My Submission:
| | Magi$4 – Night - Duration When you discard your Action cards from play, set one aside face up. Until your next turn, when any other player plays a copy of it, they get +1 Villager and you +1 Coffers. At the start of your next turn, play the set-aside card.
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I think you are underestimating how strong this is even without the tokens. Gaining a copy of a card you have in play is very good, and you get to play it the next turn. For reference, changling costs 3 and has to self-trash. Magi is only 1 more, doesn't self-trash,
and allows you to play the copy next turn! It's like Summon: a 5-cost event (which means it actually costs more than 5 because it costs a buy on each "play").
Now we have the fact that they give me a Coffer each time you play it... it's fairly easy to slap this on a Village for tons of free money. There are games where Villagers are essential and then this card becomes a "can't play" (unless your opponent doesn't have the card you gain, and if so, why have the tokens anyway?), then there are games where they don't matter (so this is just free coffers and becomes even stronger -- so why have the tokens?), and then there are rare games where the villagers are a nice bonus that helps pad opponent's turns, but doesn't become game-breaking. But in those third type of game, you don't need villagers either, and therefore the coffers are probably an excellent trade in your favor.
A card like this can't be appropriately priced. Because the non-token element of it is too good and the token part of it swings too wildly in its effect.
I do really like the concept. Here are a few ideas to explore:
1. Reconsider allowing Magi to non-terminally gain
and summon. That's just insanely good. (There's a bunch of directions to go here, getting rid of the "summon" on next turn, getting rid of the gain, making it a terminal Action)
2. Reconsider having the tokens fire every time. (Other directions: only on their first play, or on only when they gain a copy of that card).
3. Reconsider allowing you to pick a card in-play, and instead force it to set-aside from hand. This adds the hidden cost of not being able to play that card this turn.
4. Reconsider having tokens at all.
Neat concept. In some combination of these areas to explore, there is an excellent and balanced card waiting.
I enjoy exploring cards that interact with Ruins, Rats, and certain non-Supply cards in a manner that the official cards don't, and junkers that don’t necessarily empty piles (Donald X talks about using the later space with Idol). Forbidden City does both, though the fact that the Ruins pile could still empty out, nerfing both the Attack and non-Attack abilities of the card, adds a strategic element as well.
This is great! Awesome theming of a city that devolves. And you made a non-terminal junker work. It even comes with a village, so opponents at least have a way of playing those ruins. Really nice work!