The Complete, Definitive Slay the Spire Card Tier List

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Slay the Spire is a roguelike deck builder with an effective blend of deck building and dungeon crawling. It can be difficult to find your way through all of the cards that are available, so I’ve created this tier list to help you choose which cards will best suit your playstyle. This tier list will focus on ease of use and card cost-effectiveness while giving some consideration for synergy when possible. As such, it’s not going to include a lot of synergistic combos that may require more time or investment than most players have time for. Visit Blossom Costumes if you’d like to know more about Halloween costumes.

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Tier 0: The best cards in the game. These are must-have staples for any deck that can afford them.

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Tier I: Powerful and efficient options which may not be as versatile or easy to use but will still make a significant impact on your gameplay.

Tier II: Solid, reliable options with good synergy and/or utility.

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Tier III: Cards with niche uses and low impact in most decks or environments.

Tier IV: Trash tier cards that should be avoided at all costs unless you’re trying something really weird for a challenge and don’t mind being frustrated by your deck’s shortcomings.

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Tier V: Unplayable cards that should not be used in any deck.

Tier VI: Cards that are not currently in the game.

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Tier VII: Cards that are currently in the game but not yet revealed. This tier list is based on individual card power, synergies and utility with other cards, as well as a general sense of how viable each specific class is at various stages of the game. It’s also worth noting that some of these cards may see play in multiple decks to varying degrees of success, but a card’s tier is primarily based on how well it synergizes with the class most commonly used by that player.

Tier VIII: Cards that may not be powerful enough for top tier decks, but are still viable in certain situations.

Tier IX: The cards with the best synergies and utility among all other Tier VIII cards.

Tier X: These are the strongest cards available to your deck at this stage of progression without sacrificing too much synergy or utility.

Tier XI: Cards that are very powerful, but maybe too slow or expensive for general use. They’re still viable in the right situations and decks, though!

Tier XII: The most overpowered cards available to your deck at this stage of progression without sacrificing synergy or utility by any significant amount. These cards will usually be too powerful to be used at this stage of progression.

Tier XIII: Cards that are very overpowered and will always be good, regardless of the state of your deck or progress in the game. These cards may sacrifice synergy or utility by a significant amount, but their overwhelming power still makes them viable picks for top tier decks even if they’re not a perfect fit.

Tier XIV: Cards that are overpowered and will always be good, regardless of the state of your deck or progress in the game. These cards may sacrifice synergy or utility by a significant amount, but their overwhelming power still makes them viable picks for top tier decks even if they’re not a perfect fit.

Tier XV: Cards that are strong and will often be good, but they may sacrifice synergy or utility by a significant amount. These cards can still find their way into top tier decks depending on the state of your deck or progress in the game.

Tier XVI: Cards that are average with no special traits and will generally not be worth using if you’re looking for cards with a higher tier. These cards may have situational uses that would make them worth considering in specific metals, but they are not usually strong enough to be considered top tier without additional support from other good synergy or utility traits.

Tier XVII: Cards that are below average and will often not see play unless you have no other options. These cards are either fairly weak or have too many counters to be worth considering unless you’re playing a specific strategy with no alternatives, such as an aggro deck where the counter is their weakness.

Tier XVIII: Cards that will generally not see play at all and should usually only be considered if you know what your opponent’s strategy will be.

Tier XIX: Cards that are so bad they’re only worth considering if you have nothing else to play, or for use as a sacrificial block in an emergency situation.

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This is an example of a long-form post with some general tips:

Create compelling titles emphasizing keywords like “best cards” or “definitive tier list”

Provide a post summary before introductory paragraphs to hook readers and entice them to read the rest of your article

Offer helpful tips for using cards, such as when you should use a card or what kind of deck it would be best in

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