Possibly the strongest character in Slay the Spire 2. The discard package is dominant — Acrobatics, Prepared, Calculated Gamble, Reflex, and Tactician enable infinite-style play. Shivs and poison are weaker than in Spire 1; Blade Dance now exhausts, which hurts shiv synergies significantly. Small decks with discard combos win consistently. The Sly keyword (discarded Sly cards play themselves for their cost) is the key mechanic that pushes Silent over the top.
9 cards
These cards form the backbone of Silent's dominant discard strategy. The core engine revolves around discarding cards to trigger Sly payoffs (Reflex, Tactician, Untouchable) while using Acrobatics and Prepared for draw + discard. Pinpoint is the premier damage payoff that costs less for each skill played.






Piochez 3 cartes. Défaussez 1 carte.
Lines up all combos and is even better than Spire 1. With more discard payoffs available, Acrobatics is the backbone of every strong Silent deck. Draw cards, discard to trigger Sly, and keep your engine running. Premium discard + draw in one card.






Gagnez [energy:1]. Piochez 2 cartes.
Free acceleration — 0 energy, draw 2, gain 1 energy. Not an output solve but if your deck is functioning, the extra card + energy for combos is always welcome. Always a top pick regardless of build state.






Défaussez votre Main, puis piochez le même nombre de cartes que vous avez défaussé.
Now exhausts, so you can't loop it with Reflex like Spire 1. But exhausting your entire deck is easier with smaller decks. Still S tier because it's the most powerful single discard trigger — discard hand and draw that many. Upgrade (retain) less important since you want to play it immediately.






Infligez 10 dégâts. Coup de grâce : obtenez une récompense de carte supplémentaire.
1 energy deal 10, if Fatal gain extra card reward, exhaust. Double card rewards let you find discard pieces much faster. 10 damage is decent for Act 1 too. S tier for accelerating your deck building.






Infligez 17 dégâts. Coûte 1 [energy:1] en moins pour chaque Compétence jouée pendant ce tour.
3 energy deal 17, cost reduced by 1 per skill played this turn. 17 unupgraded damage is absurd. With Acrobatics into block cards, the cost often drops to 0-1 energy. Loops beautifully in endgame — play skills to discount, then slam. Like Eviscerate but it actually works.






Piochez 1 carte. Défaussez 1 carte.
The bridge card that triggers every Sly payoff. Draw 1 discard 1 (upgrade: draw 2 discard 2) — the upgraded version is disgusting for consistency. Discounts Pinpoint (it's a skill), triggers Reflex and Tactician. Works with literally everything.






Piochez 2 cartes.
Sly discard payoff — plays itself when discarded, dealing damage for free. Arguably the strongest Sly card for pure value. Sometimes playable at 3 energy raw. Works with Prepared, Acrobatics, and every discard trigger.






Au début de votre tour, piochez 1 carte et défaussez 1 carte.
Draw consistency power that triggers Sly every turn. Always triggers Reflex and Tactician. Upgrades to 0 energy cost, making it free ongoing value. Smooths every turn of the game.
9 cards
A-tier cards provide strong value but aren't part of the core discard engine. They offer damage, debuffs, defense, or utility that complements the main strategy. Many are excellent early game picks that remain relevant throughout the run.






Infligez 11 dégâts.
Strong innate damage for Act 1. The frontloaded damage helps survive the scariest phase of the game. Falls off slightly in endgame as an extra brick, but not as punishing as in Spire 1.






Lorsque vous piochez une carte ce tour, appliquez 3 de Poison à TOUS les ennemis.
2 energy: whenever you draw this turn, apply 3 poison to all enemies. Into Acrobatics = 9 poison + draw. Boss scaling and early AoE. Can apply 15-20 poison from Acrobatics + Calculated Gamble, which is enough to kill most things.






Retirez tous les Artéfacts et toute l'Armure de l'ennemi. Appliquez Vulnérable (2).
0 energy: remove enemy artifacts + block, apply 2 Vulnerable, exhaust. Terror that doesn't need an upgrade. Kill on turn one becomes common with Vulnerable. Extra utility vs block/stun enemies that would otherwise waste your turns.






Gagnez 2 de Dextérité.
Dexterity scaling for block. One copy is often enough — you don't need 50-60 block. Handles Giant Head elite and Act 1 bosses. Stops chip damage from eroding your HP over the run.






Appliquez Affaibli (2). Gagnez 11 d'Armure.
Block + Weakness application. Unchanged from Spire 1 and still excellent. Weakness is broken for damage prevention. One of the best Weak sources — never take damage in hallway fights.






L'ennemi perd X de Force. Appliquez Affaibli (X).
X-cost Weakness + Strength reduction. Worse than Spire 1 since Awakened One, Time Eater, and Heart aren't the threats. Beekeeper multi-hit fights benefit from it. Still solid boss card.






Au début de votre tour, appliquez 2 de Poison à TOUS les ennemis.
Passive poison scaling. Power card that provides boss scaling and AoE. Elite with statuses that split — does well. Needs upgrade to be premium. One of the few good poison cards in Silent's pool.






TOUS les ennemis perdent 6 de Force jusqu'à la fin du tour.
AoE Strength reduction that blocks massive damage. Multi-hit fights become trivial. Common rarity — should honestly be Uncommon with this power level. Full block every AoE fight.
4 cards
B-tier cards have clear uses but don't fit into every deck. They can shine in specific builds or serve as Act 1 bridges, but you should have a good reason for picking them over S/A tier alternatives.






Infligez 5 dégâts pour chaque Compétence dans votre Main.
Buffed to 5 damage per skill (7 upgraded). With Acrobatics and Backflip, 1 energy for 15-21 damage is realistic. Much more solid than Spire 1 — converts your skill-heavy deck into real damage.






Infligez 7 dégâts à TOUS les ennemis.
1 energy deal 7 to all enemies. Usually costs 0 via Sly. Strong early game AoE at Common rarity. Pick frequently when you need AoE answers.






Infligez 3 dégâts à un ennemi aléatoire 4 fois.
Sly: deal 3x4 to random enemies. Ignore the 2 energy printed cost — it's effectively 0 energy 12 damage when discarded. Discard payoff that scales with enchantments.






Lorsque vous jouez une Compétence, elle gagne Ruse.
Whenever you play a skill, that skill gains Sly for the rest of combat. Win-more card — if your deck is already functioning, this makes it absurd. Energy cheat in long fights. Bottom of B.
20 cards
C-tier cards are generally not worth taking. Many represent archetypes (shivs, poison) that are significantly weaker in Spire 2. Only pick these in desperation or for very specific synergy reasons.






Gagnez 1 de Dextérité. Gagnez 4 Épines.
Discard for free with a minor dexterity breakpoint. Not the most important card — you'd rather see other rares. The dexterity gain is meaningful but not worth a card slot in most builds.






Les Surins infligent 4 dégâts supplémentaires.
Middle of the pack shiv support. Blade Dance exhausts now, making draw-order reliant. If Blade Dance is in your hand before Accuracy, the shivs are already gone. Shiv synergies are fundamentally worse.






Ajoutez 3 Surins à votre Main.
1 energy deal 12, exhaust. No longer bridges to Accuracy due to draw order. Frontloaded damage is nice. Exhausting is actually good for Acrobatics decks but it's not premium.






Appliquez 3 de Poison à un ennemi aléatoire 3 fois.
Poison isn't a strong archetype. Can kill an elite if you've seen nothing else. Boss damage in desperation. C tier at best.






Gagnez 6 d'Armure. Ajoutez 1 Surin à votre Main.
6 block and 1 shiv. Serviceable block card but don't pick it expecting to build around Accuracy + shivs. Early block value only.






Infligez 4 dégâts à TOUS les ennemis 2 fois.
Better than Spire 1 since AoE is more important. Desperate AoE answer before first elite. Eels and multi-enemy fights need spread damage. Bottom of B or C.






Infligez 9 dégâts. Piochez 1 carte. Défaussez 1 carte.
Worse than Spire 1. Discard enabler with 9 damage sometimes not being relevant. The discard payoff is what matters, not the damage.






Gagnez 10 d'Armure. Infligez 10 dégâts.
Early game chunky block. Doesn't enable any strategy. Big number but less important when you're not worried about Frail.






Piochez des cartes jusqu'à en avoir 6 dans votre Main.
Better than Spire 1, wants upgrade. Not attached to the discard package directly. Can enable infinite draw in specific configurations.






Infligez 6 dégâts à TOUS les ennemis. Si la dernière carte que vous avez jouée ce tour est une Compétence, appliquez Affaibli (1) à TOUS les ennemis.
1 energy deal 6 to all, if last card was a skill: apply 1 Weak to all. Artifact strip or Weakness application. Trivial condition but low damage.






Ne peut être joué que si votre Pioche est vide. Infligez 50 dégâts à TOUS les ennemis.
Easier to play with smaller decks and fewer retain effects. Payoff is worth it when you can reliably empty your draw pile. Enchantments help make it consistent.






Au début de votre tour, ajoutez 1 Surin à votre Main.
Works with shivs better than most cards, but it's slow. If you have no other damage, it can chip away at bosses. Mid card overall.






Infligez 7 dégâts. Ajoutez 1 Surin à votre Main.
1 energy deal 11 + 1 shiv. Rather have Dagger Spray for AoE or Dagger Throw for synergy. Just okay damage.






Vos Surins gagnent Retenue. Le premier Surin que vous jouez chaque tour inflige 9 dégâts supplémentaires.
1 shiv per turn + 9 damage. Infinite Blades synergy. Once-a-turn Accuracy effect. Fringe value only.






Infligez 12 dégâts. La prochaine Compétence que vous jouez coûte 0 [energy:1].
2 energy deal 12, next skill costs 0. Persists between turns. Usually discounts Defend. Effectively 1 energy for 12 damage.






Lorsque vous jouez une carte, infligez 4 dégâts à un ennemi aléatoire.
3 energy: whenever you play a card, deal 4 to random enemy. Speedster archetype is worse. Cost 2 to deploy for marginal damage. Top of C.






Infligez 6 dégâts.
Worse than Spire 1. Sly exists for free damage — having to play a card instead of discarding for value is not as good. Still a Common damage option that works with Acrobatics.






Infligez 8 dégâts. Lorsque vous jouez une carte pendant ce tour, l'ennemi perd 2 PV.
1 energy deal 8 + lose 2 HP per other card played. Usually around 12 damage. Lose HP through shields. Desperation damage pick.






Infligez 8 dégâts. Appliquez Affaibli (1).
8 damage + Weakness. Buffed from Spire 1. But other Weakness sources exist and Neutralize is in the starter deck already.






Ajoutez 3 Surins à votre Main. Réduisez le coût de cette carte de 1.
Card generation with discard synergy. Not reliable enough to build around. Situational value at best.
14 cards
D-tier cards are actively bad picks. They either work against the discard strategy, belong to dead archetypes, or provide negligible value. Skipping card rewards is almost always better than picking these.






Les effets du Poison se déclenchent 1 fois supplémentaire.
Polarizing Silent card that doesn't contribute to the discard plan. D tier — skip it.






Gagnez 5 d'Armure. Piochez 2 cartes.
1 energy draw 2 block. Rather draw + discard for Sly triggers. Introduces a card to your deck instead of thinning it. When you want to win turn one, this isn't contributing.






Vous ne pouvez plus piocher de cartes pendant ce tour. TOUTES les cartes de votre Main coûtent 0 jusqu'à la fin du tour.
Breaks combo pieces. Snecko and Pyramid are less common. Burst + Apparitions and Nightmare + Wraith Form combos are gone. No reason to play this.






Ce tour-ci, votre prochaine Compétence est jouée une fois supplémentaire.
Burst targets (Apparitions, Blur, Catalyst) are all worse in Spire 2. Less that threatens Silent makes burst less necessary.






Infligez 6 dégâts pour chaque Attaque déjà jouée ce tour.
Less needed with Blade Dance exhausting. Early damage is less desperate. The attacks-played condition is hard to meet reliably.






Défaussez 2 cartes. Ajoutez 2 Surins à votre Main.
0 energy discard 2, add 2 shivs. Read as 'discard 2 cards.' Rather have Prepared which draws first. Need other cards to fill your hand back up.






Jouez chaque Surin depuis votre pile de cartes Épuisées sur l'ennemi.
2 energy play every shiv in your exhaust pile. Draw-order dependent. Blade Dance exhausts — when do you even accumulate shivs? The shiv package is fundamentally broken in Spire 2.






Gagnez un montant d'Armure égal au Poison présent sur TOUS les ennemis.
Defensive option that doesn't contribute to the discard game plan. Too slow and too low impact.






Infligez 1 dégâts. Inflige 1 dégâts supplémentaires pour chaque carte piochée pendant ce combat.
Deal 1 + 1 per card drawn this turn. Slow scaling that bricks your first cycle. Drawing on your first cycle means this is dead weight. Never want this.






Choisissez une carte. Au prochain tour, ajoutez 3 copies de cette carte à votre Main.
Much worse in Spire 2. What do you Nightmare? Wraith Form is boss-exclusive. Apparitions are rarer. Catalyst is gone. Calculated Gamble exhausts. No good targets.






Double les quantités d'Armure que vous gagnez pendant ce tour.
Double block value. How often is your block above 5? Win-more card. Beat of Death is gone — there's no pressure to over-block.






Défaussez votre Main. Au prochain tour, les Attaques infligent le double de dégâts.
Discard your hand, next turn attacks deal double. Unload + Phantasmal Killer concept. But you throw away Well-Laid Plans and your entire hand setup.






Infligez 7 dégâts X fois.
X-cost shiv damage. Less needed with ChemX and enchantments. Energy is premium. Pinpoint and Flechettes are strictly better damage options.






Défaussez votre Main. Ajoutez autant de Surins à votre Main que de cartes défaussée.
Discard hand, gain 1 shiv per card discarded. Terrible in Spire 1, even worse now — no shiv synergies to capitalize on. Ruins Well-Laid Plans.
1 cards
F-tier is reserved for cards so bad they deserve their own category. These cards are actively harmful to your deck and should never be picked under any circumstance.






Appliquez 7 de Poison.
Reserved F tier — the worst card in the entire game. 2 energy for Deadly Poison that retains in your hand. The most unpickable garbage in Slay the Spire 2. The energy cost alone makes it criminal, and retaining means it clogs your hand every single turn.
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