Young Witch
Basic Info
- Type: Action-Attack
- Cost: 4
- Effect: +2 Cards. Discard 2 cards. Each other player may reveal a Bane card from their hand; if they don't, they gain a Curse.
- Setup: Add an extra Kingdom card pile costing 2 or 3 to the Supply. Cards from that pile are Bane cards.
Rating
One of Dominion's strongest cursers. At cost 4 it delivers Witch-equivalent (cost 5) cursing plus +2 draw — the 1-coin discount is enormous, since the 4/3 opening reliably hits the 4-coin slot.
The defining feature is the Bane: a cost-2 or 3 Kingdom pile is added, and opponents holding the Bane in hand can dodge the Curse. The Bane defines the game — weak Banes (Moat, Pearl Diver, Lighthouse, Ambassador) make Young Witch effectively unconditional, while strong Banes (Village, Nomad Camp, Spy) become must-buys for everyone, blunting cursing efficiency.
Overall S (or A- with a strong Bane). Top priority when present. The strongest 4-coin card on its boards.
How to Play
Open with Young Witch on any 4-coin opener. Top 4-coin pick on 4/3. Multiple Witches (2-3) for sustained curse-flow. Earlier cursing dominates.
The 2-card discard hurts but lets you dump Estates / Coppers / Curses — effectively built-in thinning. 3-in-1: thin + curse + draw.
Mid-late game, fire Young Witch every turn for asymmetric curse advantage.
Reading the Bane
Bane choice reshapes strategy:
- Strong Bane (Village, Nomad Camp, Spy, Scout): opponents naturally collect it, blunting cursing. You also build engine using Bane.
- Weak Bane (Moat, Lighthouse, Pearl Diver, Hovel): opponents must buy purely defensively, dragging their decks. Young Witch shines.
- Special Bane (Gardens, Duke): strategy-dependent. Gardens decks happily collect Bane.
Key Combos
Young Witch + Chapel / Masquerade: trash own Curses immediately while opponents pile up. Massive asymmetry.
Young Witch + Smithy / Hunting Party: drawing more = playing more Young Witches.
Young Witch + Throne Room: TR + Young Witch = +4 cards / 4 discards / 2 curses.
Young Witch + Village: required for stacking; Young Witch is terminal.
Young Witch + Remake: thinning + curse-spread combo.
Young Witch + Ambassador (Seaside): return Curses + Estates.
Synergies
- Chapel / Masquerade / Bishop: thin own Curses.
- Smithy / Hunting Party / Library: stable draw.
- Throne Room / King's Court: doubling.
- Villages (Hamlet, Nomad Camp): terminal collision relief.
- Remake: thin + cycle.
- Ambassador: return Curses to opponents.
Counters & Bad Matchups
- Strong Bane: opponents naturally defend.
- No thinner: own Curses bloat deck.
- Heavy terminal collision: Young Witch is terminal.
- Curser mirror: race to first Young Witch matters.
Advanced Tips
Mandatory open. Sometimes prioritized over Silver even on 4/3 (best 4-coin card).
The Bane card effectively becomes a "must buy for everyone" cost-2-3 pile. If it's an inherently strong card (e.g., Nomad Camp), the entire table snatches it for defense, accelerating engines.
After Curse pile empties, Young Witch is still a +2-card terminal with 2-discard — usable as endgame thinning.
In mirrors, going first with Young Witch dominates. Sequence priority matters (drawing from top after Province purchase, etc.).
Bane competition: when Bane is an engine piece (e.g., Village), the curse-war becomes a Bane-pile race. Bane pile depletion doesn't stop Young Witch's effect — it just removes the defense.