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Silos is an effective [[Project]] that offers useful deck [[cycling]], boosts reliability, and provides a partial alternative to [[thinning]] {{Card|Copper|Coppers}} by allowing you to discard them and draw replacement cards at the start of your turn. If a [[Kingdom]] lacks [[trashing]] for {{Card|Copper}} or if the available methods are slow enough that your deck will have {{Card|Copper}} for much of the game (such as with {{Card|Scrap}}), Silos offers significant benefits throughout the game. | Silos is an effective [[Project]] that offers useful deck [[cycling]], boosts reliability, and provides a partial alternative to [[thinning]] {{Card|Copper|Coppers}} by allowing you to discard them and draw replacement cards at the start of your turn. If a [[Kingdom]] lacks [[trashing]] for {{Card|Copper}} or if the available methods are slow enough that your deck will have {{Card|Copper}} for much of the game (such as with {{Card|Scrap}}), Silos offers significant benefits throughout the game. | ||
In an early game deck consisting mainly of your starting cards, using Silos provides rapid cycling at the cost of replacing some of your discarded {{Card|Copper|Coppers}} with {{Card|Estate|Estates}}, reducing your available {{Cost}} for that turn. Therefore, buying Silos in the [[opening]] is only worthwhile if reaching a high price point for a key card is not a priority and if the cycling is very beneficial because it's important to play the card you bought on your other opening turn early and often; if both of these conditions occur, however, it can be rather powerful. Many [[thinning|thinners]] like {{Card|Chapel}} or {{Card|Scrap}} meet these criteria, particularly given that [[collision|colliding]] trashers with {{Card|Estate|Estates}} is especially desirable. {{Card|Travellers}} constitute another example of good opening partners for Silos, since repeatedly cycling to and playing your Traveller is often a high priority. Outside the opening, buying Silos on turn 3 can be a useful move to avoid the negative impact of an unlucky bottomdeck of your opening buys: if you don't draw them on turn 4, you can discard just enough {{Card|Copper|Coppers}} to empty your deck without triggering a [[reshuffle]], which enables you to play your opening cards and shuffle them in at the end of the turn. | In an early game deck consisting mainly of your starting cards, using Silos provides rapid cycling at the cost of replacing some of your discarded {{Card|Copper|Coppers}} with {{Card|Estate|Estates}}, reducing your available {{Cost}} for that turn. Therefore, buying Silos in the [[opening]] is only worthwhile if reaching a high price point for a key card is not a priority and if the cycling is very beneficial because it's important to play the card you bought on your other opening turn early and often; if both of these conditions occur, however, it can be rather powerful. Many [[thinning|thinners]] like {{Card|Chapel}} or {{Card|Scrap}} meet these criteria, particularly given that [[collision|colliding]] trashers with {{Card|Estate|Estates}} is especially desirable. {{Card|Traveller|Travellers|file=Travellers}} constitute another example of good opening partners for Silos, since repeatedly cycling to and playing your Traveller is often a high priority. Outside the opening, buying Silos on turn 3 can be a useful move to avoid the negative impact of an unlucky bottomdeck of your opening buys: if you don't draw them on turn 4, you can discard just enough {{Card|Copper|Coppers}} to empty your deck without triggering a [[reshuffle]], which enables you to play your opening cards and shuffle them in at the end of the turn. | ||
In addition to accelerating your [[shuffle|reshuffles]] by skipping many {{Card|Copper|Coppers}}, Silos increases the reliability of your deck as you move into the midgame and start to be able to draw it. While {{Card|Copper|Coppers}} that you draw during your turn are still relatively low-value [[stop card]]s that can clog up your hand, the same is not true of {{Card|Copper|Coppers}} that appear in your starting hand since they can be replaced with other cards, thereby reducing the risk of a [[dud]]. The restriction of this effect to {{Card|Copper}} does mean that you are still impeded by other kinds of [[junk]], including {{Card|Estate}}, so Silos is most effective if the cards in your deck that you will prefer to skip are exclusively or almost exclusively {{Card|Copper}}. Generally, Silos can be seen as a supplement to your {{Card|Copper}} trashing and therefore becomes less relevant throughout the game; however, it can sometimes make it feasible to keep your {{Card|Copper|Coppers}}, particularly if the available methods for thinning them are cumbersome and/or the draw is strong. In the absence of {{Card|Copper}} trashing, Silos remains relevant for cycling past them throughout the game. | In addition to accelerating your [[shuffle|reshuffles]] by skipping many {{Card|Copper|Coppers}}, Silos increases the reliability of your deck as you move into the midgame and start to be able to draw it. While {{Card|Copper|Coppers}} that you draw during your turn are still relatively low-value [[stop card]]s that can clog up your hand, the same is not true of {{Card|Copper|Coppers}} that appear in your starting hand since they can be replaced with other cards, thereby reducing the risk of a [[dud]]. The restriction of this effect to {{Card|Copper}} does mean that you are still impeded by other kinds of [[junk]], including {{Card|Estate}}, so Silos is most effective if the cards in your deck that you will prefer to skip are exclusively or almost exclusively {{Card|Copper}}. Generally, Silos can be seen as a supplement to your {{Card|Copper}} trashing and therefore becomes less relevant throughout the game; however, it can sometimes make it feasible to keep your {{Card|Copper|Coppers}}, particularly if the available methods for thinning them are cumbersome and/or the draw is strong. In the absence of {{Card|Copper}} trashing, Silos remains relevant for cycling past them throughout the game. |
Latest revision as of 21:17, 10 September 2024
Silos | |
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Info | |
Cost | |
Type | Project |
Set | Renaissance |
Illustrator(s) | Brian Brinlee |
Project text | |
At the start of your turn, discard any number of Coppers, revealed, and draw that many cards. |
Silos is a Project from Renaissance. It lets you sift past the Coppers in your hand at the start of your turns.
FAQ
Official FAQ
- First you discard the Coppers, then you draw.
- So if drawing causes you to shuffle, you will shuffle in the Coppers.
Strategy
Silos is an effective Project that offers useful deck cycling, boosts reliability, and provides a partial alternative to thinning Coppers by allowing you to discard them and draw replacement cards at the start of your turn. If a Kingdom lacks trashing for Copper or if the available methods are slow enough that your deck will have Copper for much of the game (such as with Scrap), Silos offers significant benefits throughout the game.
In an early game deck consisting mainly of your starting cards, using Silos provides rapid cycling at the cost of replacing some of your discarded Coppers with Estates, reducing your available for that turn. Therefore, buying Silos in the opening is only worthwhile if reaching a high price point for a key card is not a priority and if the cycling is very beneficial because it's important to play the card you bought on your other opening turn early and often; if both of these conditions occur, however, it can be rather powerful. Many thinners like Chapel or Scrap meet these criteria, particularly given that colliding trashers with Estates is especially desirable. Travellers constitute another example of good opening partners for Silos, since repeatedly cycling to and playing your Traveller is often a high priority. Outside the opening, buying Silos on turn 3 can be a useful move to avoid the negative impact of an unlucky bottomdeck of your opening buys: if you don't draw them on turn 4, you can discard just enough Coppers to empty your deck without triggering a reshuffle, which enables you to play your opening cards and shuffle them in at the end of the turn.
In addition to accelerating your reshuffles by skipping many Coppers, Silos increases the reliability of your deck as you move into the midgame and start to be able to draw it. While Coppers that you draw during your turn are still relatively low-value stop cards that can clog up your hand, the same is not true of Coppers that appear in your starting hand since they can be replaced with other cards, thereby reducing the risk of a dud. The restriction of this effect to Copper does mean that you are still impeded by other kinds of junk, including Estate, so Silos is most effective if the cards in your deck that you will prefer to skip are exclusively or almost exclusively Copper. Generally, Silos can be seen as a supplement to your Copper trashing and therefore becomes less relevant throughout the game; however, it can sometimes make it feasible to keep your Coppers, particularly if the available methods for thinning them are cumbersome and/or the draw is strong. In the absence of Copper trashing, Silos remains relevant for cycling past them throughout the game.
In some cases, after drawing most or all of your deck, your discard pile will largely consist of the Coppers discarded by Silos. This can be a good way to make maximum use of cards that are particularly suited to drawing Coppers, such as Apothecary or Will-o'-Wisp. Alternatively, triggering what would otherwise be an unfavorable reshuffle filled with Coppers is often beneficial with Silos, as you will be able to discard them for better cards at the start of your next turn, ensuring you don’t draw them later in the middle of the turn. In order for this to work fully, you need to leave at most four cards (preferably all Coppers) on top of the deck before triggering the reshuffle; if you have at least five on top, you will typically not trigger a shuffle until after you have discarded with Silos.
Silos synergizes with duration draw (e.g. Wharf) and other start-of-turn effects that can increase the likelihood of finding more Coppers in your starting hand rather than later during your turn. To reap the full benefit of these effects, you will typically want to resolve Silos after drawing. Similarly, you can discard other junk (such as Estate) with effects such as Dungeon to potentially draw more Coppers. Conversely, Silos can be helpfully activated before certain other start-of-turn effects like Transmogrify or Mastermind to increase the likelihood of finding a good target.
Versions
English versions
Digital | Text | Release | Date | |
---|---|---|---|---|
At the start of your turn, discard any number of Coppers, revealed, and draw that many cards. | Renaissance | November 2018 |
Other language versions
Trivia
Preview
Secret History
Wording