Bookkeeper - Action - $5
+1 Card
+1 Action
You may play a Treasure from your hand twice.
I think Oasis variants qualify as Peddler variants.Up to Xtra to decide that. If this ends up getting disqualified, so be it.
Wishmonger - $6
Action
+1 Card
+1 Action
Reveal the top card of your deck; you may discard it. Either way, if it costs…
$1 or less, trash it.
$2 or $3, gain a card costing up to $4.
$4 or more, gain a Wish.
Name: Minister
Cost: $5
Types: Action, Liaison
+1 Card
+1 Action
Gain or lose Favors until you have exactly 5. Each other player gets +2 Favors.
Hobo - $5
Action/Night
+1 Card
+1 Action
You may end your Action phase for +$3.
If it's your first Night phase this turn, you may return to your Action phase.
Still, this list is far from being perfect. For instance, I fail to see how Rats is not a cantrip.I think the list excludes mandatory trashing in general; Junk Dealer or Upgrade are also missing.
Moreover, while Oasis is considered a Peddler variant, Mill isn't.
Sure, Gold gaining has decreasing returns and this is in a split pile but I nonetheless think that this is too good.
(https://cvws.icloud-content.com/B/AT-8GkDvUCz-V5Eu_xe9mgAJDykjAUDCNuVYHAsDzuo4jDvyASE--a6U/Mao.png?o=AsCv4-Ods6ILw7PXJfRCL3VVLaVXDJr7cLa-rQgJxWDL&v=1&x=3&a=CAogAwlCVcG_kbVwhjOw9bF0k16j0iAJ0pBIXHC0Bj3ztSYSbRD35Ki4rzAY98GEuq8wIgEAUgQJDykjWgQ--a6UaiYmtJllubR-5sD5OFzdTIzkfMD3__iMt64TvgdB5BwYDWieVEd4EnImapu0NHdD6VRx-AHh2ZaR12Rjki15wdNKik8lmB4U77Vs_g7HEGw&e=1662005616&fl=&r=90e23f7f-eb2a-4488-b629-c55e65bdbe06-1&k=7sHblcYhgNbU1jG8ca52dA&ckc=com.apple.clouddocs&ckz=com.apple.CloudDocs&p=24&s=cb7qnkzOJUg5iCTfhGXfqYgBuZ4&cd=i)
If you know what Mao is, this is my submission, otherwise don’t look it up and I submit a less-polished Past-Ap. Stop reading here. A Psudo-trasher that lets you gain one of the trashed cards conditionally and helps prolong games in times of need, it is surprisingly hard to get the trashing going without the variable cost, and can even be impossible to trash certain cards in some kingdoms.
(https://cvws.icloud-content.com/B/AaJFR_o8cDgxAQfmazQTSMlgZovpAeeLKtBTQBNa_REZhCg02RHEvaEB/Post_Ap..png?o=AjYqcoS3yGsgP3erNbzC39j8ctwYA0OYfwRgsyzUYxYF&v=1&x=3&a=CAogFLOZuqA_3oySZ2UR0AovgH5yQVWDZoUDlyELhe3jmxoSbRCX3-G4rzAYl7y9uq8wIgEAUgRgZovpWgTEvaEBaiYmcVc-noOEzVqtf7WAOQxGf3wO3LmfGyYgiTDIsvIkl5x9h9QocXImoVl3Cqjd-8l0iEYeS25ZLKZR10h85NP1qFMvDVItCA9AdjAhcVU&e=1662006550&fl=&r=85d95060-352e-42e7-876f-466fa86bd6ca-1&k=svpZ2pj4PiE5tfz4kPVBgA&ckc=com.apple.clouddocs&ckz=com.apple.CloudDocs&p=24&s=wQTgnUjK2b0qXWQ13KKj-tPLSxg&cd=i)
If you don’t know what Mao is, Post AP is a cantrip attack that has non-attack interaction. I wish there was an elegant way to let you reveal a moat, etc, or use lighthouse on yourself playing this, but it makes it a gamble, and isn’t much of a change. You get first chance to draw and last chance to trash in case of ties. Players will always get either +1 cheap card or +1vp, even if they trash 2 cards. And revealing a moat gets +1vp, hence the non-attack interaction.
(https://cvws.icloud-content.com/B/AT-8GkDvUCz-V5Eu_xe9mgAJDykjAUDCNuVYHAsDzuo4jDvyASE--a6U/Mao.png?o=AtUzcCUgbvfg7_Mfs7ixwhAtM-w5nL7ikI1IKurt-BxW&v=1&x=3&a=CAogoE8xzFnIB4oc0WWe1xOkRck-2BzgTxQJt0WsSsVNXqISbRDkwejZrzAY5J7E268wIgEAUgQJDykjWgQ--a6UaiZQL8r2l-Yes-WhpxI6Z0IqrlvFRGr1fEyd3rOCpxKvXGtqmy_l5HImHkrNBJrPPa9_jDurMLLyz9xKcK8oEdA0FtNj7EmUiBLdOPzmlYc&e=1662075866&fl=&r=ae686b0e-3f2e-4437-b16b-6fb4b97469d2-1&k=7sHblcYhgNbU1jG8ca52dA&ckc=com.apple.clouddocs&ckz=com.apple.CloudDocs&p=24&s=aLvSH4NzMXMNbwF099fdWn4cDz4&cd=i)
If you know what Mao is, this is my submission, otherwise don’t look it up and I submit a less-polished Past-Ap. Stop reading here. A Psudo-trasher that lets you gain one of the trashed cards conditionally and helps prolong games in times of need, it is surprisingly hard to get the trashing going without the variable cost, and can even be impossible to trash certain cards in some kingdoms.
(https://cvws.icloud-content.com/B/AaJFR_o8cDgxAQfmazQTSMlgZovpAeeLKtBTQBNa_REZhCg02RHEvaEB/Post_Ap..png?o=Amu4riox1wnyZIt-9TryRMTJhu5XVL50ekCuePn5MnhW&v=1&x=3&a=CAogBsZZibwbiXw80Sn074xrVBH4dlFBCojB1RyEH9YdlicSbRD5m-jZrzAY-fjD268wIgEAUgRgZovpWgTEvaEBaib9copK8Fg-FCYoyUwL-8vhViiDPb5vX7-_eulKE-8b-OPPU9-Nb3ImyDukuerkRgZ-7KOBWecwJSKaKnRqJc9rPyvcy4N6yvbTGb5YQ6s&e=1662075862&fl=&r=f1a4e234-6624-4502-9e44-ebb80e3c4855-1&k=svpZ2pj4PiE5tfz4kPVBgA&ckc=com.apple.clouddocs&ckz=com.apple.CloudDocs&p=24&s=6BkvgWW2QKQFdW49UGGnouNSxg8&cd=i)
If you don’t know what Mao is, Post AP is a cantrip attack that has non-attack interaction. I wish there was an elegant way to let you reveal a moat, etc, or use lighthouse on yourself playing this, but it makes it a gamble, and isn’t much of a change. You get first chance to draw and last chance to trash in case of ties. Players will always get either +1 cheap card or +1vp, even if they trash 2 cards. And revealing a moat gets +1vp, hence the non-attack interaction.
I fixed it
(https://i.imgur.com/ITUSthfh.png) | Quote Sewing Circle • $5 • Action |
(https://i.imgur.com/OJihLvXh.png) | Quote Sewing Circle • $5 • Action |
I think that is too crazy. Most cantrip workshops have a downside like being delayed (Cobbler), being conditional (Sculptor, Falconer) or being in a split pile (Hill Fort).
Unlike Hill Fort, this is immediately available and the self-gaining makes this far too good. I mean, which game in which this is in will not end in three-piling?
An empty deck/discard with a Sewing Circle and at least one other cantrip in hand can empty the pile instantly which I'm never a fan of. That said, I still think it's a neat idea. The card it reminds me most of is actually Groom, which can also cantrip gain, can gain and play copies of itself (it loops pretty easily with +Actions, Groom+Horse can gain Groom+Horse, etc.), usually ends games in 3 piles, and it only costs $4. The biggest issue is that it's way easier to multiply these that to multiply Grooms since you don't need the +Actions. I wonder if adding a "(if you haven't gained one this turn)" after the "gain a Sewing Circle" might be enough to mitigate the autopiling issues.
An empty deck/discard with a Sewing Circle and at least one other cantrip in hand can empty the pile instantly which I'm never a fan of. That said, I still think it's a neat idea. The card it reminds me most of is actually Groom, which can also cantrip gain, can gain and play copies of itself (it loops pretty easily with +Actions, Groom+Horse can gain Groom+Horse, etc.), usually ends games in 3 piles, and it only costs $4. The biggest issue is that it's way easier to multiply these that to multiply Grooms since you don't need the +Actions. I wonder if adding a "(if you haven't gained one this turn)" after the "gain a Sewing Circle" might be enough to mitigate the autopiling issues.
I'm not sure that's correct. Because SC gains after it draws, there has to be one waiting in the discard pile when you play another. Otherwise, you could pay a SC (drawing nothing because your deck/discard is empty) to gain a SC, then play the other cantrip to draw the 2nd SC, but when you played that, it wouldn't draw anything, and the other SC would be stuck in your discard. To autopile, you'd either need 2 SC in your hand or 1 in hand and there other one to be the only card in your discard/deck. (Rats works exactly the same way, but it also trashes cards). There's a fairly big difference between needing 2 of them and needing just 1, but there is still the possibility of autopiling. (You can also simulate having 2 SCs with a throne variant, and you can accomplish the chaining by playing a card that lets you topdeck on-gain [Tracker, WotSeal]).
I hadn't thought of the autopiling issue. I may have to come up with something to deal with that.
(https://dominion-township.weebly.com/uploads/1/3/6/2/136286056/bootlegger-v2-0_orig.png)Does this cost a buy?
\A card bought during the Action phase does not count as a card bought in your Buy phase, so you do not need an Action card giving you +1 Buy to still buy a card during your normal Buy phase.
(https://dominion-township.weebly.com/uploads/1/3/6/2/136286056/bootlegger-v2-0_orig.png)Does this cost a buy?
Edit: From the Black Market FAQ:Quote\A card bought during the Action phase does not count as a card bought in your Buy phase, so you do not need an Action card giving you +1 Buy to still buy a card during your normal Buy phase.
http://wiki.dominionstrategy.com/index.php/Black_Market#Official_FAQ
Capitular • $5 • Action
+1 Card
+1 Action
You may discard a card from your hand to gain a copy of it. If you gained a Province or Colony this way, trash this.
Savant
Action
$5
+1 Action
Gain a card to your hand costing up to $1 per differently named card you have in play - the number of Savants you have in play.
Mad Scientist
$5 - Action
+1 Card
+1 Action
You may trash a card from your hand costing at least $2 for +2 Cards. If you don't, gain a Silver.
Savant
Action
$5
+1 Action
Gain a card to your hand costing up to $1 per differently named card you have in play - the number of Savants you have in play.
I would suggest to reword the “-“ to a “minus.” It’s a small technicality but I think it’s much clearer and more in line with official card wording (might just be a personal thing, it just took me a minute to realize what this meant lol)
Is this too close to being a lab variant? (If so, I'll try to think of something else. But this one of my favorite cards that I've made.)QuoteMad Scientist
$5 - Action
+1 Card
+1 Action
You may trash a card costing at least $2 for +2 Cards. If you don't, gain a Silver.
Is this too close to being a lab variant? (If so, I'll try to think of something else. But this one of my favorite cards that I've made.)QuoteMad Scientist
$5 - Action
+1 Card
+1 Action
You may trash a card costing at least $2 for +2 Cards. If you don't, gain a Silver.
To be as impartial as possible, I'll let the Wiki determine what is a pure cantrip and what isn't. More specifically, I'm basing myself upon this list:
(https://i.postimg.cc/vT9mq8rg/Cantrips.png)
Still, this list is far from being perfect. For instance, I fail to see how Rats is not a cantrip.
Moreover, while Oasis is considered a Peddler variant, Mill isn't. It's a little confusing. In the light of that confusion, I won't make things more complicated than they already are and gladly accept your entry. :)
ReceiptThis card help players save money for the future which useful when the extra copper or two does make a difference on what they buy. This also has burst of money to help surge up to a Gold or other Treasure card which might be useful to put into play during the action phase.
$5
Action - Duration
+1 Card
+1 Action
You may set aside a Treasure from your hand to play it at the start of your next turn.
-
When you gain this, gain a Silver and you may set it aside to play it at the start of your next turn.
(https://i.imgur.com/ZlVIDIIh.jpg)Given the way cost works in Dominion, $8D - $8D = $4 and not $4D. So the FAQ is counterintuitive.
Master Craftsman
Action ($5)
+1 Card
+1 Action
Discard 2 cards. Gain a non-Victory card to your hand costing exactly as much as the difference between the 2 cards.
Quick FAQ just in case:
If the 2 cards have the same cost, you can gain a $0 card (probably only really matters with cost reduction in play).
If one card has a strictly higher cost involving a Potion (ex. $4P and $2) then you can gain a Potion cost card.
If one card has a debt cost higher than another debt cost card (8D and 4D is really the only possibility with official cards) you can gain a debt cost card.
If no card exists at the price difference between the 2 cards (like $2P and $5 or 8D and $5) you do not gain anything.
Power level wise this sucks compared to Wheelwright. It is only better in one respect as it can gain Treasures. But in all other respects (two cards instead of one, 'exactly' instead of 'up to') it is far worse.
QuoteReceiptThis card help players save money for the future which useful when the extra copper or two does make a difference on what they buy. This also has burst of money to help surge up to a Gold or other Treasure card which might be useful to put into play during the action phase.
$5
Action - Duration
+1 Card
+1 Action
You may set aside a Treasure from your hand to play it at the start of your next turn.
-
When you gain this, gain a Silver and you may set it aside to play it at the start of your next turn.
The Silver boost is neat but given that the play effect of this is nearly strictly worse (draw to X and obscure cases like Leprechaun prefer in play over hand) than Haven this is far from $5 territory.
Sewing Circle • $5 • Action
+1 Card
+1 Action
Choose one: gain a card costing up to $4; or set aside a Sewing Circle from the Supply; or discard a set-aside Sewing Circle.
Proselytist - $5
Action - Reserve
+1 Card
You may trash a card from your hand for +1 Villager
Put this on your Tavern mat
-
When you trash a card, you may call this for +1% per $2 it costs (round down)
Barn Hand | Action | $5
+1 Villager
Discard a card and gain a Horse to your hand.
-
The next time you gain a card this turn, you may trash this from play to gain a card besides Barn Hand costing exactly $2 more to your hand.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Barn Hand (Action)Well, this really does stretch the definition of what a cantrip can be. I’ll be honest, I would’ve preferred sticking closer to the tried and true “+1 Card; +1 Action”. In any case, the top part seems decent, if a little weird. The bottom clause seems needlessly complicated, as a weird “Remodel me later” kind of idea. As such, it’s tough for me to assess the strength of this card. I’m sure it’s fine, if a little too convoluted.
+1 Villager
Discard a card and gain a Horse to your hand.
---
The next time you gain a card this turn, you may trash this from play to gain a card besides Barn Hand costing exactly (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) more to your hand.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Bookkeeper (Action)Hey, this seems like the next logical step after Specialist! Okay so it’s better to throne Action cards, sure, but this right here is, as the contest wants it to be, a cantrip. Thus, it doesn’t hurt you to have a self-replacing card that doubles some payload you have. I think it’s a very elegant idea that could very much exist in Dominion. Maybe one could argue that it’s a little unoriginal, but nay I say. I think it would play quite differently than Crown or Specialist. Good card!
+1 Card
+1 Action
You may play a Treasure from your hand twice.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Bootlegger (Action)The ever-changing Bootlegger! Got disgruntled at the debt, huh :P ? We’ve tested some different versions of this card before. This has lost its +Buy too, so I understand the nerf. I think that this will be quite a strong card now, seeing as it does exactly what it sought out to do since its inception: Giving you a card that you desperately need right there and then. I see this as a good way to feed your deck some draw when you need it; or a Village should you dud and be overterminalled. It’s very versatile, it invokes some reputable gain and plain and thus, it’s probably pretty swell to have a couple of Bootleggers in your deck!
+1 Card
+1 Action
Play any number of Treasures from your hand, then you may buy a card. When you gain the bought card, put it into your hand.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Buyer (Action)I see the idea behind this card and uh, unfortunately, I don’t think I’m a big fan. Solving the +Buy issue in one easy trick is killing a lot of what makes Dominion appealing: To search for components to build a competent deck. A solution-in-one just nukes that idea and makes everything too easy, too mind-numbing. Even stuff like Travelling Fair and Galleria that can multiply your Buys have some kind of restriction you must work around.
+1 Card
+1 Action
This turn, when you pay for a card, +1 Buy.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Capitular (Action)You don’t need to say “from your hand”. There you go, I did the thing instead of Gubump, lol :P . Anyway, yeah, this is a nice hybrid between Swap and Wheelright, I kind of dig it! I do however advocate for this card to drop the Province/Colony clause altogether and stick to the “non-Victory” formula. Otherwise, you could build toward a feelsbad megaturn and we already have Horn of Plenty to fill that annoying gap. As in, you drew deck, have 4 or more Capitular in hand and one Province.
+1 Card
+1 Action
You may discard a card from your hand to gain a copy of it. If you gained a Province or Colony this way, trash this.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Cavalcade (Action)Hey, quite the sexy card, there! It’s a cantrip trash akin to Junk Dealer, but it replaces the +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) with a nice on-trash effect. It trashing itself seems like a good baseline, but it fares better with stronger trash-for-benefit cards, such as Salvager or Broker. I like the on-trash effect, it’d definitely try to play around it (and have fun doing so).
+1 Card
+1 Action
You may trash a card from your hand.
---
When you trash this, gain a Gold to your hand and +1 Buy.
(http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) Countess (Action)I can hardly imagine a card being simpler than this one. Not that this is a bad thing! You see Countess in the Supply, and you know exactly what roles it plays. I can see fattening my deck with some Duchies as a thing I’d do. Heck, I already do that with Artisan sometimes, and Countess would do it better. I think this card would tend to empty the Duchies a little too quickly on average though, and so I wonder if associating some kind of condition or minigame to the Duchy gaining could be a healthy addition. Sure, the elegance would tank a little, but then the card could potentially be more fun to use. Just tossing ideas here, I think the simple unconditional Duchy gaining is already a pretty solid baseline.
+1 Card
+1 Action
Gain a Duchy.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Fairy Home (Action – Fate)I think it’s usually a good thing to avoid calling out for the Kingdom specifically. I can see some players being confused by the definition and try to put a Silver or a Curse onto the Province Supply pile, for instance. I know you can’t do that, but Donald X stated before that a good portion of players don’t. Perhaps it would be clearer if you could only rotate or move cards from Action Supply piles instead, I don’t know. Anyway, I think there’s a cool idea there with the whole moving cards thingy. But it being a cantrip means that it’ll happen often in a game where one or more players invest heavily in Fairy Homes. So I wonder if piles won’t get mixed too much, making players lose track of what is where over the course of the game. The Boon option seems a little tacked on, and Donald X. usually warns against cantrip Boon givers (Pixie self-trash to account for that), but it’s not a big offender either. Overall, pretty swell card.
+1 Card
+1 Action
Choose one: Rotate any Kingdom pile; or put the top card of a Kingdom pile on top of a different Kingdom pile; or receive a Boon.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Farrier (Action)What an excellent idea for a Throne variant! Who says you can’t put a +1 Card on a Throne Room, ha! I think this solves that issue wonderfully, with the whole “revealing your hand”. You’ll have to be cautious about what card you play when. The minigame of hoarding unique cards to make Farrier work is probably not as intense as that of Menagerie, but man. If Cornucopia had a Throne Room, Farrier would be fair game. Even the name and flavour fits within Cornucopia. Anyway, I’d have a good time trying to build a deck around Farrier. You can even Farrier a Farrier if you only have one copy in hand! Very cool card, very cool idea, bravo!
+1 Card
You may play an Action or a Treasure from your hand. Reveal your hand. If you have no copies of it in your hand, you may play it again.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Farrier (Action – Reaction)So, I quite like the top. It’s default use is a cantrip (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) gainer, except, not really, since you have to decrease your handsize by 1 to gain a card. Cantrip gainers are usually deemed strong, but with a cost of (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) alongside the aforementioned handsize reduction, I think this bounces back onto the weaker side of things. Luckily, there’s a Reaction attached to Farrier to rebalance the whole. Unfortunately, I find the Reaction a little too complicated. It’s got a lot of words, making this card really wordy as a whole. The condition is a strange one as well. I understand that this card self-synergises, but the Reaction does not really speak to me, sorry.
+1 Card
+1 Action
Discard a card. If you did, gain a card costing less than this.
---
When you discard this other than Clean-up, you may reveal this to discard any number of Victory cards from your hand. Gain a Horse for each card discarded this way.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Hobo (Action – Night)I think the second part could’ve simply said: “If it’s your Night phase, return to your Action phase”. Very rarely in Dominion will you be forced to play a Night card, so the “you may” can be safely dropped. It doesn’t hurt to go back to the Action phase even if the card you drew is like, a Province or something :P . This card is interesting, you’ll want a lot of these in your deck. In fact, I certainly would not mind having all 10 copies of Hobo in my deck. It seems really strong is where I’m getting at.
+1 Card
+1 Action
You may end your Action phase for +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). If it’s your Night phase this turn, you may return to your Action phase.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Land Claim (Action)This does what the proposed Countess above does, but puts in a minigame in it. As such, already, my curiosity is piqued. I think the Duchy-gaining condition is a good one. It would slow down mindless Duchy spamming. You’d have to work on your deck a little harder to abuse Land Claim, such as discarding Duchies in hand via Oasis or what have you. The +1 Card being put at the end of the card is a little weird, but I understand why it works like that. Pretty cool card!
+1 Action
You may reveal a hand with no Duchies in it to gain a Duchy to your hand. Either way, afterwards, +1 Cards.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Mad Scientist (Action)Forgetting about the main idea of this card, the fallback clause is already a cool idea of its own. Silver gaining cantrip seems like it could exist in just about any Dominion expansion. Unless my mind is rotting, we do not have such a card in Dominion quite yet, it’s sort of stunning, really. The trashing option is a very good way of culling Estates away from your deck. You’d better believe I’d do it in a heartbeat. But it’s not just about Estates either. Sometimes, you need the draw, and I wouldn’t feel bad about blowing a Silver to do so- and look! Mad Scientist gives you Silvers to do so too! You knew what you were doing when you made this, hehehe! The only small thing to be scarred about here is how much Silver flooding this would allow.
+1 Card
+1 Action
You may trash a card from your card costing at least (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) for +2 Cards. If you don’t, gain a Silver.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Master Craftsman (Action)A pretty basic gainer, but you gotta do maths like with Forge. Usually, I tend not to like these sorts of math-y cards all too much, but I think Master Craftsman does it in a basic enough way that it’s acceptable for it to exist. It just seems a little weak is all. Even if you gain a (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png), reducing your handsize by 2 is a tough deal when cards like Wheelwright exists.
+1 Card
+1 Action
Discard 2 cards. Gain a non-Victory card to your hand costing exactly as much as the difference between the 2 cards.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Medium (Action)Hey, cool idea! Early on, this’ll act a bit like Exorcist, leeching off Estates to add some Will-O’-Wisps to your deck. Except, there are differences. This can gain and play Will-O’-Wisps, this is handsize neutral, it doesn’t cull the stop card away from your deck and it’s more expensive. This already strikes me as balanced, but this goes beyond. A Duchy or a Province for an Imp/Ghost seems pretty appealing. Perhaps this would push you toward greening early? Not to mention that this is a pretty damn good friend with alt-(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/14px-VP.png) cards, such as Nobles or Mill. All in all, being encouraged to keep your green and pushing you toward early greening makes you plan differently than your typical Dominion game, and for that, I really love this card. I didn’t even mention a thing about the Treasure part of Medium, but do I need to? I’m already sold!
+1 Card
+1 Action
You may discard a Victory card from your hand to gain a cheaper Spirit from one of the Spirit piles, or to gain a cheaper Treasure.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Minister (Action – Liaison)Oof, this really dispatches a whole bunch of Favors at once! A bit too much for my taste, sorry...! This is like Underling on crack, except, Underling already exists. Like, imagine Minister with Island Folk. This becomes a cantrip extra turn giver. Or with Circle of Witches, a Familiar sans Potion. How about getting 5 Ratcatcher tokens at once with Peaceful Cult? No really, I think this is way too much. You ought to work for your Favors. Here, everyone gets a bunch, there’s no struggle.
+1 Card
+1 Action
Gain or lose Favors until you have exactly 5. Each other player gets +2 Favors.
(http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) Monk (Action)Holy text Batman! Granted, most of it comes from the Adventures token instruction, so it suffers from the same faith as Teacher. If there was a way to reduce the number of words on this card, I’d be up for it. Because I do like the idea of temporary tokens to boost your cards on a turn basis. Perhaps Monk could do without the “you have no tokens on” condition? It’d be easier to answer via testing.
+1 Card
+1 Action
Move your +1 Card, +1 Action, +1 Buy or +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) token to an Action Supply pile you have no tokens on (when you play a card from that pile, you first get that bonus). At the start of Clean-up, remove all your tokens from their Action Supply piles.
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) Pearl Diver/Pearl (Action)Hey, pretty cool buff to Pearl Diver! I like this edit of Pearl, the first version indeed seemed a tad too much on the strong side (luckily, a stack of Pearl Divers was still atop of it). I do like the whole fishing for a Gold minigame. But I feel like in practice, there could be situations where you draw deck, and then nothing stops you from flooding your deck with some Golds with your leftover Pearls, Windfall style. Something to perhaps keep in mind, I suppose.
This pile starts with 5 copies of Pearl Diver on top of 5 copies of Pearl. Only the top card of the pile can be gained or bought.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Pearl (Action)
+1 Card
+1 Action
Reveal the bottom card of your deck. If it isn’t a Gold, gain a Gold to the bottom of your deck.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Proselytist (Action – Reserve)A loose definition of a cantrip, hmmm. We here have the infamous “it” in the call clause. Are we referring to the trashed card, or to the Proselytist itself? It’s quite obvious to me that it’s the former, but still. Reserve cards are annoying to word because of that, lol. As for the card itself, it seems like a fairly powerful way of scoring. As a whole, however, I feel like it tries to do so much, perhaps too much. You need your Tavern mat, your Villagers/Coffers mat and (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/14px-VP.png) tokens for a single card only!
+1 Card
You may trash a card from your hand for +1 Villager. Put this on your Tavern mat.
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When you trash a card, you may call this for +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/14px-VP.png) per (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) it costs (round down).
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Receipt (Action – Duration)The bottom part could’ve tried to mimic Reap; I’m not so sure it needs a “you may there”, primarily. As for the top part, it sure seems weak to me at (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png). In a Treasure-less engine, which happens often enough, this is essentially an overpriced “do nothing” card (and in those games, you do not want the on-gain Silver). Same when you draw it at the wrong time. I feel like this is the sort of card that would’ve liked being a Treasure, perhaps at (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) or something. I’ll say though, I really do like the on-gain effect. Wish we had an actual official card that did something like this.
+1 Card
+1 Action
You may set aside a Treasure from your hand to play it at the start of your next turn.
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When you gain this, gain a Silver and you may set it aside to play it at the start of your next turn.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Savant (Action)Oof, this calls for way too much maths for me to properly plan ahead with this card. I feel like this could bring some moments of analysis paralysis, as you carefully try to plan your turn order to maximise Savant’s reward, especially if you have many in your deck. If drawn early in your turn, this is effectively a self-junking card, so you’d rather not play it, and then it’s just a dead card. It can totally work if you have a good deck to support it though, just, I’m worried about the “shot myself in the foot” of it. Definitely a card I’d have to play with first to truly assess the power level to avoid sounding completely off.
+1 Action
Gain a card to your hand costing up to (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per differently named card you have in play minus the number of Savants you have in play.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Sewing Circle (Action)So if I’m understanding this correctly, the set-aside Sewing Circles can be grabbed by any player? Like everyone’s contributing to one single set aside pile of Sewing Circles? If so, then this definitely has some Lurker feels to it. I kind of like it, mostly, because it’s a cantrip gainer, but I could see myself trying the set aside minigame if I have a couple of Sewing Circles in my deck. Then you become the master of 3-piling, and players should be scared of you! :P
+1 Card
+1 Action
Choose one: Gain a card costing up to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png); or set aside a Sewing Circle from the Supply; or discard a set-aside Sewing Circle.
(http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) Used Goods Store (Action)I think the non-cantrip effect could’ve benefited from being separated in two different sentences. “Trash any number of cards from your hand. Discard any number of cards for +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) each”. Because right now, I feel like one could mistakenly think that the and/or means that both operations can be mixed and matched at will. “I trash this card. Okay, now I discard this Village Green. Sweet, I drew a card, I’ll trash it! Now I discard […]”, y’know what I mean. The effect is cool. We have a Count/Vault hybrid attached to a cantrip, I think it can work. Though, uh, it’s probably pretty strong. A couple of play testing games would highlight if that’s truly the case.
+1 Card
+1 Action
Trash and/or discard any number of cards from your hand. +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per card discarded this way.
(http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) Wishmonger (Action)Mucho texto on the cardo. So this is some kind of Ironmonger which checks for the card’s cost instead of its type. Pretty novel idea, I could see that working. The problem is the Wish part of it, to me. It seems like in a fair number of games with Wishmonger, players will get a bunch of them, putting Leprechaun to shame. It doesn’t seem too hard to make it work: Not unlike Ironmonger, get a bunch of Wishmonger and simply build a good deck. Wishmongers tripping on each other makes this even better, it’s a positive feedback loop. If Wishmonger cost (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) or less, it would still be strong, but it would cull that positive loop a little, I would assume.
+1 Card
+1 Action
Reveal the top card of your deck; you may discard it. Either way, if it costs...
(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) or less, trash it.
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) or (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png), gain a card costing up to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png).
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) or more, gain a Wish.
Not sure how that happened, but it seems that you dropped a word from my card text. It is supposed to read.(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Hobo (Action – Night)I think the second part could’ve simply said: “If it’s your Night phase, return to your Action phase”. Very rarely in Dominion will you be forced to play a Night card, so the “you may” can be safely dropped. It doesn’t hurt to go back to the Action phase even if the card you drew is like, a Province or something :P . This card is interesting, you’ll want a lot of these in your deck. In fact, I certainly would not mind having all 10 copies of Hobo in my deck. It seems really strong is where I’m getting at.
+1 Card
+1 Action
You may end your Action phase for +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). If it’s your Night phase this turn, you may return to your Action phase.
You may end your Action phase for +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). If it’s your first Night phase this turn, you may return to your Action phase.which I think would take care of the balancing issue and the question of why you wouldn't want to return to your Action phase; at least that was the intention.
Not sure how that happened, but it seems that you dropped a word from my card text. It is supposed to read.(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Hobo (Action – Night)I think the second part could’ve simply said: “If it’s your Night phase, return to your Action phase”. Very rarely in Dominion will you be forced to play a Night card, so the “you may” can be safely dropped. It doesn’t hurt to go back to the Action phase even if the card you drew is like, a Province or something :P . This card is interesting, you’ll want a lot of these in your deck. In fact, I certainly would not mind having all 10 copies of Hobo in my deck. It seems really strong is where I’m getting at.
+1 Card
+1 Action
You may end your Action phase for +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). If it’s your Night phase this turn, you may return to your Action phase.QuoteYou may end your Action phase for +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png). If it’s your first Night phase this turn, you may return to your Action phase.which I think would take care of the balancing issue and the question of why you wouldn't want to return to your Action phase; at least that was the intention.