One of these is mine.
Amber
$1 - Action
+$2
Discard a Treasure from your hand (or reveal a hand with no Treasure).
If you discarded any cards this way, +1 Card.
Not sure if the Treasure discard is meant to be a penalty. Probably. Not that interesting.
Carnelian
$1 - Action
+$2
Joke entry, I'm sure.
Emerald
$2 - Action
+$2
Also a joke, probably.
Jade
$2 - Action
+$2
You may gain a [This Card] in hand. If you do, trash a card from your hand.
Seems simple enough. Not bad.
Agate
$2 - Action-Attack
+$2
Each other player with fewer than 6 cards in hand gains a Copper in hand. If no player gains a Copper this way, discard this from play. Otherwise, play this again.
This is way too strong. It is a $2 attack that junks up decks and gives you +$4. If you can village+Militia/Margrave/Goons, then it actually gives you +$8 and dishes out 3 Coppers!
Onyx
$3 - Action
+$2
At the start of Clean-up this turn, choose up to two cards you have in play. For each you would discard from play this turn, shuffle it into your deck.
I think it is far too strong. You could set up a Golden Deck with this SO quickly. Open TR-Onyx. When you play Onyx initially, start by topdecking itself. When you find TR, TR-Onyx and topdeck both. In the meanwhile, pick up just 2 Silvers. When you run into those, you can TR-Onyx + 2 Silver and buy a Province. Then topdeck TR-Onyx and the Silvers. Repeat. It would set up SO fast.
Edit: I misread this. I thought it was topdecking, but it shuffles it into the deck.
Despite this change, the Golden Deck should still be doable; you just need to filter though your discard a bit. Hm, I guess the TR might not pair up properly and get lost... and I guess you'd need KC or else that fourth card spot will eventually lead to a reshuffle. OK, it's not so bad.
Pearl
$3 Action
+$2
You may choose to have each opponent draw a card. If they do, +2VP.
This is way better than Monument, despite the card draw for opponents.
Jasper
$3 - Action-Attack
+$2
Each other player reveals the top 2 cards of his deck. He gains a number of Coppers equal to the number of Action cards revealed. Discard all revealed cards.
It just makes engines so sad. However, I think this is OK. I don't think it forces BM, it just really, really frustrates treasureless strategies.
Topaz
$3 - Action
+$2
Name a card costing up to $2 and then reveal the top 3 cards of your deck.
If any copies of the named card are revealed, trash them and discard the rest. Otherwise: Discard the revealed cards and gain a copy of the named card, putting it on top of your deck.
Strong early trasher; whiffing is pretty bad for you. Late game you might be afraid to play it, except there is nothing preventing a player from naming, for example, Followers. Then nothing will be trashed. You probably won't be able to gain Followers, of course. Probably too strong -- the early trashing is almost as good as Chapel, except you also get +$2 and will still be able to buy something that turn because you're not trashing out of hand.
Amethyst
$3 - Action-Attack
+$2
Each other player may discard a Treasure or Victory card; if he doesn't, he gains a Curse.
I'm not sure. I think this should be $4, as it is comparable to Cutpurse except it can Curse, but can also be blocked by a VP card. I don't know.
Sapphire
$3 - Action
+$2
Each player (including you) reveals the top card of his deck. if yours has or is tied for the lowest cost in $, +2 Buys.
I would say that this is weaker than Woodcutter. The difference is that Woodcutter gives guaranteed +1 Buy, whereas Sapphire gives 0 or 2. If you buy Woodcutter or Sapphire, you probably want the buys. I don't think the possibility of 2 Buys makes up for the possibility of 0, because that second Buy is worth a lot less (you're less likely to need or use it).
Ruby
$3 - Action
+$2
You may trash this card. If you do, gain a card costing at most $4.
A mini-Feast with money attached. Might be nice for a 3/4 opening when there are some good 4s on the board?
Zircon
$3 - Action
+$2
Reveal two cards from your hand. The player to your left chooses one of them for you to trash.
Other early game trashers tend to be faster (Chapel, Remake, Trading Post) while single-card trashers usually have bigger benefit (Salvager, Apprentice, Remodel) and can be used to good effect in the late game. zircon will usually be a dead card in the late game, because you won't have two other cards in hand that you're willing to trash. It seems too weak to me.
Alaxandrite
$3 - Action-Attack
+$2
Trash a card from your hand, then draw a card.
Each other player gains a Curse and a Copper, putting one (their choice) in their hand.
Way, way strong. You must trash, which is usually a good thing. You draw a card, which is also good. You deal out a Mountebank attack?! Too good. That the opponents can get
some benefit from it does not make up for the amount of junk you're dealing out.
Kyanite
$3 - Action
+$2
You may draw 3 cards. If you do, reveal 3 cards from your hand. The player to your left chooses one for you to discard. Trash the other two.
Like Topaz, I think the trashing is too strong, because it doesn't eat up your hand like most trashers (Remake, chapel) but you are still trashing two at a time. It doesn't hurt in the late game either, since the "draw 3, trash 2" is optional.
Citrine
$4 - Action
+2 Cards
+1 Buy
+$2
Discard 2 cards.
I think this would be OK at $5.
Iolite
$4 - Action-Attack
+$2
Each other player discards an Action card (or reveals a hand with no Actions).
I've seen this idea in the forums before and I'm not a fan. Killing action cards forces a BM strategy, and this card can stack the effect. It might be interesting with the new Ruins cards though! Discards an Action card or gains a Ruins... that would self-mitigate. Hm.
Turquoise
$4 - Action-Attack
+$2
Each other player with at least five cards discards a Treasure card (or reveals a hand with no Treasure).
Like others have stated, this is too similar to Cutpurse.
Apatite
$4 - Action-Attack
+$2
Each other player discards a card from his hand that is not a Victory card (or reveals a hand with only Victory cards) and gains a Copper, putting it in his hand.
The submissions this time around seem to have a lot of Copper attacks. The earlier copper gaining attacks were Agate (too strong), Jasper (I thought was OK) and Alaxandrite (too strong). This was seems fine to me.
Beryl
$4 - Action-Attack
+$2
Draw 2 cards.
Discard 2 cards.
Everyone else discards a card and gains a Copper to their hand.
Very similar to Apatite, but they can discard anything (attack is slightly weaker) and it comes with card filtering. The filtering is too strong at $4.
Aquamarine
$4 - Action Attack
+$2
Each player including yourself draws a card and reveals their hand. For each hand revealed, choose one card and return it to the top of each player's deck.
I think this is too strong. It is similar to Pillage, with the following differences:
- extra bonuses for yourself (+$2, draw 1, put one back)
- not a one-shot
- opponents draw a card first
- the targeted attack puts back the card instead of discarding it
Might be OK at $5.
Chalcedony
$4 - Action-Attack
+$2
Each other player discards 2 different named cards and gains a Copper.
(If the player reveals a hand of all the same cards, they discard only 1 card.)
I wish this were the name for my card, because "Chalcedony" is almost an anagram of "eHalcyon". Granted, the name for my card is pretty good too.
This card is too strong. The discard is almost always stronger than Militia (the restriction means you can't discard two Estates, or two Curses, or two Coppers; it limits choices), plus it's stackable, plus it's a junker.
Malachite
$4 - Action-Attack
+$2
When you play this card, you may trash it. If you do, +1 VP.
Each other player draws 2 cards, then shows you his hand. You may choose a card from each revealed hand costing up to $3 and trash it. Each other player then discards down to 4 cards in hand.
--
(Rules clarification: Attacked opponents do not see each others' hands.)
I guess this would mainly be used to trash opponent's Silvers and cheap Engine components? Forcing trashes is already pretty strong, but to have it be targeted seems too much. The $3 limit mitigates it somewhat, but not that much -- say goodbye to your favourable Hamlet split! The VP gain feels out of place, but maybe it matches the hidden card name.
Garnet
$4 - Action
+$2
After playing this card, shuffle your discard pile and place it on top of your draw pile.
This seems pretty close to Chancellor, but with the potential for some more interesting tricks. I wish there was a bit more to it, to enhance that side of it, like maybe a mini Cartographer effect before you put the discard on top.
Labradorite
$4 - Action
+$2
Reveal the top card of your deck. Gain a card costing exactly $1 less.
I think this would be OK at $2.
Sunstone
$4 - Action
+$2
Reveal the top 4 cards of your deck.
Discard all revealed Victory and Curse cards.
Put all revealed Treasure cards on the bottom of your deck in any order.
Put all revealed Action cards on the top of your deck in any order.
Potentially good for setting up an engine or megaturn, though being terminal hurts it a little. I kind of wonder if any new card types will be introduced in DA or Guilds that aren't addressed here. The easy fix is to put the Treasure and Action parts first, and then say "discard all other revealed cards."
Moonstone
$4 - Action-Attack
+$2
Name a card.
Every other player reveals cards from their deck until they reveal the named card.
They discard it or put it on top of their deck, your choice.
They discard the other revealed cards.
I like this. It could be really painful in skipping over opponent's power cards. A very soft counter would be Tunnel, in that it would be rather risky for the Moonstone player to name anything else. I wonder if it's too strong. Maybe it should be $5? Or would that be too weak?
I do wonder how political this can become with more than 2 players. Suppose one opponent buys Mountebank, the other buys Witch. Both have trashed away their starting Estates and no Curses have been played yet. Which one do you call out? All else equal, Mountebank probably hurts you more. But maybe the person playing Witch is a much stronger player...
Ametrine
$4 - Action-Attack
+$2
Each other player with at least 4 cards in hand reveals a card from hand and either discards it or puts it on top of his deck, your choice.
A little mundane, but it works. I do like the ability to choose Militia or Ghost Ship, but it's not a novel idea.
Opal
$4 - Action-Attack
+$2
Each other player may reveal a Victory or Curse card from his hand. If he doesn't, he may immediately buy a Victory or Curse card, putting it in his hand. If he doesn't, he discards his hand.
--
(Rules clarification: When this is played, each other player may play any number of Treasure cards from his hand, then buy a Victory or Curse card costing up to the total number of $ played. All Treasure cards played this way stay in play until that player's next Cleanup phase.)
Buying when it's not your turn doesn't make any sense.
PPE: with the clarification... um. Still weird. If the treasures stay in play, does that mean the player can use them again? Then this card is often helpful to your opponents in the late game, especially if they have enough for a Province. Even if the treasures no longer provide that coinage, you give opponents a chance to scoop an important VP card.
OTOH, it is too strong before that point. You force opponents to buy VP, or gain a Curse, or discard their hand. If they can only buy a cheap VP card, it's kind of like discarding your hand anyway. So always take the Curse? But then that's a $4 Curser there.
And then it's super swingy because it can be blocked by a card you start with.
It doesn't seem balanced, and letting opponents play cards and buy during YOUR turn is way too out there.
Now watch a card like that appear in tomorrow's DA preview.
Peridot
$4 - Action-Attack
+$2
+1 Buy
Each other player reveals the top card of his deck and then puts it back. If the revealed card was not Copper, he gains a Copper, putting it on top of his deck.
It is similar to Sea Hag except it stacks worse, giving Copper instead of Curse, and it's a Woodcutter. I think the attack portion is fine, but the benefit is still too strong for $4. OTOH, it's too weak for $5. Losing the +Buy would be good, I think.
Spinel
$4 - Action
+$2
Reveal the top card of your deck and either trash it, discard it, or put it back.
Kind of boring. Might be good at $3, though $4 is OK too.
Tanzanite
$4 - Action-Attack
+$2
All other players gain a Curse and choose to either trash a card from their hand or draw a card.
The other $4 cursers are YW and Hag. YW does card filtering and comes with a Bane. Hag doesn't benefit you at all. This one benefits you but also your opponents. The benefit is actually pretty nice for them, allowing them to trash curses they already have, or draw an extra card. It sounds balanced and looks pretty good.
...having two cursers in a set is OK, right?
Melanite
$4 - Action
+$2
Reveal the top and bottom cards of your deck, then reveal a card from your hand. Place one of the revealed cards in your hand, one on top of your deck, and trash the remaining card.
It's kind of a non-terminal silver mix of Pearl Diver and Lookout. Seems OK to me.
Obsidian
$4 - Action
+$2
Gain a Silver.
I don't think this very interesting.
Aventurine
$4 - Action
+$2
You may trash this card. If you do, gain a Victory card costing 5 or less.
Alright.
Dioptase
$5 - Action
+$2
+2 Cards, discard 2 cards. For each Copper discarded, +1 VP.
But for the abuse cases, seems OK... I'm not sure if the abuse cases are THAT bad, since the VP isn't even guaranteed. Hm. Still, terminal silver AND the card filtering is strong enough that the VP bonus is too much for $5.
Ammolite
$4 - Action
+$2
You may reveal a Victory card from your hand. If you do, gain a card costing less than the revealed card.
Does this compare to Explorer? If all you have are Estates, all this really does is give you the +$2. With something like Tunnel, you might be able to get some nice cheap cards (Hamlet!). With Hamlet, SR, Duchy, etc. you are able to gain Silver and a host of other potentially useful cards. Province nets a Gold. Colony nets a Platinum!
But it isn't restricted to treasure. It can also net important action cards, or even more green. The latter point makes this really good for SR games. Reveal Duchy, gain SR. Reveal SR, gain Estate.
I like it, but I think it might be undercosted a bit.
Tourmaline
$5 - Action-Attack
+$2
Each other player may trash a Copper.
Each other player may discard a Copper. If he does, he gains a Copper. Otherwise, he gains three Coppers.
Comparable to Mountebank, I suppose. The optional Copper trash might be a trap. Options:
Trash and discard. Net gain -$2 (from the trashed and discarded Coppers), -1 Copper from deck.
Trash only. Net gain -$1, +2 Coppers.
Discard only. Net gain -$1, +1 Copper.
Neither trash nor discard. Net gain +3 Copper.
Yeah, trashing is a trap if you don't also discard.
Not sure if this is too strong. Mountebank's Curse discard typically doesn't hurt your next hand, but discarding/trashing Copper actually does. Trashing is often helpful in the long run though... eh. I don't know.
Axinite
$5 - Action-Attack
+$2
Each other player gains two Estates or a Curse, his choice.
Tough choice! I'd probably take the Curse most of the time, I think. Estates would run out fast though, especially with more than two players.
Bloodstone
$5 - Action-Attack
+$2
Each player reveals the top 2 cards of his deck. You choose 1 for them to place of the bottom of their deck and put the other back. If any non-Victory cards are revealed, gain a copy of one non-Victory card revealed this way.
The non-VP gaining portion is so much worse than Jester. If you hit something bad (Copper, Curse) you still have to take it yourself.
Rhodonite
$5 - Action
+$2
+1 VP for every $4 you spend this turn, rounded down.
This seems OK to me. You're probably going to get at least 1VP out of it, in which case it's like Monument. Sometimes you get a few more VP, in which case it's like Goons. It also doesn't combo with cost reducers.
Oh, but wait. The effect can be throned and KC'd... OK, that would make it too strong.
Serpentine
$5 - Action
+$2
Reveal the top 4 cards of your deck. Discard the revealed Victory and Curse cards and put the rest back on top in any order.
If you discarded 1 or more cards, you may gain a Copper.
If you discarded 2 or more cards, you may gain a Silver.
If you discarded 3 or more cards, you may gain a Gold.
--
(Rule clarification: The Treasure-gaining clauses are independent. If you discard 3 cards you may gain any or all of Copper, Silver, and Gold.)
This card really wants you to green fast.
Hackmanite
$5 - Action-Attack
+$2
Choose one of the following:
Gain a Copper, each other opponent gains a Curse;
Gain a Silver, each other opponent gains a Copper;
Gain a Gold, each other opponent gains a Silver.
Quite interesting. Looks good to me.
Amazonite
$5 - Action
+$2
Discard any number of cards.
Draw the same number of cards. You may set aside any Action cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
Library-Cellar combo? Not sure if it would tend to be stronger or weaker than Library. It would leave you with a smaller hand, unless you have other support. Hm.
Celestite
$5 - Action
+$2
Look through your discard pile and trash up to 2 cards from it.
I suppose I know whose this is.
Seems OK to me.
Howlite
$5 - Action
+$2
Choose one: Gain a token, or gain a card costing up to 1 per token on your mat. If you gained a Victory card, return two tokens to the supply.
The first time I read this, I thought the "gained a Victory card" included purchases in the Buy phase. If it only refers to gaining with the card, that's a bit better. It would usually take too long to build up to a good level though. But hey, it might actually be quite strong on some boards, if there is a lot of non-VP stuff you want to gain.
Kunzite
$5 - Action
+$2
You may discard a Victory card costing up to $6. If you do, gain a Victory card costing up to $3 more than the discarded card, putting it into your hand.
Isn't this too strong? It seems strong to me, but maybe I'm crazy.
At the very least, this could facilitate an amazing KC megaturn. So that's interesting.
Larimar
$5 - Action-Attack
+$2
Gain a card costing up to $4, put it on top of your discard pile.
Reveal a card from your hand or the top of your discard pile. Each opponent chooses one: he gains a copy of that card, or you do, his choice.
It's kind of like... you gain a card, and then every opponent flips that card with Jester. Weird.
Mica
$5 - Action
+2 Cards
+$2
Discard 2 cards.
Properly priced for the filtering it gives.
But WW brings up a good point that the effect is worse than Vault. Hm.
Brandburg
$6 - Action-Attack
+$2
Each other player trashes a Treasure card from his hand. He then gains a Treasure card costing at most $3 less than it (cost of gained card must be no lower than $0), and may choose to put it in his hand. Otherwise he reveals his hand with no Treasure cards.
Would this be too strong for $5? I'm not sure.