(https://i.imgur.com/7C0wzG9h.jpg)
Djinn
Action - Attack ($5)
+1 Card
+1 Action
+$1
Each other player puts their -1 Card token on their deck.
An attacking Peddler Variant. Quick to resolve, doesn't stack (usually, Council Room/Governor could kinda make it stack), no annoying opening swinginess. Hopefully that covers most things people hate about some of the official attacks :P
(https://i.imgur.com/7C0wzG9h.jpg)
Djinn
Action - Attack ($5)
+1 Card
+1 Action
+$1
Each other player puts their -1 Card token on their deck.
An attacking Peddler Variant. Quick to resolve, doesn't stack (usually, Council Room/Governor could kinda make it stack), no annoying opening swinginess. Hopefully that covers most things people hate about some of the official attacks :P
Isn't this just Relic, only it's a Peddler instead of a Silver, and at the same cost?
Are non-Supply cards allowed?
Raiding Village - $4
Action/Attack
+1 Card
+2 Actions
Each other player discards down to 3 cards in hand and gains a Horse.
Royal GuardThis seems like it is going to be very tedious to resolve when you do Royal Guard chains.
$5
Action - Attack
You may play an action card from your hand twice.
_______________________________________________________________
Each other play draws until they have 5 cards in hand then discards down to 3.
Royal GuardThis seems like it is going to be very tedious to resolve when you do Royal Guard chains.
$5
Action - Attack
You may play an action card from your hand twice.
_______________________________________________________________
Each other play draws until they have 5 cards in hand then discards down to 3.
The issue comes mostly from Throne chains. Imagine the following plays:Royal GuardThis seems like it is going to be very tedious to resolve when you do Royal Guard chains.
$5
Action - Attack
You may play an action card from your hand twice.
_______________________________________________________________
Each other play draws until they have 5 cards in hand then discards down to 3.
I did consider that, but I don't think it will be much different to Margrave. They can end up being chained together for draw and that involves your opponents drawing and discarding cards. Margrave was actually one of the inspirations as one of the things I find interesting about it is that subsequent plays can end up helping rather than hindering your opponents. I wanted to achieve a similar effect.
Pearl • $5 • Treasure - Attack - Doom
+ $2
If you have an odd number of Pearls in play, +1 Buy. Otherwise, choose a face up Hex for each other player to receive, turning it face down for the turn.
-
Setup: Set aside the Famine (http://wiki.dominionstrategy.com/index.php/Famine), Fear (http://wiki.dominionstrategy.com/index.php/Fear), and Haunting (http://wiki.dominionstrategy.com/index.php/Haunting) Hexes, face up
Idol-esque multiflavored handsize/topdeck attack, sort of in the style of Druid. Does the necromancer facedown thing because with a curser in the kingdom, picking Famine every time could result in a pin.I find it hard to believe that you could effectively set up a Famine pin. Famine is by far the weakest option here anyways, and you'd need to play like 6+ Pearls each turn to set something up halfway reliably. If you're able to do that in a Curser game without trashing, you probably won anyway.
Idol-esque multiflavored handsize/topdeck attack, sort of in the style of Druid. Does the necromancer facedown thing because with a curser in the kingdom, picking Famine every time could result in a pin.I find it hard to believe that you could effectively set up a Famine pin. Famine is by far the weakest option here anyways, and you'd need to play like 6+ Pearls each turn to set something up halfway reliably. If you're able to do that in a Curser game without trashing, you probably won anyway.
I don't think preventing that is worth the extra complexity.
Guard
$5
Action - Attack
+1 Card
+1 Action
+$1
_______________________________________________________________
Each other play draws until they have 5 cards in hand then discards down to 3.
- Edit -
Changed from a Throne Room variant to a peddler variant following feedback that the can take a while to resolve when chaining the card for a Throne->Throne effect.
There is still a potential element of this to a lesser extent, but on that point I did want to create a card with a potentially stackable attack where subsequent plays have the potential to help opponents rather than hinder them. Personally, I do like Margrave for this reason and I wanted to make an attack with a similar effect. I accept that some people might not like this though.
Guard
$5
Action - Attack
+1 Card
+1 Action
+$1
_______________________________________________________________
Each other play draws until they have 5 cards in hand then discards down to 3.
- Edit -
Changed from a Throne Room variant to a peddler variant following feedback that the can take a while to resolve when chaining the card for a Throne->Throne effect.
There is still a potential element of this to a lesser extent, but on that point I did want to create a card with a potentially stackable attack where subsequent plays have the potential to help opponents rather than hinder them. Personally, I do like Margrave for this reason and I wanted to make an attack with a similar effect. I accept that some people might not like this though.
This shouldn't have the dividing line. It's also an on-play effect.
Appanage - Treasure Attack, $5 cost.When Treasures are the payload in a game, this makes swings and roundabouts. Gold looks tasty, but an opposing double-Appanage could see them discarded and/or you want to keep Coppers around to protect them (discards a Treasure costing less than 'this', i.e. Appanage normally at $5) and dilute your money density a bit doing so.
$2
Gold costs $1 less for the rest of the turn.
Each other player with 5 or more cards in hand discards a Treasure costing less than this (or reveals they can't).
A money-oriented puzzler:
(https://trello-attachments.s3.amazonaws.com/5f5a8e8e7ed38b522f25641a/61003bb2314bea7b4384c5b3/8b0723cebd2227cef1be18d03c904b1e/Appanage.png)QuoteAppanage - Treasure Attack, $5 cost.When Treasures are the payload in a game, this makes swings and roundabouts. Gold looks tasty, but an opposing double-Appanage could see them discarded and/or you want to keep Coppers around to protect them (discards a Treasure costing less than 'this', i.e. Appanage normally at $5) and dilute your money density a bit doing so.
$2
Gold costs $1 less for the rest of the turn.
Each other player with 5 or more cards in hand discards a Treasure costing less than this (or reveals they can't).
Could be doing a bit too much for $5, or a chance $5 opening with this could be too strong.
My submission for this week is a split pile with 5 copies of Philanthropist and 5 copies of Benefaction:
(https://i.imgur.com/TgMKDlg.png)(https://i.imgur.com/oOjKDs6.png)
Philanthropist is a cantrip attack that self-junks and also junks your opponent's deck (but likely benefits them in the near term). You could try to build a deck that will be able to gain Provinces with Philanthropist, but it might be more optimal to trash it early to gain a better card. Philanthropist and Counting House would be a strong combo, but with only 5 copies of Philanthropist in the Kingdom, it shouldn't be game-breaking. There are also synergies with cards like Beggar, Settlers, and Ill-Gotten Gains.
Benefaction can help mitigate the Copper junking from Philanthropist.
(https://i.imgur.com/MAWLYmoh.png) | Quote from: Huckster Village
|
(https://i.imgur.com/gh46kKE.png)QuoteRaiding Village - $4
Action/Attack
+1 Card
+2 Actions
Each other player discards down to 3 cards in hand and gains a Horse.
I love this concept, but I find it a little weak and strategically simple. If this is the only village: well you have to load up on it. If this is not the only village, you gain one or two of these and then buy the other village.Thanks for the comment!
It feels a little weak. Discard down to 3 and gain a horse is close to the friendly interaction of Vault (it's a little worse because draw delayed in this case is worse), which I often choose to do. Especially early in the game I have two cards I don't super mind discarding, and the horse is really helpful to hit 5 on a later turn. So the attack isn't even that bad. Of course subsequent plays of this are just "gain a horse" and in a 3+ player game essentially almost every Raiding Village becomes Village + each other player gains a Horse.
(https://i.imgur.com/VlSfQZZ.png)
each other player may remove a token from their Coffers or Villagers or discard a Horse
Hostile VillageIt's hard to know without playing this, but this feels like a really strong Attack. Consider Raider, which costs 6, doesn't draw a card, is a Duration (so it's slower), and the attack isn't as strong since the player gets a choice. I wonder if there is a way to cost this 6. Though villages don't work super well at $6 (who among us has not struggled to get a Nobles-as-village engine working -- though Border Village works great because it can come with a draw/payload card for free). Maybe this isn't a village but it's a cantrip with some bonus? That would let you cost it 6 given the proper bonus.
Action - $5
+1 Card
+2 Actions
The next time you play a card this turn, each other player with 5 or more cards in their hands discards a copy of it (or reveals a hand without it)
InterestUnfortunately this falls into a tight design space that makes it hard to balance.
cost $5 - Treasure - Attack
+$2
Each other player reveals the top 2 cards of their deck, trashes one of those Treasures, and discards the rest. You may gain and play one of the trashed Treasures.
Strong Thief! It earns at least $2! Prepare not to be Thiefed your Interest!
(https://i.postimg.cc/z5GqGrnZ/Sickos-v1.png)
(https://i.imgur.com/LVJXFslh.jpg)
Action - Attack - Duration ($5)
Djinn
+1 Card
+1 Action
Until your next turn, when any other player buys a card that they have a copy of in play, they gain a Curse.
At the start of your next turn, +1 Card.
My submission for this week is a split pile with 5 copies of Philanthropist and 5 copies of Benefaction:
(https://i.imgur.com/TgMKDlg.png)(https://i.imgur.com/oOjKDs6.png)
I'm gonna just put a bunch of my feedback in one post...(https://i.imgur.com/VlSfQZZ.png)
"Return" isn't a concept for tokens. It's "remove any number of tokens from your Coffers" as in Butcher version 2, or "spend" as in Butcher version 1. So this would beQuoteeach other player may remove a token from their Coffers or Villagers or discard a Horse
InterestUnfortunately this falls into a tight design space that makes it hard to balance.
cost $5 - Treasure - Attack
+$2
Each other player reveals the top 2 cards of their deck, trashes one of those Treasures, and discards the rest. You may gain and play one of the trashed Treasures.
Strong Thief! It earns at least $2! Prepare not to be Thiefed your Interest!
As written, this falls into the same problem as Theif -- it trashes your opponents Coppers. So, it's good for them. Noble Brigand is a better example of how to do a Treasure-trasher. But if you modeled this after Noble Brigand, it becomes WAY too strong in comparison, it generates extra money (2+), and it is non-terminal. Not sure how to resolve those tensions.
(https://i.imgur.com/VlSfQZZ.png)
(https://i.imgur.com/49q1meR.png)
EDIT: Changed wording as per anordinaryman's suggestion.
(https://i.imgur.com/EcN5YFN.png)
Here's my entry this week. Prisoner is a Night-Duration-Attack card that "imprisons" an Action or Treasure from your hand and plays it next turn, while forcing other players to discard a card when they play copies of it. This is another one of my old cards that I've revised for this contest: the original was a terminal Action and ended up being very weak. As a Night instead, Prisoner gets the non-terminality it needs to make it useful while also letting you save dead-drawn Actions. There's an interesting relationship between how strong the attack is vs. how strong the next turn effect, with both varying a lot by what you aside (e.g. Copper, especially in the early game vs. an okay Action your opponent has a lot of vs. a strong Action your opponent has only one of).
(https://i.imgur.com/VlSfQZZ.png)
(https://i.imgur.com/49q1meR.png)
EDIT: Changed wording as per anordinaryman's suggestion.
I think you intend to attack by handing out curses, not horses.
For my money (and I could be wrong with out actual play-testing), this feels like a terribly strong attack. Just think about how annoying Followers is. Imagine if Followers could be played T3 (even early with other shenanigans). And coppers never run out. Sure it improves the next turn, but those Coppers are hard to get rid of even with Benefaction. I'd open Philanthropist/Philanthropist many games. Maybe cost it 4? I could be wrong, play-testing could totally prove me wrong here.
(https://i.imgur.com/LUTKduU.png)I'm not completely sure how "first, discard a card" works. You would have to have already selected and shown the card you want to play, right? So you can't discard the card that you're going to play? What happens to the card I want to play if I discard a Village Green and play it as Way of the Mole?
Here's my entry this week. Prisoner is a Night-Duration-Attack card that "imprisons" an Action or Treasure from your hand and plays it next turn, while forcing other players to discard a card when they play copies of it. This is another one of my old cards that I've revised for this contest: the original was a terminal Action and ended up being very weak. As a Night instead, Prisoner gets the non-terminality it needs to make it useful while also letting you save dead-drawn Actions. There's an interesting relationship between how strong the attack is vs. how strong the next turn effect, with both varying a lot by what you aside (e.g. Copper, especially in the early game vs. an okay Action your opponent has a lot of vs. a strong Action your opponent has only one of).
(https://i.imgur.com/LUTKduU.png)I'm not completely sure how "first, discard a card" works. You would have to have already selected and shown the card you want to play, right? So you can't discard the card that you're going to play? What happens to the card I want to play if I discard a Village Green and play it as Way of the Mole?
Here's my entry this week. Prisoner is a Night-Duration-Attack card that "imprisons" an Action or Treasure from your hand and plays it next turn, while forcing other players to discard a card when they play copies of it. This is another one of my old cards that I've revised for this contest: the original was a terminal Action and ended up being very weak. As a Night instead, Prisoner gets the non-terminality it needs to make it useful while also letting you save dead-drawn Actions. There's an interesting relationship between how strong the attack is vs. how strong the next turn effect, with both varying a lot by what you aside (e.g. Copper, especially in the early game vs. an okay Action your opponent has a lot of vs. a strong Action your opponent has only one of).
Witch's Hat
Action-Attack-Looter
Cost 5
+1 Card
You may play an Action Card from your hand. Each other player gains, if played Action cost...
... (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png) - (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png): A Curse
... (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) - (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png): A Ruins
... (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)+: A Ruins in their hand.
(https://i.imgur.com/gh46kKE.png)QuoteRaiding Village - $4
Action/Attack
+1 Card
+2 Actions
Each other player discards down to 3 cards in hand and gains a Horse.
I love this concept, but I find it a little weak and strategically simple. If this is the only village: well you have to load up on it. If this is not the only village, you gain one or two of these and then buy the other village.
It feels a little weak. Discard down to 3 and gain a horse is close to the friendly interaction of Vault (it's a little worse because draw delayed in this case is worse), which I often choose to do. Especially early in the game I have two cards I don't super mind discarding, and the horse is really helpful to hit 5 on a later turn. So the attack isn't even that bad. Of course subsequent plays of this are just "gain a horse" and in a 3+ player game essentially almost every Raiding Village becomes Village + each other player gains a Horse.
Ideally this could cost 3, but it absolutely can't because when Village and this are in a game together, you always buy this first, (maybe second if you're not drawing deck), and then you just buy Village all the other times -- and that isn't so interesting to me. I think this card is most interesting when you are forced to choose between this and another village and the choice isn't easy.
There's a natural tension here that you may only want to gain one Raiding Village, so it could be fun to subvert that. What if "if there is another Raiding Village in play, gain a Horse/+1 Buy/+1 Money/draw up to 5/ some other mild benefit" something like that.
I do applaud making a non-terminal attack that elegantly becomes friendly on second-play, that is really nifty and cool exploration of the non-terminal attack space.
+1 CardWhich, yeah, brutal that discard down to 2, and yeah, breaks the horse-to-hand rule, and yeah, boosts the power of Patron in games with this, but doesn't have the scaling problem nearly as hard as this does.
+2 Actions
Each other player reveals their hand; if they don't have a Horse in hand, they discard down to 2 cards and gain a Horse to their hand.
QuoteWitch's Hat
Action-Attack-Looter
Cost 5
+1 Card
You may play an Action Card. Each other player gains, if played Action cost...
... (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png) - (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png): A Curse
... (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) - (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png): A Ruins
... (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)+: A Ruins in their hand.
(https://i.imgur.com/6FuSYZX.png)
Witch's Hat is a сantrip junker, the power of which depends on your next Action. Witch's Hat goes well with cheap Actions and combines badly with other Witch's Hat. Witch's Hat deals nicely with those Ruins, that you got from other Witch's Hat and gives other players a Curse in return. Witch's Hat sucks, when it's the last Action in your turn.
Got the wording from Iron Maiden http://forum.dominionstrategy.com/index.php?topic=9231.0
Kudzu - $3
Action - Attack
+1 Action
Return this to the supply.
Take your -$1 token. If you did, each other player discards a Coffers token. If they can't, they gain a Kudzu.
----
In games using this, when you buy a card, you may pay $1 for +1 Coffers. If you don't, gain a Kudzu.
QuoteWitch's Hat
Action-Attack-Looter
Cost 5
+1 Card
You may play an Action Card. Each other player gains, if played Action cost...
... (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png) - (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png): A Curse
... (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) - (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png): A Ruins
... (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)+: A Ruins in their hand.
(https://i.imgur.com/6FuSYZX.png)
Witch's Hat is a сantrip junker, the power of which depends on your next Action. Witch's Hat goes well with cheap Actions and combines badly with other Witch's Hat. Witch's Hat deals nicely with those Ruins, that you got from other Witch's Hat and gives other players a Curse in return. Witch's Hat sucks, when it's the last Action in your turn.
Got the wording from Iron Maiden http://forum.dominionstrategy.com/index.php?topic=9231.0
i think just a space between the $5 and the + would work (so they aren't the same symbol); along the lines of Devil's WorkshopQuoteWitch's Hat
Action-Attack-Looter
Cost 5
+1 Card
You may play an Action Card. Each other player gains, if played Action cost...
... (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png) - (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png): A Curse
... (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) - (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png): A Ruins
... (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)+: A Ruins in their hand.
(https://i.imgur.com/6FuSYZX.png)
Witch's Hat is a сantrip junker, the power of which depends on your next Action. Witch's Hat goes well with cheap Actions and combines badly with other Witch's Hat. Witch's Hat deals nicely with those Ruins, that you got from other Witch's Hat and gives other players a Curse in return. Witch's Hat sucks, when it's the last Action in your turn.
Got the wording from Iron Maiden http://forum.dominionstrategy.com/index.php?topic=9231.0
Very picky thing here, but technically “$5+” means “$5 with the option to overpay.” I believe what you’d want in the bottom line would be “$5 or more.”
(https://live.staticflickr.com/65535/51362277504_dc96344800_b.jpg)QuoteKudzu - $3
Action - Attack
+1 Action
Take your -$1 token.
Return this to the supply. Each other player may discard a Coffers token. If they don't, they gain a Kudzu.
----
In games using this, when you buy a card, you may pay $1 for +1 Coffers. If you don't, gain a Kudzu.
This comes in a 20 card pile. It is an Action you do not want to buy, but will make it's way into your deck if you are not careful. The game changing on-buy effect added to every supply pile allows you to build up Coffers, which allows you to avoid the attack when other players play a Kudzu. Made the price $3 simply to interact with trash for benefit and gainers in an interesting way. Feedback is appreciated.
(https://live.staticflickr.com/65535/51362277504_dc96344800_b.jpg)QuoteKudzu - $3
Action - Attack
+1 Action
Take your -$1 token.
Return this to the supply. Each other player may discard a Coffers token. If they don't, they gain a Kudzu.
----
In games using this, when you buy a card, you may pay $1 for +1 Coffers. If you don't, gain a Kudzu.
This comes in a 20 card pile. It is an Action you do not want to buy, but will make it's way into your deck if you are not careful. The game changing on-buy effect added to every supply pile allows you to build up Coffers, which allows you to avoid the attack when other players play a Kudzu. Made the price $3 simply to interact with trash for benefit and gainers in an interesting way. Feedback is appreciated.
This is brutal with the 20 card pile, automatic gain, and returning to the supply. Are you sure you want to put all three of those on there? Like removing one or two of them (i think lose the 20 card pile - ten is plenty) should be enough.
I'd consider something likeQuote+1 CardWhich, yeah, brutal that discard down to 2, and yeah, breaks the horse-to-hand rule, and yeah, boosts the power of Patron in games with this, but doesn't have the scaling problem nearly as hard as this does.
+2 Actions
Each other player reveals their hand; if they don't have a Horse in hand, they discard down to 2 cards and gain a Horse to their hand.
(https://i.ibb.co/89ByFcp/image.png) | Inquisition $5 - Action - Attack +2 Cards Each other player with 4 or more cards discards a card. The player to your left names a card. You may play an Action card from your hand other than the named card. |
Gubump: Collector ⑤ (gives all 3 vanilla bonus token-cards, takes one from everyone else or Curses them)
(https://i.ibb.co/89ByFcp/image.png)
Inquisition
$5 - Action - Attack
+2 Cards
Each other player with 4 or more cards discards a card.
The player to your left names a card. You may play an Action card from your hand other than the named card.
Conditional cantrip (the opponent can try to evade it naming a card that would break the chain)
This is a conditional Lab, not a conditional Cantrip.I'm not sure by what definition a Lab wouldn't also be a cantrip.
This is a conditional Lab, not a conditional Cantrip.I'm not sure by what definition a Lab wouldn't also be a cantrip.
(https://i.ibb.co/89ByFcp/image.png)
Inquisition
$5 - Action - Attack
+2 Cards
Each other player with 4 or more cards discards a card.
The player to your left names a card. You may play an Action card from your hand other than the named card.
Conditional cantrip (the opponent can try to evade it naming a card that would break the chain)
Magister
At the start of your next turn, +1 Card and +$1.
Until then, after the first time each other player plays a non-Duration card costing $1 or more that they already have a copy of in play on their turn, they trash it.
Night - Duration - Attack
$5
at the end still some inspiration:
Hooligans $3
+1 action
+1 card
Every opponent shows their hand and then discard their highest cost card, then draws an card.
+1$ if an card that cost 5 or more is discarded.
"at the end still some inspiration:I have a Scrying Pool, a Fortune, a Colony in hand. Which is the most expensive card?
Hooligans $3
+1 action
+1 card
Every opponent shows their hand and then discard their highest cost card, then draws an card.
+1$ if an card that cost 5 or more is discarded.
This looks slightly too good. It can easily lead to degenerate, stalemate like openings (nobody can get any purchases but Hooligans into play).It is quite an risky opener. The first time you play it, it often take out the card they just bought, but also an estate they get to draw an better card for it. And even if you did, you are not advancing your game plan, while your opponents still do.
I like the conditional Pendler aspect of the card though, that looks quite fun and quite interactive. But it could also be too centralizing (the card does after all partially defend against itself, you want lots of them such that the likelihood of the Attacker getting a Peddler is smaller).
might wanna clarify highest cost in coins then, borrowing that wording from Forge"at the end still some inspiration:I have a Scrying Pool, a Fortune, a Colony in hand. Which is the most expensive card?
Hooligans $3
+1 action
+1 card
Every opponent shows their hand and then discard their highest cost card, then draws an card.
+1$ if an card that cost 5 or more is discarded.
http://wiki.dominionstrategy.com/index.php/Potion
"P is orthogonal to $ in a cost; thus, although a card with a cost of $XP is considered to cost "more" than a card costing $x or less with no P, costs of, e.g., $4 and $3P are incomparable—neither is more or less than the other. Many trash-for-benefit cards whose effects depend on a card's cost only consider the cost in $ and ignore P; most Workshop variants can't gain cards with P costs at all."
http://wiki.dominionstrategy.com/index.php/Debt
"A cost in D is orthogonal to a cost in a $; cards with D in their cost do not cost less or more than cards with a $ cost. D and P are similarly not comparable."
In "Highest cost" the alternative payment methods are not taken into considiration. That should also be true for this card.
So the Colony
"at the end still some inspiration:I have a Scrying Pool, a Fortune, a Colony in hand. Which is the most expensive card?
Hooligans $3
+1 action
+1 card
Every opponent shows their hand and then discard their highest cost card, then draws an card.
+1$ if an card that cost 5 or more is discarded.
http://wiki.dominionstrategy.com/index.php/Potion
"P is orthogonal to $ in a cost; thus, although a card with a cost of $XP is considered to cost "more" than a card costing $x or less with no P, costs of, e.g., $4 and $3P are incomparable—neither is more or less than the other. Many trash-for-benefit cards whose effects depend on a card's cost only consider the cost in $ and ignore P; most Workshop variants can't gain cards with P costs at all."
http://wiki.dominionstrategy.com/index.php/Debt
"A cost in D is orthogonal to a cost in a $; cards with D in their cost do not cost less or more than cards with a $ cost. D and P are similarly not comparable."
In "Highest cost" the alternative payment methods are not taken into considiration. That should also be true for this card.
So the Colony
Gubump: Collector
⑥ Action - Attack
+1 Villager
+1 Coffers
Gain a Horse.
Each other player may remove
a token from their Coffers or
Villagers, or discard a Horse. If
they don’t, they gain a Curse.
JW: Forest Witch
⑤ Action - Attack
+1 Villager
+1 Buy
+➁
Remove a Coin token from the
Forest Witch pile. If you can’t,
each other player gains a Curse.
-
Setup: Put 3 Coin tokens per
player on the Forest Witch pile.
NoMoreFun: Hostile Village
⑤ Action - Attack
+1 Card
+2 Actions
The next time you play a
card this turn, each other
player with 5 or more cards in
hand discards a copy of it
(or reveals they can’t).
faust: Raiding Village
④ Action - Attack
+1 Card
+2 Actions
Each other player discards
down to 3 cards in hand and
gains a Horse.
xyz123: Guard
⑤ Action - Attack
+1 Card
+1 Action
+①
Each other player draws until
they have 5 cards in hand and
then discards down to 3.
majiponi: Interest
⑤ Treasure - Attack
+➁
Each other player reveals the
top 2 cards of their deck, trashes
a revealed Treasure, and discards
the rest. You may gain a trashed
Treasure. If you did, play it.
spineflu: Pearl-
⑤ Treasure - Attack - Doom
+➁
If you have an odd number of Pearls
in play, +1 Buy. Otherwise, choose
a face up Hex, turning it face down
for the turn. Each other player
receives the Hex you chose.
segura: Priestess
③P Action - Attack - Fate - Doom
+1 Card
+1 Action
If you have an odd number of
cards in play, receive a Boon.
Otherwise, each other player
receives the next Hex.
X-tra: Sickos
⑤ Action - Attack
+1 Action
Discard a card.
Gain a Silver to your hand.
Each other player gains a Curse.
Aquila: Appanage
⑤ Treasure - Attack
➁
Gold costs ① less this turn.
Each other player with 5 or more cards
in hand discards a Treasure costing
less than this (or reveals they can’t).
AJL828: Djinn
⑤ Action - Duration - Attack
+1 Card
+1 Action
At the start of your next turn,
+1 Card. Until then, when another
player buys a card they have a
copy of in play, they gain a Curse.
Timinou: Philanthropist / Benefaction
④ Action - Attack
+1 Card
+1 Action
Each player gains a Copper to
their hand. At the start of
Clean-up, you may trash this
to gain a card costing up to ①
per Copper you have in play.
⑤ Treasure
➁
At the start of Clean-up,
trash up to 2 Coppers
you have in play.
emtzalex: Huckster Village
⑤ Action - Attack
+2 Actions
Each other player may reveal a
Copper from their hand. If they
don’t, they discard a card and
gain a Copper to their hand.
If any player gained a Copper,
+➁. Otherwise, +1 Card.
4est: Prisoner
⑤ Night - Duration - Attack
You may set aside an Action
or Treasure from your hand
face up (on this). At the start
of your next turn, play it.
Until then, when another
player plays a copy of it,
they first discard a card.
Gardoomalion: Witch’s Hat
⑤ Action - Attack - Looter
+1 Card
You may play an Action card
from your hand. Each other
player gains, if the card you
played cost…
from ⓪ to ➁: a Curse.
from +➁ to ④: a Ruins.
⑤+: a Ruins to their hand.
Xen3k: Kudzu
③ Action - Attack
+1 Action
Return this to the Supply.
Take your -① token. If you did, each
other player removes a token from
their Coffers. If they can’t, they gain a Kudzu.
-
In games using this, when you buy a card,
you may pay ① for +1 Coffers.
If you don’t, gain a Kudzu.
pubby: Charity House
③ Action - Attack
+1 Action
You may discard a Treasure
for +2 Cards.
Each other player may reveal
a hand with a total cost in 〇
of ⑩ or less. If they don’t,
they discard a card.
mandioca: Pendant
⑤ Treasure - Attack
➁
+1 Buy
Each other player takes Thwarted.
State: Thwarted
At the start of your turn, return this, and you may
discard a non-Victory card costing ③ or more.
If you don’t, trash a card from your hand.
grep: Inquisition
⑤ Action - Attack
+2 Cards
Each other player with 4 or more
cards in hand discards a card.
The player to your left names a
card. You may play an Action card
from your hand other than the
named card.
fika monster: Pissprophet
⑤ Action - Attack
+2 Cards
+1 Action
Every player gains a
Copper to their hand.
alion8me: Magister
⑤ Night - Duration - Attack
At the start of your next turn,
+1 Card and +①.
Until then, after the first time
another player plays a
non-Duration card on their turn
costing ① or more that they
already have a copy of in play,
they trash it.
The Alchemist: Abductors
④ Action - Attack
+2 Actions
Each other player with 4 or
more cards in hand either
discards a card, or takes their
-1 Action token, their choice.
(They may pick an option
they can’t do.)
lompeluiten: Hooligans
③ Action - Attack
+1 Card
+1 Action
Each other player reveals their
hand, discards a card with
the highest cost in 〇 out of
the revealed cards, and then
draws a card.
If a card costing ⑤ or more is
discarded this way, +①.
mathdude: Warlock
⑤ Action - Attack
If you have no other Warlocks in
play, +1 Card and +2 Actions,
and each other player reveals the
top card of their deck and discards
it or puts it back, your choice.
Otherwise, +3 Cards, and each
other player gains a Curse.
Quotespineflu: Pearl
⑤ Treasure - Attack - Doom
+➁
If you have an odd number of Pearls
in play, +1 Buy. Otherwise, choose
a face up Hex, turning it face down
for the turn. Each other player
receives the Hex you chose.
-
Setup: Set aside the Famine, Fear, and
Haunting Hexes, face up.
Well, this looks similar to Idol. It also looks similar to Relic. I expect the regular order of the Hexes will go Haunting, Fear, and Famine. The thing is, going through all that would require uh a lot of Pearls to be played. (Yes maybe you’ll play it for Famine if other players already Haunting/Feared some other players). Though the usage of Hexes this way is cute, I think there must be a way to cut down on the complexity/text length. I also dearly hope that Famine won’t be played too much, because that would be a lot of shuffling.
I wonder if that means this might want to be bumped up to ④ or something at least. Though again, the attack doesn’t work early on, so that price difference doesn’t really matter that much.Oh it's cheap to inherently defend against itself. Having a hand with Charity House + Copper means the attack won't hurt worse than Villain.