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Author Topic: Weekly Design Contest #170: 2/7 Offsuit  (Read 5098 times)

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kru5h

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Weekly Design Contest #170: 2/7 Offsuit
« on: November 30, 2022, 10:55:05 am »
+7

Weekly Design Contest #170: 2/7 Offsuit

Design an Attack card that costs either or .

Official cards that meet the requirement are Black Cat.

Card/card-shaped-things that do not qualify no matter the cost are as follows: Raid (Not a card), Masquerade/Possession (Not Attacks.)

Just because an Attack card has a high cost doesn't mean it needs a powerful Attack part. Look at Goons as a past example.

Split piles, non-Supply cards, and card-shaped-things are fine, but please limit your submissions to 2 cards/card-shaped-things. I don't want to judge a 4-way split pile or Traveller line.

Variable cost and overpay are allowed, as long as the original cost is either 2 or 7.

Contest will close approximately 168 hours from now (7 days.)
« Last Edit: December 02, 2022, 05:50:49 pm by kru5h »
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BryGuy

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #1 on: November 30, 2022, 03:19:30 pm »
+1


I had a card idea and as a way to mitigate its effect, I thought i should put it as the bottom part of a split pile.

Randomizer: Silver Thief/Gold Thief: This pile starts the game with one plus one per player copies of each card. All copies of Silver Thief are on top.

Silver Thief ($4, Action-Attack): Each other player trashes a Silver or reveals a hand with no Silver. You may gain one Silver from the Trash to your hand. Otherwise trash two Silvers from the Supply.


Gold Thief ($7, Action-Attack): Each other player trashes a Gold or reveals a hand with no Gold. You may gain one Gold from the Trash to your hand. Otherwise trash two Golds from the Supply.


This attacks players, robbing them of their Treasures. If it was unsuccessful, it preloads the Trash for future gaining to keep the failure likelihood low. I thought about making this a reaction, but it becomes too wordy and its wordy enough.

20221202: added cards.
20221205: updated cards with better wording
« Last Edit: December 05, 2022, 09:00:39 pm by BryGuy »
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #2 on: November 30, 2022, 06:35:29 pm »
+1

Official landscapes that hurt other players (e.g. Raid) don't say "Attack" on them. Does that disqualify them from this competition?
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Builder_Roberts

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #3 on: November 30, 2022, 06:53:28 pm »
+3


Quote
Retired Militia : Action - Attack : $2
Each other player discards down to 3 cards in hand.
You may trash this for +2 Villagers.

It's cheap, it's a handsize attack and in a pinch it's a village. Of course, you'd rather be playing Militia.
There are more powerful 2-costs out there.
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kru5h

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #4 on: November 30, 2022, 08:42:08 pm »
+1

Official landscapes that hurt other players (e.g. Raid) don't say "Attack" on them. Does that disqualify them from this competition?

I'm going to stick with my original wording: That is, you must submit a card and it must contain the "Attack" type. Raid, Possession, and Masquerade wouldn't count. You may get creative with it, though, by submitting an Event that would gain a non-Supply Attack card costing 2 or 7, but that seems likely to be more work than it's worth.

exfret

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #5 on: November 30, 2022, 10:11:10 pm »
+7


I had a card idea and as a way to mitigate its effect, I thought i should put it as the bottom part of a split pile.

Randomizer: Silver Thief/Gold Thief: This pile starts the game with one plus one per player copies of each card. All copies of Silver Thief are on top.

Silver Thief ($4, Action-Attack): Each other player trashes a Silver or reveals a hand with no Silver. You may gain one Silver from the Trash to your hand. At Clean-up if you gained no Silver this turn, trash two Silvers from the Supply.

Gold Thief ($7, Action-Attack): Each other player trashes a Gold or reveals a hand with no Gold. You may gain one Gold from the Trash to your hand. At Clean-up if you gained no Gold this turn, trash two Golds from the Supply.

This attacks players, robbing them of their Treasures. If it was unsuccessful, it preloads the Trash for future gaining to keep the failure likelihood low.


Why do you always write in that font/color text style?
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majiponi

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #6 on: November 30, 2022, 10:38:20 pm »
0

Soldiers Village
cost $2 - Action - Attack
+1 Card
+1 Action
You may play an Attack card from your hand.
---
When you gain this, gain another Soldiers Village (that doesn't come with another).


Soldiers Village pile had 16 copies instead of 10.


EDIT: This post is discarded.
« Last Edit: December 01, 2022, 08:54:36 am by majiponi »
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AJL828

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #7 on: November 30, 2022, 11:57:04 pm »
+2

Soldiers Village
cost $2 - Action - Attack
+1 Card
+1 Action
You may play an Attack card from your hand.
---
When you gain this, gain another Soldiers Village (that doesn't come with another).


Soldiers Village pile had 16 copies instead of 10.
This isn't really an "Attack" card as it doesn't do anything to other players. Being able to Village play other attacks is a pretty good idea, but the card itself is just that, a village. With a bottom split pile card this could work well though.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #8 on: December 01, 2022, 12:02:46 am »
+4



Broomstick

Action - Attack ($2)

Revisiting an old idea with this one! Broomstick is a curser that throws all the stipulations of most other cursers out the window. You don't want it early as you won't be able to activate the attack portion, and even when Curses are being flung about, you oftentimes won't be giving out more than one a turn. Like Leprechaun, it works well with Throne variants, and also has interesting interactions with cost reduction.
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sumrex

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #9 on: December 01, 2022, 05:53:40 am »
+1



Broomstick

Action - Attack ($2)

Revisiting an old idea with this one! Broomstick is a curser that throws all the stipulations of most other cursers out the window. You don't want it early as you won't be able to activate the attack portion, and even when Curses are being flung about, you oftentimes won't be giving out more than one a turn. Like Leprechaun, it works well with Throne variants, and also has interesting interactions with cost reduction.

Isnt this basically impossible without villages? Maybe it could play up to 3 treasures so you have a better chance to actually get the effect off?
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sumrex

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #10 on: December 01, 2022, 06:20:00 am »
+1

The Legend of Night and Day
Night- Duration - Attack
7$

Set aside any number of cards you would discard from play this turn, face up (under this). While any remain, at the start of each of your turns, put one or two of them into your hand. While cards are under this, neither player can play more than one copy of cards with that name per turn.

The warlord of crypts. Set aside a village to disrupt their engine? A gold to stop BM? The possibilities are endless! You could be hurt by this, but you decide what to take off the banlist at the start of your turn, so that should be fine. This overwrites cards that would normally force you to play cards, like golem for example.
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emtzalex

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #11 on: December 01, 2022, 08:21:46 am »
+1



Broomstick

Action - Attack ($2)

Revisiting an old idea with this one! Broomstick is a curser that throws all the stipulations of most other cursers out the window. You don't want it early as you won't be able to activate the attack portion, and even when Curses are being flung about, you oftentimes won't be giving out more than one a turn. Like Leprechaun, it works well with Throne variants, and also has interesting interactions with cost reduction.

Isnt this basically impossible without villages? Maybe it could play up to 3 treasures so you have a better chance to actually get the effect off?

Or Durations. If you had a Hireling and a Haunted Woods in play, this would trigger (or Hireling/Contract).
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majiponi

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #12 on: December 01, 2022, 08:55:33 am »
+2

Soldiers Village
cost $2 - Action - Attack
+1 Card
+1 Action
You may play an Attack card from your hand.
---
When you gain this, gain another Soldiers Village (that doesn't come with another).


Soldiers Village pile had 16 copies instead of 10.
This isn't really an "Attack" card as it doesn't do anything to other players. Being able to Village play other attacks is a pretty good idea, but the card itself is just that, a village. With a bottom split pile card this could work well though.

Nice idea to split!  I'll make the bottom card.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #13 on: December 01, 2022, 10:49:20 am »
+7



I've tried a few $2 Attacks before, so let's try a $7 cost. School of Witchcraft is an Action-Attack-Victory that gains $5s and Curses opponents if they have an Attack in their hand (rival schools don't really like each other I guess). You also get points for each unique Attack card you have at the end of the game. Obviously a more powerful Alt-VP strategy on boards with lots of different Attacks, but should still be worth going for even when it's the only Attack. You of course will likely get Cursed more though if you have more Attacks. Hufflepuff forever.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #14 on: December 01, 2022, 10:54:21 am »
+6

Malevolent Witch
- Action Duration Attack
You may discard a Duchy. If you do, each other player gains a Curse.
At start of your next turn, +2 Cards.
 
Notes: The combination of requiring the discard of a Duchy and it being a duration limits how soon and how quickly it can curse.
 
The flavor is inspired by the witch in Sleeping Beauty exacting revenge after feeling slighted (Beauty and the Beast is similar).
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #15 on: December 01, 2022, 01:03:08 pm »
+3



Not-quite Idol/Fool's Gold curser. Cursing other people is good, but how many effective Silvers do you want to add to your deck to do that?
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #16 on: December 01, 2022, 03:48:07 pm »
+5

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #17 on: December 01, 2022, 04:07:22 pm »
+2



This card seems weak in games in which it is the only attack. If no one else buys one, its attack will never connect, leaving it as an expensive source of "gain a $5" with 1 VP (which is not very relevant at the time when you want "gain a $5").

I don't have a specific solution, but its attack already makes it stronger in games with other attacks. Does it need to be a scaling VP based on attacks as well?
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segura

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #18 on: December 01, 2022, 04:42:19 pm »
+2


Even with all these mitigations this looks too nasty for a $2.
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xyz123

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #19 on: December 01, 2022, 05:39:52 pm »
0

*Card withdrawn following feedback. Having another think.
« Last Edit: December 02, 2022, 04:38:41 am by xyz123 »
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #20 on: December 01, 2022, 07:47:08 pm »
+1

Consul
Action - Reserve - Attack
$2

+1 Action

Put this on your tavern mat.
________________________________________________________________________________________________________________________
At the start of your turn you may call this to reveal a card from your hand. Each other discards a copy of the card (or reveals a hand with no copies).

This doesn't quite work as an Attack since all official cards that care about Attacks care about when an Attack card is played, but this doesn't attack on play, it attacks on call.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #21 on: December 01, 2022, 07:51:20 pm »
+1

Even with all these mitigations this looks too nasty for a $2.

This is definitely possible, though I'm having a hard time assessing why it would be, given that it doesn't do anything for the player who plays it and it doesn't help the first mover to hit , unlike Cutpurse and Militia. In fact, it might just make your opponents hit before you do.
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Gubump

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #22 on: December 01, 2022, 08:31:13 pm »
+3



Not-quite Idol/Fool's Gold curser. Cursing other people is good, but how many effective Silvers do you want to add to your deck to do that?

This is way too good compared to Cauldron. Colliding two cost cards is almost always a much smaller ask than gaining 3 Action cards in the same turn.

I'd argue that this should cost , especially so that you can't open with two of them.
« Last Edit: December 01, 2022, 08:33:56 pm by Gubump »
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #23 on: December 01, 2022, 09:05:56 pm »
0

I'd argue that this should cost , especially so that you can't open with two of them.

...Yeah, good point. Entry retracted until I can think of something better.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #24 on: December 01, 2022, 09:11:56 pm »
+2

Usurper
Action/Duration/Attack - $7
At the start of your next turn, gain a Gold, or a non-Victory card from the trash, to your hand. Until then, at the start of clean up, each other player trashes the first card costing $5 or more they discard from play on their turn.

Note: You can choose the order you discard cards from play. The wording is so that multiple Usurpers still only hit one card.
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majiponi

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #25 on: December 01, 2022, 10:16:01 pm »
0

Soldiers Village
cost $2 - Action - Attack
+1 Card
+1 Action
Each other player reveals their hand.
You may play an Attack card from your hand.
---
When you gain this, gain another Soldiers Village (that doesn't come with another).

Armed Smithy
cost $7* - Action - Attack
+3 Cards
+1 Buy
Each other player discards an Action or an Treasure (or reveals they can't), and draws until they have 4 cards in hand.
---
This costs $1 less per an Attack card you have in play.


8 Soldiers Villages are on 4 Armed Smithies.

EDIT: cost changed ($6 was too easy to gain).
EDIT: added an Attack to peek other player's hand.
« Last Edit: December 07, 2022, 10:16:42 am by majiponi »
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n_sanity

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #26 on: December 01, 2022, 10:33:58 pm »
+1

My entry is the Burglar

It's a simple Exile attack, similar to the Cardinal, but it's non-terminal, and it always hits. Also unlike the Cardinal, it doesn't hit itself. I imagine this is going to do quite a lot of damage to everyone's decks in games using this.

Gaining a bunch of Gold and Silver is probably the best way to defend against this (that I can think of).

I went for raw power here, to make it cost $7, rather than adding a non-Attack effect onto it.



EDIT: Slightly changed formatting on card.
« Last Edit: December 04, 2022, 04:43:55 pm by n_sanity »
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #27 on: December 02, 2022, 01:48:41 am »
+6


A little draw, a little attack, and a little on-trash effect. The attack is just anti-Guide, which I think is funny.

It's based on the Filipino mythological creature, the Kapre. They live in trees, making travelers lose their way for their entertainment (hence the anti-Guide). They have a white stone; if you can steal it, they grant you a wish (a Silver since this is a $2-cost).
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #28 on: December 02, 2022, 04:38:08 am »
0

Consul
Action - Reserve - Attack
$2

+1 Action

Put this on your tavern mat.
________________________________________________________________________________________________________________________
At the start of your turn you may call this to reveal a card from your hand. Each other discards a copy of the card (or reveals a hand with no copies).

This doesn't quite work as an Attack since all official cards that care about Attacks care about when an Attack card is played, but this doesn't attack on play, it attacks on call.


Thanks for the feedback. Didn't think of that. Probably explains why there are no Attack-Reserves.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #29 on: December 02, 2022, 01:34:22 pm »
+1

This is my entry this week


Quote
Eternal Struggle
$7
Action - Duration - Attack
Discard the top card of your deck. Look through your discard pile; you may play a Treasure from it. Each other player draws a card, then each other player with 5 or more cards in hand puts cards from their hand onto their deck until they have 4 cards in hand.
At the start of your next turn, replay this.

This card should be a weak attack but a constant one. If opponents but one for them selves they mitigate the attack by a bit. Unlike Hireling this new card replays itself forever and I did this so other players can use a reaction card each time to help with memory issues.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #30 on: December 02, 2022, 04:06:52 pm »
0

Judge question: Could we submit an Attack that costs 7* and has an ability that lets you gain it for a different cost, similar to cards like Animal Fair and Peddler?
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #31 on: December 02, 2022, 05:50:01 pm »
+2

Judge question: Could we submit an Attack that costs 7* and has an ability that lets you gain it for a different cost, similar to cards like Animal Fair and Peddler?

Variable cost and overpay are both allowed. I'll edit my original post.

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #32 on: December 02, 2022, 05:53:09 pm »
+2

Soldiers Village
cost $2 - Action - Attack
+1 Card
+1 Action
You may play an Attack card from your hand.
---
When you gain this, gain another Soldiers Village (that doesn't come with another).

Armed Smithy
cost $6 - Action - Attack
+3 Cards
+1 Buy
Each other player discards an Action or an Treasure (or reveals they can't), and draws until they have 4 cards in hand.
---
This costs $1 less per an Attack card you have in play.


8 Soldiers Villages are on 4 Armed Smithies.

Neat effects, but unfortunately I don't think I can accept this one as it is. The card that is a two cost is not really an Attack, and the card that is an Attack isn't a 2 or 7 cost. You could buff the second card so that it costs 7, then it would qualify.

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #33 on: December 02, 2022, 06:58:26 pm »
+3



Quote
Goblin Village - $2
Action - Duration - Attack - Looter
+2 Actions
At the start of your next turn, you may discard a card for +$1.
If this is the first time you played an Attack this turn, each other player gains a Ruins.

A Necropolis and delayed Copper with a once per turn Looter junking attack for $2. The Actions on play allow players to enable terminal draws or at least allow Ruins to be played. Compared to to Marauder, it does not have the same acceleration with the Spoils, so I am hoping the weak effects allow it to be an $2 cost Looter. Not sure how appealing a $2 cost Junker is, but it will never junk more than once a turn and it being a Duration will slow it further. Feedback is appreciated.

Edit: Nerfed the coin gain to require a discard and the attack now only triggers if it was the first attack played for the turn. Feels more like a $2 now.

Old Version
« Last Edit: December 06, 2022, 07:08:42 pm by Xen3k »
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segura

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #34 on: December 03, 2022, 07:25:49 am »
+2

Marauder is bad because it doesn’t do anything useful for you engine-wise. Sure, the Spoils is nice, but you would much prefer it to give vanilla stuff instead. For example +2 Coins would be better than gaining a Spoils.
So is a semi-delayed Squire better? Hard to tell, but a splitter is more necessary for engine play than an effect which is worse than a terminal Silver. So I guess that it is too cheap at $2.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #35 on: December 03, 2022, 07:50:49 pm »
+8


Quote
Almoner
$2 Action - Attack
Each player (including you) gains a Copper.
Reveal up to 3 Coppers from your discard pile and put them into your hand.
Edit:  Modified card.
Edit 2:  Incorporated SignError's updated wording.  Thanks, SignError.
« Last Edit: December 04, 2022, 04:39:00 pm by Erick648 »
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #36 on: December 04, 2022, 12:27:27 am »
+2


Quote
Almoner
$2 Action - Attack
Each player (including you) gains a Copper.
Then, look through your discard pile and put up to 3 Coppers from it, revealed, into your hand.
Edit: Modified card.

Almoner can use something like Settlers’ updated wording:  “Reveal up to 3 Coppers from your discard pile and put them into your hand.”  Note that you don’t need the “you may” whenever you use “up to” wording, because “up to 3” includes 0.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #37 on: December 04, 2022, 12:56:14 pm »
+9



Quote
Faun - $2
Action - Attack

Choose two different things: +1 Card; +1 Action; gain a Faun; trash a card from your hand, and if it’s an Action, each other player
gains a Curse.

I wanted to do a combination of Goat and Witch.  Once I decided on the Faun theming, I mixed in some Pawn for the rhymes.  I went with Scrap’s wording, which is a little shorter than "the choices must be different."  You have to work to hand out the Curses, but at $2 you can’t ask too much.
« Last Edit: December 06, 2022, 01:11:01 am by SignError »
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nagdon

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #38 on: December 04, 2022, 02:20:34 pm »
+3

 

Very simple card, but I think "players start building until they reach $7, then the cursing starts" would be an interesting situation that is not covered by the usual "buy it as your first $5 card" Witches. (The closest official cards are probably Cauldron or Black Cat, but they tend to dump heaps of curses at once, which is a very different experience.) The high cost also means that the "attacks should be terminal" rule is less relevant (you probably won't own too many copies of a card that costs $7) – so I used Laboratory as the vanilla bonus of this card to further differentiate it from other cursing attacks.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #39 on: December 04, 2022, 05:55:27 pm »
+1

My Submission:



Quote
Dragon • $7 • Action - Attack
+3 Cards
+1 Action
Trash a card from your hand. Each other player with 4 or more cards in hand discards a copy of it (or reveals they can't).
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #40 on: December 04, 2022, 06:03:06 pm »
+2

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #41 on: December 04, 2022, 06:26:27 pm »
+4

My Submission:



Quote
Dragon • $7 • Action - Attack
+3 Cards
+1 Action
Trash a card from your hand. Each other player with 4 or more cards in hand discards a copy of it (or reveals they can't).

Double Lab is already too strong for , let alone double Lab + trashing + an Attack.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #42 on: December 04, 2022, 07:00:41 pm »
0

My Submission:



Quote
Dragon • $7 • Action - Attack
+3 Cards
+1 Action
Trash a card from your hand. Each other player with 4 or more cards in hand discards a copy of it (or reveals they can't).

Double Lab is already too strong for , let alone double Lab + trashing + an Attack.

But the trashing limits its usefulness as an engine component. Having multiple copies of it will strip all of the junk out of your deck and start costing you cards you want. Unless you have gainers/+Buy (or Fortress), it will eventually come back to bite you.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #43 on: December 04, 2022, 07:14:14 pm »
+3

My Submission:



Quote
Dragon • $7 • Action - Attack
+3 Cards
+1 Action
Trash a card from your hand. Each other player with 4 or more cards in hand discards a copy of it (or reveals they can't).

Double Lab is already too strong for , let alone double Lab + trashing + an Attack.

But the trashing limits its usefulness as an engine component. Having multiple copies of it will strip all of the junk out of your deck and start costing you cards you want. Unless you have gainers/+Buy (or Fortress), it will eventually come back to bite you.

The same can be said of a bunch of mandatory trashers that are priced as if trashing is an upside.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #44 on: December 05, 2022, 02:15:08 am »
0

On a $3 or $4 mandatory trashing increases the price, because it's very useful in the beginning of the game, but when you can afford and play a $7 card, the game is already very close to the end (and there is a high chance that your junk is already trashed), so the trashing becomes a net negative.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #45 on: December 05, 2022, 08:58:27 am »
+1



One of the rare cards to use +1 Card without +1 Action. Attack's nice, but you only get a cantrip Militia if you collide three of these. Uh, good luck.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #46 on: December 05, 2022, 10:25:41 am »
+1



One of the rare cards to use +1 Card without +1 Action. Attack's nice, but you only get a cantrip Militia if you collide three of these. Uh, good luck.

Picket is extremely weak, even at $2. Its effect on it´s own is worse than a cantrip. For $4 you get what Urchin does better for just $3 without needing the collision. Furthermore, if you want to actually collide any number of them, you will need to wait until you have all of them in hand, which makes them extra stop-cards you need to draw through until then.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #47 on: December 05, 2022, 11:51:29 am »
0

Its effect *is* a cantrip with a quirky wording. "You may play an Action from your hand." is not exactly equivalent to "+1 Action" (it matters for thrones etc), but it's not significantly weaker. I'd personally prefer e.g. something like "+1 Card +1 Action If the Action card you played just before this is also a Picket, each other player with 4 or more cards in hand discards a card.", but the current text is also correct.

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #48 on: December 05, 2022, 12:21:39 pm »
+2

On a $3 or $4 mandatory trashing increases the price, because it's very useful in the beginning of the game, but when you can afford and play a $7 card, the game is already very close to the end (and there is a high chance that your junk is already trashed), so the trashing becomes a net negative.

But if the game is that close to ending, trashing an engine component doesn't matter nearly as much as trashing one early on.  You may not even get to (or need to) play it again anyway.  Also it's not that hard to get an early $7 on most kingdoms.  Regardless, $7 for a double lab that trashes and attacks is wild.  If this mandatory trashing is being used as a negative, it's not nearly negative enough.  Maybe it would work if it made you trash something that costs $4 or more, or something like that.  Kinda fits the theme of a wild dragon too.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #49 on: December 05, 2022, 12:27:53 pm »
+2

Soldiers Village
cost $2 - Action - Attack
+1 Card
+1 Action
You may play an Attack card from your hand.
---
When you gain this, gain another Soldiers Village (that doesn't come with another).

Armed Smithy
cost $7* - Action - Attack
+3 Cards
+1 Buy
Each other player discards an Action or an Treasure (or reveals they can't), and draws until they have 4 cards in hand.
---
This costs $1 less per an Attack card you have in play.


8 Soldiers Villages are on 4 Armed Smithies.

EDIT: cost changed ($6 was too easy to gain).

Does Soldier's Village need the attack type? It doesn't appear to attack at all
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #50 on: December 05, 2022, 01:35:07 pm »
+1

On a $3 or $4 mandatory trashing increases the price, because it's very useful in the beginning of the game, but when you can afford and play a $7 card, the game is already very close to the end (and there is a high chance that your junk is already trashed), so the trashing becomes a net negative.
Forge disagrees with you.
You gonna strive hard to hit $7 and then you got payload, draw and trashing in your deck. Sounds like a sweet deal, this is kind of what Saunavanto does.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #51 on: December 05, 2022, 05:07:51 pm »
0

Soldiers Village
cost $2 - Action - Attack
+1 Card
+1 Action
You may play an Attack card from your hand.
---
When you gain this, gain another Soldiers Village (that doesn't come with another).

Armed Smithy
cost $7* - Action - Attack
+3 Cards
+1 Buy
Each other player discards an Action or an Treasure (or reveals they can't), and draws until they have 4 cards in hand.
---
This costs $1 less per an Attack card you have in play.


8 Soldiers Villages are on 4 Armed Smithies.

EDIT: cost changed ($6 was too easy to gain).

Does Soldier's Village need the attack type? It doesn't appear to attack at all

I wanted to make it's Supply an Action-Attack pile and reduce Armed Smithy's cost cheaper when Soldiers Village is played.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #52 on: December 05, 2022, 05:11:04 pm »
+2



This wording won't work.  It means

Choose one:  reveal; or gain.

You can choose an option you can't do.  You should write

You may reveal; if you don't, gain.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #53 on: December 05, 2022, 07:39:01 pm »
+1



This wording won't work.  It means

Choose one:  reveal; or gain.

You can choose an option you can't do.  You should write

You may reveal; if you don't, gain.

Plus it doesn't specify where opponents reveal from.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #54 on: December 05, 2022, 07:39:23 pm »
+1

Soldiers Village
cost $2 - Action - Attack
+1 Card
+1 Action
You may play an Attack card from your hand.
---
When you gain this, gain another Soldiers Village (that doesn't come with another).

Armed Smithy
cost $7* - Action - Attack
+3 Cards
+1 Buy
Each other player discards an Action or an Treasure (or reveals they can't), and draws until they have 4 cards in hand.
---
This costs $1 less per an Attack card you have in play.


8 Soldiers Villages are on 4 Armed Smithies.

EDIT: cost changed ($6 was too easy to gain).

There's no hard and fast rules about what should or shouldn't be an Attack, but Soldier's Village doesn't need to be an Attack. It could be worth putting in a weak attack if you don't play one, or if you play an Armed Smithy or Soldiers Village with it.
« Last Edit: December 05, 2022, 08:46:16 pm by NoMoreFun »
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #55 on: December 06, 2022, 09:54:33 am »
+1



This wording won't work.  It means

Choose one:  reveal; or gain.

You can choose an option you can't do.  You should write

You may reveal; if you don't, gain.

Copying Torturer the text would be:
Reveal a card from your hand. Each other player either reveals a copy of it from their hand or gains a Curse, their choice. (They may pick an option they can't do.)

Isn´t "their choice" and everything after that implicit?
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #56 on: December 06, 2022, 10:17:17 am »
+1



This wording won't work.  It means

Choose one:  reveal; or gain.

You can choose an option you can't do.  You should write

You may reveal; if you don't, gain.

Copying Torturer the text would be:
Reveal a card from your hand. Each other player either reveals a copy of it from their hand or gains a Curse, their choice. (They may pick an option they can't do.)

Isn´t "their choice" and everything after that implicit?

With Torturer, once the Curses run out, you can avoid the “discard 2 cards” option by always choosing the “gain a Curse” option, even though you fail to actually gain a Curse.  Likewise, as long as you use Torturer’s wording on Rebuke, a player can choose the “reveals a copy of it from their hand” option, even if they don’t actual have a copy in their hand to reveal.

So instead of copying Torturer’s wording, the wording can be copied from Gladiator and Mountebank, producing something like this:  “Reveal a card from your hand. Each other player may reveal a copy from their hand. If they do not, they gain a Curse.”
« Last Edit: December 06, 2022, 10:41:05 am by SignError »
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #57 on: December 06, 2022, 10:55:09 am »
+2

Dawn of the Final Day

24 Hours Remain

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #58 on: December 06, 2022, 10:57:24 am »
0

Soldiers Village
cost $2 - Action - Attack
+1 Card
+1 Action
You may play an Attack card from your hand.
---
When you gain this, gain another Soldiers Village (that doesn't come with another).

Armed Smithy
cost $7* - Action - Attack
+3 Cards
+1 Buy
Each other player discards an Action or an Treasure (or reveals they can't), and draws until they have 4 cards in hand.
---
This costs $1 less per an Attack card you have in play.


8 Soldiers Villages are on 4 Armed Smithies.

EDIT: cost changed ($6 was too easy to gain).

There's no hard and fast rules about what should or shouldn't be an Attack, but Soldier's Village doesn't need to be an Attack. It could be worth putting in a weak attack if you don't play one, or if you play an Armed Smithy or Soldiers Village with it.

It could also be fixed by adding a new type, like "Military" or something. Then change the card to, "You may play a Military or Attack card from your hand."

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #59 on: December 06, 2022, 03:59:20 pm »
+4



Updated version of Rebuke.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #60 on: December 06, 2022, 04:40:42 pm »
0

Vizier
$2 - Action - Attack
+1 Card
Each other player takes their -1 Action token.

-1 Action token
When you have 2 or more Actions (or when you end your turn), lose 1 Action and lose this.

Got an Action to spare? You can now remove it, forcing your opponents to do the same. Make sure you got extra villages in your deck with this in the kingdom. Or don't use villages at all. You can't get 1 Action less when you end your turn, so you just lose the token then. Being a ruined library with an attack, this card probably won't see much play, but its presence alone should be enough to alter strategy.
Edit: weakened the token to not shut down cantrips
« Last Edit: December 07, 2022, 10:26:39 am by J410 »
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #61 on: December 06, 2022, 07:35:55 pm »
+7

« Last Edit: December 06, 2022, 07:49:04 pm by Gubump »
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #62 on: December 07, 2022, 02:55:01 am »
+1

A slight change to my earlier entry which I withdrew.

Consul
Action-Reserve-Attack
$2

+1 Action
$2

Reveal a card from your hand. Each other player discards a copy of the card (or reveals a hand with no copies).
Put this on your tavern mat.
_______________________________________________________________________________________
At the start of your turn you may take 1 Debt to discard this from your tavern mat.


Notes
- I wanted to bring back an Ambassador type attack which involved revealing a card from your hand.
- I also wanted to make a Reserve-Attack, but the feedback on my initial entry showed why a card that attacks when called doesn't work. Instead I took inspiration from Wine Merchant and decided instead of attacking on call, you have to pay to get it back from your tavern mat. This also means the card should cost less, meaning a more powerful card can fit the $2 cost requirement.
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #63 on: December 07, 2022, 10:55:09 am »
+5

Contest Closed

Entries:

BryGuy with Silver Thief/Gold Thief
Builder_Roberts with Retired Militia
AJL828 with Broomstick
sumrex with The Legend of Night and Day
4est with School of Witchcraft
JW with Malevolent Witch
Augie279 with Picket (Split Necklace was retracted)
X-tra with Brats
NoMoreFun with Usurper
majiponi with Soldiers Village/Armed Smithy
n_sanity with Burglar
czzzz with Tree Giant
arowdok with Eternal Struggle
Xen3k with Goblin Village
Erick648 with Almoner
SignError with Faun
nagdon with Battle Witch
emtzalex with Dragon
Ltaco with Rebuke
J410 with Vizier
Gubump with Assassin
xyz123 with Consul

If there are any errors, please let me know within 24 hours.
Judging will begin after that and may take a few hours.

Thank you.
« Last Edit: December 07, 2022, 11:10:12 am by kru5h »
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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #64 on: December 08, 2022, 12:00:02 pm »
+9

Results

Disclaimer: I'm bad at feedback, which is why I rarely post feedback. Here it is anyway. If I'm off-point in any way, feel free to let me know.

BryGuy with Silver Thief/Gold Thief
Clever to trash Silvers/Golds from the Supply to fuel its next play. This card is alright, but Thief cards have been tried many times before. For experienced players, these just add stop cards to your deck and remove stop cards from your opponent, helping them in some cases. Very good for newer players, though. This is about as good as a Thief card as can be made.

Builder_Roberts with Retired Militia
This is quite strong, but suffers from the Sea Hag problem: You don't get anything when you play this (Except when you trash.) Meaning that you want to trash this often to get the effect, which feels bad. The Villagers are a nice consolation, though. Buying lots of these lets you trash a lot of them, which let you play more of them, but the Attack doesn't stack, so you don't want to do that. In a way, this interferes with itself, so you don't want too many of these at the same time in most cases.

AJL828 with Broomstick
One of my favorite cards of the submissions. The discard might make it slightly too weak, but the 13 coin trigger is really unique!

sumrex with The Legend of Night and Day
Should have "from their hand" in the text, in case people play these with Golem or something. A decent card, but a bit convoluted. I understand it, but newer players might not get it.

4est with School of Witchcraft
This one is interesting and hard to judge. You want these for the points, but then again you don't want them because it leads to more Curses. Overall a good card, but I would need to playtest it to know how it plays in reality. It's also begging to have other Attack cards in the Kingdom, but sometimes duds on that. I see that it plays fine without other Attacks, but seriously, you really want those Attacks.

JW with Malevolent Witch
I like this card. Well-balanced. Not much to say about it.

Augie279 with Picket
Seems well-balanced and has some clever self-interaction. I can't find any fault, but there are so many cards and I have to choose only a few winners.

X-tra with Brats
Creative to use a Copper as a penalty card. May be a bit strong compared to Cutpurse, but gaining the Copper to hand option alleviates that. It forces an interesting choice like Torturer does. I like this card as well.

NoMoreFun with Usurper
This attack is brutal. It also might need an FAQ because of the order of discarding thing. This might be balanced, but I sure wouldn't want to play a game with this in the Kingdom.

majiponi with Soldiers Village/Armed Smithy
Soldiers Village isn't really an Attack, but I'll let that slide because it's easily fixable by using some other type. This pair of cards have several clever things going on. I like the pair, but don't love it. No suggestions for improvement, though. I think this is as clever and creative as it needs to be, I just happen to like other cards more.

n_sanity with Burglar
This suffers from the Sea Hag problem in that it doesn't do anything for you, it just hurts your opponents. Seems balanced for 7, but doesn't seem fun.

czzzz with Tree Giant
One of my favorite submissions. Very good card and the theme is well-integrated. My only complaint could be that it might be slow to resolve with multiple opponents, especially if you play multiples.

arowdok with Eternal Struggle
I'm not sure on the balance of the card, but I prefer elegant cards. This one has quite the wall of text. It has 10 lines of text, which is more than Possession has at 8 last time I checked. The replaying every turn is clever, though. I'd like to see a simpler version of this card in the future.

Xen3k with Goblin Village
Lots of hedging/nerfing on this card to make it weak enough for 2. It's a good card, but a bit plain. I'm surprised you were able to fit so many effects in such a small number of words. It does a lot, but a lot of it has been done before. The new thing, that it's a Village/Attack, I've tried before and I could never get it to work correctly. Maybe this one finally does it right.

Erick648 with Almoner
One of my favorite cards of the submissions. My discard pile is seemingly always empty; This puts a Copper into the discard pile for me to grab every time. It limits Copper gains to 3 so that it isn't a rehash of Counting House.

SignError with Faun
Very good card and made in the style of my favorite mechanism: choices.  I can see players playing Faun to gain Fauns early and then trash them later to give Curses. Good synergy, well-balanced.

nagdon with Battle Witch
Elegant and simple. I really like this card. The only downside is that it doesn't do anything new. Not much else to say here.

emtzalex with Dragon
This card is really powerful. I'm sure it's fine when people gain it mid-game, but people are going to be rushing for these. Getting one allows you to quickly get more of them in many cases, shutting a player out if that happens. Cursed Gold and Desperation both make this card an instant win for the lucky player, though.

Ltaco with Rebuke
A bit strong. You can buy unique cards early and ensure that this hits frequently. That can be mitigated, of course, but I still feel that this is too strong for a 2-cost.

J410 with Vizier
Simple and elegant, but I don't like that idea of a -1 Action token. Wow, that really hurts. Even with the nerf this is scary to me. I'm glad you nerfed it, but in games without Villages, this because useless. That makes it highly situational and potentially very powerful, which is a combination that leads to a type of swinginess.

Gubump with Assassin
Simple and elegant. My first thought was that this is too powerful, since a -1 Card for an opponent is roughly similar to +1 card for you, making this a Peddler variant. But then I calmed down and realized that it only works once per turn. Still might be a bit strong for a 2-cost, but I like it.

xyz123 with Consul
This makes for a cool mini-game where you try to guess which card you need to reveal to do the most damage. Choose too good of a card, and there's a chance that they won't have it in hand at the moment. This may be slightly strong, I'd have to play with it to tell.


Honorable Mention (In no particular order): JW with Malevolent Witch, Gubump with Assassin, SignError with Faun, X-tra with Brats

3rd place: Erick648 with Almoner

2nd place: czzzz with Tree Giant

1st place: AJL828 with Broomstick

Thank you for participating!

Builder_Roberts

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #65 on: December 08, 2022, 12:49:02 pm »
0

Congrats to AJL828!

Builder_Roberts with Retired Militia
This is quite strong, but suffers from the Sea Hag problem: You don't get anything when you play this (Except when you trash.) Meaning that you want to trash this often to get the effect, which feels bad. The Villagers are a nice consolation, though. Buying lots of these lets you trash a lot of them, which let you play more of them, but the Attack doesn't stack, so you don't want to do that. In a way, this interferes with itself, so you don't want too many of these at the same time in most cases.

I thought the Sea Hag problem was specifically because it did stack with itself. I understand you probably meant that it only Attacks, but you really can't say that it does. Having to trash Retired Militia when you play it just means that it gets out of your deck faster. Yeah, you don't want too many of these in most cases, but in most cases there's also a village on the board. It has it's niche, is all I'm saying.
« Last Edit: December 08, 2022, 12:50:21 pm by Builder_Roberts »
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AJL828

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Re: Weekly Design Contest #170: 2/7 Offsuit
« Reply #66 on: December 09, 2022, 12:38:17 am »
+2

Thank you for the win, this was an interesting prompt and there were a lot of cool submissions!

I just posted the next contest as well!
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