[Dominion] Haunted Woods Card Guide - Buy-Phase Hand Lockdown Attack
Rating of the Adventures card Haunted Woods. Cost 5 Action-Attack-Duration. Next turn +3 Cards; until then opponents' bought gains force topdecking their hand.
Haunted Woods
Basic Info
- Type: Action-Attack-Duration
- Cost: 5
- Effect: At the start of your next turn, +3 Cards. Until then, when any other player gains a card they bought, they put their hand onto their deck in any order.
Rating
Adventures terminal-draw fused with a buy-phase attack. +3 next turn = Smithy equivalent, but the duration "topdeck on bought gain" devastates Province phase.
Opponents lose hand size on purchase. Multi-Province turns nearly disabled. Tier A.
How to Play
Buy at $5. Build to 2-3 copies, fire one each turn for continuous lock.
Lock triggers only on bought gains, not on-gain. Opponents may buy nothing to avoid the lock — but that costs them tempo too.
Mid-game when opponent enters Province phase, Haunted Woods peaks: Province bought = entire hand to topdeck = next turn starved.
When to Pick / Skip
Shines on:
- Opponent build aims for multi-buy Province.
- No reactions (Moat / Lighthouse).
- Engine-favorable (fire every turn).
Skip:
- Heavy reactions in supply.
- Rush boards.
- Mirror Haunted Woods cancels.
Key Combos
Haunted Woods + King's Court: Duration doubled. +6 Cards next turn, 2 attack triggers.
Haunted Woods + Inn: shuffle recycling.
Haunted Woods + Distant Lands: pair the Duration with reserves.
Haunted Woods + Witch / itself: stacked harassment.
Haunted Woods + Margrave / Torturer: overlapping attacks.
Synergies
- King's Court: doubled Duration.
- Inn: shuffle control.
- Distant Lands: reserve set.
- Margrave / Torturer: stacked attacks.
- Smithy / Council Room: own draw.
- Port: durable terminal supply.
- Great Hall: durable filler.
Counters & Bad Matchups
- Moat / Lighthouse / Caravan Guard: nullify attack.
- Multiple reactions in hand.
- Mirror Haunted Woods.
- Rush games.
Advanced Tips
Fire timing: at end of your turn for full opponent-turn coverage.
Province-phase trigger: peak attack when opponent enters Province line. One Province buy → entire hand topdecked → starved next turn.
Multi-copy engine: 3-4 Haunted Woods firing each turn = +9+ next-turn draws + permanent buy lock.
KC + Haunted Woods: one card pays for two duration triggers + 2 attacks. With one opponent buy, they lose hand entirely.
Witch + Haunted Woods: Witch gives curses, Haunted Woods locks discard cycling.
Mirror match: both lock each other; whoever lands the first Province wins.
Lighthouse on opponent's table = effect nullified. Switch to non-attack disruption (cost reduction, mass gainers).