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Author Topic: Really bad card ideas  (Read 1867647 times)

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pacovf

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Re: Really bad card ideas
« Reply #2600 on: May 27, 2014, 07:35:31 pm »
0

Scout
Believe it or not this by itself has been posted one other time in the entirety of this thread.

What is difficult to believe, that someone thought of it before Joseph, or that it had only been posted once in 2600 posts?
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Minotaur

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Re: Really bad card ideas
« Reply #2601 on: May 27, 2014, 07:36:28 pm »
+1

Homeopathic Cultist
Cost: 5
Action

You may trash a card from your hand.  If you do:
    +3 cards, gain two Water from the Water pile, you may play a Homeopathic Cultist from your hand.


Water
Cost: 0
Treasure

You may believe that this card is whatever you'd like it to be, only more so.  But it's not.
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silverspawn

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Re: Really bad card ideas
« Reply #2602 on: May 27, 2014, 07:37:27 pm »
0

Homeopathic Cultist
Cost: 5
Action

You may trash a card from your hand.  If you do:
    +3 cards, gain two Water from the Water pile, you may play a Homeopathic Cultist from your hand.


Water
Cost: 0
Treasure

You may believe that this card is whatever you'd like it to be, only more so.  But it's not.

buffalo

Marcory

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Re: Really bad card ideas
« Reply #2603 on: May 27, 2014, 08:13:46 pm »
+1

Shyster
Action-$5

+2 Cards
Each other player gains a Homeopathic Cultist
You may play a Shyster from your hand
_____
When you trash this, gain a Silver.


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silverspawn

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Re: Really bad card ideas
« Reply #2604 on: May 27, 2014, 08:38:55 pm »
0

Heretic - Action - Attack - 4$
+2$
Name two cards. Reveal the top card if your deck. If it is one of the named cards, discard it and each other player gains a copy of it.
« Last Edit: May 28, 2014, 11:51:34 am by silverspawn »
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Witherweaver

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Re: Really bad card ideas
« Reply #2605 on: May 27, 2014, 11:33:57 pm »
0

 
Heretic - Action - Attack - 4$
Name two cards. Reveal the top card if your deck. If it is one of the named cards, discard it and each other player gains a copy of it.

Why is that really bad?
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Marcory

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Re: Really bad card ideas
« Reply #2606 on: May 28, 2014, 12:18:16 am »
0

Because in order for it to be effective you have to have a terrible deck.

If you've trashed your coppers and estates, then you will have to either name good cards or else have this card be worse than copper. If you have enough coppers and curses in your deck for this card to be effective, then you're probably losing anyway.
« Last Edit: May 28, 2014, 12:19:49 am by Marcory »
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markusin

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Re: Really bad card ideas
« Reply #2607 on: May 28, 2014, 12:18:32 am »
0

Heretic - Action - Attack - 4$
Name two cards. Reveal the top card if your deck. If it is one of the named cards, discard it and each other player gains a copy of it.

Why is that really bad?
Not sure, but compare with Sea Hag. It's pretty bad.
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Awaclus

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Re: Really bad card ideas
« Reply #2608 on: May 28, 2014, 03:44:00 am »
+7

Spies Merchant
$4 Action
Trash a treasure card from your hand. If you do, gain two Spies.
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Bomb, Cannon, and many of the Gunpowder cards can strongly effect gameplay, particularly in a destructive way

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dominator 123

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Re: Really bad card ideas
« Reply #2609 on: May 28, 2014, 03:59:56 am »
0

Color Bomb
Trash this. Trash a card from your hand. Reveal your hand and trash all copies of it. +1 card per card trashed.

If you don't get the joke, click here.
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"Strictly Better" compares only effects and not cost, change my mind

Tables

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Re: Really bad card ideas
« Reply #2610 on: May 28, 2014, 05:59:38 am »
+3

I could have just listed Fishing Village, Spice Merchant, Forager, and Warehouse, which I actually think are much better than that thing because they're all non-terminal, but I'm trying to get my Respect/Posts ratio up to at least 1 and I'm SO CLOSE! I can only afford to make posts that are nothing-but-snark at this point.

Anyone wanna help a brah out?



As an aside, I only just noticed, wow my P:R ratio is almost one as well. That's crazy.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

ChocophileBenj

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Re: Really bad card ideas
« Reply #2611 on: May 28, 2014, 06:06:20 am »
0

Color Bomb
Trash this. Trash a card from your hand. Reveal your hand and trash all copies of it. +1 card per card trashed.

If you don't get the joke, click here.

-Bomb dispenser-
Action attack, $5
Each other player gains a candy bomb.

-<COLOR>Candy bomb-
Candy bomb, 0

When you gain this, take <COLOR> token and 7 timer tokens associated to it.
At the end of your turn, if you have a <COLOR> token in front of you, remove a timer token associated to it. If you can't, trash all your cards and you immediatly lose the game.
When you trash this, remove a <COLOR> token and all timer tokens associated to it.
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pacovf

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Re: Really bad card ideas
« Reply #2612 on: May 28, 2014, 06:44:10 am »
+2

I could have just listed Fishing Village, Spice Merchant, Forager, and Warehouse, which I actually think are much better than that thing because they're all non-terminal, but I'm trying to get my Respect/Posts ratio up to at least 1 and I'm SO CLOSE! I can only afford to make posts that are nothing-but-snark at this point.

Anyone wanna help a brah out?



As an aside, I only just noticed, wow my P:R ratio is almost one as well. That's crazy.

SMOOTH.

Alternate punchline:

Irony is a bitch.
« Last Edit: May 28, 2014, 06:45:28 am by pacovf »
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Awaclus

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Re: Really bad card ideas
« Reply #2613 on: May 28, 2014, 06:46:09 am »
+1

I could have just listed Fishing Village, Spice Merchant, Forager, and Warehouse, which I actually think are much better than that thing because they're all non-terminal, but I'm trying to get my Respect/Posts ratio up to at least 1 and I'm SO CLOSE! I can only afford to make posts that are nothing-but-snark at this point.

Anyone wanna help a brah out?



As an aside, I only just noticed, wow my P:R ratio is almost one as well. That's crazy.
It's pretty lame if your P:R ratio is bigger than his R:P ratio, though.
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Bomb, Cannon, and many of the Gunpowder cards can strongly effect gameplay, particularly in a destructive way

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Witherweaver

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Re: Really bad card ideas
« Reply #2614 on: May 28, 2014, 09:17:34 am »
0

Because in order for it to be effective you have to have a terrible deck.

If you've trashed your coppers and estates, then you will have to either name good cards or else have this card be worse than copper. If you have enough coppers and curses in your deck for this card to be effective, then you're probably losing anyway.

Well it's bad, but not, like, absurdly bad.  If it had a benefit, it would be a weaker junker.  It just seems like it could be tweaked to be a real card.
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MarkowKette

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Re: Really bad card ideas
« Reply #2615 on: May 28, 2014, 10:01:14 am »
+5

Misfit $5 - Action

Chose a player.
Act like him until he leaves play.
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silverspawn

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Re: Really bad card ideas
« Reply #2616 on: May 28, 2014, 11:52:55 am »
0

Because in order for it to be effective you have to have a terrible deck.

If you've trashed your coppers and estates, then you will have to either name good cards or else have this card be worse than copper. If you have enough coppers and curses in your deck for this card to be effective, then you're probably losing anyway.

Well it's bad, but not, like, absurdly bad.  If it had a benefit, it would be a weaker junker.  It just seems like it could be tweaked to be a real card.

actually, it also has +2$, i just forgot to add that. it was a card that i designed for my set, but it died during playtesting, that's why i thought it was funny to post it here, even though noone would get it  :P

Witherweaver

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Re: Really bad card ideas
« Reply #2617 on: May 28, 2014, 12:02:05 pm »
0

Because in order for it to be effective you have to have a terrible deck.

If you've trashed your coppers and estates, then you will have to either name good cards or else have this card be worse than copper. If you have enough coppers and curses in your deck for this card to be effective, then you're probably losing anyway.

Well it's bad, but not, like, absurdly bad.  If it had a benefit, it would be a weaker junker.  It just seems like it could be tweaked to be a real card.

actually, it also has +2$, i just forgot to add that. it was a card that i designed for my set, but it died during playtesting, that's why i thought it was funny to post it here, even though noone would get it  :P

Ah I see.. I thought it sounded almost like a real card. What made it die during playtesting?  What Marcory brought up?
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silverspawn

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Re: Really bad card ideas
« Reply #2618 on: May 28, 2014, 12:50:49 pm »
0

Because in order for it to be effective you have to have a terrible deck.

If you've trashed your coppers and estates, then you will have to either name good cards or else have this card be worse than copper. If you have enough coppers and curses in your deck for this card to be effective, then you're probably losing anyway.

Well it's bad, but not, like, absurdly bad.  If it had a benefit, it would be a weaker junker.  It just seems like it could be tweaked to be a real card.

actually, it also has +2$, i just forgot to add that. it was a card that i designed for my set, but it died during playtesting, that's why i thought it was funny to post it here, even though noone would get it  :P

Ah I see.. I thought it sounded almost like a real card. What made it die during playtesting?  What Marcory brought up?
no. the idea of the card was to reward good deck tracking, and that just didn't work. you would name estate and copper, every time. i should've seen that coming, that's why it was a bad idea. naming one instead of two doesn't solve the problem, it's still less about deck tracking then about having a bad card on top and not a good card.

i considered something like "if it's the first named card, your op. gains a copy, if it's the second, you gain a copy if it's not a victory card" but that's just a jester with penality. not interesting.

AJD

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Re: Really bad card ideas
« Reply #2619 on: May 29, 2014, 12:02:02 am »
+1

Misfit $5 - Action

Chose a player.
Act like him until he leaves play.

Misfit
$5 Action

When you gain this, choose a card in the supply costing less than this. This is that card for the rest of the game.
« Last Edit: May 29, 2014, 12:38:18 am by AJD »
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Burning Skull

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Re: Really bad card ideas
« Reply #2620 on: May 29, 2014, 02:11:06 am »
0


Shmagrant, Action, 1$
                       
+Card
+Action

Reveal the top card of your deck. If it's a Ruined Village, put it into your hand.

Burning Skull

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Re: Really bad card ideas
« Reply #2621 on: May 29, 2014, 08:30:05 am »
0

Party Hard, Action $2

Trash all treasures you have in hand.
                   
At the start of this turn's Clean-up phase reveal your discard pile.
Put all revealed Victory cards on top of your deck and discard the rest.

Joseph2302

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Re: Really bad card ideas
« Reply #2622 on: May 29, 2014, 11:23:23 am »
+4

Pi, action $3

Begin naming digits of pi until you name one incorrectly. For each correctly named digit, +$1. If you correctly name 100 digits, you win.

-$10 (to a minimum of $0)

--------
Setup: In games using this, calculators are not allowed within 10 metres of the table.
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Witherweaver

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Re: Really bad card ideas
« Reply #2623 on: May 29, 2014, 11:26:39 am »
0

Pi, action $3

Begin naming digits of pi until you name one incorrectly. For each correctly named digit, +$1. If you correctly name 100 digits, you win.

-$10 (to a minimum of $0)

--------
Setup: In games using this, calculators are not allowed within 10 metres of the table.

Ha, it should be like interactive, each player has to name the next digit going left.  Failure is either an increasing penalty or all other players get an increasing bonus.
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Joseph2302

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Re: Really bad card ideas
« Reply #2624 on: May 29, 2014, 11:28:43 am »
+3

Pi, action $3

Begin naming digits of pi until you name one incorrectly. For each correctly named digit, +$1. If you correctly name 100 digits, you win.

-$10 (to a minimum of $0)

--------
Setup: In games using this, calculators are not allowed within 10 metres of the table.

Ha, it should be like interactive, each player has to name the next digit going left.  Failure is either an increasing penalty or all other players get an increasing bonus.

Maybe, although this idea might be better for Strip Dominion.
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