Short answer: Take cards liberally in early Act 1, get increasingly selective through mid-run, and skip most rewards by late game. Aim for ~20-25 cards by end of Act 3.
Short answer: Take cards liberally in early Act 1, get increasingly selective through mid-run, and skip most rewards by late game. Aim for ~20-25 cards by end of Act 3.
| Stage | Pickup Rate | Reasoning |
|---|---|---|
| Early Act 1 | ~80-90% | Almost any card beats starter Strikes/Defends. Build your core. |
| Late Act 1 | ~50-60% | Only add draw, energy, scaling, or archetype synergy cards. |
| Act 2 | ~30-50% | Deck should have an identity. Only fill gaps (AoE, block, scaling). |
| Act 3 | ~10-30% | Deck is mostly built. Skip unless card directly solves a problem. |
Before every card reward, ask: "What bad draw does this card replace?" If the answer is "nothing," skip.
A card is worth taking when it fixes one of three jobs:
1. Early damage (kills things before they kill you)
2. Early block (survives hits you can't avoid)
3. Scaling (wins long fights against bosses/elites)
| Build Type | Target Size | Notes |
|---|---|---|
| General | 20-25 cards | Sweet spot for most characters/builds |
| Comfortable upper | ~30 cards | Fine if you have strong card draw |
| Danger zone | 35+ cards | Too inconsistent unless deliberate |
| Regent (Stars) | 12-14 cards | Thinnest of all characters; needs tight cycling |
| Aggressive thin | 15-20 cards | For combo/infinite builds |
Smaller isn't always better:
But too fat is usually bad:
This is a big change from the original game:
Regent: Wants 12-14 cards. Star Engine builds need tight cycling — 20+ cards means dead turns. Every card needs a clear purpose.
Ironclad: More flexible on size. Strength-scaling builds are most consistent at high ascension. Exhaust cards are premium since they don't clog after use. Perfected Strike / Hellraiser builds can run 25-30.
Silent: Starts with extra draw (Ring of the Snake), compensating for slightly larger decks. Acrobatics is near-mandatory. Wraith Form + draw is the key to high-ascension clears.
Necrobinder: Osty builds want focused decks where most draws make Osty attack, grow, or survive. Build the engine before chasing flashy payoffs. Souls builds are most reliable at high ascension.
Defect: Rewards careful selection more than any other character. Cards can actively conflict (Consume vs Hyperbeam). Accidental bloat is especially punishing. Echo Form is the single most important card to prioritize.
1. Remove Strikes and Defends aggressively — card removal at shops is one of the highest-value plays in the game
2. Upgrade at rest sites ~95% of the time vs healing — upgraded cards noticeably improve win rates
3. Exhaust cards are premium — they don't clog your deck after use, effectively "free" additions
4. Build the engine before the payoff — don't draft payoff cards before you have the support to activate them
5. Card draw changes everything — evaluate deck size relative to your draw power, not just raw count
6. Prefer consistency over flashiness — a card that works on most turns beats a flashy card that misses half the time
7. Synergy-focused decks have ~40% higher win rates than raw damage builds (from early access data)
No formal community-consensus tier lists exist yet (game launched Early Access March 5, 2026), but aggregating guide evaluations and community discussion across multiple sources:
No formal community-consensus tier lists exist yet (game launched Early Access March 5, 2026), but aggregating guide evaluations and community discussion across multiple sources:
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Always appears at the start of every run.
| Blessing | Effect | Why |
|---|---|---|
| Precise Scissors | Remove 1 card | Free removal, zero downside. Universally the safest pick. |
| Precarious Shears | Remove 2 cards, take 13 damage | Two removals for minor HP. "I take this constantly." |
| Booming Conch | Draw 2 extra cards at Elite combat start | Massive turn-1 advantage in the fights that matter most. |
| Lava Rock | Act 1 Boss drops 2 Relics | Doubles your boss rewards. High-leverage snowball pick. |
| Blessing | Effect | Why |
|---|---|---|
| Small Capsule | Obtain a random Relic | Always solid blind value. |
| Pomander | Upgrade 1 card | Never wasted, especially on key starter cards. |
| Scroll Boxes | Lose all Gold, choose 1 of 2 packs of 3 cards | You start with almost no gold, so it's essentially free. |
| Neow's Torment | Add Neow's Fury to deck | 1-cost, deal 10 dmg, retrieve 2 cards from discard. Good early burst. |
| Nutritious Oyster | +11 Max HP | Boring but effective for surviving Act 1. |
| Blessing | Effect | Why |
|---|---|---|
| Silver Crucible | First 3 card rewards Upgraded; first Chest empty | Strong if you need early combat power; losing a chest stings. |
| Golden Pearl | Gain 150 Gold | Safe but unexciting. |
| Lead Paperweight | Choose 1 of 2 Colorless cards | Decent utility, depends on options offered. |
| Arcane Scroll | Obtain a random Rare | High variance — could be amazing or dead weight. |
| Cursed Pearl | Gain 333 Gold, receive Greed curse | Huge cash but Greed clogs your hand. |
| Stone Humidifier | Resting raises Max HP by 5 | Rewards cautious play; you should ideally be Smithing though. |
| Blessing | Effect | Why |
|---|---|---|
| Large Capsule | 2 random Relics, add Strike + Defend | Adding basics ruins deck consistency. |
| Leafy Poultice | Transform Strike + Defend, lose 10 Max HP | 10 Max HP loss is dangerous in Act 1. |
| Lost Coffer | 1 card reward + 1 random Potion | Underwhelming vs permanent benefits. |
| New Leaf | Transform 1 card | Very minor improvement. |
| Massive Scroll | Choose 1 of 3 Multiplayer Colorless cards | Dead option in solo play. |
---
Cheerful space wyrm focused on colorless cards, cross-class synergy, and rule-breaking.
| Blessing | Effect | Why |
|---|---|---|
| Driftwood | Reroll each card reward once | Improves every card reward for the rest of the run. "Easily one of his best." |
| Electric Shrymp | Enchant a Skill with Imbue (auto-plays at combat start for free) | "Absurdly broken" on the right Skill. Build-defining. |
| Blessing | Effect | Why |
|---|---|---|
| Sand Castle | Upgrade 6 random cards | Massive immediate value, eliminates need for Smith visits. |
| Radiant Pearl | Start each combat with Luminesce (0-cost, Retain, +2 Energy, Exhaust) | Free +2 energy on turn 1 every fight. Consistent and strong. |
| Touch of Orobas | Replace starter Relic with Ancient version | Effectively doubles starter relic power. Varies by character. |
| Blessing | Effect | Why |
|---|---|---|
| Archaic Tooth | Transform a starter card into Ancient version | Solid power bump, not flashy. |
| Alchemical Coffer | 4 Potion slots filled with random Potions | Good for stabilizing a shaky run. |
| Sea Glass | View 15 cards from another character, add any to deck | More controlled cross-class drafting than Prismatic Gem. |
| Blessing | Effect | Why |
|---|---|---|
| Glass Eye | Obtain 2 Common, 2 Uncommon, 1 Rare | 5 cards = massive deck bloat risk. |
| Prismatic Gem | +1 Energy/turn, card rewards show other characters' cards | Energy is great but chaotic card pool is "impractical for strategic deckbuilding." |
---
Slow, somber dragon rewarding patience, sequencing, and delayed gratification.
| Blessing | Effect | Why |
|---|---|---|
| Pael's Blood | Draw 1 additional card per turn | Unconditional consistency. Best on every character, every build. |
| Pael's Wing | Sacrifice card rewards → Relic every 2 sacrifices | Gets "very very silly" with relic stacking. Also thins deck. |
| Blessing | Effect | Why |
|---|---|---|
| Pael's Tooth | Remove 5 cards, 1 returns Upgraded after each combat | Massive immediate deck thinning. Net positive over time. |
| Pael's Flesh | +1 Energy from turn 3 onward | Extra energy is always strong. Turn 3 delay is only downside. |
| Blessing | Effect | Why |
|---|---|---|
| Pael's Eye | Skip playing cards → Exhaust hand + extra turn (1x/combat) | Game-breaking ceiling but requires deliberate skip. Build-around. |
| Pael's Tears | Unspent energy → +2 energy next turn | Good energy smoothing. Anti-synergy with X-cost cards. |
| Pael's Growth | Enchant a card with Clone | Clone a key Rare = amazing. Clone mediocre card = waste. |
| Blessing | Effect | Why |
|---|---|---|
| Pael's Legion | Double Block from a card, sleep 2 turns | 2-turn cooldown makes it inconsistent vs always-on relics. |
| Pael's Horn | Add 2 Relax to deck (15 Block, next turn draw 2 + 2 energy, Exhaust) | Deck dilution. Cards are decent but exhaust on use. |
| Pael's Claw | Enchant all Defends with Goopy (Exhaust + permanent +1 Block) | Weakest pick. Losing Defends leaves you vulnerable. |
---
Sweet old witch offering powerful-but-temporary "deal with the devil" blessings.
| Blessing | Effect | Why |
|---|---|---|
| Very Hot Cocoa | Start each combat with +4 Energy | Pure upside, no downside. Enormous turn-1 burst potential. |
| Yummy Cookie | Upgrade 4 cards | Safe, high-value, no expiration, no catch. Great default pick. |
| Blessing | Effect | Why |
|---|---|---|
| Toy Box | 4 random Wax Relics; every 3 combats leftmost melts away | "Defining Tezcatara choice." Massive short-term power spike. Arrange so weakest relic melts first. |
| Toasty Mittens | Start of turn, Exhaust top card of draw pile, gain 1 Strength | Strong for Strength builds (Ironclad). Risk of burning key cards. |
| Biiig Hug | Remove 4 cards; shuffling adds a Soot to draw pile | Excellent thinning if deck doesn't cycle fast. |
| Blessing | Effect | Why |
|---|---|---|
| Pumpkin Candle | +1 Energy/turn, extinguishes at Act 3 start | "Pure crutch" for Act 2. Very strong temporarily. |
| Storybook | Add Brightest Flame to deck (2 Energy, draw 2, lose 1 Max HP on play) | Huge tempo, but "literally bleeds you to death." Short fights only. |
| Nutritious Soup | Enchant all Strikes with Tezcatara's Ember | Cheaper Strikes, but they're permanently locked in your deck. |
| Blessing | Effect | Why |
|---|---|---|
| Seal of Gold | Spend 5 Gold/turn for energy | "Drains your wallet incredibly fast." |
| Golden Compass | Replace Act 2 map with single special path | Removes routing strategy. Guides recommend avoiding. |
---
Legacy boss relic pool from STS1. Foundational, run-altering mechanics without trickery.
| Blessing | Effect | Why |
|---|---|---|
| Runic Pyramid | No longer discard hand at end of turn | "Arguably the strongest single blessing in the game." Enables combo/retain builds. |
| Snecko Eye | Draw 2 extra cards/turn, start Confused | Polarizing but extremely powerful with high-cost cards. |
| Blessing | Effect | Why |
|---|---|---|
| Empty Cage | Remove 2 cards | Safe, great for infinite combos. |
| Black Star | Elites drop an additional Relic | Excellent if Elites are still on your path. |
| Astrolabe | Transform 3 cards, then Upgrade them | Strong deck improvement. |
| Dusty Tome | Gain a class-specific Ancient Power card (pre-upgraded) | Always useful. |
| Blessing | Effect | Why |
|---|---|---|
| Pandora's Box | Transform ALL Strikes and Defends | High variance; can be incredible or terrible. |
| Calling Bell | Gain 3 Relics and 1 Curse of the Bell | 3 relics is a lot of value; curse is manageable. |
| Ectoplasm | +1 Energy/turn, cannot gain Gold (Act 2 only) | Energy is great; no-gold hurts shop access. |
| Sozu | +1 Energy/turn, cannot obtain potions (Act 2 only) | Good if you don't rely on potions. |
| Philosopher's Stone | +1 Energy/turn, enemies start with Strength (Act 3 only) | Enemy Strength can snowball dangerously. |
| Velvet Choker | +1 Energy/turn, max 6 cards/turn (Act 3 only) | Fine for most decks; devastating for spam decks. |
---
Princess of absurd economic and mechanical extremes.
| Blessing | Effect | Why |
|---|---|---|
| Jewelry Box | Add Apotheosis to deck | Upgrades your ENTIRE deck. Gamebreaking. |
| Fur Coat | Mark 7 random combats; enemies have 1 HP | Absurd freebie, especially if it hits Elites. |
| Blessing | Effect | Why |
|---|---|---|
| Signet Ring | Gain 999 Gold | Buy out the entire shop. |
| Diamond Diadem | Play 2 or fewer cards/turn → take half damage | Turns control/stall builds near-immortal. |
| Brilliant Scarf | 5th card played each turn is free | Excellent in multi-card-per-turn decks. |
| Delicate Frond | Start of combat, fill all empty potion slots with random potions | Massive survival tool. |
| Looming Fruit | +31 Max HP | Simple but enormous buffer. |
| Blessing | Effect | Why |
|---|---|---|
| Beautiful Bracelet | Choose 3 cards, Enchant with Swift 3 | Good if you have clear targets. |
| Blessed Antler | +1 Energy/turn, shuffle Dazed cards at combat start | Energy is great; Dazed cards are annoying but manageable. |
| Glitter | Enchant all card rewards with Glam | Long-term draft improvement. |
---
Pure aggression specialist. Rewards attack-heavy, multi-card-per-turn decks.
| Blessing | Effect | Why |
|---|---|---|
| Throwing Axe | First card played each combat plays an extra time | "Widely considered broken." Doubles your opening play. |
| Blessing | Effect | Why |
|---|---|---|
| Iron Club | Every 4 cards played, draw 1 card | Spam-deck dream. |
| Crossbow | Start of turn, add random Attack to hand (costs 0 this turn) | Free value every turn. |
| Meat Cleaver | At Rest Sites, may remove 2 cards and gain 9 Max HP | Dual-purpose: thinning + survivability. |
| Tri-Boomerang | Choose 3 Attacks, Enchant with Instinct | Strong if you have good Attack targets. |
| Blessing | Effect | Why |
|---|---|---|
| War Hammer | Kill an Elite → Upgrade 4 random cards | Conditional on fighting Elites. |
| Sai | Start of turn, gain 7 Block | Passive defense, always decent. |
| Claws | Transform up to 6 cards into Maul | Depends on Maul's power and what you're replacing. |
| Tanx's Whistle | Add Whistle to deck | Serviceable card addition. |
| Blessing | Effect | Why |
|---|---|---|
| Spiked Gauntlets | +1 Energy/turn, Powers cost 1 more | Trap for Power-heavy decks. |
---
Highest-risk Ancient. Potent effects with horrifying downsides.
| Blessing | Effect | Why |
|---|---|---|
| Music Box | Create Ethereal copy of first Attack played each turn | Free attack copy every turn. Excellent for attack-heavy decks. |
| Blessing | Effect | Why |
|---|---|---|
| Jeweled Mask | Start of combat, put a random Power from draw pile into hand for free | Free Power setup every fight. |
| Distinguished Cape | Lose 9 Max HP, add 3 Apparitions to deck | Classic risk/reward. Apparitions are incredibly powerful. |
| Lord's Parasol | Visit Merchant → obtain EVERYTHING he sells | Wild value if shop contents are good. |
| Blessing | Effect | Why |
|---|---|---|
| Choices Paradox | Start of combat, choose 1 of 5 random cards with Retain | Decent flexibility. |
| Blood-Soaked Rose | +1 Energy/turn, add Enthralled to deck | Energy is great; Enthralled is a curse-like card. |
| Preserved Fog | Remove 5 cards, add 1 Folly curse | 5 removals is excellent; 1 curse is manageable. |
| Blessing | Effect | Why |
|---|---|---|
| Sere Talon | Add 2 random Curses + 3 Wishes | Wishes are strong but 2 curses is steep. |
| Fiddle | Draw 2 extra cards/turn, cannot draw during your turn | Breaks draw-engine decks. Sounds great, often terrible. |
| Whispering Earring | +1 Energy/turn, AI plays your first turn | "Terrifying." AI pilot can be disastrous. |
---
Best Act 2 Ancients:
1. Pael — Pael's Blood is universally strong; several other blessings are excellent
2. Orobas — Driftwood and Sand Castle are top-tier; cross-class options are exciting
3. Tezcatara — Strong short-term power but blessings often expire or have significant downsides
Best Act 3 Ancients:
1. Darv — Most consistently strong pool (Runic Pyramid, Snecko Eye, Empty Cage are proven)
2. Nonupeipe — Highest ceiling with Apotheosis, 999 Gold, and Fur Coat
3. Tanx — Excellent for aggressive decks; Throwing Axe is a standout
4. Vakuu — Highest risk; some blessings are amazing but many can destroy your run
5 orb types total. 4 returning from STS1 + 1 new (Glass).
5 orb types total. 4 returning from STS1 + 1 new (Glass).
No dedicated Pael tier list exists yet (game is 6 days old), but aggregating scattered community opinions:
No dedicated Pael tier list exists yet (game is 6 days old), but aggregating scattered community opinions:
1. Pael's Blood (+1 card draw per turn)
Universally the best. Extra draw every turn of every combat, no conditions. Good on every character, every build. Comparable to a permanent extra draw relic.
2. Pael's Wing (sacrifice card rewards → relic every 2 sacrifices)
Gets "very very silly" with relic stacking. You skip card rewards but accumulate relics at absurd rates. Especially strong on Silent (kill-reward attack synergy). Also thins your deck by skipping adds.
3. Pael's Tooth (remove 5 cards, 1 returns upgraded per combat)
Massive immediate consistency boost — 5 free removals. The return rate is slow and cards come back upgraded, so net positive. Universally strong.
4. Pael's Flesh (+1 colorless energy from turn 3 onward)
Extra energy per turn is always strong. Turn 3 delay is the only downside, but hard fights last well past that. Energy-hungry characters (Ironclad) love it especially.
5. Pael's Eye (skip playing cards → exhaust hand + extra turn, once per combat)
Game-breaking ceiling if built around, but requires deliberate "skip turn" which is costly. Build-around pick, not a safe default. Best in exhaust-heavy or near-empty-hand decks.
6. Pael's Tears (unspent colorless energy → +2 energy next turn)
Praised for adding utility to "dud turns." Good energy smoothing but requires leaving energy unspent. Anti-synergy with X-cost cards. Colorless energy only.
7. Pael's Growth (enchant a card with Clone — duplicate at rest sites)
Entirely depends on what you clone. Clone a key Rare = game-defining. Clone a mediocre card = waste. High ceiling, low floor.
8. Pael's Legion (double Block from a card, then sleep 2 turns)
Only fires every 3rd turn effectively. Best with massive single Block cards but the cooldown makes it inconsistent vs always-on relics.
9. Pael's Horn (add 2 Relax to deck: 15 Block, next turn draw 2 + gain 2 energy)
Serviceable but adds 2 cards to your deck (dilution). The Relax cards are decent but exhaust on use. Not exciting.
10. Pael's Claw (enchant all Defends with Goopy: exhaust + permanent +1 Block)
Weakest pick. Your Defends exhaust after use — you lose them permanently during combat. The +1 Block scaling is glacially slow. Losing Defends early leaves you vulnerable.
The Defect has 4 main archetypes, with a major philosophy shift from STS1: Focus is now mostly temporary, killing the old permanent Frost-Focus turtle strategy.
The Defect has 4 main archetypes, with a major philosophy shift from STS1: Focus is now mostly temporary, killing the old permanent Frost-Focus turtle strategy.
Not garbage in, garbage out. Input rarity does NOT affect output. Transforming a Strike has the same chance of yielding a Rare as transforming an Uncommon. Every eligible card in the pool is equally likely.
Transform removes a card from your deck and replaces it with a random different card of any rarity. It's simultaneously a removal + addition, triggering relic effects for both.
Not garbage in, garbage out. Input rarity does NOT affect output. Transforming a Strike has the same chance of yielding a Rare as transforming an Uncommon. Every eligible card in the pool is equally likely.
Color-locked:
Cannot transform into:
Cannot be transformed:
Apotheosis is colorless, so it transforms into a random different colorless card. You won't get a class card from it. With 64 colorless cards in STS2, this is a wide pool — could be great or terrible.
No — one enchantment per card max. You can enchant multiple different cards in your deck, but each card can only hold one enchantment. They're permanent and can't be removed.
No — one enchantment per card max. You can enchant multiple different cards in your deck, but each card can only hold one enchantment. They're permanent and can't be removed.
Every enchantment is a risk/reward trade-off with a mandatory downside (shown as purple text on the card). Examples:
Best practice: put enchantments on cards you play frequently but can absorb the downside (e.g., HP-drain on a card in a high-block deck).
These are all from the Ancient Nonupeipe (Act 3). Considered one of the strongest Ancient pools.
These are all from the Ancient Nonupeipe (Act 3). Considered one of the strongest Ancient pools.
| Relic | Effect |
|---|---|
| Jewelry Box | Add 1 Apotheosis to deck (2-cost Innate Exhaust: upgrade ALL cards; upgrades to 1-cost) |
| Looming Fruit | +31 Max HP |
| Brilliant Scarf | 5th card played each turn is free |
Brilliant Scarf is the pick here. Reasons:
1. Apotheosis is diminished by Molten Egg — your attack cards (which in a Doom build are a large chunk) already auto-upgrade on pickup. Apotheosis only adds value for skills/powers picked up without upgrades. With only 20 of 28 cards unupgraded, and many of those being attacks that Molten Egg already covers for future pickups, the ceiling is lower.
2. A free 5th card every turn is permanent, unconditional value. In a Doom deck you're playing lots of cards per turn — Doom stackers, block cards, powers. Hitting 5 cards is easy, and the free one essentially gives you ~1 extra energy per turn with no downside, forever.
3. Your energy situation is inconsistent. Happy Flower is every 3 turns, Bread costs you 2 energy on turn 1 then gives +1 after, Art of War only triggers if you play no attacks (awkward). Brilliant Scarf smooths this out by making one card free every turn — reliable in a way your current energy relics aren't.
4. Apotheosis costs a draw and 2 energy (1 upgraded) on the turn you play it. With Bread's turn-1 energy penalty, spending 2 energy on Apotheosis turn 1 could leave you very vulnerable.
5. Looming Fruit (+31 HP) is the safe/boring pick. Fine if you're dangerously low on health, but doesn't make your deck stronger.
If you had very few upgrades (say 2/28) and no Molten Egg, Apotheosis would be the clear winner. It's a great card — just less impactful in this specific situation.
The character is officially called The Necrobinder (not Necromancer). She's a lich who fights alongside Osty, a reanimated skeletal hand. 4th character unlock (after Ironclad, Silent, Regent).
The character is officially called The Necrobinder (not Necromancer). She's a lich who fights alongside Osty, a reanimated skeletal hand. 4th character unlock (after Ironclad, Silent, Regent).
1. Doom (strongest shell)
2. Osty / Summon
3. Soul / Exhaust Cycling (most consistent)
Don't hybrid — commit to one archetype. Doom is the easiest to draft, Soul cycling is the strongest when assembled. Osty is the most niche and relic-dependent.
Colorless cards are class-neutral cards usable by any character. STS2 has 64 of them (up from ~20 in STS1).
Colorless cards are class-neutral cards usable by any character. STS2 has 64 of them (up from ~20 in STS1).
They do not appear in normal post-combat card reward screens.
STS2 introduced colorless energy — a wildcard energy type that can pay for cards of any color. Sources include:
These are all relics from Pael, the Melting Dragon — an Ancient who appears at the start of Act 2 with 10 possible relics. You pick from a subset.
These are all relics from Pael, the Melting Dragon — an Ancient who appears at the start of Act 2 with 10 possible relics. You pick from a subset.
| Relic | Effect |
|---|---|
| Pael's Tooth | Remove 5 cards from your deck. After each combat, 1 returns upgraded. |
| Pael's Tears | If you end turn with unspent colorless energy, gain +2 energy next turn. |
| Pael's Eye | First time per combat you end turn without playing cards, exhaust your hand, take an extra turn. |
Pael's Tooth — Strongest of the three. Removing 5 cards immediately is enormous for deck consistency — equivalent to 5 shop/campfire removals. Yes, one card comes back upgraded after each fight, but: you choose which 5 to remove, they return upgraded, and the immediate thinning is worth more than the gradual return costs. Universally strong.
Pael's Tears — Solid but conditional. Banking unspent energy into +2 next turn is good in decks with cheap turns (lots of 0-cost cards, block-heavy turns). Awkward with X-cost cards like Malaise since those consume all your energy. Rewards careful energy planning.
Pael's Eye — Highest ceiling, highest risk. An extra turn once per combat is incredible, but you must play ZERO cards on a turn AND your entire hand gets exhausted. Devastating if triggered wrong. Best in Exhaust-heavy decks or decks that can set up near-empty hands. In the wrong deck it's a trap.
Blood (+1 draw/turn) and Flesh (+1 energy from turn 3) are generally considered Pael's strongest picks — unconditional scaling with no setup. If those are in your offered pool alongside these three, they may be better picks than any of these.
| Card | Cost | Effect | Upgraded Effect |
|---|---|---|---|
| Malaise | X | Lose X Str, Apply X Weak. Exhaust. | X+1 Str, X+1 Weak |
| Adrenaline | 0 | +1 Energy, Draw 2. Exhaust. | +2 Energy, Draw 2 |
| The Hunt | 1 | Deal 10 dmg. If Fatal, extra card reward. Exhaust. | Deal 15 dmg. Same effect. |
| Card | Cost | Effect | Upgraded Effect |
|---|---|---|---|
| Malaise | X | Lose X Str, Apply X Weak. Exhaust. | X+1 Str, X+1 Weak |
| Adrenaline | 0 | +1 Energy, Draw 2. Exhaust. | +2 Energy, Draw 2 |
| The Hunt | 1 | Deal 10 dmg. If Fatal, extra card reward. Exhaust. | Deal 15 dmg. Same effect. |
Adrenaline+ — Near-universally rated as one of Silent's best cards. 0-cost, gives you +2 energy AND 2 cards — essentially an extra half-turn for free. Every archetype wants it. No conditions, no downsides. Also synergises with Malaise (more energy = bigger X).
Malaise+ — Also an "always take." Permanent Strength reduction + Weak destroys multi-hit enemies and bosses. The + version is especially good because even at 0 energy remaining it applies 1 Str loss and 1 Weak for free. Build-agnostic. Main weakness: single-target and burns all your energy.
The Hunt — Niche snowball card. 10 damage (15 upgraded) for a kill trigger that gives an extra card reward. Strong in Act 1 where you can finish off weak enemies, but falls off hard in later acts where enemies have too much HP for Fatal to trigger. Not on major tier lists. Accelerates deck-building but doesn't help you win fights.
If choosing between these three: Adrenaline+ first, Malaise+ second, The Hunt distant third. Adrenaline and Malaise are both "take every time" rares. The Hunt is situational and mostly an Act 1 accelerator.
The two top picks also synergise together — Adrenaline gives you more energy, which means a bigger Malaise X value.
Yes, elites give better card rewards — but exact STS2 numbers aren't datamined yet (game has been in Early Access less than a week).
Yes, elites give better card rewards — but exact STS2 numbers aren't datamined yet (game has been in Early Access less than a week).
| Encounter | Common | Uncommon | Rare |
|---|---|---|---|
| Normal | 60% | 37% | 3% |
| Elite | 50% | 40% | 10% |
| Boss | 0% | 0% | 100% |
Elites gave 3.3x the rare chance (10% vs 3%) in STS1, plus a relic on top.
STS1 also had a pity timer: rare chance starts at -5% offset per act, goes up +1% for each common rolled, resets to -5% on seeing a rare. Caps at +40%.
Probably skip it. Speedster is a Sly/Draw-Discard archetype card, not a Shiv card.
Probably skip it. Speedster is a Sly/Draw-Discard archetype card, not a Shiv card.
Speedster gives 4 damage per card played. If you play 8 cards in a turn, that's 32 extra damage. But a single Accuracy makes every Shiv deal 4 more, and with Blade Dance that's 12 extra damage from one card play — and it stacks multiplicatively with more Shivs and more Accuracy copies.
When Speedster IS worth it: If your build is hybrid Shiv + heavy draw/cycling, or if you're lacking damage scaling and nothing better is on offer. It's not terrible, just not a priority.
No, there is no base mechanic that gives better cards for taking no damage. Card reward rarity is determined by fixed probability rolls unrelated to combat performance.
No, there is no base mechanic that gives better cards for taking no damage. Card reward rarity is determined by fixed probability rolls unrelated to combat performance.
However, two specific systems can make it feel like flawless play gives better rewards:
A shop relic — "At the end of combat, Upgrade all card rewards if you took no damage." This makes offered cards appear as upgraded versions (e.g., Strike+), which look and are objectively better. But it doesn't change rarity distribution — just upgrades whatever cards you'd have gotten anyway. You only get this effect if you've bought the relic.
An event with a boss-rush that tracks consecutive flawless fights:
Block loss ≠ damage — only actual HP loss resets the streak.
If you're seeing better cards after flawless fights, you probably have the Lava Lamp relic (check your relic bar). Or it could be confirmation bias / the normal rarity RNG being streaky.