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« on: August 06, 2012, 09:44:15 am »
Graverobber: Loves boards with things like Kings Court, Goons, Lab, Nobles. Otherwise no idea how this will play. It will be amusing to have an army of zombie nobles.
Poorhouse: Isn't it obvious? Great with ways to trash copper + villages. Even greater if you find a way to add card draw and +buy. Moneylender + Village + Margrave sounds like a dream here. Even in BM games this might be good lategame when things are getting cluttered and you have a spare +buy so might as well grab one. With two greens and two treasures this is still a terminal silver. I expect people will have fun finding ways to "conceal" their money, similar to how they hide it from Pirate Ship. For example, play a village, play this, then play your two great halls to draw treasures. So great hall combos with this in a minor way.
Sage: Similar-ish to Scheme, with the added benefit of working with money, and the lowered benefit of working with greens.
Day 2: Wow these cards look MUCH more fun. Not as weirdly cornercase/exotic as the first preview.
Feodom: You need a LOT of silver to make this work. I'm not going to buy silver for 12 turns just to power up a Feodom. Deck engines with +buy won't help either because my first superturn I'm going to ruin the engine with all the silver I buy! So calling it here, this will be a dead card (or at most, a cheap Duchy) in games that don't have good trash for benefit or special ways of getting Silver (Trader only?)
Cultist: Obviously comparable to Witch, but they don't draw each other dead. You can just keep buying them over and over, and if they're your only terminal source of draw there's no risk! I expect they will play similar to Ill-Gotten Gains: usually you want to rush them with 5+ unless you have a real plan to defend.
I wonder how all these benefits-for-trashing will play. They obviously make trash-for-benefits that care about the value of the card better (like Remodel, Salvager, Apprentice, but not Spice Merchant or Trade Route because you wouldn't want to Trade Route a good card normally anyway, so giving it a bonus for trashing is not game breaking). Did DonaldX think Salvager and the like are too weak and want to boost them? Because they will be *champions* in any Dark Ages game.
Ruined Market: Obvious what the other 3 are going to be. I'm going to guess that the last one is a really weak attack ("Starving Militia: Each opponent discards down to 4 cards in hand"). Of the 4 obvious ruins, I think this is the only one I might buy if I see it on the top of the stack. When you need a +buy you need it from anywhere!
Given how ruins are going to be easier to deal out than curses (if Cultist is any indication), that will make trashing of all kinds even BETTER. It will also make villages better; if you can't get rid of the ruins you might as well make sure they're not completely dead (Village + Ruined Smithy = Lab! Village + Ruined Mine = Peddler, etc)
Day 3: Like these cards too. I wonder if we're seeing power creep here, though - I found that in Magic: The Gathering, cards got more powerful over time not because they had "higher" numbers but because they had more options and more text. Look at these cards: they have lifecycle options for just about every board, and every situation. Their lives are "planned". Compare to Trade Route which doesn't have a coherent plan at all to be useful, or Moneylender which only has a plan early in the game. YOU had to come up with plans for these cards - they didn't come with a prepackaged story.
Squire: +2 actions, +$1 would almost be worth $2 by itself. This would be TOO good as a risk-free village, except that if you're building an engine deck and get this without a drawer, neither of its other options are appealing, either. You won't have enough money to use the +buys, and getting too many silvers interferes with engines. Still, this is a strong $2 even before the "trash for an attack" thing, so this is a pretty dense cake for such a price.
Hermit/Madman: Am I the only one that thinks the "go crazy if you don't buy something" will make this swingy? If I open Hermit/Silver, and draw Hermit-Copper-Copper-Estate-Estate, that's a bad situation. I play Hermit, burn the estate, grab a silver - good so far - but now I have to buy something or I lose my Hermit, and I still have 2 estates to burn! If there's a useful $2 on the board, great - if not, I have to make the painful choice of my Hermit going nuts or buying a copper that he can't even trash.
Day 4:
Rats: Too much fun. "Reveal a hand of all rats" is my new favorite card rule. Play a Rats to gain a Rats, Upgrade a Rats into an Upgrade, and you end up with a 4 card hand, and now your deck has lost a junk card and gained an Upgrade. Yay! Obviously, this will be strong when there's both good trashing and good attacks.
Pillage/Spoils: Looks weak at first. A one-shot to gain two one-shot golds? Uh, okay. However, this will more or less *ruin* your opponents' turn - "discard a card of your choice" is a lot nastier than it looks. Discard the one village in my hand of terminal draw. Discard the minion that you cleverly think you'll use to counter my discard. I guess I'd use this when there are some nice $6/$7 cards that I want to get FAST, rather than slowly growing my economy with the likes of labs and silver. Goons, Kings Court and the like.
BUT WAIT.. is this card political? Two weak players could make a deal to discard only Estates and the like from each other, to gang up on the strongest player.