Dominion Strategy Forum
Dominion => Variants and Fan Cards => Topic started by: Marcory on January 16, 2014, 11:39:18 pm
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What about this:
Sentinel
Victory-Reaction
Cost $3
1 VP
When you draw this during your action phase, you may discard this. If you do, +1 action, +1 coin.
You may discard this during your Action phase if you have not played any Action cards this turn. If you do, +1 action, +1 coin.
Analysis:
This card is normally a weaker Great Hall (you get +1 coin instead of +1 card), but you can't draw it dead. It also can be useful when disappearing coins are needed (Tactician, Minion, draw-to-X). It also effectively functions as a Squire (Actions only) when discarded.
Too strong? Too weak? Too cute to be useful? Your thoughts are appreciated.
*Edited*
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It seems like a lot of hoops to jump through when you could just make it a treasure. Okay, a treasure can't give you extra actions (I guess there's no reason one couldn't but they'd be useless), but I always don't like the idea of a card that gives you +$ and +actions without actually being played. It's cute with Tactician and draw-up-to but most of the time it's just a treasure that works in a confusing way.
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You could very well be right. But I was thinking of this card as useful in engines with terminal draw. You've finally played all your villages, you play your last smithy, and then you draw a smithy/village/sentinel. All of a sudden, you get to restart your engine.
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I had a similar idea when I designed this village card:
Trailblazer Camp
$4 - action
+1 card, +2 actions.
May play this card when you have no actions left. If you do, discard an action or treasure card.
I haven't gotten around to testing it yet, but I've long wanted a +action card that could be played when you didn't have any actions left. I've always had an aversion to smithies and smithy-variants because they too often draw dead actions.
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I like it. Might get out of hand if you draw your whole deck and get 10$ out of just one of them though. (it might be fine in those situations, though, not sure)
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Note that you can draw this dead-ish, in a hand like Estate, Estate, Estate, King's Court, Sentinel. It's still worth one coin, but the KC is useless because there's no action to multiply. It anti-synergizes with Throne Room similarly, of course.
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If I buy this, I somehow buy a VP chip and a copper for 3$, right?
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having 2+ of ths in starting han is horrid, though.
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Okay, a treasure can't give you extra actions (I guess there's no reason one couldn't but they'd be useless)
Not quite - there are two edge cases here.
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I believe this concept was explored a lot with Ghost Village... basically +1 card, +1 action, does not require an action to play.