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[Dominion] Haven Card Guide - Cantrip + Hold Card

Rating of the Seaside card Haven. Cost 2 Action-Duration. +1 Card / +1 Action / set aside a hand card / next turn put it into hand.

Haven

Basic Info

  • Type: Action-Duration
  • Cost: 2
  • Effect: +1 Card / +1 Action. Set aside a card from your hand face down (under this). At the start of your next turn, put it into your hand.

Rating

Seaside's premier $2 cantrip-duration. Cantrip core (+1 Card / +1 Action) + set-aside card → next-turn hand. Massive engine-stabilizer.

Defining trait: guaranteed next-turn card. Save Province/Gold/key cards = next-turn stability. Eliminates draw-luck variance.

Tier A. $2 = early-buyable; multi-stack = always-on hold. Engine + duration strategy core.

How to Play

Early: $2 buy strongly considered. First Haven = stabilization start.

Mid: Spam Haven for permanent set-aside chain.

End: Haven Province/Gold → instant Province next turn.

Set-Aside Priority

From hand:

  1. Province/Gold (next-turn VP).
  2. Key cards (Witch, Council Room).
  3. Strong actions (Highway, Bridge).
  4. Copper (econ stability).
  5. Weak (Estate, Curse) = don't hold.

Key Combos

Haven + Haven: Spam = multi-stack hold.

Haven + King's Court: KC + Haven = +3 Cards / +3 Actions / 3 holds.

Haven + Throne Room: TR + Haven = +2 / +2 / 2 holds.

Haven + Smithy / Council Room: Strong-card hold + draw.

Haven + Chapel: Thinning + hold.

Haven + Lighthouse: Defense + duration cantrip.

Haven + Fishing Village: Duration cantrip chain.

Haven + Tactician: Pre-Tactician hold = 10+1 next turn.

Synergies

  • King's Court: Triple hold.
  • Throne Room: Doubles.
  • Smithy / Council Room: Draw amp.
  • Chapel: Thin + hold.
  • Lighthouse: Defense + duration.
  • Fishing Village: Duration chain.
  • Tactician: 10+1 hand next turn.
  • Masquerade: Thin + draw + hold.
  • Highway (Hinterlands): Cost-reduce + hold.
  • Duke: $5 frequency.

Counters & Bad Matchups

  • Heavy attacks: Pre-Haven disrupted.
  • Pure BM: Cantrip wasted.
  • Short games: Cumulative gain lost.
  • Pure-draw engines: Hold unnecessary.
  • Strong $2 alternatives (Moat, Chapel): Slot competition.

Advanced Tips

"First Haven": $2 first-turn buy. Stabilization core.

"Hold judgment": Among 5-card hand, hold 1. Province/Gold/key prioritized.

Spam: 2-3 = always-on 1-2 holds. Engine stability.

KC + Haven: KC + Haven 3x = +3 Cards / +3 Actions / 3 holds. 3 cards guaranteed next turn.

3-pile-out: Haven 10 + 2 piles.

"Haven vs Chapel": Chapel ($2, trash 4) vs Haven ($2, +1/+1 / hold). Chapel = thinning, Haven = cantrip + stability. Main thinner = Chapel; engine stabilizer = Haven.

"Haven + Tactician": Pre-Tactician = Haven hold strong card. Tactician discards hand but Haven held card persists. Next turn = 10+1 = 11 hand. Province x2 boost.

Haven cap: 2-3 sufficient. 4+ overkill.

Haven mirror: Both hold. Engine race.

VP value: 0 VP plain Action. Don't overbuy late.