[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:
- Estates / Curses / surplus Coppers exist.
- Want +1 Buy.
- No stronger trasher.
Skip when:
- Post-engine (sift redundant).
- Strong trasher exists (Chapel, Altar).
- 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.