Nocturne has a lot of interesting cards but as Donald X mentions it’s
too complex in large part because it requires reading too many cards. Specifically, Hexes and Fool are too slow to resolve, and there are too many Boon cards given that some are not that interesting. In addition, some cards could use boosts in power. Thus, the following proposed changes.
Fool and Bard are cut. Sacred Grove now comes with Lucky Coin (and maybe Sacred Grove gets a theme change to “Bard”).
Cobbler gives +Action as well. So it now reads “At the start of your next turn,
+1 Action and gain a card to your hand costing up to $4.” Cobbler could use a slight boost in power, and giving +Action in addition to gaining a $4 to hand makes it more flexible.
Raider gives +Buy as well. So it now reads, “At the start of your next turn, +$3
and +1 Buy.” By the time your deck hits $6 to afford Raider, you often don’t need more coins right away. This means that all of those extra coins from Raider are less likely to go to waste.
Remove the hexes. Instead:
Vampire causes Fear. That is, each opponent with at least 5 cards in hand discards an Action or Treasure (or reveals they can't). Vampire is an easy attack to get hit with multiple times because it’s a Night card, is strong and is a trasher (so it tends to be bought early). So I wanted Vampire to be an attack that is quick to resolve and doesn’t stack with itself.
Skulk causes Bad Omens. That is, each opponent puts their deck into their discard pile, looks through it and puts 2 Coppers from it onto their deck (or reveals they can't). Bad Omens is wordy and time-consuming to resolve, so it needs to go on a card that is otherwise very simple.
Leprechaun causes Greed instead of giving a hex. That is, you gain a Copper onto your deck. Leprechaun needs to punish you in a way that you can’t be confident won’t hurt at all, so that there’s a downside to getting that sweet, sweet Gold (okay, gaining Gold isn’t that great, but don’t tell Leprechaun that!). Greed is a great Hex for this because Copper almost never runs out, it fits the theme that the angry Leprechaun punishes you for taking Gold by forcing Copper on you, and the original name of Greed is themed perfectly.
Tormentor causes Plague (gain a curse to hand) if you have an Imp in play, and gains an Imp if you have no Imp in play. Making Tormentor a better Imp gainer and less frequent attack fits with
my early take on it. Tormentor was a weak card to begin with, so that it becomes a better Imp gainer and an irregular cursing attack still leaves it at a reasonable power level. Tormentor would now read "If you have an Imp in play, each other player gains a Curse to their hand. Otherwise, gain an Imp from its pile."
Werewolf causes Haunting. That is, if it's your Night phase, each other player with at least 4 cards in hand puts one of them onto their deck. Werewolf wants an attack that you can stack at least twice, but that’s quick to resolve. And because Werewolf has +3 cards, this reduces the odds of ending up as locked down by its attack as happens with Ghost Ship. Taken
directly from my earlier thread on the topic.
Thoughts?