Dominion Strategy Forum
Dominion => Variants and Fan Cards => Topic started by: timchen on July 26, 2011, 07:43:57 pm
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This idea just came to me. I think it is a very nice card and has lots of uses! Some parameters can be further tuned though.
The negatives Treasure/Victory
cost: -2
value: -1
VP: -2
When you buy this card, +1 buy. This card cannot be trashed in the buy phase.
When you trash this card, gain a curse.
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I can't see the value of this. With most cards, it's useless: it turns provinces into a substantially worse than normal fairgrounds. With ambassador or masquerade, it's a horrible attack.
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For the Province, yes. But how about that when you are 3 points behind and there is only one Province left and you only have $6 in hand?
Or in turn 3, suppose you draw 2+P with Familiar the only potion-cost card on board. Do you want to take one of them and a Familiar?
Actually I have to nerf this card with the last line. Otherwise with 5-2 I will gladly open a Forge. Maybe even 4-3.
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Oh boy I always wanted to buy something which I could Upgrade into a Copper.
ED: Oh wait I misread it. Could still Remodel it up into a Copper though!
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Why -$1? You do realize that you do not have to play coins in your buy phase if you choose not to, correct?
Very rarely would you ever sacrifice -$1 for a +1 buy.
On a positive note, I do really like the premise. How about this:
Slums:
$0 (Purple/Curse Card)
-1 VP. When you buy this, gain +$4. You cannot trash this card by any means,
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Well, one reason is for fun. A card with negative price, negative value, and negative VP!
On the mechanics side, while it usually does not matter, it anti-synergizes with venture or adventurer. It sometimes becomes a decision whether you want to play it before HoP.
Also, the card you suggested should just be a Curse, since there is no function when it is played as a treasure. Also the +1 buy is necessary, or the +$4 you get when buying it is usually not going to be very useful.
Note that you can empty the pile of the negatives any time you want, because you get +1 buy whenever you buy one. It is almost never a good idea to do so, however.
The biggest use for the card, I think, is to overcome some bad draws. It's like, okay, I can take a hit by having one more useless card in my deck, but let me have some extra money to spend this turn. I would imagine there are lots of interesting strategies around this card. For example, how about a turn 3 possession?
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For the Province, yes. But how about that when you are 3 points behind and there is only one Province left and you only have $6 in hand?
Or in turn 3, suppose you draw 2+P with Familiar the only potion-cost card on board. Do you want to take one of them and a Familiar?
Actually I have to nerf this card with the last line. Otherwise with 5-2 I will gladly open a Forge. Maybe even 4-3.
http://forum.dominionstrategy.com/index.php?topic=370.msg4810#msg4810
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This card is completely harmless when bought with watchtower - you trash it, then trash the curse you gain. Just buy it with watchtower in hand and a ton of +buy and it effectively lets you convert a buy into an extra $2. With hamlet and watchtower this card would allow buying provinces with *no money in your deck*.
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You seem to have not read the whole card. For starters, when you buy the card you get +1 buy, so you don't even need a load of + buy to do that. Second of all, the card cannot be trashed in the buy phase, so you can reveal a Watchtower if you want but all it'll do is put your The Negatives on top of your deck.
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Ah - got it, my bad.
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It seems the Nomad Camp is based on a similar idea! It is possibly milder, and more balanced though.
On the other hand, there is one thing I like this card better: I don't like the prospect of opening a Nomad, then draw only $2. I imagine, in lots of games (with a setup where you won't consider buying Wood Cutter any time & has strong $5s like MB as an incentive) it is gg. If you choose not to but your opponent did and pull out a second turn MB it is probably also gg. This is almost like the 2+P scenario for Familiar.