Nomad Camp
Nomad Camp | |
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Info | |
Cost | |
Type(s) | Action |
Kingdom card? | Yes |
Set | Hinterlands |
Illustrator(s) | Garret DeChellis |
Card text | |
+1 Buy + When you gain this, put it on top of your deck. |
Nomad Camp is an Action from Hinterlands. When played it has the exact same effect as Woodcutter. The only difference is that when it is gained, it is placed on top of your deck instead of in your discard. This is often a minor difference, but can be useful in a number of situations. Particularly, it can lead to possible /, / or // openings not possible otherwise.
Contents |
FAQ
Official FAQ
- When you gain this card, it goes on top of your deck rather that into your discard pile.
- This is true whether you gained it due to buying it, or gained it some other way.
- If there were no cards in your deck, it becomes the only card in your deck.
Other Rules clarifications
- If a card tries to gain Nomad Camp somewhere other than the top of your deck (to your hand through Transmogrify, for example), it does not lose track of Nomad Camp, and puts Nomad Camp where it is trying to.
Strategy Article
Nomad Camp is just a Woodcutter when played. It only differs in that it is placed on your deck when gained, allowing you to play it one shuffle earlier. Normally this effect is fairly minor, but it can be used intelligently.
Nomad Camp allows for more openings than just the standard / or /. If you buy a Nomad Camp with on turn 1, you have a 40% chance of drawing on turn 2. And even if you don't hit you will still be able to afford another or even two s. This can often be very useful if there is an absolutely critical like Mountebank or Hunting Party, or as an opening with Potion. It also makes an extremely strong combo with Fool's Gold.
The other major use of Nomad Camp is in the end game where you have a bad hand. You can buy a Nomad Camp to increase your spending power next turn, hopefully being able to afford a Province or more.
Synergies/Combos
- Gardens
- Engines which need +buy
- Hoard
- Fool's Gold
- Drawing on turn 1
Antisynergies
- Most other sources of +Buy
- Terminal draw + Big Money, which does not need +buy.
- Other decks that don't need +Buy.
- / openings.
Trivia
In other languages
- Czech: Tábor nomádů
- Dutch: Nomadenkamp
- Finnish: Paimentolaisleiri
- French: Campement nomade
- German: Nomadencamp
- Italian: Campo Nomadi
- Japanese: 遊牧民の野営地 (pron. yūbokumin no yaei-chi)
- Spanish: Campamento Nómada
Preview
The "when-gain" mechanic carries with it the promise that turns 1-2 will no longer be that familiar place where everyone gets a / or / or / or /. Turn one you buy Nomad Camp. Turn two you might have ! You also might have , in which case, do you buy another Nomad Camp? Or maybe there's a you want two of - a /+ opening. Of course Nomad Camp's / opening isn't really a /, since the is always Nomad Camp. If you think of Nomad Camp as really a Woodcutter after that, it's a / opening, or more precisely, a Woodcutter/ opening. Anyway it's something different.
Secret History