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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:

  1. Prioritize synergy over raw tier: A C-tier card that completes your build beats an A-tier that doesn't fit
  2. Deck size matters: Thin decks (under 15 cards) make even average cards cycle quickly
  3. Act progression: Focus on flexible picks in Act 1; commit to your build in Act 2+
  4. 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.