My Silent Rework Mod STS 2. Final Plan.
Hi, thanks for the feedback on my last post.I have put together my final plan for my Silent Rework Mod based on your feedback and some of my own refinement. The mod has two main aims:
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Integrate thorns into a real build. Thorns will offer an alternative damage option that is strong with block. It has some unique advantages to poison, such as not being cleansed in enemy phase transitions, and not requiring artifact removal to apply. My aim is for poison and thorns to both have a decent share of the card pool to add a bit more variance into runs.
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Nerf Silent's strongest block options, without making the character too weak. The changes I've chosen are aimed at increasing the strategic barrier for using certain cards, rather then nerfing them into the ground.
Nerfs:
- Shadowmeld: Double your block gained until you play 3(4) skills.
This change is both a nerf and a buff to the card, but also would make it more strategic to play around. You could have the block doubling effect active for multiple turns as long as you didn't play 3 skills. This has cool synergies with dash, afterimage and block relics (anyway to gain block without skills).
- Blur. Gain 9(12) block. Block is not removed at the start of your next turn. Lose 1 dexterity.
I've integrated a dexterity debuff to nerf blurricades which feels really strong with Silent's current ability to cycle her deck. The card now has stronger upfront capacity, but punishes repeated uses.
- Malaise: Enemy loses 3X strength this turn. Enemy gains X weak. Exhaust (Upgrade removes Exhaust)
I have modified malaise to make it a bit less easy to win the game with. It also synergises better with 'Wear Down' (see below).
- Footwork: Rarity changed from Uncommon to Rare.
This card will replace Murder in the rare card pool.
- Acrobatics: Rarity changed from Common to Uncommon.
This will replace Footwork in the uncommon card pool.
Buffs:
- Echoing Slash : Deal 11(14) damage. Repeat this effect for each enemy killed. Exhaust
I slightly increased the damage of this card and made it exhaust, as I don't think it is a great card when it sticks around in your deck.
New cards:
- Replaces Serpent Form.
Serpent Form (3 Cost Rare Power): The third card drawn each turn gains sly. Ethereal (Upgrade loses Ethereal)
I really like the mechanic of adding sly to cards, so I wanted to add one more of these. This card is different to Master Planner in two ways. 1) It works in any cards not just skills. 2) It adds sly when drawing the card, allowing you to benefit from the effect the same turn. This one might have to be balanced a bit, im not sure how it will feel to play with.
- Replaces Acrobatics in the common pool.
Caltrops (Common 2 Cost Skill) :
Gain 2(3) thorns. Sly.
I decided to bring back caltrops with a sly twist. This card will be you bread and butter thorns starter.
- Replaces Bubble Bubble.
Prickly (Uncommon 2 Cost Power) :
Whenever you discard a sly card gain 1(2) thorns.
This is a strong way to build up thorns through discard builds. I've replaced Bubble Bubble to try and thin out the poison card pool a bit, and open up room for more variety. I also don't think it is an incredibly interesting card.
- Replaces Storm of Steel.
Spiked Shell (Uncommon 1 Cost Skill) :
Discard your hand. Gain 1 thorns for each card discarded. Exhaust. (Upgrades to not exhaust)
Seeing as we now have another shiv card in the form of blade of ink, I thought this card could be a good rework for storm of steel. It allows you to generate lots of thorns with good card draw.
- Replaces Assassinate.
Knuckledusters (Rare 1(0) Cost Skill) :
This turn, when you deal unblocked attack damage to an enemy, deal extra damage equal to your thorns.
This card is a synergy piece between thorns and shiv/physical builds. It also has cool synergies with expose, which gets rid of block, and applies vulnerable, allowing you to hit for tons. The extra dage would count as physical, so would be multiplied by vulnerable. This card essentially allows you to store up a huge amount of temp strength and then unleash it on one turn!
- Extra Card
Wear Down (Rare 1(0) Cost Power):
Enemies deal half as much damage, but attack twice.
This card is both a damage option with thorns, and a block option with strength down. The half damage effect is not like weak in that it applies after strength down, but instead it actually reduced the base damage of the enemies attack by half. This makes strength down twice as effective. Thorns are also twice as effective after this power is in play. Using this on an enemy like the Entomancer, could allow your thorns to hit 16 times!
- Replaces Mirage.
Belittle (1 Cost Uncommon Skill): All enemies lose 2(3) strength this turn for each unique debuff they have.
This card is meant to flesh out the Silent's strength down kit a bit more. It applies strength down based on unique statuses, which makes it good with poison, weak and vulnerable. However, there are also some cool synergies with cards like strangle, which can allow this card to really pop off. I have replaced mirage as a slight nerf to poison, and also because I find the card fairly uninteresting.
Notes :
New Cards:
Caltrops, Spiked Shield, Prickly, Knuckledusters, Wear Down, Belittle, New Serpent Form.
Replaced Cards:
Mirage, Assassinate, Murder, Old Serpent Form, Bubble Bubble, Storm of Steel
Total card count +1, up to 89 cards, tied most with the defect.
- Targeting sly cards and discard enablers was not a huge priority to me as I believe the silent can be balanced without dumbing down her deck cycling ability.
- If you have any ideas or thought feel free to share them in the comments before I get started on the mod this weekend!
Posted Apr 10, 2026, 12:46 AM UTC