(https://i.imgur.com/AerOogm.png) (https://i.imgur.com/qTBsAPT.png)
Abbot
$4 Action
+1 Piety
Trash a card from your hand. +1 Piety per $1 it costs.
Premonition: Succession Crisis
Succession Crisis
Premonition
After each player has taken seven turns, the players with the most level 3 Pieties (including ties) each gain a Province.
(https://i.imgur.com/jvv7Z3Th.png) | (https://i.imgur.com/BNIYSF6h.png) | (https://i.imgur.com/o68yyaoh.png) |
Quote
| Randomizer | Quote
|
Smuggling RunChoose early or late game use.
Event, $5 cost.
Once per game: +5 Routes. Each other player gets +5 Mutineers.
(https://i.imgur.com/oftLCnL.png) (https://i.imgur.com/Zb4SNSb.png) | Bland Bazaar/Legacy by BryBuy Quote Bland Bazaar - $4 Quote Legacy | Judgement Starting with Legacy, the setup implies players will gain the top card off of the Legacy pile multiple times, but as currently worded it only happens once for each player on their seventh turn. Potential alternate ways for this to trigger would be on each turn starting on the seventh turn or every seventh turn. I like the idea of it triggering every turn starting on the seventh turn as it will more likely go through the Legacy pile. There are potential issue with extra turn cards, so maybe something like “at the beginning of each players 7th, 8th, 9th, and 10th turn…”. There would still be an issue where taking extra turns early would be bad as you would get more silver than other players. Bland Bazaar has a pretty simple Enchant effect that adds +1 Buy, and I like this. The on play effect is deceptively simple as well, because it is in fact bonkers. A single Workers Village turns one Bland Bazaar into +$3, and there are plenty of cheap cantrips that add buys. I like the idea of gaining virtual coin based on Buys, but at this price point it will accelerate games quickly in some Kingdoms. I like the design, but am concerned about its power level. |
(https://live.staticflickr.com/65535/52560544364_a421dd574e_w.jpg) | Tyrant by czzzz Quote Tyrant - $5 | Judgement Tyrant is a really cool Gold gainer and card draw engine. The above the line effect seems pretty reasonable, as for an action you gain a Gold to hand and have to deal with a sizable number of Mutineers. However, the Activation effect of using an action to draw up to a 5 card hand kinda turns the draw back Mutineers pose into a benefit, as long as you have spare actions. By the time you have a Tyrant, you likely won’t often get a 5 card hand you would want to chuck away fully, making it so some Mutineers will likely stick around after using the Activation. However, I think this is still pretty strong at $5. The Mutineers gain can be bumped up by one or two to make them sting a bit more, but as long as there are villages in the Kingdom the Activation effect will greatly mitigate the Mutineers. Really cool design. |
(https://i.ibb.co/tcWGX95/Abbot-Erick648.png) (https://i.ibb.co/d5QxRTV/Succession-Crisis-Erick648.png) | Abbot/Succession Crisis by Erick648 Quote Abbot - $4 Quote Succession Crisis | Judgement Starting with Succession Crisis. This Premonitions creates a race for a Province situation that is really novel. I like that it rewards a Province as the Piety gained can never trash the Province for any kind of benefit and the Province will be high value junk that anyone who did not try and race for it won’t have to deal with. I really like this Premonition and how it uses the Piety concept. Abbot is a pretty straight forward Piety generator. Benefits most from trashing Estates or early purchased cards to fuel the Succession Crisis race. It is really nice that after you are done getting all those level 3 Pieties you can use them to turn Abbots into Gold and 3VP. Also, it would be interesting to figure out if using an early game level 2 Piety on a Silver would be worth it to trash the gained $5 cost card for all that Piety. I think it would be a net gain, but there is the chance to have an Abbot and that $5 card not collide. There is a concern that Abbot will be too centralizing, especially if there is no other trashing, but that would be the same for any Kingdom card that is the sole trasher. Great design! |
(https://i.imgur.com/jvv7Z3Th.png) (https://i.imgur.com/BNIYSF6h.png) (https://i.imgur.com/o68yyaoh.png) | Field Medica/Captain of the Guard by emtzalex Quote Field Medic - $4 Quote Captain of the Guard - $5 | Judgement Field Medic is a great anti-attack card that does not simply moat. I am a big fan of “draw until” effects, and this being non-terminal will make it really appealing in some Kingdoms. The trashing is always nice, but bringing yourself down to a 3 card hand will feel bad, unless you have another Field Medic to draw back up to 5 cards. Really cool card. Captain of the Guard is the second of this duo, and it can set up a Field medic for the following turn, which is great. The Activation effect is a super Necropolis that gets rid of any non-Actions in hand, which is fixed by the Field Medic you just gained and top-decked, which makes it even better. I appreciate the clarification that the Actions revealed are not in hand, but it may mechanically be necessary to say that you set aside the remaining cards in your hand before playing them. Not too sure on the minutia of that. The synergies between the two cards are very satisfying, but not overly strong. I can see Field Medic being a stand-alone card, if a bit mediocre at $4. Together they give a bunch of cool interactions with each other, and even more when you add the rest of the Kingdom. |
Smuggling Run by Aquila Quote Smuggling Run - $5 | Judgement Smuggling Run is a straight forward one-shot Event that gives everyone some tokens. The routes you gain and the Mutineers handed out will be of different value at different times in the game. Routes will obviously be of greater value earlier to better stop curse and junk gain as well as setting up big combos and turns. Mutineers are a nuisance early game, but can be a whopping -5vp for each opponent if given out right before ending the game. Late game, Mutineers can still be pretty painless to get rid of by discarding green, but there is the chance you have a hand that requires you to keep some Mutineers. I really like the choice this provides each player and how it will reward players who keep track of how close the game is to ending. |
Collaborator/Changing of the Guard by NoMoreFun Quote Collaborator - $1 Quote Changing of the Guard | Judgement Collaborator is almost just a Ruined Village, though it does allow you to play a treasure, which is nice. However, what it really does is act as an Emulator for your Roster based on the cost of what you play. This is a really cool way to restrict the power of Collaborator and justify the $1 cost. It also allows you to play the $1 card from your Roster by playing a Collaborator off a Collaborator. Great design. Changing of the Guards is an excellent Premonition that triggers every seven turns. Rotating the Roster changes up the draft quite a bit. Now you are trying to draft based off what you want early game and what you don’t want others to have later game. Because of how Collaborator works, you also have to plan around what cards you will want to buy in the game to activate cards off your Roster. This is a really cool combination of custom mechanics working together to make people think. Excellent design. |
(https://i.imgur.com/dT9FAa7h.png) | Quote Hidden Path • $5 • Night - Activation |
(https://i.imgur.com/fTwlsTJh.png) | Quote Dolphin • $4 • Action - Activation - Roster |
(https://i.imgur.com/CQAH93Eh.png) | Quote Archmage • $6 • Action - Single |
(https://i.imgur.com/s3L4sCYh.png) | (https://i.imgur.com/EA97EJVh.png) | (https://i.imgur.com/XiGFCvgh.png) |
Quote Holy Light • $2* • Action - Spell | Quote Water Elemental • $3* • Action - Spell | Quote Magic Cube • $4* • Enchantment - Spell |
(https://i.imgur.com/NUMo7eUh.png) | (https://i.imgur.com/XhfBnLHh.png) | (https://i.imgur.com/jVlFkyAh.png) |
Quote Shadow of Death • $5* • Night - Attack - Spell | Quote Fecundity • $6* • Action - Activation - Spell | Quote Shape Shifter • $7* • Action - Duration - Roster - Spell |
(https://i.imgur.com/haQgGZxh.png) | (https://i.imgur.com/5W5C9eMh.png) |
Quote Spellbound • State | Quote Feast of Hecate • Premonition |
Holy Light | 8 |
Water Elemental | 10 |
Magic Cube | 10 |
Shadow of Death | 2 |
Fecundity | 5 |
Shape Shifter | 5 |
Thanks for the judging, Xen3k. There were definitely some interesting mechanics this season.