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Variants and Fan Cards / Re: A mad Traveller chain
« on: May 25, 2015, 02:11:20 pm »
Thanks for your comments! Still awaiting more.
Test Flight itself is just the steppingstone to Flying Machine. But maaybe you could even want this as a Lab when you want a permanent Engine going, with bad draw on the board?
Maybe make it a better Lab and a bit harder to success by revealing more cards?
TEST FLIGHT (Action - Traveller) - $5*
+1 Action
Reveal the top 3 cards of your deck. If you reveal a Victory, put them back in any order and put this on top. Otherwise, put the revealed cards into your hand.
When you discard this from play, you may exchange it for a Flying Machine.
(This is not in the supply.)
Invention itself is the ultimate card for Flying Machine, as it gives you additional Actions and Buys without drawing.
By the time you get Flying Machine, if you're playing an engine deck, you should be drawing or near to drawing your deck already. It might not be that strong for the amount of investment required.I don't think you need a classical engine for Flying Machine.
Draft might be too strong. Comparisons are Remodel (gets a better card, but only one of them) and Trader (also can transform an Estate into 2 Silvers, but is less flexible). Both of these cost $4. And the card is absolutely nuts with $7 costs on the board. If it turns out to be too strong, I suggest putting "two differently named cards" in there. That at least gets rid of the double Province problem.Maybe it just "non-victory cards"?
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Construction is basically a nonterminal Moneylender? Thus already better than a $4 cost, but that's okay. By the time you get this, it's probably rather bad. Well, if you're going moneyless, it's strong, but not in a broken way. This is probably okay.Construction wants to ensure that you don't simply play BM into Flying machine with some Buys on hand. Maybe it should even be a bit harsher, like "reveal your hand, trash all Treasures from your hand" instead of only one.
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Test Flight I don't get. It's strictly worse than Lab, and you have to wait that long to get it? I think each stage in the Traveller chain should at least have some scenario where you'd rather keep the card, but I don't see myself ever keeping Test Flight.
Test Flight itself is just the steppingstone to Flying Machine. But maaybe you could even want this as a Lab when you want a permanent Engine going, with bad draw on the board?
Maybe make it a better Lab and a bit harder to success by revealing more cards?
TEST FLIGHT (Action - Traveller) - $5*
+1 Action
Reveal the top 3 cards of your deck. If you reveal a Victory, put them back in any order and put this on top. Otherwise, put the revealed cards into your hand.
When you discard this from play, you may exchange it for a Flying Machine.
(This is not in the supply.)
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But one problem I see is that Flying Machine is probably best on decks that lack trashing or drawing - and two of the cards in the chain provide trashing. So this may end up a self-counter in a way. I think you might want some other effects there, preferably some that go well with big hands, because I think Flying Machine could use a little self-combo. Maybe keep Draft because it's fun, but I would switch construction by something else.Well, Draft provides Trashing but increases the number of your cards (2 for 1). And as I said, Construction is the anti-BM-thing. If you have other ideas for punishing BM, feel free to share. I guess it could be something like Poor House?
Invention itself is the ultimate card for Flying Machine, as it gives you additional Actions and Buys without drawing.