theory and I thought it would be fun / interesting to write down our initial thoughts on the cards after reading them, but before we play, and then revisit the post 30 days after release when we’ve had a chance to play with them. We’ve all been wrong on cards in the past.
Chapel? Why would I want to trash cards if I don’t have any curses?
Saboteur? Holy crap, I can destroy my opponents deck!
Sea Hag? Another crappy saboteur-like card… attacks but doesn’t help me at all. I’ll pass on that suckers.
Read on for our initial thoughts on the Cornucopia cards, and look forward to an article a few months from now where you all get to laugh at us for being so stupid, as well as score tally of who was right and who was wrong.Dale has requested that people don’t copy the images everywhere, so if you want to see them, did you miss the link above? Why here it is again! I don’t know why I’m helping him after he killed me at fantasy football last year.
Disclaimer: theory and I wrote these reactions independently, so I apologize in advance for lack of any witty banter between us, or duplications in our thoughts.
Farming Village: Action, $4
Reveal cards from the top of your deck until you reveal an Action or Treasure card. Put that card into your hand and discard the other cards.
Frisk: This seems like a reasonable card to start buying midway through your deck, and only gets better toward the end as decks start to get clogged. I expect this to be similar in popularity to worker’s village, and given a choice between the two, I’ll take this most days.
theory: The new late-game Mining Village? Doesn’t seem that great without early trashing since you’re mostly going to hit Coppers, but it’s strictly better than Village.
Fortune Teller: Action – Attack, $3
Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. He puts it on top and discards the other revealed cards.
Frisk: Probably something I would avoid most days. Stronger toward the end (where reshuffles are bad) than it is in the beginning, where reshuffles are generally good. Can do some serious damage by skipping powerful cards. Feels like on the milder side of attacks to me.
theory: Seems like Rabble; kind of nice in the early game (play turn 3 and force them to skip their turn 1/2 buys ideally).
Hamlet: Action, $2
You may discard a card; if you do, +1 Action.
You may discard a card; if you do, +1 Buy.
Frisk: According to theory, you should start buying this over silver mid game. I expect to see some crazy interactions with this and terminal card drawers.
theory: Man I love this card. A cheaper Worker’s Village with a cost to it.
Harvest: Action, $5
Reveal the top 4 cards of your deck, then discard them. +$1 per differently named card revealed.
Frisk: First reaction is that this is a little too strong. It should guarantee $2 most of the time, hit $3 sometimes, and $4 rarely. It does accelerate the deck though, which is nice, and has some nice interaction with things like ghost ship as defense. Thinking about it just a little bit more, it feels overcosted @ 5 though. A terminal 5 cost better do some amazing stuff, and capping out @ +$4… sometimes doesn’t seem that awesome . A torturer can probably draw 2-3 coins as well, with a higher ceiling, and abuses your opponent to boot.
theory: Tribute on yourself? Can never count on it, but I assume it’d be around $2-$3 each time.
Horn of Plenty: Treasure, $5, worth $0
$0 [large coin]
When you play this, gain a card costing up to $1 per differently named card you have in play, counting this. If it’s a Victory card, trash this.
Frisk: Interesting, but the trashing on victory prevents it from getting out of control. Probably is not an every time buy.
theory: I think you’d need a good Action chain, since treasure-wise you’ll usually end up only gaining $3 cards. But if you get 5 cards in play then you can start getting crucial 5’s. Excellent with lowcost nonterminals (e.g. Caravan)
Horse Traders: Action – Reaction, $4
Discard 2 cards.
When another player plays an Attack card, you may set this aside from your hand. If you do, then at the start of your next turn, +1 Card and return this to your hand.
Frisk: Feels good enough to open 4/3 to me. Guarantees a $5 cost on turn 3 or 4 unless you don’t draw it until turn 5. Reaction is an added bonus.
theory: Amazing early game! Probably the first Reaction I’d start going for.
Hunting Party: Action, $5
Reveal your hand. Reveal cards from your deck until you reveal a card that isn’t a duplicate of one in your hand. Put it into your hand and discard the rest.
Frisk: Almost strictly better than a lab. I would buy this ALL day and twice on Sunday.
theory: Obviously draws comparisons to Lab. I think it’s sometimes worse but usually better. Gets progressively worse when stacked, I assume.
Jester: Action – Attack, $5
Each other player discards the top card of his deck. If it’s a Victory card he gains a Curse. Otherwise either he gains a copy of the discarded card or you do, your choice.
Frisk: Feels like something that would be crazy. Probably hits copper way too often. Look forward to buying this card.
theory: What the <REDACTED>. Incredible.
Menagerie: Action, $3
Reveal your hand. If there are no duplicate cards in it, +3 Cards. Otherwise, +1 Card.
Frisk: Probably hard to use effectively, but easier than conspirator. GREAT interactions with warehouse / cellar.
theory: I don’t know how often I have duplicate cards. Probably situational?
Remake: Action, $4
Do this twice: Trash a card from your hand; gain a card costing exactly $1 more than the trashed card.
Frisk: Upgrade on crack. Feels like something I will frequently buy. How often do you dream of drawing 2 estates with one of your opening purchases?
theory: Seems considerably worse than Upgrade, and dies out much faster too.
Tournament: Action, $4
Each player may reveal a Province from his hand.
If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck.
If no-one else does, +1 Card, +$1.
Frisk: Clearly this set’s sexy card. Can’t imagine not playing it every time its there. Even not knowing what the prizes do, it seems that a 4 cost peddler is pretty sweet, although it does choke off later in the game.
theory: Oh baby. An early-game Peddler, with potential for late game awesomeness? Really encourages that fast Province: gogogo Coppersmith!
Young Witch: Action – Attack, $4
Discard 2 cards. Each other player may reveal a Bane card from his hand. If he doesn’t, he gains a Curse.
Setup: Add an extra Kingdom card pile costing $2 or $3 to the Supply. Cards from that pile are Bane cards.
Frisk: Feels like something I would always buy, although I suppose having a custom moat that might actually be good might tone it down slightly
theory: I guess how awesome this is depends on the Bane card. I think it’s pretty awesome, since the discard 2 cards probably doesn’t hurt much in a game with lots of early cursing.
Fairgrounds: Victory, $6
Worth 2 for every 5 differently named cards in your deck (round down).
Frisk: Interesting, but I think less dominating than gardens. The max value is 6, barring black market, but probably worth 4? A nice alternative to Duchy dancing.
theory: Not as important as Gardens? No idea how good it is right now.
What do you guys think? Myself, I’m looking forward to King’s Courting my Jesters all over town.