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.






カードを3枚引く。 カードを1枚捨てる。
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.






[energy:1]を得る。 カードを2枚引く。
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.






手札をすべて捨てる。 捨てた枚数に等しいカードを引く。
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.






10ダメージを与える。 リーサル時、追加のカード報酬を獲得する。
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.






17ダメージを与える。 このターンにプレイしたスキル1枚につき、コストが1[energy:1]減る。
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.






カードを1枚引く。 カードを1枚捨てる。
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.






カードを2枚引く。
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.






ターン開始時、カードを1枚引き、カードを1枚捨てる。
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.






11ダメージを与える。
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.






このターン、カードを1枚引くたび、すべての敵に毒3を付与する。
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.






すべてのアーティファクトとブロックを取り除く。 弱体2を付与する。
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.






敏捷2を得る。
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.






脱力2を付与する。 11ブロックを得る。
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.






敵は筋力Xを失う。脱力Xを付与する。
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.






ターン開始時、すべての敵に毒2を付与する。
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.






このターン、すべての敵は筋力6を失う。
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.






手札にあるスキル1枚につき、5ダメージを与える。
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.






すべての敵に7ダメージを与える。
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.






ランダムな敵1体に3ダメージを4回与える。
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.






スキルをプレイした時、それにスライを付与する。
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.






敏捷1を得る。 トゲ4を得る。
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.






ナイフが追加で4ダメージを与える。
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.






ナイフを3枚手札に加える。
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.






ランダムな敵1体に毒3を付与する。3回行う。
Poison isn't a strong archetype. Can kill an elite if you've seen nothing else. Boss damage in desperation. C tier at best.






6ブロックを得る。 ナイフを1枚手札に加える。
6 block and 1 shiv. Serviceable block card but don't pick it expecting to build around Accuracy + shivs. Early block value only.






すべての敵に4ダメージを2回与える。
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.






9ダメージを与える。 カードを1枚引く。 カードを1枚捨てる。
Worse than Spire 1. Discard enabler with 9 damage sometimes not being relevant. The discard payoff is what matters, not the damage.






10ブロックを得る。 10ダメージを与える。
Early game chunky block. Doesn't enable any strategy. Big number but less important when you're not worried about Frail.






手札が6枚になるまでカードを引く。
Better than Spire 1, wants upgrade. Not attached to the discard package directly. Can enable infinite draw in specific configurations.






すべての敵に6ダメージを与える。このターン、直前にプレイしたカードがスキルだった場合、すべての敵に脱力1を付与する。
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.






山札にカードが1枚もない場合のみプレイできる。すべての敵に50ダメージを与える。
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.






ターン開始時、ナイフを1枚手札に加える。
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.






7ダメージを与える。 ナイフを1枚手札に加える。
1 energy deal 11 + 1 shiv. Rather have Dagger Spray for AoE or Dagger Throw for synergy. Just okay damage.






ナイフが保留を得る。 毎ターン、最初にプレイするナイフが追加で9ダメージを与える。
1 shiv per turn + 9 damage. Infinite Blades synergy. Once-a-turn Accuracy effect. Fringe value only.






12ダメージを与える。 次にプレイするスキルのコストを0[energy:1]にする。
2 energy deal 12, next skill costs 0. Persists between turns. Usually discounts Defend. Effectively 1 energy for 12 damage.






カードをプレイするたび、ランダムな敵1体に4ダメージを与える。
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.






6ダメージを与える。
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.






8ダメージを与える。 このターン、カードをプレイするたび、敵はHPを2失う。
1 energy deal 8 + lose 2 HP per other card played. Usually around 12 damage. Lose HP through shields. Desperation damage pick.






8ダメージを与える。 脱力1を付与する。
8 damage + Weakness. Buffed from Spire 1. But other Weakness sources exist and Neutralize is in the starter deck already.






ナイフを3枚手札に加える。 このカードのコストが1減少する。
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.






毒が追加で1回発動する。
Polarizing Silent card that doesn't contribute to the discard plan. D tier — skip it.






5ブロックを得る。 カードを2枚引く。
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.






このターン、追加でカードを引くことができない。手札にあるすべてのカードを、コストを支払わずプレイできる。
Breaks combo pieces. Snecko and Pyramid are less common. Burst + Apparitions and Nightmare + Wraith Form combos are gone. No reason to play this.






このターン、次のスキルが追加で1回プレイされる。
Burst targets (Apparitions, Blur, Catalyst) are all worse in Spire 2. Less that threatens Silent makes burst less necessary.






このターンにプレイしたアタック1枚につき、6ダメージを与える。
Less needed with Blade Dance exhausting. Early damage is less desperate. The attacks-played condition is hard to meet reliably.






カードを2枚捨てる。 ナイフを2枚手札に加える。
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.






廃棄札にあるすべてのナイフをプレイする。
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.






すべての敵に付与している毒の合計値に等しいブロックを得る。
Defensive option that doesn't contribute to the discard game plan. Too slow and too low impact.






1ダメージを与える。 この戦闘中に引いたカード1枚につき、追加で1ダメージを与える。
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.






カードを1枚選ぶ。 次のターン、そのカードのコピーを3枚手札に加える。
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.






このターン、獲得するブロック値が2倍になる。
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.






手札をすべて捨てる。 次のターン、アタックは2倍のダメージを与える。
Discard your hand, next turn attacks deal double. Unload + Phantasmal Killer concept. But you throw away Well-Laid Plans and your entire hand setup.






7ダメージをX回与える。
X-cost shiv damage. Less needed with ChemX and enchantments. Energy is premium. Pinpoint and Flechettes are strictly better damage options.






手札をすべて捨てる。 捨てたカード1枚につき、ナイフを1枚手札に加える。
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.






毒7を付与する。
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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