Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: CavJes on March 27, 2015, 06:26:11 pm

Title: Misconcoction: Cycle/Build for a price
Post by: CavJes on March 27, 2015, 06:26:11 pm
Post a card idea day?

$5 Misconcoction Action/Cost/Benefit

When you can play this, do.
+2 Cards, +2 Actions, +2 Coin
Discard down to 3 cards in hand. Gain a Curse.

When would you buy it? When would it be worth it? And when is it OP?
Title: Re: Misconcoction: Cycle/Build for a price
Post by: GendoIkari on March 27, 2015, 06:37:07 pm
Post a card idea day?

$5 Misconcoction Action/Cost/Benefit

When you can play this, do.
+2 Cards, +2 Actions, +2 Coin
Discard down to 3 cards in hand. Gain a Curse.

When would you buy it? When would it be worth it? And when is it OP?

No accountability to force a player who has one to play it. Other than that, looks pretty week. Might even be balanced without the gain a curse or the forced playing.
Title: Re: Misconcoction: Cycle/Build for a price
Post by: CavJes on March 27, 2015, 07:06:40 pm
Post a card idea day?

$5 Misconcoction Action/Cost/Benefit

When you can play this, do.
+2 Cards, +2 Actions, +2 Coin
Discard down to 3 cards in hand. Gain a Curse.

When would you buy it? When would it be worth it? And when is it OP?

No accountability to force a player who has one to play it. Other than that, looks pretty week. Might even be balanced without the gain a curse or the forced playing.

Do you mean there is no accountability within the framework of the game to allow a forced play as such?
Title: Re: Misconcoction: Cycle/Build for a price
Post by: GendoIkari on March 27, 2015, 07:41:33 pm
Post a card idea day?

$5 Misconcoction Action/Cost/Benefit

When you can play this, do.
+2 Cards, +2 Actions, +2 Coin
Discard down to 3 cards in hand. Gain a Curse.

When would you buy it? When would it be worth it? And when is it OP?

No accountability to force a player who has one to play it. Other than that, looks pretty week. Might even be balanced without the gain a curse or the forced playing.

Do you mean there is no accountability within the framework of the game to allow a forced play as such?

Right. Cards that deal with accountability like this almost always have a player reveal his hand (Cutpurse, etc). There's a couple examples where such accountability is missing (Throne Room), but they only matter in rare cases. Here, the only thing making a player actually play the card when he can is his own honesty, along with his own attention to detail. He might accidentally not play the card when he can, or he might cheat and do it purposefully.
Title: Re: Misconcoction: Cycle/Build for a price
Post by: GreyICE on March 27, 2015, 08:44:19 pm
Hmm, does a card like that really need to be forced to be played?  I think it works fine as an amazing effect with a huge drawback.

The top half is an insanely better Great Market.  The bottom half... well, unless you run out the Curses it's horrid, and even then it's not great. 

It combos with Watchtower INSANELY well.
Title: Re: Misconcoction: Cycle/Build for a price
Post by: Asper on March 27, 2015, 09:02:07 pm
Hmm, does a card like that really need to be forced to be played?  I think it works fine as an amazing effect with a huge drawback.

The top half is an insanely better Great Market.  The bottom half... well, unless you run out the Curses it's horrid, and even then it's not great. 

It combos with Watchtower INSANELY well.

Well, without the Curses i'd say the effect is drastically better than Inn's (only discarding one card more when played from a 5-card hand, but for +$2, and discarding less if you play several in a row). Of course Inn is mostly about its on-gain, but i'm not sure this makes them on par. I can't really offer a conclusion, though i believe that it needs some second penalty. Curses might be too harsh, even though the card can deal with them to an extend.