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
12
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.

No items found in this category yet.

Support Cards

Stability tools that ensure consistency and survival.

Payoff Cards

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

No items found in this category yet.

Synergistic Relics

Passive items that amplify this build's ceiling.

Ring of the Drake

Starter
Silent

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

Bag of Preparation

Common
Colorless

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

card-draw

Centennial Puzzle

Common
Colorless

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

card-draw

Pendulum

Common
Colorless

Every 3 turns, draw 1 card.

card-draw

Gremlin Horn

Uncommon
Colorless

Whenever an enemy dies, gain [energy:1] and draw 1 card.

card-draw energy

Joss Paper

Uncommon
Colorless

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

exhaust card-draw

Stone Cracker

Uncommon
Colorless

At the start of each combat, Upgrade 2 random cards in your Draw Pile for the rest of combat.

card-draw

Tingsha

Uncommon
Silent

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

discard

Bellows

Rare
Colorless

The first Hand you draw each combat is Upgraded.

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

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

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

The Abacus

Shop
Colorless

Whenever you shuffle your Draw Pile, gain 6 Block.

card-draw block

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 [energy:1] at the start of each turn. At the start of each combat, shuffle 3 Dazed into your Draw Pile.

card-draw energy

Booming Conch

Ancient
Colorless

At the start of Elite combats, draw 2 additional cards and gain [energy:1].

card-draw energy

Fiddle

Ancient
Colorless

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

card-draw

Iron Club

Ancient
Colorless

Every 4 cards you play, draw 1 card.

card-draw

Jeweled Mask

Ancient
Colorless

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

card-draw

Pael's Blood

Ancient
Colorless

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

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

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

Big Mushroom

Event
Colorless

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

card-draw

Pollinous Core

Event
Colorless

Every 4 turns, draw 2 additional cards.

card-draw

Tea of Discourtesy

Event
Colorless

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

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.