@jonts26: I've tested with armory, and found that you need to chain them to maximize thier potential. Sure, you'll rack up a few -buys, but if you can draw into a Market, Grandmarket, or Council Room, they can hopefully chain eachother to cancel it the armories out.
I also tried the discarding out, and it am sorry to say it makes Armory a very good card, becoming a cross between Warehouse and Village, but given the choice between the three 3 Actions, I would almost always pick Armory. So maybe I should test it at 4?
@Voltglass: Sorry, when I said chaining the armories, and you suggested your idea, I thought you meant this:
Armory $3
Action
+2 Actions
+2 Cards
-1 Buy
or
+2 Cards
Discard 2 Cards, +1 Buy
That's why I suggested Discard 1 Card. This layout also doesn't make Armory overly good, because you need to play them in pairs to cancel each other out.
@Powerman: Yes, the negative buys are cumulative.
@DStu: My -buy thinking was this:
Number of extra buys at the start of turn: 0
Play Armory (-1 Buy) (-1)
Play Armory (-1 Buy) (-2)
Play Armory (-1 Buy) (-3)
Play Woodcutter (+1 Buy) (-2)
Play Woodcutter (+1 Buy) (-1)
Play Market (+1 Buy) (0) ( You can now by a card)
Play Woodcutter (+1 Buy) (1) (You can now by 2 cards)
By doing that, the three negative buys and three positive buy cards cancel out, acting as if you didn't play any "buy" cards at all.
@jotheonah: I think that would be a little too broken. If there was only one buy card out there to be bought (say Baron), and I had a 4-3 split, I would buy Baron then Armory, and every turn I could, buy another Armory, because after the first Armory, all the others would be a better Laboratory.
@eHalcyon: I like this. They would cancel themselves out, but be trashed. I'll have to test this out, because this could make the card viable option in almost all Kingdom sets.