
- Win Rate
- 37.5%
- Pick Rate
- 1.1%
- Δ vs Avg
- +23.2
Make It So Attack
- Type
- Attack
- Rarity
- Rare
- Cost
- 0
- Class
- Regent
- Author
- Dakota Chinnick
- Methodology
- Data Methodology
Deal 6 damage. Every Skills you play in a turn, put this into your Hand.
Is Make It So good in Slay the Spire 2?
In Slay the Spire 2, Make It So is a rare attack from the Regent card pool. Its effect: Deal 6 damage. Every Skills you play in a turn, put this into your Hand. Performance-wise it’s a solid if unspectacular include, rated C tier overall.
Over 291 tracked runs its win rate sits at 37.5%, 23.2% ahead of the 14.3% all-deck baseline. It sees niche play, included in only 1.1% of eligible runs. Taken 29.5% of the times it is offered, it lands close to neutral on the pick-versus-skip split: 36.0% for runs that took it against 36.5% for runs that passed, a -0.4% pick lift over 233 decided runs. Within Regent runs it’s drafted 6.1% of the time, making it a regular part of that class’s decks. Decks that include it run about 1.2 copies on average.
Its standout pairing so far is Pale Blue Dot, which lifts its win rate by +24.7% when the two share a deck. On the relic side, Lantern is its standout companion, worth a +31.3% win-rate swing alongside it. It costs 0 energy, gets upgraded 25.7% of the time, and tends to be picked up near floor 16.
Upgrading the card adds +3 Damage to its stat line. Of the runs that drafted it, 109 ended in victory against 182 deaths and 0 abandons. Its most common run-ender is Aeonglass Boss, finishing 5.2% of the runs it shows up in. See the synergies, class split, and threats below for the full picture of where Make It So fits a Regent deck.
Make It So Win Rate & Pick Rate
At a 37.5% win rate, Make It So runs 23.2% ahead of the 14.3% all-deck baseline — the bars below put the two side by side.
Run Outcomes with Make It So
Across the 291 tracked runs that drafted Make It So, 109 ended in a win and 182 in a loss — a 37.5% win share, counting abandons as losses.
- Wins 37.5%
- Losses 62.5%
Pick or Skip: Make It So
Players take Make It So in 29.5% of the 860 offers it appears in; those runs win 36.0% against 36.5% for runs that passed, a pick lift of -0.4% over 233 decided runs.
Taken 254 times out of 860 offers.
Pick rate when offered counts offers, not runs: out of every time the game put this in front of a player, how often it was taken. It is not the same number as the share of runs that end up containing it.
Pick lift is the sample-adjusted gap between runs that took the option and runs that passed on it. It is the fair way to rank choices, because raw win rates put the smallest samples on top.
When to Pick Up Make It So
Of the 4 pickup windows recorded for Make It So, Act 3 is the best: 71.4% across 14 runs.
Win rate of runs by the act Make It So entered the deck. Acts that have not reached the sample floor show their run count only.
Best Cards to Pair with Make It So
Make It So’s strongest card pairings so far are Pale Blue Dot (+24.7%), Big Bang (+23.7%), and Arsenal (+22.9%), each shown with the win-rate lift it adds.
Based on small co-occurring samples — treat these as early signals, not final verdicts.
Make It So Win Rate by Class
Exclusive to the Regent, Make It So posts a 37.5% win rate over 283 tracked runs.
Best Relics for Make It So
The relics that swing Make It So’s win rate the most are Lantern (+31.3%), Gambling Chip (+26.9%), and Venerable Tea Set (+25.2%), with each lift shown.
Based on small co-occurring samples — treat these as early signals, not final verdicts.
Make It So Card Details
A 0-energy rare attack, Make It So is upgraded 25.7% of the time and tends to enter the deck around floor 16.
Deal 6 damage. Every Skills you play in a turn, put this into your Hand.
Upgrade: +3 Damage
What Ends Runs with Make It So
Runs holding Make It So end most often against Aeonglass Boss (5.2%), Queen Boss (4.5%), and Decimillipede Elite (4.5%) — the share of its runs each accounts for is shown.
- Aeonglass Boss5.2% of runs
- Queen Boss4.5% of runs
- Decimillipede Elite4.5% of runs
- Infested Prisms Elite4.5% of runs
- Knowledge Demon Boss4.1% of runs
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Make It So – Frequently Asked Questions
Is Make It So good in Slay the Spire 2?
Across 291 tracked runs, Make It So has a 37.5% win rate — +23.2% above the average deck. Win rate reflects how often runs that include the card end in victory.
What does Make It So do in Slay the Spire 2?
Make It So costs 0 energy. Deal 6 damage. Every Skills you play in a turn, put this into your Hand.
What class is Make It So in Slay the Spire 2?
Make It So is a Rare Regent Attack.
Is Make It So worth upgrading in Slay the Spire 2?
Players upgrade Make It So in 25.7% of runs. Upgrading it grants +3 Damage.
What is the best relic for Make It So?
In tracked runs, Make It So has performed best alongside Lantern, which lifts its win rate by +31.3% over 58 runs together.
Should I take Make It So when it is offered?
Players take Make It So in 29.5% of its 860 recorded offers. Runs that picked it win 36.0% (233 decided runs) against 36.5% for runs that skipped it (491 decided runs) — a -0.4% difference, and a -0.4% pick lift once sample size is accounted for.
See Also
Keep exploring Slay the Spire 2 tier lists and stats below.