Rundown Chapel -- Augie279 | | To be honest, I don't really have much to say about this one. It doesn't have any glaring flaws as far as I can tell, but I wouldn't call it stellar either. |
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Spotless Village -- czzzz | | Wowza, that's a pretty massive bottom effect! I like how it makes it easier to get the top effect to trigger. It's also nice that the bottom comes on a Village so that you don't have to worry as much about being forced to trash dead Actions. Nice job on this! |
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Mystic Workshop -- SignError | | An unusual Workshop indeed! The Copper gaining looks like a pretty major downside until you read the bottom, and then you realize that it's actually a boon (lowercase, of course ). Very clever. |
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Loanshark -- LibraryAdventurer | Loanshark $5 - Action - Attack +2 Cards +$1. Each other player with less than 2 debt tokens takes 1 debt. - In games using this, at the start of your turn, you may discard a Treasure to gain a Silver. | Smart of you to limit the Debt it can give out. That said, I don't think the bottom is too different from Delve, and the - token is a better version of the attack imo. |
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Landslide -- Aquila | Landslide - Action Attack, $5 cost. Gain a Gold. Each other player gains a Curse onto their Tavern mat. - In games using this, after a player shuffles, they put a Curse from their Tavern mat onto their deck. | A Soothsayer whose drawback doesn't make the card completely awful! Unfortunately, I do worry that it might stack too well by dumping a bunch of Curses onto people's decks all at once. |
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Rummager -- silverspawn | | This seems way too dependent on the presence of TFB to me. I think it would be easy to just trash your Coppers, and then it becomes "Moat, gain a Copper to your hand" for . Which is terrible. I get that you can eventually run out of cards you want to trash and might want to get a Rummager to get back good cards that were trashed, but a game state like that doesn't exactly sound like fun to me. |
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Contessa -- 4est | | Like Shepherd, but much more interesting; and Shepherd is already a very interesting card to begin with! Brilliant submission. Very well done. |
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Boatswain -- X-tra | | An awesome Duration card that reduces the downside inherent to Durations (for just one Duration each turn). Limiting it to once a turn was a good call; I would've decried the bottom as being too good if it worked on all your Duration cards. I still would've given it an honorable mention at worst; I really love this card. |
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Spirit Market -- LordBaphomet | | A terminal Silver that can let you spike specific cards. I'll be honest and admit that I didn't like this card at first, but I like it a lot now after thinking about it more. I really like how the bottom forces you to populate the trash before you're ready to start buying from it. Unfortunately, I worry that it might be too potent at shortening the game length, and I'm also worried about potential rules issues with some copies of given cards costing different from others. |
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Daring Hero -- faust | | Clever how you've managed to make it make sense to have a choose one between drawing two cards or discarding that many. It seems weak to me, though. Not having any Treasures in hand is frequently quite hard to proc for the payoff (barring games where Gold isn't the best target for restriction-less Treasure-gaining). |
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Archangel Hades -- sumrex | Archangel Hades Action- Doom- Fate 5$ Choose one: Recieve the next hex; take a Boon until the start of your next turnouEach other Player recieves it at the start of their next turn. Choose one: Gain a gold onto your deck and +2$; gain 2 silvers to your hand; gain 5 coppers to your hand and +1 buy.
_______________ In games using this, no player can buy gold. | The bottom seems kind of tacked on, as if you just want the card to force people to use it if they want Gold. An "in games using this" effect that feels like it's only there to annoy people doesn't sound like fun. It also feels like the Copper option is only there to make the card more thematic rather than to actually improve its gameplay or make it more interesting. Lastly, I plugged this into the image generator, and it's 7 lines of microtext even without the bottom. That's a sign that it probably ought to be simplified. |
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Way of the Sword -- emtzalex | | The top and bottom are so unrelated to each other that it feels like you made the top and then just smacked the bottom on to make it qualify. I really like the top, but I'm afraid you don't score very well on how the top and bottom tie together, unless I'm missing something. |
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Factory -- JW | Factory - Treasure + and +1 Buy You may trash a Treasure from your hand or may gain a Treasure from the trash onto your deck. ____ In games using this, at the start of your turn you may trash a Gold from your hand for +3 Cards. | The top and bottom tie together here perfectly. The top isn't too imaginative, but combined with the bottom, it makes for yet another genius submission. You guys are really making this contest hard to judge! |
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Landfill -- Builder_Roberts | | I used the image that uses my preferred wording. Being able to both trash and draw looks crazy, and it is, but you'll quickly run out of fuel if you want to keep using it as a Moat or Smithy. I'm tempted to say that the bottom might be too strong with too many cards, but that may not actually be true. I like it; I think it might be my favorite card of yours. Definitely at least 2nd. I also just like combos with trashing; there's a reason Dark Ages was my favorite expansion for the longest time out of all expansions, after all. |
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Army -- segura | | Tokens galore! (Plus a card adaptation of +Card tokens.) Going with the bottom you chose instead of "Victory cards are worth an extra VP" was definitely the right call. I do think that either bottom does go a bit too far in encouraging Victory card gaining for just , though. |
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City Builder & City Wall -- BryGuy | City Builder $5 Action +2 Actions; You may discard a Victory card for +2 Cards. City Wall costs $1 less with this in play, but not less than $2. ----------- In games using this, include City Wall in the Kingdom.
City Wall $5 Action - Victory +1 Card, +1 Action ------------ 2 Victory
| A pretty meh submission. The top is made less exciting by City Wall already being a cantrip (so it only gives you 1 more card than playing the City Wall), and it's really just a far less interesting version of Shepherd imho. |
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Mad Scientist -- grrgrrgrr | | I think this bottom effect makes Cursers (including itself) too strong. Even without the Bridge effect, this is almost equivalent to "+1 Buy, +, +3." Which is absurd for . And most other Cursers only become even more broken. |
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Expel -- xyz123 | Expel Event $4
Exile 2 cards from your hand. ___________________________________________________________________________ In games using this, when scoring +2VP per differently named card you have in Exile
| I think this compares too favorably to Banish. You can Exile differently named cards (be honest, how often do you Banish 3+ cards?), and it scores in the process. |
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Evangelist -- Kingreaper | Evangelist - $4 Action - Liaison
+1 action Turn your journey token over (it starts face up). Then if it's face down, +2 favour. If it's face up +2 cards and you may trash a card from your hand.
___________________________________________________________________________ In games using this there is an additional ally. The normal ally applies to you only when your journey token is face up, the additional ally only when it's face down.
| I've tried a card with the same concept of "use an extra Ally that's only sometimes in use" before, but this is a brilliant way of doing that while avoiding rules issues. The top is already interesting on its own, but the bottom only makes it even better. This is an amazing card. |
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Pre-order -- Udzu | | Sadly, this is another one I don't really know what to say about. It's not bad, but it's not great either. |
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Bookkeeper -- NoMoreFun | Bookkeeper Action - $4 Draw until you have 7 cards in hand ___________ In games using this, don't discard Actions and Treasures from your hand during Clean-Up (reveal your hand before you discard).
| I think automatically Saving all your Actions and Treasures usually trivializes a lot of otherwise important decisions in this game and makes the game less interesting. |
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Forsaken City -- AJL828 | | Like I said about trashing combos on Builder_Roberts' submission, I love discarding synergies. I really like this; it's a really cool sidegrade of Imp. I'm glad I clarified with you whether you intended to be able to play 2 of the same card; it would've been too good if you did. |
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Loyal Witch -- d4mn13l | | As segura pointed out, I think being able to discard opponents' hands with this makes this irredeemable. The bottom looks like it makes Cursers miserable anyway. Normally, trashing gives you a reprieve from getting Cursed. This allows you to ping-pong your Curses back to your opponents, or allows them to give you your Curses back after you trash them. No thanks! |
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Charcoal Burner -- LTaco | | Clever use of the bottom to limit its trashing power. That's all I have to say about it unfortunately. |
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Bluffs -- anordinaryman | | I think this would be fine for its price without nerfing all Victory cards. |
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Midnight Witch -- Xen3k | | A non-terminal Curser that gives out Curses immediately without looking like it would be miserable. Nice, that's hard to do. Good job on this! |
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Elixir -- Ethan | | Another one I don't really have anything to say about. |
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Local Stable -- lompeluiten | Local stable $4 Action +1 action Play up to 3 treasure. +1 card per treasure played this way - In games using this, whenever an player gains an victory card, they gain an copper. | I think punishing Victory cards in this way looks unfun. This also just isn't a very creative card imo. |