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Author Topic: Fan Card Mechanics Week 94: Activation cards  (Read 1340 times)

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Tiago

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Fan Card Mechanics Week 94: Activation cards
« on: June 07, 2024, 10:26:49 pm »
+1

Activation cards are one of my favorite fan mechanics, so I'm going to copy Zoyarox.

Design an Activation card that incorporates a mechanic from modern Dominion (Adventures->).

See here: https://forum.dominionstrategy.com/index.php?topic=2114.0

I'll close the contest in about a week, with a 24-hour warning.

I'm looking for creativity, balance, and simplicity.

BryGuy

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Re: Fan Card Mechanics Week 94: Activation cards
« Reply #1 on: June 07, 2024, 11:27:16 pm »
+1

:)                                                      :)
:)                                                      :)
Quote
Dias • $5 • Night - Activation
If you have no Villagers, +1 Villager.
Trash a Hand card or a Treasure you have in play.
-
When you trigger this, replay an Action card in play.
:)
This uses the Night type - a modern mechanic.
:)                                                      :)

segura

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Re: Fan Card Mechanics Week 94: Activation cards
« Reply #2 on: June 08, 2024, 07:52:07 am »
+1


Quote
Townsquare • $2 • Action - Activation
+1 Card
+1 Action
+1 Villager

-----------------
When you trigger this, set this aside. At the start of Clean-up, put it onto your deck.
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fika monster

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Re: Fan Card Mechanics Week 94: Activation cards
« Reply #3 on: June 09, 2024, 05:57:12 am »
+2


Quote
Townsquare • $2 • Action - Activation
+1 Card
+1 Action
+1 Villager

-----------------
When you trigger this, set this aside. At the start of Clean-up, put it onto your deck.

Seems strictly better than village at 2$
I would price it 4$.
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segura

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Re: Fan Card Mechanics Week 94: Activation cards
« Reply #4 on: June 09, 2024, 10:15:25 am »
+1


Quote
Townsquare • $2 • Action - Activation
+1 Card
+1 Action
+1 Villager

-----------------
When you trigger this, set this aside. At the start of Clean-up, put it onto your deck.

Seems strictly better than village at 2$
I would price it 4$.
This is weaker than Village. You might wanna read how Activation cards work.
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grep

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Re: Fan Card Mechanics Week 94: Activation cards
« Reply #5 on: June 10, 2024, 12:27:32 pm »
+1

__

Church Manor
$4 - Action - Victory - Activation - Fate
Trash a card from hand. Receive a boon
-
When you trigger this, +1VP

2VP
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emtzalex

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Re: Fan Card Mechanics Week 94: Activation cards
« Reply #6 on: June 11, 2024, 01:50:55 pm »
+4

My Submission:



Quote
Midnight Village • $4 • Night - Activation
Set aside up to 2 differently named Action cards you would discard from play this turn (on this).

When you trigger this, play the set aside cards in either order.

Midnight Village is a Night card that sets aside 2 Action cards you have in play (that aren't Durations remaining in play or other Activations). Later, during one of your Action phases, it can be triggered to play those cards. The effect is like a LC, giving 2 virtual +Actions and two virtual +Cards (by playing the cards without needing them in your hand). However, the effect is delayed (you can't play it until at least the Action phase on your following turn) and at least somewhat conditional (as you need the two, differently named Action cards available when you play your MV).
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Thanks to Shard of Honor for his Extended Version of the Dominion Card Image Generator, which I use to mock up my fan cards, and to Violet CLM, who made the original.

Tiago

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Re: Fan Card Mechanics Week 94: Activation cards
« Reply #7 on: June 15, 2024, 10:41:31 pm »
0

24 hour warning

J410

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Re: Fan Card Mechanics Week 94: Activation cards
« Reply #8 on: June 16, 2024, 05:37:33 pm »
0

Quote
Mold - Action - Activation -
Exile a card from your hand.
Exile a non-Victory card
from the supply costing up to
more than it.
When you trigger this,
discard a card you have in
Exile, then +2 Cards.
A Displace/Remodel variant that takes 2 actions but also has some more tricks up its sleeve. The discarding on trigger is mandatory, but can be a different card than one you just Exiled. Gold-to-Province displacing would be even stronger here (it discards the gold all by itself, and the Prov would be exiled immediately), so I fixed that by simply stating non-Victory cards (also saves a line).
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Tiago

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Re: Fan Card Mechanics Week 94: Activation cards
« Reply #9 on: June 16, 2024, 09:23:31 pm »
0

Contest closed

Tiago

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Re: Fan Card Mechanics Week 94: Activation cards
« Reply #10 on: June 18, 2024, 06:07:39 pm »
0

:)                                                      :)
:)                                                      :)

Royal Carriage Activation sounds fun. I'm not sure what the top has to do with it though. Also, what makes this good as a Night card? It seems to me that it's just as good as a non-terminal Action. Interesting card, but the unnecessary Night part puts me off a bit.


Quote
Townsquare • $2 • Action - Activation
+1 Card
+1 Action
+1 Villager

-----------------
When you trigger this, set this aside. At the start of Clean-up, put it onto your deck.

Schemed village that's not a village. Interesting and simple. I like it.

__

Church Manor
$4 - Action - Victory - Activation - Fate
Trash a card from hand. Receive a boon
-
When you trigger this, +1VP

2VP

I don't understand what this card is trying to do. Maybe without the Boon it could be interesting but right now it feels like a bunch of random effects smashed together.

My Submission:
Quote
Midnight Village • $4 • Night - Activation
Set aside up to 2 differently named Action cards you would discard from play this turn (on this).

When you trigger this, play the set aside cards in either order.

Very cool use of the Night mechanic. This looks really fun to play with also, and it's still simple. I don't have much to say; I like everything about it.

Quote
Mold - Action - Activation -
Exile a card from your hand.
Exile a non-Victory card
from the supply costing up to
more than it.
When you trigger this,
discard a card you have in
Exile, then +2 Cards.

Good card. I'd want to see how it works in a real game because it does look a bit awkward, but it should be fun to turn the same Gold into a Province over and over again.

Winner: Midnight Village by emtzalex
Runner-ups: Townsquare by segura, Mold by J410

J410

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Re: Fan Card Mechanics Week 94: Activation cards
« Reply #11 on: June 19, 2024, 05:38:54 am »
+1

I agree Midnight Village is the best-designed card in here, justifying both the Night and Activation types. Congrats emtzalex. My only worry is that it might be too strong at $4, as cards with similar effects (Golem and Lost City) are too strong to cost $5 (but lack the duration penalty).
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segura

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Re: Fan Card Mechanics Week 94: Activation cards
« Reply #12 on: June 19, 2024, 06:52:01 am »
0

It is likely fine as Royal Galley is vanilla-wise also a Lost City spread over 2 turns.
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emtzalex

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Re: Fan Card Mechanics Week 94: Activation cards
« Reply #13 on: June 19, 2024, 12:29:40 pm »
0

Winner: Midnight Village by emtzalex

Thanks, Tiago! I will try to post the next contest later today.
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Thanks to Shard of Honor for his Extended Version of the Dominion Card Image Generator, which I use to mock up my fan cards, and to Violet CLM, who made the original.
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