Dominion > Variants and Fan Cards
Revised versions of published cards
LibraryAdventurer:
--- Quote from: grrgrrgrr on September 23, 2023, 11:32:53 am ---<modded Crypt>
--- End quote ---
I like the idea, but I'd suggest making it a cantrip instead of +2 Cards. That makes its effect more similar to the original version, but still a significant buff.
BryGuy:
:)So i was reviewing Glinko Dominion Card Rankings and contemplating improvements to the bottom 16%, if i don't find anything in old posts here. Below are a few ideas i had. Let me know what you think, especially those with multiple version. I pursued three paths for improvement: 1. remodel; 2. make into a split pile by developing a companion card; 3. Reduce its cost. I mostly want to maintain the original intent or at least not invade space another better card already occupies.
Cartographer Ranked 411/451
I modified this into a Peddler variant.
:)
Crystal Ball Ranked 366/451
So this one really surprised me. To me it seams like the Treasure version of Sentry. So i modified to make the first one provide additional value and allowed you to put a card into your Hand, helpful for Night cards.
:)
Duplicate Ranked 362/451
I modified this to allow more duplication.
:)
Feodum Ranked 441/451
I modified both versions to a Treasure-Victory.
Version-A: I modified this gain Silvers.
Version-B: I modified this provide basic economy with the potential to gain Silvers. Maybe this should also cost $4?
Version A Version B :)
Island Ranked 369/451
Since two cards are removed from your hand, i modified this by providing an additional card.
:)
Monument Ranked 407/451
Like Woodcutter, as an Action this is too week. I modified this to a Treasure, provided a choice, and added an exchange. This exchange idea is not too dissimilar to Capital City.
:)
Pendant Ranked 383/451
Version-A: I modified this to trash a Treasure for the benefit of a Coffer.
Version-B: I modified this to provide an alternative path to Loots.
Version A Version B :)
Sage Ranked 400/451
I modified this to allow conditional trashing.
:)
Scavenger Ranked 426/451
This an Harbinger both allow a card to be moved from the discard onto your deck. For both I modified this to two cards.
Version-A: I modified this include a Buy.
Version-B: I modified this to a choice, making the other option trashing and provide some benefit to certain trashing.
Version A Version B :)
segura:
None of these cards except for Cartographer is weak. Cartographer with an added Peddler is likely too strong, Crystal Ball needs no buff, Duplicate needs no buff, the second Feodum variant is totally crazy, Monument being stronger than Plunder is totally crazy (not to mention the issue that a non-terminal that can be played as nothing but +2VP does not work; cards that provide VPs should lead to game progress and not to loops).
Except for obvious power level misevaluations (dude, Monument ain’t weak!), making cards more wordy and complex is seldom a good idea.
Take Pendant, a powerful Treasure with a simple and clear wording. Why mess this up via adding Treasure trashing or Loot exchange to it?
BryGuy:
Anyone have some good ideas for these?
Rank Name Expansion Cost Category
351 Library Base 5-cost
353 Ducat Renaissance 0-2-cost
354 Herb Gatherer Allies 3-cost
355 Nomads Hinterlands 4-cost
356 Merchant Base 3-cost
357 Candlestick Maker Guilds 0-2-cost
358 Innkeeper Allies 4-cost
359 Moat Base 0-2-cost
361 Guide Adventures 3-cost
362 Duplicate Adventures 4-cost
364 Caravan Guard Adventures 3-cost
365 Workshop Base 3-cost
366 Crystal Ball Prosperity 5-cost
368 Tunnel Hinterlands 3-cost
369 Island Seaside 4-cost
370 Pawn Intrigue 0-2-cost
371 Trading Post Intrigue 5-cost
372 Fortune Hunter Plunder 4-cost
373 Dismantle Promo 4-cost
374 Scepter Renaissance 5-cost
375 Armory Dark Ages 4-cost
376 Kiln Menagerie 5-cost
377 Hoard Prosperity 6-cost or more
378 Galleria Allies 5-cost
379 Druid Nocturne 0-2-cost
380 Capital Empires 5-cost
381 Acolyte Allies 4-cost
382 Baron Intrigue 4-cost
383 Pendant Plunder 5-cost
386 Fairgrounds Cornucopia 6-cost or more
387 Tactician Seaside 5-cost
388 Graverobber Dark Ages 5-cost
389 Oasis Hinterlands 3-cost
390 Cellar Base 0-2-cost
391 Prince Promo 6-cost or more
392 Leprechaun Nocturne 3-cost
393 Faithful Hound Nocturne 0-2-cost
394 Rocks Empires 4-cost
395 Contract Allies 5-cost
396 Magnate Prosperity 5-cost
399 Merchant Camp Allies 3-cost
400 Sage Dark Ages 3-cost
401 Tracker Nocturne 0-2-cost
402 Farmland Hinterlands 6-cost or more
403 Crypt Nocturne 5-cost
404 Gladiator Empires 3-cost
407 Monument Prosperity 4-cost
410 Royal Blacksmith Empires 6-cost or more
411 Cartographer Hinterlands 5-cost
413 Mystic Dark Ages 5-cost
414 Scholar Renaissance 5-cost
415 Gardens Base 4-cost
416 Treasury Seaside 5-cost
417 Bard Nocturne 4-cost
418 Secret Passage Intrigue 4-cost
419 Poor House Dark Ages 0-2-cost
422 Silver Mine Plunder 5-cost
423 Tide Pools Seaside 4-cost
424 Fool Nocturne 3-cost
425 Miser Adventures 4-cost
426 Scavenger Dark Ages 4-cost
428 Death Cart Dark Ages 4-cost
429 Treasure Map Seaside 4-cost
430 Duke Intrigue 5-cost
431 Night Watchman Nocturne 3-cost
432 Harbinger Base 3-cost
433 Vault Prosperity 5-cost
434 Mine Base 5-cost
435 Vagrant Dark Ages 0-2-cost
438 Masterpiece Guilds 3-cost
439 Farm Intrigue 6-cost or more
440 Beggar Dark Ages 0-2-cost
441 Feodum Dark Ages 4-cost
444 Trader Hinterlands 4-cost
445 Merchant Ship Seaside 5-cost
446 Stash Promo 5-cost
449 Harvest Cornucopia 5-cost
grrgrrgrr:
I got another idea for Silver Mine
Idea 4
--- Quote ---Silver Mine (Treasure, $5)
Gain a card costing less than this to your hand.
--- End quote ---
With this, it can also serve as an expansive nonterminal Workshop if there are no interesting Treasures to gain. And of course, it gets quite nuts with stuff like Villa.
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