Slay the Spire 2 Silent Tier List
The Silent has access to some of the most powerful cards in Slay the Spire 2. This tier list ranks all 75 Silent cards from S-tier (must-pick) to D-tier (avoid), helping you build winning decks across Sly, Poison, and Shiv archetypes.
How to Use This Tier List
S-Tier: Must-Pick Cards
These cards are universally strong and fit into almost any Silent deck. Always consider picking them when offered.
A-Tier: Excellent Cards
Strong cards that excel in specific archetypes or situations. High priority for focused builds.
B-Tier: Solid Cards
Good situational picks that work well in the right deck. Consider your current build before taking.
C-Tier: Niche Cards
Limited use cases. Only pick if they specifically synergize with your current deck.
D-Tier: Avoid
Generally weak cards that rarely justify a deck slot. Skip unless desperate.
S-Tier: Must-Pick Cards
Acrobatics
Draw 3 cards, then discard 1 card.
Why S-Tier: Best card draw in the game. Synergizes perfectly with Sly mechanics and helps cycle through your deck.
Footwork
Gain 2 (3) Dexterity.
Why S-Tier: The Silent struggles with block. Footwork solves this problem permanently. Essential for survivability.
Well-Laid Plans
At the end of your turn, Retain up to 2 (3) cards.
Why S-Tier: Incredible consistency tool. Lets you save key cards for the perfect moment.
Wraith Form
Gain 2 (3) Intangible. Lose 1 Dexterity at the end of your turn.
Why S-Tier: Game-winning defensive power. Makes you nearly invincible for multiple turns.
Burst
The next 1 (2) Skill(s) you play this turn are played twice.
Why S-Tier: Doubles your best skills. Insane value with Footwork, Piercing Wail, or card draw.
Piercing Wail
ALL enemies lose 6 (8) Strength this turn.
Why S-Tier: Effectively blocks massive damage against multiple enemies. Scales incredibly well.
Calculated Gamble
Discard your hand, then draw that many cards.
Why S-Tier: Zero-cost hand refresh. Perfect for Sly decks and finding the cards you need.
Expose
Enemy loses 9 (12) Block. Apply 2 (3) Vulnerable.
Why S-Tier: Removes block and applies Vulnerable. Crucial against defensive enemies and bosses.
Speedster
Whenever you play 5 cards in a single turn, draw 1 card.
Why S-Tier: Passive card draw engine. The Silent easily plays 5+ cards per turn.
Adrenaline
Gain 1 (2) Energy. Draw 2 cards. Exhaust.
Why S-Tier: Free energy and card draw. One of the best zero-cost cards in the game.
Tools of the Trade
At the start of your turn, draw 1 card and discard 1 card.
Why S-Tier: Permanent card cycling. Excellent for Sly and consistency.
Abrasive
Gain 8 (11) Block. Whenever you discard a card, deal 3 (4) damage to ALL enemies.
Why S-Tier: Block + AoE damage. Incredible in Sly decks with frequent discards.
Serpent Form
At the end of your turn, apply 1 Poison to ALL enemies.
Why S-Tier: Passive Poison application. Wins long fights by itself.
Master Planner
At the start of your turn, draw 1 additional card.
Why S-Tier: Permanent extra card draw. More cards = more options = more wins.
A-Tier: Excellent Cards
These cards are archetype-defining or excel in specific situations. High priority for focused builds.
A-Tier Highlights:
- Finisher: Win condition for Shiv decks. Deals massive damage when you've played multiple attacks.
- Noxious Fumes: Passive Poison application. Essential for Poison builds.
- Hand Trick: Applies Sly to a card in your hand. Opens up hybrid archetype possibilities.
- Reflex + Tactician: Zero-cost when discarded. Incredible Sly synergy for deck cycling.
- Nightmare: Triple your best card. Game-winning with powers or key attacks.
B-Tier: Solid Cards
Good situational picks. Consider your current deck before taking these.
B-Tier Notes:
- Blade Dance: Core Shiv card. 12 damage for 1 energy is solid in Act 1.
- Accuracy: Makes Shivs deal 4 (6) damage. Only good in dedicated Shiv decks.
- Backflip: Reliable block + card draw. Good early game defensive option.
- Blur: Carry block to next turn. Helps smooth out damage spikes.
C-Tier: Niche Cards
Limited use cases. Only pick if they specifically synergize with your deck.
C-Tier Warning: These cards are okay in Act 1 but fall off quickly. Poisoned Stab and Bouncing Flask are decent early Poison cards but should be removed by Act 3.
D-Tier: Avoid
Generally weak cards. Skip unless desperate.
Why D-Tier: These are mostly starter cards or cards with extremely narrow use cases. Grand Finale requires an empty deck, which is nearly impossible to achieve consistently.
Best Cards by Archetype
Sly Build
Focus on discard synergies and playing cards for free.
Must-Have Cards:
- • Acrobatics (S-Tier)
- • Calculated Gamble (S-Tier)
- • Abrasive (S-Tier)
- • Hand Trick (A-Tier)
- • Reflex + Tactician (A-Tier)
Strong Sly Cards:
- • Prepared (B-Tier)
- • Flick-Flack (B-Tier)
- • Ricochet (B-Tier)
- • Untouchable (B-Tier)
Poison Build
Apply Poison and survive while enemies slowly die.
Must-Have Cards:
- • Serpent Form (S-Tier)
- • Noxious Fumes (A-Tier)
- • Envenom (A-Tier)
- • Footwork (S-Tier) - for survivability
Strong Poison Cards:
- • Corrosive Wave (B-Tier)
- • Haze (B-Tier)
- • Mirage (B-Tier)
- • Bubble Bubble (C-Tier)
Shiv Build
Generate zero-cost Shivs and overwhelm enemies with attacks.
Must-Have Cards:
- • Finisher (A-Tier) - win condition
- • Accuracy (B-Tier) - makes Shivs strong
- • Blade Dance (B-Tier)
- • Cloak and Dagger (B-Tier)
Strong Shiv Cards:
- • Fan of Knives (A-Tier)
- • Knife Trap (A-Tier)
- • Afterimage (A-Tier)
- • Hidden Daggers (A-Tier)
Silent Deck Building Tips
Early Game (Act 1)
- • Prioritize survivability - take Footwork if offered
- • Pick up card draw (Acrobatics, Backflip)
- • Don't commit to an archetype too early
- • Remove Strikes before Defends
Mid Game (Act 2)
- • Commit to your archetype based on card rewards
- • Look for scaling (Footwork, Accuracy, Noxious Fumes)
- • Add AoE damage for multi-enemy fights
- • Start removing weak Act 1 cards
Late Game (Act 3+)
- • Focus on consistency - more card draw
- • Add win conditions (Wraith Form, Burst combos)
- • Remove all remaining starter cards
- • Upgrade your most important cards
General Tips
- • Sly is the strongest Silent mechanic
- • Always take Footwork if you lack defense
- • Card draw is never bad on Silent
- • Don't be afraid to skip card rewards