Slay the Spire 2 Sly Tricks Build — Master Planner Zero-Cost Loop

Published 2026-03-09Updated 2026-09-196 min read

The Silent Sly loop in Slay the Spire 2: Master Planner makes every Skill you play permanently free this combat, and Acrobatics plus Prepared plus Burst turns that into an endless draw chain.

Sly is the Silent's quietest mechanic and the loudest once it starts: cards with Sly go free when triggered, and the Power Master Planner ("When you play a Skill, it gains Sly") turns every Skill you play this combat into a permanently free card. The Sly loop deck weaponizes that: skills that cast for free, draw that never runs out, and a Burst-closed cycle that empties your deck into the enemy's face in a single turn.

The Silent among the cards in Slay the Spire 2
Every Skill you play is the last Skill you ever pay for.

The engine

  • Master Planner (Power) — when you play a Skill, it gains Sly. One copy is the whole build's ignition: Acrobatics cast once is free forever after.
  • Acrobatics ×2–3 (1) — draw 3 (4), discard 1. Once Sly, a draw-4 engine that costs nothing.
  • Prepared ×2 (0) — draw 1 (2), discard 1 (2). Free fuel with discard synergy attached.
  • Burst (Rare) — your next 1 (2) Skills this turn are played an extra time. The loop lock: a Bursted Acrobatics draws eight and leaves two free copies in hand.
  • Tactician (Uncommon) — energy when discarded. Funds the first turn before Master Planner comes online.

The payload while the loop spins

  • Dagger Throw (Common) — 9 (12) damage, draw 1, discard 1. An attack that keeps cycling.
  • Up My Sleeve — add 3 (4) Shivs, cost drops by 1 each play. Eventually free damage every loop pass.
  • Cloak and Dagger — 6 Block, add 1 (2) Shivs. Turns the loop into defense automatically.
  • Afterimage (Power, Rare) — 1 Block per card played. In a full loop this is a fortress you never bought.

Deck plan (18–22 cards)

The deck must be pure: Master Planner, the Acrobatics/Prepared cycle package, Burst, payload skills, and almost nothing else. Basic Strikes and high-cost attacks are dead weight — a non-Skill card in hand is a loop-breaker, not a resource. Delete aggressively; every removal raises the loop's stability. (See deck thinning.)

How the turn plays

  1. Ignite: cast Master Planner. From now on, every Skill you play gains Sly — free for the rest of the combat.
  2. Cycle: Acrobatics draws, Prepared filters, discards pay Tactician. The hand refills faster than it empties.
  3. Lock: Burst duplicates the loop cards — two Acrobatics for the price of one is where the chain stops ending.
  4. Cash: free Dagger Throws and Shivs hammer the board while Afterimage quietly walls you to full block.

The failure mode is simply not finding Master Planner: the deck without its Power is a mediocre draw deck. Tutors don't exist, so take two cycle density cards early, shop deliberately, and remember the loop only needs to start once — Sly never expires.

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