[Dominion] Vampire Card Guide - Night Hex + Gain
Rating of the Nocturne card Vampire. Cost 5 Night-Attack-Doom. Each other receives Hex, gain a card up to $5 (not Vampire), exchange this for a Bat.
Vampire
Basic Info
- Type: Night - Attack - Doom
- Cost: 5
- Effect: Each other player receives a Hex. Gain a card costing up to $5 other than Vampire. Exchange this for a Bat.
- Bat: Cost 2 Night, trash up to 2 cards from hand, then exchange for Vampire.
Rating
A-tier. Hex attack + $5 gain + Bat exchange — three powerful effects bundled.
The Vampire ↔ Bat cycle delivers Hex spread, gains, and trashing in one engine slot.
How to Play
Open Vampire on $5 — top-tier $5 pickup.
Mid-game, Vampire fires Hex + gains a $5 → exchanges for Bat. Bat trashes 2 → exchanges back to Vampire.
Late, Hex spam + Province acceleration.
Key Combos
Vampire + Exorcist: Hex Curse → Spirit.
Vampire + Chapel: Self-Curse cleanup.
Vampire + Cobbler: $4 gain + $5 gain = double gainer.
Synergies
- Chapel: Curse cleanup.
- Exorcist: Curse → Spirit.
- Cobbler: Gain stacking.
- Strong $5s: Smithy, Idol, Werewolf.
Counters & Bad Matchups
- Attack-resistance: Sentry, Moat.
- Short games.
Advanced Tips
Run Vampire → Bat → Vampire cycle. Bat thins 2; Vampire reverts.
Aim gains at strong $5s (Smithy, Idol).
Vampire can't gain itself but Bat-exchange grows the Vampire pool.