Build Hub

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.

discard
Cards
50
Relics
29
Potions
11
Core Plan
Turn discard from a cost into an engine by combining it with payoffs, draw, and turn smoothing.
Best for who

"Best for players who like hand manipulation and flexible, high-skill sequencing."

How this build works

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
Architecture

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

Common
Silent

Draw 3 cards. Discard 1 card.

discard card-draw

Adrenaline

Rare
Silent

Gain . Draw 2 cards. Exhaust.

exhaust card-draw

Anointed

Rare
Colorless

Put every Rare card from your Draw Pile into your Hand. Exhaust.

exhaust card-draw

Beat Down

Rare
Colorless

Play 3 random Attacks from your Discard Pile.

discard attack-combo

Calculated Gamble

Uncommon
Silent

Discard your Hand, then draw that many cards. Exhaust.

exhaust discard card-draw

Corrosive Wave

Rare
Silent

Whenever you draw a card this turn, apply 3 Poison to ALL enemies.

poison card-draw

Dagger Throw

Common
Silent

Deal 9 damage. Draw 1 card. Discard 1 card.

discard card-draw attack-combo

Haze

Uncommon
Silent

Sly. Apply 4 Poison to ALL enemies.

poison discard

Hidden Daggers

Uncommon
Silent

Discard 2 cards. Add 2 Shivs into your Hand.

discard attack-combo

Master Of Strategy

Rare
Colorless

Draw 3 cards. Exhaust.

exhaust card-draw

Memento Mori

Uncommon
Silent

Deal 8 damage. Deals 4 additional damage for each card discarded this turn.

discard attack-combo

Prepared

Common
Silent

Draw 1 card. Discard 1 card.

discard card-draw

Scrawl

Rare
Colorless

Draw cards until your Hand is full. Exhaust.

exhaust card-draw

Shadow Step

Rare
Silent

Discard your Hand. Next turn, Attacks deal double damage.

discard attack-combo

Storm Of Steel

Rare
Silent

Discard your Hand. Add 1 Shiv into your Hand for each card discarded.

discard attack-combo

Survivor

JorbsA valuable and class-defining Starter card. Survivor makes all your Sly cards a lot more pickable, and gives you the ability to survive longer in easy fights while poison cards ramp up damage on enemies.
Silent

Gain 8 Block. Discard 1 card.

discard

Tools Of The Trade

Rare
Silent

At the start of your turn, draw 1 card and discard 1 card.

discard card-draw

Support Cards

Stability tools that ensure consistency and survival.

Automation

Uncommon
Colorless

Every 10 cards you draw, gain .

card-draw

Backflip

Common
Silent

Gain 5 Block. Draw 2 cards.

card-draw

Bullet Time

Rare
Silent

You cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.

card-draw

Catastrophe

Uncommon
Colorless

Play 2 random cards from your Draw Pile.

card-draw

Escape Plan

Uncommon
Silent

Draw 1 card. If you draw a Skill, gain 3 Block.

card-draw

Expertise

Uncommon
Silent

Draw cards until you have 6 in your Hand.

card-draw

Finesse

Uncommon
Colorless

Gain 4 Block. Draw 1 card.

card-draw

Flash Of Steel

Uncommon
Colorless

Deal 5 damage. Draw 1 card.

card-draw attack-combo

Grand Finale

Rare
Silent

Can only be played if there are no cards in your Draw Pile. Deal 50 damage to ALL enemies.

card-draw attack-combo

Hidden Gem

Rare
Colorless

A random card in your Draw Pile gains Replay 2.

card-draw

Huddle Up

Uncommon
Colorless

ALL allies draw 2 cards.

card-draw

Impatience

Uncommon
Colorless

If you have no Attacks in your Hand, draw 2 cards.

card-draw attack-combo

Mayhem

Rare
Colorless

At the start of your turn, play the top card of your Draw Pile.

card-draw

Mind Blast

Uncommon
Colorless

Innate. Deal damage equal to the number of cards in your Draw Pile.

card-draw attack-combo

Murder

Rare
Silent

Deal 1 damage. Deals 1 additional damage for each card drawn this combat.

card-draw attack-combo

Nostalgia

Rare
Colorless

The first Attack or Skill you play each turn is placed on top of your Draw Pile.

card-draw attack-combo

Predator

Uncommon
Silent

Deal 15 damage. Next turn, draw 2 cards.

card-draw attack-combo

Reflex

Uncommon
Silent

Sly. Draw 2 cards.

card-draw discard

Restlessness

Uncommon
Colorless

Retain. If your Hand is empty, draw 2 cards and gain .

card-draw

Secret Technique

Rare
Colorless

Put a Skill from your Draw Pile into your Hand.

card-draw

Secret Weapon

Rare
Colorless

Put an Attack from your Draw Pile into your Hand.

card-draw attack-combo

Seeker Strike

Uncommon
Colorless

Deal 6 damage. Choose 1 of 3 cards in your Draw Pile to add into your Hand.

card-draw attack-combo

Speedster

Uncommon
Silent

Whenever you draw a card during your turn, deal 2 damage to ALL enemies.

card-draw attack-combo

Stratagem

Uncommon
Colorless

Whenever you shuffle your Draw Pile, choose a card from it to put into your Hand.

card-draw

Thinking Ahead

Uncommon
Colorless

Draw 2 cards. Put 1 card from your Hand on top of your Draw Pile.

card-draw

Payoff Cards

The 'win conditions' that convert setup into overwhelming power.

Niche & Situational

Additional cards that synergize under specific conditions.

Synergistic Relics

Passive items that amplify this build's ceiling.

Bag of Preparation

Common
Colorless

At the start of each combat, draw 2 additional cards.

card-draw

Bellows

Uncommon
Colorless

The first Hand you draw each combat is Upgraded.

card-draw

Big Mushroom

Event
Colorless

Upon pickup, raise your Max HP by 20. At the start of each combat, draw 2 fewer cards.

card-draw

Biiig Hug

Ancient
Colorless

Upon pickup, remove 4 cards from your Deck. Whenever you shuffle your Draw Pile, add a Soot into your Draw Pile.

card-draw

Blessed Antler

Ancient
Colorless

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.

card-draw

Booming Conch

Ancient
Colorless

At the start of Elite combats, draw 2 additional cards.

card-draw

Centennial Puzzle

Common
Colorless

The first time you lose HP each combat, draw 3 cards.

card-draw

Fiddle

Ancient
Colorless

At the start of each turn, draw 2 additional cards. You may not draw cards during your turn.

card-draw

Gambling Chip

Rare
Colorless

At the start of each combat, discard any number of cards then draw that many.

discard card-draw

Game Piece

Rare
Colorless

Whenever you play a Power, draw 1 card.

card-draw

Gremlin Horn

Uncommon
Colorless

Whenever an enemy dies, gain and draw 1 card.

card-draw

Iron Club

Ancient
Colorless

Every 4 cards you play, draw 1 card.

card-draw

Jeweled Mask

Ancient
Colorless

At the start of combat put a random Power from your Draw Pile into your Hand, it's free to play.

card-draw

Joss Paper

Uncommon
Colorless

Every 5 times you Exhaust a card, draw 1 card.

exhaust card-draw

Pael's Blood

Ancient
Colorless

At the start of your turn, draw 1 additional card.

card-draw

Pendulum

Common
Colorless

Whenever you shuffle your Draw Pile, draw a card.

card-draw

Pocketwatch

Rare
Colorless

Whenever you play 3 or fewer cards during your turn, draw 3 additional cards at the start of your next turn.

card-draw

Pollinous Core

Event
Colorless

Every 4 turns, draw 2 additional cards.

card-draw

Ring of the Drake

Starter
Colorless

At the start of your first 3 turns, draw 2 additional cards.

card-draw

Ring of the Snake

Starter
Silent

At the start of each combat, draw 2 additional cards.

card-draw

Runic Pyramid

Ancient
Colorless

At the end of your turn, you no longer discard your Hand.

discard

Snecko Eye

Ancient
Colorless

At the start of your turn, draw 2 additional cards. Start each combat Confused.

card-draw

Stone Cracker

Uncommon
Colorless

At the start of Boss combats, Upgrade 3 random cards in your Draw Pile for the rest of combat.

card-draw

Tea of Discourtesy

Event
Colorless

At the start of the next combat, shuffle 2 Dazed into your Draw Pile.

card-draw

The Abacus

Shop
Colorless

Whenever you shuffle your Draw Pile, gain 6 Block.

card-draw block

Tingsha

Uncommon
Silent

Whenever you discard a card during your turn, deal 3 damage to a random enemy for each card discarded.

discard

Toasty Mittens

Ancient
Colorless

At the start of your turn, Exhaust the top card of your Draw Pile and gain 1 Strength.

exhaust strength card-draw

Tough Bandages

Rare
Silent

Whenever you discard a card during your turn, gain 3 Block.

discard block

Unceasing Top

Rare
Colorless

Whenever you have no cards in Hand during your turn, draw a card.

card-draw

Strategic Potions

Emergency tools to bridge gaps in difficult elite matchups.

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.