Build Library
Slay the Spire 2 Builds
Fifteen focused shells for all five characters. Each build starts with a real draft signal, keeps the core package small, and links every card back to its complete rules and upgrade page.
How To Read TheseA build is a direction, not a shopping list
The four listed cards describe the engine and its payoff. A live run still needs enough immediate damage, block, draw, and Energy to reach that engine. Open the character guide when the whole deck is drifting, or the tier list when the decision is one card reward.
Find A Shell
Choose a character
Start with the run in front of you. The library keeps one vertical reading path and filters in place without moving the page into a split layout.

Vulnerable Burst
This is the cleanest Ironclad shell when the run offers it. Open with Bash or Dominate, then cash the marked turn with oversized attacks before the room gets another full cycle.

Exhaust Value
One good Exhaust outlet is enough to justify the rest. Once Dark Embrace or Feel No Pain is live, every dead starter or status card becomes fuel instead of drag.

Strength Carry
Take the slow scaling package only when the deck can defend the setup. A Strength list with weak draw is just a promise to lose before the numbers matter.

Poison Carry
Poison wins the fights that last. Once the deck can land reliable stacks, your next job is simply surviving long enough for the clock to finish the room.

Shiv Burst
Shiv decks are at their best when every generated Shiv has a reason to exist. Accuracy, Fan of Knives, and start-of-combat Shiv relics make the small cards worth drawing.

Discard Control
Discard is the glue package. It can support Poison or Shiv, but it becomes a full engine once the run offers Tingsha, Tough Bandages, or both.

Focus And Slots
This is the plainest and best Defect foundation. More Focus and more slots mean every later channel is worth more without changing how the deck plays.

Frost Control
When the route is threatening sustained damage, Frost is the cleanest answer. The trick is not just making Frost, but seeing enough cards to keep doing it.

Big Turn Finish
Defect closes fights with turns that multiply one good effect. Echo Form, Double Energy, and strong evoke turns are the cards that make that window lethal instead of decorative.

Doom Threshold
This is the straightest Necrobinder shell. Land a steady Doom engine, survive the setup, and let the execute turn arrive earlier than the room expected.

Osty Tempo
If Osty is attacking often and staying alive, the rest of the class becomes easier. These cards and relics are the reason summon-heavy shells can still play a normal combat game.

Soul Engine
Souls are only worth the deck space when they are being cashed in. Once Devour Life or similar payoffs are present, Souls stop being filler and start becoming a true resource loop.

Star Battery
A good Regent run starts here. Once the deck gains Stars every fight and most turns, the expensive or flashy payoff cards finally become consistent.

Forge Blade
Forge is best when it leads somewhere obvious. Conqueror, Furnace, and Sovereign Blade make that line easy to read and easy to draft toward.

Wide Turn Control
Stars do not have to be pure damage. Black Hole, Child of the Stars, and alignment-style cards let Regent turn the resource engine into safer, cleaner turns.
