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
- 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
- Needs Verification
Preparation: How This Tier List Was Built
Slay the Spire 2 has 570 cards across 5 characters as of v0.109. 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.
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 A20, 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+. |
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 A20. |
| 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. |
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. |
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. |
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 v0.109 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.
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