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« on: July 22, 2013, 12:37:10 pm »
Thanks for the feedback. I agree with most of the comments -- it is similar to Nomad Camp and Baker, but I think it's enough different from both to warrant trying out. Yes, in theory, Nomad Camp is the closest card, but Nomad Camp doesn't address the possible power deficit in a 3/4 vs 5/2 opening with a power $5 on the board.
Baker does address the opening split it a really interesting way. I think, in spirit, Boost is closer to Baker, but without the Coin token dynamic. Boost wants to give a choice that helps even out game opening, while also allowing for some fun potential mega-turns later in the game.
I've toyed with the idea of adding a single use +1 Buy to Boost, to accompany the +1 Action, to make it more interesting later in the game, but was afraid that would make the card too powerful for a $3, and I want to keep it a $3.
Boost ($3)
Action
+$2
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When you gain this, set it aside; at the start of your next turn, +1 Action, +1 Buy and put this card into your hand.
Or what if I nerf it this way:
Boost ($3)
Action
Gain a copper card; put it into your hand.
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When you gain this, set it aside; at the start of your next turn, +1 Action, +1 Buy, +$1 and put this card into your hand.
This way, it still makes a $5 turn guaranteed within the first shuffle, but becomes a much more interesting late-game card to set up big plays. Late game, the turn before reshuffle, buy one of these to kickstart a series of hopefully great turns -- buy these without the intent of ever playing them.
Or, a third option, with slow trashing.
Boost ($3)
Action
Gain two copper cards; put them into your hand. Trash a card from your hand.
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When you gain this, set it aside; at the start of your next turn, +1 Action, +1 Buy and put this card into your hand.
I really like this third option--it's potentially strong as an opening because it allows the crucial $5 purchase, and the trashing does make it possible to clear Estates out of your hand, but because the trashing doesn't actually make your deck smaller -- it just turns dead cards into coppers -- the trashing doesn't overpower the card. Especially because with any TFB cards in the kingdom, trashing Estates for Coppers actually makes those TFB cards less useful, so you would be unlikely to use that functionality.
Mid-game, it's helpful to turn Curses/Ruins/Estates (if no TFB) into Coppers in-hand, helping reduce dead-turns, but at the expense of adding Coppers to your deck. Though this does help guarantee more $5 turns early, helping build a powerful deck.
Late-game, it can be purchased for it's on-gain effects to set up some big turns.
Thoughts (on any of the versions)?