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.
No items found in this category yet.
Support Cards
Stability tools that ensure consistency and survival.
Backflip
Gain 5 [gold]Block[/gold]. Draw 2 cards.
Blade Dance
Add 3 [gold]Shivs[/gold] into your [gold]Hand[/gold].
Cloak and Dagger
Gain 6 [gold]Block[/gold]. Add 1 [gold]Shiv[/gold] into your [gold]Hand[/gold].
Prepared
Draw 1 card. Discard 1 card.
Acrobatics
Draw 3 cards. Discard 1 card.
Expertise
Draw cards until you have 6 in your [gold]Hand[/gold].
Hidden Daggers
Discard 2 cards. Add 2 [gold]Shivs[/gold] into your [gold]Hand[/gold].
Reflex
Draw 2 cards.
Up My Sleeve
Add 3 [gold]Shivs[/gold] into your [gold]Hand[/gold]. Reduce this card's cost by 1.
Adrenaline
Gain [energy:1]. Draw 2 cards.
Blade of Ink
Add 2 [purple]Inky[/purple] [gold]Shivs[/gold] into your [gold]Hand[/gold].
Shadow Step
Discard your [gold]Hand[/gold]. Next turn, Attacks deal double damage.
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
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.
Bag of Preparation
At the start of each combat, draw 2 additional cards.
Centennial Puzzle
The first time you lose HP each combat, draw 3 cards.
Pendulum
Every 3 turns, draw 1 card.
Gremlin Horn
Whenever an enemy dies, gain [energy:1] and draw 1 card.
Joss Paper
Every 5 times you Exhaust a card, draw 1 card.
Stone Cracker
At the start of each combat, Upgrade 2 random cards in your Draw Pile for the rest of combat.
Tingsha
Whenever you discard a card during your turn, deal 3 damage to a random enemy for each card discarded.
Bellows
The first Hand you draw each combat is Upgraded.
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.
Pocketwatch
Whenever you play 3 or fewer cards during your turn, draw 3 additional cards at the start of your next turn.
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.
The Abacus
Whenever you shuffle your Draw Pile, gain 6 Block.
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 [energy:1] at the start of each turn. At the start of each combat, shuffle 3 Dazed into your Draw Pile.
Booming Conch
At the start of Elite combats, draw 2 additional cards and gain [energy:1].
Fiddle
At the start of each turn, draw 2 additional cards. You may not draw cards during your turn.
Iron Club
Every 4 cards you play, draw 1 card.
Jeweled Mask
At the start of each combat, put a random Power from your Draw Pile into your Hand. It's free to play this combat.
Pael's Blood
At the start of your turn, draw 1 additional card.
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.
Toasty Mittens
At the start of your turn, Exhaust the top card of your Draw Pile and gain 1 Strength.
Big Mushroom
Upon pickup, raise your Max HP by 20. At the start of each combat, draw 2 fewer cards.
Pollinous Core
Every 4 turns, draw 2 additional cards.
Tea of Discourtesy
At the start of the next combat, shuffle 2 Dazed into your Draw Pile.
Strategic Potions
Emergency tools to bridge gaps in difficult elite matchups.
Swift Potion
Draw 3 cards.
Clarity Extract
Draw 1 card. At the start of your next 3 turns, draw 1 additional card.
Cure All
Gain Energy. Draw 2 cards.
Gambler's Brew
Discard any number of cards, then draw that many.
Bottled Potential
Shuffle ALL your cards into your Draw Pile. Draw 5 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 your HP would be reduced to 0, instead this potion is discarded and you heal to 30% of your Max HP.
Liquid Memories
Put a card from your Discard Pile into your Hand. It's free to play this turn.
Snecko Oil
Draw 7 cards. Randomize the cost of cards in your Hand this turn.
Glowwater Potion
Exhaust your Hand. Draw 10 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.