Silent Build
🌫️ Untouchable
Become impossible to hit while Dexterity makes every Block card a fortress
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.

Win condition: 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.
- B-Tier
- Tier
- Intermediate
- Difficulty
- 10
- Core cards
- Survival-first control
- Power
Deck core
Core cards
The cards this build is built around — prioritize these on every run.
Must-pick
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.

Double your Block gain this turn.
Upgraded: Cost changes from 1 to 0

Gain 4 Block. Next turn, gain 4 Block.
Upgraded: Gain 6 Block. Next turn, gain 6 Block.

Apply 2 Weak. Gain 11 Block.
Upgraded: Apply 3 Weak. Gain 14 Block.

ALL enemies lose 6 Strength this turn. Exhaust.
Upgraded: ALL enemies lose 8 Strength this turn. Exhaust.

Sly. Gain 9 Block.
Upgraded: Sly. Gain 12 Block.

Gain 4 Block.
Upgraded: Gain 7 Block.

Flex picks
Gain 3 Dexterity this turn.
Upgraded: Gain 5 Dexterity this turn.

Gain 5 Block. Draw 2 cards.
Upgraded: Gain 8 Block. Draw 2 cards.

Gain 5 Block.
Upgraded: Gain 8 Block.

Gain 10 Block. Deal 10 damage.
Upgraded: Gain 13 Block. Deal 13 damage.

Deal 15 damage. Next turn, draw 2 cards.
Upgraded: Deal 20 damage. Next turn, draw 2 cards.

Draw 1 card. If you draw a Skill, gain 3 Block.
Upgraded: Draw 1 card. If you draw a Skill, gain 5 Block.

Deal 8 damage. Apply 1 Weak.
Upgraded: Deal 10 damage. Apply 2 Weak.

Remove all Artifact and Block from the enemy. Apply 2 Vulnerable. Exhaust.
Upgraded: Remove all Artifact and Block from the enemy. Apply 3 Vulnerable. Exhaust.

At the end of your turn, Retain up to 1 card.
Upgraded: At the end of your turn, Retain up to 2 cards.

Synergy
Relic priorities
What to grab from shops, bosses and chests to power the engine.

1 Dexterity every combat seeds your Block scaling before you even draw Footwork.
Paper KraneCoreYour Weak from Leg Sweep / Piercing Wail now cuts incoming damage 40% instead of 25% — a defensive multiplier.
AnchorStrong10 Block at combat start covers the dangerous opening before Dexterity ramps.
Bronze ScalesStrongStarting Thorns stacks with Abrasive for passive attrition damage.
Sturdy ClampSituationalUp to 10 Block persists across turns — essentially free Blur for your overflow wall.
Centennial PuzzleSituationalDraw 3 when first hit — helps you dig to Block and Footwork on a rough opener.
Game plan
How to play
Step-by-step through the run, from opening hands to the win.
Honest take
Pros & cons
Strengths
- Enormous effective bulk — Intangible plus inflated Block trivializes most hits.
- Dexterity scaling makes even basic Block cards efficient.
- Weak / Strength-strip plus Thorns provide low-risk attrition.
- Very forgiving against unfamiliar elite and boss patterns.
Weaknesses
- Low proactive damage — fights can drag and risk timing out against scaling enemies.
- Wraith Form's Dexterity drain means Intangible is a limited resource.
- Needs a deliberate damage plan or it stalls without closing.
Opening
Mulligan & priorities
What to keep, what to ditch in your opening hands.
- Keep Footwork — the earlier Dexterity lands, the more total Block you bank over the fight.
- Keep a cheap Block card (Deflect, Dodge and Roll) to survive the opening turns.
- Keep Wraith Form against bosses with big telegraphed hits.
- Toss Shadowmeld on turn one if you have no Block engine yet to double.
- Keep Leg Sweep or Piercing Wail against high-Strength attackers.
Map strategy
Pathing
How to route the map to assemble the build and stay healthy.
Lean into defensive utility relics
Oddly Smooth Stone (1 Dexterity each combat) and any Block-at-start relic compound your wall. Paper Krane is excellent here because you apply Weak — it makes Weak enemies hit for 40% less rather than 25%.
Avoid these
Common mistakes
- Firing Wraith Form on a calm turn, wasting Intangible and bleeding Dexterity for nothing.
- Not playing Footwork first — Block cards played before Dexterity is up are worth less for the rest of the fight.
- Forgetting Block normally evaporates: without Blur you lose your wall at the start of your turn, so don't over-bank without it.
- Ignoring Weak/Strength-strip and trying to raw-Block a scaling boss you can't out-armor.
- Bringing no win condition — an unkillable deck that deals no damage just loses to enemy ramp.
Quick answers
FAQ
Common questions about the Untouchable Silent build.
Is Untouchable good in Slay the Spire 2?
It is a solid B-tier survival deck — enormously bulky thanks to Wraith Form's Intangible reducing all damage to 1, plus Dexterity scaling that makes even cheap Block cards into walls. Its weakness is low proactive damage, so fights can drag and risk timing out against scaling enemies unless you pack a deliberate win condition. As an Early Access build, Wraith Form's Intangible count and Dexterity drain may still be tuned.
What are the best cards for a Dexterity Block Silent build?
Wraith Form is the centerpiece, granting Intangible to weather burst turns. Footwork and Abrasive permanently raise Dexterity (and Abrasive adds Thorns for free retaliation), since every Block card scales with Dexterity. Blur stops your Block from expiring and Shadowmeld doubles a turn's Block gain, while Leg Sweep and Piercing Wail apply Weak and strip Strength to shrink incoming hits.
What relics does Untouchable want?
Oddly Smooth Stone is core, seeding 1 Dexterity each combat before you even draw Footwork. Paper Krane is the other keystone — because you apply Weak, it makes Weakened enemies hit for 40% less instead of 25%, a defensive multiplier. Anchor (10 Block at combat start) and Bronze Scales (starting Thorns that stack with Abrasive) round out the defensive package.
Is Untouchable beginner-friendly or good at high Ascension?
It is rated Intermediate and is very forgiving against unfamiliar Elite and boss patterns since Intangible plus inflated Block trivializes most hits. The trap at high Ascension is bringing no win condition — an unkillable deck that deals no damage just loses to enemy ramp, so lean on Abrasive's Thorns and a few efficient Attacks to actually close fights.
Provenance
Sources & video guides
This build's strategy is informed by these community creators.
