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Variants and Fan Cards / Re: Fan Card Mechanics Contest Week 10: Season 1 Finale Extravaganza!
« on: May 23, 2021, 09:14:19 am »
I'm shivering with anticipation! Or maybe that's the ice tokens?
This + any deck-drawing engine would make an instant golden deck. Draw your deck, play all your cards, buy some Victory cards, and instantly Exile them. Heck, you don't even need to draw your whole deck, you just need to trigger a reshuffle during your turn, to ensure that only the cards you bought that turn are Exiled
Here's a gainer that can get you $5 cards, either into your hand or onto your deck, depending on when you play it.
Seems like you'd rarely want to play it at night, if you can avoid it, since the earlier it's played, the more options you have. By the time you get to your Night phase, there's a good chance that you'll have already played any cards you'd want to gain with it, at least after the first few plays of this. On the other hand, if you can play it early in your Action phase, it becomes basically a stronger Artisan. This would work great with things like Way of the Turtle or Scheme
THIS IS NOT AN ENTRY, BUT I'D LOVE TO ARGUE ABOUT WHETHER IT QUALIFIES.
ok, I think I have my submition for these contest:
Yes, i've already post a version of this for an other contest (this stay in play) but I've rewok it a litle bit since it was consider too strong and it's a card that I like. My other ideas for this contest seem worth or not as elegant than this so here we go...
Courtyard of Miracle assure you +$1 each turn in exchange of junking your deck. In general, having 3 of these is a garanteed Province each turn (hand full of Copper +3 other with the Courtyards) but between handsize attack, Copper/Treasure synergy or just alt-vp it's usualy not that simple and I think it can lead to different strategy.
Hope you'll like it.
Hmm. I hadn't thought about that. But I think I prefer it not to be an attack, even for that case. Not exactly the same (since you also have to gain the Copper), but Messenger is not an attack and can give out coppers.
In a kingdom with any +buy, the choosing all three option wouldn't really be much of a sacrifice. -1 Action but +3 Villagers essentially reduces to +2 Villagers, since you can simply use one of those Villagers at the start of your Action phase, and "any number" includes 0, so you're not forced to discard any Treasures if you don't want to. Maybe make it so the costs are at the start of your turn, but the bonuses come when you discard it from play?
Worker by The Alchemist
Inexpensive terminal draw which chains and gets stronger, and has a pseudo-overpay option to gain a second one (which you’ll likely almost always use since just one of these isn’t super helpful). Seems okay, though obviously requires +Action and trashing/sifting support to be usable. The setting aside then playing feels a little weird—without revealing, there’s not really a way to keep the player honest in playing a Worker they drew vs. one that was in their hand. Is there a reason to not just have it say, “You may play a Worker from your hand.”? Without that, it’s much harder for Workers to chain off the first play unless your first Worker draws a Worker.
Theatre "plays the part" of whatever cards are missing from the supply, be it draw cards, villages, or extra buys. If your kingdom is missing draw, this is a lab for $5, missing +actions, this is a village at $3, lost city for $6, market square for $3, etc. The more the supply lacks, the stronger, and more expensive, this card is. Meaning on boards with draw, actions, and buys, you can buy this as a cantrip for $2, empty the respective piles, and then this card effectively becomes the card you just emptied.
I rolled 50 sample kingdoms to get a quick feel for the number of conditions that one would expect Theatre to have met at the start of the game in any given kingdom. In 22 boards, none of the three conditions were met (there were draw, village, and +buy cards in the supply). In 20, one was met. In 7, two were met. And in only 1 were there no cards with +2 cards, +2 actions, or +1 buy. This means that in a plurality of games, this starts out as a cantrip, with room to get stronger as supplies empty. On average this card costs ~$3.5 at the start of the game.
This card is one taken from my Industrialization expansion, found here, I hope that is acceptable as to the fan card contest rules.
I remember this card from when you presented it in your set expansion thread. I like it more than the last time, but I am not sure whether you've changed something.
How do you count optional, conditional and hidden (covered cards in mixed piles) abilities? I think, I have asked the latter part the last time and wasn't happy with your definition that hidden cards are not in the Supply, or something like that.
Second question: does Candle let you discard the action card that you're about to play (assuming it was in your hand)?
Awesome expansion!
Regarding Sanctum: can a multi-type card make up more than one element of a set? E.g. is a Sanctum and a Copper a full set, or do you need an additional Victory/Action card?
Discard 2 and +3 cards the best and will probably cost $2.5
And finaly choosing between al of this with an overpay for vilager will probably push the card to $3.5 at most
First though: Outside any dominion consideration and according to my sources, the alchemical element are inspired by Aristotle’s vision of the world and they are actually 5 of them. ... However I wonder why there is so much of these cards in the pile. It don’t seem that much useful and it sound arbitrary.
Bibliothecary
Cool card; it seem a little bit weaker than Blacksmith in a lot of situation and I don’t think the overpay effect is enough to make it balance. My suggestion it to make it draw to 6 and I think it’s fine. discard 2 to draw 3 is usually weaker than just draw 3 so discard 2 to draw 4 should be fine.
AthenaeumIt's important to remember when seeing the strength of a card to consider playing multiple a turn, not just one. If you have 2 Aths in your hand, yeah for sure you do action and coin for one, but for the other the discard is very useful because it effectively means you get to draw 2 more cards with the draw to 5. In fact, the discard 2 is often the strongest choice because sifting 2 cards is much better than either actions or coin. This doesn't need a buff, since it's already plenty strong compared to festival and library.
I think the Dt5 is good because Dt6 would make it stronger than lost city. It could be a sort of Village of Festival. One of the problem i have with this card is that the discard 2 give nothing else. I know it’s obviously to make it synergies with other DtX but I don’t think it’s enough because if you don’t have any benefit of discarding card, even if it’s for draw he same number of card, you usually don’t do it if you can have $2 or 2Actions instead. My suggestion it to make it « choose two or all: » it could be a little bit strong but discarding some cards is a downside so I guess it could be fine. the other proposition is to make the discard outside of the choice (you may discard 2 cards. then, choose two: … )
Sanctum
Cool card; I wonder if it will not be strong. I’ve also struggled a little bit to understand if the effect if related to Exile a card or if this card have to come fem your hand. I think it need some play test to know if it’s really stronger than gardens but if it is, I still leave my suggestion: the action part could say « Exile a card from your hand for +1% » or « +1%, you may Exile a card from your hand »
Prima MateriaYes you're right, I uploaded the wrong version, it's meant to say "non-0 cost card"
the opting $1 or more is nice. However, since it’s in a potion-themed expansion, I think a better wording should be « that don’t cost $0 » because of the pure P-cost.
The card itself it cool in therm of balance an design.