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Author Topic: Gang of Misfits  (Read 4435 times)

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NoMoreFun

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Gang of Misfits
« on: November 19, 2012, 10:29:06 am »
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Gang of Misfits
Action - $5
Gain a card costing less than this. If it's an action card, play it immediately.

If you don't get the name, say it with a southern accent.

It's a Band of Misfits meets a Workshop, which could be a problem; do you really want that Chapel in your deck? It can also do other Workshop functions, but that's not why you'd buy it.
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DStu

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Re: Gang of Misfits
« Reply #1 on: November 19, 2012, 10:48:29 am »
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http://forum.dominionstrategy.com/index.php?topic=1204.msg136169#msg136169


So how does this interact with say Watchtower/Trader or the like? I have forgotten how the Ironworks-thing resolved in the end, so I play GoM, try to gain a Ironworks, reveal Trader, gain a Silver insted.  Do I get to play the Ironworks nevertheless?  And if yes, what happens in clean-up?

edit: If only we had a wiki or such...
Quote from: wiki
If you use IronworksIronworks.jpg from Intrigue to try and gain a card but reveal TraderTrader.jpg to gain a SilverSilver.jpg instead, the Ironworks does not give you any bonus(es) for the card you didn't actually gain.
OK, that means (probably, as the wording is quite similar) you don't get to play the Ironworks, so no problem here.
« Last Edit: November 19, 2012, 10:50:41 am by DStu »
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DWetzel

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Re: Gang of Misfits
« Reply #2 on: November 19, 2012, 11:49:50 am »
+6

I have no particular comment on the card but I will say it's a lot funnier if you imagine "If you don't get the name, say it with a southern accent" as part of the card text, as I originally read it.
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NoMoreFun

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Re: Gang of Misfits
« Reply #3 on: November 19, 2012, 11:52:23 am »
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I'd assume that top decking it or trashing it with Watchtower makes you lose track of the card, since "When you gain" happens at the same time as the card, while "play it immediately" happens just afterwards.

I'm not completely sure about the lose track rule, but I think that if you gain a Nomad Camp with a GoM, then it will play the Nomad Camp, since that's where the card "expects" the nomad camp to go. If for whatever reason you gain another card at the same time (eg if Embargo was when gain), and you top deck that above the nomad camp with watchtower, then you can't play the Nomad Camp.

If you gain a Death Cart, you play the Death Cart immediately, but not the Ruins.

If Feast is on the board then you can use this to gain $5 cards, but not to play them, obviously.

Trader means you never gain the action card, and therefore don't have an action card to play.
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NoMoreFun

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Re: Gang of Misfits
« Reply #4 on: March 13, 2013, 08:14:08 am »
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I was thinking of making it more general:

Gang of Misfits
Action - $5
+1 Action
Gain a card costing less than this. Put it in your hand.

However it seems to compare too favourably to Explorer. It's a Silver that gains you a Silver.
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AJD

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Re: Gang of Misfits
« Reply #5 on: March 13, 2013, 01:22:37 pm »
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If you gain a Death Cart, you play the Death Cart immediately, but not the Ruins.

Interestingly, if you gain a Death Cart with this, you don't trash it:

Gain Death Cart; it goes to discard pile
Gain Ruins; they go to discard pile. Death Cart is now lost track of.
Play the Death Cart. Can't move it to play area, since it's been lost track of, but you get +$5.
Decline to trash an Action from your hand.
Don't trash the Death Cart, because it's been lost track of.

...I think. Well, actually, the Death Cart tries to trash itself, and it hasn't lost track of itself—nothing's moved it since it was played, so it's where it expects itself to be. So maybe it trashes itself after all? It definitely has to be in your discard pile, not the play area, though.
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One Armed Man

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Re: Gang of Misfits
« Reply #6 on: March 13, 2013, 01:31:30 pm »
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Gain Scheme. Return Gang of Misfits.

Gain Island. 2VP and thinning every day!

Gain Tournament when you have a Province in hand. Gain Caravan otherwise.

Gain Sea Hag, so strong.

Gain Ironworks, Ironworks a Gardens.

Gain Throne Room to play on a Golem, to play the Gang of Misfits from your deck, to gain ....
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sylas

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Re: Gang of Misfits
« Reply #7 on: March 13, 2013, 07:37:08 pm »
+1

i had a virtually identical card to this one called Conform, now changed to Revelation. it had similar issues which prompted me into changing it to:


Revelation, $5, Action
+1 Action
Gain a card costing $3 or less and currently not in play. Put it into your hand.
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popsofctown

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Re: Gang of Misfits
« Reply #8 on: March 13, 2013, 09:08:28 pm »
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This is a 7$ card.  At the least.
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LastFootnote

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Re: Gang of Misfits
« Reply #9 on: March 13, 2013, 09:11:31 pm »
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This is a 7$ card.  At the least.

But then it'll be able to gain $5 and $6 cards, right?
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popsofctown

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Re: Gang of Misfits
« Reply #10 on: March 13, 2013, 09:12:29 pm »
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Indeed.  6$ is a buff, but 7$ is a nerf again.  8$ might be what's appropriate.
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Kirian

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Re: Gang of Misfits
« Reply #11 on: March 13, 2013, 10:20:11 pm »
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I think "$3 or less" rather than "less than this card" is the only way to make this not overpowered.  Sure, it allows Highway shenanigans, but so do other gainers.  While some high-power $3s, especially cantrips, might still be problematic (Scheme as mentioned above, Fishing Village, Menagerie), I don't think there's the craziness you can get into at $4.
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NoMoreFun

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Re: Gang of Misfits
« Reply #12 on: March 14, 2013, 02:51:49 am »
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Idea for a nerf:

Gang of Misfits:
Action - $5
+1 Action
Gain an action card costing less than this. Put it into your hand
---
When you gain this, each other player gains a cheaper card, putting it on top of his deck.

I don't think any combos other than Island are super powerful. Many (eg Sea Hag) are actually better played with Band of Misfits.
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NoMoreFun

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Re: Gang of Misfits
« Reply #13 on: May 16, 2013, 05:03:31 am »
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New idea to balance:

Gang of Misfits
Action - $5
Gain an action card costing less than this. Play it immediately.
If you have any actions remaining, trash any card you have in play (including this).

Being forced to keep terminal actions is bad. Depleting the piles of non terminals as you play them is mixed. Being able to trash ruins or actions you don't need any more is good.
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popsofctown

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Re: Gang of Misfits
« Reply #14 on: May 20, 2013, 06:58:57 am »
+1

I dunno.  That's probably balanced just fine, but it doesn't seem like as much fun.

What about adding some intrigue..

Gang of Misfits
Action - $5
Gain an action card costing less than this.  Play it immediately if there are no cards of that name in the Trash.
Each opponent may trash a card from his or her hand.

Or Jester edition:

Gang of Misfits
Action - $1
Gain an Action card costing more than this and play it immediately, then return it to the supply.
Each opponent chooses one: he gains a copy of that card; or you gain a copy of that card.
« Last Edit: May 20, 2013, 07:00:56 am by popsofctown »
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NoMoreFun

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Re: Gang of Misfits
« Reply #15 on: May 20, 2013, 09:09:18 am »
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I dunno.  That's probably balanced just fine, but it doesn't seem like as much fun.

What about adding some intrigue..

Gang of Misfits
Action - $5
Gain an action card costing less than this.  Play it immediately if there are no cards of that name in the Trash.
Each opponent may trash a card from his or her hand.

Or Jester edition:

Gang of Misfits
Action - $1
Gain an Action card costing more than this and play it immediately, then return it to the supply.
Each opponent chooses one: he gains a copy of that card; or you gain a copy of that card.

I like the 2nd card. It's a completely different card, but one that will get the table talking. Probably impossible to cost, but I'd love to play a game with it to see how it goes.
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