Editing Fan Card Creation Guide

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How quickly can your idea make a deck that gets to a win condition? Too fast and it's imbalanced. Take the same combo cards you had for the feel test, take your method of counting turns, and flip the deck over to avoid shuffle randomness if you can. Think which game end method is best for your combo's strategy, and simulate an opponent if player interaction is needed. Run the game with the best possible card drawing, adding 1 to the count after every round of turns is finished.  
 
How quickly can your idea make a deck that gets to a win condition? Too fast and it's imbalanced. Take the same combo cards you had for the feel test, take your method of counting turns, and flip the deck over to avoid shuffle randomness if you can. Think which game end method is best for your combo's strategy, and simulate an opponent if player interaction is needed. Run the game with the best possible card drawing, adding 1 to the count after every round of turns is finished.  
  
If you're going for Provinces, the turn threshold that indicates balance will vary depending on how many different cards are in the combo, not including the base cards. If you have 2 kingdom cards, getting 4 Provinces after turn 12 is safe; if 3, 4 provinces after turn 10. You might justify quicker rates as balanced if the cards in the combo are very niche and weak overall (an example is {{card|Beggar}} with {{Project|Guildhall}}), since it will rarely come up and very few different cards could replicate it. If you can find a combo that gets them faster using 4 or more cards, that's fine; it shows the potential your idea has, and the chances of all those cards appearing in the same game is slim. If you start the game with a $5/$2 split of money on the first 2 turns, that has about 11% chance normally; you might justify a stronger combo because of this, or disqualify it if you want to avoid that narrow chance deciding games.  
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If you're going for Provinces, the turn threshold that indicates balance will vary depending on how many different cards are in the combo, not including the base cards. If you have 2 kingdom cards, getting 4 Provinces after turn 12 is safe; if 3, 4 provinces after turn 10. You might justify quicker rates as balanced if the cards in the combo are very niche and weak overall (an example is Beggar with Guildhall), since it will rarely come up and very few different cards could replicate it. If you can find a combo that gets them faster using 4 or more cards, that's fine; it shows the potential your idea has, and the chances of all those cards appearing in the same game is slim. If you start the game with a $5/$2 split of money on the first 2 turns, that has about 11% chance normally; you might justify a stronger combo because of this, or disqualify it if you want to avoid that narrow chance deciding games.  
  
 
If, though, your idea aims to get VP in its own way to win, make a kingdom that helps make it strong enough, and run it against a deck gaining just Provinces. Can it win? In how many different kingdoms could it win? You need it to win only some of the time, and you're aiming to figure out how often and get to a satisfactory rate.  
 
If, though, your idea aims to get VP in its own way to win, make a kingdom that helps make it strong enough, and run it against a deck gaining just Provinces. Can it win? In how many different kingdoms could it win? You need it to win only some of the time, and you're aiming to figure out how often and get to a satisfactory rate.  

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