Yeah I keep just tossing around card ideas and eventually want to compile a mini-set, so I thought I'd just post them here as I thought of them and get some feedback. Expect random posts spaced out over a period of time.
(EDITS:
Italic is added,
strikethrough is removed
Recombobulate / Action, $4
Trash 2 cards from your hand. You may gain a card with cost exactly equal up to the combined total cost in coins of the trashed cards.
I've been trying to make a Remodel / Remake variant for awhile that trashes two cards and gains 1 card that somehow combines the cost of the two cards. I'm not sure if the gain should be required, if the gain should be "up to" the combined cost or "exactly", etc. Thinking gain optional / exactly is the right combination of restrictive and powerful; I don't want it to be too open ended and broad but I don't want it to suck with double Copper or Copper / Estate either. Making the gain optional avoids making it almost universally worse than Remake as well - this gets you potentially thinner. Maybe "up to 2" cards, but eh.
Edited: Going with "up to" instead of "exactly", and now I removed the "in coins" bit so you can gain debt and potion cards if you really wanted.
Vendor / Action - Attack, $4
$2
+1 Buy
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While this is in play, when you buy a card, each player with 4 or more cards in hand discards a card.
This is a card pulled from a shitty set I tried to start making like a year ago. This seemed like it was simple and had some potential. Basically it's Miltia if you actually use the extra Buy it gives you, and it's not if you don't. I'm concerned about the trigger though - if you have five out, do they all trigger at once, or sequentially? Is this solvable without unique wording? Anyway, Dominion could use extra buys and conditional attacks that don't get strong until later.
Investigate / Action, $5
+1 Card
+1 Action
If this is the first time you've played Investigate this turn If you have no other Investigate(s) in play, +2 Cards.
I was briefly working with a theme of Actions that only work well the first time you play them in a turn, perhaps as part of a variety pile or deck, but maybe as a full pile. Don't know yet. How's the power level for this one? I'm thinking it could bump down to a $4, or bump up a + card, but both seem absurdly powerful early then. Maybe make it a Peddler variant and the only bonus is a first play extra single card.
Edited: Minor buff for Procession tricks, a really cool boost with Inheritance, etc. Considering the self-trash buff Accatitippi suggested, also weighing the idea of incorporating other trash-from-play cards into my set for some synergy.