Dominion Strategy Forum
Dominion => Variants and Fan Cards => Topic started by: soulnet on June 17, 2014, 10:32:07 am
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Is this too strong for $4? How about $5?
Action/Duration
Gain an Action card costing up to $4 and set it aside.
At the beginning of your next turn, play the set aside action.
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This seems basically like a super-armory, and as such is probably too strong for four. 5 might be a bit steep though….
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This seems basically like a super-armory, and as such is probably too strong for four. 5 might be a bit steep though….
I thought about that, but Armory can gain non-Actions, and it is rather weak, so maybe even stronger than Armory is not completely OP. Also, this implies you cannot play the newly gained Action this turn, which weakens it from regular Workshop variants. Maybe it should also restrict gaining itself, although piledriving this does not seem like a great idea.
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The self-restriction seems like a good nerf. Also, I just realised, making this a duration allows it to miss the reshuffle more often, so that could count as a suitable weakness.
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I'd say this should start at $5. It does nothing for you this turn, but next turn it's essentially [+2 Cards (where one is a good Action); +2 Actions; gain an Action]. Sort of like a one-use Prince. I'd suggest copying Band of Misfits's wording and saying "costing less than this".
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Second try, since the first one does not seem to work really well. Its supposed to bring reliability. Not sure if completely OP, or just slightly. Suggestions on fixes are more than welcome.
Action/Duration - $5
+$2
+1 Buy
At the beginning of your next turn, play all cards set aside with this and discard this.
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While this is in play, if you gain an Action, set it aside.
Notice that if you have several in play, you get to choose which one is setting aside each gained Action (as a corollary of "you get to choose the order of simultaneous effects"). Also, if nothing is set aside, this is discarded normally and it is just an expensive Woodcutter.