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Poison Build — Slay the Spire 2 Build Guide

Poison Inevitability build for the Silent in Slay the Spire 2: core cards, relics and step-by-step strategy.

Stack Poison and let the fight end itself — the patient route that scales infinitely.

Poison — Inevitability

Play pattern: "you're really just a block deck." Poison needs no synergy to kill — one well-timed source scales to 450+ damage if the fight runs long — so the entire build question is how long you can survive. Priority one is defense: Footwork, Abrasive, Leg Sweep, Shadow Meld and Well-Laid Plans come before any Poison card.

Core cards:

Card Cost Effect Why it earns a slot
Noxious Fumes 1 Poison every turn, passively "The best inevitability": ~150 damage in 10 turns, ~450 by turn 20 — a full damage solve for one Energy; the upgrade roughly doubles how fast it kills
Snake Bite 2 Applies Poison (7; upgraded 10) 28 total damage unupgraded; take it highly in defensive decks
Bouncing Flask Multi-apply Poison A variant of Snake Bite that stacks
Deadly Poison / Poison Stab Straightforward Poison application Mediocre individually, decent once stacked — Poison scales with Poison
Aces Poison application, and a Sly card "Probably the best poison card because it's just free"
Corrosive Wave Poison scaling Named among the cards that can single-handedly kill a boss if the fight goes long
Burst Doubles the next card's effect Burst into Bouncing Flask or Snake Bite: 9 Poison becomes 18 — roughly four times the total damage
Exhumer Catalyst-style Poison multiplier "Speeds up the clock so fast" — hard to slot until your deck has enough Poison
Bubble Bubble Late Poison payoff Only good once Poison is already stacked — effectively free with Noxious Fumes; the one Poison card not to take early
Blur Retains Block into next turn Situational survival tech for the long game
Mirage One-time Block scaling with Poison Fine in a pinch against bosses, despite the Exhaust

Relics: the material recommends no specific relics for Poison — the build lives or dies on Block cards, not relics.

How to pilot it: survive first, poison second. Block with Footwork-stacked Dexterity, drop Noxious Fumes, and let the triangle numbers work; supplement with Burst lines. The fight should go long — that's the plan, not a problem.

Strengths and weaknesses: the most reliable scaling in the game for long fights, and it asks nothing of your deck's other cards; it's simply slower than Sly, which is why the video ranks it third without calling it bad.

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