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Author Topic: Really bad card ideas  (Read 1870181 times)

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Minotaur

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Re: Really bad card ideas
« Reply #4675 on: September 11, 2016, 03:31:39 pm »
+2

Monte Carlo Scout
Action
Cost: $7

Shuffle all the Supply piles into a single pile, face down.  Reveal the top four cards of the Supply pile.  Put the Victory cards into your hand.  Return the rest of the cards to their original supply piles, face up.
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Minotaur

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Re: Really bad card ideas
« Reply #4676 on: September 11, 2016, 03:46:57 pm »
0

(It plays better on Goko.)
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majiponi

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Re: Really bad card ideas
« Reply #4677 on: September 12, 2016, 04:43:36 am »
+1

Quote
Perfect Freeze
cost $9 - Action - Duration
Now and at the start of your next turn:
+$3
+1 Buy
You may put your deck into your discard pile.
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Re: Really bad card ideas
« Reply #4678 on: September 12, 2016, 09:46:16 am »
0

Quote
Perfect Freeze
cost $9 - Action - Duration
Now and at the start of your next turn:
+$3
+1 Buy
You may put your deck into your discard pile.

This actually might work with some tweaking.
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Re: Really bad card ideas
« Reply #4679 on: September 12, 2016, 06:33:26 pm »
+3

On a completely different note, I would like it if Events popped up in the BM deck as well.

I envision a Quantum Market filled with Landmarks that start acting only once they are observed.

Landmarket
Action - $3
+1 VP
Reveal 3 Landmarks at random from outside the game. Choose one to be added to the game and return the rest. (Current Landmarks stay in the game.)

Minotaur

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Re: Really bad card ideas
« Reply #4680 on: September 12, 2016, 06:47:24 pm »
0

On a completely different note, I would like it if Events popped up in the BM deck as well.

I envision a Quantum Market filled with Landmarks that start acting only once they are observed.

Landmarket
Action - $3
+1 VP
Reveal 3 Landmarks at random from outside the game. Choose one to be added to the game and return the rest. (Current Landmarks stay in the game.)

Not Markety enough IMO:

Cost: <5> (or maybe $4?)
+1 Card
+1 Action
+$1
The next time you buy a Victory card this turn, +1 Buy.
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Re: Really bad card ideas
« Reply #4681 on: September 13, 2016, 08:18:50 am »
0

This is one outtake of my fan cards with its original name. This card is designed to work with Great Hall, Nobles, Scout, Vagrant and Scrying Pool, but every single card of them is better than itself. It would be ironically too good if it costs $4. Enjoy.
Noble Scout
Cost: $5 - Action - Victory
+ 1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
Worth 1 VP

I don't see this being worth more than $4 if it only Scouts two cards.  Great Hall only costs $3, and Scouting two cards shouldn't really average any better than that on that many boards, even if it can Scout itself.  You'd need Victory cards that make money and a way to trash everything to make this reliable, but with that much effort, I would be happy leaving it at $4.

Unless you made it cost $5 because it has to suck because it's a Scout variant.  But Noble Brigand was just a Thief that wasn't supposed to suck as much...

I have a feeling that that tacking a VP on full 4-cards Scout wouldn't push it too far to be worth 5, but I'd love to try it.
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Aleimon Thimble

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Re: Really bad card ideas
« Reply #4682 on: September 13, 2016, 08:55:08 am »
0

This is one outtake of my fan cards with its original name. This card is designed to work with Great Hall, Nobles, Scout, Vagrant and Scrying Pool, but every single card of them is better than itself. It would be ironically too good if it costs $4. Enjoy.
Noble Scout
Cost: $5 - Action - Victory
+ 1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
Worth 1 VP

I don't see this being worth more than $4 if it only Scouts two cards.  Great Hall only costs $3, and Scouting two cards shouldn't really average any better than that on that many boards, even if it can Scout itself.  You'd need Victory cards that make money and a way to trash everything to make this reliable, but with that much effort, I would be happy leaving it at $4.

Unless you made it cost $5 because it has to suck because it's a Scout variant.  But Noble Brigand was just a Thief that wasn't supposed to suck as much...

I have a feeling that that tacking a VP on full 4-cards Scout wouldn't push it too far to be worth 5, but I'd love to try it.

I'd go as far as to say that a full 4-cards Scout with a VP and Victory type still would be nowhere near OP at $4.

I mean, it could never be printed due to the 'strictly better' thing, but still...
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majiponi

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Re: Really bad card ideas
« Reply #4683 on: September 13, 2016, 09:22:54 am »
0

This is one outtake of my fan cards with its original name. This card is designed to work with Great Hall, Nobles, Scout, Vagrant and Scrying Pool, but every single card of them is better than itself. It would be ironically too good if it costs $4. Enjoy.
Noble Scout
Cost: $5 - Action - Victory
+ 1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
Worth 1 VP

I don't see this being worth more than $4 if it only Scouts two cards.  Great Hall only costs $3, and Scouting two cards shouldn't really average any better than that on that many boards, even if it can Scout itself.  You'd need Victory cards that make money and a way to trash everything to make this reliable, but with that much effort, I would be happy leaving it at $4.

Unless you made it cost $5 because it has to suck because it's a Scout variant.  But Noble Brigand was just a Thief that wasn't supposed to suck as much...

I have a feeling that that tacking a VP on full 4-cards Scout wouldn't push it too far to be worth 5, but I'd love to try it.

I'd go as far as to say that a full 4-cards Scout with a VP and Victory type still would be nowhere near OP at $4.

I mean, it could never be printed due to the 'strictly better' thing, but still...

How about this? (ignoring the title of this thread)
Quote
Noble Scout
cost $5 - Action - Victory
+1 Card
+1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Worth 1 VP
At least, this is Great Hall. Sometimes, Laboratory.
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Re: Really bad card ideas
« Reply #4684 on: September 13, 2016, 10:03:38 am »
0

This is one outtake of my fan cards with its original name. This card is designed to work with Great Hall, Nobles, Scout, Vagrant and Scrying Pool, but every single card of them is better than itself. It would be ironically too good if it costs $4. Enjoy.
Noble Scout
Cost: $5 - Action - Victory
+ 1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
Worth 1 VP

I don't see this being worth more than $4 if it only Scouts two cards.  Great Hall only costs $3, and Scouting two cards shouldn't really average any better than that on that many boards, even if it can Scout itself.  You'd need Victory cards that make money and a way to trash everything to make this reliable, but with that much effort, I would be happy leaving it at $4.

Unless you made it cost $5 because it has to suck because it's a Scout variant.  But Noble Brigand was just a Thief that wasn't supposed to suck as much...

I have a feeling that that tacking a VP on full 4-cards Scout wouldn't push it too far to be worth 5, but I'd love to try it.

I'd go as far as to say that a full 4-cards Scout with a VP and Victory type still would be nowhere near OP at $4.

I mean, it could never be printed due to the 'strictly better' thing, but still...

How about this? (ignoring the title of this thread)
Quote
Noble Scout
cost $5 - Action - Victory
+1 Card
+1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Worth 1 VP
At least, this is Great Hall. Sometimes, Laboratory.

Still sounds a little weak.
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Minotaur

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Re: Really bad card ideas
« Reply #4685 on: September 13, 2016, 12:53:02 pm »
0

Metascout
Action
Cost: $3

+1 Card
+1 Action
Reveal the top four cards of your deck.  Discard the Scouts and put the rest back in any order.
-----------
Setup:  Replace your starting estates with Scouts.

(Ok, this is actually a rework of a card I already did with this name.  This version is something I might actually buy.)
« Last Edit: September 13, 2016, 02:43:22 pm by Minotaur »
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Witherweaver

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Re: Really bad card ideas
« Reply #4686 on: September 13, 2016, 02:56:01 pm »
+1

Mulligan
Event - <6>

Clear off all Kingdom cards (including Events and Landmarks) and select a new Kingdom from those cards not already used.  Follow any setup instructions on the new kingdom cards.

(Player's decks, the Trash, anything set-aside, etc. remain as they are; only the current kingdom changes.)
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Minotaur

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Re: Really bad card ideas
« Reply #4687 on: September 13, 2016, 03:06:37 pm »
0

Mulligan
Event - <6>

Clear off all Kingdom cards (including Events and Landmarks) and select a new Kingdom from those cards not already used.  Follow any setup instructions on the new kingdom cards.

(Player's decks, the Trash, anything set-aside, etc. remain as they are; only the current kingdom changes.)

Does it count as "the start of the game" when this happens?
« Last Edit: September 14, 2016, 12:19:58 am by Minotaur »
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Witherweaver

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Re: Really bad card ideas
« Reply #4688 on: September 13, 2016, 03:13:38 pm »
0

Mulligan
Event - <6>

Clear off all Kingdom cards (including Events and Landmarks) and select a new Kingdom from those cards not already used.  Follow any setup instructions on the new kingdom cards.

(Player's decks, the Trash, anything set-aside, etc. remain as they are; only the current kingdom changes.)

Does it count as "the start of the game" when this happens?

What are you thinking of?  I mean modify piles, etc. if the new cards say to do them as part of the setup (Black Market, Trade Route, etc.).
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Minotaur

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Re: Really bad card ideas
« Reply #4689 on: September 13, 2016, 03:16:08 pm »
0

Mulligan
Event - <6>

Clear off all Kingdom cards (including Events and Landmarks) and select a new Kingdom from those cards not already used.  Follow any setup instructions on the new kingdom cards.

(Player's decks, the Trash, anything set-aside, etc. remain as they are; only the current kingdom changes.)

Does it count as "the start of the game" when this happens?

What are you thinking of?  I mean modify piles, etc. if the new cards say to do them as part of the setup (Black Market, Trade Route, etc.).

I can't find any examples.  I guess I assumed that they said "Setup: At the start of the game...", or that at least one of them did.  So maybe it already conforms as is.  I guess "Setup" is a game phase where Setup instructions trigger.
« Last Edit: September 14, 2016, 12:20:15 am by Minotaur »
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King Leon

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Re: Really bad card ideas
« Reply #4690 on: September 13, 2016, 03:42:19 pm »
+1

This is one outtake of my fan cards with its original name. This card is designed to work with Great Hall, Nobles, Scout, Vagrant and Scrying Pool, but every single card of them is better than itself. It would be ironically too good if it costs $4. Enjoy.
Noble Scout
Cost: $5 - Action - Victory
+ 1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
Worth 1 VP

I don't see this being worth more than $4 if it only Scouts two cards.  Great Hall only costs $3, and Scouting two cards shouldn't really average any better than that on that many boards, even if it can Scout itself.  You'd need Victory cards that make money and a way to trash everything to make this reliable, but with that much effort, I would be happy leaving it at $4.

Unless you made it cost $5 because it has to suck because it's a Scout variant.  But Noble Brigand was just a Thief that wasn't supposed to suck as much...

I have a feeling that that tacking a VP on full 4-cards Scout wouldn't push it too far to be worth 5, but I'd love to try it.

I'd go as far as to say that a full 4-cards Scout with a VP and Victory type still would be nowhere near OP at $4.

I mean, it could never be printed due to the 'strictly better' thing, but still...

How about this? (ignoring the title of this thread)
Quote
Noble Scout
cost $5 - Action - Victory
+1 Card
+1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Worth 1 VP
At least, this is Great Hall. Sometimes, Laboratory.

Thank you for all those ideas. I tried to revive Noble Scout and here it is:

Noble Scout
Cost: <6>
Types: Action - Victory
+ 1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
Worth 2 VP

Noble Scout is now a usable card for alt VP decks. It is very similar to Nobles, easier to get, but less reliable. I like it.
« Last Edit: September 13, 2016, 03:45:08 pm by King Leon »
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Minotaur

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Re: Really bad card ideas
« Reply #4691 on: September 14, 2016, 12:21:46 am »
0

Thank you for all those ideas. I tried to revive Noble Scout and here it is:

Noble Scout
Cost: <6>
Types: Action - Victory
+ 1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
Worth 2 VP

Noble Scout is now a usable card for alt VP decks. It is very similar to Nobles, easier to get, but less reliable. I like it.

I guess that kind of works.  It sort of feels bad Scouting for two cards when Scouting for four is already bad, but if you have $4 and really want a Duchy, then maybe.
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Minotaur

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Re: Really bad card ideas
« Reply #4692 on: September 14, 2016, 02:52:03 am »
0

Mulligan
Event - <6>

Clear off all Kingdom cards (including Events and Landmarks) and select a new Kingdom from those cards not already used.  Follow any setup instructions on the new kingdom cards.

(Player's decks, the Trash, anything set-aside, etc. remain as they are; only the current kingdom changes.)

Lose Track Rule with Metascout.
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Re: Really bad card ideas
« Reply #4693 on: September 14, 2016, 02:56:14 am »
0

Noble Scout
Cost: 7
Types: Action - Victory
Choose one:
+ 2 Actions;
+ 3 Cards;
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.
---
Worth 2 VP
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Re: Really bad card ideas
« Reply #4694 on: September 14, 2016, 04:09:00 am »
+1

Noble Scout - Action/Attack $5
+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.
----
When you buy or play this, each other player reveals the top 2 cards of their deck, trashes a revealed Duchy or Province you choose, and puts the rest into their hand. If they didn't reveal a Victory card, they gain a Scout from the Scout pile. You gain the trashed cards.
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Minotaur

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Re: Really bad card ideas
« Reply #4695 on: September 14, 2016, 10:12:15 am »
+3

Noble Scout
Action
Cost: $4

+1 Action
Reveal the top four cards of your deck.  Put the Victory cards in your hand and put the others back in any order.
-----------------
Setup:  Remove this Supply pile from the game and replace it with a different one.  (Do the same with Scout if applicable.)
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majiponi

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Re: Really bad card ideas
« Reply #4696 on: September 14, 2016, 11:18:40 pm »
0

New idea.
Quote
Mafia
cost $5 - Action - Attack
Each player (including you) reveals cards from the top of his deck until revealing an Action. Either he trashes that card or you gain a copy of that card, his choice.
If he revealed King's Court, he probably trashes it! Terrible!
If he revealed Rats, he will be happy.
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Minotaur

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Re: Really bad card ideas
« Reply #4697 on: September 17, 2016, 05:44:11 pm »
+2

Metaexplorer
Event
Cost: <5>

The player to your left moves the Best token onto a card in the Kingdom costing $5.  Gain a $5 Kingdom card which does not have the Best token on it.
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Minotaur

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Re: Really bad card ideas
« Reply #4698 on: September 18, 2016, 02:16:39 pm »
0

Metaexplorer
Action
Cost: $4

You may reveal a Province from your hand.  If you do, gain a $5 card.  If you do not, gain an Explorer.
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Re: Really bad card ideas
« Reply #4699 on: September 19, 2016, 05:02:52 am »
+2

Transmint
Action, cost $5P

Trash a card from your hand.
If it is an…
Action card, gain a Duchy
Treasure card, gain a copy of it
Victory card, gain a Gold
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