Silent · Slay the Spire 2
Silent Builds
Ranked Silent archetypes for Slay the Spire 2 — each with core cards, relic priorities, mulligan plans, and how to pilot them. Tiers are editorial judgment from the current Early Access card pool.
- 5
- Builds
- S
- Top tier
- 2026-06-06
- Updated
- Silent
- Class
At a glance
Silent builds compared
Every archetype side by side — tier, difficulty, and win condition. Jump to any guide for the full plan.
| Build | Tier | Difficulty | Win condition | Archetype |
|---|---|---|---|---|
| ☠️ Venom Cascade | S | Intermediate | Apply enough Poison early that the enemy bleeds out over the next several turns. Accelerant and Envenom turn a modest stack into a per-turn avalanche; you survive the wait with Block and Weak. | Poison |
| 🔪 Thousand Cuts | A | Intermediate | Build a per-turn Shiv supply (Infinite Blades, Ninja Scroll, Fan of Knives), then make each Shiv hit hard with Accuracy and Phantom Blades. Volume plus a flat per-Shiv buff equals a brutal damage curve. | Shivs |
| 🃏 Sleight of Hand | A | Advanced | Cycle aggressively to dig out your best cards while each discard pays you in Tingsha damage and Tough Bandages Block, then convert the churn into a lethal Memento Mori or a refilled finisher turn. | Discard |
| 🐍 Serpent's Tempo | A | Advanced | Play a huge number of cards in a single turn. Serpent Form and Speedster convert that volume into free damage, and Finisher / Flechettes turn a stacked hand into one decisive hit. | Card-draw |
| 🌫️ Untouchable | B | Intermediate | Stack Dexterity so every Block card overpays, then weather the dangerous turns with Intangible and Weak. The enemy can never punch through, so you win the attrition war with chip damage and Thorns. | Block |
At the start of your turn, add 1 Shiv into your Hand.
Upgraded: Innate. At the start of your turn, add 1 Shiv into your Hand.

Thousand Cuts
Infinite Blades and Fan of Knives flood your hand with 0-cost Shivs; Accuracy and Phantom Blades turn those throwaway daggers into real damage that scales with how many you can sling.
Key cards
At the start of your turn, add 1 Shiv into your Hand.
Upgraded: Innate. At the start of your turn, add 1 Shiv into your Hand.

Shivs deal 4 additional damage.
Upgraded: Shivs deal 6 additional damage.

Shivs gain Retain. The first Shiv you play each turn deals 9 additional damage.
Upgraded: Shivs gain Retain. The first Shiv you play each turn deals 12 additional damage.

Shivs now hit ALL enemies. Add 4 Shivs into your Hand.
Upgraded: Shivs now hit ALL enemies. Add 5 Shivs into your Hand.

At the start of your turn, draw 1 card and discard 1 card.
Upgraded: Cost changes from 1 to 0

Sleight of Hand
Tools of the Trade and Calculated Gamble cycle your hand constantly while Tingsha and Tough Bandages turn every discard into damage and Block. Memento Mori cashes the whole turn in.
Key cards
At the start of your turn, draw 1 card and discard 1 card.
Upgraded: Cost changes from 1 to 0

Discard your Hand, then draw that many cards. Exhaust.
Upgraded: Retain. Discard your Hand, then draw that many cards. Exhaust.

Draw 3 cards. Discard 1 card.
Upgraded: Draw 4 cards. Discard 1 card.

Draw 1 card. Discard 1 card.
Upgraded: Draw 2 cards. Discard 2 cards.

Whenever you play a card, deal 4 damage to a random enemy.
Upgraded: Whenever you play a card, deal 5 damage to a random enemy.

Serpent's Tempo
Serpent Form and Speedster turn raw card draw into automatic damage, while Adrenaline, Reflex and Expertise refill your hand for explosive multi-card turns capped by Finisher or Flechettes.
Key cards
Whenever you play a card, deal 4 damage to a random enemy.
Upgraded: Whenever you play a card, deal 5 damage to a random enemy.

Whenever you draw a card during your turn, deal 2 damage to ALL enemies.
Upgraded: Whenever you draw a card during your turn, deal 3 damage to ALL enemies.

Deal 6 damage for each Attack already played this turn.
Upgraded: Deal 8 damage for each Attack already played this turn.

Deal 5 damage for each Skill in your Hand.
Upgraded: Deal 7 damage for each Skill in your Hand.

Gain 2 Intangible. At the start of your turn, lose 1 Dexterity.
Upgraded: Gain 3 Intangible. At the start of your turn, lose 1 Dexterity.

Untouchable
Wraith Form and the Ghost in a Jar reduce big hits to 1 damage while Footwork and Abrasive scale every Block card. You stall behind an unbreakable wall and chip the enemy down safely.
Key cards
Gain 2 Intangible. At the start of your turn, lose 1 Dexterity.
Upgraded: Gain 3 Intangible. At the start of your turn, lose 1 Dexterity.

Gain 2 Dexterity.
Upgraded: Gain 3 Dexterity.

Sly. Gain 1 Dexterity. Gain 4 Thorns.
Upgraded: Sly. Gain 1 Dexterity. Gain 6 Thorns.

Gain 5 Block. Block is not removed at the start of your next turn.
Upgraded: Gain 8 Block. Block is not removed at the start of your next turn.






