Way of the Octopus
Way
Choose a card in the Supply costing less than this that has one of your Octopus tokens on it. Play that card, leaving it there.
Setup: Place your Octopus tokens on two Action supply piles.
If you want it to be able to stay on a pile, you have to make the move effect non mandatory.Ah, I was hoping that wording it like Remodel would allow the same kind of flexibility
Tricky Cephalopod
$6 Action - Command
Play cards with a Mimic token (leaving them), choose one: one card that costs $5 or more; or up to two different cards that costs $4 or less. You may move your Mimic token to a different non-Command non-Duration Action Supply pile.
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In games using this, each player places their Mimic token on a non-Command non-Duration Action Supply pile during the Action phase of their first turn.
(https://i.imgur.com/UtKmQ1Gh.png) | Quote Doppelgänger • Action - Reaction - Command • $5 |
Innsmouth
Ally
After playing a Liaison, you may choose one: Put the Ritual token on a non-Liaison Kingdom pile costing up to $5; or spend 4 Favors to play the card with the Ritual token on it (if possible), leaving it there.
(https://live.staticflickr.com/65535/52771773555_475e24ea47_w.jpg) Quote Trainee | Trainee by czzzz I like the idea of using the Mimic token to scale up. I've always loved self-improving cards like Miser or the Travelers, so that aspect really appeals to me. I also think the flavor is spot-on. My one concern is that this might ramp up too quickly: After three plays, it's almost strictly better than any other non-Victory card in most Kingdoms. It would take playtesting to be sure, but I suspect any overpoweredness would depend a lot on the Kingdom, including how fast the Kingdom is in general and whether there are decent $2 cards to mimic on the second play. |
Quote Tricky Cephalopod | Tricky Cephalopod by BryGuy I love the interactivity of using each other's Mimic tokens. At first I was concerned that a player who wasn't interested in Tricky Cephalopods could ruin them in a 2-player game, but when I thought about it, that's actually harder than it seems: Placing your Mimic token on a weak sub-$5 doesn't make this card as weak as you might think (Duchess + Village is better than Bazaar), and there aren't many $5 cards that are weak enough to remove the benefit of the versatility. Of course, in a multiplayer game, you'll almost certainly want to go for these, and they may be a little too powerful. |
(https://i.imgur.com/UtKmQ1Gh.png) Quote DoppelgängerNote: There are 3 Mimic tokens per player. | Doppelgänger by emtzalex Another one that takes some build-up, this time by discarding a $5 card. The fact that you can react to your own gain reduces the luck-based element of needing it in hand at the right time. It's particularly strong with good $6+ Actions, since it provides not only versatility but a discount, but those are few and far between. I'm on the fence about whether it needs a slight buff, but the concept is excellent, as is the flavor. |
(https://thumbs4.imagebam.com/5e/e3/b7/MEJVB9R_t.png) Quote Channeler | Channeler by Snorka Excellent idea and nice fit with the flavor---if you keep calling on a card, you eventually bring it to you. My one concern is that because you move the Mimic token before you mimic, this could play a bit like an improved Band of Misfits (specifically, Band of Misfits with a gaining option and the ability to benefit from most cost reducers). On the other hand, Band of Misfits can mimic the same card repeatedly, which Channeler can't, so there is a trade-off there. But then, if you're repeatedly mimicking the same card with Band of Misfits, wouldn't it almost be nicer to just gain that card permanently? Sure, it doesn't help this current turn as much, but it probably helps your overall deck more. It would be interesting to see how it plays and how much of a hinderance not being able to repeat a mimic is. At the very least, I think it's enough of a hinderance to make this card different from Band of Misfits rather than clearly better. Incidentally, the "three non-Supply pile" version seems like a lot of fun, and while I agree that three non-Supply piles is a bit much for a single card, it could work in an expansion that already has those piles, such as the Spirits from Nocturne. Actually, having it use the Spirits from Nocturne seems like a perfect fit flavor-wise. I know that the non-Supply version wasn't your entry, but it seemed too interesting to go without comment. |
(https://live.staticflickr.com/65535/52784648204_f40f4751e4_b.jpg) Quote Innsmouth | Innsmouth by Xen3k This is really an interesting take, which also borrows the "cephalopod" concept in a much darker way. My one concern is that 4 Favors is pretty steep compared to something like City State (http://wiki.dominionstrategy.com/images/thumb/a/ab/City-state.jpg/800px-City-state.jpg), especially since you can't use it on super-expensive cards anyway and the fact that you need to play a Liaison to trigger it reduces some of the flexibility. The ability to mess with your more Favor-heavy opponents is fun. And even if you're not intentionally messing with your opponents, simply pursuing a different strategy can be enough to lead to a tug-of-war. I love the concept; I'm just a little concerned it's a bit too expensive for what you get. |