Safe $3 Project At the start of your turn, exile a non-victory card from your hand. Heritage: Deeds | Deeds $3 Victory - Heritage Worth 1% for each 2 cards you have in exile rounded down. |
Safe is very comparable to Cathedral, it does need some text to deal with the situation of a hand of all green cards. This is worse as players usually just trashout their Estates early, also the fact this does not remove a curse’s -VP. But with the Heritage giving some addition of VP for completing an objective is nice. Not sure if players will ever be in the situation of buying this too early then buy something that is in exile just to fill up their deck, which Cathedral does quite differently. This pair does get better with other sources of exile which is probably good. Overall this combo is more comparable to a Landmark, that enables itself but also you need to keep a dead card. Might be able to make this just an Action - Victory card and get a similar result with less games being slowed to a crawl when this is bought too early.
Way of the Pegasus Way You may trash a Silver from your hand. If you do, +1 Action and draw until you have 6 cards in hand. Heirloom: Lucky Coin | Lucky Coin $4 Treasure - Heirloom $1 When you play this, gain a Silver. |
I am glad somebody explored the uses of Official Heirlooms. I really like how this helps unjunk your deck of Silvers for an engine focused deck which might struggle to deal with the glut of Silver this Heirloom creates, given the Heirloom really helps green rush decks keep gassing all game.
Way Of The Parrot Way You may play a Treasure card from your hand twice. Heirloom: Mirror
| Mirror $2 Treasure - Heirloom +2 Actions +$1 |
Way Of The Parrot plus an Heirloom is a great idea, as it expands the Card’s uses by guaranteeing that a cool treasure is onboard, except your treasure is just lacking. Mirror feels like it could use some work as its text box only matters if you Way Of The Parrot it and even then not worth it. Mirror doesn’t interact with enough cards for the extra reading/confusion it would create.
Kriegsspie Act Once per turn, set aside any number of Young Knights from your hand, then play them all. Heirloom: Knight's Shield
| Knight's Shield $2 Treasure - Heirloom - Supplier $1 - $3: +1 Buy. Gain a Young Knight; if it's the 3rd you've gained this turn, Queue it. | Young Knight $3* Action Choose one: +2 Cards; or +2 Actions; or +3 Buys; or +$2. (This is not in the Supply.) |
So you tried to use all the custom mechanics, bold choice.
Kriegsspie is limited but still cool, most Act I have seen or made feel useless or game warping so this is nice to see, the choice is meaningful and simple.
Knight's Shield, a Supplier that is Heirloom Supplier is a great use of both mechanics, it gives players limited access to the “Pile” to buy, so kinda different than just an event. Also it gives access to the “Pile” earlier than a supply pile would as players usually have to wait a rotation. The Queue if you spend $9 ($3*3) feels like a waste of text, might make this easier to trigger by reducing it to the 2nd copy or “if you have gained 3 or more cards this turn Queue the Young Knight) or Queue all 3 copies you bought this turn. (No idea how to word that)
Young Knight feels off, this does not feel worth all the effort of the weird steps to get it. The use of 3 buys is just irritating to see as everything else is a +2. Gaining lots of these seems cool and very much what the design wants you to do, but having a bunch of these feels like too many choices for each play and yet not enough power for only buying a couple. Also get ruined by any attack effect, basically lowering the density with junk or hand size ruins this pile's plans. Side Note how many Young Knights are in the pile?
Overall the price and inconstant way to gain the Young Knight does not feel worth it. Also the Landscape feels like the smaller point to this design, you might be able to even remove it and the pile plays the same.
Campsite $5 Project At the start of Clean-up, trash up to 2 non-Duration cards you have in play. Heirloom: Obsidian Ring
| Obsidian Ring $2 Treasure - Reaction - Heirloom $1 - When you trash this, put it into your hand. When you discard this other than during Clean-up, you may reveal it to put it into your hand. |
This project feels pushed, a trash effect that does not take up room in your deck late game feels just too good. The upside of when discarded you may return to hand is great Heirloom. Seems great for lots so shifter and such it is quite sad your landscape does not help enable this somehow. I was surprised to see a Heirloom as a downside, this does feel like a great place to explore, and pairing a downside Heirloom with a strong project seems like a good pair.
Bellmaker Edict When you buy a Silver, gain an additional Silver. When you trash a Silver, +1 Card. Heirloom: Chime
| Chime $2 Treasure - Heirloom $1 This turn, when you gain a Treasure, you may put it on top of your deck. |
Bellmaker feels very comparable to Delve letting players start with an extra silver, except Delve costing a player’s early $4 ($2+$2) and this one costing a player’s early $3. The other half of turning Silvers into pseudo Rat/Overgrown Estates is interesting, though I'm a bit sad as the Heirloom does not help guarantee a form of trash for the Silvers. An edict that affects early game by giving out silvers then later when silver matter less gives players something to do with those silvers late game seems like a fun place to explore.
Chime feels like a great Heirloom effect to design around, except it really messes with the early 3/4 split math. These two cards in conjecture really create some swingy early turns. If a player gets the heirloom in the 1st hand vs the 2nd hand matters a lot. If a player gets the heirloom in the $3 hand vs $4 hand can give two silvers on top matters too much and is probably not a good place for this. Now over the course of the game it should somewhat work out but feels off overall.
Honorable mention
Emtzalex - Kriegsspie/Knight's Shield/Young Knight
Runner Up
Augie279 - Campsite/Obsidian Ring
1st place
Xen3k - Way of the Pegasus/Lucky Coin