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Author Topic: Really bad card ideas  (Read 1870144 times)

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Warfreak2

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Re: Really bad card ideas
« Reply #2025 on: December 03, 2013, 01:45:18 pm »
0

Metaurchin
Cost: 2
Action-Attack/Meta-attack

+1 card
+1 action
Each other player discards down to 5 cards in hand. If you play an Attack or Meta-attack card while this card is in play, you may trash this card. If you do, gain an Urchin.

Remark: Urchin is now called Metamercenary, and Metaurchin is now Metametamercenary. Hermit is now Metamadman.
Needs to say "from the Urchin pile", or it does nothing.
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Minotaur

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Re: Really bad card ideas
« Reply #2026 on: December 03, 2013, 01:53:46 pm »
0

Metaurchin
Cost: 2
Action-Attack/Meta-attack

+1 card
+1 action
Each other player discards down to 5 cards in hand. If you play an Attack or Meta-attack card while this card is in play, you may trash this card. If you do, gain an Urchin.

Remark: Urchin is now called Metamercenary, and Metaurchin is now Metametamercenary. Hermit is now Metamadman.
Needs to say "from the Urchin pile", or it does nothing.

The only time I see wording like that is when there are special 0* cards which are not in the supply. Pedantic nitpicks don't really belong in the Really Bad Card Ideas thread anyway.
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Re: Really bad card ideas
« Reply #2027 on: December 03, 2013, 02:02:41 pm »
0

Metaurchin
Cost: 2
Action-Attack/Meta-attack

+1 card
+1 action
Each other player discards down to 5 cards in hand. If you play an Attack or Meta-attack card while this card is in play, you may trash this card. If you do, gain an Urchin.

Remark: Urchin is now called Metamercenary, and Metaurchin is now Metametamercenary. Hermit is now Metamadman.
Needs to say "from the Urchin pile", or it does nothing.
Urchins are in the supply.
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Warfreak2

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Re: Really bad card ideas
« Reply #2028 on: December 03, 2013, 02:48:46 pm »
+5

If the Urchins are supposed to be in the supply, then there needs to be a setup rule saying add Urchin as a kingdom pile. Either way, the card does nothing in the current phrasing.

(You may explain your joke. If you do, each other player gains a sense of humour, from the sense of humour pile.) Besides, this is f.DS, pedantic nitpicking is welcome and encouraged everywhere here.
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Re: Really bad card ideas
« Reply #2029 on: December 03, 2013, 02:56:04 pm »
+2

I'm confused; there are no more Urchins with that card, only Metamercenaries.
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jpople02

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Re: Really bad card ideas
« Reply #2030 on: December 03, 2013, 03:14:21 pm »
+3

Besides, this is f.DS, pedantic nitpicking is welcome and encouraged everywhere here.


I'm waiting for someone to come up with an edge case on this.
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scott_pilgrim

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Re: Really bad card ideas
« Reply #2031 on: December 03, 2013, 03:19:38 pm »
+5

Besides, this is f.DS, pedantic nitpicking is welcome and encouraged everywhere here.


I'm waiting for someone to come up with an edge case on this.

How about the Really Bad Card Ideas thread?
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Powerman

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Re: Really bad card ideas
« Reply #2032 on: December 03, 2013, 03:46:06 pm »
+4

Which
$5 Action - Attack
+ 2 Cards
Each other player gains a Confusion.

Untrusty Steed
$0* Action - Prize
Choose two: Discard 2 cards; -2 Actions; -$2; gain 4 Curses and put your deck into your discard pile.  (The choices must be different.)

Villages
$3 Action
+1 Card
+2 Actions
You may play a village from your hand.  If you do, you may play another village from your hand. (...) If you do not play at least 8 villages, during your buy phase, you may not buy a card containing the word "Village".

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Make a wild inference about one of your opponents. 

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Wine
$6 Treasure
Worth $2
When you play this, you may drink a glass of wine.  If you do, +$2.  You may drink a second glass of wine.  If you do, +$2 and trash this card.
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Re: Really bad card ideas
« Reply #2033 on: December 04, 2013, 12:15:33 pm »
0

Periodic Table
action - P2

when you gain this:
+1 buy
trash this card and gain 4 Au on top of your deck
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Re: Really bad card ideas
« Reply #2034 on: December 04, 2013, 02:49:09 pm »
+1

Periodic Table
action - P2

when you gain this:
+1 buy
trash this card and gain 4 Au on top of your deck

I don't get it, you need to have at least 2 electrons in your p subshell to buy it?
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Re: Really bad card ideas
« Reply #2035 on: December 04, 2013, 03:40:24 pm »
0

Periodic Table
action - P2

when you gain this:
+1 buy
trash this card and gain 4 Au on top of your deck

I don't get it, you need to have at least 2 electrons in your p subshell to buy it?

no, no, it a other reference...
p2 refers to a double potion cost.
The following version is even closer to it's reference:

Periodic Table
action - P2

when you gain this:
+1 buy
trash this card and gain 4 Au on top of your deck
trash all treasures you have in play
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Re: Really bad card ideas
« Reply #2036 on: December 05, 2013, 05:18:18 pm »
+1

Scout Roads
Action - $6

+1 Action

Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.  Reveal your hand.  +1 Card per Victory card revealed. If this is the first time you played a Scout Roads this turn, +3 Actions.



Too strong for 6?  Too weak?  Too bad for good?
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Re: Really bad card ideas
« Reply #2037 on: December 05, 2013, 10:02:05 pm »
+6

Scout Roads
Action - $6

+1 Action

Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.  Reveal your hand.  +1 Card per Victory card revealed. If this is the first time you played a Scout Roads this turn, +3 Actions.



Too strong for 6?  Too weak?  Too bad for good?

Well it's a $4 plus a $2 so it must obviously be worth $6.
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eHalcyon

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Re: Really bad card ideas
« Reply #2038 on: December 05, 2013, 10:08:55 pm »
0

Scout Roads
Action - $6

+1 Action

Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.  Reveal your hand.  +1 Card per Victory card revealed. If this is the first time you played a Scout Roads this turn, +3 Actions.



Too strong for 6?  Too weak?  Too bad for good?

Well it's a $4 plus a $2 so it must obviously be worth $6.

The thing is, it could actually be pretty decent.  It has a lot of actual self-synergy (where the two separate cards fail because they never collide).  Moreover, it means that you get the Crossroads draw non-terminally with every play of the card, which is very helpful.  How much do you expect to draw from Crossroads on average?  How much would you expect to draw from it after playing Scout?  I mean, if you have a bit of green in you deck, you could expect maybe 2 Victory cards in hand.  If that's the case, this is a Lab.  It's non-terminal draw that filters VP cards from the top of your deck and even gives extra actions the first time you play it.  That's really good.
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Re: Really bad card ideas
« Reply #2039 on: December 05, 2013, 10:39:16 pm »
0

Scout Roads
Action - $6

+1 Action

Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.  Reveal your hand.  +1 Card per Victory card revealed. If this is the first time you played a Scout Roads this turn, +3 Actions.



Too strong for 6?  Too weak?  Too bad for good?

Well it's a $4 plus a $2 so it must obviously be worth $6.

The thing is, it could actually be pretty decent.  It has a lot of actual self-synergy (where the two separate cards fail because they never collide).  Moreover, it means that you get the Crossroads draw non-terminally with every play of the card, which is very helpful.  How much do you expect to draw from Crossroads on average?  How much would you expect to draw from it after playing Scout?  I mean, if you have a bit of green in you deck, you could expect maybe 2 Victory cards in hand.  If that's the case, this is a Lab.  It's non-terminal draw that filters VP cards from the top of your deck and even gives extra actions the first time you play it.  That's really good.

It'd be pretty deflating to play with no green in the top 4 or in hand.  A 6-cost Ruined Village.
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KingZog3

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Re: Really bad card ideas
« Reply #2040 on: December 05, 2013, 11:56:24 pm »
+5

Scout Roads
Action - $6

+1 Action

Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.  Reveal your hand.  +1 Card per Victory card revealed. If this is the first time you played a Scout Roads this turn, +3 Actions.



Too strong for 6?  Too weak?  Too bad for good?

Well it's a $4 plus a $2 so it must obviously be worth $6.

The thing is, it could actually be pretty decent.  It has a lot of actual self-synergy (where the two separate cards fail because they never collide).  Moreover, it means that you get the Crossroads draw non-terminally with every play of the card, which is very helpful.  How much do you expect to draw from Crossroads on average?  How much would you expect to draw from it after playing Scout?  I mean, if you have a bit of green in you deck, you could expect maybe 2 Victory cards in hand.  If that's the case, this is a Lab.  It's non-terminal draw that filters VP cards from the top of your deck and even gives extra actions the first time you play it.  That's really good.

It'd be pretty deflating to play with no green in the top 4 or in hand.  A 6-cost Ruined Village.

KC is a $7 Confusion with no other action cards in your hand.
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Re: Really bad card ideas
« Reply #2041 on: December 06, 2013, 12:10:16 am »
+7

Scout Roads
Action - $6

+1 Action

Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.  Reveal your hand.  +1 Card per Victory card revealed. If this is the first time you played a Scout Roads this turn, +3 Actions.



Too strong for 6?  Too weak?  Too bad for good?

Well it's a $4 plus a $2 so it must obviously be worth $6.

The thing is, it could actually be pretty decent.  It has a lot of actual self-synergy (where the two separate cards fail because they never collide).  Moreover, it means that you get the Crossroads draw non-terminally with every play of the card, which is very helpful.  How much do you expect to draw from Crossroads on average?  How much would you expect to draw from it after playing Scout?  I mean, if you have a bit of green in you deck, you could expect maybe 2 Victory cards in hand.  If that's the case, this is a Lab.  It's non-terminal draw that filters VP cards from the top of your deck and even gives extra actions the first time you play it.  That's really good.

It'd be pretty deflating to play with no green in the top 4 or in hand.  A 6-cost Ruined Village.

KC is a $7 Confusion with no other action cards in your hand.

Which is why Scout is better.
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Re: Really bad card ideas
« Reply #2042 on: December 06, 2013, 07:12:30 am »
+7

Scout Roads
Action - $6

+1 Action

Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.  Reveal your hand.  +1 Card per Victory card revealed. If this is the first time you played a Scout Roads this turn, +3 Actions.



Too strong for 6?  Too weak?  Too bad for good?

Well it's a $4 plus a $2 so it must obviously be worth $6.

The thing is, it could actually be pretty decent.  It has a lot of actual self-synergy (where the two separate cards fail because they never collide).  Moreover, it means that you get the Crossroads draw non-terminally with every play of the card, which is very helpful.  How much do you expect to draw from Crossroads on average?  How much would you expect to draw from it after playing Scout?  I mean, if you have a bit of green in you deck, you could expect maybe 2 Victory cards in hand.  If that's the case, this is a Lab.  It's non-terminal draw that filters VP cards from the top of your deck and even gives extra actions the first time you play it.  That's really good.

Yeah, I agree, but I've found that including snappy one-liners PLUS extra text decreases your chance of getting respect, and respect mining is what F.DS is all about, right?
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Re: Really bad card ideas
« Reply #2043 on: December 06, 2013, 08:57:09 am »
+20

Scout Roads
Action - $6

+1 Action

Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.  Reveal your hand.  +1 Card per Victory card revealed. If this is the first time you played a Scout Roads this turn, +3 Actions.



Too strong for 6?  Too weak?  Too bad for good?

Well it's a $4 plus a $2 so it must obviously be worth $6.

The thing is, it could actually be pretty decent.  It has a lot of actual self-synergy (where the two separate cards fail because they never collide).  Moreover, it means that you get the Crossroads draw non-terminally with every play of the card, which is very helpful.  How much do you expect to draw from Crossroads on average?  How much would you expect to draw from it after playing Scout?  I mean, if you have a bit of green in you deck, you could expect maybe 2 Victory cards in hand.  If that's the case, this is a Lab.  It's non-terminal draw that filters VP cards from the top of your deck and even gives extra actions the first time you play it.  That's really good.

Yeah, I agree, but I've found that including snappy one-liners PLUS extra text decreases your chance of getting respect, and respect mining is what F.DS is all about, right?
Respect Mining Village
$4 Action
+1 Card
+2 Actions
You may trash this. If you do, +1
_____________
While this is in play, when you would post a message, you may post an insightful message instead.
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ConMan

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Re: Really bad card ideas
« Reply #2044 on: December 08, 2013, 04:48:18 pm »
+6

Respect Mining Village
$4 Action
+1 Card
+2 Actions
You may trash this. If you do, +1
_____________
While this is in play, when you would post a message, you may post an insightful message instead. But you probably won't.
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Re: Really bad card ideas
« Reply #2045 on: December 08, 2013, 04:52:35 pm »
+7

Respect Mining Minstrel
Cost: 4
Action

+1 card
+2 actions
You may trash this card. If you do, +$2.
You may post a socially awkward penguin meme. If you do, +2 respect.
You may make a snide remark about a typo in someone else's post. If you do, +4 respect.
You may post a LotR-themed card idea. If you do, +10 respect.
You may post a dozen original card ideas.
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Re: Really bad card ideas
« Reply #2046 on: December 08, 2013, 05:15:24 pm »
+1

Respect Mining Village
$4 Action
+1 Card
+2 Actions
You may trash this. If you do, +1
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While this is in play, when you would post a message, you may post an insightful message instead. But you probably won't.
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Re: Really bad card ideas
« Reply #2047 on: December 08, 2013, 06:24:52 pm »
+2

Respect Mining Minstrel
Cost: 4
Action

+1 card
+2 actions
You may trash this card. If you do, +$2.
You may post a socially awkward penguin meme. If you do, +2 respect.
You may make a snide remark about a typo in someone else's post. If you do, +4 respect.
You may post a LotR-themed card idea. If you do, +10 respect.
You may post a dozen original card ideas.

Did anyone else check this REALLY carefully for a typo?
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Re: Really bad card ideas
« Reply #2048 on: December 08, 2013, 06:54:59 pm »
+1

Respect Mining Minstrel
Cost: 4
Action

+1 card
+2 actions
You may trash this card. If you do, +$2.
You may post a socially awkward penguin meme. If you do, +2 respect.
You may make a snide remark about a typo in someone else's post. If you do, +4 respect.
You may post a LotR-themed card idea. If you do, +10 respect.
You may post a dozen original card ideas.

Did anyone else check this REALLY carefully for a typo?
I didn't, but I'm disappointed that you didn't intentonally leave a typo in your own post.
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Re: Really bad card ideas
« Reply #2049 on: December 08, 2013, 07:04:18 pm »
+1

I will have you know that all my typos are unintentionel!
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