Haunt and Soul generation
In the Soul Necrobinder build, a Soul is useful for its card draw even without Haunt. Grave Warden and Capture Spirit can improve a deck before it has a dedicated Soul damage engine. Haunt adds HP loss when those Souls are played; it does nothing when a Soul is merely created, drawn or exhausted without being played.
Play Haunt before the Souls you want it to reward when the setup is affordable. If the current hand needs Soul’s draw to find defense immediately, drawing first may still be the safer choice. ## Account for target selection
Haunt chooses a random enemy. In a group, its HP loss may not land on the attacker you must kill. Use targeted damage or sufficient area damage alongside it, rather than treating the sum of all possible Haunt triggers as a guaranteed kill on one target.
The upgrade raises each trigger from six HP to eight. That increase becomes worthwhile with frequent Soul plays, while more reliable Soul production or Energy can improve a deck that still struggles to assemble its turns.
Several Haunts can produce a large payoff, as completed player runs demonstrate, but they also require additional setup draws and Energy. Enemies that punish many card plays make a narrow Soul-only plan less comfortable. Keep a larger attack or a different damage route available when adding another payoff would leave the deck dependent on many small plays.





