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− | + | The very first when-gain Curser was a weird action card that gave out two Confusions (blank cards, like Curses without the -1 VP, that were in the main set originally but did not survive). It didn't work out, and I changed it to a treasure worth {{Cost|1}}, for {{Cost|3}}, that gave out a Curse when gained. It was like that for a while, before I became convinced that it was dominating games too much. I tried it at {{Cost|4}}, and as a Silver for {{Cost|5}}. That version again lasted a while, but was too good. Briefly it made {{Cost|1}} per copy you had in play, which I moved to {{Card|Fool's Gold}} and fixed up. Now you get {{Cost|1}} or {{Cost|2}} out of it, depending on whether or not you want to water your deck down a little. There were two versions that gave you +{{Cost|1}} and had you gain a Copper to your discard pile, rather than having you gain a Copper to your hand (one failed when the Coppers ran out and one didn't). Gaining Copper to your hand ultimately seemed simpler.<div class="templatequotecite">—[[Donald X. Vaccarino]], <cite>[http://forum.dominionstrategy.com/index.php?topic=909.0 The Secret History of the Hinterlands Cards] | |
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