[Dominion] Sea Hag Card Guide - Top-Deck Curse Attack
Rating of the Seaside card Sea Hag. Cost 4 Action-Attack. Each opponent discards top of deck, gains a Curse onto their deck.
Sea Hag
Basic Info
- Type: Action-Attack
- Cost: 4
- Effect: Each other player discards the top card of their deck, then gains a Curse onto their deck.
Rating
Seaside's premier Curse-spam attack. Cheaper than Witch ($4 vs $5), and "Curse onto deck" = opponent draws Curse next turn instantly. Top-card discard further disrupts engine.
Defining trait: instant Curse hand-impact. Faster than Witch (Curse to discard). Plus top-deck disrupts opponent combos.
Tier S. One of Dominion's strongest Cursers. $4 = early acquirable. Terminal.
How to Play
Early: $4 first turn = Sea Hag priority. First Sea Hag = Curse spam.
Mid: Spam Sea Hag every turn. Burn through 10 Curses.
End: Curses depleted = Sea Hag obsolete. Province buy priority.
Curse-Pile Burn Rate
10 Curses (2-player):
- Early: $4 fastest turn = play.
- Mid: Sea Hag spam = 1 Curse per 2-3 turns.
- End: Curses gone in 5-7 turns.
Curse pile-out = opponent -10 VP. Province race lead.
Key Combos
Sea Hag + Sea Hag: Spam = fast Curse burn.
Sea Hag + King's Court: KC + Sea Hag = 3 Curses.
Sea Hag + Throne Room: TR + Sea Hag = 2 Curses.
Sea Hag + Village: Terminal split.
Sea Hag + Fishing Village: Duration + Sea Hag.
Sea Hag + Witch: Double Curse spam.
Sea Hag + Ghost Ship/Torturer: Curse + handsize.
Synergies
- King's Court: Triple Curse.
- Throne Room: Doubles.
- Village / Fishing Village: Terminal split.
- Witch: Double Curse.
- Torturer: Curse + handsize.
- Ghost Ship: Curse + draw disrupt.
- Smithy / Council Room: Draw amp.
- Lighthouse: Defense.
- Chapel: Self-Curse trash.
- Masquerade: Thin + attack.
Counters & Bad Matchups
- Lighthouse: Defense.
- Moat: Single-shot block.
- Chapel: Opponent rapid-trashes Curses.
- Attack-heavy boards: Terminal collision.
- Pure BM: Curses have less impact.
- Post-Curse-depletion: Sea Hag obsolete.
Advanced Tips
"Early Sea Hag": $4 fastest turn = Sea Hag. 1-turn earlier = +1 Curse.
Spam: 2-3 copies for every-turn play. Burn 10 Curses in 5-6 turns.
KC + Sea Hag: KC + Sea Hag 3x = 3 Curses. 30% pile in one turn.
3-pile-out: Curses 10 + Sea Hag 10 + 1 pile.
"Sea Hag vs Witch": Witch (Base, $5, +2 Cards / Curse) vs Sea Hag ($4, top discard / Curse to deck). Witch = +2 Cards self-help; Sea Hag = $4 + immediate Curse pain. Cheap + instant pain = Sea Hag favored; draw value = Witch favored.
Sea Hag mirror: Both Curse-spam. Whoever Chapels Curses first wins.
Counters: Lighthouse/Moat defense, Chapel-Curse-trash, Masquerade-Curse-pass.
Sea Hag buying: 2-3 early. Post-Curse-depletion = no need.
VP value: 0 VP plain Action. Don't overbuy late.