Counter: Militia vs Warehouse
|Militia vs Warehouse|
|Set(s)||Base / Seaside|
Warehouse is a fairly powerful card for its cost, allowing the player to choose the cards they want from a larger pool than just their starting hand, at the cost of having to discard. However, this does work better with a larger starting handsize, as playing Warehouse decreases your handsize by one. Militia forces you to start with a three-card hand, and it's usually the best play to discard your Warehouse in favor of Treasures or other Actions, as if you played Warehouse you would end up with two cards in hand, which even with good cards is pretty terrible. The presence of a discarding Attack will usually deter players from picking up Warehouse, unless they are ways to recover from a smaller starting hand, such as Laboratory or Wharf.
This counter works with any discarding Attack, including (but limited to) Goons, Margrave and Mercenary, and works against any hand sifter, such as Cellar or Vault. While not a sifter, handsize Attacks are also quite devastating against Madman, which is rather pathetic when played from a three-card hand. Hunting Party also suffers against a discard Attack, as you are forced to discard less good cards that you would want your Hunting Parties to be able to skip over.