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Returning character · Main v0.107.1 · Beta v0.111.0 notes

Silent Guide

Control the hand first. Let Poison or Shivs do the killing.

Silent's dependable engine is card flow: draw, discard, Retain and Sly. Take immediate damage and one group answer first. Add Poison or Shiv payoffs only when the deck already has a way to find them and survive while they work.

Silent attacking the Terror Eel in an official Slay the Spire 2 co-op screenshot
Official co-op screenshot with Silent in the foreground. Source: Mega Crit press kit
Base HP70
UnlockComplete a run with Ironclad
Starting relicRing of the SnakeDraw 2 additional cards at the start of combat.
Starting deck5 Strike, 5 Defend, 1 Neutralize, 1 Survivor

Start with the engine

How Silent actually wins

Ring of the Snake gives Silent a seven-card opening hand, but ten of her twelve starting cards are plain Strike or Defend. She sees more cards than other characters; the real task is turning that volume into a useful turn instead of a larger hand of basics.

Discard and Sly form the most flexible Main-branch chassis. Poison gives the deck a clock for long fights, while Shivs reward repeated attacks and cards played. Neither package replaces Block, Weak or card flow. In the strongest decks, those systems share the work rather than competing for a pure label.

PoisonShivsdrawdiscardSly cards

Floor-one priorities

Act 1: draft answers, not a fantasy deck

  1. 01
    Fix immediate damage

    Predator, Dagger Throw, Poisoned Stab, Ricochet and Dash can win the next fights without asking for a full package.

  2. 02
    Add one group-fight answer

    Flick-Flack, Echoing Slash or Dagger Spray prevents a multi-enemy floor from eating the health you hoped to save for an elite.

  3. 03
    Do not draft Sly backwards

    The starting deck has only Survivor as an active discard. Find Prepared, Acrobatics or another repeatable discard tool before filling the deck with expensive Sly cards.

  4. 04
    Build in a useful order

    Immediate damage, one area answer, basic defense, then card flow and scaling. Three Powers before the deck can survive a setup turn is not a build.

  5. 05
    Prefer cards with two jobs

    Poisoned Stab, Dagger Throw and Cloak and Dagger help now and still fit a later package. That is safer than a payoff that is blank until two other cards arrive.

Three packages to recognize

Silent builds that have a real game plan

Treat these as packages, not shopping lists. Move in when you already own the signal cards; keep taking standalone answers when the package has not shown up.

01
Commit signal · Two dependable discard tools, or Tools of the Trade providing one every turn

Sly discard loop

Turn discard from a cost into free cards, damage, Block and Energy while cycling to the deck's real answer.

Core cards
Prepared · Acrobatics · Calculated Gamble · Reflex · Tactician · Tools of the Trade
Support
Speedster · Ricochet · Serpent Form · Escape Plan · Backflip
Relics
Tingsha · Tough Bandages · Letter Opener · Ring of the Drake

How a turn plays: Draw before choosing the discard so newly drawn Sly cards can be played for free. Expand the hand, play anything that must not be lost, then use Calculated Gamble on what remains.

What breaks it: Expensive Sly cards arriving before active discard. End-of-turn discard does not trigger Sly, Tingsha or Tough Bandages, so the deck needs deliberate enablers.

02
Commit signal · A reliable Poison source plus a multiplier such as Accelerant, Noxious Fumes or Bouncing Flask

Poison with a defense shell

Set a damage clock, then use draw, Weak and Block to survive while Poison handles scaling enemies.

Core cards
Poisoned Stab · Bubble Bubble · Bouncing Flask · Noxious Fumes · Accelerant
Support
Backflip · Footwork · Leg Sweep · Afterimage · Well-Laid Plans
Relics
Snecko Skull · Twisted Funnel · Paper Krane · Ring of the Drake

How a turn plays: Apply Poison before Bubble Bubble or other payoffs. Use card flow to find the scaler and keep enough Weak and Block to give it a second deck cycle.

What breaks it: Taking only Poison cards. Slow damage without draw and defense means the enemy gets more turns than the deck can afford.

03
Commit signal · One or two self-sufficient Shiv generators plus Accuracy, Phantom Blades, Knife Trap or a matching relic

Shiv multi-hit

Generate cheap attacks, then make every Shiv carry damage, Block or relic triggers beyond its printed number.

Core cards
Leading Strike · Cloak and Dagger · Hidden Daggers · Accuracy · Phantom Blades
Support
Fan of Knives · Knife Trap · Afterimage · Strangle · Serpent Form
Relics
Kunai · Shuriken · Helical Dart · Ninja Scroll

How a turn plays: Play Accuracy, Afterimage and Weak effects before unloading Shivs. Count attack thresholds for Kunai or Shuriken and keep enough hand space for the generated cards.

What breaks it: Collecting generators with no payoff. Extra one-off Shivs can clog the hand and still fail damage checks when no card or relic scales them.

Items worth changing your plan for

Recommended relics and why they fit

Tough Bandages

Active discard becomes Block, so the engine can cycle and defend in the same action.

Natural end-of-turn discard does not trigger it.

Snecko Skull

Each application adds more Poison, improving every repeatable source instead of only one finisher.

It still needs real Poison applications to matter.

Paper Krane

Neutralize gives Silent a Weak source from floor one, so stronger Weak immediately reduces incoming damage.

Plan for enemies that resist or cleanse debuffs.

Ring of the Drake

Extra draw across the first three turns helps Powers and engine pieces enter play before the fight accelerates.

It is an upgrade opportunity, not a relic you can assume every run will receive.

Kunai

Shiv turns can convert repeated attacks into Dexterity and a durable defense plan.

Do not force low-quality attacks when the threshold is not reliable.

Execution wins close fights

How to pilot the deck cleanly

  • Prepared and Acrobatics draw before you discard, so a newly drawn Sly card can be the card you throw away and play for free.
  • Do not press Calculated Gamble immediately. Play must-keep cards and expand the hand first, then redraw the weakest remainder.
  • Price a Sly card by the discard access in your deck, not by its best-case free play. Without an enabler, the printed Energy cost is real.
  • In Poison turns, apply Poison before Bubble Bubble or Mirage. In Shiv turns, put Powers, Weak and Tracking in place before the multi-hit sequence.
  • Beta Well-Laid Plans costs 2 before upgrade. Install it on a safe turn; spending the whole turn to feel clever later is often how the run loses HP now.
  • A mixed deck is normal: Sly can provide the engine, Poison or Shivs the clock, and Footwork or Weak the survival plan.

Common mistakes

  • Calling the run a Poison build because the first reward was Poisoned Stab. A useful transition card is not yet an engine.
  • Taking several Sly cards before finding active discard. Build the trigger side before raising Sly density.
  • Taking Poison but no draw or defense. The damage needs enough turns to tick.
  • Adding every Shiv generator without Accuracy, Knife Trap or relic payoffs. More tokens alone do not solve scaling.
  • Filling Act 1 with Powers because the opening hand is large. Each Power still consumes Energy and a setup turn.
  • Using Main text to explain Beta Haze, Outbreak, Mirage or Well-Laid Plans. Their jobs changed, not just their numbers.

Current experimental branch

What Beta v0.111.0 changes for Silent

Beta v0.111.0 keeps the Poison and retention reworks, then changes Mirage to a 1-cost-at-both-levels card that Exhausts until upgraded. The branch is still young, so this guide calls the package improved rather than declaring a solved best build.

HazeNow costs 2 and applies 4(6) Poison plus 1(2) Weak to all; no longer Sly

Poison gains a practical group-fight setup and defense tool, while discard loses one premium Sly target.

OutbreakReworked to a 3-cost Rare Skill that applies 9(12) Poison to all and triggers Poison immediately

The card now compresses setup and payoff into one explosive turn instead of rewarding repeated applications over time.

Miragev0.110.0 restored Poison-to-Block; v0.111.0 keeps cost at 1 when upgraded and restores base Exhaust

The upgraded card remains the repeatable form, while the base card is a one-time Poison-to-Block conversion.

Well-Laid PlansCosts 2(1), is Rare and retains the whole hand

The ceiling is much higher, but the unupgraded setup turn is substantially slower.

Go one layer deeper

Related mechanics in the database