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2016 DominionStrategy Championships / Re: Signups 2016 f.ds Championship
« on: September 01, 2016, 03:31:20 pm »
/in Mikey the great
Abandoned VillageThis seems fine, you can use it when you start greening to ensure there's a village in your next hand which could come up. I think a different action would suit this better than a village though.
Types: Action – Reaction
Cost: $4
+1 Card
+2 Actions
When a player gains a Victory card, you may set this aside. If you do, gain a Silver in hand. Return this to your hand at the start of your next turn.
ArtifactSo this is a one time gold with a buy but sometimes it isn't if your opponent plays one and uses the token and it uses tokens which isn't a hinterlands thing. Not really a fan of this one.
Types: Treasure
Cost: $4
Worth $1
+1 Buy
When you play this, if there are any Artifact tokens on this pile, remove one and +$2.
When you buy this, put an Artifact token on the Artifact pile.
Clarification: Artifact tokens are a supposed-to-be-infinite resource a la the Coin, Debt, and VP tokens.
BargainI think this could do with a weak action to make using it a bit less automatic, with no gaining this is basically just a one shot silver so perhaps it should have some kind of weak gaining action to go with the reaction.
Types: Reaction
Cost: $2
When you would gain a card, you may return this from your hand to the supply. If you do, instead, gain a card costing up to $2 more than that card to your hand.
ColosseumThis seems much better than province and it doesn't really add anything to the game that salt the earth doesn't.
Types: Victory
Cost: $8
Worth 5 VP
When you gain this, trash any two cards from the supply, each costing less than this.
CottageA cheap bazaar that gums up your deck. This type of effect is only really good in slogs so I don't get why it's a village.
Types: Action
Cost: $3
+1 Card
+2 Actions
Gain a Copper, putting it into your hand.
Homing PigeonsThere's a lot of hoops to jump through for this, the pay off is huge but you rarely have much control over what is in your discard pile so it seems a bit too random for my liking. Also for a 2 cost you should probably only be able to get 1 card.
Types: Action
Cost: $2
+1 Card
+1 Action
Look through your discard pile. You may put up to 2 differently named cards from your discard pile into your hand that are copies of cards you have in play.
Itinerant MonkThis seems on the weaker side but that's fine I like that it's trying something different think, a nice village variant.
Types: Action
Cost: $3
+2 Actions
You may discard a card; if you do, put your deck into your discard pile.
You may discard a Victory card; if you do, look through your discard pile and put one card from it into your hand.
Mountain DwellersThis seems strong in money games and those treasury engines, close to an activated conspirator which seems fine given the constraints of keeping some treasures around.
Types: Action
Cost: $5
+1 Card
+1 Action
Reveal your hand. If you revealed 3 or more Treasure cards, +$1.
When you buy this, you may trash a Treasure card you have in play. Gain a Treasure card costing exactly $3 more than it.
PrefectureWhen you gain a card it's already in your discard pile right? I'm not sure but if it is then this is way too good. Either way it isn't a hinterlands card.
Types: Victory
Cost: $7
Worth 1 VP per different cost of the Action cards in your deck.
When you gain this, look through your discard pile, trash a Victory card and gain an equivalent amount of VP.
Pretty PennyThis seems like it would work better as an event: $2 for +3 Buys, gain a copper. Avoids the instant pile out potential.
Types: Treasure
Cost: $2
Worth $1
The first time you buy this in a turn, +3 Buys.
RaiderThis is not really an attack and is really weird. I don't like how it causes you to shuffle every time you want the full 4 cards for no apparent reason. The when buy effect seems a bit redundant when you're already drawing your deck, it's just a really weird Hunting Grounds.
Types: Action – Attack
Cost: $6
+2 Cards
You may put your deck in your discard pile. If you do, +2 Cards.
All other players discard their deck.
When you buy this and your deck is empty, set it aside and put it into your hand at the start of your next turn.
Restored VillageSometimes this is going to be amazing and sometimes it's going to be a necropolis that makes you discard. I don't think the on gain weakens it too much and i'm not even sure it's needed. once you start drawing your deck this becomes a really weak card.
Types: Action
Cost: $4
+2 Actions
Discard a card. Draw up to 5 cards in hand.
When you gain this, put a treasure or victory card costing $2 or less from your discard pile on top of your deck.
SmelterThis is kinda like a Peddler if you don't trash the copper and if you can then it's a lab with a drawback. I think it's strong and not too exciting but it isn't too bad.
Types: Action
Cost: $4
+2 Cards
+1 Action
When you gain this, gain a Copper.
Sorcerer's SackI don't like the terminal +1 card but the ability is alright. I think it probably shouldn't be able to gain provinces though.
Types: Action
Cost: $3
+1 Card
+$1
While this is in play, when you buy a card, name a card, then reveal the top card of your deck. If it is that card you may either trash it or gain a copy of it.
TinkerI don't see why this is when buy, not gain. This looks like quite a good card, gives decent early economy and +Buy for later. I like it.
Types: Action
Cost: $3
+1 Buy
+$1
When you buy this or play it, you may trash a Copper from your hand. If you do, gain a Silver.
Trading VillageThis is really strong and the wording isn't clear, I'm assuming you trash the card from your hand and have to gain if you can't trash, but even then it's super strong and not in a good way.
Types: Action
Cost: $4
+1 Card
+2 Actions
Choose one: Gain a card worth up to $2; or trash a card worth $2 or less.
TribeIt's a tribe of gardeners? I don't really get the point of this.
Types: Action
Cost: $2
+2 Actions
+1 Buy
When you gain this, look at the top 5 cards of your deck and put them back in any order, and then gain up to 5 Coppers, putting them on top of your deck.
Troglodyte CavesThe on play effect seems strong enough for 5, but the when gain isn't that good so maybe it's okay. Not too exciting really.
Types: Action
Cost: $5
+1 Card
+1 Action
Discard any number of cards. +1 Card per card discarded.
When you gain this, you may reveal a card from your hand costing less than this. Gain a copy of it.
Wealthy VillagePretty automatic opener, unlike nomad camp there isn't really any opportunity cost to open this and try to get 5 next turn. Actually this just seems too much better than silver to cost 4, not to mention that silver gaining and villages don't really fit together.
Types: Action
Cost: $4
+1 Card
+2 Actions
When you gain this, gain a Silver, putting it on top of your deck.
Wetlands
Types: Action – Victory
Cost: $4
Worth 2 VP
You may reveal a Wetlands from your hand. If you do, +1 Card, +1 Action, +$1.
When you buy this card, you may gain a card costing up to $4.