(https://live.staticflickr.com/65535/52648088028_0c8dacfc93_n.jpg)
Spotless Village only keeps its reputation through diligent work and no waste. It makes sure nothing (except Victory) gets left behind in your hand. They don't take "no" for an answer, so beware of colliding terminals.
If you only have pretty cards ((http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)+), they reward you with +2 Cards for preserving their image.
Currently, I believe Duchess (which is 1e only), Charlatan, and Shaman are the only official cards that would qualify.
Trash this. Gain a copy of a card you have in play.
-
In games using this, when you gain a card costing $3 or more, you may exchange it for a Changeling.
Currently, I believe Duchess (which is 1e only), Charlatan, and Shaman are the only official cards that would qualify.
There's also Changeling (http://wiki.dominionstrategy.com/index.php/Changeling).QuoteTrash this. Gain a copy of a card you have in play.
-
In games using this, when you gain a card costing $3 or more, you may exchange it for a Changeling.
Mystic Workshop - $4
Action
Gain a card costing up to $4. If it costs less than this, gain a copy of that card; otherwise gain a Copper to your hand.
-
In games using this, the first time you discard a card from play during each of your turns, return it to its pile.
LoansharkThe thing preventing debt attacks from working is the possibility of someone getting shut out of the game unable to buy anything, so this has the "In games using this" to prevent that.
$5 - Action - Attack
+2 Cards
+$1.
Each other player with less than 2 debt tokens takes 1 debt.
-
In games using this, at the start of your turn, you may discard a Treasure to gain a Silver.
Kind of a Vault variant. Should be fine at $4 since favors are valued less than coin according to Underling.Unicorn
$4 - Action - Liason
+2 Cards.
Discard any number of cards. +1 Favor for each card you discard this way.
-
In games using this, use Horse Trainers in addition to another Ally.
Horse Trainers
Ally
At the start of clean-up, you may spend 2 Favors to gain a Horse, or 3 Favors to gain 2 Horses.
Landslide - Action Attack, $5 cost.I did have a variant where the Curse entered the shuffle and an Action was taken out of it, but the same Action would keep getting taken out and that wasn't very interesting.
Gain a Gold. Each other player gains a Curse onto their Tavern mat.
-
In games using this, after a player shuffles, they put a Curse from their Tavern mat onto their deck.
I feel like this is missing out on some interesting interactions by using the Tavern mat instead of Exile.QuoteLandslide - Action Attack, $5 cost.I did have a variant where the Curse entered the shuffle and an Action was taken out of it, but the same Action would keep getting taken out and that wasn't very interesting.
Gain a Gold. Each other player gains a Curse onto their Tavern mat.
-
In games using this, after a player shuffles, they put a Curse from their Tavern mat onto their deck.
Daring Hero - $4
Action
Choose one: +2 cards; or discard 2 cards.
You may reveal a hand without Treasures to gain a Treasure.
-
In games using this, instead of paying a card's cost, you may trash a Treasure costing at least as much from you hand
(https://i.imgur.com/4SGArmP.png)QuoteDaring Hero - $4
Action
Choose one: +2 cards; or discard 2 cards.
You may reveal a hand without Treasures to gain a Treasure.
-
In games using this, instead of paying a card's cost, you may trash a Treasure costing at least as much from you hand
I don't really think so. Spending a turn gaining nothing but a Gold isn't exactly powerful. Draw-to-X cards exist and weaken discard attacks more than this does.(https://i.imgur.com/4SGArmP.png)QuoteDaring Hero - $4
Action
Choose one: +2 cards; or discard 2 cards.
You may reveal a hand without Treasures to gain a Treasure.
-
In games using this, instead of paying a card's cost, you may trash a Treasure costing at least as much from you hand
Does this excessively weaken discard-down-to-3 Attacks (and discard attacks more generally)? With Daring Hero and 2 other cards in hand, you are guaranteed to be able to gain any Treasure in the Supply (at least a Gold, if not Platinum or something else). Early in the game, this can turn getting hit with a Militia from something that will significantly limit what you can gain to something that will significantly improve it.
Let's try this:I don’t get why this is priced at $3. Duration draw without the missing shuffles downsides of durations is similar in strength to immediate draw, i.e. this is stronger than Caravan and either a $4.5 or a $5.
(https://i.postimg.cc/nZCcrRJc/Boatsw-ain-v1.png)
Edit: Lmao Village Green.
I don’t get why this is priced at $3. Duration draw without the missing shuffles downsides of durations is similar in strength to immediate draw, i.e. this is stronger than Caravan and either a $4.5 or a $5.
Archangel Hades
Action- Doom- Fate
5$
Choose one: Recieve the next hex, each other play recieves the next boon at the start of their next turn.
Choose one: Gain a gold onto your deck and +2$, gain 2 silvers to your hand, gain 5 coppers to your hand and +1 buy.
_______________
In games using this, no player can buy gold.
Pretty extreme, but if you think about it you will see there is no real pressure, even on the copper pile. Ignorable with strong action payload, but well thats not always there. Probably pretty nice with BM, but thats ok.
Let's try this:
(https://i.postimg.cc/nZCcrRJc/Boatsw-ain-v1.png)
Edit: Lmao Village Green.
If I have a non-Duration Action card set aside by Summon or Prepare, would I play it and then discard it, since it was played during the "start of turn" phase and is a card with no remaining effects?
(https://i.imgur.com/Lx3TgkQ.png)
Spirit market: a black market for trashed cards. Maybe should cost 4 or 5 idk. Also has silly interactions w zombie, rogue, etc.
Edited as per your suggestion(https://i.imgur.com/Lx3TgkQ.png)
Spirit market: a black market for trashed cards. Maybe should cost 4 or 5 idk. Also has silly interactions w zombie, rogue, etc.
I would suggest using the wording "cards in the trash cost (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) less." As worded, cards you buy from the trash technically stay cost reduced, since they were trashed at some point, which leads to tracking issues. Another problem with the current wording is that it makes it sound like only cards trashed specifically by Spirit Market's effect get cost reduced, which also has tracking issues.
(https://i.imgur.com/lYzaNyKh.png) | Quote
|
My Submission:
(https://i.imgur.com/sXOgWefh.png) QuoteWay of the Sword • $5 • Action
+4 Cards
Discard a card. If it's an Action, +1 Action, otherwise, -1 Action.
In games using this, when you shuffle, pick one of the cards to trash.
My Submission:
(https://i.imgur.com/sXOgWefh.png) QuoteWay of the Sword • $5 • Action
+4 Cards
Discard a card. If it's an Action, +1 Action, otherwise, -1 Action.
In games using this, when you shuffle, pick one of the cards to trash.
What happens if I don't have any unused Actions when I get the -1 Action?
My Submission:
(https://i.imgur.com/sXOgWefh.png) QuoteWay of the Sword • $5 • Action
+4 Cards
Discard a card. If it's an Action, +1 Action, otherwise, -1 Action.
In games using this, when you shuffle, pick one of the cards to trash.
What happens if I don't have any unused Actions when I get the -1 Action?
As with the coin reduction in Poor House (http://wiki.dominionstrategy.com/index.php/Poor_House) and Souk (http://wiki.dominionstrategy.com/index.php/Souk), it can't go down below zero.
Sure, you have to reflect that this buffs other Durations. But delayed draw is not that much worse than immediate draw (there are folks who would argue that it is better, which I agree only with in the case of terminal draw) and the card also has to work well in Kingdoms with few or no other Durations.I don’t get why this is priced at $3. Duration draw without the missing shuffles downsides of durations is similar in strength to immediate draw, i.e. this is stronger than Caravan and either a $4.5 or a $5.
I appreciate the analysis, but I do not think that it is a fair comparison, given that Caravan is stronger than Caravan when Boatswain is in the Supply. Strong Caravan appears to me stronger than Boatswain as-is, and Boatswain wants to be appealing enough to be bought over other buffed up Durations (which have a bargaining price for what they now offer).
However, I do have an idea to reshape the card without losing the core idea. I'll edit it soon, but the bottom will now read: "In games using this, at the start of your turns, you may discard a card you have in play that no longer has any effects."
Archangel Hades
Action- Doom- Fate
5$
Choose one: Recieve the next hex, each other play recieves the next boon at the start of their next turn.
Choose one: Gain a gold onto your deck and +2$, gain 2 silvers to your hand, gain 5 coppers to your hand and +1 buy.
_______________
In games using this, no player can buy gold.
Pretty extreme, but if you think about it you will see there is no real pressure, even on the copper pile. Ignorable with strong action payload, but well thats not always there. Probably pretty nice with BM, but thats ok.
1. Official cards separate choices with semicolons ( ; ), not commas. That's because using semicolons makes it easier to parse where one choice ends and another begins.
2. The Boon choice has tracking issues, since the card doesn't stay in play (since it's not a Duration card) and it doesn't make the next Boon stay out to remind people to receive it nor what it is. Also, as worded, it sounds like each other player would be receiving the same Boon, which has even more tracking issues since it would get discarded upon the first player to the left of the AH player receiving it.
My submission:Both wordings are ok, but the effect is not the same: With the first version, you do trash one card, draw one card, then trash the next card (trashing, unlike discarding, is one at a time). So with version 1, you could choose a card that you drew from trashing the first card as your second trashing target, but with version 2 arguably not.
(https://i.vgy.me/ldOGEJ.png) (https://i.vgy.me/p88p5E.png)
Idk which wording to use, so I just submitted both. Same effect; draw a card for each card you trash.
Let's try this:What does it mean to have an effect? In a game with Tormentor, can I discard a Boatswain at the start of my turn?
(https://i.postimg.cc/Xjj01YgW/Boatsw-ain-V2.png)
Edit: Lmao Village Green.
Edit 2: Update the card.
My submission:Both wordings are ok, but the effect is not the same: With the first version, you do trash one card, draw one card, then trash the next card (trashing, unlike discarding, is one at a time). So with version 1, you could choose a card that you drew from trashing the first card as your second trashing target, but with version 2 arguably not.
(https://i.vgy.me/ldOGEJ.png) (https://i.vgy.me/p88p5E.png)
Idk which wording to use, so I just submitted both. Same effect; draw a card for each card you trash.
Sure, you have to reflect that this buffs other Durations. But delayed draw is not that much worse than immediate draw (there are folks who would argue that it is better, which I agree only with in the case of terminal draw) and the card also has to work well in Kingdoms with few or no other Durations.
So yeah, without Caravan in the Kingdom this is a $4.5 and with Caravan it is so close in strength to Caravan that $3 makes it underpriced.
What does it mean to have an effect? In a game with Tormentor, can I discard a Boatswain at the start of my turn?
City Builder
$5 Action
+2 Actions; You may discard a Victory card for +2 Cards.
City Wall costs $1 less with this in play, but not less than $2.
-----------
In games using this, include City Wall in the Kingdom.
City Wall
$5 Action - Victory
+1 Card, +1 Action
------------
2 Victory
Yeah, you're partially right in that all cards need to be selected first.My submission:Both wordings are ok, but the effect is not the same: With the first version, you do trash one card, draw one card, then trash the next card (trashing, unlike discarding, is one at a time). So with version 1, you could choose a card that you drew from trashing the first card as your second trashing target, but with version 2 arguably not.
(https://i.vgy.me/ldOGEJ.png) (https://i.vgy.me/p88p5E.png)
Idk which wording to use, so I just submitted both. Same effect; draw a card for each card you trash.
If you were right, Chapel would be able to trash cards drawn by trashing a Cultist, which it can't. Trashing isn't one at a time either, actually.
What does it mean to have an effect? In a game with Tormentor, can I discard a Boatswain at the start of my turn?
I'm sorry, I do not quite understand the Tormentor question. A card that no longer has an effect is a card that is done doing anything, a card you'd discard from play this turn. It shouldn't be ambiguous in theory, otherwise, people wouldn't know which turn to discard their Duration cards as normal.
In games using this, at the start of your turn, you may discard a card from play that you would discard in Clean-up this turn.
My Submission:
(https://i.imgur.com/sXOgWefh.png) QuoteWay of the Sword • $5 • Action
+4 Cards
Discard a card. If it's an Action, +1 Action, otherwise, -1 Action.
In games using this, when you shuffle, pick one of the cards to trash.
(https://i.imgur.com/0j75fvb.png)
Spirit market: a black market for trashed cards. Maybe should cost 4 or 5 idk. Also has silly interactions w zombie, rogue, etc.
My Submission:
(https://i.imgur.com/sXOgWefh.png) QuoteWay of the Sword • $5 • Action
+4 Cards
Discard a card. If it's an Action, +1 Action, otherwise, -1 Action.
In games using this, when you shuffle, pick one of the cards to trash.
What happens if I don't have any unused Actions when I get the -1 Action?
As with the coin reduction in Poor House (http://wiki.dominionstrategy.com/index.php/Poor_House) and Souk (http://wiki.dominionstrategy.com/index.php/Souk), it can't go down below zero.
In that case, you might want to state that on the card like the aforementioned Poor House and Souk do.
My Submission:I like this submission. :)
(https://i.imgur.com/sXOgWefh.png) QuoteWay of the Sword • $5 • Action
+4 Cards
Discard a card. If it's an Action, +1 Action, otherwise, -1 Action.
In games using this, when you shuffle, pick one of the cards to trash.
I would suggest a below line revision to "In games using this, before you shuffle, trash one card from the discard pile." That way it is obvious instead of inferred from where a card is trashed. :)
Pilgrim - $4
Action - Liaison
+1 action
Turn your journey token over (it starts face up). Then if it's face down, +2 favour. If it's face up +2 cards and you may trash a card from your hand.
___________________________________________________________________________
In games using this there is an additional ally. The normal ally applies to you only when your journey token is face up, the additional ally only when it's face down.
^ This seems like a super cool idea, but also very similar to Transmogrify.Transmogrify is an Upgrade variant, not a Remodel variant.
^ This seems like a super cool idea, but also very similar to Transmogrify.Ooh, good point! I liked the idea of deciding what you want to get before figuring out how to get it, which Transmogrify doesn't do. Also making it a Duration rather than a Reserve makes it Throne Roomable, which Transmogrify isn't. But I agree that they are pretty similar, possibly too similar.
It's sort of in between: it's $1 not $2 but it's "up to $1" not "exactly $1".^ This seems like a super cool idea, but also very similar to Transmogrify.Transmogrify is an Upgrade variant, not a Remodel variant.
Sure, there are tricks that Transmogrify can do like milling Provinces which Upgrade can not do.It's sort of in between: it's $1 not $2 but it's "up to $1" not "exactly $1".^ This seems like a super cool idea, but also very similar to Transmogrify.Transmogrify is an Upgrade variant, not a Remodel variant.
(https://i.imgur.com/whz0eMA.jpg)
It's sort of in between: it's $1 not $2 but it's "up to $1" not "exactly $1".^ This seems like a super cool idea, but also very similar to Transmogrify.Transmogrify is an Upgrade variant, not a Remodel variant.
"Up to" makes a big difference when comparing Transmogrify to Upgrade. Upgrade can get rid of Coppers whereas Transmogrify may not. That is a fundamentally big difference between the two cards that pooling them in the same category is dubious at best.So you think that Transmogrify is more of a Remodel than an Upgrade variant?
1 is correct, assuming that Plateau Shepherds was the first Ally (if the second, then it only counts if your journey token is face down). 2 is dang annoying, I've played with the Pilgrim several times and just forgot about it. Will have a think on a new name.Pilgrim - $4
Action - Liaison
+1 action
Turn your journey token over (it starts face up). Then if it's face down, +2 favour. If it's face up +2 cards and you may trash a card from your hand.
___________________________________________________________________________
In games using this there is an additional ally. The normal ally applies to you only when your journey token is face up, the additional ally only when it's face down.
1. I assume with this that Plateau Shepherds gives you (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) if and only if your Journey token is face up at the end of the game?
2. Pilgrim is already the name of an existing card.
With so many good ideas already, hopefully this is competitive enough. I though about modifying Duchy an idea i have employed on more than one Project, but it seams less wordy to just make another card instead.QuoteCity Builder
$5 Action
+2 Actions; You may discard a Victory card for +2 Cards.
City Wall costs $1 less with this in play, but not less than $2.
-----------
In games using this, include City Wall in the Kingdom.QuoteCity Wall
$5 Action - Victory
+1 Card, +1 Action
------------
2 Victory
update 20230126:
* Added "City Wall costs $1 less with this in play." to make City Builder a more compelling card.
* Added ", but not less than $2." to City Builder to provide a price floor.
With so many good ideas already, hopefully this is competitive enough. I though about modifying Duchy an idea i have employed on more than one Project, but it seams less wordy to just make another card instead.QuoteCity Builder
$5 Action
+2 Actions; You may discard a Victory card for +2 Cards.
City Wall costs $1 less with this in play, but not less than $2.
-----------
In games using this, include City Wall in the Kingdom.QuoteCity Wall
$5 Action - Victory
+1 Card, +1 Action
------------
2 Victory
update 20230126:
* Added "City Wall costs $1 less with this in play." to make City Builder a more compelling card.
* Added ", but not less than $2." to City Builder to provide a price floor.
Is City Wall also a Kingdom card that could appear in a game without City Builder accompanying it, or can it only be in the game if CB is?
With so many good ideas already, hopefully this is competitive enough. I though about modifying Duchy an idea i have employed on more than one Project, but it seams less wordy to just make another card instead.QuoteCity Builder
$5 Action
+2 Actions; You may discard a Victory card for +2 Cards.
City Wall costs $1 less with this in play, but not less than $2.
-----------
In games using this, include City Wall in the Kingdom.QuoteCity Wall
$5 Action - Victory
+1 Card, +1 Action
------------
2 Victory
update 20230126:
* Added "City Wall costs $1 less with this in play." to make City Builder a more compelling card.
* Added ", but not less than $2." to City Builder to provide a price floor.
Is City Wall also a Kingdom card that could appear in a game without City Builder accompanying it, or can it only be in the game if CB is?
It looks like i did make City Wall generic enough that it could be in any set of ten Kingdom cards, but designed it specifically to be a modified Duchy so as to reduce words on City Builder. City Builder would add City Wall as an 11th Kingdom card.
(https://i.imgur.com/4g4g13th.jpg)
Forsaken City
Action ($3)
+2 Cards
Discard 2 cards.
---
In games using this, when you discard an Action you don't have a copy of in play other than during Clean-up, you may reveal it to play it.
FAQ: When discarding multiple cards at once (such as with FC itself), you may choose the order they get played in (provided all discarded cards are not yet in play of course).
The top looks really bad for $3, but that's when the bottom sticks out to you. It essentially gives Weaver's/Village Green's reaction to anything you don't have in play. If you're able to discard 2 Actions you haven't played yet, this can act as a Lost City! But you'll quickly run out of differently named cards to play, and you always have to discard 2 cards. If anyone has a different wording to get the same idea across, that would be greatly appreciated (since I know the current one is a little long).
No, I had intended for them to be resolved separately, 1 at a time (which would prevent doubling up on the same action). I’m not sure how to reword it to reflect that though.(https://i.imgur.com/4g4g13th.jpg)
Forsaken City
Action ($3)
+2 Cards
Discard 2 cards.
---
In games using this, when you discard an Action you don't have a copy of in play other than during Clean-up, you may reveal it to play it.
FAQ: When discarding multiple cards at once (such as with FC itself), you may choose the order they get played in (provided all discarded cards are not yet in play of course).
The top looks really bad for $3, but that's when the bottom sticks out to you. It essentially gives Weaver's/Village Green's reaction to anything you don't have in play. If you're able to discard 2 Actions you haven't played yet, this can act as a Lost City! But you'll quickly run out of differently named cards to play, and you always have to discard 2 cards. If anyone has a different wording to get the same idea across, that would be greatly appreciated (since I know the current one is a little long).
Is it intentional that if you discard 2 of the same Action you don't have copies of in play, you can play both of them, since you had no copies in play when they were discarded?
No, I had intended for them to be resolved separately, 1 at a time (which would prevent doubling up on the same action). I’m not sure how to reword it to reflect that though.(https://i.imgur.com/4g4g13th.jpg)
Forsaken City
Action ($3)
+2 Cards
Discard 2 cards.
---
In games using this, when you discard an Action you don't have a copy of in play other than during Clean-up, you may reveal it to play it.
FAQ: When discarding multiple cards at once (such as with FC itself), you may choose the order they get played in (provided all discarded cards are not yet in play of course).
The top looks really bad for $3, but that's when the bottom sticks out to you. It essentially gives Weaver's/Village Green's reaction to anything you don't have in play. If you're able to discard 2 Actions you haven't played yet, this can act as a Lost City! But you'll quickly run out of differently named cards to play, and you always have to discard 2 cards. If anyone has a different wording to get the same idea across, that would be greatly appreciated (since I know the current one is a little long).
Is it intentional that if you discard 2 of the same Action you don't have copies of in play, you can play both of them, since you had no copies in play when they were discarded?
Even though it sounds like it means the same thing, I believe that "In games using this, when you discard an Action, if you don't have a copy of it in play, you may play it" would check the condition when you'd potentially play the cards rather than when you discard them.No, I had intended for them to be resolved separately, 1 at a time (which would prevent doubling up on the same action). I’m not sure how to reword it to reflect that though.(https://i.imgur.com/4g4g13th.jpg)Is it intentional that if you discard 2 of the same Action you don't have copies of in play, you can play both of them, since you had no copies in play when they were discarded?
Forsaken City
Action ($3)
+2 Cards
Discard 2 cards.
---
In games using this, when you discard an Action you don't have a copy of in play other than during Clean-up, you may reveal it to play it.
... If anyone has a different wording to get the same idea across, that would be greatly appreciated (since I know the current one is a little long).
The whole point is that you can't spam it but make sure that that doesn't happen. As I said, I didn't test this, so it could either be really interesting or really bad.I don't think that you got my point: while the limit for hard discarding is mitigated by the fact that everybody is affected and that there are only so many Curses that are ordinarly trashed, you never ever want an unlimited discard attack in Dominion lest somebody gets pinned down.
The whole point is that you can't spam it but make sure that that doesn't happen. As I said, I didn't test this, so it could either be really interesting or really bad.I don't think that you got my point: while the limit for hard discarding is mitigated by the fact that everybody is affected and that there are only so many Curses that are ordinarly trashed, you never ever want an unlimited discard attack in Dominion lest somebody gets pinned down.
I mean, you can easily imagine a draw engine with sufficient draw and Buys, 2 Loyal Witches or Chapel and the eternal pin happens: Buy 4-5 Curses and useful things, draw your stuff, trash the Curses. Boom, your turn again. Rinse and repeat.
So it is not even that theoretical ... but even if it were theoretical, don't open up even the faintest possibility for pins!
Bluffs | Action - Victory
+2 Cards
+1 Action
1 VP
In games using this, when any one gains a Victory card, each other player draws up to 6 cards in hand
Midnight Witch - $5
Night - Duration - Attack
Each other player gains a Curse.
At the start of your next turn, +2 Cards, then discard a card.
---
In games using this, Curse is also a Night-Duration card with "At the start of your next turn, +1 Card, then discard a card."
Elixir - (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)
Treasure
+2 Cards
If it is your first Buy phase this turn, you may pay (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) to return to your Action phase and +1 Action.
-
In game using this, at the start of your Buy phase, you may discard an Action card for +(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png).
(https://i.imgur.com/cPJt1zm.png)QuoteElixir - (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)
Treasure
+2 Cards
If it is your first Buy phase, you may pay (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) to return to your Action phase and +1 Action.
-
In game using this, at the start of your Buy phase, you may discard an Action card for +(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png).
I think Elixir makes potions too easy to get.To be fair though, Necropolis makes a bunch of stuff easy to get that shouldn't be easy otherwise.
Turn 1. I draw Copper, Copper, Copper, Necropolis, Overgrown Estate. I discard Necropolis for +Potion and buy a Familiar.
Thank you. I have corrected it.(https://i.imgur.com/cPJt1zm.png)QuoteElixir - (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)
Treasure
+2 Cards
If it is your first Buy phase, you may pay (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) to return to your Action phase and +1 Action.
-
In game using this, at the start of your Buy phase, you may discard an Action card for +(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png).
I assume this is supposed to be "if it is your first Buy phase this turn"? As worded, you only get the return-to-Action-phase effect if it's your first Buy phase, period.
I think Elixir makes potions too easy to get.To be fair though, Necropolis makes a bunch of stuff easy to get that shouldn't be easy otherwise.
Turn 1. I draw Copper, Copper, Copper, Necropolis, Overgrown Estate. I discard Necropolis for +Potion and buy a Familiar.
Necro + Advance? Open with a $6.
Necro + Peril? Open with a Loot.
Necro + Woodworkers' Guild allows you to open Familiar already.
granted, but even without Necropolis, any action card is now almost strictly better than Potion, which makes Potion cards very easy to get. Which you can defend as a desired effect but I don't think it's good. I think it would make most potion cards dominate whatever game they're in.I understand your criticism, my design intent did include making potion more accessible (and providing more way to use potion, also, linking the Actions theme of Alchemy), but I seem to have gone too far.
granted, but even without Necropolis, any action card is now almost strictly better than Potion, which makes Potion cards very easy to get. Which you can defend as a desired effect but I don't think it's good. I think it would make most potion cards dominate whatever game they're in.I understand your criticism, my design intent did include making potion more accessible (and providing more way to use potion, also, linking the Actions theme of Alchemy), but I seem to have gone too far.
Anyway, I'd rather keep it as it is, as I can't think of the perfect way of tweaking it.
Local stable $4
Action
+1 action
Play up to 3 treasure. +1 card per treasure played this way
-
In games using this, whenever an player gains an victory card, they gain an copper.
Might look strong, but it is an conditional libary, with some potential upside.
Local stable $4
Action
+1 action
Play up to 3 treasure. +1 card per treasure played this way
-
In games using this, whenever an player gains an victory card, they gain an copper.
Might look strong, but it is an conditional libary, with some potential upside.
I assume it's supposed to be "play up to 3 Treasures from your hand?"
Local stable $4
Action
+1 action
Play up to 3 treasure. +1 card per treasure played this way
-
In games using this, whenever an player gains an victory card, they gain an copper.
Might look strong, but it is an conditional libary, with some potential upside.
You draw one card less with every play so it becomes harder, even with a high Treasure density in your deck, to play this consistently as (Double)Lab.Local stable $4
Action
+1 action
Play up to 3 treasure. +1 card per treasure played this way
-
In games using this, whenever an player gains an victory card, they gain an copper.
Might look strong, but it is an conditional libary, with some potential upside.
I'd say it is a conditional double Lab, since it's nonterminal (unlike Library). So it seems very strong to me...
Agreed, also the comparison to Storyteller is insightfulYou mean, like the comparison between Lab and DoublePeddler?
I brought up the comparison for its powerlevel; I agree the cards are not similar.Last time I checked, Peddler is worse than Lab.
Using this on a Copper is 1$ better than Storyteller, and storyeller is a medium strength 5$. And you use Storyteller on Copper all the time.
I brought up the comparison for its powerlevel; I agree the cards are not similar.Last time I checked, Peddler is worse than Lab.
Using this on a Copper is 1$ better than Storyteller, and storyeller is a medium strength 5$. And you use Storyteller on Copper all the time.
Rundown Chapel -- Augie279 | (https://media.discordapp.net/attachments/827692005160648744/1067613545115697223/Rundown_Chapel1.png?width=458&height=702) | To be honest, I don't really have much to say about this one. It doesn't have any glaring flaws as far as I can tell, but I wouldn't call it stellar either. |
Spotless Village -- czzzz | (https://live.staticflickr.com/65535/52649274315_b8e8195673_n.jpg) | Wowza, that's a pretty massive bottom effect! I like how it makes it easier to get the top effect to trigger. It's also nice that the bottom comes on a Village so that you don't have to worry as much about being forced to trash dead Actions. Nice job on this! |
Mystic Workshop -- SignError | (https://i.imgur.com/kE4RD5n.png) | An unusual Workshop indeed! The Copper gaining looks like a pretty major downside until you read the bottom, and then you realize that it's actually a boon (lowercase, of course :P). Very clever. |
Loanshark -- LibraryAdventurer | Quote Loanshark | Smart of you to limit the Debt it can give out. That said, I don't think the bottom is too different from Delve, and the -(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) token is a better version of the attack imo. |
Landslide -- Aquila | Quote Landslide - Action Attack, $5 cost. | A Soothsayer whose drawback doesn't make the card completely awful! Unfortunately, I do worry that it might stack too well by dumping a bunch of Curses onto people's decks all at once. |
Rummager -- silverspawn | (https://i.ibb.co/dmXvG0r/Rummager.png) | This seems way too dependent on the presence of TFB to me. I think it would be easy to just trash your Coppers, and then it becomes "Moat, gain a Copper to your hand" for (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png). Which is terrible. I get that you can eventually run out of cards you want to trash and might want to get a Rummager to get back good cards that were trashed, but a game state like that doesn't exactly sound like fun to me. |
Contessa -- 4est | (https://i.imgur.com/jowwdh1.png) | Like Shepherd, but much more interesting; and Shepherd is already a very interesting card to begin with! Brilliant submission. Very well done. |
Boatswain -- X-tra | (https://i.postimg.cc/Xjj01YgW/Boatsw-ain-V2.png) | An awesome Duration card that reduces the downside inherent to Durations (for just one Duration each turn). Limiting it to once a turn was a good call; I would've decried the bottom as being too good if it worked on all your Duration cards. I still would've given it an honorable mention at worst; I really love this card. |
Spirit Market -- LordBaphomet | (https://i.imgur.com/0j75fvb.png) | A terminal Silver that can let you spike specific cards. I'll be honest and admit that I didn't like this card at first, but I like it a lot now after thinking about it more. I really like how the bottom forces you to populate the trash before you're ready to start buying from it. Unfortunately, I worry that it might be too potent at shortening the game length, and I'm also worried about potential rules issues with some copies of given cards costing different from others. |
Daring Hero -- faust | (https://i.imgur.com/4SGArmP.png) | Clever how you've managed to make it make sense to have a choose one between drawing two cards or discarding that many. It seems weak to me, though. Not having any Treasures in hand is frequently quite hard to proc for the payoff (barring games where Gold isn't the best target for restriction-less Treasure-gaining). |
Archangel Hades -- sumrex | Quote Archangel Hades | The bottom seems kind of tacked on, as if you just want the card to force people to use it if they want Gold. An "in games using this" effect that feels like it's only there to annoy people doesn't sound like fun. It also feels like the Copper option is only there to make the card more thematic rather than to actually improve its gameplay or make it more interesting. Lastly, I plugged this into the image generator, and it's 7 lines of microtext even without the bottom. That's a sign that it probably ought to be simplified. |
Way of the Sword -- emtzalex | (https://i.imgur.com/lYzaNyKh.png) | The top and bottom are so unrelated to each other that it feels like you made the top and then just smacked the bottom on to make it qualify. I really like the top, but I'm afraid you don't score very well on how the top and bottom tie together, unless I'm missing something. |
Factory -- JW | Quote Factory | The top and bottom tie together here perfectly. The top isn't too imaginative, but combined with the bottom, it makes for yet another genius submission. You guys are really making this contest hard to judge! |
Landfill -- Builder_Roberts | (https://i.vgy.me/ldOGEJ.png) | I used the image that uses my preferred wording. Being able to both trash and draw looks crazy, and it is, but you'll quickly run out of fuel if you want to keep using it as a Moat or Smithy. I'm tempted to say that the bottom might be too strong with too many cards, but that may not actually be true. I like it; I think it might be my favorite card of yours. Definitely at least 2nd. I also just like combos with trashing; there's a reason Dark Ages was my favorite expansion for the longest time out of all expansions, after all. |
Army -- segura | (https://i.imgur.com/2CVZRcA.png) | Tokens galore! (Plus a card adaptation of +Card tokens.) Going with the bottom you chose instead of "Victory cards are worth an extra VP" was definitely the right call. I do think that either bottom does go a bit too far in encouraging Victory card gaining for just (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png), though. |
City Builder & City Wall -- BryGuy | Quote City Builder Quote City Wall | A pretty meh submission. The top is made less exciting by City Wall already being a cantrip (so it only gives you 1 more card than playing the City Wall), and it's really just a far less interesting version of Shepherd imho. |
Mad Scientist -- grrgrrgrr | (https://i.imgur.com/amqkKIw.png) | I think this bottom effect makes Cursers (including itself) too strong. Even without the Bridge effect, this is almost equivalent to "+1 Buy, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png), +3(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)." Which is absurd for (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png). And most other Cursers only become even more broken. |
Expel -- xyz123 | Quote Expel | I think this compares too favorably to Banish. You can Exile differently named cards (be honest, how often do you Banish 3+ cards?), and it scores in the process. |
Evangelist -- Kingreaper | Quote Evangelist - $4 | I've tried a card with the same concept of "use an extra Ally that's only sometimes in use" before, but this is a brilliant way of doing that while avoiding rules issues. The top is already interesting on its own, but the bottom only makes it even better. This is an amazing card. |
Pre-order -- Udzu | (https://i.imgur.com/whz0eMA.jpg) | Sadly, this is another one I don't really know what to say about. It's not bad, but it's not great either. |
Bookkeeper -- NoMoreFun | Quote Bookkeeper | I think automatically Saving all your Actions and Treasures usually trivializes a lot of otherwise important decisions in this game and makes the game less interesting. |
Forsaken City -- AJL828 | (https://i.imgur.com/JEcn3Koh.jpg) | Like I said about trashing combos on Builder_Roberts' submission, I love discarding synergies. I really like this; it's a really cool sidegrade of Imp. I'm glad I clarified with you whether you intended to be able to play 2 of the same card; it would've been too good if you did. |
Loyal Witch -- d4mn13l | (https://i.postimg.cc/3xJhNsQy/Loyal-Witch-4.png) | As segura pointed out, I think being able to discard opponents' hands with this makes this irredeemable. The bottom looks like it makes Cursers miserable anyway. Normally, trashing gives you a reprieve from getting Cursed. This allows you to ping-pong your Curses back to your opponents, or allows them to give you your Curses back after you trash them. No thanks! |
Charcoal Burner -- LTaco | (http://i.imgur.com/JboTZkS.png) | Clever use of the bottom to limit its trashing power. That's all I have to say about it unfortunately. |
Bluffs -- anordinaryman | (https://i.imgur.com/ZqxpjOa.png) | I think this would be fine for its price without nerfing all Victory cards. |
Midnight Witch -- Xen3k | (https://live.staticflickr.com/65535/52662004594_d5d84b5316_b.jpg) | A non-terminal Curser that gives out Curses immediately without looking like it would be miserable. Nice, that's hard to do. Good job on this! |
Elixir -- Ethan | (https://i.imgur.com/a9IREOK.png) | Another one I don't really have anything to say about. |
Local Stable -- lompeluiten | Quote Local stable $4 | I think punishing Victory cards in this way looks unfun. This also just isn't a very creative card imo. |
Nonsense. You ignore that „baseline“ Storyteller is a cantrip, i.e. it draws one card more than the Stable variant:I brought up the comparison for its powerlevel; I agree the cards are not similar.Last time I checked, Peddler is worse than Lab.
Using this on a Copper is 1$ better than Storyteller, and storyeller is a medium strength 5$. And you use Storyteller on Copper all the time.
When playing a Copper with Storyteller, you turn the Copper into a cantrip, not a Lab. And Peddler is better than a vanilla cantrip.