Something_Smart, please clarify this point: Is the idea to create cards that can also stand on their own or it's ok to create mutually dependent cards as I did?
I was thinking that people would create cards that can stand on their own, but you don't have to-- split piles are fine, and this Partner idea is creative and cool as well. Go for it.
Something_Smart allowed me to participate with the partner cards I created, which mention each other.
However, I still wasn’t feeling comfortable with it, since it doesn’t fit completely the initial scope of the contest. In some way, it’s easier to create an interesting interaction between two cards which mention each other than create two cards that are strong by themselves and also has a cool special interaction.
So, I’m withdrawing my first entry. Though I like the partner idea, I will leave it for an occasion it fits better.
This is my new entry:
Cargo Vessel • • Action - Duration
+1 Card
+1 Action
You may play a non-duration action card from your hand. If you did, set it aside (on this) and put it into your hand at the start of your next turn.
Cargo Bales • • Action
+1 Card
+1 Action
If this is in play and it's the first play of it after put it in play:
+
- for each Cargo Bales you have in play.
CARGO VESSELA kind of Cargo Ship or Haven for the actions you play with it. Like those cards, it increases your next initial hand by one card. It also has a kind of a Scheme effect, enabling better deck control and reliability. It’s also a Village. All these features make it a strong card in an engine. However, since you can play each copy of it only once at each two turns and it may miss shuffles, I think it's not extreme.
It plays only non-duration cards to avoid tracking issues.
Comparing the similar and different features of it to Haven, Cargo Ship, Scheme, Throne Room, Village and Wharf it seems good to me at
.
CARGO BALESA cantrip payload, which makes it especially good in engines. It decreases its power at each play, so it’s not broken.
The first one played is a cantrip Gold, a very good card.
The second played is a cantrip Silver.
The third, a cantrip Copper (a Peddler).
The fourth, only a cantrip.
After the fourth, you pay to play it if you want to draw with it.
The clause “If this is in play and it's the first play of it after put it in play” is intended to make only the cantrip part be affected by throne cards and command cards. Otherwise, it could be too strong. I don’t know if it’s the best wording for it, but I couldn’t find better.
Thinking of it as a Peddler with a bonus in first plays and a penalty in late plays, I think it’s ok at
, which is the habitual price for peddlers with bonus (Market, Bazaar, Artificer, Treasury, Junk Dealer, Emporium, Fisherman).
INTERACTIONCargo Vessel can play Cargo Bales and remove it from play, so the next copy of Cargo Bales you would play would also be a cantrip Gold. Besides that, the first Cargo Bales you have played would be returned to your hand in your next turn. And cantrip payload is maybe the best thing to return to hand with Cargo Vessel, it's non terminal and doesn't depend on good draw, it's always free money, a very reliable thing. It’s a strong combo but not extreme, since you need a copy of each card every time you do the trick. It is helped by returning Cargo Bales to hand in your next turn, but counterbalanced by Cargo Vessel being a duration, needing two turns to leave play.
Thematically, they fit each other very well. Cargo Bales gives you money and Cargo Vessel transports Cargo Bales to your hand in the next turn. Also they fit thematically Cargo Ship and Haven, which have some similar abilities to Cargo Vessel.
Feedbacks are always very welcome.
EDIT: DUE TO FEEDBACKS, I CHANGED MY ENTRY AGAIN. SEE POST FORWARD.