Foreigner • $5 • Action You may trash an Action card from your hand. If you have any copies of it in play, gain two non-Victory cards each costing up to $1 more than it; otherwise, gain an Action card costing as much as it or less and a Silver.
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A remodel variant. My issue with this one is that I don't quite see the theme behind the card; the effects seem a bit arbitrary. I also suspect it's quite weak (not that much better than Develop for 5$).
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I also suspect this can still go infinite. But I also have another critique, which is that the card doesn't lose any value. You get +1 card and +1 action back, and you keep the same number of Action cards in play vs. in your deck. You're just exchanging one card in play for another. Which means there's no drawback; you should use this all the time. Which doesn't have to be a bad thing, but I feel like in this case it wouldn't be too fun and make turns lengthy. I think restricting it to once per turn would fix the issue, while also removing the looping problem.
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Solid! I feel like if I saw this in an official expansion, I wouldn't think anything of it.
The effect doesn't return to your Action phase, so you are limited to using only the Treasure cards you draw with this -- unless of course you buy it again to play the new cards. I like that that's an option.
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Troubadour Action $5
+1 Action
Reveal the top 3 cards of your deck. Put any Action cards that you do not have a copy of in play into your hand. Either discard the rest or put them back in any order.
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This one seems conceptually cohesive on first glance: build a deck with lots of different Action cards. But on second glance, to trigger this reliably, you need to (1) have this as your only main source of draw, and (2) also have lots of other Action cards -- and those two things don't go together. So making it reliable seems impossible, which means you're probably relying on luck most of the time. Which is totally fine, lots of cards are inherently swingy. But then it's also a bit weak. So, I'm not sure. Maybe it would be fine.
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I like it! Don't have any real substantive complaints; I think it would play quite well. You can turn a 4$ into 2 horses and an Imp, or a 5$ into an Imp and another 4$, which you can then trash later. And at the very end, it can just make 2$. It seems very strong at 4$, but since it relies on other cards, that's not an issue.
Two grammar issues though; horse should be horses, and "then" should be "than".
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Also like this one! Worth noting that it is very strong early, you may even open with it, especially if you're playing with Shelters. It doesn't have too much strategic depth, but that's fine for a village.
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Destitute Village
Action +1 Action and +1 Buy. +1 Action for each differently-named Action you have in play, including this.
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This can make a lot of Actions, and the buy is nice -- but of course, not drawing a card is a massive drawback, so the pricetag seems appropriate. It's kinda weird that it gets better when you already have played a bunch of Actions, but you want it to play Actions, so it's a pretty new dynamic. I like it!
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I actually went into this judging thing wanting to give some weight to majority opinion, and maybe pick something highly upvoted unless I have serious issues with it. Unfortunately, I do have serious issues with this card. So here's the thing. If I'm getting an Imp with Tormenter, I'm ecstatic, and +2$ is not that much better than giving out a ruin. So this card is quite strong. You'll probably get it first in a lot of games. Then your opponents get ruins. You know which card gets better if you have ruins? Imps. So if your opponent gets a fiend, you're more inclined to get a Fiend, too. Then your opponent is more inclined to get more Fiends and so on. And do you know which card gets better if you have a lot of Imps? Fiends. Consider also how the play Imp option works. Every Imp draws 2 cards, then can play other cards, which can themselves draw more cards, and more Imps. So this can go through your entire deck. (It can't just be the Imps that you have in hand at the point of playing because of accountability issues.)
So while it looks fun, I genuinely predict that it would dominate the game most of the time. Which might still not be bad, Cultist also kinda does that, but I don't love it. Great art, though.
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So this is either cantrip of village strength, plus some sifting. Pretty neat, and very cohesive-feeling design. No complaints.
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Impeach Event - $4
Exile a card from your hand to gain an Imp.
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Remember how Donald mentioned a shelter that allowed you to discard your hand to trash this, and he said it was usually correct to buy it even with 4 coppers? This suggests that this would be an auto-buy basically every time, which is also what my intuition says. The first Imp is basically a lab, so you're getting a lab for $4 that also trashes -- actually Exiles, which is better! -- your estate. I think overall, this feels a bit too easy to me; I feel like it ought to be a bit more of a challenge to gain Imps.
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Impaler $5 - Action - Attack - Duratiion Each other player chooses one: Reveal their top two cards and trash an Action or Treasure costing at least $2, discard 2 cards, or trash a card costing at least $3 from their hand (or reveal they can't). At the start of your next turn, gain an Imp and play it.
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I know I've said that high powerlevel itself is not an issue, but it is if the card is spammable, and this one is. A few comparisons have been mentioned, but the cleanest one is Den of Sin, and this is so much stronger than Den of Sin, it's kinda absurd. I know it's not gained to your hand, but the effect is about twice as strong. I think you'd just race to get as many of these as possible on almost every board, maybe mixing in some trashers. You can get villages if you don't reach 5$. Starting a turn with 2 Actions and 7 cards is just so good.
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Hotel Project - $5 At the start of your Clean up phases, you may set aside, from your hand, an Action or Treasure you don't have a copy of in play. At the start of your next turn, play it twice.
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Neat little throne room variant. I like stuff that gives you an out for bad draws, so I like that it's a project not a card. And the restriction is serious, but you can work around it. I like this a lot! Also kinda neat that it takes elements from Imp and from Ghost. (I don't quite get why it can target Treasure Cards; that seems like a pretty obscure use case that's probably not worth the complexity?)
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Captured Fairy $2 Action - Duration
$1 At the start of your next turn, you may trash this to gain an Imp.
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If you don't exchange this, you're doing something wrong. So it's basically an Imp for 2$ that you have to play first. Or a traveler with only two stages. Which is fine, if not the most exciting idea; but nothing wrong with it.
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Again, Den of Sin. Gaining it to your hand is nice, but it doesn't make up for how much stronger this card is, so this is too close to strictly better for my taste. And in general, I think too strong for a spammable card. Even without the second option, I think you'd rush to this most of the time and then just buy lots of it.
Fwiw I do think the design is neat aside from that. Honestly, I think it could be interesting with just the first option. It's bad value to just get +3 Actions for a 5$, but it makes up for it in giving you the ability to shuffle power around on two turns. Consider how strong Tactician is.
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The Exiling thing is a nonexistent downside if (a) you buy another copy of the thing or (b) it's your last turn. So you'll just use this all the time; it'll make any engine vastly more powerful. Is that a bad thing? Unclear. Maybe it'd be a fun. But I don't quite like it as a Way, it feels a bit too easy and too impactful.
Also, Throne Room -> Throne Room (Exile the second time) -> Workshop -> Workshop (Exile the second time) -> Smithy ... it's not quite a loop, but it comes very close. We're down 1 Action here but up 1 card, and we've gained a copy of all five Action cards we've played. Loops are certainly possible with stronger cards; these just use cards from the base set.
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This seems to have gone a bit underappreciated; I think it's pretty neat. It takes a lot of work to get Imps, but if you do it's phenomenal. Otherwise, Wisps are quite nice as well. But they're not good in arbitrary decks, so this isn't straight-forward powerful like some of the earlier cards. And also fantastic art!
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I like the idea quite a lot; I don't think the execution works. You can just trigger the effect all the time if you just don't get a lot of Action cards, and if you do, you have a Den of Sin+++ for 3$. it's so strong that this should be the best thing basically every time. Open with two of those, keep buying them, slowly sprinkle in one of each other Action card that you have use for. You made it a bit too easy. |
Analyst (fika monster), Carnival (faust), Imp Village (Augie279), Pursuivant (Ethan), Hotel (NoMoreFun)
Among those, it's quite hard to say, I feel like all of them would be justified. So I'll let the people speak and say