Witch
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Witch (Dominion)

Cost: $5

Type: Action-Attack

Text: +2 Cards\nEach other player gains a Curse card.

Strategy Review

Here's a comprehensive strategy guide for Witch in Dominion:

Witch Strategy Guide

Introduction Witch is one of the most powerful and notorious attack cards in Dominion. As a $5 Action-Attack card that both draws cards and distributes Curses, it combines offensive capability with deck improvement, making it a strong contender in many kingdom setups. Understanding when and how to use Witch effectively is crucial for improving your Dominion gameplay.

Core Strengths 1. Curse Distribution - Gives -1 VP to each opponent per play - Can potentially distribute multiple Curses per turn with action multipliers - Creates a significant point swing in multiplayer games

  1. Card Draw
  2. +2 Cards helps cycle through your deck
  3. Maintains hand size while attacking
  4. Supports engine building

  5. Long-term Impact

  6. Curses dilute opponents' decks
  7. Forces opponents to spend resources on deck cleaning
  8. Creates lasting VP differences

Basic Strategy

When to Buy Witch 1. Early Game (Turns 1-4) - Generally too expensive as an opening buy - Consider if you can reach $5 on turns 3-4 - Especially strong if you can get it before opponents

  1. Mid Game (Turns 5-8)
  2. Prime time to acquire Witch
  3. Maximum impact on curse distribution
  4. Still enough time to benefit from deck dilution

  5. Late Game (Turns 9+)

  6. Decreasing value as Curse pile depletes
  7. May still be worth it for card draw
  8. Consider alternative $5 purchases

Priority Considerations 1. Curse Pile Status - Check number of remaining Curses - More valuable in multiplayer (more Curses) - Less effective if Curses already depleted

  1. Kingdom Context
  2. Presence of Curse removal options
  3. Availability of action multipliers
  4. Defense cards in supply

  5. Game Length

  6. More impactful in longer games
  7. Less valuable in rush strategies
  8. Consider victory condition timing

Advanced Tactics

Multiple Witch Strategy 1. Benefits - Increased consistency of attacks - More reliable card draw - Higher curse distribution rate

  1. Drawbacks
  2. Diminishing returns on Curses
  3. Takes up deck space
  4. $5 cost could go to other cards

  5. Optimal Number

  6. Usually 2-3 in most decks
  7. More with strong action multiplication
  8. Fewer with competing $5 cards

Supporting Your Witch

  1. Action Multiplication Strong Combinations:
  2. Throne Room/King's Court
  3. Village variants
  4. Festival
  5. Laboratory

Benefits: - Multiple Curse distributions - Enhanced card draw - Increased attack consistency

  1. Deck Thinning Important Components:
  2. Chapel
  3. Steward
  4. Trading Post
  5. Remodel

Benefits: - More frequent Witch plays - Higher impact per shuffle - Better overall deck efficiency

  1. Treasure Management Key Elements:
  2. Silver/Gold acquisition
  3. Treasure acceleration
  4. Economic balance

Benefits: - Reliable Witch purchasing - Sustained economy - Flexible strategic options

Defending Against Witch

  1. Direct Counters Primary Options:
  2. Moat
  3. Lighthouse
  4. Watchtower
  5. Market Square

Effectiveness: - Complete protection - May require deck space - Can slow own strategy

  1. Curse Management Methods:
  2. Chapel/Steward for removal
  3. Trading Post conversion
  4. Gardens strategy adaptation

Considerations: - Action efficiency - Tempo loss - Strategic pivots

  1. Racing Strategies Approaches:
  2. Province rush
  3. Alternate VP sources
  4. Engine acceleration

Success Factors: - Kingdom support - Player count - Opening draws

Kingdom Considerations

Favorable Kingdoms

  1. Action-Rich Components:
  2. Village variants
  3. Card draw
  4. Action multipliers

Why Strong: - Multiple Witch plays - Sustained attacks - Engine support

  1. Slow Pace Features:
  2. Limited rush potential
  3. Complex interactions
  4. Multiple paths to victory

Advantages: - Time for Curse impact - Engine development - Strategic flexibility

  1. Limited Counters Characteristics:
  2. No direct defense
  3. Weak trash options
  4. Poor Curse management

Benefits: - Maximum impact - Forced responses - Strategic advantage

Unfavorable Kingdoms

  1. Rush-Capable Elements:
  2. Gardens/Duke
  3. Workshop/Ironworks
  4. Strong gainers

Weaknesses: - Too slow to matter - Limited Curse impact - Better alternatives

  1. Strong Defense Features:
  2. Multiple reaction cards
  3. Efficient trashing
  4. Alternative strategies

Challenges: - Reduced effectiveness - Wasted resources - Better options available

  1. Competing $5 Cards Examples:
  2. Laboratory
  3. Market
  4. Council Room

Considerations: - Opportunity cost - Strategic alignment - Resource allocation

Player Count Impact

2 Players - 10 Curses available - Focused impact - Faster depletion - Critical timing - Direct VP swing

3 Players - 20 Curses available - Balanced distribution - Longer impact - Political factors - Complex dynamics

4 Players - 30 Curses available - Maximum duration - Diluted per-player - Group dynamics - Extended game length

Timing and Execution

Early Game (Turns 1-4) Goals: - Secure economy - Plan Witch acquisition - Assess opposition - Prepare support cards

Actions: - Build to $5 - Consider opening split - Watch opponent buys - Position for timing

Mid Game (Turns 5-8) Focus: - Maximize Curse distribution - Develop engine - Maintain economy - Counter opposition

Priorities: - Regular Witch plays - Support card acquisition - Economy balance - Strategic adaptation

Late Game (Turns 9+) Considerations: - Curse pile status - Victory path - Opponent positions - Closing strategy

Adjustments: - Alternative purchases - VP accumulation - Tactical shifts - End game timing

Common Mistakes

  1. Over-Investment Problems:
  2. Too many Witches
  3. Neglected economy
  4. Weak engine support
  5. Poor VP conversion

Solutions: - Balance purchases - Maintain economy - Build engine first - Plan victory path

  1. Poor Timing Issues:
  2. Too early/late
  3. Missed opportunities
  4. Weak positioning
  5. Bad sequencing

Corrections: - Watch game pace - Track Curse pile - Monitor opponents - Plan turns ahead

  1. Strategic Tunnel Vision Errors:
  2. Ignoring alternatives
  3. Missing counters
  4. Failed adaptation
  5. Missed signals

Improvements: - Stay flexible - Watch opponents - Adapt strategy - Consider options

Sample Strategies

Engine-Based Witch Components: - Villages - Card draw - Action multipliers - Economy support

Execution: 1. Build engine base 2. Add Witch(es) 3. Multiply attacks 4. Convert to VP

Big Money Witch Elements: - Strong economy - Limited actions - Efficient draws - Direct VP focus

Implementation: 1. Build treasury 2. Add 1-2 Witches 3. Maintain pressure 4. Buy Provinces

Hybrid Approach Features: - Balanced components - Flexible structure - Mixed strategy - Adaptable plan

Development: 1. Build foundation 2. Add key components 3. Include Witch 4. Adjust as needed

Conclusion

Witch remains one of Dominion's most impactful attack cards, combining offensive pressure with deck improvement. Success with Witch requires: - Careful timing - Strategic support - Kingdom awareness - Tactical flexibility - Opponent reading

Understanding when to buy, how to support, and when to avoid Witch separates strong players from weak ones. Use this guide to improve your Witch play, but remember that every game is unique and requires adaptation to specific circumstances.

Remember: - Watch kingdom context - Monitor game pace - Track Curse pile - Support your strategy - Stay flexible - Consider alternatives

With proper execution, Witch can be a game-winning card that both strengthens your position and weakens your opponents. Master its use, and you'll become a more formidable Dominion player.