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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.

Slay the Spire 2 card tier list visualization with S-tier cards highlighted in gold across all five characters

Table of Contents

  1. What Moved Since 0.109
  2. Preparation: How This Tier List Was Built
  3. Ironclad Card Tier List
  4. Silent Card Tier List
  5. Defect Card Tier List
  6. Regent Card Tier List
  7. Necrobinder Card Tier List
  8. Important Notes and Common Pitfalls
  9. Cross-Class Universal Picks
  10. 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:

CardClassWhat happenedRating impact
Expect a FightIroncladFull 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.
HyperbeamDefectFull 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 InkSilentNerf. 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.
MirageSilent0.110.0 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 BladeRegentForge value nerfed from 9 (upgraded 13) to 8 (upgraded 12).Slight downgrade, still core Forge fuel.
Alignment / Spoils of BattleRegentBuffs: 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)RegentReworked 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:

TierCriteriaWin Rate Impact
SDefines a build archetype. Take on sight.+8–15% win rate when picked Act 1
AStrong in specific builds. High priority.+4–8% win rate
BSolid filler. Improves deck quality.+1–4% win rate
CSituational. Take only when nothing else is available.<1% or negative in wrong builds

Ironclad Card Tier List

S-Tier

CardCostEffectWhy S-Tier
WhirlwindX5 damage × X to all enemiesThe 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.
Inflame1Gain 2 Strength (no exhaust)Permanent Strength for 1 energy. No exhaust means it stacks indefinitely. The foundation of every Strength build.
Barricade3Block carries over between turnsTransforms every fight into a wall. Once online, you take zero damage while your attacks close the fight.
Offering1Lose 6 HP, gain 2 energy, draw 3, exhaustsThe best card draw in Ironclad’s kit. 3 cards for 1 energy plus 2 bonus energy is absurd tempo.

A-Tier

CardCostEffectNotes
Rupture1+1 Strength when you lose HP on your turnCore of the self-harm engine. Needs Bloodletting to activate.
Shrug It Off18 Block + draw 1Best 1-cost defensive card. The draw makes it card-neutral.
Fiend Fire2Exhaust hand, deal 7 damage per card, exhaustsYour closer. 5-card hand = 35 base damage. With Strength, 50+.
Bloodletting0Lose 3 HP, gain 2 energyFree energy triggers Rupture. Zero opportunity cost.
Taunt17 Block + 1 VulnerableVulnerable makes every subsequent hit deal 50% more.
Demon Form3+2 Strength at start of each turnSlow to pay off but unstoppable in long fights. Take in Act 2+.
Expect a Fight315 (upgraded 16) Block, +5 (upgraded 8) Block per point of StrengthReworked 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

CardCostEffectNotes
Twin Strikes15 damage twiceDecent early filler. Falls off without Strength.
Sword Boomerang12 damage 3 times randomlyRandom targeting is a real downside.
Battle Trance0Draw 3, cannot draw more this turnGood in thin decks. Bad if you need to draw past it.
Cleave18 damage to all enemiesSolid Act 1 AoE. Replaced by Whirlwind later.
Crimson Mantle1Lose 1 HP/turn for 8 BlockDecent in fat decks. Not worth a dedicated slot.

C-Tier

CardCostEffectNotes
Wild Strike112 damage + add a WoundDeck bloat. Never take unless you have exhaust synergy.
Aggression1Return random upgraded attack from discardToo unreliable for consistent builds.

Silent Card Tier List

S-Tier

CardCostEffectWhy S-Tier
Noxious Fumes1Apply 2 Poison to ALL enemies at start of turnThe 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 Image2Gain 1 Block whenever you play a cardConverts every card play into defense. Makes Shiv builds viable and Poison builds tanky.
Well-Laid Plans1Retain 2 cardsKeeps your key pieces across turns. The single most impactful consistency card.
Corpse Explosion2Apply 6 Poison. On Poison death, deal max HP damage to all othersYour multi-target nuke. Kills groups by making one enemy’s death cascade.

A-Tier

CardCostEffectNotes
Bane17 damage + 7 more if PoisonedInstant payoff for your Poison stack. Take all copies.
Crippling Poison15 Poison + 1 WeakCombines damage and defense. Weak reduces incoming damage by 25%.
Dodge Roll16 Block + 4 per card discarded this turnWith Sly triggers, this becomes 18+ Block for 1 energy.
Accuracy1Shivs deal 4 additional damageDoubles every Shiv’s output. Core of the Shiv build.
Blade Storm1Add a Shiv to hand at start of each turnFree damage every turn. Pairs with Accuracy for 8-damage Shivs.

B-Tier

CardCostEffectNotes
Neutralize03 damage + 1 WeakFree Weak is always useful. Good early-game filler.
Survivor18 Block + discard 1Basic defense. The discard triggers Sly.
Poisoned Stab16 damage + 3 PoisonDecent mid-game filler. Replaced by Bane later.
Dagger Spray04 damage twiceFree Shivs. Good for Shiv builds, mediocre otherwise.
Cloak16 Block + retainSimple defense. Does not excite but does the job.

C-Tier

CardCostEffectNotes
Backstab0Deal 11 damage, exhaustsOne-time burst. Too inconsistent for a deck slot.
Footwork1+2 DexterityWeak 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

CardCostEffectWhy S-Tier
All For One2Deal 10 damage + 1 per Orb in your slotsWith 4 orbs, this is 14 damage for 2 energy. With Focus, it scales further. The best single-target attack in Defect’s kit.
Frost Orb1 (passive)Channel a Frost orb (gains 2 Block/turn)The foundation of the turtle build. 4 Frost orbs = 8 Block per turn passively.
Dark Orb1 (passive)Channel a Dark orb (deals 8 damage on pass)Your damage engine. With Focus +2, each pass deals 16.
CapacitorPassive+2 Orb slotsMore slots = more orbs = more everything. Take immediately.

A-Tier

CardCostEffectNotes
Biased Cognition1+4 Focus, lose 1 Focus at start of turnNet +3 Focus permanently. The best Focus card in the game.
Loop1When your orbs pass, trigger their effect againDoubles your orb output. Pairs with Dark Orb for 16 damage per pass.
Recursion1When you channel an orb, trigger the oldest orb’s passiveExtends orb lifespan. Essential for the turtle build.
Fusion1 (passive)Channel a Plasma orb (deals damage and gives Block)Balanced orb that does both offense and defense.
Meteor Strike3Channel 3 Plasma orbs + deal 12 damageExpensive but game-ending when it resolves.

B-Tier

CardCostEffectNotes
Cold Snap16 damage + channel 1 FrostDecent opener. The Frost orb adds immediate Block.
Hologram14 Block + retain 1 + add a card to handVersatile utility. The retain is the real value.
Beam Cell03 damage + apply 1 VulnerableFree Vulnerable is always welcome.
Ball Lightning17 damage + channel 1 LightningSolid early-game damage. Falls off without Focus.
Hyperbeam—24 (upgraded 30) damage to ALL enemies; lose 3 Focus for the rest of the turnReworked 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

CardCostEffectNotes
Double Energy3Double your energy this turnToo expensive. You spend 3 to get 3 more, netting zero long-term.
Overclock0Draw 2 + add 2 BurnsDeck bloat for card draw. Not worth it.

Regent Card Tier List

S-Tier

CardCostEffectWhy S-Tier
Manifest1Add Sovereign Blade to hand + 1 Forge stackYour Blade retrieval engine. Without this, the Forge build does not function.
Furnace1Add 2 Forge stacks to Sovereign BladePermanent Blade upgrades. Two copies means 4 stacks per turn.
Crescent SpearXDamage = Blade damage × Stars spentYour finisher. Scales with both Forge and Stars investment.

A-Tier

CardCostEffectNotes
Shining Strike1Deal damage + generate 1 StarYour Star economy. Take 3–4 copies.
Reflect2Gain Block = current Forge stacksEmergency defense that scales with your Forge investment.
Genesis3Generate 5 StarsExpensive but game-changing for the Stars build.
Radiance1Draw 2 cardsConsistency tool for finding your core pieces.

B-Tier

CardCostEffectNotes
Big Bang3Spend all Stars for massive AoE damageWin condition for Stars build. Needs 8+ Stars to be worth it.
Charge!1Deal damage + draw 1 if you have 3+ StarsCard advantage when your economy is online.
Defensive Stance18 BlockSimple defense. Does not synergize but fills a slot.

C-Tier

CardCostEffectNotes
Royal Decree2Apply debuffs based on Stars spentToo 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

CardCostEffectWhy S-Tier
Lash (Whip)0Stack Doom + draw 1 cardZero cost makes this infinitely spammable. Your engine starter and primary Doom source.
Summon Osty1Summon/re-summon Osty (+8 HP per summon)Your minion engine. Every summon makes Osty permanently stronger.
Necromancer’s Mastery2Convert Osty’s HP into damageYour burst window. Stack Osty to 30+ HP, then unleash.

A-Tier

CardCostEffectNotes
Death Gate1Massive Block if you applied Doom this turnYour defensive core. Always play after Lash.
Nowhere to Run1Stack Doom on single targetThe boss killer. Fast single-target Doom stacking.
Negative Energy Pulse1Apply Doom to all + small BlockEssential for multi-target fights.
Soul Entangle1Damage based on souls in discardSecondary damage source. Scales with deck manipulation.

B-Tier

CardCostEffectNotes
Borrowed Time2Gain extra energy this turnEnsures you can play Doom + defense in the same turn.
Skeleton Army2Summon 6 Osty HP. Exhausts.Massive Osty buff. Co-op: all players benefit.
Grave Retriever1Retrieve a card from the GraveyardEnables the infinite loop. Needs specific setup.

C-Tier

CardCostEffectNotes
Bone Shield15 BlockMediocre defense. Does not synergize with Doom or Osty.
Wither02 damage + 1 DoomToo 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/RelicClassesUniversal Value
Vajra (relic)Ironclad, Regent+1 Strength at combat start. Applies to any damage build.
Bag of Marbles (relic)Ironclad, SilentFree Vulnerable at combat start. Makes every opening hit harder.
Sturdy Cramp (relic)Regent, DefectCarry over Block. Essential for any turtle build.
OfferingIroncladBest card draw in the game. 3 cards + 2 energy for 1 energy + 6 HP.
After ImageSilentConverts 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.

About the author

Jack Cao avatar

Editor-in-Chief

Jack Cao is the founder and Editor-in-Chief of GameGuidesBox. He has been writing practical game guides for over a decade, specializing in action RPGs, extraction shooters, and competitive FPS. Every guide he signs is playtested first-hand: his logged test time includes 47 hours across two Crimson Desert playthroughs with DPS verification, 180 hours building a full Windrose settlement, and 45 hours across six Yunyun Syndrome endings runs. Favorite games include Titanfall 2, Baldur's Gate 3, Metro, PUBG, and CS2.

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