[Dominion] Werewolf Card Guide - Mode-Switch Attack
Rating of the Nocturne card Werewolf. Cost 5. Action phase: +3 Cards. Night phase: each other player receives a Hex.
Werewolf
Basic Info
- Type: Action - Night - Attack - Doom
- Cost: 5
- Effect: If played in Action phase: +3 Cards. If played in Night phase: each other player receives a Hex.
Rating
A-tier. A single card that doubles as terminal draw and a curse-style attack, with player choice each turn.
Action-phase fire = Smithy-equivalent draw at same cost. Night-phase fire = Hex on every opponent.
Engines can fire both modes per turn (with Village support).
How to Play
Strong $5 pickup. Compare against Smithy/Witch when board allows.
Mid-game, run an engine where Werewolf = draw in Action, Hex in Night.
Late, Hex spam wrecks opponents.
Key Combos
Werewolf + Village: +3 draw in Action, Hex at Night.
Werewolf + Throne Room: Doubled +6 draw or 2 Hexes.
Werewolf + Exorcist: Curse from Hex → Spirit.
Synergies
- Village: Action-phase draw chain.
- Throne Room: Doubling.
- Chapel: Hex/Curse cleanup.
- Exorcist: Curse-to-Spirit.
- Council Room: Draw boost.
Counters & Bad Matchups
- Attack-resistant boards: Sentry, Moat.
- Short games: Hex stack-up fails.
- You being attacked: requires defense.
Advanced Tips
Decide each turn: Action-phase draw or Night-phase Hex.
Two Werewolves create "+3 draw and Hex every turn" — premier engine attack.
Night-phase Hex resolves at opponent's next turn start. Stacking multiple Werewolves stacks Hexes.