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Author Topic: Really bad card ideas  (Read 1870221 times)

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silverspawn

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Re: Really bad card ideas
« Reply #2125 on: February 06, 2014, 12:14:43 am »
0

Hubschrauber - Action - 5$

When you play this, drop it onto the table from any height you choose. For each spin it does during its flight, draw a card.
« Last Edit: February 06, 2014, 12:15:53 am by silverspawn »
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Asper

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Re: Really bad card ideas
« Reply #2126 on: February 06, 2014, 07:02:36 am »
0

Hubschrauber - Action - 5$

When you play this, drop it onto the table from any height you choose. For each spin it does during its flight, draw a card.

Why exactly is this german...? Is there a joke i'm missing?
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silverspawn

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Re: Really bad card ideas
« Reply #2127 on: February 08, 2014, 11:26:30 pm »
0

Hubschrauber - Action - 5$

When you play this, drop it onto the table from any height you choose. For each spin it does during its flight, draw a card.

Why exactly is this german...? Is there a joke i'm missing?
i was naming it in german because for some reason i thought about this vid while i was making the post
but aside from that, no  ::)

dominator 123

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Re: Really bad card ideas
« Reply #2128 on: February 10, 2014, 06:46:06 am »
+1

Hi everyone, long time since I've played Dominion.

Catch-22 $4
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, return this to the supply.

If I've got the rules right, there should be one way to get Catch-22 into your deck.
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Awaclus

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Re: Really bad card ideas
« Reply #2129 on: February 10, 2014, 06:58:30 am »
+4

Hi everyone, long time since I've played Dominion.

Catch-22 $4
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, return this to the supply.

If I've got the rules right, there should be one way to get Catch-22 into your deck.
Black Market, right? Also, you can just simply play it with Band of Misfits.
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dominator 123

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Re: Really bad card ideas
« Reply #2130 on: February 10, 2014, 07:11:23 am »
+1

Hi everyone, long time since I've played Dominion.

Catch-22 $4
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, return this to the supply.

If I've got the rules right, there should be one way to get Catch-22 into your deck.
Black Market, right? Also, you can just simply play it with Band of Misfits.
Yup, though neither intended. So let's change it.

Catch-22 $5
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, trash this.
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Awaclus

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Re: Really bad card ideas
« Reply #2131 on: February 10, 2014, 07:23:45 am »
+3

Hi everyone, long time since I've played Dominion.

Catch-22 $4
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, return this to the supply.

If I've got the rules right, there should be one way to get Catch-22 into your deck.
Black Market, right? Also, you can just simply play it with Band of Misfits.
Yup, though neither intended. So let's change it.

Catch-22 $5
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, trash this.
Oh. It must be Masquerade then.

EDIT: Okay, it doesn't work so let's turn it into a joke and pretend it was my intention all along. Your opponent got it from your Masquerade!
« Last Edit: February 10, 2014, 07:25:23 am by Awaclus »
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dominator 123

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Re: Really bad card ideas
« Reply #2132 on: February 10, 2014, 07:36:41 am »
0

Discrimination $4
Action
One person of your choice gains a coin token. One person of your choice gains a Curse.
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AJD

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Re: Really bad card ideas
« Reply #2133 on: February 10, 2014, 10:04:24 am »
+2

Catch-22 $5
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, trash this.

Due to lose-track, I think you should be able to hold on to this via Watchtower or Royal Seal.
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Awaclus

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Re: Really bad card ideas
« Reply #2134 on: February 10, 2014, 10:14:37 am »
0

Catch-22 $5
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, trash this.

Due to lose-track, I think you should be able to hold on to this via Watchtower or Royal Seal.
Do cards lose track of themselves?
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GendoIkari

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Re: Really bad card ideas
« Reply #2135 on: February 10, 2014, 10:27:29 am »
+4

Catch-22 $5
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, trash this.

Due to lose-track, I think you should be able to hold on to this via Watchtower or Royal Seal.
Do cards lose track of themselves?

This card doesn't stop you from gaining it at all. By the time any "when you gain" triggers happen, the card you gained is already in your discard pile, so the requirement of having one in your discard pile is fulfilled. You could change it to "another copy of" I think. Or simply require that you have one in your hand.

As for Watchtower... I think that does also work, but I can't remember for sure. And I can't think of any official cards where it matters.
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silverspawn

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Re: Really bad card ideas
« Reply #2136 on: February 10, 2014, 10:47:00 am »
0

Hi everyone, long time since I've played Dominion.

Catch-22 $4
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, return this to the supply.

If I've got the rules right, there should be one way to get Catch-22 into your deck.

i don't see it... but i can just band of misfits it and win instantly

Witherweaver

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Re: Really bad card ideas
« Reply #2137 on: February 10, 2014, 10:52:45 am »
0

Catch-22 $5
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, trash this.

Due to lose-track, I think you should be able to hold on to this via Watchtower or Royal Seal.
Do cards lose track of themselves?

This card doesn't stop you from gaining it at all. By the time any "when you gain" triggers happen, the card you gained is already in your discard pile, so the requirement of having one in your discard pile is fulfilled. You could change it to "another copy of" I think. Or simply require that you have one in your hand.

As for Watchtower... I think that does also work, but I can't remember for sure. And I can't think of any official cards where it matters.

So change to "would gain"? 
« Last Edit: February 10, 2014, 10:55:48 am by Witherweaver »
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AJD

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Re: Really bad card ideas
« Reply #2138 on: February 10, 2014, 12:05:48 pm »
0

Catch-22 $5
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, trash this.

Due to lose-track, I think you should be able to hold on to this via Watchtower or Royal Seal.
Do cards lose track of themselves?

Yes.
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dominator 123

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Re: Really bad card ideas
« Reply #2139 on: February 11, 2014, 09:16:12 am »
+4

Combos with scout $4
Action
Reveal a scout from your hand. You win
When you buy this, +1 buy, +$4, and put this card and the next card you buy on top of your deck.
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zporiri

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Re: Really bad card ideas
« Reply #2140 on: February 11, 2014, 10:40:18 am »
+5

Combos with scout $4
Action
Reveal a scout from your hand. You win
When you buy this, +1 buy, +$4, and put this card and the next card you buy on top of your deck.

you don't even need to put the next card you buy on the top of your deck. you don't need to reveal a scout to win the game the way this card is worded :)
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Witherweaver

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Re: Really bad card ideas
« Reply #2141 on: February 11, 2014, 11:08:06 am »
+3

Combos with scout $4
Action
Reveal a scout from your hand. You win
When you buy this, +1 buy, +$4, and put this card and the next card you buy on top of your deck.

you don't even need to put the next card you buy on the top of your deck. you don't need to reveal a scout to win the game the way this card is worded :)

It combos in the sense that if you buy Scout, you better buy this card too so that you have a way to win.
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markusin

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Re: Really bad card ideas
« Reply #2142 on: February 12, 2014, 10:05:05 am »
+3

Doesn't Combo With Scout
Action -$4

+1 Action
Reveal cards from the top of your deck until revealing 4 cards that are not Victory cards. Put those cards on top of your deck in any order and discard the rest.
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Asper

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Re: Really bad card ideas
« Reply #2143 on: February 13, 2014, 04:43:49 am »
+4

Doesn't Combo With Scout
Action -$4

+1 Action
Reveal cards from the top of your deck until revealing 4 cards that are not Victory cards. Put those cards on top of your deck in any order and discard the rest.

It's funny how this is pretty much a better Scout.
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markusin

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Re: Really bad card ideas
« Reply #2144 on: February 13, 2014, 08:27:48 am »
0

Doesn't Combo With Scout
Action -$4

+1 Action
Reveal cards from the top of your deck until revealing 4 cards that are not Victory cards. Put those cards on top of your deck in any order and discard the rest.

It's funny how this is pretty much a better Scout.
Meh, it can't draw hybrid victory cards. What is does do is potentially discard victory cards that fall beyond the top 4 cards. I was thinking it was actually worse than Scout.

If you really want to kill any potential synergy with Scout, you can replace "discard the rest" with "trash the rest".
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thespaceinvader

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Re: Really bad card ideas
« Reply #2145 on: February 13, 2014, 08:45:19 am »
0

Combos with scout $4
Action
Reveal a scout from your hand. You win
When you buy this, +1 buy, +$4, and put this card and the next card you buy on top of your deck.

you don't even need to put the next card you buy on the top of your deck. you don't need to reveal a scout to win the game the way this card is worded :)

It combos in the sense that if you buy Scout, you better buy this card too so that you have a way to win.
If this card is on the board, you'd better buy it so you have a way to win.  The winning is not conditional on revealing the scout as written, so the first person to buy this and play it, wins.
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Asper

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Re: Really bad card ideas
« Reply #2146 on: February 13, 2014, 09:00:35 am »
0

What is does do is potentially discard victory cards that fall beyond the top 4 cards.

Not really, as it reveals as many cards as it needs to get to 4 non-victories. Think about it as setting up a hand with at least 4 good cards. You could even use two Doesn't-combo-with-Scouts, two Golds and a Silver to have a "golden deck" that never chokes on Victoy cards (very bad draw luck after reshuffles aside). I'd say it's pretty much better than Scout, at least without Hybrids.
« Last Edit: February 13, 2014, 12:41:18 pm by Asper »
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markusin

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Re: Really bad card ideas
« Reply #2147 on: February 13, 2014, 09:07:23 am »
+1

What is does do is potentially discard victory cards that fall beyond the top 4 cards.

Not really, as it reveals as many cards as it needs to get to 4 non-victories. Think about it as setting up a hand with at least 4 good cards. You could even use two Doesn't-combo-with-Scouts, two Golds and a Silver to have a "golden deck" that never chokes on Victoy cards (very bad draw luck after reshuffles aside). I'd say it's pretty much better than Scout, at least without Hybrids.
Yeah exactly, except you're looking at it from the perspective of what it does for you (which is good). The mechanism that makes this possible is it's ability to search your whole deck until it finds 4 non-victory cards. Scout is limited to the top 4 cards.

Actually, Doesn't Combo With Scout is guaranteed to rearrange 4 good cards as opposed to 4 minus the Victory cards a scout draws. That's neat.

And good catch on the Golden Deck. I didn't see it before.
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luser

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Re: Really bad card ideas
« Reply #2148 on: February 13, 2014, 09:43:31 am »
0

pioneer action-attack 3

+1 action

If communism is in play each other player reveals top four cards from top of their deck and places them to top of their discard pile. For each victory card revealed in this way they get a curse.


Noble beggar action-reaction 6

Every player reveals his hand, then place every copper revealed in this way to your discard pile. Each opponent that did not contributed copper gains a gold into his hand

reaction: On attack you might reveal this card. If you do so attacker gains three coppers.


Tunnel action-attack 4

Each player reveals their hand and trashes all their gold. You gain a silver for each gold thrashed in this way.
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Witherweaver

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Re: Really bad card ideas
« Reply #2149 on: February 13, 2014, 09:53:51 am »
0

Combos with scout $4
Action
Reveal a scout from your hand. You win
When you buy this, +1 buy, +$4, and put this card and the next card you buy on top of your deck.

you don't even need to put the next card you buy on the top of your deck. you don't need to reveal a scout to win the game the way this card is worded :)

It combos in the sense that if you buy Scout, you better buy this card too so that you have a way to win.
If this card is on the board, you'd better buy it so you have a way to win.  The winning is not conditional on revealing the scout as written, so the first person to buy this and play it, wins.

Yeah, that was what the joke was :)
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