Jasmine (Treasure, $4)
When you play this, gain a card costing less than the most expensive card you played this turn that's still in play (including this).
If it's a Victory card, trash this.
A Horn of Plenty variant that always gives you a Silver (for example) at the very least.
Jasmine (Treasure, $4)
When you play this, gain a card costing less than the most expensive card you played this turn that's still in play (including this).
If it's a Victory card, trash this.
A Horn of Plenty variant that always gives you a Silver (for example) at the very least.
Jasmine (Treasure, $4)
When you play this, gain a card costing less than the most expensive card you played this turn that's still in play (including this).
If it's a Victory card, trash this.
A Horn of Plenty variant that always gives you a Silver (for example) at the very least.
This is a cool idea. May I suggest this wording?
"Choose any card you have in play (including this). Gain a card costing less than it. If it's a Victory card, trash this."
These days Treasures are losing the "When you play this" text. The "most expensive card" is actually impossible to determine in some cases since City Quarter is neither more nor less expensive than Market, as an example. Finally, I'm not sure what requiring the card to have been played this turn gets you. It's strong with e.g. Hireling without that clause, but I don't think that's problematic. It's a rare combo. But maybe I'm missing something and there's a good reason for only caring about cards played this turn?
WDC #115: Don't Count On It
"+3 Cards"
"Choose one"
"Play a card from your hand twice."
Enough with all this mathematical nonsense! Please design a card or landscape that doesn't use numbers in its text.
Specifically:
• The only numeral on your card should be its cost. This means no vanilla bonuses of any kind.
• Written-out numbers are also not allowed. Your card cannot say "two", "seven", or even "one". Nor can you use the words "once" or "twice".
• Ordinality is as bad as cardinality! You can't use the words "first", "second", etc.
• I'll try to be relatively generous with gray areas, but try not to use e.g. "You may play an Action card from your hand" without a good reason it couldn't have been "+1 Action" instead. Something like Imp's "You may play an Action card from your hand that you don't have a copy of in play" would be fine.
• Entries are allowed to refer to numbers and amounts indirectly. Some examples include Counting House, Forge, Monastery, and Way of the Chameleon.
(http://wiki.dominionstrategy.com/images/thumb/b/bc/Mint.jpg/373px-Mint.jpg)(http://wiki.dominionstrategy.com/images/thumb/b/b6/Band_of_MisfitsDigital2.jpg/376px-Band_of_MisfitsDigital2.jpg)(http://wiki.dominionstrategy.com/images/thumb/1/1a/Camel_Train.jpg/375px-Camel_Train.jpg)
Judgment Details:
• Entries and revisions must be submitted by 7:00 PM CDT (12:00 AM UTC) on Saturday, May 22. I'll do my best to post the results on Sunday, May 23.
• I value concision pretty highly. Ideally entries should be able to fit with the large font that new Dominion cards use, meaning no more than 7 lines of text for cards or 3 lines for landscapes.
I'm guessing this'll be a tricky one, but hopefully also fun. I'm sure you'll come up with some cool stuff!
So I have a question: if we make a treasure that give no coins, we're forced to put "$0" on the preview (on the top corner) so, is this eliminatory because there is a number other than the card cost? or can we make this type of treasure for the contest since all the numbers aren't on the actual text ?
Good question. I'll allow "$0" in the top corners.Thank you, I have few ideas and a treasure may be one of them.
Does "discard a" count as the number 1?
For example, "discard a card from your hand, if you do, gain a Duchy," would that fit the contest rules? (this is not a submission, just a theoretical question)
What about "gain a card?" Does that count as a number?
Border Crossing - Action - $4
Gain a non-Victory card. Each other player gains a cheaper card.
Entry for the week:
(https://i.imgur.com/jV6C3Uh.png)QuoteBorder Crossing - Action - $4
Gain a non-Victory card from the Supply.
Each other player gains a cheaper card.
If you get a Gold, your opponents can get a strong $5 (or in the late game, a Duchy even, as they are not restricted to non Victory). Or maybe you use it to gain a good $2 and make them gain a Copper.
Things I could tweak:
• the cost (I went with $4, because I like the ability to buy it as an opener)
• where the gained cards go, both for you and your opponents
(I realize I could have entered this last week, as well! :) )
Legate - Action | Command - $4
Gain and play a non-Command Action card. Each other player may set aside a copy of that card. If they do, at the end of their next turn, they gain their set aside card.
Entry for the week:
(https://i.imgur.com/jV6C3Uh.png)QuoteBorder Crossing - Action - $4
Gain a non-Victory card from the Supply.
Each other player gains a cheaper card.
If you get a Gold, your opponents can get a strong $5 (or in the late game, a Duchy even, as they are not restricted to non Victory). Or maybe you use it to gain a good $2 and make them gain a Copper.
Things I could tweak:
• the cost (I went with $4, because I like the ability to buy it as an opener)
• where the gained cards go, both for you and your opponents
(I realize I could have entered this last week, as well! :) )
Conglomerate • $6 • Action - DurationI assumed based on the a/an/the question relative ordinals (after) would be ok? Priced at six bc while having one of them is decent, having several of them means your deck gets clean real fast and you have real good control over what you'll be getting. Named after the shipping companies of the 17th through 19th centuries more than the rock, mechanically connected via Warehouse for sifting (although if you want to interpret it as the rock, that's fine too)
After shuffling, look at the top card of your draw pile: you may Exile it, discard it, or put it back.
(This stays in play)
I assumed based on the a/an/the question relative ordinals (after) would be ok?
QuoteLegate - Action | Command - $4
Gain and play a non-Command Action card. Each other player may set aside a copy of that card. If they do, at the end of their next turn, they gain their set aside card.
QuoteLegate - Action | Command - $4
Gain and play a non-Command Action card. Each other player may set aside a copy of that card. If they do, at the end of their next turn, they gain their set aside card.
This doesn't specify where the other players set aside the card from. I assume it's the Supply.
Entry for the week:
(https://i.imgur.com/jV6C3Uh.png)QuoteBorder Crossing - Action - $4
Gain a non-Victory card from the Supply.
Each other player gains a cheaper card.
If you get a Gold, your opponents can get a strong $5 (or in the late game, a Duchy even, as they are not restricted to non Victory). Or maybe you use it to gain a good $2 and make them gain a Copper.
Things I could tweak:
• the cost (I went with $4, because I like the ability to buy it as an opener)
• where the gained cards go, both for you and your opponents
(I realize I could have entered this last week, as well! :) )
Nice. You don't have to say "from the Supply", though. That's implicit in gaining unless you call out a non-Supply card, type, or pile.
Should this be an attack given the copper-junking potential?
QuoteLegate - Action | Command - $4
Gain and play a non-Command Action card. Each other player may set aside a copy of that card. If they do, at the end of their next turn, they gain their set aside card.
This doesn't specify where the other players set aside the card from. I assume it's the Supply.
Yup, it's from the Supply.
Workshop, Artisan, Ironworks, Smugglers, University, Horn of Plenty, Hermit, Armory, Dame Natalie, Alter, Artificer, Alms, Ball, Seaway, Engineer, Charm, Advance, Banquet, Cobbler, Vampire,The Earth's Gift, Inventor, Sculptor, Groom, Falconer, Bargain, and Demand all use "gain" without specifying "from the Supply." Donald X has ruled that "from the Supply" is implied.
Devil's workshop is the most compelling evidence that "from the Supply" isn't needed since it gains the imp "from its pile" and omits any "from" clause for all the gain up to $4 case.
From the Supply was used on other Command cards because it's not normal to play cards from the Supply. This card is a gainer first (literally it gains it before playing it -- in certain circumstances like Changling, the play may fail), so the clause is not necessary.
Should this be an attack given the copper-junking potential?
Hmm. I hadn't thought about that. But I think I prefer it not to be an attack, even for that case. Not exactly the same (since you also have to gain the Copper), but Messenger is not an attack and can give out coppers.
QuoteLegate - Action | Command - $4
Gain and play a non-Command Action card. Each other player may set aside a copy of that card. If they do, at the end of their next turn, they gain their set aside card.
This doesn't specify where the other players set aside the card from. I assume it's the Supply.
Yup, it's from the Supply.
Workshop, Artisan, Ironworks, Smugglers, University, Horn of Plenty, Hermit, Armory, Dame Natalie, Alter, Artificer, Alms, Ball, Seaway, Engineer, Charm, Advance, Banquet, Cobbler, Vampire,The Earth's Gift, Inventor, Sculptor, Groom, Falconer, Bargain, and Demand all use "gain" without specifying "from the Supply." Donald X has ruled that "from the Supply" is implied.
Devil's workshop is the most compelling evidence that "from the Supply" isn't needed since it gains the imp "from its pile" and omits any "from" clause for all the gain up to $4 case.
From the Supply was used on other Command cards because it's not normal to play cards from the Supply. This card is a gainer first (literally it gains it before playing it -- in certain circumstances like Changling, the play may fail), so the clause is not necessary.
Gaining is implicitly from the Supply. Setting aside cards is not, even if you're then going to gain them later. For instance, Camel Train specifies that you Exile cards from the Supply, instead of from your hand or somewhere else.
Gold Smithy - $4
Action
Discard a card to draw a number of card equal to its cost in coins. If you draw more cards than this costs, trash this to Exile a Gold from the supply. If you draw no cards, gain a Silver.
StratagemLooks like a Necro/Village and not a Scheme variant to me.
Night - Duration (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
Set aside an Action card from your hand. At the start of your next turn play it.
_______________________________________________________________
This is gained to your hand (instead of your discard pile).
My thoughts
- This is a really interesting challenging idea for the contest. When thinking through and refining cards, very often you might want to add vanilla bonuses or other tweaks which would not be permitted. This has evolved quite substantially from my original idea as a result. It has retained a common theme of being able to do something with unplayed action cards.
- This is a variation of Scheme that trades not playing an action card one turn for playing it without using up an action the next. It can still be used to bootstrap your turns but more careful deck planning might be required as the Stratagem and the action will be stop cards in your action phase.
- Where it offers more flexibility then Scheme is when action cards are unintentionally drawn dead. The gain clause allows for the possibility of tactically gaining it should cards have been drawn dead on that turn.
A quick idea i got: Faithful hound meets band of misfits. It's probably pretty weak without its reaction, which is why i added it.Buffed Scribe
I think this is strongest late game, when you have a lot of douchys or provinces. But early game, you might want two or three if there is no thinning.
This probably likes sifters a lot, and village Green of course. I imagine that it should combo with faithfoul hound a bit.
(https://i.imgur.com/WU3mp63.png)
Edit 2: (v7)
(https://i.imgur.com/ZNl6E31.png)
On play ability has been buffed: You can now, for example, discard a douchy and play a powerful 5$ card.
Added an "When you gain this, you may exile a card in hand". I think this is unique, very late game, you might want to buy a Srcribe over and estate as you could exile a victory card in hand. This should also give workshops a sort of unique thinning on the boards it's on.
StratagemLooks like a Necro/Village and not a Scheme variant to me.
Night - Duration (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
Set aside an Action card from your hand. At the start of your next turn play it.
_______________________________________________________________
This is gained to your hand (instead of your discard pile).
My thoughts
- This is a really interesting challenging idea for the contest. When thinking through and refining cards, very often you might want to add vanilla bonuses or other tweaks which would not be permitted. This has evolved quite substantially from my original idea as a result. It has retained a common theme of being able to do something with unplayed action cards.
- This is a variation of Scheme that trades not playing an action card one turn for playing it without using up an action the next. It can still be used to bootstrap your turns but more careful deck planning might be required as the Stratagem and the action will be stop cards in your action phase.
- Where it offers more flexibility then Scheme is when action cards are unintentionally drawn dead. The gain clause allows for the possibility of tactically gaining it should cards have been drawn dead on that turn.
I think that it is weaker than Ghost Town. If you drew no Actions dead that you can set aside with this, you'd rather have the +1 Card of Ghost Town.
A quick idea i got: Faithful hound meets band of misfits. It's probably pretty weak without its reaction, which is why i added it.Buffed Scribe
I think this is strongest late game, when you have a lot of douchys or provinces. But early game, you might want two or three if there is no thinning.
This probably likes sifters a lot, and village Green of course. I imagine that it should combo with faithfoul hound a bit.
(https://i.imgur.com/WU3mp63.png)
Edit 2: (v7)
(https://i.imgur.com/ZNl6E31.png)
On play ability has been buffed: You can now, for example, discard a douchy and play a powerful 5$ card.
Added an "When you gain this, you may exile a card in hand". I think this is unique, very late game, you might want to buy a Srcribe over and estate as you could exile a victory card in hand. This should also give workshops a sort of unique thinning on the boards it's on.
A quick idea i got: Faithful hound meets band of misfits. It's probably pretty weak without its reaction, which is why i added it.Buffed Scribe
I think this is strongest late game, when you have a lot of douchys or provinces. But early game, you might want two or three if there is no thinning.
This probably likes sifters a lot, and village Green of course. I imagine that it should combo with faithfoul hound a bit.
(https://i.imgur.com/WU3mp63.png)
Edit 2: (v7)
(https://i.imgur.com/ZNl6E31.png)
On play ability has been buffed: You can now, for example, discard a douchy and play a powerful 5$ card.
Added an "When you gain this, you may exile a card in hand". I think this is unique, very late game, you might want to buy a Srcribe over and estate as you could exile a victory card in hand. This should also give workshops a sort of unique thinning on the boards it's on.
I think you are trying too many things on one card. I would remove the Treasure part from the top and one of the parts below the line, at least.
Portcullis - $5
Action/Duration
Exile your hand.
At the start of your next turn, put all Actions and Treasures you have in Exile into your hand.
Tinker - Action Reserve, $6 cost.
Put this on your Tavern mat.
-
When you gain a card, you may call this, to trash that card and a card from your hand, then gain a card costing exactly the total cost of thetwotrashed cards.
(https://i.imgur.com/dUABcar.png)An issue with this might be the size of the Horse pile. It only takes 5 Farrier plays revealing Gold to empty to empty the pile. In a multiplayer game, that could leave one player perpetually stranded without Horses.
(https://i.ibb.co/9vPWjpp/Overlook.png) | Overlook $3 – Action - Duration Quote
|
(https://i.imgur.com/dUABcar.png)An issue with this might be the size of the Horse pile. It only takes 5 Farrier plays revealing Gold to empty to empty the pile. In a multiplayer game, that could leave one player perpetually stranded without Horses.
An issue with this might be the size of the Horse pile. It only takes 5 Farrier plays revealing Gold to empty to empty the pile. In a multiplayer game, that could leave one player perpetually stranded without Horses.
It's not that difficult to empty the Horse pile in certain Kingdoms with Livery as well, for what it's worth. In any case, it's unlikely to happen before your first Farrier play (each of your opponents would need to play Farrier, reveal a high cost card, and not play any Horses in order to empty the pile).
That said, maybe a cost limitation on the revealed card wouldn't hurt to minimize the risk of snowballing. For instance, if you're already ahead and were able to buy a Colony, revealing it with Farrier to gain 11 Horses increases the chances of you being able to find both Farrier and Colony again in subsequent turns.
An issue with this might be the size of the Horse pile. It only takes 5 Farrier plays revealing Gold to empty to empty the pile. In a multiplayer game, that could leave one player perpetually stranded without Horses.
It's not that difficult to empty the Horse pile in certain Kingdoms with Livery as well, for what it's worth. In any case, it's unlikely to happen before your first Farrier play (each of your opponents would need to play Farrier, reveal a high cost card, and not play any Horses in order to empty the pile).
That said, maybe a cost limitation on the revealed card wouldn't hurt to minimize the risk of snowballing. For instance, if you're already ahead and were able to buy a Colony, revealing it with Farrier to gain 11 Horses increases the chances of you being able to find both Farrier and Colony again in subsequent turns.
Victory cards are not targets of Farrier. A cost limitation might be difficult in the context of the rules of this contest round.
An issue with this might be the size of the Horse pile. It only takes 5 Farrier plays revealing Gold to empty to empty the pile. In a multiplayer game, that could leave one player perpetually stranded without Horses.
It's not that difficult to empty the Horse pile in certain Kingdoms with Livery as well, for what it's worth. In any case, it's unlikely to happen before your first Farrier play (each of your opponents would need to play Farrier, reveal a high cost card, and not play any Horses in order to empty the pile).
That said, maybe a cost limitation on the revealed card wouldn't hurt to minimize the risk of snowballing. For instance, if you're already ahead and were able to buy a Colony, revealing it with Farrier to gain 11 Horses increases the chances of you being able to find both Farrier and Colony again in subsequent turns.
Victory cards are not targets of Farrier. A cost limitation might be difficult in the context of the rules of this contest round.
Oh right, I missed that wording on the card regarding the limitation to Actions and Treasures. I think you would still face the same potential issue if you are able to reveal a Platinum though.
Cost limitation could be achieved with something along the lines of "costing less than this" in order to fit the contest rules, but it might not be what's optimal for the card.
An issue with this might be the size of the Horse pile. It only takes 5 Farrier plays revealing Gold to empty to empty the pile. In a multiplayer game, that could leave one player perpetually stranded without Horses.
It's not that difficult to empty the Horse pile in certain Kingdoms with Livery as well, for what it's worth. In any case, it's unlikely to happen before your first Farrier play (each of your opponents would need to play Farrier, reveal a high cost card, and not play any Horses in order to empty the pile).
That said, maybe a cost limitation on the revealed card wouldn't hurt to minimize the risk of snowballing. For instance, if you're already ahead and were able to buy a Colony, revealing it with Farrier to gain 11 Horses increases the chances of you being able to find both Farrier and Colony again in subsequent turns.
Victory cards are not targets of Farrier. A cost limitation might be difficult in the context of the rules of this contest round.
Oh right, I missed that wording on the card regarding the limitation to Actions and Treasures. I think you would still face the same potential issue if you are able to reveal a Platinum though.
Cost limitation could be achieved with something along the lines of "costing less than this" in order to fit the contest rules, but it might not be what's optimal for the card.
Yeah I put treasure or action to exclude province specifically. Plat Colony boards are rare, and in that case I'm okay with this card being bonkers. It's not the only thing that greatly benefits from certain kingdoms. I actually thought about saying something like "costing less than this" but in order for the card not to be total garbage, it would have to cost 5 or 6, and then it might be too expensive....idk. A $6 one might be fine. I'll think about it a bit but for now I'll leave it how it is
(https://i.imgur.com/3EgLHEhh.png) | Quote from: Grand Feast GRAND FEAST (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/32px-Coin6.png) |
My Submission:
(https://i.ibb.co/2nCV4zS/Overlook-for-4.png) Overlook
$4 – Action - DurationQuote
Either now or at the start
of your next turn: Look
through your discard pile.
You may play an Action
card from it.
“All work and no play makes Jack a dull boy.” - Proverb
Abandoned stoneI think it need a (This stay in play)
cost $6 - Action - Duration
At the start of each of your turns for the rest of the game, look through your discard pile, reveal any number of cards costing less than this, put them onto your deck, discard any number of cards, and draw that many.
An issue with this might be the size of the Horse pile. It only takes 5 Farrier plays revealing Gold to empty to empty the pile. In a multiplayer game, that could leave one player perpetually stranded without Horses.
It's not that difficult to empty the Horse pile in certain Kingdoms with Livery as well, for what it's worth. In any case, it's unlikely to happen before your first Farrier play (each of your opponents would need to play Farrier, reveal a high cost card, and not play any Horses in order to empty the pile).
That said, maybe a cost limitation on the revealed card wouldn't hurt to minimize the risk of snowballing. For instance, if you're already ahead and were able to buy a Colony, revealing it with Farrier to gain 11 Horses increases the chances of you being able to find both Farrier and Colony again in subsequent turns.
Victory cards are not targets of Farrier. A cost limitation might be difficult in the context of the rules of this contest round.
Oh right, I missed that wording on the card regarding the limitation to Actions and Treasures. I think you would still face the same potential issue if you are able to reveal a Platinum though.
Cost limitation could be achieved with something along the lines of "costing less than this" in order to fit the contest rules, but it might not be what's optimal for the card.
Yeah I put treasure or action to exclude province specifically. Plat Colony boards are rare, and in that case I'm okay with this card being bonkers. It's not the only thing that greatly benefits from certain kingdoms. I actually thought about saying something like "costing less than this" but in order for the card not to be total garbage, it would have to cost 5 or 6, and then it might be too expensive....idk. A $6 one might be fine. I'll think about it a bit but for now I'll leave it how it is
Yeah, “Costing less than this” would make it too weak unless it was buffed somehow. Another option could be to discard the revealed card (so if you do reveal a Platinum, you would possibly lose the chance to play it in the same turn).
I agree that this is a $3. Sure, later in the game it is better than Sage but unlike Sage, you cannot open with this to sift and cycle.
My Submission:
(https://i.ibb.co/2nCV4zS/Overlook-for-4.png) Overlook
$4 – Action - DurationQuote
Either now or at the start
of your next turn: Look
through your discard pile.
You may play an Action
card from it.
“All work and no play makes Jack a dull boy.” - Proverb
It's a verry cool reference ^^
Since it's a sort of super-cantrip, maybe it should cost $3 no?
$4 seem a litle bit expensive for this effect, especialy if you compare it to Throne Room (witch also "copy" an action card).Abandoned stoneI think it need a (This stay in play)
cost $6 - Action - Duration
At the start of each of your turns for the rest of the game, look through your discard pile, reveal any number of cards costing less than this, put them onto your deck, discard any number of cards, and draw that many.
If that was the case I'd need to allow victory cards, I think. It feels really weak if you have to choose between gaining horses or playing your expensive card.
I agree that this is a $3. Sure, later in the game it is better than Sage but unlike Sage, you cannot open with this to sift and cycle.
My Submission:
(https://i.ibb.co/2nCV4zS/Overlook-for-4.png) Overlook
$4 – Action - DurationQuote
Either now or at the start
of your next turn: Look
through your discard pile.
You may play an Action
card from it.
“All work and no play makes Jack a dull boy.” - Proverb
It's a verry cool reference ^^
Since it's a sort of super-cantrip, maybe it should cost $3 no?
$4 seem a litle bit expensive for this effect, especialy if you compare it to Throne Room (witch also "copy" an action card).
If that was the case I'd need to allow victory cards, I think. It feels really weak if you have to choose between gaining horses or playing your expensive card.
It wouldn't be terrible, IMO. As-is, Farrier could be pretty weak early in the game if you only have Coppers and Estates in hand. You would open up the possibility of it gaining a bunch of Horses with Provinces or Colonies, but is it that much worse than being able to reveal a Gold or a Platinum?
I don’t think that this scenario is very scary. Cargo Ship does the same with 2 Coins instead of an implicit Action.I agree that this is a $3. Sure, later in the game it is better than Sage but unlike Sage, you cannot open with this to sift and cycle.
My Submission:
(https://i.ibb.co/2nCV4zS/Overlook-for-4.png) Overlook
$4 – Action - DurationQuote
Either now or at the start
of your next turn: Look
through your discard pile.
You may play an Action
card from it.
“All work and no play makes Jack a dull boy.” - Proverb
It's a verry cool reference ^^
Since it's a sort of super-cantrip, maybe it should cost $3 no?
$4 seem a litle bit expensive for this effect, especialy if you compare it to Throne Room (witch also "copy" an action card).
I've spent (and still do) way more time on thinking about the cost of the card than about its ability. What "scared" me was the ability to relatively often play a powerful terminal drawer at the start of the next turn, like Smithy or Witch (which could have been gained just in the current turn). Aside of games where the whole deck is drawn, Overlook should be quite reliable to pick a good card from the discard. It has of course the drawback of being a Duration if the ability is used for the next turn. On the other hand, I don't see a big difference of (strong) $3 and (weak) $4 cost cards and I guess that Overlook would be frequently bought at $4 anyway.
Are you still convinced that $3 is the better cost?
I don’t think that this scenario is very scary. Cargo Ship does the same with 2 Coins instead of an implicit Action.I agree that this is a $3. Sure, later in the game it is better than Sage but unlike Sage, you cannot open with this to sift and cycle.
My Submission:
(https://i.ibb.co/2nCV4zS/Overlook-for-4.png) Overlook
$4 – Action - DurationQuote
Either now or at the start
of your next turn: Look
through your discard pile.
You may play an Action
card from it.
“All work and no play makes Jack a dull boy.” - Proverb
It's a verry cool reference ^^
Since it's a sort of super-cantrip, maybe it should cost $3 no?
$4 seem a litle bit expensive for this effect, especialy if you compare it to Throne Room (witch also "copy" an action card).
I've spent (and still do) way more time on thinking about the cost of the card than about its ability. What "scared" me was the ability to relatively often play a powerful terminal drawer at the start of the next turn, like Smithy or Witch (which could have been gained just in the current turn). Aside of games where the whole deck is drawn, Overlook should be quite reliable to pick a good card from the discard. It has of course the drawback of being a Duration if the ability is used for the next turn. On the other hand, I don't see a big difference of (strong) $3 and (weak) $4 cost cards and I guess that Overlook would be frequently bought at $4 anyway.
Are you still convinced that $3 is the better cost?
Also, there is frequently no discard pile (or if there is one, there is often more junk in it due to junking and sifting). When I first saw Settlers I thought that this absolutely has to be a $3. Then I played some games and realized how often there is no discard pile when you play Settlers.
Then there is Harbinger, definitely an overpriced card that also looked decent the first time you saw it and sucked when you first used it (in Kingdoms without Vassal).
Sure, you neatly hedged against that risk via making it a Duration but Durations have their own weaknesses.
At the end of the day, the delta between $3 and $4 is fairly irrelevant. You buy that Mining Village for $4 even if you never blow it up. But a cantrip that digs for an Action in the discard pile seems to me to be a clear $3. It is nice but doesn’t do any essential work like splitting, drawing or sifting. Sure, it increases consistency to some degree but Scheme is probably easier to use in this respect.
(https://i.postimg.cc/XqFM9NqY/Preacher-v1.png)
Started pretty simple, then realized it needed some fluff. "Non-Duration", "On their turn", etc.
Still. Go on. Play your Militia. Do it. I'm eagerly waiting :) . Something as naïve as playing a Village is helpful. Gives you a hand of 6 cards. Then trashing a card from your hand on your next turn becomes even more appealing. Imagine your opponent playing a King's Court first on their turn, lol. Their turn? Your turn now.
I think this is too crazy. I presented Scriptorium (http://forum.dominionstrategy.com/index.php?topic=20787.msg869806#msg869806) in the last round of this contest and although it got a honorable mention, both LastFootnote (the current judge) and 4est (judge of that contest) suggested a simpler version, and at least in the case of 4est, it was because to avoid crazy situations (LastFootnote didn't specify his reason). My wild guess is that Scriptorium causes such crazy situations in less than 10% of the cases. Your Preacher is basically prone to such situations almost every time, or alternatively, causes the game to stall. This could be maybe rescued in some way, but the combination with optional trashing seems to be way too much.
I think this is too crazy. I presented Scriptorium (http://forum.dominionstrategy.com/index.php?topic=20787.msg869806#msg869806) in the last round of this contest and although it got a honorable mention, both LastFootnote (the current judge) and 4est (judge of that contest) suggested a simpler version, and at least in the case of 4est, it was because to avoid crazy situations (LastFootnote didn't specify his reason). My wild guess is that Scriptorium causes such crazy situations in less than 10% of the cases. Your Preacher is basically prone to such situations almost every time, or alternatively, causes the game to stall. This could be maybe rescued in some way, but the combination with optional trashing seems to be way too much.
Difference being, it only ever works on one card. No matter how many Preachers you have played in one turn. They'll all Preach for one card. In most case, actually, this is fine and easily resolvable. However, there is the King's Court case and well. If King's Court's got some form of "counter", uh, it won't make me sympathetic for it. :D
Okay, but why do you combine this with a double-optional trashing?
Sorry X-tra, but your card says “first” on it.
Hmm. I hadn't thought about that. But I think I prefer it not to be an attack, even for that case. Not exactly the same (since you also have to gain the Copper), but Messenger is not an attack and can give out coppers.
ok, I think I have my submition for these contest:
(https://www.zupimages.net/up/21/20/v2tp.png)
Yes, i've already post a version of this for an other contest (this stay in play) but I've rewok it a litle bit since it was consider too strong and it's a card that I like. My other ideas for this contest seem worth or not as elegant than this so here we go...
Courtyard of Miracle assure you +$1 each turn in exchange of junking your deck. In general, having 3 of these is a garanteed Province each turn (hand full of Copper +3 other with the Courtyards) but between handsize attack, Copper/Treasure synergy or just alt-vp it's usualy not that simple and I think it can lead to different strategy.
Hope you'll like it.
Hmm. I hadn't thought about that. But I think I prefer it not to be an attack, even for that case. Not exactly the same (since you also have to gain the Copper), but Messenger is not an attack and can give out coppers.
I think this needs to be an Attack. Messenger is not an attack because (usually) its given to all players including yourself. Meanwhile with this, on a board with no $2's for example, this is basically an ambassador in its junking and a silver gainer for you.
Recycle
Night - Reaction
$5
Trash a card you have in play to gain a cheaper card onto your deck.
-
When you gain a card, you may reveal this to trash that card and gain a card costing less than it.
The reason that Messenger is not an Attack is that it doesn't affect other players on play, not that it gives stuff to everyone.Hmm. I hadn't thought about that. But I think I prefer it not to be an attack, even for that case. Not exactly the same (since you also have to gain the Copper), but Messenger is not an attack and can give out coppers.
I think this needs to be an Attack. Messenger is not an attack because (usually) its given to all players including yourself. Meanwhile with this, on a board with no $2's for example, this is basically an ambassador in its junking and a silver gainer for you.
THIS IS NOT AN ENTRY, BUT I'D LOVE TO ARGUE ABOUT WHETHER IT QUALIFIES.
(https://abload.de/img/fibonaccis_rabbits5rjz8.png)
Enough with all this mathematical nonsense!I would assume it's not quite in the spirit of the contest ;)
THIS IS NOT AN ENTRY, BUT I'D LOVE TO ARGUE ABOUT WHETHER IT QUALIFIES.
(https://abload.de/img/fibonaccis_rabbits5rjz8.png)
The reason that Messenger is not an Attack is that it doesn't affect other players on play, not that it gives stuff to everyone.Hmm. I hadn't thought about that. But I think I prefer it not to be an attack, even for that case. Not exactly the same (since you also have to gain the Copper), but Messenger is not an attack and can give out coppers.
I think this needs to be an Attack. Messenger is not an attack because (usually) its given to all players including yourself. Meanwhile with this, on a board with no $2's for example, this is basically an ambassador in its junking and a silver gainer for you.
This example is bad; if unmoatable Border Crossing was worse, then your opponents could just always choose to not reveal Moat, and have that experience.The reason that Messenger is not an Attack is that it doesn't affect other players on play, not that it gives stuff to everyone.Hmm. I hadn't thought about that. But I think I prefer it not to be an attack, even for that case. Not exactly the same (since you also have to gain the Copper), but Messenger is not an attack and can give out coppers.
I think this needs to be an Attack. Messenger is not an attack because (usually) its given to all players including yourself. Meanwhile with this, on a board with no $2's for example, this is basically an ambassador in its junking and a silver gainer for you.
The problem with making Border Crossing an attack card is that actually makes it stronger, since other players would need to react before knowing what card the player gained. So for example in a two player game, if I play Border Crossing and you react with a Moat, I can just gain a Gold (or better) and you don't gain anything to balance.
I bounced a few ideas off the folks on Discord. There were many directions I could have gone with this, but decided on this version for this week's contest:
(https://i.imgur.com/md3OwiK.png)
Metamorphose will allow you to exchange cards you have in play at the start of Clean-up (including Treasures and Night cards) for other cards with the same cost.
Metamorphose could be useful if there are cursers or junkers that you want to swap out of your deck once the Curse or Ruins pile runs out, or if you have trashers that have overstayed their welcome. Or perhaps you wanted those Lackeys or Skulks for their on-gain bonus and would now prefer something else in your deck instead. This could be attractive with Magpies or Rats if there are other useful $4-cost cards in the Kingdom that you would rather have. You could even swap out your Coppers for Curses, if that's what floats your boat. There is a non-Victory card limitation, so if you were hoping to trade in all your Labs for Duchies on your final turn, you're out of luck.
Being able to exchange a Treasure for another non-Victory card would create a strong combo with Capital, but I think there's room for another crazy Capital combo.
Here's a gainer that can get you $5 cards, either into your hand or onto your deck, depending on when you play it.
(https://i.imgur.com/NiTTRvJ.png)
I agree, but things don't always work out as planned. So maybe this is drawn "dead", but you can still gain a $5 card for next turn. Or if it would be your final action for your turn and you'd rather pick up a $5 Action for next turn instead of a Silver to hand now.Here's a gainer that can get you $5 cards, either into your hand or onto your deck, depending on when you play it.
(https://i.imgur.com/NiTTRvJ.png)
Seems like you'd rarely want to play it at night, if you can avoid it, since the earlier it's played, the more options you have. By the time you get to your Night phase, there's a good chance that you'll have already played any cards you'd want to gain with it, at least after the first few plays of this. On the other hand, if you can play it early in your Action phase, it becomes basically a stronger Artisan. This would work great with things like Way of the Turtle or Scheme
I agree, but things don't always work out as planned. So maybe this is drawn "dead", but you can still gain a $5 card for next turn. Or if it would be your final action for your turn and you'd rather pick up a $5 Action for next turn instead of a Silver to hand now.Here's a gainer that can get you $5 cards, either into your hand or onto your deck, depending on when you play it.
(https://i.imgur.com/NiTTRvJ.png)
Seems like you'd rarely want to play it at night, if you can avoid it, since the earlier it's played, the more options you have. By the time you get to your Night phase, there's a good chance that you'll have already played any cards you'd want to gain with it, at least after the first few plays of this. On the other hand, if you can play it early in your Action phase, it becomes basically a stronger Artisan. This would work great with things like Way of the Turtle or Scheme
I was comparing mainly to Vampire for the $5 gain. But comparing to Artisan, maybe it does need to cost $6?
This Event really likes Highway. Drop 3 of them and you can turn your Coppers into Silvers (and mix in a Workshop to start gaining discounted cards).
It also lets you get your hands on a Lost City or Cursed Village without the on-gain penalty (this would be especially attractive if you could use a $5 with +Buy, like Market or Contraband, for the swap).
This Event really likes Highway. Drop 3 of them and you can turn your Coppers into Silvers (and mix in a Workshop to start gaining discounted cards).
Yes, with enough cost reduction, you could swap out Coppers (or potentially any card, but that requires more setup) for expensive stuff.
I don't know if that's broken, as it would depend on what cards are available. I mean if there are good $2-cost cantrips in the Kingdom, I think you would happily swap out your Coppers for them with just two Highways in play.
QuoteIt also lets you get your hands on a Lost City or Cursed Village without the on-gain penalty (this would be especially attractive if you could use a $5 with +Buy, like Market or Contraband, for the swap).
That's true; exchanging instead of returning and then gaining does avoid on-gain penalties; at the same time, it also prevents you from getting on-gain bonuses (e.g. with Silk Merchant or Lackeys). The card could have made players return cards to the supply and then gain the other cards, but it took less text to say "exchange" and I figured that's already a keyword that players are already accustomed to.
Here's a gainer that can get you $5 cards, either into your hand or onto your deck, depending on when you play it.
(https://i.imgur.com/NiTTRvJ.png)
Seems like you'd rarely want to play it at night, if you can avoid it, since the earlier it's played, the more options you have. By the time you get to your Night phase, there's a good chance that you'll have already played any cards you'd want to gain with it, at least after the first few plays of this. On the other hand, if you can play it early in your Action phase, it becomes basically a stronger Artisan. This would work great with things like Way of the Turtle or Scheme
Here's a gainer that can get you $5 cards, either into your hand or onto your deck, depending on when you play it.
(https://i.imgur.com/NiTTRvJ.png)
Seems like you'd rarely want to play it at night, if you can avoid it, since the earlier it's played, the more options you have. By the time you get to your Night phase, there's a good chance that you'll have already played any cards you'd want to gain with it, at least after the first few plays of this. On the other hand, if you can play it early in your Action phase, it becomes basically a stronger Artisan. This would work great with things like Way of the Turtle or Scheme
You'd want to play it at night if you don't have the terminal space for it, which is very often. Its terminal in the Action phase, but non-terminal in the Night phase, that's plenty reason enough to often want to play it at night. Also, sometimes setting up for your next turn is a much greater benefit than having a slightly better current turn. A Lab at the start of your next turn is very often better than a Lab now.
I agree, but things don't always work out as planned. So maybe this is drawn "dead", but you can still gain a $5 card for next turn. Or if it would be your final action for your turn and you'd rather pick up a $5 Action for next turn instead of a Silver to hand now.Here's a gainer that can get you $5 cards, either into your hand or onto your deck, depending on when you play it.
(https://i.imgur.com/NiTTRvJ.png)
Seems like you'd rarely want to play it at night, if you can avoid it, since the earlier it's played, the more options you have. By the time you get to your Night phase, there's a good chance that you'll have already played any cards you'd want to gain with it, at least after the first few plays of this. On the other hand, if you can play it early in your Action phase, it becomes basically a stronger Artisan. This would work great with things like Way of the Turtle or Scheme
I was comparing mainly to Vampire for the $5 gain. But comparing to Artisan, maybe it does need to cost $6?
True, but you can only get a Lab if you haven't played a Lab already. By your night phase, there's a good chance you've already played the cards you'd want to gain, especially if you have a strong engine
You'd want to play it at night if you don't have the terminal space for it, which is very often. Its terminal in the Action phase, but non-terminal in the Night phase, that's plenty reason enough to often want to play it at night. Also, sometimes setting up for your next turn is a much greater benefit than having a slightly better current turn. A Lab at the start of your next turn is very often better than a Lab now.
Because of this, I think this card would have strong synergies with (a) one-shot or otherwise disappearing Action cards; and (b) Kingdom Treasure cards. In the first category, Wine Merchant stands out, as does Distant Lands (which you can gain later in the game and feel confident you'll be able to put away). It would also work well with Pillage (which you could play on every turn following the turn you played this as a Night), and even Experiment. In the latter category, there are multiple really solid $5 Treasures (Venture, Counterfeit, Relic, Idol), and you can play this terminally during your Action phase and still use the Treasure you gain to your hand. (I would point out that if you had flipped the phrasing and said "If it's your Night phase...onto your deck. Otherwise...your hand" (which is the construction Werewolf uses) then on your first play of this you could use it to pile out Scepter, playing it during your Action phase to gain the first, then using each Scepter to replay IW and gain another Scepter).
Because of this, I think this card would have strong synergies with (a) one-shot or otherwise disappearing Action cards; and (b) Kingdom Treasure cards. In the first category, Wine Merchant stands out, as does Distant Lands (which you can gain later in the game and feel confident you'll be able to put away). It would also work well with Pillage (which you could play on every turn following the turn you played this as a Night), and even Experiment.Sure, Wine Merchant and Distant Lands are cards you really want severals off. But we know from Artisan how hard it is to immediately play the hand-gained card, it only works if you played two villages before. Experiment is a good point as this makes the card effectively a Hunting Grounds (you just gotta count the net effects) for $5 .
In the latter category, there are multiple really solid $5 Treasures (Venture, Counterfeit, Relic, Idol), and you can play this terminally during your Action phase and still use the Treasure you gain to your hand. (I would point out that if you had flipped the phrasing and said "If it's your Night phase...onto your deck. Otherwise...your hand" (which is the construction Werewolf uses) then on your first play of this you could use it to pile out Scepter, playing it during your Action phase to gain the first, then using each Scepter to replay IW and gain another Scepter).Sure, this is neat, but in general you want to gain engine pieces with gainers. It is quite likely that you played your villages, Smithies and Labs before you played Inventor's Workshop and there are only so many stop cards that your deck wants.
(https://i.postimg.cc/XqFM9NqY/Preacher-v1.png)
Started pretty simple, then realized it needed some fluff. "Non-Duration", "On their turn", etc.
Still. Go on. Play your Militia. Do it. I'm eagerly waiting :) . Something as naïve as playing a Village is helpful. Gives you a hand of 6 cards. Then trashing a card from your hand on your next turn becomes even more appealing. Imagine your opponent playing a King's Court first on their turn, lol. Their turn? Your turn now.
Isn't this disqualified because it says "first time"?
I would like to change my submission to this:
(https://imgur.com/TBAj4OI.png)
Part Cardinal, part Monastery, part Hermit, Excommunicate is a great way to quickly banish away large swaths of your deck in the dead of night, but be careful, sometimes you can accidentally exile the baby with the bathwater. Being played in the Night phase, the Actions and Treasures you play will be safe from its indiscriminate removal, however the same can't be said of any dead actions in your hand or cards gained in that turn. This can be a great boon by shuffling away your greens before you can even see them, but for any actions or treasures you're going to need to buy them again to discard them from Exile on a turn you don't play Excommunicate, otherwise back into exile they go!
(Although this is replacing my previous submission Harbor, I would still like feedback on that card if anyone would be so keen as to do so)
(https://imgur.com/SzxEBM2.png)
Simple card to send to exile any greens you don't want clogging your deck, but don't worry, any actions or treasures that might have gone along for the ride can be shipped back at a later date.
Way of the Opossum: Way-Night
Set aside any number of cards from your hand face up. Then, shuffle this and all cards set aside this way into your deck.
My submission:
(https://i.imgur.com/FjXjsF5.png)QuoteWay of the Opossum: Way-Night
Set aside any number of cards from your hand face up. Then, shuffle this and all cards set aside this way into your deck.
Those unplayed cards aren't dead - they are 'playing opossum'
Legate | Action | $4
Gain and then play a non-Command Action card. Each other player may set aside a copy of that card from the Supply to gain that card at the end of their next turn.
I would like to change my submission to this:
(https://imgur.com/TBAj4OI.png)
Part Cardinal, part Monastery, part Hermit, Excommunicate is a great way to quickly banish away large swaths of your deck in the dead of night, but be careful, sometimes you can accidentally exile the baby with the bathwater. Being played in the Night phase, the Actions and Treasures you play will be safe from its indiscriminate removal, however the same can't be said of any dead actions in your hand or cards gained in that turn. This can be a great boon by shuffling away your greens before you can even see them, but for any actions or treasures you're going to need to buy them again to discard them from Exile on a turn you don't play Excommunicate, otherwise back into exile they go!
(Although this is replacing my previous submission Harbor, I would still like feedback on that card if anyone would be so keen as to do so)
This + any deck-drawing engine would make an instant golden deck. Draw your deck, play all your cards, buy some Victory cards, and instantly Exile them. Heck, you don't even need to draw your whole deck, you just need to trigger a reshuffle during your turn, to ensure that only the cards you bought that turn are Exiled
"Night - Way" doesn't work by the rules of Ways. A Way can be used only when an Action card itself can be played (which is usually during your Action phase, but things like Crown played during your Buy phase, or a Reaction played on another person's turn can still be played with a Way), but it can't change when an Action card can be played
Way of the Opossum: Way
Set aside any number of cards from your hand face up. Then, shuffle this and all cards set aside this way into your deck.
(https://imgur.com/TBAj4OI.png)
This + any deck-drawing engine would make an instant golden deck. Draw your deck, play all your cards, buy some Victory cards, and instantly Exile them. Heck, you don't even need to draw your whole deck, you just need to trigger a reshuffle during your turn, to ensure that only the cards you bought that turn are Exiled
I think golden deck is only a problem if this is the only way to win a game. Like every potential combo GD have to be monitor carefully; however, the principle of making a golden deck isn't something that make a card alowable or not. the only point is "are they OP / too easy to setup with this card"I would like to change my submission to this:
(https://imgur.com/TBAj4OI.png)
Part Cardinal, part Monastery, part Hermit, Excommunicate is a great way to quickly banish away large swaths of your deck in the dead of night, but be careful, sometimes you can accidentally exile the baby with the bathwater. Being played in the Night phase, the Actions and Treasures you play will be safe from its indiscriminate removal, however the same can't be said of any dead actions in your hand or cards gained in that turn. This can be a great boon by shuffling away your greens before you can even see them, but for any actions or treasures you're going to need to buy them again to discard them from Exile on a turn you don't play Excommunicate, otherwise back into exile they go!
(Although this is replacing my previous submission Harbor, I would still like feedback on that card if anyone would be so keen as to do so)
This + any deck-drawing engine would make an instant golden deck. Draw your deck, play all your cards, buy some Victory cards, and instantly Exile them. Heck, you don't even need to draw your whole deck, you just need to trigger a reshuffle during your turn, to ensure that only the cards you bought that turn are Exiled
I think the problem is that this is early on something like a Chapel and later on something like a Bounty Hunter.the fact that it make a golden deck could just be the tree that hide the forest (idk if this expresion exist in english btw)
Gold Smithy (http://forum.dominionstrategy.com/index.php?topic=20794.msg870013#msg870013) by Xen3k
Hey, I think I used this art for testing an official card that I called Jeweler! It was the one time I used a different name than Donald X.’s version of the card, which he called Stonecutter. Man, that’s too close to “Stonemason” I thought, but also I just couldn’t find any good “Stonecutter” art. Anyway. This uses a pretty tortured wording in order to not use numbers, I think. It should probably say “If you drew more than 4 cards” or whatever. But I think in general it’s just a little too complex. It’s got a bunch of clauses to try to even out its power level, but as a result the card has too many concepts and it’s hard to remember what all it does.
Courtyard of Miracles (http://forum.dominionstrategy.com/index.php?topic=20794.msg870029#msg870029) by Shael
Yet another “stays in play” card. I’m a big fan of effects that gain a Copper to your hand. At first I was thinking, this should trigger at the start of each of your Buy phases instead, since you’d have a better idea then of whether you’d need an extra $1 that turn. But since it triggers at the start of turn, it combos with Cellar and other cards that want a large hand size. I don’t think it should give an option between the two times, so I guess it’s fine as-is. BUT, people have made a valid point that once you get 3 or 4 of these in play, you can basically just get a Province every turn. I think for that reason, this would work better as a Project.
I'll post a new contest / thread up some time tonight or tomorrow latest.
Maybe the card must use the numbers 1 to 4 (or 1 to 5) somewhere on the card.I'd been planning that one if I ever won again, so I was amused to see LastFootnote's criteria for this one!