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Author Topic: card idea matchmaker  (Read 1319 times)

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Jfrisch

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card idea matchmaker
« on: May 24, 2012, 08:23:29 pm »
0

Not playtested so not sure how strong it would be, still I haven't seen it done before (though it might have been)

5$
Matchmaker
+2 actions
Draw 5 cards then put 5 cards back on your deck.
All other players draw 1 card and put 1 card back on there deck.

So it's similar to a warehouse for combo-making but without the cycling effect. not sure how strengthened/nerfed it woud have to be to make it viable.
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Jack Rudd

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Re: card idea matchmaker
« Reply #1 on: May 25, 2012, 12:52:29 pm »
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5$
Matchmaker
+2 actions
Draw 5 cards then put 5 cards back on your deck in any order.
All other players draw 1 card and put 1 card back on their deck.
Hmmm, interesting card. I'm not normally going to want to pay $5 for a Village with no net draw, but in the right kingdom, it could be insanely powerful.
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Re: card idea matchmaker
« Reply #2 on: May 26, 2012, 08:36:12 pm »
+1

I had a very similar card at one point (it was the first card I ever actually playtested!) and I realised it has a major problem: Drawing that many cards leads to serious AP. It took only one solo game for me to say to myself "this card isn't fun." At that point it was +6 cards, +1 action, return 5 to your deck, which seemed a little powerful at $5. This is much weaker, an engine streamliner with a village effect but small benefit to other players, and is possibly actually a little weak at $5 (the penalty I don't think is necessary). It could work, and be balanced, but it's a little unfun.

For reference my version became a $4 card, Cobbler: +3 cards, +1 action, put 2 cards from your hand on top of your deck.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.
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