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[Dominion] Witch Card Guide - 5/2 Opening, Curser Strategy & Synergies

Rating, usage, and synergies of the Base set card Witch in Dominion. Cost 5 Action-Attack. +2 Cards and each opponent gains a Curse.

Witch

Basic Info

  • Type: Action - Attack
  • Cost: 5
  • Effect: +2 Cards. Each other player gains a Curse.

Rating

The archetypal Dominion attack and arguably the most influential single card in the entire game. +2 Cards alone is solid value at cost 5, but the secondary effect of pushing a -1 VP card into every opponent's deck every turn is one of the most defining mechanics in Dominion. When Witch is in the supply, the entire game tends to revolve around who plays it first and how many times.

The Curse pile holds 10 cards in 2-player, 20 in 3-player, and 30 in 4-player. At one Curse per turn the pile typically empties around turn 10-15. Once empty, Witch becomes a vanilla +2 cards terminal — still useful, but no longer game-warping.

In mirror games (both players buying Witch), the player with a 5/2 split who can open Witch on turn 1 has a substantial edge — historically estimated at 60-65% win rate against a 4/3 with no immediate Witch. With 4/3, the standard line is Silver/Silver targeting Witch on turn 3-4. If only your opponent has Witch, defense via Chapel-Masquerade trashing combined with a fast Big Money Province line is the typical counter. Overall S-tier (game-defining).

How to Play

In the opening, on a 5/2 split, buy Witch on turn 1 without hesitation. The 2-coin buy can be skipped or used on a cheap defensive card. On a 4/3, Silver/Silver is conservative and aims for Witch on turn 3-4. A 2-coin start into a Witch board is often a losing position; Chapel or Moat may mitigate.

Midgame is the decision point: second Witch, or pivot to engine pieces (Village + draw)? With strong +Action support, double Witch + Village is devastating — two Curses per turn collapses opposing decks. Trash any incoming Curses with Chapel, Masquerade, Remodel, or Trash-for-Benefit cards. Holding Curses cripples your own deck efficiency.

In the endgame, when the Curse pile drops to 2-3, balance Witch plays against Province purchases. Don't run yourself out of buying power chasing the last few Curses. If you control the pace, intentionally emptying the Curse pile sets up a 3-pile ending while denying the opponent further attacks.

Key Combos

Throne Room + Witch = +4 Cards and 2 Curses distributed in one play. Game-ending swing, but both terminal — Village support is required to fit both.

Village + Witch is the standard pairing. Two Villages plus two Witches gives reliable two-Curse-per-turn cadence.

Chapel + Witch creates an asymmetric dynamic: you distribute Curses while opponents struggle to trash them, but your own Curses go into Chapel immediately.

The 5/2 vs 4/3 mirror rule of thumb: the 5/2 player who opens Witch wins roughly 60-65% of the time. When both players have Witch, Village count and attack timing decide. Two Villages + two Witches dominates one Village + one Witch.

Synergies

  • Throne Room: Double Witch finisher.
  • Village: Resolves the terminal collision. Village x2 + Witch x2 supports stable double-curse cadence.
  • Chapel: Trash incoming Curses while opponents can't.
  • Council Room: +4 Cards finds Witch faster. Yes, opponents draw +1 — but they're drawing from Curse-poisoned decks.
  • Festival: +2 Actions / +1 Buy / +2 Coins lets you play Witch and another terminal same turn while affording the next 5-cost.
  • Smithy: More draw to find Witch. Both terminal — needs Villages.
  • Sentry: Non-terminal trim that can trash incoming Curses immediately and dig for Witch.
  • Masquerade (Intrigue): Pass Curses to opponents while drawing.

Counters & Bad Matchups

  • Moat: Fully blocks Witch attacks. On a Moat board Witch drops to B/C tier.
  • Remodel/Expand: Opponents convert Curse → Estate → Duchy, neutralizing the VP drain.
  • Trash-rich boards: Multiple cheap trashers (Chapel, Masquerade, Monastery) blunt Curse impact significantly.
  • Heavy terminal collisions: If your deck has Smithy/Witch/other terminals with no Villages, plays collide and Witch underperforms.
  • Stronger attacks present: Bandit Camp + curser combos, Mountebank, Familiar, Sea Hag often outpace Witch.

Related Cursers

  • Sea Witch (Seaside 2E, 5): +2 Cards/Curse + next-turn +2/discard 2. Duration form, easy engine fit.
  • Old Witch (Renaissance, 5): +3 Cards/Curse + opponents may trash a Curse from hand. Self-cleaning curser.
  • Young Witch (Cornucopia, 4): Cheap curser but blockable by Bane card.
  • Witch's Hut (Hinterlands 2E, 5): +4 Cards then reveal 2 — both non-Action means Curse.
  • Familiar (Alchemy, 3P), Mountebank (Prosperity, 5), Sea Hag (Seaside, 4), Soothsayer (Guilds, 5), Snake Witch (Rising Sun, 4)…

When multiple cursers share a board, the stronger or cheaper one is usually preferred. Prioritize whichever fits your action structure best.