Nomad Camp
Nomad Camp | |
---|---|
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 than 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
- A card that moves Nomad Camp somewhere else when it is gained (such as Transmogrify) gives the player a choice - either gain it to your deck, or where the other card is trying to gain it to - since both destinations try to happen at the same time.
- A card that moves Nomad Camp somewhere after it is gained (such as Watchtower) will move it directly from your deck without losing track of it; such cards just look for a card being gained, not a card in the discard pile.
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.
Alternate versions
Digital version for Dominion Online
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