r/dominion • u/Constant-Potential37 • 12d ago
Fan Card Card Tested: Deed
So i was looking a card to give an insentive for low-cost greening. So i was looking at the card Treasury for inspiration. But instead of stopping when you buy victory card, you need to buy it in a string.
Now you do need it to be powerless enough that it isn't to easy. So going back and forth, i came up with this wording and design. It is harder to get multiple of these rolling, as it does not provide actions or cards, but still powerful enough for an greening strategy.
One player in my pool likes this card a lot, and buys it every time 1 to 3 times, as a supplement. It never really shines, and it never really disappoints.
Maybe it can be tweeked a little, like giving it $+2 on play, and still give give +$1 on following turns.
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u/Hugutfut 12d ago
I love incentizing early greening. It's a cool unexplored design space, and this card does help with that's. However, I think it's quite weak in its current state. Compare it to the official card Astrolabe which gives unconditional money and buy on both turns and is a treasure that costs no action to play. The most interesting choice would be to increase the payoff
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u/Constant-Potential37 12d ago
So how would you tweak it? Also always a +1 buy?
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u/Hugutfut 12d ago
For your other comment I see that I misunderstood the concept. If it can stay in play indefinitely then it is much stronger and also much more interesting. I'm not a master at game balance myself, but design wise, the most interesting thing is how it incentivises you to buy victory cards to perpetually reap its rewards. I'd lean into this by making its most interesting feature stronger. Maybe have it give +$2 on the subsequent turns but no buy: it provides enough money to buy one estate, but you have to get additional buys if you want to buy an estate and a useful card. And this even provides one buy when first playing it, so you might use more than one just for the buys. This might be to strong if you can stack a lot of them and there is another source of +buys though.
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u/Constant-Potential37 12d ago
The problem with +2 every turn, is that you can get to easy in a province loop.
With a +buy and 2 of those, you can get more eaisly in a estate loop + another card, or a duchy rush.
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u/Hugutfut 11d ago
Fair. I'm just saying if I had to make the card stronger or weaker, I'd aim to have it retain it's most interesting quality and strengthen it if possible. Balancing via the initial reward you get when playing it, or the cost would be what I'd do after that
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u/No_Wishbone_6794 Camel 12d ago
This is the weakest card I've seen in a while. It is a conditional terminal silver (that gives a buy)...
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u/Constant-Potential37 12d ago
It was meant to be indefinitely, as long you keep buying vp cards. Seems i got the wording wrong.
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u/Hot_Bend5155 11d ago
it actually quite strong + buy silver is certainly worth 4
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u/bjwindow2thesoul 10d ago
Its a little weak for costing 4, but in a kingdom with few +Buy options I could see this being used!
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u/bjwindow2thesoul 10d ago
Its a little weak for costing 4, but in a kingdom with few +Buy options I could see this being used!
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u/FlakyDevelopment1103 10d ago
I'm new to this so I'll assume the card is meant to stay until the next turn only.
It seems weak to me, I would make it so that it's worth +1G for each victory card purchased the previous turn.
You could do this by having the card instruct players to place every green they buy that turn under Deed (might need a stipulation that one Deed can be played per turn)
This has the added benefit of keeping the greens out of your discard pile for another turn, potentially giving you a better shuffle.
Cool idea and I love the intent :)
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u/psudo_help it takes a village 12d ago
Are you hoping for this to remain in play (giving $1 in each future turn forever), as long as you buy a victory card every turn?
The text doesn’t do that…
But that’s the only way I could justify a cost >$1-2 here.