The Silent is the second character in Slay the Spire 2 — a deadly huntress from the foglands who eradicates foes with daggers and poisons. She is unlocked after completing a run with the Ironclad.
Unlock Chain: Ironclad → Silent → Regent → Necrobinder → Defect
Unlock Silent by completing any run with the Ironclad. → All Silent cards · All Silent relics
Starting Stats
| Stat | Value |
|---|---|
| Starting HP | 70 (56 on Ascension 2+) |
| Starting Energy | 3 |
| Starting Deck | Strike ×5 · Defend ×5 · Neutralize ×1 · Survivor ×1 |
| Starting Relic | Ring of the Snake — Draw 2 additional cards at the start of each combat |
The Silent's strength is in efficiency and volume: superior card draw, fast cycling, and debilitating debuffs that control the pace of every fight. She has no healing mechanic — staying alive early is critical. On Ascension 2+, Ring of the Snake upgrades to Ring of the Drake.
The Sly Keyword (New in STS2)
The Silent's defining new mechanic is Sly: when a card with the Sly keyword is discarded from your hand before end of turn, it plays automatically for free. This rewards discard-heavy strategies and opens a third core archetype alongside Poison and Shivs.
Key Sly cards:
Survivor (in the starting deck!),
Tactician,
Flick-Flack,
Haze,
Reflex,
Untouchable.
Build 1: Shiv Deck
Generate, buff, and spam Shiv cards to deal massive burst damage in rapid succession.
Core Strategy: Stack Shiv generators early, then add
Accuracy to double all Shiv damage. Use
Knife Trap as a late-game finisher — it can generate 15–20 Shivs in a single turn.
Key Cards








How to Win: Find 2–3 copies of
Accuracy as early as possible — it's the archetype's multiplier.
Infinite Blades upgraded to Innate guarantees a Shiv on Turn 1. Save
Knife Trap for boss fights — it plays 15–20 Shivs in one activation, all triggering Accuracy and relic procs.
Afterimage offsets the low defense of the archetype by generating Block per card played.
Relic Priorities
Ninja Scroll — adds 3 Shivs to your opening hand every combat; an immediate Shiv deck starter.
Helical Dart — gain 1 Dexterity per Shiv played; provides defensive coverage over many Shivs.- Nunchaku / Kunai / Shuriken / Ornamental Fan — all trigger on Shiv spam since Shivs are played cards.
Build 2: Poison Deck
A slow-starting deck that stacks Poison for exponentially scaling passive damage.
Core Strategy: Apply Poison fast with
Poisoned Stab and
Deadly Poison, then amplify it with
Accelerant. Stay alive early while Poison ramps.
Key Cards








How to Win: Stack Poison fast in early turns, then use
Accelerant to supercharge the damage — upgraded Accelerant is one of the highest-impact cards in the game.
Burst makes the next Skill play twice, doubling a Deadly Poison or Accelerant.
Noxious Fumes guarantees Poison application each turn, crucial for multi-enemy rooms.
Relic Priorities
Twisted Funnel — applies 4 Poison to all enemies at combat start; unlocks Bubble Bubble immediately.
Snecko Skull — every application of Poison adds 1 extra stack; transforms every Poison card.- Anchor / Horn Cleat / Captain's Wheel — survive turns 1–3 while Poison ramps.
Build 3: Sly Deck
A fast-cycling engine that discards Sly-tagged cards to play them for free and maintain momentum.
Core Strategy: Build a lean deck (12–15 cards) with cheap discard outlets (
Acrobatics,
Prepared,
Reflex) and high-value Sly payoffs (
Tactician,
Flick-Flack,
Haze). Keep discarding to keep the engine running.
Key Cards








How to Win:
Tactician is the engine — it refunds Energy when discarded, enabling infinite cycling loops.
Tools of the Trade automates the cycle every turn.
Master Planner converts all non-Sly Skills into Sly cards, dramatically expanding the trigger pool. Add light Poison via
Haze for reliable single-target damage alongside the cycle.
Relic Priorities
Tingsha — deal 3 damage per discard; turns every cycle trigger into damage.
Tough Bandages — gain 3 Block per discard; solves the archetype's defense needs.- Nunchaku / Shuriken / Kunai — Sly cards count as played cards, so they still proc these relics each trigger.
Unique Relics







Unique Potions



Act-by-Act Checklist
Act 1 Goals
- Identify your archetype: grab
Accuracy (Shiv),
Deadly Poison (Poison), or
Acrobatics (Sly) - Keep a defensive fallback — Silent has no healing
- Reach the Boss with 50+ HP
Act 2 Goals
- Add amplifiers:
Knife Trap /
Accelerant /
Tools of the Trade - Lock in relic synergies matching the build
- Begin removing Strikes from the deck
Act 3 Goals
- Finalize win condition; optimize relic synergy
- Remove excess Strikes and Defends — lean deck is key
- Ensure Block is covered through Dexterity, Sly, or Shiv relics





