Discard Direction
Discard is clearly a major Silent mechanic, but its exact top-tier shape may still evolve through Early Access. It already functions as a strong direction and support shell.
"Best for players who like hand manipulation and flexible, high-skill sequencing."
Discard is clearly a major Silent mechanic, but its exact top-tier shape may still evolve through Early Access. It already functions as a strong direction and support shell.
Core plan Turn discard from a cost into an engine by combining it with payoffs, draw, and turn smoothing.
Strengths
- High consistency ceiling
- Strong card flow
- Flexible shell
Weaknesses
- Can become all-filter-no-payoff
- Needs actual rewards
- Still evolving
We categorize resources into Core, Support, and Payoff. A build becomes "real" only when these three layers synchronize.
Core Cards
Primary enablers that define this mechanic's direction.
Acrobatics
Draw 3 cards. Discard 1 card.
Adrenaline
Gain . Draw 2 cards. Exhaust.
Anointed
Put every Rare card from your Draw Pile into your Hand. Exhaust.
Beat Down
Play 3 random Attacks from your Discard Pile.
Calculated Gamble
Discard your Hand, then draw that many cards. Exhaust.
Corrosive Wave
Whenever you draw a card this turn, apply 3 Poison to ALL enemies.
Dagger Throw
Deal 9 damage. Draw 1 card. Discard 1 card.
Haze
Sly. Apply 4 Poison to ALL enemies.
Hidden Daggers
Discard 2 cards. Add 2 Shivs into your Hand.
Master Of Strategy
Draw 3 cards. Exhaust.
Memento Mori
Deal 8 damage. Deals 4 additional damage for each card discarded this turn.
Prepared
Draw 1 card. Discard 1 card.
Scrawl
Draw cards until your Hand is full. Exhaust.
Shadow Step
Discard your Hand. Next turn, Attacks deal double damage.
Storm Of Steel
Discard your Hand. Add 1 Shiv into your Hand for each card discarded.
Survivor
Gain 8 Block. Discard 1 card.
Tools Of The Trade
At the start of your turn, draw 1 card and discard 1 card.
Support Cards
Stability tools that ensure consistency and survival.
Automation
Every 10 cards you draw, gain .
Backflip
Gain 5 Block. Draw 2 cards.
Bullet Time
You cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.
Catastrophe
Play 2 random cards from your Draw Pile.
Escape Plan
Draw 1 card. If you draw a Skill, gain 3 Block.
Expertise
Draw cards until you have 6 in your Hand.
Finesse
Gain 4 Block. Draw 1 card.
Flash Of Steel
Deal 5 damage. Draw 1 card.
Grand Finale
Can only be played if there are no cards in your Draw Pile. Deal 50 damage to ALL enemies.
Hidden Gem
A random card in your Draw Pile gains Replay 2.
Huddle Up
ALL allies draw 2 cards.
Impatience
If you have no Attacks in your Hand, draw 2 cards.
Mayhem
At the start of your turn, play the top card of your Draw Pile.
Mind Blast
Innate. Deal damage equal to the number of cards in your Draw Pile.
Murder
Deal 1 damage. Deals 1 additional damage for each card drawn this combat.
Nostalgia
The first Attack or Skill you play each turn is placed on top of your Draw Pile.
Predator
Deal 15 damage. Next turn, draw 2 cards.
Reflex
Sly. Draw 2 cards.
Restlessness
Retain. If your Hand is empty, draw 2 cards and gain .
Secret Technique
Put a Skill from your Draw Pile into your Hand.
Secret Weapon
Put an Attack from your Draw Pile into your Hand.
Seeker Strike
Deal 6 damage. Choose 1 of 3 cards in your Draw Pile to add into your Hand.
Speedster
Whenever you draw a card during your turn, deal 2 damage to ALL enemies.
Stratagem
Whenever you shuffle your Draw Pile, choose a card from it to put into your Hand.
Thinking Ahead
Draw 2 cards. Put 1 card from your Hand on top of your Draw Pile.
Payoff Cards
The 'win conditions' that convert setup into overwhelming power.
Niche & Situational
Additional cards that synergize under specific conditions.
Abrasive
Sly. Gain 1 Dexterity. Gain 4 Thorns.
Flick Flack
Sly. Deal 7 damage to ALL enemies.
Hand Trick
Gain 7 Block. Add Sly to a Skill in your Hand this turn.
Master Planner
When you play a Skill, it gains Sly.
Ricochet
Sly. Deal 3 damage to a random enemy 4 times.
Tactician
Sly. Gain .
Untouchable
Sly. Gain 9 Block.
Synergistic Relics
Passive items that amplify this build's ceiling.
Bag of Preparation
At the start of each combat, draw 2 additional cards.
Bellows
The first Hand you draw each combat is Upgraded.
Big Mushroom
Upon pickup, raise your Max HP by 20. At the start of each combat, draw 2 fewer cards.
Biiig Hug
Upon pickup, remove 4 cards from your Deck. Whenever you shuffle your Draw Pile, add a Soot into your Draw Pile.
Blessed Antler
Gain at the start of each turn. At the start of each combat, shuffle 3 Dazed into your Draw Pile. Blood-Soaked Rose · Colorless Ancient Upon pickup, add 1 Enthralled to your Deck. Gain at the start of each turn.
Booming Conch
At the start of Elite combats, draw 2 additional cards.
Centennial Puzzle
The first time you lose HP each combat, draw 3 cards.
Fiddle
At the start of each turn, draw 2 additional cards. You may not draw cards during your turn.
Gambling Chip
At the start of each combat, discard any number of cards then draw that many.
Game Piece
Whenever you play a Power, draw 1 card.
Gremlin Horn
Whenever an enemy dies, gain and draw 1 card.
Iron Club
Every 4 cards you play, draw 1 card.
Jeweled Mask
At the start of combat put a random Power from your Draw Pile into your Hand, it's free to play.
Joss Paper
Every 5 times you Exhaust a card, draw 1 card.
Pael's Blood
At the start of your turn, draw 1 additional card.
Pendulum
Whenever you shuffle your Draw Pile, draw a card.
Pocketwatch
Whenever you play 3 or fewer cards during your turn, draw 3 additional cards at the start of your next turn.
Pollinous Core
Every 4 turns, draw 2 additional cards.
Ring of the Drake
At the start of your first 3 turns, draw 2 additional cards.
Ring of the Snake
At the start of each combat, draw 2 additional cards.
Runic Pyramid
At the end of your turn, you no longer discard your Hand.
Snecko Eye
At the start of your turn, draw 2 additional cards. Start each combat Confused.
Stone Cracker
At the start of Boss combats, Upgrade 3 random cards in your Draw Pile for the rest of combat.
Tea of Discourtesy
At the start of the next combat, shuffle 2 Dazed into your Draw Pile.
The Abacus
Whenever you shuffle your Draw Pile, gain 6 Block.
Tingsha
Whenever you discard a card during your turn, deal 3 damage to a random enemy for each card discarded.
Toasty Mittens
At the start of your turn, Exhaust the top card of your Draw Pile and gain 1 Strength.
Tough Bandages
Whenever you discard a card during your turn, gain 3 Block.
Unceasing Top
Whenever you have no cards in Hand during your turn, draw a card.
Strategic Potions
Emergency tools to bridge gaps in difficult elite matchups.
Bottled Potential
Shuffle ALL your cards into your Draw Pile. Draw 5 cards.
Clarity Extract
Draw 1 card. At the start of your next 3 turns, draw 1 additional card.
Cure All
Gain . Draw 2 cards.
Distilled Chaos
Play the top 3 cards of your Draw Pile.
Droplet of Precognition
Choose a card in your Draw Pile and add it into your Hand.
Fairy in a Bottle
When you would die, instead this potion is discarded and you heal to 30% of your Max HP.
Gambler's Brew
Discard any number of cards, then draw that many.
Glowwater Potion
Exhaust your Hand. Draw 10 cards.
Liquid Memories
Put a card from your Discard Pile into your Hand. It costs 0 this turn.
Snecko Oil
Draw 7 cards. Randomize the cost of cards in your Hand this turn.
Swift Potion
Draw 3 cards.
Pro Tip: Balance your shell
"If your deck only has payoffs, it's a glass cannon that will misfire. If it only has support, you'll eventually be out-scaled. Look for the Golden Ratio between establishment, consistency, and victory."
Build FAQ
What is the core idea behind Discard Direction?
The goal is to identify the mechanic that actually wins fights, then build around enough support pieces to make that plan reliable.
Do I need every core card to make Discard Direction work?
No. In Early Access, most builds are better understood as directions rather than exact decklists. What matters most is whether you have enough engine, support, and payoff to make the build coherent.
Why does this page separate core, support, and payoff?
Because a strong build is not just a list of good cards. Core pieces enable the mechanic, support pieces keep the build consistent, and payoff pieces convert that setup into real combat power.