[Dominion] Ghost Ship Card Guide - Topdeck Attack
Rating of the Seaside card Ghost Ship. Cost 5 Action-Attack. +2 Cards / each opponent with 4+ cards topdecks down to 3.
Ghost Ship
Basic Info
- Type: Action-Attack
- Cost: 5
- Effect: +2 Cards. Each other player with 4 or more cards in hand puts cards from their hand onto their deck until they have 3 cards in hand.
Rating
Seaside's powerhouse draw + handsize attack. +2 Cards (Smithy-1) + opponents with 4+ topdeck down to 3. Stronger than Militia and self-draws.
Defining trait: doubles up next-turn draw of opponent — topdecked cards return next turn, slowing deck cycling. 5→3 = -2, 6→3 = -3. Devastating to draw engines.
Tier B+. Strong $5 attack. Terminal (no +Action).
How to Play
Early: $5 buy candidate (anti-engine boards).
Mid: Spam Ghost Ship for engine disruption + +2 self draw.
End: Disrupt opponent's draw engine for Province race lead.
Attack Mechanics
- Topdeck not trash: returns next turn.
- Player choice: weakest cards topdecked.
- Continuous: spam = perpetual 3-hand limit.
Key Combos
Ghost Ship + Ghost Ship: Spam = perpetual 3-hand.
Ghost Ship + King's Court: KC + Ghost Ship = +6 Cards / 3 attacks.
Ghost Ship + Throne Room: TR + Ghost Ship = +4 Cards / 2 attacks.
Ghost Ship + Village: Terminal split.
Ghost Ship + Fishing Village: Duration + Ghost Ship.
Ghost Ship + Witch: Curse + handsize attack.
Ghost Ship + Militia/Torturer: Sustained handsize.
Synergies
- King's Court: Triple attack.
- Throne Room: Doubles.
- Village / Fishing Village: Terminal split.
- Witch: Curse + handsize.
- Militia: Continuous attack.
- Torturer: Strong attack chain.
- Smithy / Council Room: Draw boost.
- Masquerade: Thin + attack.
- Lighthouse: Defense.
- Chapel: Thinning for resilience.
Counters & Bad Matchups
- Lighthouse: Defense.
- Moat: Single-shot block.
- Attack-heavy boards: Terminal collision.
- Pure BM: Less affected.
- Short games: Cumulative effect lost.
- Reaction-rich boards: Defense neutralized.
Advanced Tips
"Early Ghost Ship": $5 first turn = strong vs. engines.
Ghost Ship spam: 2-3 copies for every-turn limit.
KC + Ghost Ship: KC + Ghost Ship 3x = +6 Cards / 3 attacks. Province turn + economy break.
3-pile-out: Ghost Ship 10 + 2 piles.
"Ghost Ship vs Torturer": Torturer (Intrigue, $5, +3 Cards / discard 2 or Curse) vs Ghost Ship ($5, +2 Cards / topdeck). Torturer = Curse-spam, Ghost Ship = sustained disruption. Curse-board = Torturer; engine-counter = Ghost Ship.
Ghost Ship mirror: Both 3-hand limit. Engine fails, BM-lean wins.
Counters: Lighthouse/Moat defense, Chapel-rapid-thin.
Ghost Ship buying: 2-3 mid, no late additions.
VP value: 0 VP plain Action. Don't overbuy late.