Slay the Spire 2 Infinite Poison — The Corrosive Wave Draw Loop
Published 2026-03-09Updated 2026-09-196 min read
The Silent's infinite poison loop in Slay the Spire 2: Corrosive Wave stacks poison on every draw, Acrobatics and Calculated Gamble cycle the deck, Tactician banks energy, and bosses melt.
The infinite poison loop is the Silent's most notorious engine: a draw cycle that never ends, where every card drawn sprays Poison across the board through Corrosive Wave, until a boss is sitting on a four-digit stack and the fight ends at the enemy's own upkeep. It is the strongest "one card carries the run" deck in Early Access — and Corrosive Wave is that card.

The one card that is the build
Corrosive Wave (Silent Rare) — "Whenever you draw a card this turn, apply 2 (3) Poison to ALL enemies." Read that as an engine specification, not a spell: build a deck that draws itself endlessly, and Corrosive Wave converts every cycle into board-wide stacks with no cap. Take every copy you are offered.
The cycle package
- Acrobatics ×2–3 (1) — draw 3 (4), discard 1. The main pump.
- Calculated Gamble (Uncommon) — discard your hand, draw that many. Resets a stale hand into a fresh draw phase.
- Prepared ×2 (0) — draw 1 (2), discard 1 (2). Free cycle in both directions — discarding feeds Tactician.
- Tactician (Uncommon) — gain energy when discarded. The discard pile pays the loop's energy bill; this is the piece that makes the loop truly infinite.
- Tools of the Trade (Power, Rare) — at the start of your turn, draw 1 and discard 1. Passive filtering that never jams.
Defense while it spins
- Untouchable (Common) — 6 (9) Block with Sly. Cheap walls between setup turns.
- Afterimage (Power, Rare) — gain 1 Block whenever you play a card. In a draw loop this is dozens of Block per turn without casting a single defensive card.
- Leg Sweep (1) — Weak + 11 (14) Block for the turns something big is aiming at you.
Building the deck honestly
The loop has one enemy: your own deck. Every Strike and Defend you leave in is a non-cycle card that ends the chain, so this build removes more than any other — see deck thinning. The target is a pure package: Corrosive Wave copies, cycle cards, Tactician, walls, nothing else. Fifteen cards is comfortable; twelve is better.
The kill pattern
Turn one: deploy Corrosive Wave and walls. Turn two onward: cycle — Acrobatics, Prepared, Calculated Gamble, discarding through Tactician for energy, forever. Poison stacks compound across the whole board every cycle; when the stack count passes the boss's health, the fight is functionally over — Poison resolves at the start of the enemy's turn and strips itself as it deals. Hallway fights melt in one cycle; bosses take two or three, which at full loop speed is still inside turn two.
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