $6, but may actually be ok at $5 due to the potential misses that can happen on the second turn and the slowness of it. As is, I really like the clean and simple design.
Shipbuilder by Aquila$4 - Action Duration
Choose one: gain a card onto your deck costing up to $3; or gain a card onto your deck costing up to $5.
At the start of your next turn, get the other choice.
Another gainer that can snag $5 cost cards, this time putting them on top of your deck. It is a really cool concept to have a single card gain two cards over the course of two turns, Gardens would love this card. I do think this is undercosted as-is. I could be gauging the nerf it being a Duration has on the card, but this appears to be an Artisan variant at least.
Shipyard by alion8me$4 - Action-Duration
+1 Action
At the start of your next turn, discard a card from your hand and gain a card costing up to $5.
The final generic gainer submitted, and this seems more reasonable at $4. This is like an alt version of Cobbler or Feast without the self trashing. In addition to being slow you also have to discard a card to gain a card. This is perfectly reasonable as it is, in my opinion.
Steamboat by grrgrrgrr$4 - Action-Duration
+5 Cards
+1 Buy
At the start of your next turn, discard 2 cards.
My first thought when I saw this was that it was a reverse Tactician. Now, Tactician gives more on the turn it triggers with the built in Village, but that comparison is still there, so seeing this at $4 is pretty surprising. Now I realize the drawback on Steamboat is pretty steep, but Tacticians can also be steep. I think Steamboat is a very Kingdom dependant card and in the right setup it is pretty bonkers. On average I think I would only buy a single one early to guarantee a nice 9 card double buy turn. If there were any hand-size Attack cards, I don't think I would get it. The design seems to really be leaning on the penalty of discarding two cards the next turn to balance its power, and I personally don't like this severe of a penalty as I would be afraid of turning the card into a noob-trap. The nice thing about Tactician is that it sets up a big turn that you can anticipate and plan out, Steamboat sets up a dead turn if you are not careful and that can feel bad. I personally would have liked this more at $5 drawing 4 cards and discarding 1 the next turn like a slow Council Room with a more manageable draw-back than current. As-is, I think it will be too cheap on average, and even at $5 its power level will fluctuate wildly based on the rest of the Kingdom because of that drawback.
Sunken Treasure by anordinaryman$5 - Action
+2 Cards
Choose one: take up to two cards from your Native Village Mat, putting one in your hand and the other on top of your deck; or put a gold from the Supply and the top card of your deck face up on your Native Village mat.
Very cool terminal draw card that uses the Native Village mat for storage. The potential interactions with Native Vilalge is really interesting. I think this is priced right at $5 as it is not always a Smithy, but gains you nice things off your mat when it is.
Waterfall by silverspawn$5 - Action
Discard up to 3 cards from your hand. +2 Cards per card discarded. Each other player may discard a card, to draw a card.
This does not really embody the "abilities affect future turns" theme of Seaside, and the filter role is being handled quite well by Warehouse (and Navigator I guess). This reminds me of a terminal Shepherd that allows you to discard more than Victory cards. I think the price at $5 is perfectly reasonable, being able to dig 6 cards deep is not to be scoffed at. I am not sure if the penalty of allowing each other player discard a card to draw is needed. Later in the game, especially if there is deck thinning in the Kingdom, I can see the possibility of it becoming more difficult to get the full effect from Waterfall.
Runners UpSunken Treasure by anordinaryman
Dispatch by X-tra
Ferryman by gambit05
WINNERPort Inspector by
aladdinstardustI could have easily added a couple more or so to the runners up list! Thank you for participating!