7701
Variants and Fan Cards / Re: A few card ideas
« on: December 03, 2012, 01:37:15 am »
Thanks for the feedback!
I've already read almost every article on the site...
The "gain a curse" option was if there were good trashers on the board so you wouldn't want to gain it into your hand. I realize why it should probably cost more, and agree (but maybe not quite 5)
The cantrip was just to add something. It could easily be changed.
I wasn't quite sure about the specifics about the Watchtower, is there any easy way to change it other than saying "If you use Watchtower..."
That's exactly the reason to gain the curse yourself.
The way this card was made was a card that doesn't do anything except for when it's bought. I could change the benefit to just +$1 coin extra instead of +$2 coins extra, but I could change the cost. Also, I thought of a way to make it not be in your deck so much by adding after +1 Card +1 Action: "When you play this, return it to the supply."
Also, It could change to using up money for the +Buy...
I would maybe consider having it be $5 (but maybe less, see below). I feel the strategy can be countered, however. If you buy Curses first to get maximum points for them, you'll slow down your deck a lot. If you buy these first, people will start buying curses to stop you.
I thought about that. It could have a lower cost (maybe 3 or 4 still) and give you 1 VP for every two curses. Or 2 VP for every three curses. Something like that... I'm not sure.
And I probably will name it Graveyard.
Quote
If you are interested in fan card design, I highly suggest this article by rinkworks. It is probably a little bit out of date since the release of Dark Ages, but it is still a great foundation.
I've already read almost every article on the site...
Medium:
Types: Action - Attack
Cost: Maybe 3?
+1 Card, +1 Action
Choose one: Gain a Curse, putting it into your hand. If you do, +1VP; or each other player gains a Curse. If they do, they get +1VP.
The uses may not be apparent at first, but if you can trash it (or use a watchtower) you can get rid of the Curse to get one VP (that's why it goes into your hand). And, if there's no trashing, give it to your opponents to clutter their deck.
This seems very powerful. It's Familiar but it'll give out 4-6 VPs before the curses run out. Most of the damage from curses is being in deck, not the -1VP, so this certainly seems worthy of being a $5 card. Also, this might work better if it used Ruins and not VP tokens, it just seems nicer. I don't think i would usually use the gain a curse option, unless I had say two or three of these in hand plus a good trasher.
The "gain a curse" option was if there were good trashers on the board so you wouldn't want to gain it into your hand. I realize why it should probably cost more, and agree (but maybe not quite 5)
Quote
As Tables said, this is too strong in general. -1VP does not hurt as much as the deck clogging, and this card would be extremely spammable since it is low cost and cantrip. The early part of the game will almost always involve spamming this as much as possible, then rebuilding.
The cantrip was just to add something. It could easily be changed.
Quote
The specific use case you have in mind with Watchtower is interesting, but may not work as intended. One thing to note is that the wording right now is ambiguous. It is easy to read the first part of the text as requiring you to put the Curse in your hand. If you trash the Curse with Watchtower, then the Curse never goes into your hand so the "if you do" doesn't trigger, meaning you don't get +1VP! I'm sure that's not what you had in mind.
I wasn't quite sure about the specifics about the Watchtower, is there any easy way to change it other than saying "If you use Watchtower..."
Quote
But actually, even with Watchtower, the stronger choice is to attack the opponent. +1VP is not all that strong; clogging the opponent's deck is better. But if THEY have Watchtower in hand, then you would be giving them free VP! It makes it a card that you don't really want to play.
That's exactly the reason to gain the curse yourself.
Quote
QuoteTraveling Merchant:
Type: Action
Cost: 2
+1 Card, +1 Action
-----
When you buy this, +$4.
This basically allows you to turn an extra buy into +$2. It would make something like the Woodcutter a lot better... It could also say "when you trash this, put it back in the supply" to keep them going longer, but I didn't want it to have too much stuff on it...
Such ideas have been considered... there's problems. The first is it's dead too often (Whenever there isn't +buy). So it should probably give +buy itself. The second is it's always available until it runs out, and +$2 is FAR better than +1 buy. And at $2, it's too easy to buy.
I think the first thing I would do is add a buy to this. Probably change the benefit to +$1, +1 buy. Then up the cost (and the buy bonus), say, make it cost $4, and buying it gives you +$5. Or maybe $5 and giving +$6. Now it's harder to set up for, but it self-synergises slightly (but... only into being a terminal silver, so maybe giving $2 more still, I dunno). Also, it makes it better for TFB, which is a pretty cool thing.
The way this card was made was a card that doesn't do anything except for when it's bought. I could change the benefit to just +$1 coin extra instead of +$2 coins extra, but I could change the cost. Also, I thought of a way to make it not be in your deck so much by adding after +1 Card +1 Action: "When you play this, return it to the supply."
Also, It could change to using up money for the +Buy...
Quote
Quote[Can't think of a card name]
Type: Victory
Cost: 3 or 4?
Worth 1VP per Curse you have in your deck.
You could buy all the Curses (or better yet, get them through the Medium), a bunch of these, and get a fair amount of VP.
I think ideas like this have been suggested. It's actually a viable idea. I would certainly cost it at $4 at minimum, and would consider $5 (you need stuff to grab these, but you also want to grab curses at some point, which will slow you down. This could also very easily be far better than Gardens or SR at $4). If you're uncontested on the curse pile, each of these can be worth 10VPs, relatively easily, which would make it far too strong at $4 (yes you lose 10VPs, but essentially you can think of that as your first one doing nothing). More in multiplayer. So in fact, I would even consider pricing it at $6. That might be too hard to get. But then you could modify it... perhaps make it an action-victory, giving... +1buy?
I would maybe consider having it be $5 (but maybe less, see below). I feel the strategy can be countered, however. If you buy Curses first to get maximum points for them, you'll slow down your deck a lot. If you buy these first, people will start buying curses to stop you.
Quote
I think a bigger issue is that it would simply be too powerful. In a 2p game, there are 10 Curses. If one player does not contest, then the VP card will be worth a whopping 10VP. Since Curses are free, both players have to go for them.
I thought about that. It could have a lower cost (maybe 3 or 4 still) and give you 1 VP for every two curses. Or 2 VP for every three curses. Something like that... I'm not sure.
And I probably will name it Graveyard.