2. I see a ton of cards with +1/2/x actions, buys, cards, etc.. In my novice opinion, all these needs seem to have already been covered with the existing cards.
I think you vastly underestimate how interesting the subtle variations of the smaller atoms of gameplay are.
Consider these three cards:
Laboratory (Dominion),
Hunting Party (Cornucopia),
Stables (Hinterlands)
Each of these similarly draws more cards without using up your +actions, but does so in a subtly different way that makes them useful in very different decks.
manipulating opponent's decks
Every Curser (all sets but Dark Ages),
Marauder (Dark Ages),
Cultist (Dark Ages),
Embassy (Hinterlands), and
Governor (Promotional)
Thief (Dominion),
Swindler (Intrigue),
Saboteur (Intrigue),
Pirate Ship (Seaside),
Noble Brigand (Hinterlands),
Rogue (Dark Ages),
Knights (Dark Ages)
Spy (Dominion),
Scrying Pool (Alchemy),
Rabble (Prosperity),
Fortune Teller (Cornucopia),
Oracle (Hinterlands)
restricting opponent's buy options
Contraband (Prosperity),
Embargo (Seaside)
- I would prefer to have victory cards in my deck that are less 'dead weight' or more interesting when I draw them.
Great Hall (Intrigue),
Nobles (Intrigue),
Harem (Intrigue),
Island (Seaside)
You'll note all of these are worth a pretty low amount. Dominion is all about the timing of that pivot between building your deck to be faster and better and switching to buy dead weight Victory cards. If actually valuable Victory cards were not dead weight, the game would just have the first player to get a slight, random economic edge run away with the game every time.
- I miss the CCG abilities to attack my opponent's cards by manipulating his draw or deck.
And Dominion has a lot of that, dependent upon the Kingdom cards available--and that variety is one of the stronger parts of Dominion.
- I enjoy kingdoms of 10 unique cards rather than 10 of the same card... I think this is mostly due to my games being 1-on-1 and they get a bit too repetitive.
May I recommend
Ascension: Chronicles of the God Slayer or
Star Realms?
I find that the shifting supply introduced by concepts like the Heirlooms and Knights push the game further away from the overarching strategy. When wildly different cards become available and then unavailable by random chance, tactics and luck take over grander plans.
- I fully expect "Heirloom" to be a kingdom card stack that would NOT be chosen for competitive play, but great for some 1-on-1 dueling making things more interesting.
I do not believe any of the cards posted in this thread are worth purchasing, multiplayer or otherwise, because they compare so terribly to other options, especially compared to buying Provinces.