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[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.