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Rare · Power
Navegreed · 0.107.1 · 6:42 ↗
MonstersTake nearly every copy: it supplies scaling block like Dexterity while becoming even stronger with Shivs and other card-heavy turns.
Rare · Power
Take nearly every copy: it supplies scaling block like Dexterity while becoming even stronger with Shivs and other card-heavy turns.
Uncommon · Power
One of Silent's very best cards because her improved common block cards scale enormously with Dexterity; he wants as many copies as he can get.
Rare · Power
Effectively doubles attack damage against Weak enemies and stacks explosively with Silent's abundant Weak and Shiv scaling; he argues it needs a major nerf.
Rare · Skill
Free draw and energy effectively put one of Silent's powerful Powers into play for free; take every copy and strongly consider cloning it.
Uncommon · Power
Retain is exceptionally strong for holding cards such as Piercing Wail or discard payoffs until the exact turn they are needed.
Rare · Skill
Now one of Silent's strongest cards: flexible Weak, excellent damage, a huge upgrade, and direct Shiv synergy after an overlarge buff.
Rare · Power
Much stronger with Sly in the game: it effectively plays Prepared every turn and belongs in virtually every deck, though it appreciates an upgrade.
Rare · Skill
Weak and Strength loss jointly shut down the game's many multi-hit enemies; a single copy can neutralize elites and bosses across the run.
Uncommon · Skill
Silent wants one or two copies in almost every deck; Weak is extremely strong, and Leg Sweep remains valuable even alongside an upgraded Neutralize.
Uncommon · Skill
A spectacular answer to current late-game problems: it strips Artifact and supplies Vulnerable so Silent's fast Shiv damage can end Aeonglass quickly.
Common · Skill
Still exceptional zero-cost cycling and often effectively Adrenaline with discard payoffs, despite card-spam and low-value block becoming worse.
Common · Skill
An exceptionally efficient common that can full-block dangerous turns throughout every act, even more reliably than in the first game.
Uncommon · Power
A premium Shiv Power whose scaling gained value as Silent moved toward accelerated damage for Aeonglass and Infested Prison.
Rare · Power
Still extremely strong, but Acrobatics becoming Uncommon and Sly engines becoming less common make its free-play setup less reliable.
Common · Skill
One of the game's best block commons, combining useful block and draw at every stage of a run with no real bad time to add it.
Rare · Power
A reasonable AoE payoff once Shiv support is already present, but rarely worth adding without that support.
Uncommon · Skill
An overstatted package: discarding two cards and adding two Shivs are both valuable, all for zero energy.
Uncommon · Power
Persistent Shiv damage rose in value as Silent shifted toward faster damage plans for Aeonglass and Infested Prison.
Common · Attack
An almost automatic common that supplies reliable Shiv access and immediately enables Accuracy and Phantom Blades; he often takes two or three.
Uncommon · Power
One of the Shiv damage Powers that gained value in the new macro, helping turn common Shiv generation into a fast late-game solution.
Uncommon · Power
Still a strong AoE and Artifact solution, but slower Poison damage has fallen behind Phantom Blades and Accuracy in the Aeonglass-focused macro.
Rare · Attack
Often unnecessary, but improves as an evaluation the more he plays it because seeing additional Silent card rewards is intrinsically valuable.
Ancient · Attack
Previously close to an automatic pick, but Aeonglass's turn-one Artifact and pressure to win before reshuffling make it much less universal.
Uncommon · Skill
Its move to Uncommon is a major loss for the accessibility of Silent's Sly and discard engines.
Uncommon · Skill
Excellent cycling for Silent's typically large decks; Exhaust matters little, Retain on the upgrade helps, and it strongly enables Sly and discard payoffs.
Rare · Skill
A rising damage payoff for Shiv decks, which now need to kill Aeonglass and Infested Prison more quickly instead of relying on repeated low-value block.
Rare · Attack
Impressive early damage when offered without a stronger option, but difficult to justify against Silent's exceptional rare-card pool.
Uncommon · Attack
Highly efficient front-loaded damage that smooths Act 1 and handles Act 2 elites and hallways; one or two copies are easy to add early.
Common · Attack
Efficient zero-cost early damage that fills a similar role to Precise Cut and Blade Dance and remains a strong early priority.
Common · Skill
An efficient common damage card with abundant Shiv synergies and strong early matchups; the first copy is usually welcome.
Uncommon · Skill
A broadly excellent block card that belongs in most decks and becomes especially powerful alongside Dexterity.
Uncommon · Skill
The weaker of the main Sly payoffs because draw is easier to solve than energy, but still a good addition once Prepared and a real discard engine are present.
Uncommon · Skill
Silent's most consistent energy solution: add the first copy, upgrade it, and discard it with Acrobatics or other Sly enablers.
Ancient · Power
The Dexterity loss is awkward in a block-heavy deck, but upgraded Wraith Form still wins fights when played and remains a powerful Nightmare target.
Common · Attack
Efficient common AoE that solves many dangerous Act 1 and Act 2 encounters; the first copy is a reliable early damage pick.
Common · Skill
A solid, uncomplicated Shiv card: six block is often enough, and the enemy pool gives little punishment for playing the extra Shiv.
Common · Attack
A serviceable Sly enabler, but usually a mediocre damage common once the deck already has better ways to discard cards.
Common · Attack
A usable source of Weak, but its AoE damage is too low and Silent usually solves Weak through stronger cards.
Uncommon · Attack
A situational multi-hit payoff that improves with Shiv generation such as Leading Strike, but he had not found many decks that actually wanted it.
Uncommon · Attack
The damage buff makes it a solid damage uncommon, grouped with Silent's other useful but replaceable attacks.
Uncommon · Attack
Strong, efficient early damage that continues to scale acceptably into the late game and is welcome from the first floors onward.
Uncommon · Attack
Premium zero-cost damage that stays relevant all run and lets Silent keep adding Prepared, Escape Plan, Acrobatics, and Adrenaline without neglecting damage.
Uncommon · Attack
A solid early stat card that is worth taking when damage and block are needed, but it does not contribute to a real win condition.
Common · Skill
Low-value block fell after Aeonglass and Infested Prison began punishing card-spam decks, though it remains usable when those matchups allow it.
Common · Attack
Its move to Common makes the unchanged damage-and-draw package a very strong Act 1 offering, though Shiv cards and multi-hits solve more specific problems.
Common · Attack
One of Silent's weakest common damage options and worse than Snakebite; he rarely feels good adding it.
Rare · Power
A desperation damage option that can become efficient with many Shivs, especially upgraded, but is unnecessary when damage is solved another way.
Rare · Power
Provides too little meaningful output and was considered one of Silent's weakest Powers.
Common · Attack
A fallback early damage pick, but the best of that desperate group because sufficient draw keeps a zero-cost attack useful.
Rare · Attack
Excellent damage when found early and effectively a stronger Dagger Spray, but its rarity often means AoE is already solved or a better rare is offered.
Rare · Skill
A janky Dexterity option that often arrives too late and needs an upgrade to do what Anticipate can often accomplish for zero energy.
Uncommon · Skill
No longer an automatic addition because the new late-game fights punish low-value card spam, though it can recover substantial value outside Aeonglass.
Common · Skill
Much less automatic because Aeonglass and Infested Prison punish spammable low-value block, but it can still be strong in the right Act 3 path or deck.
Common · Skill
Generic low-value block moved down because Aeonglass and Infested Prison punish card spam; Silent can usually afford to avoid it.
Common · Attack
A fallback source of Weak; the debuff keeps it usable when the deck still needs help maintaining Weak.
Uncommon · Attack
Very strong multi-hit damage in Silent's skill-heavy decks, especially with abundant draw and effects that reward repeated hits.
Uncommon · Skill
A modest bridge for a Weak chain or occasional front-loaded defense; stronger uncommon and rare Weak sources often outclass it, and the upgrade can be undesirable.
Rare · Power
The key card that can make Poison fast enough for Aeonglass, but its Rare availability makes the Poison route less consistent than Shivs.
Rare · Skill
Consistent value once the deck contains skills such as Dodge and Roll, Blur, Escape Plan, and Backflip, but low-impact before those targets exist.
Common · Skill
A reasonable Dexterity source when the deck already has strong draw and repeatable block such as Dodge and Roll or Blur.
Rare · Skill
An overrated payoff: it can deal substantial damage after strong draw cards, but those draw cards are doing most of the work and damage is easy to solve elsewhere.
Uncommon · Skill
Extremely efficient only after Poison is established; before then it is unpickable, and many decks prefer to solve damage outside Poison.
Rare · Skill
Usually unnecessary because Silent has abundant draw and few energy problems, though Snake Eye and specific high-cost hands can create a niche.
Uncommon · Skill
A passable generic Poison option that can be discarded for value with Prepared, but it is rarely the damage engine a Sly deck wants.
Rare · Skill
He had not taken it since returning to Silent, but still sees a narrow situation where it could be useful.
Uncommon · Attack
The one-damage buff improves it slightly but does not materially change its niche placement.
Rare · Skill
Despite apparent Sly and Shiv synergy, he had not found a deck that actually wanted it and considered it an extremely poor pick.
Common · Attack
Not especially strong on rate, but Sly gives it enough synergy to remain usable.
Rare · Skill
Useful scaling when the deck needs more output, with exceptional targets such as Abrasive, Malaise, Footwork, and Wraith Form.
Uncommon · Attack
A fallback damage card that is mainly considered when the deck is desperate for another damage solution.
Uncommon · Skill
A serviceable block card on raw numbers, with occasional extra value from Prepared or other discard enablers, but nothing exceptional.
Common · Skill
A weak fallback damage card comparable to Deadly Poison, taken only when the deck is desperate for damage.
Uncommon · Power
Has theoretical AoE synergy with Envenom and Shivs, but requires assembling several mediocre cards for an unimpressive payoff.
Uncommon · Power
The draw-triggered damage is heavily overrated and became even worse after its damage was nerfed, making it one of Silent's weakest cards.
Uncommon · Skill
The weakest Shiv option: too expensive for its effect and consistently outclassed by better alternatives.
Uncommon · Skill
A desperation-only damage pick with far less support than in the first game; it is the least efficient way for Silent to apply Poison.
Uncommon · Skill
Silent lacks the hand-size reduction and surplus energy to justify it; Acrobatics and Backflip are far more reliable draw options.
Rare · Power
Can support long fights by repeatedly discarding retained cards, but asks for substantial setup that most decks do not need.
Uncommon · Attack
He sees little real use for it outside very specific Prepared or Calculated Gamble setups.
Rare · Attack
Another weak draw-triggered damage payoff like Corrosive Wave or Speedster; he considers the underlying effect poor.
Rare · Attack
Too inconsistent and setup-heavy even with Well-Laid Plans, making it effectively never worth drafting.
Uncommon · Skill
Too inconsistent because it costs energy and can block for zero, especially in decks that do not invest heavily in Poison.
Common · Skill
An uninspiring fallback damage common: it applies enough Poison to do its basic job and enable Bubble Bubble, but little more.
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