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I've seen some fan "2nd editions" of cards from some of the expansions. I thought I'd share my "fixes" for some of the cards that were removed in 2nd edition. I've tried to rework the cards so they accomplish the intent of their original design (which in many cases isn't just throwing some buffs on them).
I think Woodcutter, Spy, Thief, Adventurer, Great Hall and Tribute are all fine as they are. Yes, these cards are usually not great, but they have their uses and I don't think they make the game less enjoyable.
This speeds up Feast. In many ways, it is comparable to Borrow, except the -1 Card is delayed and it "costs" an action (to get rid of the dead card). That said, this has synergy with Trash for benefit.
While a little more wordy and less elegant (I liked the puzzely elegance of Chancellor before), this does a better job of "ensuring you get your benefit from Chancellor (and the benefit being seeing cards you buy come into hand quicker). Can also be used to set up particular 2 card combos.
I felt the one of the big issues with Coppersmith before was that past turn 4, it commonly wasn't better than a silver due to it essentially "eating" one of the cards in your hand, and at that point, you only have 4 cards left to actually be Coppers. This keeps it card neutral. Its probably still pretty niche, but much more generally viable at the start of the game.
I always saw Scout as the "guarantee your next hand is good" card (while also having the multi-type Victory synergy). This change makes sure that at least your next 4 draws are not victory. It still feels bad for it to do nothing on the turn it is played, so I added (1). Even with both of those buffs, I still feel like 3 is a more appropriate price for it.
Secret Chamber always had a really cool reaction effect, and I always felt really when I could find a use for it. the problem was its play effect wasn't very good, and unfortunately, didn't even have synergy with its reaction effect, so it was often difficult to find uses for the reaction effect. This completely reworks the play effect to have synergy with the reaction effect. The thing that activates the reaction effect was also made to be a little more general, so it can even be activated by you playing another Secret Chamber!
The original Saboteur had multiple problems. It didn't do anything for the player that played it. It took a long time to resolve. In multiplayer games, it could sometimes reduce the quality of cards in a player's deck quicker than players could increase the quality of card in their deck. Is a card that just makes everyone play with weaker cards even good for the overall game experience?
This version in theory still encourages playing with cheaper cards, but doesn't outright seek out and trash higher cost cards. You can be mostly not affected by it by using primarily 3 cost cards(so there is counter play if everyone is playing it). It can help opponents(reveal Curse and Provence for example), but I think that is fairly rare. With a lot of Coppers in decks, the effect is less likely to happen, so it has some trashing on it, making sure there is an option for players who want to trash their Coppers (and risk being hit harder by Saboteur) can. The self trashing also gives the player playing some bonus and reason to pick it up for their own deck.
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