Cards i have o
pinions to:
Edited because i misread Enclave.Ivory Tower
Types: Action
Cost: $3P
+1 Card. +1 Action. Choose one: Set aside a card from your hand face down on your Ivory Tower mat; or put up to 3 cards from your mat into your hand. You may look through your cards at any time; trash them at the end of the game.
Clarification: On-trash effects are triggered. They are resolved in player order starting from the player on whose turn the game ended.
Like the name. Don't like the after-game trashing. It feels clunky, even though Feodum, Catacombs and Hunting Grounds are the only cards i can think of where it matters.
Elixir (A)
Types: Treasure
Cost: $2P
Worth $2. You may play an Action card from your hand.
Probably pretty strong with terminal draw. I never was a fan of what Black Market did to the action phase though, and so i'm not sure about a card which does a similar thing to the buy phase.
Conjuror (A)
Types: Action
Cost: $2P
+3 Cards. You may discard a Potion. If you do, +1 Action. Otherwise, gain a Potion, putting it on top of your deck.
I kind of like it, mainly because the concept is pretty simple. I don't know if i think of it as too similar to Retort. I imagine it plays pretty different. Also it should totally be called "Unstables" with the art showing some dangerous looking chemicals (or a Mad Scientist congress
)
Professor
Types: Action
Cost: $2P
+1 Action. +1 Buy. Choose one: All cards cost $1 less this turn; or Action cards cost $2 less this turn. Cards cannot cost less than $0.
I feel this doesn't add enough, besides the choice between things that were allready there. Also seems very strong.
Elixir (B)
Types: Action
Cost: $2P
+1 Card. +1 Action. You may choose an Action card in your hand. Play it twice.
Again doesn't add much, and while it's simple on its own, it's a bit strong compared to Herald. Having read through all cards, it's probably the action-playing card i like the most in the contest, though.
Druid
Types: Action
Cost: $4P
+1 Card. +1 Action. Choose one: +$2; or +P.
When you buy this, trash all Treasure cards you have in play.
For a card that offers +P, the bottom here goes naturally with it. Resembles Grand Market quite a bit though, especially on boards without other Potion cards.
Contraption
Types: Action
Cost: $4P
+1 Action. Look at the top 3 cards of your deck and reveal one of them. Gain an Action costing less than it. Discard any number of the looked-at cards. Put the rest back in any order.
I'm not sure how to play with this - buy an expensive card (Province) as soon as possible, then try to reveal it often for good cards? Not sure whether i like how this would play, and whether it needs the Potion cost, especially as it can backfire.
Metallurgist
Types: Action
Cost: P
+1 Buy. You may trash a Treasure from your hand. If you do, +P. You may trash a Potion from your hand. If you do, +$3.
This card is pretty irrelevant without other Potion cards, i think. More so than Druid.
Enclave
Types: Action
Cost: $2P
+2 Actions. You may discard your hand. If you do, +1 Card per Action card you have in play.
A Village Minion... First i thought it'd fit Alchemy well, as most cards there go for lots of Actions, but i changed my mind. Alchemy has very few +coin cards and terminals, which are the card types that i assume would benefit the most of this. Doesn't say this is a bad idea, but i'm not a fan to be honest.Seems a little strange. A Village that is best if you allready played a lot of cards - so a Village that is best if your other cards are nonterminal...? What does it have the actions for, then? I mean, if it is the first card you play, it's rubbish, and if it takes off your turn is probably going pretty awesome allready. Honestly i feel the parts of it don't fit together that well, though i don't doubt it can be a relevant part in some draw-your-deck and megaturn strategies.
Clairvoyant
Types: Action
Cost: $3P
+1 Action. Reveal the top 4 cards of your deck. Set aside a revealed Action card. Put a revealed Victory card into your hand. Discard the rest. Play the set-aside Action.
Putting the Victory card in hand does what, exactly? Somehow i feel that Action-Scout is not exactly worth 3$P...
Alkahest
Types: Actoin
Cost: $5P
+1 Card. +1 Buy. Choose one: +2P; or +$3. You may choose an Action card in your hand costing at least P and play it.
So this is a Grandest Market, which, additionally to being hard to get, is restricted on which cards you can use the +1 action for. I think it's maybe a bit
too hard to get a first one, suffers if other Potion cards are missing, and all in all has a bit too much going on.
Kettle
Types: Action
Cost: $3P
Reveal your hand. You may trash any number of cards from your hand up to the number of Victory and Curse cards revealed. +1 Card. +1 Action. +1 Buy.
While this is in play, cards cost $1 less, but not less than $0.
The bottom feels unnecessary, and there's a lot going on. Also makes the impression it's supposed to be a "curse for benefit" card...
Incantation
Types: Action
Cost: $3P
+1 Card. +1 Action. Trash a card from your hand. If you do, reveal cards from your deck until you reveal a card that costs more than it and shares a type with it. Put it into your hand and discard the rest.
Simple enough. I like how instead of giving +P it can simply dig for Potions, but isn't reduced to them.
Wizard
Types: Action
Cost: $4P
+1 Card. +1 Action. +1 Buy. Gain a copy of the cheapest card with a Potion in its cost that the player on your right gained last turn. If he didn't gain such a card, gain a copy of the cheapest card he gained instead.
Clarification: This card has a unique back, like Stash. If there are multiple cards that have the same lowest cost, choose one of them.
Why does this have that unique back? I guess so the player before you can buy some rubbish for you to gain or not buy a good card? That's overdoing it, i think. And also, while the card doesn't allow shuffeling it where you want, a player could "accidentally" shuffle this where he wants to.
Quicksilver
Types: Treasure – Reaction
Cost: $2P
When you play this, reveal your hand. This is worth $1 plus $1 per Action revealed.
When another player plays an Action, you may discard this. If you do, gain a copy of that Action.
Quick Silver - slow game. I don't like the reaction - it makes active players think about in which order they play their actions even more, and also you have to give every other player a chance to react to a play. It adds pauses where there normally are none.
Distill
Type: Action – Attack
Cost: PP
+2 Actions. Each player may return a card from his hand to the Supply. (Yours may come from your discard pile.) For each card returned, each player other than the one that returned it gains a copy of it. You may trash any number of the cards you gain this way. If there are no cards in your hand, discard pile, or deck, the game is over and you win.
Instant win cards are nice for a laugh, but not for a real game. Definitely wouldn't like playing with this, sorry.
Bottle Imp
Types: Action
Cost: $5P*
+1 Card. +1 Action. +1 Buy. +$1. You may trash this. If you do, gain a cheaper card.
If you have at least 2 Actions in play, this costs P less.
So this is a harder to get Market, which can later be exchanged for another card. I think it's interesting how it can help you get Potion cards without buying a Potion, but without other Potion cards the best you can do is probably exchanging it for a Duchy in the endgame (which is a pretty awful bonus considering what you have to do to get it). So while i do like the idea i think it's not compelling enough in general.
Refinery
Types: Reaction
Cost: $4P
When you buy a card, you may reveal this from your hand. If you do, if the card you bought is an…
Action card, set it aside when you gain it, putting it into your hand at the start of your next turn.
Victory card, set it aside when you gain it, returning it to your deck at the end of the game.
Other card, each other player gains a copy of it instead of you.
The first two with their Action/Victory problem aside, the last clause basically means you can exchange any of your +1 Buy for a "each other player gains a curse". Not good.
Retort
Types: Treasure – Reaction
Cost: $3P
When you play this, it's worth $1 per differently named Treasure you have in play (including this).
When another player plays a Potion, you may discard this. If you do, gain a Treasure.
I don't like how this is an Alchemy card that kind of punishes me for going after Potions.
Voodoo Doll
Types: Action – Attack
Cost: $3P
+$2. Each player with 5 or more cards in hand discards an Action card (or reveals a hand with no Action cards).
Nasty, but then again the attack's not worse than Pillage. The fact that you don't have to buy it new after each attack would make this very annoying over time, though, and it also discourages going for actions, which goes against Alchemy's theme.
Catalyst
Types: Action
Cost: $3P
+1 Card. +1 Action. +1 Buy. +$1. Reveal then discard any number of Action cards. For each card discarded, +1 Card, +1 Buy, and +$1.
Discarding action cards for a benefit is something i also considered (or actually did for a card not in this contest), but i'm not that fond of the bonus choice. I imagine remembering the amount of buys at the end of your turn might be a bit hard to do.
Brewmaster
Types: Action
Cost: PP
+1 Card. +1 Action. You may trash a card from your hand. If you do, gain a Potion. You may discard a Potion. If you do, choose one: Cards cost $2 less this turn; or cards cost P less this turn.
Another card that can choose $ or P... Man, i'm glad i didn't bring one of those into the competition - it sucks to see others had the same idea, and makes your card harder to distinguish...
As for this one, it costs PP - another thing never done in official Dominion, and for a good reason, i think: Though probably not as hard as with Treasure Map, having two Potions clash is very luck dependant. Also even without the last effect being tied to the Potion discard it feels slow - on a board without other Potion cards and no +buys, this is just a horribly hard to get buyless grand Market.
Assistant
Types: Action
Cost: $4P
Reveal cards from your deck until you reveal an Action other than an Assistant. Discard the rest, then play that Action twice.
This pretty much is Anti-Golem, doesn't add enough.
Ritualist
Types: Action
Cost: $2P
+1 Card. You may discard a Potion. You may play an Action card from your hand. If you discarded a Potion, play it again. If it is a Ritualist, play it again. You may play it one more time. If you do, trash it.
Overly complex and pretty likely to cause confusion even on normal board just by itself.
Elicitor
Types: Action
Cost: PP*
+1 Action. Discard a card. For each P in its cost, gain an Action card, putting it into your hand. If there is no P in its cost, +2 Cards.
If you have a Potion in play, this costs P less.
Too strong for how easily you get it. Also two of these in hand can make you empty the pile.
Research
Types: Action
Cost: $1P
Trash 2 cards from your hand. Gain a card costing exactly $2 or $1P more than the total cost of the trashed cards in coins.
When you gain this, gain an Action costing up to $4.
I think this is too strong, mostly because the on-play would be fine for 4$ (i guess?) and it negates the typical "Argh, 2$P!!" problem. Now you can buy two decent cards, even with almost nothing but a Potion in hand.
Drunkard
Types: Action
Cost: P
Discard any number of cards. Draw until you have 5 cards in hand. You may discard a Potion or an Action. If you do, play this again.
When you buy this, +2 Buys.
I read "you may drink a Potion" here...
Anyway, it's interesting to see a card that gives buys on buy and doesn't suffer from (official) cost reducers (though i hardly think it's that useful here)... I don't really like the on play effect, as it seems to treat Actions as a mere tool to get many Treasures in hand (the card gives no +action).
Conjurer (B)
Types: Action
Cost: $3P
You may play an Action card from your hand three times. Either trash that card or trash this.
Nothing new, but well. Would hate to accidentally hit this with my Golem.
Elixir (C)
Types: Action
Cost: $3P
+1 Action. +1 Buy. +$1. Reveal cards from your deck until you reveal a Potion or a card costing at least P. Put that card into your hand and discard the rest.
An Alchemy Market... Probably a little strong, but okay otherwise.
Enchanter
Types: Action
Cost: $2P
+3 Cards. You may play an Enchanter from your hand.
[/quote]
Is it a Smitist or a Culthy? Either way, it doesn't add that much, sorry.