Revised Rebuild $5 Action
Trash a card from your hand. If it is a Curse, Ruins, Shelter, or Victory card, gain a card costing up to $3 more than it. Otherwise, gain a card costing up to $2 more than it.
Vagrant’s cousin and a slightly better Remodel. It might be a bit too weak in games with Shelters because you don't have starting Estates to convert to cards that cost $5.
Inspired by the following exchange:
Any card that lets you almost entirely bypass building up your deck is going to be bad for the game. Either it's too weak to consider, or it's strong enough and makes games boring. And that's pretty much Rebuild's entire concept: play it a lot and gain Provinces.
On the other hand, Expand is fine, and not even considered that great a card. Despite working on things other than Victories.
Ways in which Expand is weaker:- Costs more
- Terminal
- Works from hand, not from deck
Is there really no way Rebuild could be saved by playing around with one or more of those?
For more on the problems with Rebuild, see
Donald X's comments:
In retrospect the card is clearly too powerful for how interesting it is. Which is to say, the most powerful cards should make for lots of interesting gameplay and different situations; Chapel for example may be strong, but the games play out differently depending on the rest of the cards. With Rebuild the rest of the cards are too unlikely to get involved in your Rebuild deck.
For casual players it probably isn't a problem, unless one of them reads online about how to use Rebuild. For serious players you will probably have more fun just not playing with Rebuild after you've had the experience. I would rather that not be the case, but well at least there are 34 other kingdom cards in Dark Ages.