[Dominion] Warehouse Card Guide - Sift+Cycle Engine Glue
Rating of the Seaside card Warehouse. Cost 3 Action. +3 Cards / +1 Action / discard 3.
Warehouse
Basic Info
- Type: Action
- Cost: 3
- Effect: +3 Cards / +1 Action / discard 3 cards from your hand.
Rating
Seaside's premier "sifter." Cost 3 plays as a cantrip-with-cycle: +3 Cards / +1 Action and discard 3, leaving hand size unchanged but quality-improved by ditching Estates / Coppers and digging for combo pieces.
Biggest strength: cantrip-cycle. +1 Action keeps it non-terminal. Cost 3 means easy early adoption.
Caveat: hand size doesn't grow (+3 -3 = 0), so it's a sifter, not a draw engine. Engine lubrication.
B+ tier. Quietly excellent in engine setups.
How to Play
Early game: $3 buy candidate alongside Chapel.
Mid-game: 2-3 Warehouses to cycle deck and dig combo pieces every turn.
End-game: stack Silvers/Golds in hand by discarding Coppers/Estates.
Key Combos
Warehouse + Chapel: Pull Estates with Warehouse, trash with Chapel for accelerated thinning.
Warehouse + Mining Village: Action support, trash for coin.
Warehouse + Smithy: Dig for Smithy, sift remaining 3.
Warehouse + Treasure Map: Pulls 2 Treasure Maps together for the trash trigger.
Warehouse + Ambassador: Pull Estates to send back.
Warehouse + Throne Room: TR-Warehouse = +6 Cards / +2 Actions / 6 discard.
Warehouse + King's Court: KC-Warehouse = +9 / +3 / 9 discard.
Synergies
- Chapel: Thinning support.
- Mining Village: Action + coin.
- Smithy: Draw.
- Treasure Map: Pair-up accel.
- Ambassador: Estate return.
- Throne Room: Doubles.
- King's Court: Triples.
- Conspirator: Action-count.
- Fishing Village: Action support.
- Wharf: Duration draw complement.
Counters & Bad Matchups
- Thinned deck: Nothing left to discard.
- Heavy terminals: Warehouse is action — collisions.
- Attack-heavy: Militia shrinks discard pool.
- BM strategy: Not a draw engine.
- Fast races: Cumulative effect too slow.
Advanced Tips
Play order: Warehouse first, sift hand, then fire other actions.
Discard selection: Estates / Curses / Coppers; sometimes terminals to dodge collision.
Multiple Warehouses: 2 stacks well, 3+ overkill.
Pre-Province turn: Discard Coppers to concentrate Silver/Gold.
KC-Warehouse: Prosperity required — +9 Cards / +3 Actions / 9 discard.
3-pile-out: Warehouse $3 drains easily.