"A deadly huntress from the foglands. Eradicates foes with daggers and poisons"
The Silent is one of three playable characters in Slay the Spire. She is themed on a rogue fantasy build.
Basic Cards (Default/Starting Deck) Edit
Unlike the Ironclad, the Silent does not get any healing whenever she finishes combat. Therefore she is often more focused on Block, and gaining explosive advantage so that she can end the encounter faster. Many of her cards give additional Energy and card draw, allowing her to chain momentum together to overcome the lack of built-in healing.
Starting Deck Edit
The Silent's starting deck is the largest of the 3 characters, at 12 cards, compared to Ironclad's and Defect's starting deck, both of which have 10 cards. This means more Strikes and Defends are encountered in Act 1, and it's slightly more difficult to remove all starting cards from The Silent's Deck.The Silent's starting deck is also the cheapest, with it's 2 non-Strike non-Defend cards costing 1 and 0. This means it's easier to take strong 2-damage card options earlier in the game, such as Dash, Predator, and Leg Sweep.
Starting Relic EditThe Silent's starting Relic, Ring of the Snake, ensures that the first turn of every fight is slightly stronger than all of the other turns. This makes Innate cards slightly better for Silent since they only take up 1 of 7 cards instead of 1 of 5 cards.
General Build Archetypes Edit
These are the standard types of decks that may give you an idea of direction for your deck, or what you want to go for. Keep in mind that none of these builds are mutually exclusive. Many of them are more of a general strategy, which can be adapted or combined into multiple builds in a single deck
Block builds revolve around playing defensively. This means drafting a smaller deck than usual, and focusing on getting enough block to block all damage every turn. The combat is then stalled out until a decks win condition is met.
- Footwork- The strongest card for this deck. This improves every block card by 2 for the rest of the combat. If you are drafting a defensive deck, you want as many copies of this as you are offered (although more than 4 is perhaps too many).
- Dodge and Roll- very good block-to-energy ratio, and gets extra value when you know you will be attacked every turn.
- Leg Sweep- a single card that provides multiple turns of Weak is always good value, and this is very good against Bosses and single-target Elites as well as some of the stronger single-target enemies like Transient and The Maw
- - Basically a Defend + Shiv in one card. Decently strong on its own, and gets a lot better as the deck acquires additional Shiv synergies.
- After Image- Very good block card with huge value throughout every combat. For 1 energy you get usually at least 4-5 block every turn for the rest of combat. Synergizes very well with card-generation cards and 0-energy cards.
- Burst- a very strong card, as it basically doubles the block of your next block-card. Goes very good with the above block cards.
- Blur- Blur is very good at stacking block. However, it's not as good as Ironclad's Barricade since it only lasts one turn. You need to use it wisely, or have a small enough deck, or have multiple copies of Blur if you want to keep stacking block enough.
Poison Builds use poison stacks as their main source of damage. With the right cards, you can ramp up poison stacks on an enemy very quickly and kill them in 1-2 turns. However, the usual style of poison builds slowly ramp up stacks over time and whittle the enemy down over many turns.
- Noxious Fumes: This Power, on its own, will gradually build up more and more poison until the enemy dies. It allows many builds to play much more defensively, and stall out fights with full-defense turns, as they are passively dealing more and more damage. Synergizes amazingly with Block Builds. However, this playstyle struggles with enemies that scale by buffing their own strength. Malaise is a great addition to a Fumes build.
- Poisoned Stab: A decent damage source on its own, this becomes better when you have a poison deck and can reliably stack poison.
- Catalyst: If you're able to play Catalyst multiple times, you can exponentially increase Poison to ridiculous levels in a single turn. With Nightmare or Burst (or both), you get extra plays out of your Catalyst, which can quickly stack up hundreds of Poison. This build has incredible single-target damage, but very bad at damaging multiple targets (without The Specimen), and requires a decent supply of draw/energy. Very good for all single-target encounters, and becomes worse the more enemies there are.
- Average Poison cards: most of these cards are not that great on their own, and only become stronger if you already have a poison deck built around them.
- Envenom- A very strong card, this adds poision onto all of your attack cards. Works extremely well if you are able to play many attack cards in a turn, so it synergizes well with multi-card attacks likeEndless Agony, and pretty much allShiv-generating cards.
- Corpse Explosion- Very good AOE damage and allows the poison deck to kill multiple enemies at once.
Whenever you apply Poison, apply an additional 1 Poison.A snecko skull in pristine condition. Mysteriously clean and smooth, dirt and grime fall off inexplicably.
Whenever an enemy dies, transfer any Poison it has to a random enemy."Fascinating! I found a mutated creature demonstrating astounding toxic properties. Storing a sample for later examination." - Ranwid
- gives poison decks much-needed AOE damage. This is a must-have if you encounter this relic after you have committed to making a poison deck.
Discard/Draw Builds Edit
This build aims to cycle through your deck quickly to find the key cards needed to finish the fight.
- Discard/Draw cards: these are the main cards in the deck that cycle through your deck for you:
- Tingsha/Tough Bandages: Deal 3 damage / Gain 3 block when you discard. If you can get these relics, you can spam discard to fight for you.
- Tactician: Grants 1 (2) Energy when discarded. If your deck can reliably discard Tactician, then it has a steady supply of Energy, which makes most of your turns much more efficient. With a small enough deck, you can actually guarantee discarding Tactician multiple times, which can become Infinite.
- Reflex: Draw 1 (2) card when you discard. Fully upgraded Reflex combine with Prepared, upgraded Calculated Gamble and small deck, you can infinite your deck and 1-turn kill any enemy. Few Neutralize + Heel Hook, Sneaky Strike, and Eviscerate cards could provide enough damage. Backflip is also acceptable source of defense and Escape Plan is even better.
Momentum/Value/Ramp Builds Edit
- Unceasing Top: Whenever your hand is empty, draw 1 card. Allows you to play discard without fear of "running out of cards". If Concentrate is your last card, you get free energy by playing it and drawing. Deflect, Slice, and other 0-cost cards are much better, as they no longer lead to "dead hands". Unplayable cards, including Statuses & Curses, can completely ruin the build. Be careful.
Shiv Builds Edit
- Infinite Blades, , Blade Dance: An absolute starter for the archetype. All add Shivs to your hand. Amplified by strength cards and relics ( i.e.J.A.X., Shuriken, Kunai, Ornamental Fan). Don't forget to upgrade Infinite Blades first so it appear innately on your hand.
- Wrist Blade: Amplifies not only shivs but Silent's other 0 energy attacks, such as Slice and Backstab. 0 energy attacks also have great synergy with Choke and A Thousand Cuts.
- Ninja Scroll: Can quickly jump start your first turn every combat
- Accuracy: Amplifies your shivs. The more, the better. Beware of The Awakened One.
- Envenom: Apply Poison while you attack with barrages of Shivs. Couple with the Snecko Skull relic for easy clears. Sadistic Nature also combines extremely effectively with it; the Poison from Envenom will trigger the damage from Sadistic Nature. This strategy can serve as a bridge between Poison and Shiv builds in case you end up with a mix of cards and relics suitable for each.
- Storm of Steel can be a great finisher if you have Envenom
- After Image: A couple of After Images give you great survivability due to card-spammy mechanics of this archetype.
- Finisher: After unloading all your Shivs, Finisher adds free damage.
- Dead Branch: Shivs exhaust when played, and so benefit from relics that trigger on card exhaustion.
- Anchor Useful for surviving while setting up your combo since your initial setup will take up most of your energy (Infinite Blades, After Image, A Thousand Cuts, etc.)
- A Thousand Cuts: very good AOE damage in a shiv deck.
- Choke: offers strong single-target damage in a shiv deck. Also since choke causes the target to lose life instead of taking damage, it bypasses block.
- Expertise: Very good for refilling your hand after playing your low-cost Shiv/Slice/Endless Agony cards
- Well-Laid Plans- this card is essential for the deck to work, as it ensures that you have Grand Finale in your hand when your draw pile is empty.
- Expertise- Having Expertise in your hand as you approach the end of your draw pile ensures that you can draw exactly the right amount of cards to put your draw pile at 0.
- Having cards that can draw different amount of cards will also help you get your draw pile to 0:
|Unlock Number||Prizes Unlocked|
|1st||Bane, Catalyst, Corpse Explosion|
|2nd||Du-Vu Doll, Smiling Mask, Tiny Chest|
|3rd||, Accuracy, Storm of Steel|
|4th||Art of War, The Courier, Pandora's Box|
|5th||Concentrate, Setup, Grand Finale|