Tier List Evaluation Criteria
This tier list evaluates cards based on the following criteria:
- Versatility: Does it work in any deck, or is it build-specific?
- Cost efficiency: Effect value per energy spent
- Scaling: How well does it perform from early to late game?
- Deck impact: Does it increase or decrease deck consistency?
Tier Definitions:
- S: High priority pick whenever offered — potential run-defining cards
- A: Actively seek out in most situations — strong in many builds
- B: Situationally good — evaluate based on current deck direction
- C: Limited applications — generally deprioritize over other options
- D: Rarely taken — requires specific combos or has too many downsides
Ironclad Card Tier List
S Tier
| Card |
Cost |
Effect |
Why It's S |
| Fiend Fire |
2 |
Exhaust all hand cards, deal 7 damage per card |
Broken synergy with Corruption. Core of exhaust builds |
| Corruption |
3 |
Skills cost 0 but exhaust on play |
Revolutionizes skill-heavy decks. Pairs devastatingly with Fiend Fire |
| Brimstone |
2 (P) |
Each turn: you gain 2 Strength, enemies gain 1 |
If played early, you quickly outscale enemies by a large margin |
| Limit Break |
1 |
Double your Strength, then Exhaust |
Multiplied with already-high Strength creates massive spike damage |
| Barricade |
3 (P) |
Block no longer expires at end of turn |
The cornerstone of any block-based build |
| Juggernaut |
2 (P) |
Whenever you gain Block, deal 5 damage to a random enemy |
Turns defensive plays into offense — powerful in block-stacking builds |
A Tier
| Card |
Cost |
Why It's A |
| Inflame |
1 (P) |
Gain 2 Strength permanently. Amplifies every attack |
| Shockwave |
2 |
Apply Vulnerable + Weak to all enemies. Excellent for bosses |
| Heavy Blade |
2 |
14 + (3×Strength) damage — 29 with just 5 Strength |
| Uppercut |
2 |
13 dmg + 1 Vulnerable + 1 Weak — efficient debuffing |
| Perfected Strike |
2 |
Damage scales with number of "Strike" cards held |
| Spot Weakness |
1 |
Gain 3 Strength when enemy intends to attack — strong vs. elites |
B Tier
| Card |
Cost |
Why It's B |
| Clash |
0 |
0-cost 6 damage if hand has only Attacks — deck dependent |
| Power Through |
1 |
Add 2 Wounds; gain 15 Block — valuable in curse-synergy builds |
| Exhume |
1 |
Return an Exhausted card to hand — value increases in Corruption decks |
| Second Wind |
1 |
Exhaust all non-Attacks; gain 5 Block per card exhausted |
| Flame Barrier |
2 |
12 Block + 4 damage when attacked — okay in aggressive environments |
Silent Card Tier List
S Tier
| Card |
Cost |
Effect |
Why It's S |
| Noxious Fumes |
1 (P) |
Apply 2 Poison to all enemies each turn |
Set-and-forget scaling. Early pickup wins long fights |
| Corpse Explosion |
2 |
Deal damage equal to enemy Poison stacks to ALL enemies |
Poison build's finisher — can one-shot the Corrupt Heart |
| Backstab |
0 (P) |
In opening hand: deal 11 damage for free |
0-cost cards are among the strongest in STS |
| Acrobatics |
1 |
Discard 3, draw 3 — card quality filter |
Improves hand consistency every turn |
| Blade Dance |
1 |
Add 3 Shivs to hand |
1 energy for 3 cards' worth of value in Shiv builds |
| Wraith Form |
3 (P) |
Intangible 3 turns, then -1 Dexterity per turn |
Strongest defensive power in the game for its window |
A Tier
| Card |
Cost |
Why It's A |
| Cloak and Dagger |
1 |
6 Block + add a Shiv to hand |
| Expertise |
0 |
Draw cards until hand reaches 6 — draw engine |
| Flying Knee |
1 |
8 damage + reduce next cost by 1 — combo enabler |
| Unload |
1 |
Discard all Attacks; gain 17 Block + draw cards |
| Deadly Poison |
1 |
Apply 5 Poison — main poison source in mid-game |
Defect Card Tier List
S Tier
| Card |
Cost |
Effect |
Why It's S |
| Biased Cognition |
1 (P) |
Gain 4 Focus, lose 1 Focus per turn |
Early pickup amplifies all orb passives enormously |
| Echo Form |
3 (P) |
First card each turn triggers twice |
Game-warping effect; worth 3 energy in almost any build |
| Electrodynamics |
2 (P) |
Lightning orbs hit ALL enemies |
Required for any Lightning build to reach its full potential |
| Fusion |
2 |
Summon a Plasma orb |
Plasma gives +2 Energy per turn — one orb pays for itself quickly |
| Cool Headed |
1 |
Summon Frost orb + draw 1 |
1 energy for defense AND draw |
A Tier
| Card |
Cost |
Why It's A |
| All for One |
2 |
Retrieve all 0-cost cards from discard to hand |
| Static Discharge |
1 (P) |
Whenever you take damage, summon a Lightning orb |
| Amplify |
0 |
Next Power triggers twice, then Exhaust |
| Dark Matter |
2 |
Summon Dark orb + draw 2 |
Watcher Card Tier List
S Tier
| Card |
Cost |
Effect |
Why It's S |
| Devotion |
0 (P) |
Gain 1 Divinity per turn |
0-cost permanent scaling — universally powerful |
| Battle Hymn |
1 (P) |
Add a Miracle to hand each turn |
Core of infinite energy combos |
| Inner Peace |
1 |
In Calm: draw 3 / Otherwise: enter Calm stance |
1-cost draw-3 is exceptional; also serves as stance entry |
| Vault |
2 |
Take 3 extra actions; reset stance cycling |
Enables massive multi-attack combos mid-combat |
| Wrath |
0 |
Enter Wrath stance for 0 energy |
0-cost stance switching is the foundation of stance cycling |
A Tier
| Card |
Cost |
Why It's A |
| Rushdown |
1 (P) |
Draw 2 cards whenever you enter Wrath |
| Sands of Time |
4 |
26 damage; costs 1 less each time you change stance |
| Lesson Learned |
2 |
20 damage; if enemy dies, upgrade a random card |
Colorless (All Characters) Tier List
| Card |
Cost |
Tier |
Why |
| Duplicate |
0 |
S |
0-cost card copy — universally strong throughout the run |
| Madness |
1 |
A |
Randomly upgrades a card in your hand |
| Panic Button |
0 |
A |
Exhaust 2 from hand; remaining cards cost 0 this turn |
| Trip |
0 |
B |
Apply Vulnerable to all enemies — solid for 0 energy |
| Bandage Up |
0 |
B |
Heal 4 HP for free — modest but consistent value |
| Jack of All Trades |
0 |
C |
Add a random colorless card — passive synergy only |
| Deep Breath |
0 |
C |
Shuffle discard to draw + draw 1 — thin-deck only |
Key Takeaways
Tier lists are guides, not rules. When evaluating cards in an actual run:
- Prioritize synergy over raw tier: A C-tier card that completes your build beats an A-tier that doesn't fit
- Deck size matters: Thin decks (under 15 cards) make even average cards cycle quickly
- Act progression: Focus on flexible picks in Act 1; commit to your build in Act 2+
- Relic interactions: Some relics dramatically change card values (e.g., Pen Nib makes any attack spike damage)
For in-depth build strategies for each character, see their dedicated character guides.