Pretty quick entry this time, but I am feeling inspired, soooo... here we go!
(https://i.postimg.cc/fwv05XJR/Spectacle-v1-1.png) (https://i.postimg.cc/kCZHqtTH/Fireworks-v1.png)
Spectacle, played after Fireworks, allows you to pull some neat tricks. For instance... Workshopping more Spectacles! Or if you've drawn deck, then you can "gain and play" the card(s) you bought this turn.
Spectacle might be too strong, idk. I briefly considered giving it a (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/10px-Potion.png) cost. Anyway, lemme know if it's too powerful or something.
Yeah, the big (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png) is mostly a lil' thing I like to do. I know non-(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) yielding Treasures don't need it, but idk. I enjoy seeing that big fat (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png) on Treasure cards. A quick reminder that you're not getting straight (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) from it. It's mostly a personal thing, I'll admit.
Port Clerk - $5
Action
+1 Buy
This turn, when you play a Treasure you didn't have a copy of in play, +$1.
Quill - $3
Treasure - Heirloom
Cards cost $1 less this turn.
(https://live.staticflickr.com/65535/51398591813_1d4ac46a61_b.jpg) (https://live.staticflickr.com/65535/51399344565_c1cd63cfc3_b.jpg)QuotePort Clerk - $5
Action
+1 Buy
When you play a Treasure card this turn that you don't have a copy of in play, +$1.QuoteQuill - $3
Treasure - Heirloom
Cards cost $1 less this turn.
Port Clerk is a terminal super Merchant. The money from a Port Clerk can scale pretty quickly with additional Treasures in the Kingdom and with things like Counterfeit, so I think the $5 cost is warranted. Not sure if the sentence structure for Port Clerk is correct. Feedback is appreciated.
This turn, when you play a Treasure you didn't have a copy of in play, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png).
I think it would read more cleanly if "this turn" came first, like so:QuoteThis turn, when you play a Treasure you didn't have a copy of in play, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png).
Pretty quick entry this time, but I am feeling inspired, soooo... here we go!
(https://i.postimg.cc/fwv05XJR/Spectacle-v1-1.png) (https://i.postimg.cc/kCZHqtTH/Fireworks-v1.png)
Spectacle, played after Fireworks, allows you to pull some neat tricks. For instance... Workshopping more Spectacles! Or if you've drawn deck, then you can "gain and play" the card(s) you bought this turn.
Spectacle might be too strong, idk. I briefly considered giving it a (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/10px-Potion.png) cost. Anyway, lemme know if it's too powerful or something.
(https://i.imgur.com/S6jxiNy.png) (https://i.imgur.com/qUeRRwY.png)
Here's my entry for this week. Road is a cheap cantrip that along with your other Roads allows you to gain a single card per turn with a variable cost based on how many Roads you got into play that turn (I think the "Once per turn" language correctly achieves this effect, but let me know if it doesn't). With just one in play, you can usually only gain a Copper, but if you collide it with your Shortcut, you can gain another Road. Later, you can chain together more to gain an engine piece or even a Province if you have a long enough Road. The Shortcut essentially stands in as another Road, along with some of the usual cost reduction shenanigans.
+1 Card
+1 Action
Once per turn, when you discard a Road from play...
(https://i.imgur.com/S6jxiNy.png) (https://i.imgur.com/qUeRRwY.png)
Here's my entry for this week. Road is a cheap cantrip that along with your other Roads allows you to gain a single card per turn with a variable cost based on how many Roads you got into play that turn (I think the "Once per turn" language correctly achieves this effect, but let me know if it doesn't). With just one in play, you can usually only gain a Copper, but if you collide it with your Shortcut, you can gain another Road. Later, you can chain together more to gain an engine piece or even a Province if you have a long enough Road. The Shortcut essentially stands in as another Road, along with some of the usual cost reduction shenanigans.
You only discard "this" once per turn anyway, so I don't think this wording quite works. I'd suggest this wording:Quote+1 Card
+1 Action
Once per turn, when you discard a Road from play...
Also, important question: Is it intentional that playing 3 roads gains you a (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) (because it triggers after the discard)?
Night Drive - $5
Night
Trash a card you have in play.
Gain a Horse per $1 it costs.
Heirloom: Carriage
(https://i.imgur.com/6o5SJ3K.png) (https://i.imgur.com/bZ9SpAO.png)That is anti synergy?QuoteNight Drive - $5
Night
Trash a card you have in play.
Gain a Horse per $1 it costs.
Heirloom: Carriage
Indeed; this is intentional. Pooka and Cursed Gold also anti-synergize.(https://i.imgur.com/6o5SJ3K.png) (https://i.imgur.com/bZ9SpAO.png)That is anti synergy?QuoteNight Drive - $5
Night
Trash a card you have in play.
Gain a Horse per $1 it costs.
Heirloom: Carriage
Is the "if it's your turn" really needed? There are ways to play Action cards on another person's turn, but I can't think of any ways you can play a Night card
Labor Union • $5 • Action • Heirloom: Leverage
+1 Buy
+$1
-
While this is in play, when you buy a card, if its cost in coins is even, +1 Coffers, or if its cost in coins is odd, +1 Villager.
Leverage • $3 • Treasure - Heirloom
Cards cost $1 less this turn.
(https://i.imgur.com/5VciTk2h.png) | Quote from: Chop Shop
|
Woodsman | Action - Reserve | $4
+1 Buy
Put this on your Tavern mat.
-
After you play a card, you may call this to choose +2 Cards; or gain a card that costs up to $4
Heirloom: Lumber
Submission
(https://i.imgur.com/5WxBn3s.png) (https://i.imgur.com/1HBPqvz.png)Quote
Woodsman | Action - Reserve | $4
+1 Buy
Put this on your Tavern mat.
-
When you play a card, you may call this to choose +2 Cards; or gain a card that costs up to $4
Heirloom: Lumber
Lumber Jack can be called immediately after your next card for a more expensive workshop that gives +1 buy. Or you can treat it like a +2 cards +1 buy which would be weak silk Merchant. If only you could line this card up for when you need it, so you can gain $5s with it. Well, you can! The power is you can choose to delay calling the card. You can choose to keep it on the Tavern mat to save a later turn, like a coin of the realm for cards. Or, you can wait until you play a Lumber, and now you can gain a card costing up to $5.
This card can be called in your Action, Buy, or Night phases. And this card can be called when it's not your turn. Thanks to Menagerie, there's a ton of cards that can be played out of your turn, like Black Cat. Good thing that both the actions you can take when you call it are easily trackable even if it's not your turn.
The card has to cost at least $4 because it is almost strictly better than workshop (except for a turn where that is the last action card you have to play and you have no treasures).
As always, open to feedback.
Submission
(https://i.imgur.com/5WxBn3s.png) (https://i.imgur.com/1HBPqvz.png)Quote
Woodsman | Action - Reserve | $4
+1 Buy
Put this on your Tavern mat.
-
When you play a card, you may call this to choose +2 Cards; or gain a card that costs up to $4
Heirloom: Lumber
Lumber Jack can be called immediately after your next card for a more expensive workshop that gives +1 buy. Or you can treat it like a +2 cards +1 buy which would be weak silk Merchant. If only you could line this card up for when you need it, so you can gain $5s with it. Well, you can! The power is you can choose to delay calling the card. You can choose to keep it on the Tavern mat to save a later turn, like a coin of the realm for cards. Or, you can wait until you play a Lumber, and now you can gain a card costing up to $5.
This card can be called in your Action, Buy, or Night phases. And this card can be called when it's not your turn. Thanks to Menagerie, there's a ton of cards that can be played out of your turn, like Black Cat. Good thing that both the actions you can take when you call it are easily trackable even if it's not your turn.
The card has to cost at least $4 because it is almost strictly better than workshop (except for a turn where that is the last action card you have to play and you have no treasures).
As always, open to feedback.
Woodsman should either say "you may first call this..." or "whenafter you play a card..." to make it clearer whether it triggers before or after resolving the played card. The latter allows you to call it immediately, so if that isn't intended (I assume it's not based on your commentary), then you would also have to say "after you play a card other than this..." I assume it's intended to be before resolving, though.
Record - Event, $3 cost.Default $3 cost Heirloom is fine here.
+1 Buy
At Clean-up, put up to 2 cards costing from $2 to $4 onto your deck when you discard them from play.
Heirloom: Quill Pen
Extract - Event, P cost.
Once per turn: +1 Buy. Gain a card costing up to $1 per differently named Treasure you have in play.
Differently named Treasures again, I see... I started at counting all Treasures but couldn't be sure of balance.
(https://trello.com/1/cards/6126a5bfb4308d6bea44ecb2/attachments/61280245f366f66f2e970755/download/Extract.png)
I thought an Event would be less shuffle dependent, and that Potion cost was about right balance wise (as well as an extra different Treasure)
Added text description....
No image is showing up for me.
I like the idea, but I'm not sure how needing to have a Potion in your deck makes this any less shuffle dependent. You would get pretty much the same gameplay (barring interaction with other Potion costs) from this if it was a Treasure that reads "Once per turn: Gain a card costing up to $1 per differently named Treasure you have in play." At that point, it is a pretty straightforward Horn of Plenty variant.QuoteExtract - Event, P cost.
Once per turn: +1 Buy. Gain a card costing up to $1 per differently named Treasure you have in play.
I thought an Event would be less shuffle dependent, and that Potion cost was about right balance wise (as well as an extra different Treasure)
Added text description....
No image is showing up for me.
(https://i.imgur.com/9VA6yHe.png)(https://i.imgur.com/KGfrsus.png)I think this buying in between is an tracking nightmare without providing enough fun for it. I think you should drop the +$ and just make it +1 buy. (I do love the rest of the card very much)
The extra buy that Souk gives allows for gain and play, but isn't a bona fide +Buy, which in some cases you may prefer to have during your Buy phase once you have been able to play all your Treasures. Moreover, you're less likely to be able to make good use of this extra Buy if you have a high density of Action cards that don’t give +$ in your deck or low money density.
Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.buy something for 3, one left, then buy something for 4 with one discount, with 5 new coins. As you can chain them this can go up to 4 to 5 times. You are constantly checking the change halfway your turn.
All you gotta do is what you always gotta do anything: count your Coins.
Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.buy something for 3, one left, then buy something for 4 with one discount, with 5 new coins. As you can chain them this can go up to 4 to 5 times. You are constantly checking the change halfway your turn.
All you gotta do is what you always gotta do anything: count your Coins.
But if it makes it more fun to be being in your turn... I really don't see the fun in that. I see myself just not buying three times because I want that colony. And then maybe if I will notice I have some change, I might wanne use it.
That iwhy is said; “what for?” You normal flow is playing all your klcards for an engine, and see it tick. Then decide what you are gonna buy to improve that. So this card decide to break that flow. But how does it make more fun to break that. If you say:True that. In Dominion you gotta constantly remember how many Actions, Buys and Coins you have. Throne Room variants lead to an actual tracking mess because they influence all 3 variables.Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.You are constantly checking the change halfway your turn.
All you gotta do is what you always gotta do anything: count your Coins.
Souk does not unless you wanna argue that subtracting is significantly more difficult than adding.
Never played the black market xDHuh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.buy something for 3, one left, then buy something for 4 with one discount, with 5 new coins. As you can chain them this can go up to 4 to 5 times. You are constantly checking the change halfway your turn.
All you gotta do is what you always gotta do anything: count your Coins.
But if it makes it more fun to be being in your turn... I really don't see the fun in that. I see myself just not buying three times because I want that colony. And then maybe if I will notice I have some change, I might wanne use it.
I've never heard anyone complain about tracking issues with Black Market, so I don't see why Souk would be any different.
As to why not just give the card a +Buy to use during your Buy phase like a normal card, rather than during your Action phase...by design, I wanted the choice of whether or not to try to take advantage of the extra Buy to create a dilemma for players in some cases. There are some esoteric reasons why you would want to take advantage of buying cards in your Action phase (e.g. I believe this would let you buy cards without being affected by Hexes like Envious/Deluded) but the main reasons are either (i) if this is the only source of extra gains in the Kingdom, or (ii) if you want to be able to gain and play a card during your Action phase.
(https://i.ibb.co/gvc9byw/image.png) | (https://i.ibb.co/MS3N4cg/image.png) |
Carnival $7* - Action +1 Card +1 Action +$1 +2 Buys - This costs $1 less per differently named Treasure in play. Heirloom: Beer | Beer $2 - Treasure - Heirloom Cards cost $1 less this turn. |
(https://i.ibb.co/gvc9byw/image.png) (https://i.ibb.co/TH1v0Lw/image.png) Carnival
$7* - Action
+1 Card
+1 Action
+$1
+2 Buys
-
This costs $1 less per differently named
Treasure in play.
Heirloom: BeerBeer
$2 - Treasure - Heirloom
Cards cost $1 less this turn.
Not that I've played with HoP, but the comparison is a bit uninteresting isn't it? Thanks for this, I'll change my entry:I like the idea, but I'm not sure how needing to have a Potion in your deck makes this any less shuffle dependent. You would get pretty much the same gameplay (barring interaction with other Potion costs) from this if it was a Treasure that reads "Once per turn: Gain a card costing up to $1 per differently named Treasure you have in play." At that point, it is a pretty straightforward Horn of Plenty variant.QuoteExtract - Event, P cost.
Once per turn: +1 Buy. Gain a card costing up to $1 per differently named Treasure you have in play.
I thought an Event would be less shuffle dependent, and that Potion cost was about right balance wise (as well as an extra different Treasure)
Record - Event, $3 cost.Default $3 cost Heirloom is fine here.
+1 Buy
At Clean-up, put up to 2 cards costing from $2 to $4 onto your deck when you discard them from play.
Heirloom: Quill Pen
The argument is that you have to do more tracking, while it does not provide satisfying gameplay. Unnecessary complexity where +buy will do just fine.You always gotta count your Coins. With Throne Rooms or cards that conditionally provide Coins or cost reduction it becomes more complicated that simply counting all the Coin symbols on all cards.So you add something you have to track that you dont used to have to track… but what for?True that. In Dominion you gotta constantly remember how many Actions, Buys and Coins you have. Throne Room variants lead to an actual tracking mess because they influence all 3 variables.Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.You are constantly checking the change halfway your turn.
All you gotta do is what you always gotta do anything: count your Coins.
Souk does not unless you wanna argue that subtracting is significantly more difficult than adding.
So your notion that this card somehow leads to a huge tracking mess that is totally unheard of is plain false.
The argument is that you have to do more tracking, while it does not provide satisfying gameplay. Unnecessary complexity where +buy will do just fine.You always gotta count your Coins. With Throne Rooms or cards that conditionally provide Coins or cost reduction it becomes more complicated that simply counting all the Coin symbols on all cards.So you add something you have to track that you dont used to have to track… but what for?True that. In Dominion you gotta constantly remember how many Actions, Buys and Coins you have. Throne Room variants lead to an actual tracking mess because they influence all 3 variables.Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.You are constantly checking the change halfway your turn.
All you gotta do is what you always gotta do anything: count your Coins.
Souk does not unless you wanna argue that subtracting is significantly more difficult than adding.
So your notion that this card somehow leads to a huge tracking mess that is totally unheard of is plain false.
I totally disagree. Mid-turn gaining is, at least to me, what makes a card that would otherwise be fairly bland interesting.The argument is that you have to do more tracking, while it does not provide satisfying gameplay. Unnecessary complexity where +buy will do just fine.You always gotta count your Coins. With Throne Rooms or cards that conditionally provide Coins or cost reduction it becomes more complicated that simply counting all the Coin symbols on all cards.So you add something you have to track that you dont used to have to track… but what for?True that. In Dominion you gotta constantly remember how many Actions, Buys and Coins you have. Throne Room variants lead to an actual tracking mess because they influence all 3 variables.Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.You are constantly checking the change halfway your turn.
All you gotta do is what you always gotta do anything: count your Coins.
Souk does not unless you wanna argue that subtracting is significantly more difficult than adding.
So your notion that this card somehow leads to a huge tracking mess that is totally unheard of is plain false.
It is in this respect similar to to Artificer vs. Market. The latter is simple whereas the former is more of a high-skill card.
That is what i said with “too niche”: there are to few cards that make this out of secuence buy fase worth while. That is what this card effectively does: make an extra buy fase with 1 card and return to your action fase. (And then maybe draw some cards). There is little strenght in that effect, other then the +buy in most kingdoms.I totally disagree. Mid-turn gaining is, at least to me, what makes a card that would otherwise be fairly bland interesting.The argument is that you have to do more tracking, while it does not provide satisfying gameplay. Unnecessary complexity where +buy will do just fine.You always gotta count your Coins. With Throne Rooms or cards that conditionally provide Coins or cost reduction it becomes more complicated that simply counting all the Coin symbols on all cards.So you add something you have to track that you dont used to have to track… but what for?True that. In Dominion you gotta constantly remember how many Actions, Buys and Coins you have. Throne Room variants lead to an actual tracking mess because they influence all 3 variables.Huh? There is no tracking problem at all. Play Treasures, buy something, draw to 4.You are constantly checking the change halfway your turn.
All you gotta do is what you always gotta do anything: count your Coins.
Souk does not unless you wanna argue that subtracting is significantly more difficult than adding.
So your notion that this card somehow leads to a huge tracking mess that is totally unheard of is plain false.
It is in this respect similar to to Artificer vs. Market. The latter is simple whereas the former is more of a high-skill card.
yeah in a lot of ways, the highlight of Souk is giving access to "when buy" effects like Spices' coffers mid-turn, so you can use them during the buy phase proper. There's not a ton of these interactions, since there's not a ton of when-buy triggers that'd care about this, but there is novelty with that and it interacts well with its heirloom.
Spectacle Fireworks -- X-tra | (https://i.postimg.cc/fwv05XJR/Spectacle-v1-1.png) | (https://i.postimg.cc/kCZHqtTH/Fireworks-v1.png) | A Night version of a Worker's Village that returns to your Action phase. A very creative entry that looks like a lot of fun to play with. Great job on this one, X-tra. |
Port Clerk Quill -- Xen3k | (https://live.staticflickr.com/65535/51399263244_d471a8844a_b.jpg) | (https://live.staticflickr.com/65535/51399344565_c1cd63cfc3_b.jpg) | An Action card that gives +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) for each unique Treasure you play this turn (extra +(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) for one-shots, since it only counts Treasures in play). I think it would seem pretty sad for (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) if it didn't come with an Heirloom to boost both the unique Treasures in use and the unique Treasures you start with. However, the Heirloom that it comes with balances it beautifully. |
Road Shortcut -- 4est | (https://i.imgur.com/G9ccnrH.png) | (https://i.imgur.com/qUeRRwY.png) | I think this is far too weak. Even with Shortcut, you need to play a lot of them for them to be consistently worthwhile. Especially since there are only 10 Roads; by the time they're reasonably useful for more than just being plain cantrips, the pile's empty or nearly there. And in 3 and 4 player games, you're decently unlikely to even get enough Roads for them to be useful. |
Bridgestone Stone -- majiponi | (https://i.imgur.com/ywVs9Ea.png) | (https://i.imgur.com/bgTn6ze.png) | I don't really have much to say about this. A pure vanilla card isn't exactly exciting. |
Night Drive Carriage -- faust | (https://i.imgur.com/6o5SJ3K.png) | (https://i.imgur.com/bZ9SpAO.png) | I think this will gain too many Horses too easily; in the Secret History for Menagerie, Donald said he tried a card that terminally gained 3 Horses, and just that was too many. Especially since this only trashes from play, so it'll mainly trash Coppers and cards that cost (http://wiki.dominionstrategy.com/images/thumb/1/16/Coin3plus.png/16px-Coin3plus.png). Plus it can always just trash itself to non-terminally gain 5 Horses. |
Royal Signet Weighted Coin -- lompeluiten | (https://i.imgur.com/eGk6Y2F.png) | (https://i.imgur.com/OJxL5wT.png) | I don't really find this much more interesting than Throne Room. Granted, Throne Room is one of the most exciting base set cards in my opinion, so it's still decent. But it's also kind of a boring version of Counterfeit. |
Lightning Rod Lightning -- mathdude | (https://i.imgur.com/afs3rhO.png) | (https://i.imgur.com/GJCObn9.png) | A very unique Reaction trigger with a very unique top. But, it's kinda sad that half the vanilla bonuses it can give (one of which it always gives) is useless when an opponent triggers it. It's not bad, but there were other submissions I thought looked more fun to use. |
Labor Guild Leverage -- spineflu | (https://i.imgur.com/t8whOie.png) | (https://imgur.com/MJbCOwx.png) | Either Merchant Guild or Merchant Guild but with Villagers depending on whether the cost in (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) of the bought card is even or odd. Even without the presence of Leverage to help make even-costs odd and vice-versa, I think this is too good compared to Merchant Guild to share the same cost. |
Chop Shop Burglary Tools -- emtzalex | (https://i.imgur.com/5VciTk2h.png) | (https://i.imgur.com/TmVaSEsh.png) | I agree with segura that this is way too good, for the same reasons. I also don't really see the reason for it being an Heirloom card (other than the obvious "that's the prompt"), since Burglary Tools either just decreases the cost of both the trashed card and the gained card (thus doing nothing for its Remodeling ability) or makes Chop Shop even more OP by allowing it to Expand your (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png) cards. |
Jeweller Emerald -- AJL828 | (https://i.imgur.com/vGxM9UVh.jpg) | (https://i.imgur.com/asPQwKKh.jpg) | A very neat variable Cantrip gainer. Like Port Clerk, the Heirloom helps balance this card out wonderfully, but even more so. Another excellent submission. |
Woodsman Lumber -- anordinaryman | (https://i.imgur.com/RmcOalQ.png) | (https://i.imgur.com/1HBPqvz.png) | As you pointed out, being a Reserve card amps up the strategic implications of this card dramatically. I love it. |
Night Worker Torch -- NoMoreFun | (https://i.imgur.com/sBa4v2S.png) | (https://i.imgur.com/434YY5k.png) | A stronger combination of Armory and Ironworks. Not bad, but there were more interesting submissions. |
Shipwright Mooring -- xyz123 | (https://i.imgur.com/3Zk3Tel.png) | (https://i.imgur.com/eSQKpuU.png) | Takes two Shipwrights to be able to Shipwright a (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png), but one has to be played during the Night before you play a different one in a later turn (during which you call the Shipwright). Seems like a pretty huge pain for the effect you get, and the below-line ability is otherwise pretty niche imo since it doesn't give you any vanilla bonuses like Villa or Cavalry do. Plus I don't really like that you can return to your Action phase in the middle of resolving a Treasure card. |
Brooch Clasp -- JW | (https://i.imgur.com/98U3k5u.png) | (https://i.imgur.com/XPSuMNk.png) | A Treasure trasher that can only trash Estates if combined with Clasp. Feels kinda uninspired since Goat exists, especially since Goat is an Heirloom. |
Souk Lantern -- Timinou | (https://i.imgur.com/9VA6yHe.png) | (https://i.imgur.com/KGfrsus.png) | A very interesting non-terminal DtX that also allows gain-and-play shenanigans. I like it. My only worry is that it may be too strong in a big money strategy. |
Record Quill Pen - Aquila | (https://i.imgur.com/8GLrtoN.png) | (https://i.imgur.com/SMaCOrk.png) | A Scheme Event variant. I'm not sure it needs the cost restriction to be balanced; Scheme only needs to be bought once, and can potentially be played every turn. |
Testing Room Prototype -- The Alchemist | (https://images-ext-1.discordapp.net/external/82JD_yHlGw-bZy6Q0VO6P6GW8YoTI0GFsFqBbp2FgN4/%3Fwidth%3D441%26height%3D676/https/media.discordapp.net/attachments/797106542360002570/881214992706326589/6b6EmGNfHWkAAAAAElFTkSuQmCC.png) | (https://media.discordapp.net/attachments/797106542360002570/881213762957377546/tmhuKSPZABcAAAAASUVORK5CYII.png?width=441&height=676) | Coincidentally very similar to Souk, which was posted shortly before it. I'm afraid Souk did this concept better imo. |
Carnival Beer -- grep | (https://i.ibb.co/gvc9byw/image.png) | (https://i.ibb.co/MS3N4cg/image.png) | I love the bottom part of Carnival. However, the top part isn't so exciting. Since it's the type of card you'd generally want to spam, I think it could just be a Market and play out very similarly if not largely the same. |
I think that it is too good. Non-terminal, trashing from play, token bonuses look far stronger than the Cursing/topdecking of Replace.
Especially trashing from play. You can Mine your Coppers into Silvers with the Heirloom in play and you can Remodel PLAYED Golds into Provinces.