Slay the Spire 2 Best Cards Tier List (All Classes, Beta v0.111)
Every S-tier and A-tier card across all five classes, ranked by win rate impact and build flexibility in the current patch.
Table of Contents
- What Moved Since 0.109
- Preparation: How This Tier List Was Built
- Ironclad Card Tier List
- Silent Card Tier List
- Defect Card Tier List
- Regent Card Tier List
- Necrobinder Card Tier List
- Important Notes and Common Pitfalls
- Cross-Class Universal Picks
- Final Take
What Moved Since 0.109
First, the patch reality check as of my latest testing on Beta v0.111.0 (released 2026-08-14): v0.111.0 is still current. The planned 8/27 patch was cancelled for the team’s holiday break, September shipped no new beta — the “mid-September beta” people were quoting turned out to be old March news recirculating — and there have been no content announcements since 9/22. So this tier list is a clean v0.111 snapshot, not a moving target.
What actually changed for card rankings between 0.109 and 0.111:
| Card | Class | What happened | Rating impact |
|---|---|---|---|
| Expect a Fight | Ironclad | Full rework. The old 2(1)-cost “gain 1 energy per attack card played” effect is gone; it is now a 3-cost Uncommon skill: gain 15 (upgraded 16) Block, plus 5 (upgraded 8) extra Block per point of Strength. | Drops out of every energy ramp; becomes a Strength-build defensive payoff instead. |
| Hyperbeam | Defect | Full rework. Now deals 24 (upgraded 30) damage to ALL enemies and makes you lose 3 Focus for the rest of the turn (Focus returns next turn). Total damage is lower than the old version. | No longer an endgame Focus nuke; now an early board wipe. Ranked in the Defect B-tier below. |
| Blade of Ink | Silent | Nerf. The Inky enchantment it applies no longer adds damage — it only keeps the Weak application. | Downgraded: you are buying Weak, not extra offense. See the Silent section. |
| Mirage | Silent | 0.110.0 turned it into poison-flavored Block and removed Exhaust; 0.111.0 put Exhaust back and changed the upgrade from “cost 1→0” to “removes Exhaust”. | Situational; only good with Exhaust synergy. See the Silent section. |
| Refine Blade | Regent | Forge value nerfed from 9 (upgraded 13) to 8 (upgraded 12). | Slight downgrade, still core Forge fuel. |
| Alignment / Spoils of Battle | Regent | Buffs: Alignment’s Star cost dropped 3→2; Spoils of Battle now lands at 6 (upgraded 9). | Regent’s defensive and utility slots got better. |
| Regalite (relic) | Regent | Reworked in 0.110.0 from “2 Block every time you create a card” into a finite number of triggers; 0.111.0 cut each trigger from 6 Block to 4. | See the relic tier list. |
High-Ascension enemies also got teeth in 0.111.0 (Axebot, Mechaknight, Globe Head, Louse Progenitor, Soul Fysh, Entomancer and more), which quietly raises the value of reliable Block cards like the reworked Expect a Fight. If you are climbing that ladder, my full breakdown is in the Ascension 9 & 10 climb guide.
Preparation: How This Tier List Was Built
Slay the Spire 2 has 570 cards across 5 characters as of Beta v0.111. That is a massive pool, and most cards are context-dependent — a card that is S-tier in one build is C-tier in another. This tier list ranks cards by their build-defining power: how much they enable your strategy, how flexible they are across archetypes, and what their win rate impact is when picked early. If you only play one class, the class-specific deep dives go further: Ironclad Strength/Block, Silent poison & shiv routes, Defect focus economy, and Regent & Necrobinder builds.
Community data from the slaythespire-2.com wiki shows Silent and Defect as S-tier characters, Ironclad and Regent as A-tier, and Necrobinder as B-tier. Card win rates reflect this hierarchy — Silent’s poison cards average 45–50% win rates at A10, while Necrobinder’s best cards hover around 40–45% because the character himself is harder to pilot.
Tier definitions:
| Tier | Criteria | Win Rate Impact |
|---|---|---|
| S | Defines a build archetype. Take on sight. | +8–15% win rate when picked Act 1 |
| A | Strong in specific builds. High priority. | +4–8% win rate |
| B | Solid filler. Improves deck quality. | +1–4% win rate |
| C | Situational. Take only when nothing else is available. | <1% or negative in wrong builds |
Ironclad Card Tier List
S-Tier
| Card | Cost | Effect | Why S-Tier |
|---|---|---|---|
| Whirlwind | X | 5 damage × X to all enemies | The single best payoff card in Ironclad’s kit. Scales with Strength, works with Vulnerable, clears multi-target elites. One copy is enough; two is a luxury. |
| Inflame | 1 | Gain 2 Strength (no exhaust) | Permanent Strength for 1 energy. No exhaust means it stacks indefinitely. The foundation of every Strength build. |
| Barricade | 3 | Block carries over between turns | Transforms every fight into a wall. Once online, you take zero damage while your attacks close the fight. |
| Offering | 1 | Lose 6 HP, gain 2 energy, draw 3, exhausts | The best card draw in Ironclad’s kit. 3 cards for 1 energy plus 2 bonus energy is absurd tempo. |
A-Tier
| Card | Cost | Effect | Notes |
|---|---|---|---|
| Rupture | 1 | +1 Strength when you lose HP on your turn | Core of the self-harm engine. Needs Bloodletting to activate. |
| Shrug It Off | 1 | 8 Block + draw 1 | Best 1-cost defensive card. The draw makes it card-neutral. |
| Fiend Fire | 2 | Exhaust hand, deal 7 damage per card, exhausts | Your closer. 5-card hand = 35 base damage. With Strength, 50+. |
| Bloodletting | 0 | Lose 3 HP, gain 2 energy | Free energy triggers Rupture. Zero opportunity cost. |
| Taunt | 1 | 7 Block + 1 Vulnerable | Vulnerable makes every subsequent hit deal 50% more. |
| Demon Form | 3 | +2 Strength at start of each turn | Slow to pay off but unstoppable in long fights. Take in Act 2+. |
| Expect a Fight | 3 | 15 (upgraded 16) Block, +5 (upgraded 8) Block per point of Strength | Reworked in v0.111 from an energy card into a Strength-scaling shield. At 6+ Strength this is the biggest Block number in the kit. Worthless in a non-Strength deck — it is a payoff card now, not a flex pick. |
Energy note: the old Expect a Fight quietly powered a lot of Act 1 ramp. With it gone, Offering and Bloodletting are now the kit’s real energy engines — draft them with more urgency than you did in 0.109.
B-Tier
| Card | Cost | Effect | Notes |
|---|---|---|---|
| Twin Strikes | 1 | 5 damage twice | Decent early filler. Falls off without Strength. |
| Sword Boomerang | 1 | 2 damage 3 times randomly | Random targeting is a real downside. |
| Battle Trance | 0 | Draw 3, cannot draw more this turn | Good in thin decks. Bad if you need to draw past it. |
| Cleave | 1 | 8 damage to all enemies | Solid Act 1 AoE. Replaced by Whirlwind later. |
| Crimson Mantle | 1 | Lose 1 HP/turn for 8 Block | Decent in fat decks. Not worth a dedicated slot. |
C-Tier
| Card | Cost | Effect | Notes |
|---|---|---|---|
| Wild Strike | 1 | 12 damage + add a Wound | Deck bloat. Never take unless you have exhaust synergy. |
| Aggression | 1 | Return random upgraded attack from discard | Too unreliable for consistent builds. |
Silent Card Tier List
S-Tier
| Card | Cost | Effect | Why S-Tier |
|---|---|---|---|
| Noxious Fumes | 1 | Apply 2 Poison to ALL enemies at start of turn | The best passive damage card in Silent’s kit. Two copies = 4 Poison per turn for 1 energy. Community win rate: 45.8% at A10. |
| After Image | 2 | Gain 1 Block whenever you play a card | Converts every card play into defense. Makes Shiv builds viable and Poison builds tanky. |
| Well-Laid Plans | 1 | Retain 2 cards | Keeps your key pieces across turns. The single most impactful consistency card. |
| Corpse Explosion | 2 | Apply 6 Poison. On Poison death, deal max HP damage to all others | Your multi-target nuke. Kills groups by making one enemy’s death cascade. |
A-Tier
| Card | Cost | Effect | Notes |
|---|---|---|---|
| Bane | 1 | 7 damage + 7 more if Poisoned | Instant payoff for your Poison stack. Take all copies. |
| Crippling Poison | 1 | 5 Poison + 1 Weak | Combines damage and defense. Weak reduces incoming damage by 25%. |
| Dodge Roll | 1 | 6 Block + 4 per card discarded this turn | With Sly triggers, this becomes 18+ Block for 1 energy. |
| Accuracy | 1 | Shivs deal 4 additional damage | Doubles every Shiv’s output. Core of the Shiv build. |
| Blade Storm | 1 | Add a Shiv to hand at start of each turn | Free damage every turn. Pairs with Accuracy for 8-damage Shivs. |
B-Tier
| Card | Cost | Effect | Notes |
|---|---|---|---|
| Neutralize | 0 | 3 damage + 1 Weak | Free Weak is always useful. Good early-game filler. |
| Survivor | 1 | 8 Block + discard 1 | Basic defense. The discard triggers Sly. |
| Poisoned Stab | 1 | 6 damage + 3 Poison | Decent mid-game filler. Replaced by Bane later. |
| Dagger Spray | 0 | 4 damage twice | Free Shivs. Good for Shiv builds, mediocre otherwise. |
| Cloak | 1 | 6 Block + retain | Simple defense. Does not excite but does the job. |
C-Tier
| Card | Cost | Effect | Notes |
|---|---|---|---|
| Backstab | 0 | Deal 11 damage, exhausts | One-time burst. Too inconsistent for a deck slot. |
| Footwork | 1 | +2 Dexterity | Weak without multiple Block cards. |
Blade of Ink and Mirage after the v0.111 changes
Two Silent cards moved around in the 0.110/0.111 patches and are not in the tables above, so here is where I stand on them now:
- Blade of Ink (nerfed). The Inky enchantment it revolves around no longer adds damage — all it does now is leave Weak. That turns Blade of Ink from “extra damage plus a debuff” into “a Weak applicator with extra steps.” It is still serviceable in a defense-first Silent shell, because Weak cuts incoming damage by 25%, but if you were drafting it as an attack payoff, downgrade it a full tier in your head. I now treat it as a B-tier situational pick at best. For the full enchantment picture — including the Nonupeipe’s Beautiful Bracelet random-enchant rework — see the Enchantments mechanics guide.
- Mirage (Exhaust is back). The patch history here is genuinely confusing: 0.110.0 turned Mirage into poison-flavored Block and removed its Exhaust; 0.111.0 put the Exhaust tag back and replaced the old “cost 1→0” upgrade with “upgrade removes Exhaust.” So the card’s real upgrade value is now the Exhaust removal, not the discount. In a normal poison deck I rate it C-tier — exhausting your own defensive card is a bad trade. With Exhaust payoff engines it climbs to solid B.
Defect Card Tier List
S-Tier
| Card | Cost | Effect | Why S-Tier |
|---|---|---|---|
| All For One | 2 | Deal 10 damage + 1 per Orb in your slots | With 4 orbs, this is 14 damage for 2 energy. With Focus, it scales further. The best single-target attack in Defect’s kit. |
| Frost Orb | 1 (passive) | Channel a Frost orb (gains 2 Block/turn) | The foundation of the turtle build. 4 Frost orbs = 8 Block per turn passively. |
| Dark Orb | 1 (passive) | Channel a Dark orb (deals 8 damage on pass) | Your damage engine. With Focus +2, each pass deals 16. |
| Capacitor | Passive | +2 Orb slots | More slots = more orbs = more everything. Take immediately. |
A-Tier
| Card | Cost | Effect | Notes |
|---|---|---|---|
| Biased Cognition | 1 | +4 Focus, lose 1 Focus at start of turn | Net +3 Focus permanently. The best Focus card in the game. |
| Loop | 1 | When your orbs pass, trigger their effect again | Doubles your orb output. Pairs with Dark Orb for 16 damage per pass. |
| Recursion | 1 | When you channel an orb, trigger the oldest orb’s passive | Extends orb lifespan. Essential for the turtle build. |
| Fusion | 1 (passive) | Channel a Plasma orb (deals damage and gives Block) | Balanced orb that does both offense and defense. |
| Meteor Strike | 3 | Channel 3 Plasma orbs + deal 12 damage | Expensive but game-ending when it resolves. |
B-Tier
| Card | Cost | Effect | Notes |
|---|---|---|---|
| Cold Snap | 1 | 6 damage + channel 1 Frost | Decent opener. The Frost orb adds immediate Block. |
| Hologram | 1 | 4 Block + retain 1 + add a card to hand | Versatile utility. The retain is the real value. |
| Beam Cell | 0 | 3 damage + apply 1 Vulnerable | Free Vulnerable is always welcome. |
| Ball Lightning | 1 | 7 damage + channel 1 Lightning | Solid early-game damage. Falls off without Focus. |
| Hyperbeam | — | 24 (upgraded 30) damage to ALL enemies; lose 3 Focus for the rest of the turn | Reworked in v0.111. Focus returns next turn, so this is no longer a Focus-scaling endgame nuke — total damage is down from the old version too. It is now an early-to-mid board wipe you fire before your orb engine spins up. B-tier at best; do not build around it. Full analysis in the Defect focus economy guide. |
C-Tier
| Card | Cost | Effect | Notes |
|---|---|---|---|
| Double Energy | 3 | Double your energy this turn | Too expensive. You spend 3 to get 3 more, netting zero long-term. |
| Overclock | 0 | Draw 2 + add 2 Burns | Deck bloat for card draw. Not worth it. |
Regent Card Tier List
S-Tier
| Card | Cost | Effect | Why S-Tier |
|---|---|---|---|
| Manifest | 1 | Add Sovereign Blade to hand + 1 Forge stack | Your Blade retrieval engine. Without this, the Forge build does not function. |
| Furnace | 1 | Add 2 Forge stacks to Sovereign Blade | Permanent Blade upgrades. Two copies means 4 stacks per turn. |
| Crescent Spear | X | Damage = Blade damage × Stars spent | Your finisher. Scales with both Forge and Stars investment. |
A-Tier
| Card | Cost | Effect | Notes |
|---|---|---|---|
| Shining Strike | 1 | Deal damage + generate 1 Star | Your Star economy. Take 3–4 copies. |
| Reflect | 2 | Gain Block = current Forge stacks | Emergency defense that scales with your Forge investment. |
| Genesis | 3 | Generate 5 Stars | Expensive but game-changing for the Stars build. |
| Radiance | 1 | Draw 2 cards | Consistency tool for finding your core pieces. |
B-Tier
| Card | Cost | Effect | Notes |
|---|---|---|---|
| Big Bang | 3 | Spend all Stars for massive AoE damage | Win condition for Stars build. Needs 8+ Stars to be worth it. |
| Charge! | 1 | Deal damage + draw 1 if you have 3+ Stars | Card advantage when your economy is online. |
| Defensive Stance | 1 | 8 Block | Simple defense. Does not synergize but fills a slot. |
C-Tier
| Card | Cost | Effect | Notes |
|---|---|---|---|
| Royal Decree | 2 | Apply debuffs based on Stars spent | Too Star-expensive for the effect. |
v0.111 balance notes for Regent
Refine Blade’s Forge value was cut from 9 (upgraded 13) to 8 (upgraded 12) — an honest nerf, but it stays core Forge fuel because nothing else replaces that much Forge in one card. On the buff side, Alignment’s Star cost dropped from 3 to 2, and Spoils of Battle now lands at 6 (upgraded 9). Both make Regent’s Star economy looser than it was in 0.109, which partly offsets the Forge slowdown. On the relic side, Regalite was reworked into a finite-trigger effect and cut from 6 to 4 Block per trigger in 0.111.0, so the Colorless-generation defensive package is weaker than it looks — the full build implications are in the Regent & Necrobinder builds guide.
Necrobinder Card Tier List
S-Tier
| Card | Cost | Effect | Why S-Tier |
|---|---|---|---|
| Lash (Whip) | 0 | Stack Doom + draw 1 card | Zero cost makes this infinitely spammable. Your engine starter and primary Doom source. |
| Summon Osty | 1 | Summon/re-summon Osty (+8 HP per summon) | Your minion engine. Every summon makes Osty permanently stronger. |
| Necromancer’s Mastery | 2 | Convert Osty’s HP into damage | Your burst window. Stack Osty to 30+ HP, then unleash. |
A-Tier
| Card | Cost | Effect | Notes |
|---|---|---|---|
| Death Gate | 1 | Massive Block if you applied Doom this turn | Your defensive core. Always play after Lash. |
| Nowhere to Run | 1 | Stack Doom on single target | The boss killer. Fast single-target Doom stacking. |
| Negative Energy Pulse | 1 | Apply Doom to all + small Block | Essential for multi-target fights. |
| Soul Entangle | 1 | Damage based on souls in discard | Secondary damage source. Scales with deck manipulation. |
B-Tier
| Card | Cost | Effect | Notes |
|---|---|---|---|
| Borrowed Time | 2 | Gain extra energy this turn | Ensures you can play Doom + defense in the same turn. |
| Skeleton Army | 2 | Summon 6 Osty HP. Exhausts. | Massive Osty buff. Co-op: all players benefit. |
| Grave Retriever | 1 | Retrieve a card from the Graveyard | Enables the infinite loop. Needs specific setup. |
C-Tier
| Card | Cost | Effect | Notes |
|---|---|---|---|
| Bone Shield | 1 | 5 Block | Mediocre defense. Does not synergize with Doom or Osty. |
| Wither | 0 | 2 damage + 1 Doom | Too weak to justify a deck slot. |
Important Notes and Common Pitfalls
Pitfall 1: Picking S-tier cards outside their build. Whirlwind is S-tier for Ironclad, but only if you have Strength to scale it. Picking Whirlwind without Inflame or Rupture is like buying a sports car with no gas. Always check that your build supports the card before committing.
Pitfall 2: Ignoring B-tier fillers. A deck of 4 S-tier cards and 10 C-tier cards loses to a deck of 8 A-tier and 6 B-tier cards every time. Consistency matters more than peaks. Fill your deck with B-tier cards that do not conflict with your strategy.
Pitfall 3: Over-valuing one-copy wonders. Some cards are amazing in isolation but do not scale. Meteor Strike is powerful once, but if you cannot consistently draw it, it is a dead pick. Prefer cards that are good in every hand over cards that are amazing in one hand out of ten.
Pitfall 4: Not accounting for the new Affliction system. Slay the Spire 2 introduced Afflictions — enemy debuffs that target your cards directly. Some Afflictions increase a card’s cost or add exhaust conditions. S-tier cards with 0 or 1 cost are less vulnerable to these Afflictions because the cost increase is smaller. This makes Lash (0 cost) and Bloodletting (0 cost) even more valuable than their raw stats suggest.
Cross-Class Universal Picks
Some relics and cards appear across multiple classes and deserve special mention:
| Card/Relic | Classes | Universal Value |
|---|---|---|
| Vajra (relic) | Ironclad, Regent | +1 Strength at combat start. Applies to any damage build. |
| Bag of Marbles (relic) | Ironclad, Silent | Free Vulnerable at combat start. Makes every opening hit harder. |
| Sturdy Cramp (relic) | Regent, Defect | Carry over Block. Essential for any turtle build. |
| Offering | Ironclad | Best card draw in the game. 3 cards + 2 energy for 1 energy + 6 HP. |
| After Image | Silent | Converts every card play into Block. Universal defense. |
Final Take
The current Beta v0.111 meta favors Silent and Defect for consistency, Ironclad and Regent for reliability, and Necrobinder for skill expression. The tier list reflects this hierarchy: Silent’s poison cards have the highest win rates, Defect’s orb cards have the best damage-to-cost ratios, and Necrobinder’s Doom engine has the highest ceiling but the lowest floor.
The most impactful card in the entire game is probably Noxious Fumes — a 1-cost uncommon that passively applies 2 Poison to all enemies every turn. It does not require setup, it does not exhaust, and it scales with every other Poison card in your deck. If you see it in Act 1, take it.
For the new characters: Manifest (Regent) and Lash (Necrobinder) are their respective S-tier anchors. Without Manifest, the Forge build does not function. Without Lash, the Doom loop does not start. These are non-negotiable first picks that define what makes each character unique.
One last pointer: if you pull these cards into a 4-player co-op run — live since Early Access — the tier math changes. S-tier payoff cards get more valuable when three teammates can set them up, and my full take on that is in the co-op 4-player team synergy guide.
Frequently Asked Questions
What are the best cards in Slay the Spire 2 across all classes?
The top S-tier cards in Beta v0.111 are: Whirlwind (Ironclad), Noxious Fumes (Silent), All For One (Defect), Manifest (Regent), and Lash (Necrobinder). These cards define their respective archetypes and have the highest win rate impact when added to a deck. Each one enables multiple build paths rather than locking you into a single strategy.
Which class has the strongest cards in Slay the Spire 2?
Silent and Defect are the strongest classes in Beta v0.111 according to community data. Silent's poison cards (Noxious Fumes, Bane, Corpse Explosion) have the highest average win rates, while Defect's orb cards (All For One, Frost, Dark Orb) provide the most consistent damage-to-cost ratios. Ironclad and Regent are A-tier, and Necrobinder is B-tier but has the highest skill ceiling. Note that three cards people used to rank highly — Expect a Fight, Hyperbeam, and Blade of Ink — were reworked or nerfed in 0.110/0.111 and no longer anchor their old builds.
What makes a card S-tier vs A-tier in Slay the Spire 2?
S-tier cards enable entire build archetypes and have win rates above 50% when picked early. A-tier cards are strong in specific builds but do not define a strategy on their own. B-tier cards are solid fillers that improve deck quality without changing your game plan. C-tier cards are situational picks you take only when nothing better is available.
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Slay the Spire 2 Ascension 9 & 10 Climb Guide (A9/A10)
The v0.111 enemy buffs that decide your high-Ascension runs — Axebot, Mechaknight, Globe Head and friends, with a climb plan for each.
Slay the Spire 2 Co-Op 4 Player Team Synergy Guide
How to build a four-person Slay the Spire 2 co-op team in Beta v0.111 — class roles, shared debuff math, and the draft habits that win runs.
Slay the Spire 2 Defect Best Builds: Focus Economy
Every viable Defect build in Beta v0.111 — orb engines, the Hyperbeam rework, and how to spend Focus like it is real money.
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