work in progress. one of these is mine. as a general note, I'm looking mainly for cohesion, meaning there's a reason for each part of the card to be on the same card. a Garden with a Moat reaction attached, for instance, makes no sense because the two have no relation to each other.
Sturges
$3 - Victory-Reaction
Worth 2 VP if you have the most Copper cards in your deck compared to other players (a tie for most would qualify as well).
--
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a Copper. You may discard this card to put the Copper into your hand.
so at best, the Victory part is worth the same as Tunnel, which costs the same. but it might not be, if you get into a Sturges competition with an opponent. so what's the trade off for that uncertainty? being able to flood yourself with copper? the reaction is only useful on boards with cursers and maybe ambassadors. and then, it replaces those worthless cards with something that is literally one step up from them. and, unlike Gardens and the like, this can't be your main route to victory. at best, in two-player, you can get 16 points from these. your opponent can almost completely close that gap by splitting provinces 5/3, which is likely since you've been flooding your deck with victories and coppers. if they can split it 6/2, or pick up a few duchies, they can close it completely pretty easily.
Allen
$5 - Action-Attack-Victory
Worth 2 VP
--
Discard a card that is neither a Treasure nor an Action; if you do all other players gain a Curse.
I think it should be "discard a victory or curse card" to enable self-synergy. as is, I just don't see why this itself is a victory card.
Trumbo
$3 - Victory-Reaction
Worth 1 VP plus an additional 1 VP for each Randomizer card you have.
--
Whenever a supply pile becomes empty, you may reveal this from your hand. If you do, put that pile's randomizer card on top of that pile (if that card is still outside the game).
--
(Rule clarifications: This card counts the number of Randomizer cards that you have in your deck. Randomizer cards are not normally used in play, but using this card's Reaction ability can put them in the supply. A Randomizer card in the supply can be gained or bought just like any other card in the supply.)
seems really complex. first of all, don't randomizers have different backs? so as soon as you pick one up, isn't it impossible to sufficiently randomize your deck in shuffling? on top of that, even if I'm wrong there, this is still just really weird to play. it effectively makes each pile 11 cards,
if you happen to have it in your hand when the pile empties, and then in order for it to matter you have to get to it first. this feels like it'd lead to a lot of weird game situations where you and I both have a couple of these, and I empty a pile, with one of these in my hand, but am afraid to reveal it because you'll be able to buy up the randomizer first. or times where you empty the pile with a buy left and I can't reveal it because you'll just snap it up. just feels like it's trying to be cute for cute's sake, when it could just make you get a token when you empty a pile and be worth X points per token. but then it wouldn't meet the criteria.
Mankiewicz
$5 - Action-Victory
+1 Action
If you have 3 or more [This Card]s in play (counting this), gain a [Support Card], putting it in your hand.
Otherwise, +1 Card, +1 Buy.
--
This card is worth 1 VP for each [Support Card] in your deck.
Setup: Add [Support Card] to the supply.
.
.
[Support Card]
$4* - Action
+1 Action
+$1
If you have 3 or more [Support Card]s in play (counting this), +1 VP.
--
Setup: Do not include this in the Randomizer deck. Only add it to the supply if [This Card] is in the Kingdom.
--
(Rule clarifications: [Support Card] cannot be bought or gained except by playing a [This Card].)
in general, I think the out-of-supply cards have a cost of 0, but it's not really relevant unless you have TfB guys so whatever. anyway, it's scary spam potential but the cost makes that hard to do early so it should be fine, and the lack of good draw means you probably need another piece anyway. the idea is definitely neat, although how fun it would be to play with/against is somewhat questionable.
Simon
$6 - Action-Attack-Victory
+3 Cards
Each other player discards a Victory card from their hand or reveals a hand with no Victory cards and gains an Estate and a Copper.
--
Worth 1 VP for every 2 Estates in the supply.
so the attack portion actively weakens the victory portion. the attack is generally much weaker than mountebank, since a) they're more likely to have victory points than curses early, b) they're gaining points instead of losing them, c) if they have any TfB cards they'd much rather feed them estates than curses, and d) the estate pile is smaller so that part of the attack runs out quicker. you fix this in part with a stronger vanilla benefit, but it's still bizarre that it costs more. probably because it can hypothetically be worth 4 points in a two-player game, but since it's weakening itself a lot with the attack, it'll rarely actually be worth that much. more likely 2, but if both players go for it I could see it going down to 0.
Chayefsky
$5 - Treasure-Reaction
Worth $2
--
When an opponent trashes a card, you may reveal this card and either gain the trashed card or gain a copy of it from the supply.
--
If there are no cards capable of trashing in the kingdom (not including Black Market) gain a Silver to the discard when played.
I really don't like that wording. I know that it's generally pretty clear-cut whether or not there's trashers in the game, but I don't like the idea of measuring what cards are capable of. maybe it's my M:tG background, where things can get much more ambiguous. also, remember that this can be revealed multiple times, which means I can thief your gold, make you trash it, then reveal this to empty the gold pile. it's a simple wording fix, though. I'm much more concerned about going into cards' texts and discerning what they're "meant" to do.
Towne
$4 - Treasure-Victory
Worth $2
Worth 1 VP
--
When this card is in play, if possible you must use all of your buys.
this has no drawback in a deck without +buy. there it's just a silvestate. I'd like it better if it cost 5 and gave you a buy. in the games where it does matter, it feels too severe. oh, because I have a council room for the cards, I need to flood myself with copper? or I can just not play this, but then it's just an estate. and don't forget that if you have a couple of cards that give +buy (say, mining village is the village variant on the board and you want an engine) you can get pretty severely screwed by this. so it's either going to be an ignorable drawback on a slightly overpowered card, or it's gonna be crippling to the point where it's almost never right to actually play it for $2.
Hecht
$5 - Treasure-Reaction
Worth $2
When you play this, reveal the top card of your deck and either discard it or put it back.
--
When you discard this from your hand or from your deck, you may reveal it and set it aside. In your next Buy phase, play this card.
--
(Rules clarification: If discarded during your Buy phase, e.g. by another copy of this card, it will be played in the next turn's Buy phase. If you don't play this card in your Buy phase, the reaction can still be used when you discard it from your hand during the Clean-Up phase.)
I know it makes it stronger but I think I'd like it better if it just returned to your hand at the start of the next turn. other than that, it's a pretty simple, neat idea. the play ability seems a little tacked on, but it enables the self-synergy so it's okay.
Puzo
$4 - Victory-Reaction
2 VP
--
When another player trashes a card, you may set this aside from your hand. If you do, he gains a Curse. At the start of your next turn, return this to your hand.
pretty irrelevant in games without trashers, but as a 2VP Victory card it might be useful in late game green wars, especially if there are alt-victories around. I almost wish it cost $3, but then it'd be too easy to spam in games with strong trashing. it's ironic that its ability is at its best with your own trashing, since you're more likely to have it in hand when they trash. anyway, I think it should just discard instead of set aside and return. the reason HT uses the set aside thing is because, as an action, you might still want to play it on your turn. this is a victory card. it's unlikely to do anything on your turn. and, if you have things like Thief, that make them trash during your turn, you can keep bringing the Puzo back every turn to curse with them, which is ugly.
Seaton
$4 - Treasure-Reaction
Worth $2
Trash a Treasure you have in play.
--
When another player plays a [This Card], you may reveal and discard this from your hand. If you do, reveal the top 4 cards of your deck. Gain a copy of one of the revealed Treasures, putting it into your hand, then discard the revealed cards.
--
(Rules clarification: you may trash a [This Card] to itself, and must if you have no other Treasures in play)
so if I leave this alone, you're stuck with a silver that trashes your treasure every turn? I guess that's okay early, Loan can be helpful and all. eh, maybe it's not so bad if I leave it alone. it can always trash itself once I'm done with it. but the reaction seems dangerous, since I might reveal a copper and three actions. still, if I'm trashing my coppers, it's more likely I'll hit a good treasure (or, at worst, another one of these.) or nothing so okay. yeah, the whole thing works together, pretty well actually, but it rubs me the wrong way for reasons I can't quite identify.
Kaufman
$4 - Action-Victory
+1 Card
+2 Actions
--
1 VP
simple as heck, but hey, it doesn't exist. I can't shake the feeling it's too cheap, but overall a fairly elegant solution. I like it.
Benton
$4 - Treasure-Reaction
Worth $2
--
When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack; return [This Card] to the supply and gain a Silver, putting it in your hand.
so it's silver and a one-time moat. I like the idea, but I feel like one-time reactions defeat the point. reactions are already at a disadvantage against attacks, since there's no wrong time to draw an attack but plenty of wrong times to draw a reaction.
Diamond
$5 - Treasure-Reaction
Worth $2
--
When you gain a victory card, you may discard this from your hand. If you do, +2 VP.
on the one hand, you can compare it to duchy. it needs to be triggered twice to be better than duchy. on the other, though, realize that it turns estates
into duchies. it can also turn duchies into practically provinces. you effectively pay an extra $2 for them by holding them back, but that's still a discount on the estate-duchies and if you're stuck at $7, picking up 5 VP is a pretty good consolation. not sure it's overpowered but it'd definitely need testing.
Lehman
$3 - Action-Duration-Victory
Worth 1VP. If the game ends while this is in play, worth 8 VP instead.
--
Now: +1 Buy.
At the start of your next turn: +1 Buy.
...nice. I really like this. I like how it feeds itself by giving you the buys to drive a three-pile ending, thus enabling itself, but it doesn't give you cards, which means you can't easily just get a million of these in play. 8 VP may be a little much but it's hard to set up so okay.
Brackett
$7 - Action-Victory
+1 Card
+1 Action
+$3
You may discard a Copper. If you don't, gain a Copper, putting it on your deck.
--
Worth 2 VP
I don't get it. why is it a victory card? a cantrip gold with a drawback could probably cost 6, the VP just seems tacked on to meet the criteria. I like the drawback, it's a good way to do terminal gold, and it's self-feeding, which is nice. I just don't think this is the criteria for it.
Kasdan
$4 - Treasure-Reaction
Worth $1
When you play this, reveal the top 3 cards of your deck. Put any or all of the revealed Curses and Victory cards into your hand and put the rest back on top in any order.
--
When another player plays an Attack you may discard this from your hand. If you do, reveal the top 5 cards of your deck. Discard any or all of the revealed Curses and Victory cards, then put one into your hand and the rest back on top in any order.
will that fit on a card? also, why is this a treasure instead of an action? to meet the criteria? the mechanic is a little convoluted in wording, but it's pretty clear what it's supposed to do so okay. it's too bad you have to write the whole thing out twice, though. the general idea of a reaction being a bigger version of the main ability is nice, but I would've gone with a simpler ability.
Hughes
$3 - Treasure-Reaction
Worth $1
When you play this, +1 Card. You may put a card on top of your deck.
--
When you gain a card, you may reveal this from your hand. If you do, put your deck in your discard pile. Then, either put the gained card on top of your deck, or set it aside. Discard the set aside cards at the start of your next turn.
put a card from where? I assume your hand but you need to say. anyway, if I'm reading the reaction right it is a chancellor that puts the card on top or makes it miss the shuffle. that part seems unnecessarily confusing. does this
need to also be a defense against cursers? also, this feels way too close in practice to watchtower, in terms of reactions. the top decking gets a little stronger, but the getting rid of it gets much weaker to compensate. the main side is obviously different, but I'm not really sure what's going on with it. I don't see what it has to do with the other half. I mean, if I gain a treasure with an action during my turn, I can use this to pick it up. but that's it.
Zaillian
$6 - Action-Duration-Victory
+1 Action
Now and at the start of your next turn:
+1 Card
+$1
--
Worth 1 VP
not quite clean enough to pull off the vanillas-only thing, I think. powerwise, it's a Caravan-Peddler both of which cost 4, for 6, which is fine, and the VP isn't gonna make much of a difference. so this should be okay. it's just the VP thing feels a little extraneous.
Monahan
$3 - Treasure-Reaction
If you have unused Actions (not Action cards), this is worth $1, otherwise it's worth $2.
--
When you play an Action card, you may reveal this from your hand. If you do, discard this and +1 Action.
--
(Rules clarifications: To use the Reaction effect of this card, you must discard it after playing an Action card but before resolving the effects on that Action card, in much the same way that one reveals Reactions to the Attack cards of other players prior to them resolving the effects of the Attack card.)
this took me a second to think about when you'd want it, and then I realized it's useful with a bunch of terminals. if your terminals collide you can use this to smooth things out by making them non-terminal, effectively paying $2 for the second action, and once you're out of terminals to enable with this, it turns on into a silver. pretty neato, although I suspect it might need to cost $4.
Gaghan
$4 - Action-Victory
+1 Action
Gain a [This Card].
--
Worth 2 VP
simple and elegant. it's a fast rush strategy, but at the end all you've done is bloated your deck, emptied one pile, and left yourself with 16 VP. then again, that's also +.8 VP per garden, +2 VP per Silk Road, and +2.7 VP per Vineyard, but this is obnoxiously priced right at the same point as two of those, as well as the potion needed to buy the third, so making this work with them might be tricky. if there's workshop on the board, an opening of Gaghan-Workshop and then rushing the Gaghan, Workshop, and Silk Road or Garden piles seems like it'd be pretty strong, but not sure it's that much worse than existing Garden Shop options. but if you can pick one up early and force a three-pile ending it may be good enough on its own too.
Sorkin
$5 - Treasure-Reaction
Worth $3
If an opponent plays an Attack, reveal [This Card] from your hand. Gain a copy of the Attack card and trash [This Card] from your hand.
the wording's a bit off I think but whatever. you can't be forced to reveal it since the game doesn't know you
have it, meaning this is strictly better than gold. and even if you were forced to reveal it, oh no, you get a good attack. I like the reaction, but the card itself is just way too strong.
Robinson
$6 - Action-Attack-Victory
+2 Cards
Opponents with 4 or more cards in hand discard a card. If any Victory or $0-cost cards were discarded, gain a token on the [This Card] mat.
--
Worth 1 VP for every two tokens (rounded down) on the [This Card] mat at the end of the game.
it's a nice attempt at making "each opponent discards a good card" but how often are you really gonna play this? it costs 6, so you can't get it before the first shuffle, you're probably only going to get to play it maybe 4 times total. that means that, if they discard a good card just once this is only worth an estate. you can get some more by picking up more of these, but you need them early to work and you're buying them across from gold. how often will that be worth it?
Pierson
$6 - Action-Victory
Worth 2 VP
--
Pick one: Gain a Silver in hand; or Gain a Gold and a Copper.
ooh, neat. plain and simple. not much to say, probably worth picking this up over your first gold if you don't have too many other terminals. I'm not sure which option is better, since the estimated value of each is the same. I guess it depends what your average card is worth. I think I'd usually take the silver, though. anyway, I like it.
Cody
$5 - Action-Victory
Reveal your hand. +1 Action for each differently named Victory card in play and in your hand, including this one.
--
Worth 1 VP for each differently named Action card that your deck contains two copies of, including this one.
--
(Rules clarification: For instance, if your final deck contains 5 copies of [This Card], 2 Markets, 1 Menagerie, and no other actions, each [This Card] is worth 2 VP: 1 each for the pair of Markets and more than two copies of [This Card], but nothing for the single Menagerie.)
should say "two or more" for clarification purposes. anyway, I guess there's some self-synergy, in that the actions the first ability provides lets you buy up more terminals, which helps feed the VP ability. but it's well-hidden, which means at first glance the whole thing makes no sense together. it's also just a bunch of actions for $5, which is awkward.
Nugent
$5 - Treasure/Reaction
Worth $3
-$1 for each card remaining in your hand when this card is played, but not less than 0.
+1 Buy
--
If one of the other players has no cards in his hand at any point except the clean-up phase of their turn, you may trash this card, gaining a Duchy on top of your deck.
trash it from where? also why would I do that? gaining a duchy on top of my deck sounds really bad. I mean, if it's way late in the game maybe I want to because I keep hitting these with a bunch of green cards so it's not doing anything for me, but if I'm there odds are they are too, meaning it's not likely to ever trigger unless they're playing vault or tactician. and if I do get lucky enough to make that work, why does the duchy need to mess up my next hand?
Goyer
$5 - Treasure-Victory
Worth $1
--
When you discard this from play, you may trash a Treasure you have in play.
--
Worth 1 VP for every $2 (rounded down) in the cost of the Treasure card you have the most copies of in your deck (the most expensive card if there is a tie).
I like the idea but it seems really tedious to play. I need to know exactly how many of each treasure I have, so I know when to trash my silvers over coppers to turn on my golds, I need to accurately predict how future turns will go in order to assume how many golds (or platinums) I'll end up with, and such. I mean, always trashing the lowest-cost treasure seems like a good strategy, but there's a 2-point difference here between silvers and golds, so there's a lot of reward for pedantic card-counting, which isn't all that fun.
Mamet
$2 - Treasure-Reaction
Worth $1
When you play this, look at the top card of your deck. Discard it or put it back.
--
When another player plays an Attack card you may reveal this from your hand. If you do, look at the top 3 cards of your deck. Discard any number of them. Put the rest back on top in any order. If you discarded any cards this way, either discard or trash this.
why is this a treasure? I'd totally buy it if it was an action but I don't see why this is a treasure. also, isn't this a card from Schlippy's set? yes, I just checked, this is exactly monocle. I thought you weren't supposed to submit cards that'd been posted elsewhere. anyway, that aside, I have the same issues here as I did there: it's really inelegant and it's hard to piece together why all of this is attached. especially the treasure part. what purpose does being a treasure serve on this card?
Crowe
$4 - Action-Victory
Trash two cards.
--
Worth 1 VP for every two differently named cards in the trash (round down).
cute. will almost always be worth an estate, since every game with trashers eventually winds up with copper and estate in the trash. less flexible and more expensive than Steward, but it can lead to some pretty big upswings in points if you can make it work. neat.
Foote
$4 - Treasure-Reaction
Worth $0
Choose one: Trash a card from your hand, +$1; or trash this card immediately, +$2.
--
When you discard a card other than during a Clean-up phase, you may reveal this card from your hand. If you do, trash the discarded card.
on the treasure side, I feel like this could be worded better. "worth $1. You may trash a card from your hand. If you don't, trash this and +$1." plays differently if you can empty your hand though, and from the reaction I suspect that may have been intentional. it can be a strong dissuasion of discard attacks, in that if you militia me early and I have this, you just gave me a free half-chapel. but it costs $4 so that should be fine, since you're giving up a lot of opportunity, including a militia of your own, to set that up.
Darabont
$4 - Treasure-Reaction
Worth $2
--
When you gain a card, you may set aside the gained card if this card is in play or you reveal this from your hand. Return the set aside card to your deck at the end of the game.
"you may reveal this from your hand or play" anyway, I really like this. Islands away all the victory cards you buy with it, and keeps junkers from cluttering your deck. lets you start greening earlier, since you won't get as cluttered. maybe a bit strong in draw-your-deck style decks, because they tend to get hit hard by greening and they'll always be able to find this. but should be okay. I feel like the cost is a bit awkward, since I'd like it a bit over $4 but $5 is too high, but I'm okay with pushing it a bit.
Howard
$4 - Action-Victory
Either trash up to 2 cards from your hand or move a card from the trash to your [This Card] mat.
--
Worth 1 VP for every 2 cards on your [This Card] mat.
Dark Ages gives us trash fetching, which means this suddenly does have a use of protecting things from being reclaimed, but in most games there's no need for the second ability to deal with cards at all. how often do you expect this to be played? 6 times? that means it's serving as a duchy that eats up 6 terminal actions over the course of the game. and if there's no other trashers it's going to have to be played to trash a couple times, meaning it's less. I'd say this can probably cost $3. it seems really hard to use.
Greene
$5 - Treasure-Reaction
Worth $1
Choose one: +$1 or +1 Buy.
--
When you gain a card, you may set this aside from your hand. If you do, in your buy phase play this twice.
--
(Rules clarification: If you set this aside in your buy phase, you immediately play it twice.)
so whenever I gain a card, this becomes a super-gold? seems pretty nuts. I like the front half a lot but the back end is probably too powerful. if you don't happen to have a gainer in hand, and you don't get hit by a gaining attack, you can always just, like, buy something, and then basically haven away a super-gold. and if you have multiple of these? ridic. two of these in hand is a guaranteed province next turn. the only problem is that if I'm using it like that it'll sometimes miss reshuffles. so I can only get super-golds sometimes. oh no.
Odets
$4 - Treasure-Reaction
+1 Buy
+$1
--
Whenever you buy a card, you may reveal and discard this card from your hand. If you do, every other player gains a copy of the bought card instead of you.
so it's a witch that costs me a buy instead of an action and doesn't draw me cards. that's hypothetically okay. but it costs less too. I mean, without +buy it's really not that good, since I have to spend my whole turn's resources cursing you, but if there's a source of +buy for cheap, then whether you collide them early or not can decide the game. the +buys you can open with across from this are hamlet, woodcutter, pawn, herbalist, and trade routes, which isn't all that much, and some of them suck. but I'd open hamlet-this in a second. it's also worth noting that the nomad camp option exists, which is even more brutal. you can only do it if you get your 4-coin hand first, so even if we both have 4/3s, one of us might hit it while the other doesn't. still, you need to collide them, which makes the strength weaker, but makes the luck factor involved much higher, meaning games will be decided simply by who collided theirs turn 3. maybe that's not such a big deal, but the games where it hits it's sure gonna feel like one.
McQuarrie
$3 - Action-Victory
Look at the top 2 cards of your deck. You may discard up to one card. Put the rest back in any order.
+2 Cards
--
If a Victory supply pile other than Provinces or Colonies is empty, this is worth 2 VP. Otherwise, this is worth 0 VP.
don't we already have the opposite of this in the set? also the first part is a completely unrelated card to the last part. if it was a workshop variant of some sort it'd be super cool, since that gives you a means of accomplishing that. it's also weird that this can be worth 0 in non-trivial circumstances. I'd make it worth 1 VP for each empty pile. then it'll always be worth 1, but sometimes it's as good as a duchy if the tools are there to three-pile. on the action side, it's a nice variant on Smithy, in that it can dig as deep to find what you need but won't give you everything there. but again it has no reason to be on the same card as the victory half.
Ephron
$5 - Treasure-Victory
Worth $2 and 1 VP
--
When you gain or play this, look at the top 4 cards of your deck. You may discard any number of them. Put the rest on top of the deck in any order.
the VP feels a little tacked on, but it's not egregious here. stuff that's worth 1 always feels a little weak because winning that split 8-0 won't help you come back from a 5-3 province split. but the card is nice, in that it helps clear out the chaff, which makes it feel like it's designed specifically to interact with silk roads decks, helping you knock off those worthless victory cards and keep your treasure flowing. but it has uses in any alt-vp deck that finds itself inundated in green. I probably wouldn't pick it up in a deck aiming for provinces, but there's plenty of things it does help with.
Sherwood
$4 - Treasure-Reaction
Worth $1
When you play this, gain a card costing less than this.
--
When another player plays an Attack card, you may discard this from your hand. If you do, gain a card costing less than the Attack card that is not a [This Card], putting it into your hand.
I'd like it better if it discarded the card you gain, to avoid the ugly "that is not a [This Card]" wording you need to avoid the first attack emptying the pile. I'm not sure how much gaining $3s is going to help, but I suppose it's a constant flow of silver so there's that. anyway, I like it but I don't love it.
Brooks
$4 - Treasure-Reaction
Worth $1
--
When any player gains a Victory card you may reveal and discard this, if you do gain a Gold in hand or on top of your deck.
feels like fool's gold but it's completely different. like so many of the other submissions, this seems good with alt vp, where Victory cards are gained more frequently and decks get more clogged. but it's costed the same as many of the existing alt vps so that might be tricky to swing, and they tend to not have much cash to spare, so holding this back to pick up a gold might be out of the question. still, a neat idea.
Riskin
$2 - Treasure-Reaction
Worth $1
--
When you would discard this other than during a Clean-up phase, you may set this aside from your hand instead. If you do, +$2 and return it to the discard pile at the end of your turn.
--
(Rule clarifications: If you discard this during another player's turn (e.g., because of Militia), you get +$2 at the start of your next turn.)
I would make it discard from your hand, since you can do some stupid things with these and, say, golems. get four in your deck, have no more than one non-golem action in your deck (scheme?) and boom, free province every time you draw golem. of course you can do that with tunnel too, but that just gets you golds. you still need to pull them together and actually buy the provinces. but even outside of nuts combos like that, I feel like, at $2, the potential to give you $2 from your deck is a little much.
Helgeland
$5 - Victory-Reaction
1 VP
--
Whenever a player buys a non-victory card, you may reveal and discard this. If you do, gain a copy of that card.
I like that it uses being a victory point to make it not do anything but the reaction, but I worry that it's basically just a non-terminal smuggler. it's not quite as good because I have to decide as you buy things which I want, and it can't gain things they gain, but it still feels like a very similar space.
Pressburger
$2 - Action-Victory
+1 Action
Reveal the top three cards of your deck. Discard any Victory or Curse cards. Put the rest back on top of your deck in any order. If you discarded all three cards, +$3.
--
If the Estate or [This Card] supply pile is empty, this is worth 1 VP. Otherwise, this is worth 0 VP.
it seems too good but I don't think it actually is. I don't like the victory part, but it needs to be a victory for self-synergy purposes, and if it's worth even 1 all the time it's strictly better than estate, and the ability seems good at $2, so okay I'll buy it.
alright that took forever. feel free to tell me all the ways I am wrong.