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Author Topic: Weekly Design Contest #231: But Everything Changed, When...  (Read 2769 times)

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faust

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Re: Weekly Design Contest #231: But Everything Changed, When...
« Reply #25 on: September 20, 2024, 08:30:27 am »
0


Quote
Eternal Return
Prophecy

When you trash a card, gain a copy of it.
I once tried, when trash Exile instead. Did not work due to TfB like Salvager or Forge. This has the same problem.

Cards like Fortress, Trail, and Lich are in the game, so Eternal Return with TFB should be fine.

The one exception could be with Provinces, as you could mill the pile very quickly.  Maybe Eternal Return could include a “costing up to $6” clause like what Shaman has.

Edit: Regarding the pile out combo with Watchtower, that’s definitely a bigger issue than TFB issue.  But there are other degenerate pile outs, like Procession and most gainers, or Sculptor and any cost reduction (especially Inventor, from the same expansion). Of course comparing Eternal Return with such busted combos probably isn’t a good starting point.
Thanks for the feedback. I have now changed Eternal Return to work only on non-Victory cards, which I think is more interesting (it incentivizes players to prioritize Copper trashing because Estates can still be trashed once Eternal Return activates).

I think Watchtower is a single, somewhat degenerate combo (well Siren has a similar issue, but only for its own pile), but it's fine because it still only works after Prophecy activation, and it doesn't do anything to help you win on its own.
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BryGuy

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Re: Weekly Design Contest #231: But Everything Changed, When...
« Reply #26 on: September 20, 2024, 09:26:36 am »
0

:)                                                      :)
:)                                                      :)
Quote
Meteor • $5 • Action
For the Meteor you play this turn, if it is ...
the first: +$2 and if the Meteor pile is empty, +1 Buy; otherwise you may discard a Treasure to gain a Meteor
subsequent: +1 Action and +$3.
:)
Here is my entry - an Action whose first use is different after its pile empties. It also operates different depending upon the first or subsequent use. I opted to make the pile-out less easy.
:)                                                      :)
« Last Edit: September 21, 2024, 04:03:25 pm by BryGuy »
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Jonatan Djurachkovitch

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Re: Weekly Design Contest #231: But Everything Changed, When...
« Reply #27 on: September 20, 2024, 03:55:58 pm »
+3

Here's a funny, half-joke of a submission, will see if I replace it later.



Quote
Blood Moon - Prophesy
At the end of your turn, after your Clean-up phase, play an Action card from your hand (or reveal you can't).



And BryGuy, seems like you have accidentally left a link to F.DS. instead of to your card picture.
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SignError

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Re: Weekly Design Contest #231: But Everything Changed, When...
« Reply #28 on: September 20, 2024, 05:12:47 pm »
+3

Quote
Prohibition
Prophecy

Once per game, when you discard an Action
from play, you may put it here. For the rest of
the game, players can't play any copies of it.

Clarifications:
  • The "once per game" limit applies to each player separately.
  • "Can't play" overrides any instruction to play a card.
  • Cards on Prohibition do not belong to any player and do not contribute to scoring at the end of the game.

Interestingly the Wine Merchants seem to be immune to this Prohibition... But you can prohibit Fishing Villages if you lost that split, stop an impending flood of Coven Curses or maybe just thin your own Chapel. Only if the prophecy is fulfilled of course.

It probably needs “from your hand” wording like Voyage and Warlord.  See Voyage Secret History.
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4est

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Re: Weekly Design Contest #231: But Everything Changed, When...
« Reply #29 on: September 21, 2024, 02:05:34 pm »
+7



Get ready, the party is starting soon.
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segura

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Re: Weekly Design Contest #231: But Everything Changed, When...
« Reply #30 on: September 22, 2024, 10:33:28 am »
0

I once tried, when trash Exile instead. Did not work due to TfB like Salvager or Forge. This has the same problem.
It's not a problem, it's a feature.
Sure, that’s why you kept the first version.
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infangthief

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Re: Weekly Design Contest #231: But Everything Changed, When...
« Reply #31 on: September 23, 2024, 04:32:31 am »
0

Quote
Prohibition
Prophecy

Once per game, when you discard an Action
from play, you may put it here. For the rest of
the game, players can't play any copies of it.

Clarifications:
  • The "once per game" limit applies to each player separately.
  • "Can't play" overrides any instruction to play a card.
  • Cards on Prohibition do not belong to any player and do not contribute to scoring at the end of the game.

Interestingly the Wine Merchants seem to be immune to this Prohibition... But you can prohibit Fishing Villages if you lost that split, stop an impending flood of Coven Curses or maybe just thin your own Chapel. Only if the prophecy is fulfilled of course.

It probably needs “from your hand” wording like Voyage and Warlord.  See Voyage Secret History.

Thank you, I was not aware of the stranded cards thing. Adding "from your hand" is cool because it encourages you to look for ways to get around the Prohibition, which may be available in some games.

I've updated my entry.

Adding "from your hand" makes the font smaller unless I remove some other words... so I've changed the card a little by removing the "from play" restriction on where the Action card is being discarded from, so now it could be an Action card that you discard to Militia, or Witch's Hut, or even just part of discarding your hand during Clean-up.
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MochaMoko

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Re: Weekly Design Contest #231: But Everything Changed, When...
« Reply #32 on: September 23, 2024, 10:13:46 pm »
+1

24 hour warning
I will be closing submissions some time at least 24 hours from this post. All submissions and edits before said post will be accepted. Do make a new post letting me know if you make any changes.

I will provide a list of all the cards submitted, for double checking. If I didn't catch you, or there's an inaccuracy in your card outline, please give me a holler.

faust - Eternal Return - Prophecy - regains trashed non-Victory cards
JW - Renowned Master - Prophecy - draws upon unique Action plays
Optimal_Inefficiency - ④ Pyre Ship - Action-Duration - optional-Duration trashing that gives more money if you've trashed a Gold
fika monster - Royal Decree - Prophecy - King's Citadel, but trashes the card afterwards
NoMoreFun - Fashionista - ④ Action-Command - Commands Actions from untouched piles, or from the trash
Gamer3000 - Armageddon - Prophecy - The game ends in 4 turns
binbag420 - Harmony - Prophecy - Stack your deck by cost (decreasing)
LibraryAdventurer - Locksmith - ⑤ Action - Smithy that makes Estates money, or Crop Rotates if someone's gained a Province
infangthief - Prohibition - Prophecy - You get to ban an Action you own a copy of from being played
BryGuy - Meteor - ⑤ Action - First play: Terminal Silver that lets you Way of the Rat or +1 Buy once you can't; next plays: Gold
Jonatan Djurachkovitch - Blood Moon - Prophecy - Makes you get in an extra Action after your turn's done
4est - Matsuri - Prophecy - Masquerade at the start of every turn
« Last Edit: September 23, 2024, 10:17:11 pm by MochaMoko »
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kru5h

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Re: Weekly Design Contest #231: But Everything Changed, When...
« Reply #33 on: September 23, 2024, 10:26:05 pm »
+5

Snorka

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Re: Weekly Design Contest #231: But Everything Changed, When...
« Reply #34 on: September 23, 2024, 11:44:31 pm »
+4


A very simple Prophecy, but it should shake things up, especially in games without +buy or terminal space.
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emtzalex

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Re: Weekly Design Contest #231: But Everything Changed, When...
« Reply #35 on: September 24, 2024, 11:49:45 am »
+4



Quote
Eclipse • Prophecy
When shuffling, you may set aside an Omen to put
on the bottom of your deck face up. While there,
you can play it from your deck as if in your hand.
                                   

My submission is Eclipse, a Prophecy which (effectively) turns one Omen per shuffle into a Shadow card. For centuries, Eclipses were seen as a powerful signs/warnings. Here, an Eclipse properly foretold could give the soothsayer (or the omens she pointed to) extra power. Obviously, the impact on the game will vary depending on which Omen(s) are in the Kingdom; however, they're all much more powerful when played from your deck (which is why I limited it to one). If you end up drawing the Omen (or otherwise moving it out of your discard pile), it reverts to just being a regular card (at least until your next shuffle, where you'll have another chance to make it a Shadow card).
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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.

Optimal_Inefficiency

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Re: Weekly Design Contest #231: But Everything Changed, When...
« Reply #36 on: September 24, 2024, 04:22:30 pm »
+4



This looks very fun but also potentially unbalanced (I can’t afford a Province this turn so I’ll turn the pile over).
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binbag420

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Re: Weekly Design Contest #231: But Everything Changed, When...
« Reply #37 on: September 24, 2024, 06:25:00 pm »
+1



This looks very fun but also potentially unbalanced (I can’t afford a Province this turn so I’ll turn the pile over).

You can just buy an Omen and flip it back yourself.
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Tiago

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Re: Weekly Design Contest #231: But Everything Changed, When...
« Reply #38 on: September 24, 2024, 09:08:56 pm »
+3

MochaMoko

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Re: Weekly Design Contest #231: But Everything Changed, When...
« Reply #39 on: September 24, 2024, 10:58:35 pm »
+2

Submissions closed
Thank you for all the submissions! Once again, I will provide an updated list of all the cards submitted, for double checking. If I didn't catch you, or there's an inaccuracy in your card outline, please give me a holler.

faust - Eternal Return - Prophecy - Regains trashed non-Victory cards
JW - Renowned Master - Prophecy - Draws upon unique Action plays
Optimal_Inefficiency - ④ Pyre Ship - Action-Duration - Optional-Duration trashing that gives more money if you've trashed a Gold
fika monster - Royal Decree - Prophecy - King's Citadel, but trashes the card afterwards
NoMoreFun - Fashionista - ④ Action-Command - Commands Actions from untouched piles, or from the trash
Gamer3000 - Armageddon - Prophecy - The game ends in 4 turns
binbag420 - Harmony - Prophecy - Stack your deck by cost (decreasing)
LibraryAdventurer - Locksmith - ⑤ Action - Smithy that makes Estates money, or Crop Rotates if someone's gained a Province
infangthief - Prohibition - Prophecy - You get to ban an Action you own a copy of from being played
BryGuy - Meteor - ⑤ Action - First play: Terminal Silver that lets you Way of the Rat or +1 Buy once you can't; next plays: Gold
Jonatan Djurachkovitch - Blood Moon - Prophecy - Makes you get in an extra Action after your turn's done
4est - Matsuri - Prophecy - Masquerade at the start of every turn
kru5sh - Tsunami - Prophecy - Omens can remove or un-remove Supply piles from the game
Snorka - New Lands - Prophecy - +1 Card +1 Action +1 Buy at start of turn
emtzalex - Eclipse - Prophecy - One Omen you have behaves like a Shadow
Tiago - Stagnation - Prophecy - Can't buy cards that you have a copy of in play

I will work on these, and hopefully be done within 24 hours.
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Optimal_Inefficiency

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Re: Weekly Design Contest #231: But Everything Changed, When...
« Reply #40 on: September 25, 2024, 08:52:28 pm »
+1

For fun:

Quote
Sinking City — ($5)(Action)
+1 Card
+2 Actions
If there are 0 empty Supply piles, +1 Card and +$1.
If exactly 1, +1 Card.
-
When you gain this, gain a card costing exactly $2.

The extra gained card is meant to speed up pile emptying. I still expect a table of logical players—absent a saboteur—could take advantage of the (relatively) cheap City.
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MochaMoko

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Re: Weekly Design Contest #231: But Everything Changed, When...
« Reply #41 on: September 25, 2024, 11:10:02 pm »
+3

Sorry for the wait! I will be using the previous post's outline to head each entry. I'll figure out how to put hyperlinks afterwards, but let me first get out the judgments.

faust - Eternal Return - Prophecy - Regains trashed non-Victory cards
Simple, game-changing. Yes, I do think that the non-Victory specifier is probably better to have. It makes it less impactful, but still impactful enough to open up new avenues of play. Looking solid.

JW - Renowned Master - Prophecy - Draws upon unique Action plays
It's draw! That's kind of it. Of course some Prophecies are more "transformative" than others. This one seems to be a bit less so. Don't get me wrong, it's a lot of draw. And it also encourages playing with the kingdom. It's a fine card, but I'm not particularly moved by it. Particularly, while it speeds up the game, I'm not sure how much it really changes the way I play. Ways will allow Horse to make some Double Horsey action, but it can take a bit of work.

Optimal_Inefficiency - ④ Pyre Ship - Action-Duration - Optional-Duration trashing that gives more money if you've trashed a Gold
The trashing is very friendly. Doesn't miss shuffles if you want it not to, unlike a certain orange seafaring boi, and can let you spike, or hit your Estates. Also, it has potential to become big, big payload. Well, compare to Priest, or Forager, right. Since it's a good opener, and is even +Buy, you'll often want this card, and you might be tempted to feed a Gold to it. Sounds like fun.

fika monster - Royal Decree - Prophecy - King's Citadel, but trashes the card afterwards
Here's the first Prophecy that I'd say falls under the category of "benefits others before the activator". Yes, the Prophecy isn't all upside, but it's quite the strong effect. I'd rather not be the one to activate this. Most official Prophecies try to be most beneficial to the activator. It's not necessarily a problem to have Prophecies not be the other way, but I'd prefer that the activator is rewarded. Either way, sounds fun.

NoMoreFun - Fashionista - ④ Action-Command - Commands Actions from untouched piles, or from the trash
Some people might complain that this is strictly better than Necromancer, when they're on the same board. It can even Command Durations! I don't particularly mind the comparison with Necromancer because this certainly offers a unique experience. I'd go so far as to say this is a near-must open on the ③/④, but as for whether you get multiple depends on the ease of trashing Actions, and how many Fashionistas the other players have. My biggest complaint is the experience of player 1 playing Fashionista, playing a critical ⑤, then buying that ⑤ -- because it's a critical card -- and also at the same time disabling player 2's Fashionista. Also, maybe make it say no Durations, but I could see either way. I like this card.


Gamer3000 - Armageddon - Prophecy - The game ends in 4 turns
For the words needed, it's a super simple effect, which makes the gameplay with the Omens tremendously different. Well, sometimes the game moves too fast for Armageddon to do anything. The 4-turn timer is relatively generous, but generally the player who can make a deck that most effectively utilizes the Omens should have an advantage. After all, they do get the last turn. Money games in particular (Money? What's that?) will become a mad rush for points. The most interesting boards with Armageddon  -- the ones where it's the most transformative -- are probably ones where there's a dichotomy of a money deck vs an engine deck. I mean, money can't control playing Omens as easily, but if the Omens are ones that promote a quick activation (most of them), a player building an engine could be on a serious timer. At what point does investing into deck control become unviable? Should the engine player elect to skip the Omen? Lots of cool interactive questions for this card. I like it.

binbag420 - Harmony - Prophecy - Stack your deck by cost (decreasing)
What a mind-bending Prophecy. Usually the cost hierarchy goes something like: Expensive junk you might want later > Deck control, most payload > Cheap junk you don't want. This means your deck will go kaput once you reach an excess of Golds, Loot, or Provinces, which is very much not something an engine deck wants to deal with. Now there can be ways to deal with this, such as Duration draw, card seeding/saving, or Alley. But for games that have a greening phase, or where Loot or Gold are attractive sources of payload, it will definitely slow the game down. The way you approach deck building with this around changes quite significantly. Oh, also money, which doesn't exist (I kid, it sometimes does), is pretty funny under Harmony. I mean, the money clumping is just horrendous. All the Golds on top, all the Coppers on the bottom. A money deck needs to be able to find some way to control the money distribution. It's usually already completely unviable to play money, and it's even harder under Harmony. My biggest complaint with this card is the decision of ordering your entire deck -- which sometimes needs to be quite a detailed task. However, it also removes shuffling entirely, which is a godsend. I like this card.

LibraryAdventurer - Locksmith - ⑤ Action - Smithy that makes Estates money, or Crop Rotates if someone's gained a Province
Now I know what some of you are thinking -- isn't Locksmith Money super strong? I didn't put this through any simulations, so I can't say, but no. Locksmith money is not strong. Why? Because money decks don't exist*. Not in 2024. Money is weaksauce. That being said, Locksmith seems very strong, just as a draw card. It makes it tremendously easy to hit price points early, and can actually make a lot of money from Estates, if you have this as your primary draw. Of course that requires you to have enough control to get your Estates early, which means oh look go build an engine!! And if/when Provinces are gained, like say your opponent is playing Locksmith money for some reason, Crop Rotation is still a huge boon. I'd say this is one of the strongest Smithies that doesn't have +Buy. Is Old Witch stronger? Well, probably. I mean, it's Old Witch. Locksmith is a fine card. But I don't particularly care for the one-time game effect. It's true, it does contribute to the card's identity, and you might be tempted to keep Estates around a bit longer. You'll get Province when you want it, and then okay the card changes, but not by that much. Now you're a bit more incentivized to trash your Estates, if you still have them around.

infangthief - Prohibition - Prophecy - You get to ban an Action you own a copy of from being played
Here's one of the most brutal Prophecies ever. I mean, just imagine putting Prohibition on the Worker's Village pile. The game halts to a slog, because now everyone's deck is full of unplayable junk, like I mean every single card. Now the solution to this is to just get fewer of each card, and build a bit less. Then you can whack a player on the head if they invest too much into one particular Action... provided you can get to your own copy of the card quickly enough. It's sort of like Warlord, if you think about it. The gameplay is interesting and interactive. I think there would be a very vocal group of haters for this card if it were released, but I like the idea. Can't say whether the gameplay is good or not without playing a lot with it, though. In particular, I'm concerned with the possibility of ruining the only Village on the board. Whether that's the right play or not, is the game still fun to play after that?

BryGuy - Meteor - ⑤ Action - First play: Terminal Silver that lets you Way of the Rat or +1 Buy once you can't; next plays: Gold
It sounded super weak to me at first, until I looked at it from the lens of a Gold gainer. Really isn't that weak there, though there are likely stronger ways to gain payload. Meteor is especially unusable in a money deck. A hand full of Meteors is a recipe for disaster and calamity, and not for your opponents. I don't have much problem with the card itself, but its presence in terms of the one-time game event is very thin. In the first place, the Meteor pile can't deplete unless multiple players invest into it (I don't believe in a Meteor stack unless, I guess, there's Chameleon). And once it does, it just gives you +1 Buy. So I can't give it a high evaluation for the purposes of the contest.

Jonatan Djurachkovitch - Blood Moon - Prophecy - Makes you get in an extra Action after your turn's done
Hmm... this one's awkward. As for the general impact on the game, I'd say it's rather minor, especially when comparing it to the big guns like Great Leader. There are some funny tricks that you can do, like playing Remodel and getting to end the game. And also it can hose you if your only Action is a Village or something. Specifically, the interaction with Throne Rooms and other cards that play lots of cards like First Mate is kind of ridiculous. There, it really goes hard. But still, I don't think I'm seeing the charm to this in most cases. It does something every game. Just not a whole lot. And sometimes it changes the way I build, but the vast majority of the time, it doesn't seem like it has a lot of presence.

4est - Matsuri - Prophecy - Masquerade at the start of every turn
Oh, Masquerade. I'm sorry to tell you, but I have a lot against Masquerade. The passing doesn't really do much. Usually it's just a little fun physical trick with the cards, where people kinda just hand the same two junk cards to each other over and over again. Of course the gameplay here is, don't trash all your junk. But well it's quite common to have a couple Coppers lingering around. And yes, Masquerade gets particularly brutal with handsize attacks. There's gameplay there. But I want my Prophecies to do more! There's actually a Prophecy with a similar passing-ish mechanic in the Secret History of Rising Sun, where you get to yoink an Action from the previous player's play area on their Clean-up. And apparently that's also too boring. I was wondering whether it would be okay to yoink the top card of the previous player's deck. It's pure chaos, yes. But you know, sometimes we can have some of that. Maybe it's just too hard to make this musical chairs effect into something really impactful.

kru5sh - Tsunami - Prophecy - Omens can remove or un-remove Supply piles from the game
Here's a Prophecy that really wants you to have control over being able to play Omens. You just lose all ability to build your deck, or advance the game as you will. The biggest problem with this one imo (besides for the name -- sorry I don't like Tsunami -- names aren't factoring in the judgments though) is the Embargo problem of, if you ban the card, you can't gain it either. This really limits the scope of what you want to actually use this effect on. Because odds are if you don't want the card, they don't either. And well, even if they do, all they need to do is play an Omen. Those are good cards. So while it looks cool, I don't think this does much often. Also -- I should have asked for clarification earlier, sorry -- is what exactly do you mean by that last sentence? The implication I got from Optimal_Inefficiency's question and your answer is that it is impossible to interact with the pile other than flipping, but I mean it's still in the Supply. So, I'm not really seeing the rule that tells me I can't interact with the pile. Like, say I wanna rotate this, or something. Or trash a card from the pile. I know it's an Action pile. What exactly happens there? I assume nothing. But it's a Supply pile. So... Ohhhhh. Okay. It's not in the Supply. But I read it as "It's in the Supply, because it's 'being flipped' = in the state of being flipped by this'. I think I'd word your card like, "After playing an Omen, you may remove a pile from the Supply, or return a pile removed with this back to the Supply." Or something like that. Is that what you mean?

Snorka - New Lands - Prophecy - +1 Card +1 Action +1 Buy at start of turn
This benefits your opponents before yourself (the activator)! Not a fan. Maybe get the effect when you activate it, too. That said, the impact is fine; it's again not particularly major, but it does feel like a big breath of fresh air. Sort of like how Kind Emperor makes it so you never dud again*. Sorry, that's all I have to say for this card.

emtzalex - Eclipse - Prophecy - One Omen you have behaves like a Shadow
This is fine, it's really fine. But how much impact does it have? This is a recurring issue I have with many of these Prophecies. In the words of Donald X. Prophecies change everything. In the words of me, quoted from Katara, "But Everything Changed..." The change here is just too minor for my tastes. It's like, better than +1 Card. And that's fine and all. But I can't give it a high evaluation for the purposes of this contest.

Tiago - Stagnation - Prophecy - Can't buy cards that you have a copy of in play
This hurts yourself (the activator) before your opponents! Not a fan. That being said, it's a pretty tough card to evaluate, in terms of impact, maybe?  I think often you'll be stuck with using your coin to buy green. But it does somewhat buff gainers, and promotes variety some. It's very difficult to buy more copies of key deck control cards, because there's hardly ever a turn when you won't be playing them. So it puts a relatively hard stop to building, outside of gainers. Decks with low control, or very lopsided performance, are strengthened a bit, but usually those are not good decks, and I don't expect them to become good decks with Stagnation in play. Final thoughts for this card -- it's fine. It really is. I'm not terribly excited about it, though.

Many interesting and great entries! All said and done, there's only one entry that I can choose as the winner, and I'll give that to NoMoreFun's Fashionista. It's simple, has interesting interactions, and can power down and up pretty significantly over the course of the game. Where's the "one-time" ness?? You might ask. It's there, I think it's there, and it's clever about it.
« Last Edit: September 25, 2024, 11:23:11 pm by MochaMoko »
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NoMoreFun

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Re: Weekly Design Contest #231: But Everything Changed, When...
« Reply #42 on: September 26, 2024, 12:00:42 am »
0

Thank you! New contest up now
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