StS2 Tier Lists/Colorless
All tier lists

Characters

  • Ironclad
  • Silent
  • Regent
  • Necrobinder
  • Defect

Misc

  • Relics
  • Colorless✓

Shockwave

Uncommon · Skill

Navegreed · 0.104.0 · 43:39 ↗

Broken

His strongest colorless card: an automatic purchase and upgrade on essentially every character because long Weak and Vulnerable are so efficient.

Untapped ↗

Fasten

Uncommon · Power

Navegreed · 0.104.0 · 18:03 ↗

Broken

It effectively doubles base Defends and can make them sufficient through the Act 3 boss gauntlet, so he takes it almost whenever it appears.

Untapped ↗

Alchemize

Rare · Skill

Navegreed · 0.104.0 · 0:46 ↗

Broken

An early Alchemize snowballs potions for the entire run, and extra potion-slot sources make an already degenerate card even stronger.

Untapped ↗

Discovery

Uncommon · Skill

Navegreed · 0.104.0 · 9:53 ↗

Great

Card generation is exceptionally strong and often worth buying in the first shop; on characters that discount the result it can be even better.

Untapped ↗

Dark Shackles

Uncommon · Skill

Navegreed · 0.104.0 · 8:43 ↗

Great

Cheap, dense defense against the game's many multi-hit patterns and an easy shop purchase, with extra Ironclad exhaust synergy.

Untapped ↗

Jackpot

Rare · Attack

Navegreed · 0.104.0 · 26:17 ↗

Great

One of his most-purchased Act 1 rares: strong frontload plus three free cards, with especially consistent high rolls on Necrobinder.

Untapped ↗

Equilibrium

Uncommon · Skill

Navegreed · 0.104.0 · 14:34 ↗

Great

Thirteen Block plus hand retention is a broadly powerful package that he is happy to buy early on almost every character.

Untapped ↗

Splash

Uncommon · Skill

Navegreed · 0.104.0 · 44:33 ↗

Great

An upgraded early Splash produces massively overstatted free attacks, especially Regent hits, and can carry the first two acts by itself.

Untapped ↗

Finesse

Uncommon · Skill

Navegreed · 0.104.0 · 19:18 ↗

Great

Its buff to four Block makes the free cantrip worth buying even in Act 1, with Dexterity making it better still.

Untapped ↗

Master of Strategy

Rare · Skill

Navegreed · 0.104.0 · 27:51 ↗

Great

Simple, cheap draw-three is increasingly valuable and frequently worth buying now that colorless rares cost less.

Untapped ↗

Prowess

Uncommon · Power

Navegreed · 0.104.0 · 36:45 ↗

Great

The upgraded Strength and Dexterity are powerful, particularly on Necrobinder and Silent, despite the money, upgrade, and setup required.

Untapped ↗

Ultimate Defend

Uncommon · Skill

Navegreed · 0.104.0 · 49:43 ↗

Great

Its huge one-energy Block number remains excellent for the full run and becomes even more absurd alongside Fasten.

Untapped ↗

Secret Technique

Rare · Skill

Navegreed · 0.104.0 · 41:57 ↗

Great

Tutoring any Skill is excellent across the cast and frequently worth a mid- or late-game purchase; upgraded, it becomes a reusable Seek.

Untapped ↗

The Bomb

Uncommon · Skill

Navegreed · 0.104.0 · 46:41 ↗

Great

A great early purchase that guarantees slow Block-heavy decks eventually end fights and cleanly solves Decamillipede.

Untapped ↗

Entropy

Rare · Power

Navegreed · 0.104.0 · 13:14 ↗

Good

Transforming a card each turn is real scaling and particularly good on Regent, but buying the rare Power blind can be too slow or inconsistent.

Untapped ↗

Squash

Event · Attack

Navegreed · 0.104.0 · 16:48 ↗

Good

Ten damage with Vulnerable is a powerful event reward that fits most decks and is clearly stronger than Exterminate in a vacuum.

Untapped ↗

Dramatic Entrance

Uncommon · Attack

Navegreed · 0.104.0 · 10:45 ↗

Good

Eleven free innate AoE damage is excellent Act 1 frontload, though frontloaded damage is less mandatory than it was in the first game.

Untapped ↗

Omnislice

Uncommon · Attack

Navegreed · 0.104.0 · 31:27 ↗

Good

A cheap and broadly useful Act 1 damage purchase whose damage-based AoE can solve early multi-enemy fights.

Untapped ↗

Ultimate Strike

Uncommon · Attack

Navegreed · 0.104.0 · 50:22 ↗

Good

A one-energy 14-damage card with an enormous upgrade is simply overstatted, though Block makes its Ultimate counterpart stronger.

Untapped ↗

Flash of Steel

Uncommon · Attack

Navegreed · 0.104.0 · 21:35 ↗

Good

The buff to five damage makes this a useful free strike cantrip, though damage is less valuable than Finesse's Block.

Untapped ↗

Automation

Uncommon · Power

Navegreed · 0.104.0 · 2:57 ↗

Good

A generically strong energy Power that often pays out every turn or two and can fuel larger draw turns, especially on Necrobinder.

Untapped ↗

Scrawl

Rare · Skill

Navegreed · 0.104.0 · 41:11 ↗

Good

Filling the hand is an extremely powerful effect when a deck has the energy and lacks draw, though those requirements make it somewhat specific.

Untapped ↗

Nostalgia

Rare · Power

Navegreed · 0.104.0 · 30:34 ↗

Good

A useful consistency Power that can repeat the same key card every turn, but it needs a sufficiently strong target to justify its cost.

Untapped ↗

Hidden Gem

Rare · Skill

Navegreed · 0.104.0 · 23:41 ↗

Good

Replay can eventually create enough scaling to carry a deck, but the target RNG and weak bottom-deck cases make it slower than its reputation.

Untapped ↗

Calamity

Rare · Power

Navegreed · 0.104.0 · 6:42 ↗

Good

Attack chaining provides strong scaling, especially with Regent card-generation payoffs, but the rare card's three-energy price keeps it out of Great.

Untapped ↗

Seeker Strike

Uncommon · Attack

Navegreed · 0.104.0 · 42:54 ↗

Good

A consistent early purchase that combines useful damage with selective draw and gains extra value from Strike synergies.

Untapped ↗

Fisticuffs

Uncommon · Attack

Navegreed · 0.104.0 · 20:27 ↗

Good

A compact damage-and-block card that scales with Strength, Vulnerable, and damage multipliers, but is otherwise merely solid.

Untapped ↗

Exterminate

Event · Attack

Navegreed · 0.104.0 · 16:39 ↗

Good

The multi-hit AoE benefits from Strength and enchantments and can immediately stabilize the dangerous Decamillipede fight in Act 2.

Untapped ↗

Thrumming Hatchet

Uncommon · Attack

Navegreed · 0.104.0 · 49:05 ↗

Good

Good repeatable Act 1 damage from Neow or an early shop, but a step below Omnislice, Fisticuffs, and Seeker Strike.

Untapped ↗

Thinking Ahead

Uncommon · Skill

Navegreed · 0.104.0 · 48:26 ↗

Mid

Affordable mid- or late-game manipulation that he often buys happily, although its consistency gain is less impactful than premium tutors.

Untapped ↗

Production

Uncommon · Skill

Navegreed · 0.104.0 · 35:30 ↗

Mid

A strong energy injection when a deck needs it, especially upgraded, but its limited acquisition context and lack of other value keep it in Mid.

Untapped ↗

Prolong

Uncommon · Skill

Navegreed · 0.104.0 · 36:00 ↗

Mid

Copying current Block into next turn can be fun with Barricade or a large Block engine, but lining it up is too specific for general use.

Untapped ↗

Panic Button

Uncommon · Skill

Navegreed · 0.104.0 · 32:37 ↗

Mid

It still does exactly what its name promises, but stronger modern Block options make paying for its two-turn drawback much less appealing.

Untapped ↗

Panache

Uncommon · Power

Navegreed · 0.104.0 · 31:58 ↗

Mid

Powerful when a deck reliably plays five cards each turn, especially Silent or Necrobinder, but too character- and engine-dependent overall.

Untapped ↗

Hand of Greed

Rare · Attack

Navegreed · 0.104.0 · 22:25 ↗

Mid

Still a strong gold engine, especially from Neow, but harder to fit into a run and less rewarding without an Act 4 in which to spend the payoff.

Untapped ↗

Toric Toughness

Event · Skill

Navegreed · 0.104.0 · 33:53 ↗

Mid

A respectable multi-turn Block card, especially upgraded with Dexterity, but the Slither enchantment is often the more run-defining event reward.

Untapped ↗

Byrd Swoop

Event · Attack

Navegreed · 0.104.0 · 5:33 ↗

Mid

Solid zero-cost Act 1 damage when desperately needed, but the event's max-HP alternative is usually more valuable once damage is covered.

Untapped ↗

Jack of All Trades

Uncommon · Skill

Navegreed · 0.104.0 · 25:32 ↗

Mid

The strong colorless pool makes its generation useful, especially upgraded, though the randomness keeps it in Mid.

Untapped ↗

Feeding Frenzy

Event · Skill

Navegreed · 0.104.0 · 51:24 ↗

Mid

He has never obtained the event card and places it in Mid only as an assumption, comparing it to an oversized Flex.

Untapped ↗

Salvo

Rare · Attack

Navegreed · 0.104.0 · 40:36 ↗

Mid

Retain and twelve damage look efficient, but the rare attack is too low-impact to justify purchasing for most decks.

Untapped ↗

Bolas

Rare · Attack

Navegreed · 0.104.0 · 4:45 ↗

Mid

A specific payoff for Strength, Momentum, or bounce synergies; strong when the pieces line up, but too narrow to rate higher.

Untapped ↗

Prep Time

Uncommon · Power

Navegreed · 0.104.0 · 34:39 ↗

Mid

Four Vigor per turn can excel with multi-hits, but without a strong synergy the payoff is too small to buy and add.

Untapped ↗

Mayhem

Rare · Power

Navegreed · 0.104.0 · 28:21 ↗

Mid

Moving its trigger after the normal draw removed much of the top-deck manipulation that made it good, leaving an awkward but usable extra play each turn.

Untapped ↗

Eternal Armor

Rare · Power

Navegreed · 0.104.0 · 15:15 ↗

Mid

Expensive and situational, but enough Plating can solve defense by itself when a deck needs passive scaling for a specific boss.

Untapped ↗

Rolling Boulder

Rare · Power

Navegreed · 0.104.0 · 39:19 ↗

Mid

Slow, expensive scaling, but it can serve as a one-card boss damage solution for a deck capable of blocking indefinitely.

Untapped ↗

Volley

Uncommon · Attack

Navegreed · 0.104.0 · 51:04 ↗

Mid

Random targeting makes the X-cost damage awkward; exhaust synergies can rescue it, but it remains firmly Mid.

Untapped ↗

Purity

Uncommon · Skill

Navegreed · 0.104.0 · 37:45 ↗

Mid

Retain lets it wait for the right exhaust turn and can pleasantly support Ironclad, though the low-impact draw needs substantial synergy.

Untapped ↗

Secret Weapon

Rare · Skill

Navegreed · 0.104.0 · 42:39 ↗

Mid

He has almost never used it and places it in Mid while stressing that Secret Technique is substantially better.

Untapped ↗

The Gambit

Rare · Skill

Navegreed · 0.104.0 · 48:01 ↗

Mid

He initially puts it last after dying to its downside, then revises the serious placement to lower Mid because the payoff takes too much setup and risk.

Untapped ↗

Beat Down

Rare · Skill

Navegreed · 0.104.0 · 3:54 ↗

Mid

Its three-energy cost makes it hard to add, though generated copies can exploit a carefully prepared discard pile for powerful attack chains.

Untapped ↗

Stratagem

Uncommon · Power

Navegreed · 0.104.0 · 45:47 ↗

Mid

The shuffle tutor is acceptable when generated late, but buying, upgrading, and setting it up is too janky and offers no early-game strength.

Untapped ↗

Catastrophe

Uncommon · Skill

Navegreed · 0.104.0 · 7:59 ↗

Mid

A mediocre Neow option with a funny Clone combo that can make chained Catastrophes play an entire deck, but little general appeal.

Untapped ↗

Peck

Event · Attack

Navegreed · 0.104.0 · 33:21 ↗

Bad

Usually just a Strike; its multi-hit only stands out against Vent's Slippery stacks, while Toric Toughness or Slither is normally the better event choice.

Untapped ↗

Mind Blast

Uncommon · Attack

Navegreed · 0.104.0 · 29:19 ↗

Bad

Cheaper and supported by funny Clone or huge-deck setups, but still an awkward late-game-only innate attack that usually is not worth buying.

Untapped ↗

Impatience

Uncommon · Skill

Navegreed · 0.104.0 · 24:54 ↗

Bad

Playable mainly on Necrobinder and frustrating from Regent generation because the Sword often prevents its condition, making it far too narrow.

Untapped ↗

Rend

Rare · Attack

Navegreed · 0.104.0 · 38:14 ↗

Bad

Two energy is too much for its modest conditional damage, especially compared with stronger rare colorless purchases.

Untapped ↗

Anointed

Rare · Skill

Navegreed · 0.104.0 · 2:07 ↗

Bad

Mostly useful when Toolbox generates it into the opening hand; buying it is rarely special enough to justify adding it to a deck.

Untapped ↗

Enlightenment

Event · Skill

Navegreed · 0.104.0 · 12:00 ↗

Bad

Exhaust makes the card cleaner than its predecessor, but taking two from an expensive event makes the package bad outside high-cost draw-heavy decks.

Untapped ↗

Gold Axe

Rare · Attack

Navegreed · 0.104.0 · 22:06 ↗

Bad

Damage equal to cards played this combat is far too weak and slow for a rare card that must be purchased.

Untapped ↗

Restlessness

Uncommon · Skill

Navegreed · 0.104.0 · 38:38 ↗

Bad

Requiring an empty hand is extraordinarily difficult to engineer, so generated copies usually just sit retained and unusable.

Untapped ↗

No cards match those filters.