
Slay the Spire 2 Best Starting Deck Builds for Each Character
How to build on each character's starting deck in Slay the Spire 2: card picks, relic priorities, removal timing, and fixes for a bad draft.
Slay the Spire 2 hands you five characters in early access, and each one's opening deck already knows where it wants to go. The Ironclad's five Strikes are begging for Strength. The Silent's chunky 12 card deck wants draw and discard. The Regent's two starters literally feed each other. So the real skill in Act 1 isn't copying a famous list, it's reading what your first ten card rewards offer and committing to a lane before Act 2 punishes you for hedging. The good relics help too - some of them bend a whole run around themselves.
Core Card Pool for Each Class
Quick ground rules first. Every character has 80 regular cards in the pool: 20 common, 35 uncommon, 25 rare. Five extra cards show up in multiplayer, and each class also has two special cards you can't get from normal rewards at all - those come from Ancients and events. Starter cards work the same way, so the only way to change your opening deck is to upgrade it, remove it, or transform it.
| Character | HP (Asc 2+) | Starter relic | Opening deck | Signature starter | | --- | --- | --- | --- | --- | | Ironclad | 80 (64) | Burning Blood | 5 Strike, 4 Defend, Bash | Bash: 2 energy, 8 damage, 2 Vulnerable | | Silent | 70 (56) | Ring of the Snake | 5 Strike, 5 Defend, Neutralize, Survivor | Neutralize: 0 energy, 3 damage, 1 Weak | | Regent | 75 (60) | Divine Right | 4 Strike, 4 Defend, Falling Star, Venerate | Falling Star: 2 Stars, 8 damage, 1 Weak, 1 Vulnerable | | Necrobinder | 66 (52) | Bound Phylactery | 4 Strike, 4 Defend, Bodyguard, Unleash | Unleash: Osty deals 6 plus his current HP | | Defect | 75 (60) | Cracked Core | 4 Strike, 4 Defend, Zap, Dualcast | Dualcast: Evoke rightmost orb twice |
Ironclad: slow, honest, hard to kill
Most HP in the game and a relic that heals 6 HP after every fight, which is why he forgives sloppy early pathing better than anyone. Bash is doing real work in that starter deck too. Two energy for 8 damage and 2 Vulnerable, and Vulnerable makes the target take 50% more attack damage. Upgraded it's 10 damage and 3 stacks. That's a setup card built into your opening hand.
His pool leans four ways: Strength stacking, Exhaust payoffs, self-damage, and block-to-damage conversion. Inflame is still the classic early grab - 1 energy for 2 Strength, or 3 once upgraded. It slots into almost every version of the character, so it's about the safest uncommon pick you'll see.
Silent: biggest deck, deepest draws
Twelve cards, most in the game, no healing, 70 HP. Neutralize is free (0 energy, 3 damage, 1 Weak) and Survivor gives 8 block and makes you discard 1 card. That discard matters more than it looks, because Sly is the Silent's new keyword: Sly cards play themselves for free when you discard them during your turn. Survivor is your day-one introduction to that whole engine.
Ring of the Snake draws 2 extra cards every combat. The wiki notes her extra Strike and Defend exist specifically to balance those draws out, so don't read the 12 card deck as a liability. Her pool splits into Poison, Shivs, and discard lines, and all three are genuinely good right now.
Regent: two currencies, one at a time
Ten cards, 75 HP, and a starter pair that loops. Stars are the Regent's second resource - they persist between turns, and unlike energy you don't get them back automatically each turn. Falling Star costs 2 Stars (and 0 energy), deals 8 damage, and applies both 1 Weak and 1 Vulnerable. Venerate costs 1 energy and banks Stars. Per the wiki, playing Venerate once per deck cycle is enough to pay for every Falling Star you draw. Divine Right tops you up with a starting Star bank each combat so turn one isn't dead.
His pool is the most split in the game: Stars payoff cards, Forge cards that permanently grow the Sovereign Blade, card creation, and minion transformation. More on that fork in the archetype section, because it's the one place you can genuinely brick a run.
Necrobinder: you're not the one fighting
Lowest HP at 66, and honestly kind of squishy for it. Her starters both point at Osty, the big skeleton hand that fights for her. Bodyguard is 1 energy to Summon 5 - that puts Osty on the board with 5 HP, or raises his max HP by 5 if he's already out (it got buffed to 5, up from 4, in early 2026). Unleash is 1 energy for Osty to deal 6 damage plus bonus damage equal to his current HP. So a fat Osty is both your shield and your win condition, and Bound Phylactery summons 1 at the start of every turn to keep him around.
Around that core you've got Doom (a stacking debuff that executes an enemy once it reaches their remaining HP), Souls for burst draw, and the Graveyard, where her exhausted cards go to get pulled back instead of vanishing. Exhaust costs her way less than it costs everyone else.
Defect: the engine character
Ten cards, 75 HP, and the two starters still teach the whole class. Zap channels a Lightning orb (1 energy, drops to 0 upgraded). Dualcast evokes your rightmost orb twice (1 energy, 0 upgraded). A Lightning orb passively zaps a random enemy for 3 each turn and evokes for 8, and Cracked Core channels a free one at combat start. So your very first fight is already about orb order - what's sitting in the rightmost slot when Dualcast comes up.
The orb lineup is Lightning, Frost, Dark, Plasma, plus the new Glass orb, which hits all enemies and decays each turn. Focus and orb slots are still the levers, they just work a little differently than in the first game.
Early Relic Priorities That Shape a Run
One freebie most people sleep on: the Ancient Orobas shows up at the start of Act 2, and taking the Touch of Orobas option upgrades your starter relic. Burning Blood becomes Black Blood, Cracked Core becomes Infused Core, Ring of the Snake becomes Ring of the Drake, and the others have equivalents. It's a guaranteed power spike on a run where nothing else is guaranteed.
Past that, class relics are where runs get bent into shape:
- Ironclad - Ruined Helmet doubles the first Strength you gain each combat, so Inflame's 2 becomes 4. Paper Phrog bumps Vulnerable from 50% to 75% more damage, which makes Bash and every other Vulnerable source way nastier. Demon Tongue heals you for the first HP you lose on your turn, and Self-Forming Clay turns HP loss into 3 block next turn.
- Silent - Tingsha (3 damage per card discarded) and Tough Bandages (3 block per card discarded) are the Sly engine's best friends, and both sit at the top of community boards. Snecko Skull adds 1 Poison every time you apply any. Paper Krane makes Weak enemies hit 40% less instead of 25%.
- Defect - Data Disk (start each combat with 1 Focus) and Runic Capacitor (3 extra orb slots) are the two everyone wants. Symbiotic Virus drops a free Dark orb each fight, and Gold-Plated Cables makes your rightmost orb trigger its passive twice.
- Regent - Fencing Manual starts every combat with Forge 10 for the Sovereign Blade line. Galactic Dust gives 10 block per 10 Star energy spent, and Lunar Pastry pays out Stars at end of turn for the Stars line.
- Necrobinder - Funerary Mask adds 3 Souls to your draw pile each combat, Big Hat puts 2 random Ethereal cards in your opening hand, and Undying Sigil makes enemies marked with as much Doom as they have HP deal 50% less damage.
The shared pool has its own headliners. Bag of Preparation draws 2 extra cards at combat start (basically a second Ring of the Snake for anyone). Centennial Puzzle draws 3 the first time you lose HP each fight. Lizard Tail cheats death and heals you to half max HP. Meat on the Bone heals 12 if you end a fight at half HP or less. None of those are class-restricted, so grab them whenever they show up.
In shops, watch for Membership Card, which discounts every future purchase including removals, and The Courier, which restocks slots you've already bought out. Fair warning - the gold-generating relics were pulled from shop pools in a 2026 update, so you can't shop your way rich anymore.
Strength and Block Scaling Archetypes
Long fights come down to two questions: does your damage grow, and does your block keep up? Every class answers those differently, and knowing which one your draft is actually building is most of the game.
Strength is still the Ironclad's whole thing
Strength adds damage to every attack, so it multiplies hardest on multi-hit cards. The ladder is simple: Inflame early, Demon Form when a rare shows up, then let Whirlwind-style cards cash in. Relics stack on top - Red Skull gives 3 Strength below half HP, Brimstone gives 2 per turn but pumps enemies too, and Rainbow Ring hands out 1 Strength and 1 Dexterity for the first Attack, Skill, and Power you play each turn. Even the Regent can sneak into this with Mini Regent, which gives 1 Strength the first time you spend Stars in a turn.
Block that turns into something
Raw block wins hallway fights. Converted block wins runs. Body Slam deals damage equal to your block, Barricade stops it from going away at end of turn, and Impervious and Shrug It Off feed the whole thing. Juggernaut rounds it out by attacking whenever you gain block from a card.
The Silent's version is discard-based - Tough Bandages paying 3 block per throwaway card is a defensive engine hiding in a relic. The Defect just manufactures block: Frost orbs tick every turn and scale with Focus, which is why Data Disk is rated so highly. The Regent has star-priced block like Cloak of Stars (7 block for 1 Star), Particle Wall (9 block for 2 Stars, and it returns to your hand), and Reflect (17 block for 3 Stars, bounced back at the attacker). The Necrobinder mostly just lets Osty eat hits, though Bone Flute giving 2 block per Osty attack adds up over a long fight.
Poison and Doom: scaling that ignores block entirely
Poison ticks down every turn and doesn't care how much block the enemy has, so it's the clean answer to big tanky Act 3 bosses. Snecko Skull adding 1 to every application quietly doubles small poison cards' output over a fight. Doom works on a threshold instead - stack it up to an enemy's remaining HP and they just die, which is why Necrobinder lists can lean on it as an execute rather than a damage type. Both reward patience in a way Strength doesn't.
Stars or Forge: pick a lane
This is the big Regent trap. The Stars line wants Star generators and payoff spells like Astral Pulse (6 damage to all enemies twice for 3 Stars) or Devastate (30 damage for 4 Stars). The Forge line wants cards like Summon Forth, which adds 8 Forge and pulls the Sovereign Blade out of any pile it's sitting in, so the blade just keeps getting bigger. Community consensus is blunt about it: don't mix the two. The cards don't support each other, and a half-and-half deck is the most common way a Regent run dies in Act 2. Figure out which piece showed up first and draft only that.
Card Removal Timing and Shop Priorities
Removal is usually the best thing a shop sells. First one costs 75 gold, then 100, 125, 150 as you keep going. Why pay it? A 20 card deck with 5 Strikes draws your key cards about 75% of the time. Cut 2 Strikes and that 18 card deck hits them roughly 83% of the time. That consistency jump is worth more than most cards on the shelf.
A few timing points worth knowing:
- Remove Strikes before Defends, most of the time. Anything you draft outdamages a Strike, while Defends at least still block for 5.
- The 10 card decks feel it fastest. Taking a Strike out of a Regent or Necrobinder list is removing 10% of the deck in one purchase.
- At Ascension 5 you start every run with Ascender's Bane, an unplayable curse that's Eternal - it can't be removed or transformed. That dead card dilutes every draw, so removal gets more valuable, not less.
- Ascension 6 brings Inflation: removal starts at 100 gold and climbs by 50 a pop. If you're playing up there, your first remove should come earlier, while it's still sort of cheap.
Shop prices otherwise: common cards around 50 gold, uncommons 75, rares 150. Relics run roughly 175 to 275 depending on rarity, potions 50 to 100, and colorless cards carry a 15% markup. One card in every shop is half off, and prices wiggle a little either way off those baselines, so treat them as ballparks. A good rule from there: path toward shops when you're holding 150 gold or more, and skip them entirely under 75, since you can't afford even the removal.
When to buy instead of remove? When the card fixes a specific hole. No AoE by Act 2, no scaling for the boss, no block generation - those are purchases, not indulgences. A build-warping rare like Demon Form is worth the 150 gold whenever it appears. Everything else can usually wait for a card reward you're getting for free.
Adapting a Build When the Draft Goes Wrong
It happens to everyone. You hit floor 10 with a pile of good cards that don't add up to anything. Some recovery tools, roughly in order of when to reach for them.
Stay open in Act 1 on purpose. Cards that fit multiple lanes are worth more than they look: Inflame serves Strength and Exhaust lists alike, and the Silent's early attack commons slot into Poison, Shiv, or Sly shells. You're not committing yet, you're keeping doors unlocked.
Commit by mid Act 2 at the latest. If Demon Form showed up, you're a Strength deck now - stop drafting exhaust enablers. Splitting between two half-built plans is the single most common death at higher Ascension, because both halves are too thin to carry a boss fight.
Patch specific holes instead of rebuilding. No AoE? Thunderclap is a cheap Ironclad answer, Astral Pulse does it for the Regent, and the Defect's Glass orb line exists for exactly this. Dying to chip damage? A single big block card plus an upgrade usually buys more survival than five medium ones.
Use Enchantments as bandages. Cards can hold one permanent enchant, from events, Ancients, and relics, and it can't be removed or swapped later. Some events literally hand you the fix - Spiraling Whirlpool enchants a Strike or a Defend or heals you 21 instead. Shop relics can do it too: Mystic Lighter adds 9 damage to every enchanted Attack, Gnarled Hammer enchants up to 3 Attacks with Sharp 3, Punch Dagger sticks Momentum 5 on one. A buffed-up basic covers a weak spot surprisingly well.
Spend potions instead of hoarding them. A Flex Potion or a Strong potion used on the right elite turn is worth more than the slot it's sitting in, and hoarded potions die with the run.
At campfires, upgrade when you're above 60% HP and rest below 40%. The in-between is judgment, but upgrades that change what a card does (Survivor's block jump, Bash's third Vulnerable stack, Zap and Dualcast hitting 0 cost) beat rest heals more often than not. And if a Strike is still hanging around unloved, transforming it at an event beats keeping it - Leafy Poultice even transforms a Strike and a Defend together, at the cost of 10 max HP.
One last thing on higher Ascension: at A7 rares show up half as often, so a common that does a specific job today beats holding out for a rare that may never come. The Strike you pay 75 gold to remove at floor 5 does more for your Act 3 boss than the rare you're still waiting on at floor 30.