Revisiting my cards from past years. Haven't had the time to make these into images myself, and only 2 already had them (set-design contest cards). Hoping that as I've gotten to be a better player (currently level 55 on dominion.online) my cards have also improved.Let me know what you think! Cards will have a score /10, but this is to indicate how much testing they have gotten, not how strong they are.
Panacea - Action - $3+P
+1 Card
+1 Action
Choose one: +1 Card;
OR +1 Buy, +$1;
OR trash a card from your hand.
This was the only Potion-costing card I've designed that's ever survived. As the name implies, it's a cure-all. The card fits in every deck, which alone is pretty boring, but it's mainly for the purpose of giving a board that has difficult engine potential a strong fixer. Trash early, Lab midgame, Market when you start to cash out. 10/10 playtesting, this card is locked in.
Missionary - Action/Reaction - $2
Trash up to 2 cards from your hand.
-
When you would gain a card, you may discard this. If you do, instead gain a card costing exactly $1 more.
Yes, this is supposed to say "would gain". This is to make its interactions as understandable as possible (on-gain effects don't happen if you replace the card using missionary, because you never gained the card, you only would have gained it. Unlike the stupid Skulk/Changeling interaction on Dominion online). Anyways, this card feels pretty nice. It's a worse chapel that isn't nearly as dead as chapel later in the game. You can also use it as a pseudo-moat against some cursers/junkers, or a way to smooth out your trash-for-benefits/gainers. 7/10, seems like the final version, but hasn't been played enough to see if it's fun.
Merchant Village - Action/Reaction - $4
+1 Card
+2 Actions
-
When any player gains a victory, you may set this aside. If you do, gain a Silver, putting it into your hand. At the start of your next turn, return this to your hand.
Originally named "Abandoned Village", the name changed to be more thematic. It seems counterintuitive, since villages are usually engine parts, and you don't want too much treasure cluttering yours up. Typically, you want to use this reaction waaay later in the game. It says ANY player, so if you draw it dead, you can use the reaction to get a sweet setup for next turn. It's a Horse Traders+Village baby was had in the Hinterlands. 6/10, the reaction wording and conditions may change slightly, but it overall feels like a good $4 Village.
Assassin - Action/Attack - $5
+$2
You may put your deck into your discard pile.
Each other player gains a curse.
Simple formula of "$2-3 cost terminal effect + cursing attack = $5 cost" works here. Chancellor was slightly weak at $3, but this works a little bit better in that you get a higher reward for cycling your deck often because the card itself is also a payoff for constantly reshuffling. Cursing attacks can make for some painful games though, but it seems like the "power" creep of trashing is keeping them in check, so I'm not too worried about this card being unfun (Mountebank is the king there). 6/10, this is probably the final iteration, but it's hard to get people to test with cursers.
Bath House - Action - $4
+1 Action
+1 Buy
+$1
Trash 1 or 3 cards from your hand.One of the first cards I designed. I wanted to make a $4 cost trasher, and a nonterminal trasher, but I felt like a cantrip trasher would be uninteresting without something else (Panacea), so I combined the two ideas and this card hasn't changed at all. The "1 or 3" condition is something I'm rather proud of, since it tends to matter a reasonable amount of the time, and is honestly just rather fun to play with. 8/10, probably locked in besides maybe the name.
Prospector - $5
Trash a card from your hand.
Choose one: +$2;
OR Draw up to 5 cards in hand.Draw up to X was something I was trying to solve for a while, and I seem to really like trashing and choices. I feel like those both add another amount of skill to Dominion as opposed to just draw luck. This card is a very powerful engine piece, but on par with other $5 cost cards. Individually, its two modes are slightly weaker, but in combination with other cards, and the fact that it gives you a choice, this card feels very correctly costed. 7/10.
Castle Archer - $4
+1 Buy
+$1
You may discard a card. If you do, draw 2 cards. If the discarded card was a Treasure, +1 (vp)The current iteration of "Archer" from my first few versions. Originally it was draw 2 discard 1 with no (vp) bonus. The draw was moved to be after an optional discard, but the card felt too weak for $4 and too strong for $3. The (vp) clause rewards you for discarding treasure (basically, if you discard copper it negates the +$1, and that otherwise felt pretty terrible). It's worth noting that this doesn't increase your hand size at all, so engine-ing with this requires a bit of finesse. 2/10, current version is mostly untested.
Collector - $3
+1 Buy
+$1
Reveal the top card of your deck. If it does not share a type with any other card revealed this way, set it aside and repeat this process. Otherwise, discard it.
Put the set aside cards into your hand.First new card here, this was my attempt at a Cornucopia-style card. It's worth noting that with night cards, it can potentially draw up to 5 cards (I believe, unless you count weird things like Hovel). 1/10, untested.
Gambler - $3
+3 Cards
+$1
-
When you discard this from play, take 2(debt), then you may pay off (debt).Wanted to make a card called Gambler without actually making rng any worse. This is my first attempt at a solution. 2/10.
Fact or Fiction - $4
Reveal the top 5 cards of your deck. The player to your left separates those cards into 2 piles. Put one pile into your hand and discard the rest.
You may trash this. If you do, +2 Actions.These last few cards are just ports of MtG cards. I added the little clause at the end to make it feel less weak, however it could be completely unnecessary. 1/10.
Brainstorm - $4
+3 Cards
+1 Action
Put 2 cards from your hand on top of your deck.
Just like the MtG version, the first one is extremely strong, the next ones give you way less to work with (unless you shuffle). Does not increase hand size. 1/10.
I'm open to hear any suggestions! Does a card need better wording, or does it just suck?