
GUARDS!!!Skill
Transform any number of cards in your Hand into Minion Sacrifice.
Is GUARDS!!! good in Slay the Spire 2?
GUARDS!!! is a rare Regent skill in Slay the Spire 2. In combat it resolves as: Transform any number of cards in your Hand into Minion Sacrifice. It’s a dependable, middle-of-the-pack option, landing at C tier in our rankings.
Across 32 recorded runs, decks running it win 32.1% of the time, comfortably clear of the 19.0% average, by 13.2%. It’s a more selective pick, turning up in just 0.8% of decks that could run it. Regent players keep it in 4.7% of their runs, so it’s a familiar sight in those decks. On average it shows up 1.1 times in the decks that take it.
It performs best next to Black Hole — together they post a +19.1% swing in win rate. It also has strong chemistry with the relic Fresnel Lens, which moves its win rate by +12.9%. At 2 energy, it’s upgraded in 29.4% of runs and usually joins the deck around floor 16.
That’s 9 wins, 19 deaths, and 4 abandoned runs with it in the deck. The encounter that most often ends a run carrying it is Knowledge Demon Boss, which closes out 9.4% of its appearances. Read on for GUARDS!!!’s complete synergy, class, and threat breakdown to decide whether it earns a slot in your Regent run.
GUARDS!!! Win Rate & Pick Rate
GUARDS!!!’s 32.1% win rate clears the 19.0% all-deck average by 13.2%, the gap charted below.
Run Outcomes with GUARDS!!!
GUARDS!!! has 9 wins and 23 losses over 32 tracked runs (28.1% won); abandoned runs count as losses.
- Wins 28.1%
- Losses 71.9%
Best Cards to Pair with GUARDS!!!
Ranked by win-rate lift, GUARDS!!! performs best alongside Black Hole (+19.1%), Spectrum Shift (+15.9%), and Know Thy Place (+14.3%).
Based on small co-occurring samples — treat these as early signals, not final verdicts.
GUARDS!!! Win Rate by Class
GUARDS!!! is drafted only by the Regent, where it holds a 32.1% win rate across 32 runs.
Best Relics for GUARDS!!!
GUARDS!!! pairs best with the relics Fresnel Lens (+12.9%), Pendulum (+10.3%), and Strike Dummy (+9.3%), ranked by win-rate lift.
Based on small co-occurring samples — treat these as early signals, not final verdicts.
GUARDS!!! Card Details
GUARDS!!! is a rare skill costing 2 energy; it’s upgraded in 29.4% of runs and usually picked up by floor 16.
Transform any number of cards in your Hand into Minion Sacrifice.
What Ends Runs with GUARDS!!!
GUARDS!!!’s most common run-enders are Knowledge Demon Boss (9.4%), Kaiser Crab Boss (6.3%), and The Obscura Normal (6.3%).
- Knowledge Demon Boss9.4% of runs
- Kaiser Crab Boss6.3% of runs
- The Obscura Normal6.3% of runs
- Soul Fysh Boss6.3% of runs
- Aeonglass Boss6.3% of runs
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GUARDS!!! – Frequently Asked Questions
Is GUARDS!!! good in Slay the Spire 2?
Across 32 tracked runs, GUARDS!!! has a 32.1% win rate — +13.2% above the average deck. Win rate reflects how often runs that include the card end in victory.
What does GUARDS!!! do in Slay the Spire 2?
GUARDS!!! costs 2 energy. Transform any number of cards in your Hand into Minion Sacrifice.
What class is GUARDS!!! in Slay the Spire 2?
GUARDS!!! is a Rare Regent Skill.
Is GUARDS!!! worth upgrading in Slay the Spire 2?
GUARDS!!! can be upgraded at a rest site to improve its effect.
What is the best relic for GUARDS!!!?
In tracked runs, GUARDS!!! has performed best alongside Fresnel Lens, which lifts its win rate by +12.9% over 6 runs together.
See Also
Compare GUARDS!!! with the rest of the best Slay the Spire 2 cards, relics, and classes below.