Slay the Spire
Fabio Feb 11, 2018 @ 4:23am
What is the Best Strategy For The Silent?
I lost count of how many times I tried The Silent and still can't make it through the whole 3 chapters.

I tried a poison building deck with barely any kind of attacking cards, apart from the ones you start with (and tried to add a few discard cards). It seems like I end up not having a good defense to endure high damage bosses...

I tried a random deck and sometimes got far sometimes died in the first chapter, it depends.

Attempted shivs and poison build with good synergy with relics, but I always lack something.


It's annoying when you feel like you have a really powerful deck and suddenly a specific boss appears and destroys you in the first turns without giving you enough time to build momentum.

Can you give me some advice? I know it must be taken loosely, because you can't control everything everytime, since it depends on RnG.
Last edited by Fabio; Feb 11, 2018 @ 4:24am
Originally posted by RoseTintedSpectrum:
I find a poison deck can be pretty tough to rely on, but I use the same sort of strategy across the board for both classes:

1) Grab defence cards - your best defence is a good... Defence.
2) Learn to leave cards behind that aren't important for the build you're going for.
3) Remove your strikes as you build up your deck to keep the card count down. Less cards = more chance the goods ones come up.
4) Check your runes - these are the things you can't directly control, but as you start to pick them up, ask yourself what they would work well with and build around those if possible.

---

With regards to a poison build, it can be difficult because you're primarily waiting for THEM to die, while you hole up behind your defence. Catalyst is your key card here, but it exhausts on use, so it's often a strategy I only really take if Catalyst comes out early and I think I can build around it - other than that, I use poison as a supplementary to beat heavily armoured enemies.

The best strategy I've found is to choose your cards on the basis of:

Defence > Card Draw > Extra Moves > Attack

If you can get a good set of defensive cards (Specific to the Silent, he has some great 2 Cost cards for this that double up as defence and attack) then start to get cards that allow you to draw more, and cards that allow you to play more. You want to be keeping that defence up, but also have the option to strike back with those extra move points.

Hope that helps, but really the thing to remember is: Don't take every card you're offered. You dilute your deck and you end up with no efficiency.
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I find a poison deck can be pretty tough to rely on, but I use the same sort of strategy across the board for both classes:

1) Grab defence cards - your best defence is a good... Defence.
2) Learn to leave cards behind that aren't important for the build you're going for.
3) Remove your strikes as you build up your deck to keep the card count down. Less cards = more chance the goods ones come up.
4) Check your runes - these are the things you can't directly control, but as you start to pick them up, ask yourself what they would work well with and build around those if possible.

---

With regards to a poison build, it can be difficult because you're primarily waiting for THEM to die, while you hole up behind your defence. Catalyst is your key card here, but it exhausts on use, so it's often a strategy I only really take if Catalyst comes out early and I think I can build around it - other than that, I use poison as a supplementary to beat heavily armoured enemies.

The best strategy I've found is to choose your cards on the basis of:

Defence > Card Draw > Extra Moves > Attack

If you can get a good set of defensive cards (Specific to the Silent, he has some great 2 Cost cards for this that double up as defence and attack) then start to get cards that allow you to draw more, and cards that allow you to play more. You want to be keeping that defence up, but also have the option to strike back with those extra move points.

Hope that helps, but really the thing to remember is: Don't take every card you're offered. You dilute your deck and you end up with no efficiency.
Oh, and lastly - sometimes, even with a great deck, you just hit some bad luck with bosses. There's not a lot you can do aside from hope for the best and try to get through - aim your pathways through the dungeons with safe points in mind (?, Bonfires and Shops) so that you can at least have a recovery period.
Fabio Feb 11, 2018 @ 5:01am 
Originally posted by Teflonto:
I find a poison deck can be pretty tough to rely on, but I use the same sort of strategy across the board for both classes:

1) Grab defence cards - your best defence is a good... Defence.
2) Learn to leave cards behind that aren't important for the build you're going for.
3) Remove your strikes as you build up your deck to keep the card count down. Less cards = more chance the goods ones come up.
4) Check your runes - these are the things you can't directly control, but as you start to pick them up, ask yourself what they would work well with and build around those if possible.

---

With regards to a poison build, it can be difficult because you're primarily waiting for THEM to die, while you hole up behind your defence. Catalyst is your key card here, but it exhausts on use, so it's often a strategy I only really take if Catalyst comes out early and I think I can build around it - other than that, I use poison as a supplementary to beat heavily armoured enemies.

The best strategy I've found is to choose your cards on the basis of:

Defence > Card Draw > Extra Moves > Attack

If you can get a good set of defensive cards (Specific to the Silent, he has some great 2 Cost cards for this that double up as defence and attack) then start to get cards that allow you to draw more, and cards that allow you to play more. You want to be keeping that defence up, but also have the option to strike back with those extra move points.

Hope that helps, but really the thing to remember is: Don't take every card you're offered. You dilute your deck and you end up with no efficiency.

Thank you very much, I'll try that approach!
Poseidenj Feb 11, 2018 @ 8:00am 
Originally posted by Teflonto:
I find a poison deck can be pretty tough to rely on, but I use the same sort of strategy across the board for both classes:

1) Grab defence cards - your best defence is a good... Defence.
2) Learn to leave cards behind that aren't important for the build you're going for.
3) Remove your strikes as you build up your deck to keep the card count down. Less cards = more chance the goods ones come up.
4) Check your runes - these are the things you can't directly control, but as you start to pick them up, ask yourself what they would work well with and build around those if possible.

---

With regards to a poison build, it can be difficult because you're primarily waiting for THEM to die, while you hole up behind your defence. Catalyst is your key card here, but it exhausts on use, so it's often a strategy I only really take if Catalyst comes out early and I think I can build around it - other than that, I use poison as a supplementary to beat heavily armoured enemies.

The best strategy I've found is to choose your cards on the basis of:

Defence > Card Draw > Extra Moves > Attack

If you can get a good set of defensive cards (Specific to the Silent, he has some great 2 Cost cards for this that double up as defence and attack) then start to get cards that allow you to draw more, and cards that allow you to play more. You want to be keeping that defence up, but also have the option to strike back with those extra move points.

Hope that helps, but really the thing to remember is: Don't take every card you're offered. You dilute your deck and you end up with no efficiency.

I would note this strategy probably doesn't work so well for ascension 2 and above. Things just hit way too hard, especially for units who can gain strength.
Fabio Feb 11, 2018 @ 8:39am 
Originally posted by Poseidenj:

I would note this strategy probably doesn't work so well for ascension 2 and above. Things just hit way too hard, especially for units who can gain strength.

That will be a whole new problem, I think... I still need to defeat the 3rd boss which I'm nowhere near to just yet.
Jack_Daniels84 Feb 20, 2018 @ 5:20am 
Originally posted by Teflonto:
I find a poison deck can be pretty tough to rely on, but I use the same sort of strategy across the board for both classes:

1) Grab defence cards - your best defence is a good... Defence.
2) Learn to leave cards behind that aren't important for the build you're going for.
3) Remove your strikes as you build up your deck to keep the card count down. Less cards = more chance the goods ones come up.
4) Check your runes - these are the things you can't directly control, but as you start to pick them up, ask yourself what they would work well with and build around those if possible.

---

With regards to a poison build, it can be difficult because you're primarily waiting for THEM to die, while you hole up behind your defence. Catalyst is your key card here, but it exhausts on use, so it's often a strategy I only really take if Catalyst comes out early and I think I can build around it - other than that, I use poison as a supplementary to beat heavily armoured enemies.

The best strategy I've found is to choose your cards on the basis of:

Defence > Card Draw > Extra Moves > Attack

If you can get a good set of defensive cards (Specific to the Silent, he has some great 2 Cost cards for this that double up as defence and attack) then start to get cards that allow you to draw more, and cards that allow you to play more. You want to be keeping that defence up, but also have the option to strike back with those extra move points.

Hope that helps, but really the thing to remember is: Don't take every card you're offered. You dilute your deck and you end up with no efficiency.

Good idea, I have had 8 wins as the Silent (lost about 40 at this point) I find Noxious fumes and great defence work well, however without footwork or after image 5 defence for 1 energy(Defend) or 10 defence for 2 energy(Dash) is not enough. I often find myself using every bonfire for healing in the 2nd half of ACT 1 and throughout ACT 2 & 3, therefore not getting many upgrades, how would you suggest countering this if you dont find footoworks or after images early on?
bc Feb 20, 2018 @ 7:41am 
Footwork and Noxious fumes are strongest cards that fits pretty much with any deck. Even if you dont go for any poison build, one upgraded fumes is enough to carry you through 2 acts. Also try to grab additional weakness effect on act 1 such as Sucker punch or Leg Sweep, Malaise and Cripling poison are very situational weakness cards on act 1, i ussually skip it, especially Cripling poison.

Some general hints:

Never fight elites before campfire.
I always upgrade Neutralize if im going to fight elites, unless i have a Leg Sweep, having 3 turns weakness through a deck cycle is enough imo.

Flying Knee, Dagger throw/spray, Quick slash, pick few of those in early game just to get stronger. The reason why i really like Dagger spray is, if im going to fight 2 elites on act 1, there is a pretty decent chance that i will encounter sentinels (3 pillar), and this card is pretty much the best thing against them. Also 2 out of 3 elites on Act 2 are multiple enemies, 2 out of 3 bosses on Act 2 are Boss+minions, so this card most of the time is very usefull.
Piercing Wail very strong card, having coupe of those in defencive decks never hurt me
Dash is very strong on act 1, but i do not suggest on picking more than one, later on its not that effective imo.
I rarely pick Acrobatics on act 1, if you wont get energy relic from T1 boss, this card will be very slow.
Always pick and upgrade Well laid plans, this card is just so good in mid game.

Relics that im looking for when i play slow defencive decks are:
Oddly Smooth Stone: very cheap 1 dex
Paper Krane: op tier, the amount of survivabiity that you getting from this relic is just insane
Mummified hand: Silent has a lot of strong powers, the problem is, everytime you play any of your power its tempo lost, and if you didnt get energy relic on Act 1 you might have a very hard time to play your powers with atk/def cards to keep your tempo, and this relic pretty much fix this.
Gambling chip/bag of preparation also quite nice, as you will get strong opening hand more often.
Dad Poets Society Feb 20, 2018 @ 8:07am 
Take all of the footworks all of the time.
Jack_Daniels84 Feb 20, 2018 @ 9:26am 
Originally posted by bc:
Footwork and Noxious fumes are strongest cards that fits pretty much with any deck. Even if you dont go for any poison build, one upgraded fumes is enough to carry you through 2 acts. Also try to grab additional weakness effect on act 1 such as Sucker punch or Leg Sweep, Malaise and Cripling poison are very situational weakness cards on act 1, i ussually skip it, especially Cripling poison.

Some general hints:

Never fight elites before campfire.
I always upgrade Neutralize if im going to fight elites, unless i have a Leg Sweep, having 3 turns weakness through a deck cycle is enough imo.

Flying Knee, Dagger throw/spray, Quick slash, pick few of those in early game just to get stronger. The reason why i really like Dagger spray is, if im going to fight 2 elites on act 1, there is a pretty decent chance that i will encounter sentinels (3 pillar), and this card is pretty much the best thing against them. Also 2 out of 3 elites on Act 2 are multiple enemies, 2 out of 3 bosses on Act 2 are Boss+minions, so this card most of the time is very usefull.
Piercing Wail very strong card, having coupe of those in defencive decks never hurt me
Dash is very strong on act 1, but i do not suggest on picking more than one, later on its not that effective imo.
I rarely pick Acrobatics on act 1, if you wont get energy relic from T1 boss, this card will be very slow.
Always pick and upgrade Well laid plans, this card is just so good in mid game.

Relics that im looking for when i play slow defencive decks are:
Oddly Smooth Stone: very cheap 1 dex
Paper Krane: op tier, the amount of survivabiity that you getting from this relic is just insane
Mummified hand: Silent has a lot of strong powers, the problem is, everytime you play any of your power its tempo lost, and if you didnt get energy relic on Act 1 you might have a very hard time to play your powers with atk/def cards to keep your tempo, and this relic pretty much fix this.
Gambling chip/bag of preparation also quite nice, as you will get strong opening hand more often.

Thankyou very much, I can see what your saying, in some of my successful runs, I had some of those present, I will take it all into account.

Edit: I just finished a run using your advice, what a vastly superior gameplay experience, being able to weaken enemies often is brilliant while I wait for the fumes to kill them off, I had the Krane and mummified hand, along with an upgraded Piercing Wail, Upgraded Crippling Poison, Dark shackles, Malaise, upgraded neutralise, leg sweep, only 1 footwork and after image along with an upgraded well laid plans. It just made the Time Warper a cake walk.

Thanks again for this advice.
Last edited by Jack_Daniels84; Feb 20, 2018 @ 6:24pm
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Date Posted: Feb 11, 2018 @ 4:23am
Posts: 9