Part 3
Carpenter is a good gainer, it’s maybe little bit to strong compare to Ironworks but make it terminal seem really hard to fix it. Put it at $5 with +2 Currency or the same as $4 but in terminal could be two ways to solve the problem. However, the card isn’t broken as it is.
Premier seem pretty weak. A good combo with it is by using market or peddler with it but then it just act like a throne room. I think it could be at $3. An other problem I have with this card is that it explicitly play on vanilla bonuses (and I explain before why I feel like it shouldn’t be a dominion feature.
Weaving Mill have some problem in my opinion:
First, I think that Weaving Mill is just too weak, it’s usually just a lesser Banish.
Also, it have a pretty weird wording in the top part: I thing it will be clearer if it just say ‘you may trash a card from your hand to gain a card from the trash’. It’s not exactly the same but it feel more dominion and it make the card stronger. ‘on trash’ and ‘on gain’ effect
I also think that it should have an other dividing line: since both effect don’t trigger at the same time it should present two of those according to the rules.
The on-trash effect is also pretty insignifiant (but i guess it’s fine since it could be trigger easyly).
Pottery is a sort of Salvager. It’s a very cool card, I think it’s fairly balance and it assure me in the position that +1 Currency have the power level of $1. (so carpenter is definitely too strong). Anyway, the card itself is really good, I think it’s fair and it allow nice megaturns.
Tea merchant is a pretty cool alternative mine. I know that mine is consider as too weak and give it cantrip in order to remove the trash-for-benefit part is interesting. I think it’s a really nice card.
Thanks for the replies,
I'm considering making eunuch more expensive if the test shows it's nuts with many tfbs.
rice farmer costs $2, so I thought it's ok that it rarely draws (ordering cards is still desirable).
alley as is only works with workshops, take 8 debt then just groom all the provinces, I agree it needs power and wording fix.
servant used to cost $3, it's just with multiples it easily turns into fugitives, and also it's kinda flexible.
not much thought was put into carpenter, the set needs a gainer so here it is, I might try to come up with something that better demonstrates how currency might be relevant.
premier obviously needs fixing, as is it's pretty weak
I hope pottery demonstrates how currency might be different from +$, trash copper that gives $4 but only towards buying treasures is different from moneylender's +$3, and later trash estates for 4 Victory Currency could help acquire provinces. Alternatively, you can trash a $2 action to gain a $5 action easily. With that being said, I'm considering changing it to $3 so you can open 2, if they collide just trash the other one and buy a $5 action, if not just get 2 trashing in and maybe get some silvers or golds.
weaving mill is a half sanctuary or half village that lets you exile a card on gain, the problem with 2 dividing lines has been raised before, I cited silk as an example but it might still need 2 lines.