At one point my sister and I were going to create our own cards, but then decided against it. Later, I came across this forum, and did my failed alchemy: the second half. Well, then my sister decided that we could indeed do those card ideas. We haven't totally figured out the theme, but a lot of the cards include choice and/or player interaction. Many of these cards are as yet unnamed, and only one has ever been playtested. And even then only once. So with that out of the way, here's what we've come up with:
Secluded Township
Action $4
+1 Card
+2 actions
When you buy this, you may gain a curse. If you do, put this on top of your deck.
Every set needs a village, right? Upon further review, I think this would do better at $3, but the original idea is set at four.
(Unnamed)
Action-Reaction $4
+$2
When you would trash a card, you may reveal this card in your hand. If you do, discard that card instead. Then discard this card.
We wanted something different that hadn't been done. So here it is. I think the top could be better to warrant the $4, though.
Toll Booth
Action-Duration $4
+$2
Until your next turn, during each other player's turn, cards in the supply cost $2 more.
(Unnamed 2)
Treasure-Attack $4
Worth $1
When you gain this, each other player may gain a curse. If no one does, gain a Gold.
This was the only card to be playtested. Seemed fine at four, but further playtesting may or may not change that.
Mill
Action $5
+2 Cards
+1 Action
Choose one: Trash a card from your hand, or discard two cards.
This one's interesting. It's not strictly better than lab, but it isn't strictly worse either. It all really depends on how you want to use it and when.
(Unnamed 3)
Action $6
+2 cards
+1 coin
Choose one: either all cards cost $1 less this turn, or gain a gold.
The gold was originally a duchy, but I wasn't sure about that on posting and changed it here.
(Unnamed 4)
Action-Attack $5
+1 card
+1 coin
Choose 1: Each other player gains a curse, or each other player discards down to three cards in hand.
It's strictly better than militia, and around the same as witch, since it can still attack after the curses are out, but you would usually rather have the second card than the coin.
(Unnamed 5)
Action-Attack $6
+2 cards
Each other player gains a curse. You may gain a curse. If you do, each other player gains a second curse.
Appears strictly better than witch, so it can't cost $5. Not sure how that will work out in playtesting though.
Extortionist
Action-Attack $6
Each other player gains a curse. Any player may gain a second curse. For each player who does not, gain a treasure card costing up to $6
This originally got you silver, but then I thought that people would almost never take the curse unless there were feodums (never figured out how that was pronounced) or gardens. However, there are situations where people want silver or even copper (ex. Counting House and/or Coppersmith engines) over gold, so I just added variable cost, which also allows for the gaining of kingdom treasures as well. sot sure if I should just limit it to the base cards though. My sister came up with the original effect, I just tweaked it a bit and gave it an awesome, flavorful name.
Bribe
Action-Duration $5
Until the start of your next turn, once during each player's buy phase, that player may have +$3. At the start of your next turn, for each player who did, gain a gold, putting it on top of your deck.
We were looking for interesting things to do with durations, and I really liked the name bribe, so we put them both into one card.
There was another attack that was going to be here, but after reading the fan card creation guide, (
http://forum.dominionstrategy.com/index.php?topic=699.0) I decided against it since it gave no benifit to the attacker, and we have plenty of attacks already. Please help name the unnamed cards, and feedback is welcome. Also, if anyone is wiling to do the images for me or knows of what happened to the Magic Set Editor Dominion template (or even both), that would really be appreciated. Discuss!