Does an Artifact count as "more than one card in one post?" Or would that qualify?
Odd-Jobber • $3 • Action
+1 Action
Choose one:
Play up to 3 Treasures from your hand; or Draw until you have 5 cards in hand.
If you have an odd number of Treasures in play, +1 Buy.
Wizard's Tower - $4
Action - Victory
+2 Cards
+1 Action
Reveal your hand and discard all Victory cards and cards costing $0.
----
1VP
Council of elders(https://imgur.com/vbh6uPE.jpg)
Action - $5
+1 Buy
All players (including you) may discard a card
Draw until you have 7 cards in hand.
(https://i.imgur.com/G0bubERh.png) | Quote from: Clock of the Time Dragon
|
Refuge
Action $3
+1 Action
+1 Buy
Exile from 1 to 3 differently named cards from your hand.
Notes
- Exiling cards has a nice synergy with draw to X engines. Unless you are playing a megaturn strategy, you are going to have to address or accept the problem of victory cards taking up valuable hand space in the latter stages of the game. Exiling them is one way to solve this.
- There are no official cards that allow you to exile multiple differently named cards from your hand. I decided to go down this path.
- I think a non-terminal that allowed you to exile as few or as many cards as you want would be overpowered. I decided to borrow the trashing restrictions from Temple as I find them interesting.
- I decided to put a +buy on the card. It adds another engine component when viewing it as a draw to X enabler.
(https://i.imgur.com/BRgMk6I.png)
Here is my submission this week. Tome is a simple twist on more traditional draw-to-X Actions, this time as a Treasure. Treasures are normally the bane of DtX engines since you usually can't get them out of your hand before playing your next draw card, but Tome doesn't mind them: just play your hand of Treasures before playing Tome to maximize your draw, and then you can play any additional Treasures you draw (including chaining together other Tomes). Obviously, the non-terminal draw and economy come at the cost of dead-drawing Actions during your Buy phase. You also need to watch out for having too many cards in your hand when playing this, otherwise it's just a $5 Copper. These downsides aside though, with a bit of ingenuity and the right support (especially +Buy and other powerful Kingdom Treasures) Tome can allow for some really unique types of DtX engines that simply aren't possible with Library and company.
Peon
$2
Action
Choose either: +2 Cards; or +2 Actions, +$1.
You can’t draw cards with Peon alone, but you can do so by combining it with either a Smithy variant, (even better) a Draw to X card, or a drawing Village, and its flexibility helps to avoid duds.
He, that is my idea but in a way instead of an action XD
(https://abload.de/img/way_of_the_flying_fisj6kfo.png)
A simple, but sneaky, Way (and death to hand-size attacks) – useful in some spots, but mostly not once you get an engine going.
Do cards like Scholar count for this contest?
Book Seller
$4
Action - Reaction
+1 action
draw until you have 5 cards in hand
-
If you discard this card, draw up to 5 cards in hand afterwards
This card would feed action engines quite nicely, while on it's own only an replacement. With one action played it is an laboratory.
Book Seller
$4
Action - Reaction
+1 action
draw until you have 5 cards in hand
-
If you discard this card, draw up to 5 cards in hand afterwards
Geographer - $4
Action
+2 Actions
Reveal and discard a card from your hand. Draw until you have cards in hand equal to its cost in $.
What if draw-to-X but X is actually a variable?
(https://i.imgur.com/Ziq2hp2.png)QuoteGeographer - $4
Action
+1 Action
Reveal and discard a card from your hand. Draw until you have cards in hand equal to its cost in $.
What if draw-to-X but X is actually a variable?
(https://i.imgur.com/Ziq2hp2.png)QuoteGeographer - $4
Action
+1 Action
Reveal and discard a card from your hand. Draw until you have cards in hand equal to its cost in $.
This is extremely weak. From a default handsize, you need to discard a (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) just to get the same net handsize as a Cantrip. Even discarding a (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) just gets you the same net handsize as a Lab, and that's a weak enough effect that you'd probably be better off just playing the (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)!
Scribe
Action - Duration - Reaction
$5
+1 Action
Either now or at the start of your next turn, draw until you have 6 cards in hand.
-
When you discard this other than during Clean-up, you may play it.
(https://i.imgur.com/5V92wVl.png)QuoteScribe
Action - Duration - Reaction
$5
+1 Action
Now or at the start of your next turn, draw until you have 6 cards.
-
When you discard this other than during Clean-up, you may play it.
Most of the time, this would function as a non-terminal draw-to-6, like a Cursed Village without the extra action. Unlike Cursed Village, however, you don't have to get hexed when you gain it. With cards that discard, however, this significantly stronger. The duration aspect makes it a strong counter to discard attacks - by being duration draw you're safe against repeated discard attacks. Get hit by a Militia, play it for next turn, then a second Militia and nothing happens, while if you did the immediate draw, then a second Militia attack would force you to discard back down to three. That would be the main use of the duration option, since otherwise it would normally just amount to a duration +1 Card. The duration option could also function, however, as a proactive defense against discard attacks. It also has a really strong combo with Minion, Hunting Lodge, and Scholar, since you get the draw-to-6 as a reaction to discarding, which happens before the +4, +5, and +7 cards that those three give you - giving you a net handsize of 10, 11, and 13 respectively! Plus an extra Action. As a reaction to an opponent's Minion attack, there'd be an interesting gamble there - you could choose the same-turn option, in which case you'd draw to 6, then get the +4 Cards, for a final hand size of 10. However, if your opponent played another Minion or other discard attack, you'd end up losing those extra cards, while if you chose the next-turn option, you'd be guaranteed 6 cards at the start of your next turn - fewer cards, but safe from other discard attacks. Artificer would also be a strong combo with it, since you can discard a large number of cards and still have a 6-card hand afterwards
(https://i.imgur.com/5V92wVl.png)QuoteScribe
Action - Duration - Reaction
$5
+1 Action
Now or at the start of your next turn, draw until you have 6 cards.
-
When you discard this other than during Clean-up, you may play it.
Most of the time, this would function as a non-terminal draw-to-6, like a Cursed Village without the extra action. Unlike Cursed Village, however, you don't have to get hexed when you gain it. With cards that discard, however, this significantly stronger. The duration aspect makes it a strong counter to discard attacks - by being duration draw you're safe against repeated discard attacks. Get hit by a Militia, play it for next turn, then a second Militia and nothing happens, while if you did the immediate draw, then a second Militia attack would force you to discard back down to three. That would be the main use of the duration option, since otherwise it would normally just amount to a duration +1 Card. The duration option could also function, however, as a proactive defense against discard attacks. It also has a really strong combo with Minion, Hunting Lodge, and Scholar, since you get the draw-to-6 as a reaction to discarding, which happens before the +4, +5, and +7 cards that those three give you - giving you a net handsize of 10, 11, and 13 respectively! Plus an extra Action. As a reaction to an opponent's Minion attack, there'd be an interesting gamble there - you could choose the same-turn option, in which case you'd draw to 6, then get the +4 Cards, for a final hand size of 10. However, if your opponent played another Minion or other discard attack, you'd end up losing those extra cards, while if you chose the next-turn option, you'd be guaranteed 6 cards at the start of your next turn - fewer cards, but safe from other discard attacks. Artificer would also be a strong combo with it, since you can discard a large number of cards and still have a 6-card hand afterwards
I know this is extremely nitpicky, but it should say "draw until you have 6 cards in hand." Otherwise it's checking if you have 6 cards period, and drawing doesn't change the number of cards you have. Also, just to help prevent misreads, it should say "either now or..." like official cards do.
(https://i.imgur.com/BRgMk6I.png)
Here is my submission this week. Tome is a simple twist on more traditional draw-to-X Actions, this time as a Treasure. Treasures are normally the bane of DtX engines since you usually can't get them out of your hand before playing your next draw card, but Tome doesn't mind them: just play your hand of Treasures before playing Tome to maximize your draw, and then you can play any additional Treasures you draw (including chaining together other Tomes). Obviously, the non-terminal draw and economy come at the cost of dead-drawing Actions during your Buy phase. You also need to watch out for having too many cards in your hand when playing this, otherwise it's just a $5 Copper. These downsides aside though, with a bit of ingenuity and the right support (especially +Buy and other powerful Kingdom Treasures) Tome can allow for some really unique types of DtX engines that simply aren't possible with Library and company.
You're right; this is generally a bit weak, especially earlier on. I think it can do with a buff, so I have now turned it into a Village.What if draw-to-X but X is actually a variable?
(https://i.imgur.com/Ziq2hp2.png)QuoteGeographer - $4
Action
+1 Action
Reveal and discard a card from your hand. Draw until you have cards in hand equal to its cost in $.
This is extremely weak. From a default handsize, you need to discard a (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) just to get the same net handsize as a Cantrip. Even discarding a (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) just gets you the same net handsize as a Lab, and that's a weak enough effect that you'd probably be better off just playing the (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)!
Also, revealing is unnecessary because you're only discarding one card; that card is visible normally.
Bookkeeper - Action, $5 cost.
Choose one: +2 Coffers; or draw until the number of cards in your hand equals your Coffers.
And you overestimate it’s strength. It certainly isn’t a $4 as your card.He, that is my idea but in a way instead of an action XD
(https://abload.de/img/way_of_the_flying_fisj6kfo.png)
A simple, but sneaky, Way (and death to hand-size attacks) – useful in some spots, but mostly not once you get an engine going.
But this way is not useless once you get an engine going: It can be your engine. You can make an engine out of Chaining festivals. Village, terminal action and any following action is an Laboratory. Chaining Cellars/Warehouses become even more useful to sculpt your perfect hand. You greatly underestimates the power level of this way.
You don't need an non-terminal action card that does not draw, as it does make it easier. Just an village is enough to turn in into a laboratory. There are more situation that it can be usefull.Book Seller
$4
Action - Reaction
+1 action
draw until you have 5 cards in hand
-
If you discard this card, draw up to 5 cards in hand afterwards
The issue I see with this card is that it doesn’t do anything without a discard outlet or a non-terminal action that does not draw a card (or a discard attack to counter). For that reason, it doesn’t seem worth $4, and a lower cost would not solve that it would not have any use in many kingdoms.
You don't need an non-terminal action card that does not draw, as it does make it easier. Just an village is enough to turn in into a laboratory.Book Seller
$4
Action - Reaction
+1 action
draw until you have 5 cards in hand
-
If you discard this card, draw up to 5 cards in hand afterwards
The issue I see with this card is that it doesn’t do anything without a discard outlet or a non-terminal action that does not draw a card (or a discard attack to counter). For that reason, it doesn’t seem worth $4, and a lower cost would not solve that it would not have any use in many kingdoms.
He, that is my idea but in a way instead of an action XD
(https://abload.de/img/way_of_the_flying_fisj6kfo.png)
A simple, but sneaky, Way (and death to hand-size attacks) – useful in some spots, but mostly not once you get an engine going.
But this way is not useless once you get an engine going: It can be your engine. You can make an engine out of Chaining festivals. Village, terminal action and any following action is an Laboratory. Chaining Cellars/Warehouses become even more useful to sculpt your perfect hand. You greatly underestimates the power level of this way.
He, that is my idea but in a way instead of an action XD
(https://abload.de/img/way_of_the_flying_fisj6kfo.png)
A simple, but sneaky, Way (and death to hand-size attacks) – useful in some spots, but mostly not once you get an engine going.
But this way is not useless once you get an engine going: It can be your engine. You can make an engine out of Chaining festivals. Village, terminal action and any following action is an Laboratory. Chaining Cellars/Warehouses become even more useful to sculpt your perfect hand. You greatly underestimates the power level of this way.
My apologies: I didn't notice your card and didn't initially understand your comment. I would be happy to take mine down if you want -- it really is too similar (but different), especially posted right after yours. Let me know. Again, sorry.
I guess the idea is village, terminal non-drawing Action, Bookseller. Then Bookseller is a Lab. Which illustrates its weakness.Jeah that is the problem for every card that has "Draw to X" To really abuse it, you prefer cards like festivals, but village + terminal action is more likely to have in your Kingdom. Sub optimal, but you might get it to work.
And you overestimate it’s strength. It certainly isn’t a $4 as your card.He, that is my idea but in a way instead of an action XD
(https://abload.de/img/way_of_the_flying_fisj6kfo.png)
A simple, but sneaky, Way (and death to hand-size attacks) – useful in some spots, but mostly not once you get an engine going.
But this way is not useless once you get an engine going: It can be your engine. You can make an engine out of Chaining festivals. Village, terminal action and any following action is an Laboratory. Chaining Cellars/Warehouses become even more useful to sculpt your perfect hand. You greatly underestimates the power level of this way.
I agree that Way of the Flying Fish is too good, but I don't think this is the best reasoning. Minion is different because it discards your hand, which is often desirable (also it has a decent attack). If you want to compare this to a Minion-like effect, you may as well compare it directly to Way of the Mole.And you overestimate it’s strength. It certainly isn’t a $4 as your card.He, that is my idea but in a way instead of an action XD
(https://abload.de/img/way_of_the_flying_fisj6kfo.png)
A simple, but sneaky, Way (and death to hand-size attacks) – useful in some spots, but mostly not once you get an engine going.
But this way is not useless once you get an engine going: It can be your engine. You can make an engine out of Chaining festivals. Village, terminal action and any following action is an Laboratory. Chaining Cellars/Warehouses become even more useful to sculpt your perfect hand. You greatly underestimates the power level of this way.
Minion's "refill to 4" option turns a silver into a $5 action.
And draw to five is even better. That's too good to be a way card.
And you overestimate it’s strength. It certainly isn’t a $4 as your card.He, that is my idea but in a way instead of an action XD
(https://abload.de/img/way_of_the_flying_fisj6kfo.png)
A simple, but sneaky, Way (and death to hand-size attacks) – useful in some spots, but mostly not once you get an engine going.
But this way is not useless once you get an engine going: It can be your engine. You can make an engine out of Chaining festivals. Village, terminal action and any following action is an Laboratory. Chaining Cellars/Warehouses become even more useful to sculpt your perfect hand. You greatly underestimates the power level of this way.
Minion's "refill to 4" option turns a silver into a $5 action.
And draw to five is even better. That's too good to be a way card.
I don't think a Way can be "too good" if it really needs support from other Actions.That seems like a weird statement. By that reasoning, Way of the Ox would not be too good if it said "+50 Actions". Way of the King's Court would also not be too good.
They problem with ways is that it is always available. So in many games it is a bit or a bit stronger then a big. And then you get the cellar in the game, and suddenly it isn't that weak anymore. The $2 card becomes the most powerfull card in the game in an action build engine. So it's effect fluctuates heavily. From Useless, quite nice to Engine defining.This is wrong on so many levels. Others have pointed out that Minion discards and thus sifts and, hyperobviously, Minion is no Silver. If it were it would not be able to be the very monoengine card that it is.And you overestimate it’s strength. It certainly isn’t a $4 as your card.He, that is my idea but in a way instead of an action XD
A simple, but sneaky, Way (and death to hand-size attacks) – useful in some spots, but mostly not once you get an engine going.
But this way is not useless once you get an engine going: It can be your engine. You can make an engine out of Chaining festivals. Village, terminal action and any following action is an Laboratory. Chaining Cellars/Warehouses become even more useful to sculpt your perfect hand. You greatly underestimates the power level of this way.
Minion's "refill to 4" option turns a silver into a $5 action.
And draw to five is even better. That's too good to be a way card.
It is an Action Silver and this seemingly tiny difference makes a huge difference.
Way of the Flying Fish is weak. Sure, it has some meta power like nerfing discard attacks but that’s about it. As Gubump has pointed out, its non-meta, playing strength is weaker than that of Pig.
Drawing to 5 simply isn’t impressive. Jack does it and it is not really why you get Jack.You don't get an action from Jack. I think flying there are some kingdom where you can buy actions just to use as flying fish, and I doubt that happens with pig
Pig is more versatile and far less situational.
I don't think a Way can be "too good" if it really needs support from other Actions.That seems like a weird statement. By that reasoning, Way of the Ox would not be too good if it said "+50 Actions". Way of the King's Court would also not be too good.
I don't think a Way can be "too good" if it really needs support from other Actions.That seems like a weird statement. By that reasoning, Way of the Ox would not be too good if it said "+50 Actions". Way of the King's Court would also not be too good.
A Way should be generally worse than an effect printed on any existing Action Kingdom card. These are meant to be situational benefits that could not exist as cards. Way of the Flying Fish is definitely strong enough to be a $2.
Peon
$3
Action
Choose either: Draw until you have 6 cards in hand; or +2 Actions and +$1.
Way of the Mouse was a mistake.I don't think a Way can be "too good" if it really needs support from other Actions.That seems like a weird statement. By that reasoning, Way of the Ox would not be too good if it said "+50 Actions". Way of the King's Court would also not be too good.
A Way should be generally worse than an effect printed on any existing Action Kingdom card. These are meant to be situational benefits that could not exist as cards. Way of the Flying Fish is definitely strong enough to be a $2.
This point is belied by the existence of Way of the Mouse, which in fact plays an existing Action card (and yes, I am aware that you said generally). Trying to define the range of power of Ways is made nearly impossible by the potential for Way of the Mouse setting aside Encampment, which effectively lets you play every Action card as a better-than-$5 card (since you don't have Lost City's on-buy penalty) in addition to its existing purpose. This is massively game warping, as things like Ruins and Horses can be played as LCs, so getting them is as good as gaining a very powerful Action. Also, Turtle and Chameleon can make existing cards vastly more powerful.
While there are certainly contexts in which a Flying Fish would be useful on its own, I'm actually not sure that it could be a Kingdom card (or at least, not one worth a slot in an official expansion). There are way fewer disappearing money (http://wiki.dominionstrategy.com/index.php/Disappearing_money) cards (which would set up a highly useful WotFF) than there are terminal draw (http://wiki.dominionstrategy.com/index.php/Terminal_draw) cards (which are set up by Ox).
I don't think a Way can be "too good" if it really needs support from other Actions.That seems like a weird statement. By that reasoning, Way of the Ox would not be too good if it said "+50 Actions". Way of the King's Court would also not be too good.
A Way should be generally worse than an effect printed on any existing Action Kingdom card. These are meant to be situational benefits that could not exist as cards. Way of the Flying Fish is definitely strong enough to be a $2.
This point is belied by the existence of Way of the Mouse, which in fact plays an existing Action card (and yes, I am aware that you said generally). Trying to define the range of power of Ways is made nearly impossible by the potential for Way of the Mouse setting aside Encampment, which effectively lets you play every Action card as a better-than-$5 card (since you don't have Lost City's on-buy penalty) in addition to its existing purpose. This is massively game warping, as things like Ruins and Horses can be played as LCs, so getting them is as good as gaining a very powerful Action. Also, Turtle and Chameleon can make existing cards vastly more powerful.
While there are certainly contexts in which a Flying Fish would be useful on its own, I'm actually not sure that it could be a Kingdom card (or at least, not one worth a slot in an official expansion). There are way fewer disappearing money (http://wiki.dominionstrategy.com/index.php/Disappearing_money) cards (which would set up a highly useful WotFF) than there are terminal draw (http://wiki.dominionstrategy.com/index.php/Terminal_draw) cards (which are set up by Ox).
Where going deep here xD There is power of threat is an power, isn't it? Even when not used, it does warp the game. But you can analyse it as depowering those cards.And ofcourse in defence of against this list:The Way is not a defense like Lighthouse, it is a meta-defense, i.e. its presence makes handsize attacks pointless in the Kingdom.
http://wiki.dominionstrategy.com/index.php/Handsize_attack
The presence of handsize attacks in a Kingdom has absolutely no influence upon the playing power of the Way.
Sorceress
⑤ Action - Attack
+1 Card
+1 Action
Discard a card.
If it's an Action, each other
player gains a Curse.
Otherwise, +②.
(https://cdn.discordapp.com/attachments/685147225470271508/868775381837156362/Sorceress_2.png)QuoteSorceress
⑤ Action - Attack
+1 Card
+1 Action
Discard a card.
If it's an Action, each other
player gains a Curse.
Otherwise, +②.
It's a super Oasis, that can sometimes Curse players if you want to. I've got nothing else to say about it.
(https://cdn.discordapp.com/attachments/685147225470271508/868775381837156362/Sorceress_2.png)QuoteSorceress
⑤ Action - Attack
+1 Card
+1 Action
Discard a card.
If it's an Action, each other
player gains a Curse.
Otherwise, +②.
It's a super Oasis, that can sometimes Curse players if you want to. I've got nothing else to say about it.
I cant see how this fulfills the "Draw to X" requirement.
or a card that helps activate a draw-to-X engine.
(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) Corbita (Action – Duration)This is probably a bottom median card, what with it being a half turn terminal Silver. These type of cards really do struggle to fight for terminal space. And here, rotating Corbitas by playing 2 copies, one per turn, doesn’t seem as efficient as doing it with stuff like Dungeon or Enchantress. However, I think, the power is unique and cool, and there is no question it is a strong draw-to-X enabler. Perhaps it relies too much on that type of interaction to be worth it, but I say that the unique bonus makes it a fine card. It’s up to the player to determine how to best exploit Corbita!
+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
At the start of your next turn, reveal and discard any number of Action or Treasure cards for +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) each.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Refuge (Action)The comparison to Temple was correct, I believe. After all, the non-Vanilla effect is pretty much borrowed from that card. You keep the (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) though, for the best or the worse (Exiling Estate + Curse, for instance). Probably for the best, let’s be real. This card seems pretty comfortable at its power level. I wonder why the +1 Buy was added, but I’m not against it. Just curious. Either way, the card is fine. It’s a good, but expensive thinner. Such cards have a place in Dominion. If you run a draw-to-X engine with this, I can see players being forced to Exile stronger cards. But that’s okay: you can always get them back.
+1 Action
+1 Buy
Exile from 1 to 3 differently named cards from your hand.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Sorceress (Action – Attack)Och, a cantrip Attack card… and a curser as well! To give a Curse, you need to fulfill a difficult condition, but at least you do not need to invest into a Potion to get this Familiar-esque curser. In a draw engine, this will be quite nasty I believe. The payload option, while easier to obtain, is nothing too crazy. It’s sort of a mix between Oasis and Mill. But this costs (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png), so again, nothing too crazy. All in all, the card seems fine, until you get that one game where someone finds a quick and easy way to turn your deck into a pile of Curses, haha!
+1 Card
+1 Action
Discard a card. If it’s an Action card, each other player gains a Curse. Otherwise, +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png).
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) Town Square (Action)Cute, elegant, a card totally worth existing. Would’ve been a perfect fit in the Base game (an additional Village wouldn’t hurt, a cheap source of Buys is needed, the top deck inspection works with some other Base cards). Villages that do not draw work good with draw-to-X, and here the additional bonuses are good for you. I’d pick this over Native Village any day, but then again, I am a pretty strong Native Village hater, heh. Okay well, Town Square’s good, so huzzah!
+2 Actions
+1 Buy
Look at the top card of your deck. You may discard it.
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Wizard’s Tower (Action – Victory)I think you best said it yourself. It’s a Laboratory that completely throws the Lab chaining out of the window. Getting multiple copies of this thus seems like a poor idea. I somehow can’t shake the feeling that this smells like Great Hall, although, my intuition could seriously be off here. I don’t see myself opening with a Wizard’s Tower ever… and so I’m having trouble judging when and if I want one of these in my deck at some point. This card certainly tries to fill some kind of niche, but it’s hard to find which one. Discarding for draw-to-X seems appealing, but you get no bonus from discarding at all. It just… sort of happen. Mill gives you some dosh at least.
+2 Cards
+1 Action
Reveal your hand and discard all Victory cards and cards costing (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png).
-----
1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Atheneum (Action – Attack)There are simply too many words here for what this card does. It’s got all this text to make you Attack, then undo the Attack and… where are we going with this? I mean, I understand the concept behind this, and I think there is something worth exploring here. It’s just… it’s so needlessly complex for a marginal effect. Draw to 8 cards is a tough idea to balance, so I am glad someone took a shot at that. We have discussed this rather intensively on Discord once, and the conclusion was that it was indeed a really tough effect to try for. Maybe the buffer Atheneum you must play before you get to have the big draw is a good idea, but that’s something that is easier to determine after a couple of play testing sessions.
If this is the first Atheneum you played this turn, +1 Card, +1 Action and each other player with 4 or more cards in hand puts one onto their deck. Otherwise, draw until you have 8 cards in hand and each other player draws until they have 5 cards in hand.
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Book Seller (Action – Reaction)I am glad you updated this card. The first version had serious problems with the Reaction, since it did not mention that it had to be discarded outside of Clean-up. This meant that every Book Seller you played would be discarded from play during Clean-up, increasing your next handsize by 5 cards. Nuts! But this was then, and this is now. For this version of Book Seller, it works. It works, but it’s a little on the boring side I’d say. It is a discard before Lab when you chain them, which sounds fine at (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png). Like I said, I guess only the dull aspect of Book Seller is something I have a beef with, which is super subjective and personal.
+1 Action
You may discard a card. Draw until you have 5 cards in hand.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Bookstore (Action – Reaction)I had trouble to understand the subtleties of this card after a quick glance. I believe that this is indicative of a card that’s perhaps a little too complex. It is weird to me that you spend double Actions to get the full effect of Bookstore when you play it sans the Reaction. Especially since only one component of the card gets unlocked whereas you always draw no matter what. This feels non-cohesive, even if the second effect strongly benefits from the former. When reacting with this, you could essentially give up on your Action phase to draw a lot, which seems to be a desirable effect in money-centric strategies. Or you could React without spending an Action to get something akin to Duration draw. I think the card is versatile enough, which is cool. My beef is only toward how hard it takes you to re-read the card to fully comprehend it.
You may spend an unused Action (Action, not Action card), to discard up to 7 cards. Draw until you have 7 cards in hand.
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At the start of your turn, you may reveal this from your hand, to play it.
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Broker (Action)Misleadingly fun! It doesn’t look like much on the surface, but this makes you build engine-y decks that actually want Treasures in it. This is the cool way of playing Dominion. The fact that you stack your hoard of yellows under your deck means that you can keep going with your turn and grab your payload back later. Pretty clever in my opinion. And unique as well. Save for Pearl Diver, pretty much nothing deals with the bottom of your deck in Dominion. This does it. And it does it in a cool way. I like Broker.
Reveal any number of Treasures from your hand. Put them on the bottom of your deck in any order, then draw until you have 6 cards in hand.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Council of Elders (Action)Short and to the point, this card is very easy to assess. I will always praise good and efficient design like this. The +1 Buy doesn’t feel out of place at all here too. It’s interesting to see that on a draw-to-X card. Dominion has never done it before. The one little thing I might say here is that I think perhaps other players should get something for discarding, à la Vault. Otherwise, if they are not mirroring the draw-to-X deck, there is almost zero reasons why they’d discard. For newer players, it sounds like a trap effect. “Discarding for nothing? Huh? Why would I do that? Are you trying to pull a quick one on me, Greg?”. Overall, neat card.
+1 Buy
All players (including you) may discard a card. Draw until you have 7 cards in hand.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Flywheel (Action)Beautiful. One might argue that this should perhaps cost (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png), as it is a trashing Smithy and this seems on the higher end of those (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) variants. I think I’d leave it as-is for now, and check where it stands after play testing it. It’s an easy adjustment anyway. My take on Flywheel is this: It’s very simple and elegant and, like, I love it. Yay!
Trash a card from your hand. Draw until you have 6 cards in hand.
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Geographer (Action)Ohhh what a cool unique effect! I would like to compare this to Apprentice, since it draws according to a certain card’s cost, but these two cards aren’t that close after all. This is cheaper, is a Village, does not trash and will draw less. So, plusses and minuses. Early on in the game, this is not too good. In fact, I cannot recommend opening with a Geographer. Even if you discard your bought Silver, you do not draw. Later on in the game, though, it starts becoming more appealing. It is a Lost City if you discard a (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png), which… I don’t think you want to do that often. Discarding a Province, though, mama mia! +5 Cards and +2 Actions. Go nuts. If you have a way to collide these two cards to make it happen, there could be something really good here. Your subsequent Geographers won’t do too much if you pull that off, but spiking a big draw is probably all you need to get going anyway. To reiterate: Cool effect!
+2 Actions
You may discard a card from your hand. If you did, draw until you have cards in hand equal to its cost in (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png).
(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) Industrious Guide (Action)Looks tough to use in an engine (you’ll have mostly Action cards) and undesirable in a money-centric strategy (you’ll draw more, at the expense of discarding all of your Treasures). In your engine, this might net in being a +2 or +3 Cards, which, okay. But if you utilize stuff like Native Village, Fishing Village, Necropolis, or Inn, then it looks better. These are the cards to be on the lookout for. Anyway, pretty straightforward card, albeit looks a little difficult to use efficiently, perhaps.
Reveal your hand. Discard all non-Action cards. Draw until you have 6 cards in hand.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Scribe (Action – Duration – Reaction)I’m really not trying to take a jab or anything, but to me, this is kind of the fixed version of the first iteration of Book Seller, since it addresses my biggest concern with it. It even adds a nice Duration clause, mimicking that of Village Green. This makes it an excellent defense against discarding Attacks. Well, the first one does. Subsequent discarded Scribes will do nothing, and you’re better off putting them in your discard pile first instead of uselessly making them miss a turn. Multiple Village Greens will thus stack in the face of Attacks, while Scribes will not, however they will do more the first time you react with one. Pretty neat I’d say! Maybe this is stepping a little bit on Village Green’s quirk, what with Scribe being orange and blue and sharing the same Reaction, but I think this works anyway. I can see myself trying to play the minigame of “how can I discard my Scribes this game…” And this is a fun minigame. I like Scribe is what I’m trying to say, lol.
+1 Action
Either now or at the start of your next turn, draw until you have 6 cards in hand.
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When you discard this other than during Clean-up, you may play it.
(http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) Sheriff (Action – Duration)The Sheriff’s in town y’all! At (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png), he certainly packs a punch. Discarding 2 before drawing to 7 is strong, but having it as a Duration effect is really strong. +4 Cards at the start of your turn after sifting is undeniably a powerful effect. This might be one of the most potent draw card in the game actually, ha! I said I didn’t want to enter cost debate, but let’s consider for a moment that this card might cost (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png). It certainly would have a place in the small exclusive club of (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png) cards. I would test both versions and see which one comes on top. All in all, while strong, Sheriff is, above all, interesting. Duration draw-to-X has not made an appearance yet in Dominion, and I’m happy to see this idea being exploited. In such an elegant way too! So all in all, I give the Sheriff a thumbs up.
Now and at the start of your next turn: Discard 2 cards, then draw until you have 7 cards in hand.
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Tidy Town (Action – Attack)What a crazy Attack! This might make someone discard down to 2 cards or less if they have 1 or more green cards in their hand. No Attack in Dominion can leave you with such a small start-of-turn handsize. If your hand is something like “Village, Village, Silver, Silver, Estate”, then normally a Militia would make you discard something like Estate and Silver. Maybe. But here, it goes beyond that and makes you discard an extra Silver. Or might as well toss the 2 Villages at this point. Point is, it can be extra mean if you have Victory cards in hand. This looks appealing in non-trashing boards. The perk you get when you play Tidy Town sounds like it could potentially be a Village, more or less. So that’s my take here. I just fear that the Attack can cut too deep if you’re unlucky enough to have a hand such as the one I described above.
+2 Actions
Each player (including you) discards any number of cards from their hand, then reveals a hand with only Actions and Treasures. Then, draw until you have 4 cards in hand.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Tome (Treasure)People in this thread have compared this to Venture and I think I will echo these thoughts. The fact that you can play this as your last Treasure is really good. You refill your hand. You can rinse and repeat with the Treasures you drew if you drew or had another Tome in hand. This could lead to boring “buy nothing but Treasures and Tomes” decks, which, I dunno, could be worrisome. One thing is for sure however: this card is sexy clean. 2 line of text is a beautiful sight.
(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
Draw until you have 5 cards in hand.
Way of the Flying Fish (Way)Quite the controversial card this week! Now I’m almost too scared to say stuff about it, since it has been debated so much already. Well, to me, when I first saw it, I figured this card landed somewhere between Way of the Mole and Way of the Owl. Seeing that these 2 Ways already exist made this a little less unique for me. See, I’m not looking at the power level right now, I’m talking about this Way out of pure feels, lol. Though if I took my own personal shot at this card regarding its strength, I would say that it might be on the stronger side of Ways. I feel like there is quite a few ways (lol) you can make Way of the Flying Fish work and build an engine around it. You sift with Warehouse, then you Lab with any other Action card in your hand, for instance. Anyway, that’s just my take on this, I’m ready to have it demolished, hahaha!
+1 Action
Draw until you have 5 cards in hand.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Bookkeeper (Action)Unquestionably a very unique effect. Props to you for coming up with such a bombastic and fun idea! I feel like this can snowball to crazy levels though, since the draw is technically unbounded. People play Butcher for the 2 Coffers without trashing, and it is often the correct play to stockpile said Coffers. Players might tend to do the same here. It does however take a while to get going. Only when you play your 4th Bookkeeper do you start getting some kind of draw. The slow pace of it is perhaps what’s keeping Bookkeeper in check. Yet somehow… God I just really fear that one explosive deck. Throning this, for instance, considerably accelerates the point of non-return abuse in a game. All in all, people will probably take this to try for the draw. Otherwise, they took a Villain without an Attack.
Choose one: +2 Coffers; or draw until the number of cards in your hand equals your Coffers.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Clock of the Time Dragon (Action)Okay, that is a badass name for a card. I needed to say that first. The card itself looks really fun to play too. It is a little reminiscent of Minion. I feel like you could build a deck of these Dragons, and try to manage a healthy balance of Treasures and Action cards. I like that you discard the Treasure for payload, since you might draw it again when you activate your draw-to-X. Beautifully designed!
Discard a card. If it was a Treasure, +2 Actions and +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png). Otherwise, draw until you have 6 cards in hand.
(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) Odd-Jobber (Action)First of all, I think I could do without the bottom clause. The whole “odd number” for the Buy thingy. The minigame of Odd-Jobber is to play a deck which wants Treasures and Action cards, like Storyteller. To streamline it, I don’t believe it needs the extra minigame just for a Buy. But that’s just my personal opinion. I mentioned Storyteller; this is highly reminiscent of this to me. Played from a hand of 6 cards or less, each Treasure you play is +1 Card. Storyteller makes you draw more according to the value of played Treasures, but here, you actually get to cash them in. So the comparison is healthy, I believe. If my assumption is correct, then this would be a bit underpriced. I’m only speculating here, so it’s not a strike against Odd-Jobber by any means. I just love spit balling, often incorrectly, about Dominion stuff. :P
+1 Action
Choose one: Play up to 3 Treasures from your hand; or draw until you have 5 cards in hand.
If you have an odd number of Treasures in play, +1 Buy.
(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) Peon (Action)Simply put, I think Clock of the Time Dragon tries that effect in a more interesting way. There is a minigame going on with Clock of the Time Dragon, whereas here, it is way more straightforward and monolithic. And it is cheap too, so why not. Tossing a bunch of Peons in your deck to build around it sounds totally feasible. The end result doesn’t sound too thrilling though. Maybe a clever player adds a good trasher and some decent payload cards in there too. So yeah. I think the monolithic aspect of this card seems a little too upfront.
Choose one: Draw until you have 6 cards in hands; or +2 Actions and +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png).
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Flywheel (Action)Beautiful. One might argue that this should perhaps cost (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png), as it is a trashing Smithy and this seems on the higher end of those (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) variants. I think I’d leave it as-is for now, and check where it stands after play testing it. It’s an easy adjustment anyway. My take on Flywheel is this: It’s very simple and elegant and, like, I love it. Yay!
Trash a card from your hand. Draw until you have 6 cards in hand.
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) Flywheel (Action)Beautiful. One might argue that this should perhaps cost (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png), as it is a trashing Smithy and this seems on the higher end of those (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) variants. I think I’d leave it as-is for now, and check where it stands after play testing it. It’s an easy adjustment anyway. My take on Flywheel is this: It’s very simple and elegant and, like, I love it. Yay!
Trash a card from your hand. Draw until you have 6 cards in hand.
Thanks for proposing and judging this fun contest! I think you substantially over-estimate the power of Flywheel. The trashing is mandatory, which dramatically limits its utility as a draw engine because you will generally run out of cards that you want to trash.
I disagree; that applies to all cards with mandatory trashing. Trashing, even when mandatory, is almost universally seen as an upside even for engine-oriented cards that aren't even TfB, like Junk Dealer and Hideout.
I do agree with its price of (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) over pricing it at (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png), but not because of the trashing being mandatory, but because the trashing occurs before the drawing.
I disagree; that applies to all cards with mandatory trashing. Trashing, even when mandatory, is almost universally seen as an upside even for engine-oriented cards that aren't even TfB, like Junk Dealer and Hideout.
I do agree with its price of (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) over pricing it at (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png), but not because of the trashing being mandatory, but because the trashing occurs before the drawing.
I disagree; that applies to all cards with mandatory trashing. Trashing, even when mandatory, is almost universally seen as an upside even for engine-oriented cards that aren't even TfB, like Junk Dealer and Hideout.
I do agree with its price of (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) over pricing it at (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png), but not because of the trashing being mandatory, but because the trashing occurs before the drawing.
Edit: to put it slightly differently, I'm not convinced that Flywheel is better than an Action that read: "Trash a card from your hand. +2 Cards." That card would get bought at $5 (which goes to show how powerful Masquerade is!), but I don't think it would be strong for a trasher.
(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) Industrious Guide (Action)Looks tough to use in an engine (you’ll have mostly Action cards) and undesirable in a money-centric strategy (you’ll draw more, at the expense of discarding all of your Treasures). In your engine, this might net in being a +2 or +3 Cards, which, okay. But if you utilize stuff like Native Village, Fishing Village, Necropolis, or Inn, then it looks better. These are the cards to be on the lookout for. Anyway, pretty straightforward card, albeit looks a little difficult to use efficiently, perhaps.
Reveal your hand. Discard all non-Action cards. Draw until you have 6 cards in hand.
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Tidy Town (Action – Attack)What a crazy Attack! This might make someone discard down to 2 cards or less if they have 1 or more green cards in their hand. No Attack in Dominion can leave you with such a small start-of-turn handsize. If your hand is something like “Village, Village, Silver, Silver, Estate”, then normally a Militia would make you discard something like Estate and Silver. Maybe. But here, it goes beyond that and makes you discard an extra Silver. Or might as well toss the 2 Villages at this point. Point is, it can be extra mean if you have Victory cards in hand. This looks appealing in non-trashing boards. The perk you get when you play Tidy Town sounds like it could potentially be a Village, more or less. So that’s my take here. I just fear that the Attack can cut too deep if you’re unlucky enough to have a hand such as the one I described above.
+2 Actions
Each player (including you) discards any number of cards from their hand, then reveals a hand with only Actions and Treasures. Then, draw until you have 4 cards in hand.