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« on: October 02, 2022, 10:23:58 pm »
Results
Eldritch Dealer (Builder_Roberts)
A simple card that is still rich in decision making. It would be interesting to compare how often this would be gained through the cursing option vs. through the more expensive option. Definitely a strong contender.
Night Market (Augie279)
Comparison to Fortune is very apt. The on-gain restriction and penalty is an interesting way to ensure this doesn’t get out of hand too early on. You’re probably not likely to pick up more than one of these, but it looks fun to play around.
Blood Ruby (nyxfulloftricks)
This should read, ‘When you gain’. Other than that, I think it’s a perfectly fine card. Triple playing a treasure isn’t the most exciting ability, but it could definitely work if you already have big treasures.
Landlord (X-tra)
Very interesting card with a possibly game-changing interaction with Estates. I could see this being a bit swingy as to whether or not you draw them with one of your Estates, but there are plenty of swingy cards that are nonetheless really enjoyable to play with. This looks like one of them.
City of Gold (4est)
I enjoy alt-VP cards, and this looks that something you could build a deck around. The on-gain penalty has a really interesting interaction with the rest of the card, but I wonder if it might be slightly too penalizing.
Freshman (xyz123)
I like this. Probably won’t see play without Villages or another source of Villagers, but that’s certainly not a deal-breaker. I really like the idea of a terminal card giving other players Villagers on gain. Discard your hand cards aren’t typically my favorite, but this is a neat card.
Runaway (emtzalex)
As you mentioned, it can be quite difficult to design a Fugitive variant, though I think you’ve managed to do a pretty good job here. I do wonder if this might be a bit on the weaker side, especially compared to something like Old Map. Have you considered making it so Out in the Cold only causes you to discard 1 extra card?
The Gate (sumrex)
Gate Guardian seems especially crippling for a 4-cost non-terminal Gold, essentially shutting out any sort of card draw. Limiting Gate Guardian to only preventing the playing of future actions could make this playable. As is, this is pretty much exclusively playable in a Big Money game.
Corrupt City (Commodore Chuckles)
Being able to see the Ruins that will be gained with this makes for some interesting decisions. This will play significantly differently based on the cards available in the Kingdom (trashers, +Buy, etc.). It could definitely be really strong, but I don’t think it’s broken.
Crumbling City (NoMoreFun)
Another city! I really like this idea. A powerful card that only costs $3… but can disappear en masse if you get too greedy. The added buy makes it easier to restock on them if you find yourself about to lose a number of them.
Storebox (majiponi)
A Chapel that provides coin will almost always be a must-buy at $3. Unfortunately, the penalty here seems rather insignificant since your opponents will almost certainly be mass trashing with their own Storebox. Allowing your opponents to trash any number of cards on gain could be a more consequential drawback.
Sombrero (faust)
Cute lab variant. This looks like something that could’ve appeared in the Base game to teach new players the importance of shuffling and deck control. Probably the simplest submission this week. Also one of my favorites.
Icy Venture (LibraryAdventurer)
Definitely stronger than Venture, but Venture was weak and has been removed, so I don’t think it’s a problem. It might still need to cost $6, but that would need playtesting to confirm. The drawback is a bit wordy and less consequential now that Treasures are played at the start of your next turn, rather than immediately. Best way to fix the wordiness is probably to add “other than Icy Venture”, though, as others have mentioned, that would have invalidated the card.
Affair (exfret)
This is a really cool Workshop variant. Gives some card draw, but exiles itself if you don’t use its ability to gain more copies of it. Its self-exiling effect may actually be helpful in thinning out your deck late game, but I think it’s still valid to consider this a “drawback”.
IlstrawberrySeed’s Card
This will generally gain you at least one Copper every time it’s played. Add on the Copper you get when you gain the card, and this seems oppressively junky, especially in multiples. The rest of the card is certainly very strong, but I’m not sure if it’s sustainable without some serious trashing available.
Swineherd (D782802859)
I like the idea of this; the on-gain effect is most punishing when you have a lot of junk in your hand, but the card itself is most useful when you have junk it can get rid of. An interesting dilemma! I worry that the card may be slightly weak, but I don’t think it’s unreasonably so.
Treasure Island (Udzu)
This is really neat pseudo-trasher. It can help clean out some Coppers and, once that’s done, can give a one-time burst of coins. There are cards that can synergize with Capital’s discard penalty, but I love how this card has a built in ability to negate its debt gain.
Mad Alchemist (Xen3k)
Old version was definitely busted, but I think you’ve managed to make it workable. Still a very strong card for $4 (you could get away with pricing this at $5). It’s not quite as good with strong trashers in the Kingdom, but unless you’re planning to make use of the Tavern mat, this will be in almost every deck.
Clothier (AJL828)
This looks like a solid card. I don’t know how often the restriction will be consequential, since you will likely only be using the card for Gold gain near the end of the game, but it’s an interesting drawback nonetheless.
Gilded Reef (arowdok)
A province that is slightly cheaper and gives slightly more VP at the cost of letting your opponents topdeck a Gold. Biggest thing to remember is that the game won't end when these run out. Dominion doesn't currently have any Kingdom cards that give more VP than Provinces. I worry this could drag the game out past its welcome, but I think it'd be worth playtesting to see.
Serf/Medley (binbag420)
These seem rather weak, though I could see Serf shining in very specific circumstances. As is, Medley doesn't really seem worth trashing, despite its $6 cost. I'd probably lower its cost a bit and try making it only gain 1 (maybe 2?) Coppers on trash.
Slum City (lompeluiten)
So many cities this week! I agree that this is probably a bit restrictive, but I think it could be pretty easily fixed. You’re only going to buy this once you have several coin producing actions, by which point you can likely afford more expensive cards, making a cheap Lost City less appealing. I’d recommend making this card stronger and more expensive to justify buying it once you can work around the restriction.
Runners-up: Eldritch Dealer (Builder_Roberts), Landlord (X-tra), Sombrero (faust), Affair (exfret), Treasure Island (Udzu)
Winner: Crumbling City (NoMoreFun)