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Revision as of 19:02, 5 November 2015 by 74.105.133.44 (Talk)
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 , for , 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 , and as a Silver for . That version again lasted a while, but was too good. Briefly it made per copy you had in play, which I moved to Fool's Gold and fixed up. Now you get or out of it, depending on whether or not you want to water your deck down a little. There were two versions that gave you + 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.