Hi guys, I'm pretty new to the board but I wanted to share some card ideas I had. I have a list of about 80 or so, but only a few are actually quality. They may not be balanced, so be sure to leave your thoughts!
Hi! I am going to talk about things that have been said on this board about similar past ideas and about comparative power levels
Treasures
Dragon's Fortune - Treasure $8
+1 Buy
$3
Reveal any number of Treasure cards from your hand, +$1 for each differently named card.
I really liked the idea when I thought this cost $3 and was only worth the number of different treasures. Right now, it is likely too strong in Province games. The wording "Worth _ for each differently named treasure in play" is more consistent with current cards and would make this synergize better with your Treasure-Durations (but not Horn of Plenty or Counterfeit).
High Morale - Treasure Duration $6
+$1
Now and at the start of your next turn: $1
While this is in play, when you buy a card, gain a card costing $2 or less than it that is not a Victory card.
Seems fine, if a little similar to Haggler. There is probably room for another Haggler effect.
Hidden Supplies - Treasure $4
+$2
When you discard this from play, you may put one of your cards from play on top of your deck.
This is strictly better than Silver at $4. This is not generally approved.
Storage Pit - Treasure Duration $4
+$1
Now and at the start of your next turn: +$1
Set aside a card from your hand face down. At the start of your next turn, put it into your hand.
This is also a better silver. The delaying of a card isn't so detrimental. The second turn you even get another money, making this a slightly delayed gold.
Actions
Palace - Action Victory $5
Reveal any number of cards, +$1 for every Victory card revealed.
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Worth 1 VP for every 4 Treasure cards in your deck (rounded down).
1 VP for every 4 Treasures is very strong. This card also encourages a Big Money strategy. That is completely independent of its action, which is a pseudo-Secret Chamber.
Commodity Grader - Action $3
+1 Card
+1 Action
You may draw 1 card then discard 1 card.
This card (without the option) was tried by DXV and found to be too strong, even at $4. I made a card that did the effects in the other order (optional part first). My card was also a Tournament variant.
Mime - Reaction $3
When another player plays an action, you may set this aside from your hand. If you do, then at the start of your next turn, you play that same action, then discard this.
This card is shut down by your opponent never buying action cards. That is not a good thing to encourage. Also "Mint, Mine, Mime confusion"
Integration - Action $3
+2 Cards
If you played a Synergy card this turn, +1 action.
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Setup: Add an extra Kingdom card pile costing $3 or $4 to the supply. Cards from that pile are Synergy cards.
This card doesn't make much sense if the synergy has no +Actions and the table has no villages. Also, this card doesn't work with Loan, Talisman, etc. because they are treasures. It needs an "Action Kingdom card pile" clause.
Supply Chain - Action $2
+1 Card
Choose one: +1 Action; or +1 Buy
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When you buy this, +1 buy and all cards other than Supply Chain cost $1 less this turn, but not less than $0.
This is a weak variation on Pawn (or Squire) without the megaturn thing. To have this affect anything but megaturns, trash for benefit, conspirator, horn of plenty, scrying pool, or a despirate need for a plus buy ( a list that is larger than I imagined), someone would need to be able to afford 2 cards they want already to take advantage of the cost reduction. $16 and a +Buy would let you get 2 provinces or 2 provinces and this.
Bard - Action Duration $4
+1 Card
+1 Action
$1
Each other player draws a card.
You may set aside Bard face down. At the start of your next turn, put it into your hand.
This seems like a bigger benefit to your opponents than yourself, since peddler<laboratory. I like the new-ness of this one, but I would rarely buy it (even for free).
Toll Road - Action Duration $5
During your turn: All cards (including cards in players' hands) cost $1 less while this is in play, but not less than $0.
During opponents' turns: All cards (including cards in players' hands) cost $1 more while this is in play.
This is what DXV's original Cutpurse did. Look at the secret history of Seaside.
Tourist - Action $3
+1 Action
$1
Return a card from your hand to the Supply. Gain a different card up to the value of the returned card and put it in your hand.
You can also Copper-ify your Estates and Duchy-fy your Golds, among Action card shenanigans. This card is probably very strong.
Victory
Development - Victory $3
1 VP
When you discard this from play, you may trash a card in play.
Victory cards never go to "in play", so I don't know how this is supposed to work.