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[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

  1. Topdeck not trash: returns next turn.
  2. Player choice: weakest cards topdecked.
  3. 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.