Warehouse
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Warehouse (Seaside)

Cost: $3

Type: Action

Text: +3 Cards\n +1 Action\nDiscard 3 cards.

Strategy Review

Here's a comprehensive strategy guide for Warehouse:

Warehouse Strategy Guide

Introduction Warehouse is a $3 Action card from Seaside that lets you draw three cards, gives you an extra action, and requires you to discard three cards. While this may initially seem like a neutral effect (drawing three and discarding three), Warehouse is actually a powerful card-filtering engine component that helps you build more consistent decks.

Core Mechanics and Basic Usage

  1. Card Filtering The key strength of Warehouse is its ability to filter through your deck. By drawing three cards and discarding three cards, you get to:
  2. See more of your deck each turn
  3. Selectively keep good cards and discard weak ones
  4. Improve the average quality of cards in your hand
  5. Reduce variance in your deck's performance

  6. Action Economy The +1 Action component is crucial because it means:

  7. Warehouse doesn't terminate your action chain
  8. You can play multiple Warehouses in sequence
  9. It combines well with other engine components
  10. It's self-replacing in terms of actions

  11. Basic Decision Making When deciding which cards to discard with Warehouse:

  12. Generally discard Coppers and Estates
  13. Keep your best payload cards
  14. Keep additional actions if you need them
  15. Consider your deck's current goals

Strategic Considerations

  1. Early Game In the opening phase:
  2. Warehouse is an excellent early buy at $3
  3. Can help find key $5 cards more consistently
  4. Helps manage starting Estates
  5. Works well with most opening splits

  6. Mid Game During the deck-building phase:

  7. Helps assemble engine pieces
  8. Increases consistency of hitting important price points
  9. Allows for more aggressive trimming
  10. Enables better payload management

  11. Late Game In the endgame:

  12. Helps find key Victory cards
  13. Can cycle through greened deck more effectively
  14. Maintains engine functionality despite Victory card density
  15. Helps find specific cards needed for closing strategies

Synergies and Combinations

  1. Draw Cards Warehouse works exceptionally well with other draw cards:
  2. Laboratory/Smithy: Additional draw helps see more cards
  3. Village variants: Provides actions for multiple Warehouses
  4. Hunting Party: Helps ensure diverse hands
  5. Library: Can strategically discard actions to draw more

  6. Trashing Cards Strong synergies with trashers:

  7. Chapel: Accelerates deck thinning
  8. Steward: Complementary functions
  9. Trading Post: Helps find pairs to trash
  10. Salvager: Helps find cards worth trashing for money

  11. Action-Based Engines Particularly effective in:

  12. Village/Smithy variants
  13. Card-drawing engines
  14. Action chains
  15. Combo-based strategies

  16. Treasure-Based Strategies Can support big money variants by:

  17. Finding Gold more consistently
  18. Discarding excess Copper
  19. Maintaining good hand quality
  20. Supporting hybrid approaches

  21. Deck Manipulation Works well with:

  22. Scrying Pool: Helps arrange deck top
  23. Oracle: Provides additional filtering
  24. Haven: Can save key cards
  25. Treasury: Helps manage deck composition

Building Around Warehouse

  1. Number of Copies Optimal number of Warehouses:
  2. Minimal engine: 2-3 copies
  3. Heavy filtering: 3-4 copies
  4. Max filtering: 4-5 copies
  5. Consider deck size and other components

  6. Support Cards Key supporting elements:

  7. Villages for action supply
  8. Additional draw
  9. Payload cards
  10. Trashing effects

  11. Timing Considerations When to acquire Warehouse:

  12. Early priority in engine builds
  13. Can delay in treasure-based strategies
  14. Important to reach critical mass
  15. Balance with other priorities

Counter Strategies and Limitations

  1. Weaknesses Understanding Warehouse limitations:
  2. Doesn't add cards to hand
  3. Requires good cards to filter to
  4. Can be terminal if you need the action
  5. May discard useful cards early

  6. Counter Play Ways to play against Warehouse:

  7. Attack card density
  8. Junking attacks
  9. Rush strategies
  10. Alternative engine types

  11. Kingdom Considerations Less effective when:

  12. Few valuable cards to filter for
  13. Heavy attack presence
  14. Limited action supply
  15. Better alternatives available

Advanced Techniques

  1. Multi-Warehouse Chains Maximizing multiple Warehouses:
  2. Order of operations
  3. Discard decisions
  4. Action management
  5. Hand composition planning

  6. Engine Building Using Warehouse in engines:

  7. Component sequencing
  8. Critical mass timing
  9. Payload management
  10. Victory card handling

  11. Optimization Strategies Fine-tuning Warehouse usage:

  12. Track deck composition
  13. Monitor discard pile
  14. Plan multiple turns ahead
  15. Adjust strategy to game state

Special Situations

  1. Multiplayer Considerations Adapting in multiplayer games:
  2. Increased competition for copies
  3. Different timing considerations
  4. Modified counter strategies
  5. Altered priorities

  6. Alternate Victory Cards Impact of special victory cards:

  7. Gardens: Less synergy
  8. Duke: Helps find Duchies
  9. Silk Road: Supports variety
  10. VP tokens: Maintains efficiency

  11. Colony Games Adjustments for Colony games:

  12. Extended engine building
  13. Different payload requirements
  14. Modified timing
  15. Altered copy count

Sample Strategies

  1. Classic Engine Core components:
  2. 3-4 Warehouse
  3. 4-5 Villages
  4. Additional draw
  5. Strong payload
  6. Trashing support

  7. Hybrid Approach Balanced strategy:

  8. 2-3 Warehouse
  9. Limited actions
  10. Strong treasures
  11. Selective trashing
  12. Flexible payload

  13. Ultra-Filter Maximum filtering:

  14. 4-5 Warehouse
  15. Heavy village support
  16. Multiple draw sources
  17. Strong trashing
  18. Specific payload goals

Practical Tips

  1. General Guidelines Key principles:
  2. Buy early when engine building
  3. Maintain action balance
  4. Monitor deck composition
  5. Adjust copy count to needs

  6. Common Mistakes Avoiding pitfalls:

  7. Over-buying Warehouse
  8. Neglecting payload
  9. Poor discard choices
  10. Insufficient action supply

  11. Decision Making Improving choices:

  12. Plan turn sequence
  13. Consider future needs
  14. Track deck content
  15. Adapt to game state

Conclusion

Warehouse is a powerful engine component that excels at improving deck consistency and enabling more complex strategies. Its combination of card filtering and action sustainability makes it valuable in many decks, particularly those focused on engine building or requiring specific card combinations.

Key takeaways: - Excellent early buy for engine strategies - Powerful filtering capabilities - Requires proper support - Scales well with multiple copies - Benefits from careful planning

Success with Warehouse comes from understanding its role in your strategy, properly supporting it with complementary cards, and making good decisions about card discards. When used effectively, it can significantly improve deck performance and enable more consistent execution of your game plan.

Remember that Warehouse's true strength lies not in its immediate effect but in its ability to improve the quality of your future hands and increase the reliability of your deck's performance. Master its use, and you'll find it to be one of the most valuable $3 cards in Dominion.