All 179 relics ranked inside their own rarity: Common, Uncommon, Rare, Boss, Shop, and the event pickups.
Data from build 10180494, updated
Overview
Relics decide a Slay the Spire run more than any single card does. The Boss relic you take on floor 16 changes how you draft for the next two acts, and the wrong one quietly ends the climb somewhere in Act 3. These placements are opinion: community consensus for high-Ascension play, plus a lot of my own A20 losses. Nothing in the game's files ranks a relic, so read this as a strong default rather than a rule. Snecko Eye sits at the top here, and people will still argue about it.
How we ranked it
Relics are ranked inside their own rarity, because that is the actual decision in front of you. A Boss relic only ever competes with the other two Boss relics on the screen, and a Common never competes with a Rare. Everything assumes Ascension 20 with the Heart at the end: chip damage matters, potions matter, and anything that costs you Rest Sites or potions is priced accordingly. Character-locked relics are judged for the character who can actually find them, so Gold-Plated Cables is rated as a Defect relic and Paper Krane as a Silent one. Where a relic is famous for splitting the community, the note says which side this list lands on.
Boss relics lead because they're the one relic pick where you see three and keep one.
Boss
You pick one of three after each Act 1 and Act 2 boss, and the choice shapes everything that follows. Every energy relic comes with a tax, and on Ascension 20 the tax is what kills you, not the energy. This is where the famous arguments live.
S tier: Worth the boss slot
Worth the boss slot5
A tier: Great, with a tax
Great, with a tax8
B tier: Good, not run-defining
Good, not run-defining9
C tier: Only if forced
Only if forced5
D tier: The famous traps
The famous traps3
Shop
Shop relics only ever cost gold, which makes them the one rarity you genuinely choose. Prices run roughly 150 to 300, so most runs buy one or two and that is the end of it. Walk past anything that needs a deck you do not have.
S tier: Buy on sight
Buy on sight3
A tier: Worth the gold
Worth the gold5
B tier: Buy if cheap
Buy if cheap5
C tier: Only with spare gold
Only with spare gold4
D tier: Walk past these
Walk past these3
Rare
Rares turn up in roughly one chest in twenty, and in shops you can afford maybe twice a run. Several of them flip a losing run outright. When a shop is selling one and you have the gold, the default answer is yes.
S tier: Run-winners
Run-winners6
A tier: Excellent, with conditions
Excellent, with conditions8
B tier: Strong but narrow
Strong but narrow10
C tier: Middling rares
Middling rares7
D tier: Rare in name only
Rare in name only3
Uncommon
Uncommons are the bulk of what chests and elites hand you from Act 2 on. This is where deck synergy starts deciding things, because half of them do nothing without the right cards. Be picky in a shop, never at a chest, where you take what you get.
S tier: Run-shaping uncommons
Run-shaping uncommons6
A tier: Draft around these
Draft around these9
B tier: Reliably good
Reliably good10
C tier: Situational at best
Situational at best7
D tier: Leave them be
Leave them be4
Common
Commons pour out of Act 1 chests and elites, and you will see most of this list every run. They are cheap and plentiful, so you cannot really be picky, though a couple are worth routing a Treasure room for. The gap between the best and worst Common is smaller than in any other rarity, which makes the bottom tier here dull rather than dangerous.
S tier: Take these every time
Take these every time5
A tier: Nearly auto-picks
Nearly auto-picks9
B tier: Good, not exciting
Good, not exciting9
C tier: Fine filler
Fine filler8
D tier: Dead weight
Dead weight5
Event & Starter
These come from events, Neow and the Cursed Tome, plus the four relics each character starts the run holding. You rarely pick them freely, so the ranking is really about which event outcomes are worth taking. The bottom of this board is where the game's joke relics live.