
Ninja Scroll
Great Shiv opener: starting each combat with multiple Shivs massively boosts turn-one damage and triggers.
This page is a long-tail guide focused on Slay the Spire 2 Silent cards. Learn what Silent cards are, how they differ from other characters' cards, and how to quickly browse the full Silent card list using the STS2 Wiki card database.
Generate, buff, and use as many Shiv cards as possible. This archetype focuses on multi-hit turns, artifact synergies and explosive single-turn damage.
Archetype
Shiv Deck
High APM turns · Poison / Draw / Discard synergies
Even if you are not fully committing to a Shiv deck, running one or two Shiv generators can be a solid way to enable the relics listed below.

Great Shiv opener: starting each combat with multiple Shivs massively boosts turn-one damage and triggers.

Solid defensive coverage so you can commit more card slots to Shivs and payoffs.

Attack-based scaling that naturally benefits from playing many Shivs each turn.

Rewards you for chaining attacks; Shivs help cycle to the next Energy gain quickly.

Grants Strength as you play multiple attacks; Shivs make triggering this trivial.

Grants Dexterity for playing many attacks in a turn; pairs perfectly with Shiv spam.

Provides Block each time you play three attacks in a turn, helping cover defense.

Another strong payoff for chaining attacks; Shivs make it easy to keep active.

Extra card draw works well with Shivs that Exhaust, improving your overall card flow.

Essentially a stronger Strike that also adds a Shiv to your hand, advancing both damage and trigger counts.

Effectively a Defend that comes with a free Shiv, providing both block and setup.

Now Exhausts. At 3 Shivs it's at least 12 damage and a strong enabler for Shiv synergies.

A clear signal you should consider a Shiv deck. Doubles your Shiv damage; multiple copies stack extremely well.

Guarantees one Shiv every turn. Upgrading to Innate ensures it appears on turn one.

Excellent with Sly cards such as Abrasive, Reflex, and Untouchable, giving you both triggers and value.
These cards have great ceiling but usually require deeper commitment to the Shiv archetype.

Reasonable in AoE fights but often not mandatory. 2 Energy is a real cost.

An incredible finisher. In later turns it can easily play 15–20 Shivs and still trigger on-play effects.

A strong payoff on turns where you blast out a large number of Shivs.

Extra Block every time you play a card, making high-APM Shiv turns much safer.

Often overkill, but offers absurd synergy with Shivs and Knife Trap in very long fights.
A ramping damage deck utilising Poison that starts slow but gets exponentially more powerful the longer combat lasts.
Staying alive for the first few turns is critical for the slow-starting nature of this deck. Make good use of defensive and debuffing cards while your Poison ramps.

Makes applying Poison easier by adding extra stacks whenever you apply it.

Doubles the first Poison hit, giving you a huge spike when your Poison is already stacked.

Applies Poison at the start of combat so your Bubble Bubble and other payoffs work immediately.

At the start of your turn, plays a copy of your last Attack or Skill — great with many Poison cards.

Helps you survive early turns while your Poison builds up by giving reliable Block.

Extra Block on turn two, smoothing out the early-game damage curve for slow Poison decks.

A large Block spike on the third turn, buying time for your Poison to finish off enemies.

Effectively 11 total damage for 1 Energy thanks to its on-hit Poison. A solid pickup in most Silent starts.

15 damage for 1 Energy spread over 5 turns — excellent for longer fights where you can defend and wait.

Because it is Sly, Haze fits many decks that use discard effects such as Prepared, Acrobatics, or Survivor.

Guarantees Poison application on all enemies every turn, perfect for drawn-out fights.

Shines with AoE Poison setups and cards like Bouncing Flask, quickly spreading damage across the board.
Great potential payoffs that usually require deeper commitment to the Poison archetype.

Improves overall Poison damage and becomes incredibly powerful when upgraded and combined with large stacks.

A very efficient Poison enhancer but requires Poison to already be on the target.

A strong panic button in later turns when Poison is already stacked but you still need to survive.

Many Poison applicators are Skills, so Burst can double huge amounts of Poison in a single turn.
A fast-moving cycling deck that uses the Sly keyword to play powerful cards for free. If a Sly card is discarded from your hand before the end of your turn, it is played at no cost.
Try to keep your deck as thin as possible so you can quickly cycle through Sly cards with Acrobatics, Prepared, Reflex and reliably find key pieces like Tactician.

Deals damage whenever you discard cards, which Sly decks do constantly.

Provides Block when you discard, giving you steady defense while cycling.

Rewards chaining attacks, making it a strong payoff for played Sly cards.

Gives Energy every few attacks; Sly cards being played still count toward this.

Grants Strength from playing multiple attacks each turn.

Grants Dexterity from playing multiple attacks each turn.

Provides extra Block for every three attacks played, helping you stay safe.

Another strong payoff for attack-heavy turns, which Sly decks naturally produce.

Adds extra draw as you cycle, though often more of a luxury than a necessity.

Adds extra Block as you shuffle frequently, contributing to your survivability.

Strong early-game damage. Even when not discarded, it is still an efficient attack.

Better than Flick-Flack for single targets but less reliable as AoE and weaker when not discarded.

Your core Block card in many Sly-focused decks.

A premier draw spell and Sly activator, letting you see more of your deck each turn.

A generically strong attack that becomes even better when Sly synergies are present.

Not as much draw as Acrobatics but costs no Energy, making it a free Sly activator.

Solid AoE damage that also works nicely in Poison hybrid builds.

Enables more cycling when discarded, though you often already have plenty of draw.

Critical for keeping the cycle going by refunding Energy when discarded.

Replaces your entire hand and triggers any Sly cards — a powerful panic button.

Provides extra damage while you cycle through your deck at high speed.
High ceiling payoffs that become especially strong once you are fully committed to the Sly archetype.

A critical power for Sly. Strong in many decks, but especially good here for repeated, free discards.

Turns all non-Sly Skills into Sly, massively increasing your number of free plays.

Enhances defensive turns by making your Block stronger and adding Thorns — great for hallway fights and elites.

Expensive but offers excellent damage output when combined with high-cycling Sly turns.
Silent cards belong to the Silent character in Slay the Spire 2. Just like in the first game, Silent focuses on multi-hit attacks, Poison, card draw, and discard synergies. In StS2, Silent also gains new tools that interact with combo turns, shivs, and stacking status effects across longer routes.
In the STS2 Wiki card database, each card is tagged by character, type, rarity, and cost. This dedicated page explains how to filter the Slay the Spire 2 cards view so that you only see Silent cards.
To see every Silent card in one place, use the character filter on the main card index page. The card list supports filters for character, type, rarity, and cost so you can quickly narrow down Silent builds by archetype.
In a future update, this section will showcase a curated list of key Silent cards (core attacks, Poison engines, and defensive tools) with quick links into their full detail pages. For now, use the button above to open the full Silent card list and explore the card art and effects directly.