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[Dominion] Storeroom Card Guide - Two-Stage Sift Plus Coin Convert

Rating of the Dark Ages card Storeroom. Cost 3 Action. +1 Buy, discard any number to draw same, then discard any number for +$ each.

Storeroom

Basic Info

  • Type: Action
  • Cost: 3
  • Effect: +1 Buy / Discard any number of cards, draw that many. Then discard any number for +$1 each.

Rating

Tier B+. A two-stage sift-and-convert engine card. Stage 1 swaps junk for fresh draw; stage 2 cashes remaining junk into coin.

Pairs with +1 Buy for endgame multi-buy turns.

How to Play

$3 turn — Storeroom candidate when Estates / Curses / surplus Coppers clutter deck.

Stage 1: discard junk, draw replacements. Stage 2: discard leftovers for $.

Mid-game, Storeroom converts Estates to coin → reliable Province turns.

+1 Buy: Province + Duchy, or Province + closing pile.

When to Pick / Skip

Pick when:

  1. Estates / Curses / surplus Coppers exist.
  2. Want +1 Buy.
  3. No stronger trasher.

Skip when:

  1. Post-engine (sift redundant).
  2. Strong trasher exists (Chapel, Altar).
  3. Terminal-collision board.

Key Combos

Storeroom + KC / TR: doubled.

Storeroom + Big Money: Estates → coin.

Storeroom + Chapel / Altar: parallel trash.

Storeroom + Scrying Pool: deck control.

Storeroom + +1 Buy cards.

Storeroom + Rebuild: Estate processing.

Storeroom + draw-deck: full-cycle.

Synergies

  • KC / TR: doubled.
  • Chapel / Altar: parallel.
  • Big-Money / Coppersmith.
  • Scrying Pool.
  • +1 Buy.
  • Engineer / University.
  • Rebuild.

Counters & Bad Matchups

  • Post-engine.
  • Stronger trash exists.
  • Terminal-collision.
  • Short games.

Advanced Tips

Stage 1 and stage 2 are separate — discard and draw before deciding stage-2 conversions.

KC + Storeroom: 2 Buys + double sift + double conversion.

Estate + Storeroom = +$1 swap. Garden strategy still viable.

Pair with Scrying Pool to topdeck-control before sifting.

Mirror: skill in sift selection determines tempo lead.

3-pile to-go: Storeroom + Buy spam.