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« on: January 25, 2020, 02:17:26 pm »
Architect: This is way too weak. It's slow, not a good trasher, and not a good gainer of VP. Definitely not a 5.
Arsenal: Fine, and an interesting variation on durations. Probably a bit too strong, especially in money.
Bar: Fine, but boring. There's some first player advantage, but not enough to matter much.
Bushfire: There's way too much potential to trash the other player's entire hand every turn. The gaining stops that slightly, but not enough to make it not a problem. Even without that it's too harsh.
Cardinal: Strictly worse than the already weak Great Hall.
Carpenter: Not sure what you're trying to do here, but this would be a meh 2.
Chalice: Vanilla +1 Card isn't an advisable bonus. Receive isn't a Dominion term, you need to say gain. This is significantly worse than Watchtower with no upside.
Commander: This is almost identical to Oracle.
Crook: Knights that cost 4. Knights are already a strong attack, and this is only a slightly worse version, at least in the late game. It's awful early, too, since it thins for your opponent.
Devil's Pact: Self-cursing isn't enjoyed by most players unless the card lets you use the curse. I really like the idea, though.
Fence: I don't know what's going on with this card, but it seems confusing and weak. Also, strictly worse tan watchtower unless you really need the copper for some reason.
Haunted Treasure: Fine, but boring. Also, thoughts on the Buy type. The name may cause confusion and it doesn't really seem to be doing much as a type, since it doesn't change most of the cards it's on by a lot. This can't be gained except buying by most gainers, for example.
Lock: Dead without money actions, since it doesn't allow playing treasures.
Missionary: Why is the curse clause there? It seems strange. This is a weird card, but is too close to being a better superlab, an superlab is bad enough.
Possessed Witch: Does this stay in play? Its unclear. Also, I don't think it needs the Reaction type.
Promising Lands: This doesn't interact that well or interestingly with Clearing, especially since you can't play both.
Redistribution: This is just confusingly phrased and doesn't work with the rules that well.
Refractory Gold: Fine, a bit bland.
Riverbed Village: Weak and really boring. This is a 4.
Sarcophagus: Remove the curse part and this becomes pretty interesting.
Scrapyard: The pileout ability is scary. Very strong in Money if the other player went engine, and vice versa, so that's actually pretty interesting.
Shoppers: Needs to be rephrased, the +buy goes over the line. The idea is there, and it's decent.
Slaves: Again, it doesn't do anything unique with the Buy type. The card itself is fine enough, but I wish it was more unique.
Stray Cat: I really like this. Does the player to your left get the card on their tavern mat, or does it just go to their deck?
Town Center: There's probably a more interesting card to put the effect on, but a good concept.
Trap: It needs to do more for the player who plays it, maybe make it a treasure worth 1 or 2, but the idea is excellent. It's like a better Embargo.
Vigilante: Shouldn't be a 5, and is too easily a Necropolis for 5.
Witch Hunt: Definitely does a lot more with the Buy typing, and is a cool alt-vp source.
Wonder: Smaller Warehouse with vp isn't a 6. This isn't strong enough.
Some good concepts, but there isn't a lot of cohesion and the Buy type isn't really used. Some of the cards are pretty great, even if some need work. Stray Cat is definitely my favorite.