[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:
- Province/Gold (next-turn VP).
- Key cards (Witch, Council Room).
- Strong actions (Highway, Bridge).
- Copper (econ stability).
- 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.