I voted for none of the top 3.
Tribe was my submission:
Tribe
Types: Action
Cost: $3
+2 Actions. +$1. Look at the top 2 cards of your deck. Discard one and put the other anywhere in your deck.
When you buy this, you may discard a card. If you do, +1 Buy and +$2.
I know that on-buy +Buy aren't terribly popular, but I thought this was a rather elegant solution to a lot of the problems that on-buy +Buy cards have and it's an obvious on-buy effect that Hinterlands doesn't have.
See: Being able to empty a pile when you drive its cost down to $0 is no fun, so it needs to be capped some way. One could simply say: "When you buy this, if it's the first [CARDNAME] you've bought this turn, +1 Buy," but that somehow seems to require more parsing than a simple discard. Tribe has an obvious cap to it: The number of cards in your hand. Players will never really ask or consider why, they'll just accept that they get buys if they have cards to discard.
It started with its on-buy effect giving two Buys, but otherwise being the same (It lost the second buy in testing with
Highway). Then it needed a top effect. It either needed to give +Buy or +Actions (both of which Hinterlands needed). I figured an engine piece would be a nice component to be able to buy without expending buys, so +2 Actions it was. Since I set it up to give coins when you bought it, it made more sense for it to give coins when you played it so I could put it at a cost of $3 (rather than with +1 Card which would make it strictly better than
Village).
I had to give it some other effect, so I started trying to think up a name: A gathering of people (for the splitter effect) with an emphasis of either a market (for the +Buy) or a celebratory event (such as
Festival). Tribe seemed to make a lot of sense: The tribe has a big hoopla when you buy them if you bring gifts and give you actions and coins later. From there, a Tribe sounds somewhat like
Native Village, so its extra effect needed to be a way to get cards in your deck to collide (which is great for Hinterlands). It started out top-decking one card and putting the other anywhere, but that was annoying, so I made it discard the other and, in retrospect, that's too strong for $3.
Making it give coins with its on-buy seemed cute. When it gave $2, you could buy 2 of them for $4 with an extra card in hand. Clearly too much. Dropping that down to $1 would probably have fixed that problem. Having it net you coins when you drop its price to $0 I thought was a nice combo. With it giving only $1, it could transform your useless cards into +$1 when you nullify its price.
So here's what it would change to:
Tribe
Types: Action
Cost: $3
+1 Card. +2 Actions. +$1. Put a card from your hand anywhere in your deck.
When you buy this, you may discard a card. If you do, +1 Buy and +$1.
That's enough of my card though.
Oh and Fragasnap, I'll claim that respect now, thank you very much.
I am nothing if not truthful. +1.
I ended up not voting for your card only because the number of Victory cards allowed in the set is limited.
I wanted the top part to at least be a cantrip, so that you wouldn't be afraid to get multiples of these. It needed a bit more than that, but a simple $1 coin would be too strong. I figured I can make the coin conditional so as to favour large handsizes and sifting.
I don't think a simple $1 would be too strong (
Peddlers at $5 are moderately weak but infinitely practical), but a flat +$1 would have made it into nothing more than a
Peddler on play, for which I also would not have voted favorably.
I'm wishing I voted, too, I loved Mountain Dwellers but I feel Diviner is ridiculously overpowered.
I give jet lag as an excuse.
I'm genuinely curious as to why you (and others) feel it is so drastically overpowered. Could someone please explain, because I feel it is very similar in power to Oracle.
As I mentioned in my critique way back on page 6 or 7, the top is worth $3 all by itself. In a thinned deck, that +1 Buy makes it very powerful if you're likely to draw $3 or $4. The bottom part, though, is just so, so powerful, not because of the similarity to Oracle, but because it's repeatable, can happen multiple times on the same buy if there are multiples in play (with villages available), and self-synergizes with its own +Buy. This feels to me like a $5 card.
This isn't a "being too powerful" issue, but like Oracle this card suffers from what I'll call the T4 problem: it is much, much better to draw this on T3 than T4 if you open Diviner/Silver. Draw this on T3, hopefully get a $5, discard your top two cards, and you have a (small) chance to draw your $5 or your Diviner on T4. Draw it on T4, and not only will your $5 miss the shuffle, Diviner will miss the shuffle. With Oracle that problem is mitigated by the attack.
The Turn 4 problem is quite prominant with
Smithy as well, isn't it?
The fact that it synergizes with its own +Buy is largely moot because you have to be buying cards in order to use it. If I have $5 and 2 Buys, I often will want a $5 card anyway. Flooding my deck with Coppers only to use a sifting effect would be poor long-term planning.
Wayfarer (B)
Types: Action
Cost: $4
Reveal cards from your deck until you reveal one costing $1 or more. Put all the revealed cards into your hand.
When you discard this from play, gain a card costing up to $1 per Copper you have in play.
...
Out of curiosity, did people not vote for it because they didn't like it or because it was posted late and they didn't know it existed? I'm rather fond of the card and would consider re-entering it for the second Hinterlands contest with maybe some tweaking.
I don't like it much for how variable it is. Sometimes I'll only draw my
Mountebank dead (+1 Card) or I'll get 4 Coppers, 2 Curses, and a Silver (+7 Cards). Then I get to use all my Coppers twice which can get pretty silly.
LastFootnote has a great Workshop\Village in his Enterprise expansion called Mill Town and using all your Coppers more than once is a strong effect on boards in which you can draw your deck. Though this one is terminal, it lets you wait until the end of your turn to use those Coppers.
Trailblazer
Types: Action
Cost: $4
Gain a card costing up to $4.
When you gain this, reveal the top 4 cards of your deck. Put any number of the revealed Victory cards and Curses into your hand. Put the other cards back in any order.
...
Sadly, taking two boring effects and combining them still leads to a boring card. The glut of Workshop variants this time around didn't help either. I'm still trying to make the on-gain scout idea work, but this card doesn't seem the right way to go about it.
You hit the nail on the head: I like the idea, but it's overall rather boring and I voted for interesting ideas.
Armory is one of my most loathed Dominion cards, not because its impractical, but because it's so boring.