Haunted Woods
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Haunted Woods (Adventures)

Cost: $5

Type: Action-Attack-Duration

Text: Until you next turn, when any other player buys a card, he puts his hand on top of his deck in any order.\nAt the start of your next turn:\n+3 Cards

Strategy Review

Here's a comprehensive strategy guide for Haunted Woods:

Haunted Woods Strategy Guide

Introduction Haunted Woods is a powerful $5 Duration-Attack card that combines hand disruption with card draw. Its unique attack forces opponents to place their entire hand on top of their deck when buying cards, effectively losing their next hand. Meanwhile, it provides you with +3 Cards at the start of your next turn, making it both an effective attack and a strong engine component.

Core Mechanics and Basic Usage

  1. The Attack Effect
  2. When opponents buy any card during their turn, they must place their current hand on top of their deck
  3. This affects all cards they haven't played yet, including Treasures
  4. The order is chosen by the affected player
  5. The effect lasts until your next turn begins
  6. Multiple Haunted Woods don't stack additional effects

  7. Card Draw Component

  8. Provides +3 Cards at the start of your next turn
  9. The draw happens before your regular Action phase
  10. Combines well with other Duration cards that trigger at the start of turn

Key Strengths

  1. Disruption Power
  2. Forces opponents to potentially waste good cards by putting them back on deck
  3. Can severely impact deck timing and shuffle points
  4. Particularly effective against engine decks that need specific card combinations

  5. Card Draw Efficiency

  6. +3 Cards for $5 is good value
  7. Drawing at the start of next turn can enable strong opening hands
  8. Helps maintain hand size while attacking

  9. Duration Timing

  10. The attack persists through opponents' turns
  11. Can affect multiple opponents before wearing off
  12. Doesn't take up Action space on the turn you need the cards

Strategic Considerations

  1. Timing Your Plays

When to Play Haunted Woods: - Early in your deck cycle to maximize attack potential - When opponents are likely to make important purchases - Before your own deck-drawing turns to utilize the +3 Cards effectively

When Not to Play: - If you need immediate card draw - When opponents have already made their key purchases - If better immediate Actions are available

  1. Deck Building Context

Works Well In: - Engine decks that want consistent card draw - Decks with other Duration cards - Attack-focused strategies - Decks that benefit from opponent timing disruption

Less Effective In: - Very fast Big Money strategies - Decks that need immediate draw - Solitaire-style engines that don't care about attacking

Synergies and Combinations

  1. Duration Card Synergies
  2. Caravan/Fishing Village: Stack multiple start-of-turn effects
  3. Gear: Plan your next turn's hand better
  4. Bridge Troll: Compound attack effects

  5. Draw Card Synergies

  6. Laboratory/Smithy: Build consistent drawing power
  7. Library: Maximize hand size
  8. Hunting Grounds: Alternate sources of multiple card draw

  9. Attack Synergies

  10. Ghost Ship: Force opponents to top-deck bad cards
  11. Militia/Margrave: Reduce hand size before forcing top-deck
  12. Sea Hag: Make opponents draw cursed hands

  13. Action Chain Enablers

  14. Village variants: Provide actions for playing multiple Haunted Woods
  15. Throne Room/King's Court: Multiple attack windows
  16. Festival/Market: Additional actions and economy

Counter Strategies and Weaknesses

  1. Direct Counters
  2. Moat blocks the attack effect
  3. Lighthouse prevents the attack
  4. Horse Traders can mitigate the impact

  5. Strategic Counters

  6. Buy cards after playing important hand components
  7. Maintain smaller hand sizes when possible
  8. Focus on single-card strategies rather than combos

  9. Inherent Weaknesses

  10. Doesn't provide immediate card draw
  11. Takes up deck space as a Duration card
  12. Can be ineffective if opponents adjust buying patterns

Advanced Tactics

  1. Multi-Player Considerations
  2. Attack affects all opponents simultaneously
  3. More valuable in games with more players
  4. Can create interesting political dynamics

  5. Timing Manipulation

  6. Force opponents to buy at suboptimal times
  7. Coordinate with other attack cards
  8. Use with cards that affect opponent's turn structure

  9. Engine Building

  10. Use as both attack and draw component
  11. Balance with other Duration cards
  12. Consider deck cycling speed

Specific Kingdom Contexts

  1. Slow Kingdoms
  2. More effective when games go longer
  3. Can repeatedly disrupt opponent strategies
  4. Better when alt-VP cards are present

  5. Fast Kingdoms

  6. Less effective in rush strategies
  7. May need to focus on card draw aspect
  8. Consider opportunity cost carefully

  9. Engine Kingdoms

  10. Strong when opponents need specific combinations
  11. Helps build your own engine
  12. Can prevent opponent engines from firing

Opening Considerations

  1. Opening Buy Decision
  2. Strong $5 opening in most kingdoms
  3. Consider with $5/$2 split for additional support
  4. May want to delay for better support cards

  5. Early Game Strategy

  6. Plan for second shuffle timing
  7. Consider treasury management
  8. Balance attack potential with deck development

Mid-Game Transitions

  1. Scaling Considerations
  2. Determine how many copies to acquire
  3. Balance with other key cards
  4. Adjust based on opponent strategies

  5. Pivot Points

  6. When to shift focus from attack to deck building
  7. How to maintain effectiveness as game progresses
  8. When to stop buying copies

Late Game Adjustments

  1. Victory Card Considerations
  2. Time purchases around attack windows
  3. Use card draw for victory card dilution
  4. Consider when to stop playing attacks

  5. Endgame Timing

  6. Manage duration effects for game end
  7. Control opponent buying patterns
  8. Calculate final turn potential

Sample Strategies

  1. Basic Engine Build
  2. 2-3 Haunted Woods
  3. Villages for Action supply
  4. Additional draw cards
  5. Terminal space for attacks
  6. Treasure for economy

  7. Duration Focus

  8. Multiple Duration cards
  9. Action management
  10. Delayed draw optimization
  11. Careful timing of effects

  12. Heavy Attack

  13. Multiple attack cards
  14. Hand size control
  15. Buying pattern disruption
  16. Victory point race

Practical Tips

  1. Implementation Advice
  2. Track opponent deck composition
  3. Monitor shuffle timing
  4. Plan multi-turn sequences
  5. Maintain flexibility in strategy

  6. Common Mistakes to Avoid

  7. Overbuying Haunted Woods
  8. Ignoring immediate needs
  9. Poor timing of plays
  10. Neglecting economy

  11. Skill Development

  12. Practice timing decisions
  13. Learn opponent patterns
  14. Understand kingdom contexts
  15. Master multi-turn planning

Conclusion

Haunted Woods is a versatile card that combines powerful attack effects with useful card draw. Its success depends heavily on timing, kingdom context, and player skill in managing Duration effects. While it can be devastating in the right circumstances, it requires careful consideration of opportunity costs and strategic timing. Understanding both its strengths and limitations is key to maximizing its effectiveness in your Dominion strategy.

The card shines brightest in engine-building contexts where you can leverage both its attack and draw components while disrupting opponent combinations. However, it remains relevant in various kingdom contexts due to its flexible nature and persistent attack effect. Whether used as a primary strategy component or supporting piece, Haunted Woods can significantly impact game outcomes when used skillfully.

Remember that optimal use requires: - Careful timing of plays - Understanding of opponent strategies - Balance with other card effects - Adaptation to kingdom context - Management of Duration timing - Consideration of player count

With practice and understanding of these elements, Haunted Woods can be a powerful tool in your Dominion arsenal.