1974
« on: March 15, 2012, 06:10:33 am »
I like pearl diver, and think that other cards could use the bottom of the deck as a place for safekeeping/something that will come back eventually/a pocket for deck density.
Here are a few of my ideas:
Mermaid:
Action
Cost: 3
+1 action
Draw the top and bottom card of your deck
Return one card from your hand to the bottom of your deck
Trio:
Action
Cost: 3
+1 action
You may return cards to the bottom of your deck. For every card you return to the bottom of your deck, +1 card
Then, for every card you return to the top of your deck, +1 coin
Pearl:
Treasure
Cost: 5
If this is the first treasure you play this turn, worth 3, otherwise worth 2.
During the clean up phase, you must return either one or two pearls to the bottom of your deck instead of discarding.
Rear Admiral:
Action/Attack
Cost: 4
+1 Card, +1 Coin
Each other player returns cards to the bottom of their deck until they have 3 cards in hand
Reserves:
Action
Cost: 5
+1 action
If you have not played any other actions this turn:
Draw up to 10 cards in hand
Return 5 cards to the bottom of your deck
Scrapper:
Action
Cost: 2
+1 Card
+1 Buy
Return all treasures played this turn to the bottom of your deck
Dweller
Action/Attack
Cost: 3
Each player (including you) reveals the bottom card of their deck. He either puts it on top of his deck or discards it; your choice.
Then, +1 Card, +1 Coin
Oppressor
Action/Attack
Cost: 3
+$2
Each other player may return a card to the bottom of their deck and draw a card. Then, if the bottom card of their deck is not a curse, they gain a curse and place it on the bottom of the deck.
Flea Market
Action
Cost: 4
The player to your left reveals the bottom card of his deck. If it's not a province or colony, you may gain a copy of that card or trash up to 2 copies of that card from your hand. If you do neither, +1 action.
The cards are mostly just variants of other cards (Laboratory, Cellar+Secret Chamber, Stash, Militia/Ghost Ship, Tactician, Herbalist) but the bottom of the deck adds some interesting twists. For example, the choice of what to "discard" when hit by rear admiral isn't very obvious since those 2 victory cards you "discard" are likely to return together, and you can't really expect when.
Any comments?
Any other ideas for cards that use the bottom of the deck as a mechanic?
EDIT: Added 3 ideas from later posts.