If you want to guarantee certain things in a game, I recommend this card randomizer. It's got a whole bunch of customization options, and I use it all the time for IRL games. It has some options to guarantee certain aspects of the game, other options to limit redundancies, and even some options to control the distribution of costs. You can probably randomize a deck and then use the "pick specific cards" feature in the online implementation to use that deck.
wow that is really neat. You would almost think Dominion could somehow incorporate this tool into the labs.
One other thing i kind of like about the "labs" idea would be if you'd even tweak cards/parameters. Maybe even upload your own cards/sets. This would allow some of the people who have built amazing Variants. FWIW anyone who hasn't checked out the variants/fan cards section you should. A lot of cool stuff in there!
http://forum.dominionstrategy.com/index.php?topic=19137.msg774164#msg774164 Though admittedly adding thing like Asper/Co0kieL0rd's amazing concept "Seasons" would present some issues, but I imagine the folks who made those are smart enough to figure out how to do it!
Seasons is an expansion Co0kieL0rd and I did together. In it, you use the Season board above (left), which spans 4 Seasons wih 5 sections each. The Season Token starts on the first section of Spring, and is moved forward after the last player in order did their turn (if you want to be picky, it's actually right before the first in play order does their regular turn). Therefore, Spring marks the opening and early phase, Summer the buildup phase, Autumn the late phase and Winter the part where the game will probably end. The cards do different things depending on the current Season. Use the Season Reminder above (right) to make sure you don't forget to move the token.
The cards in this thread are my re-takes of Seasons. Check out the original cards (some of which are more similar to the current take than others) by following this link.
Sojourner returned to an older version, but the Winter effect has changed.
Snow Witch now gives the Curse in hand, to avoid player order mattering as much.
Peltmonger now gives more money all around, and the buy is also on-call.
Student, Ball Room and Sanitarium didn't change.
Restore now uses the wording that is best in Summer. Untested yet.
Timberland now gets progressively worse, though you can tfb it. Considering there are Castles around now, it might be a bit meh.
Plantation now can only move the token backwards and gives a more straightforward bonus.