Make It So
Win Rate
36.1%
Pick Rate
1.2%
Δ vs Avg
+22.0

Make It SoAttack

Rare
TypeAttack
RarityRare
Cost0
ClassRegent
MethodologyData 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. Right now it’s a premium pick that sits at B tier — one of the better cards you can add to a deck this run.

Over 122 tracked runs its win rate sits at 36.1%, 22.0% ahead of the 14.1% all-deck baseline. It sees niche play, included in only 1.2% of eligible runs. Taken 33.1% of the times it is offered, it lands close to neutral on the pick-versus-skip split: 33.7% for runs that took it against 33.7% for runs that passed, a -0.0% pick lift over 98 decided runs. Within Regent runs it’s drafted 6.4% of the time, making it a regular part of that class’s decks. Decks that include it run about 1.1 copies on average.

Its standout pairing so far is Radiate, which lifts its win rate by +25.4% when the two share a deck. On the relic side, Lantern is its standout companion, worth a +29.3% win-rate swing alongside it. It costs 0 energy, gets upgraded 28.1% 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, 44 ended in victory against 78 deaths and 0 abandons. Its most common run-ender is Queen Boss, finishing 5.7% 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 36.1% win rate, Make It So runs 22.0% ahead of the 14.1% all-deck baseline — the bars below put the two side by side.

Win rate36.1%
Average deck14.1%
+22.0% vs averagePick rate: 1.2%122 runs

Run Outcomes with Make It So

Across the 122 tracked runs that drafted Make It So, 44 ended in a win and 78 in a loss — a 36.1% win share, counting abandons as losses.

  • Wins 36.1%
  • Losses 63.9%

Pick or Skip: Make It So

Players take Make It So in 33.1% of the 326 offers it appears in; those runs win 33.7% against 33.7% for runs that passed, a pick lift of -0.0% over 98 decided runs.

Pick rate when offered33.1%326 offers

Taken 108 times out of 326 offers.

Win rate when picked33.7%98 runs
Win rate when skipped33.7%190 runs
-0.0% vs skippingPick lift: -0.0%Sample OK

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 2 pickup windows recorded for Make It So, Act 2 is the best: 46.1% across 26 runs.

Act 131.5%89 runs
Act 246.1%26 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 Radiate (+25.4%), Tyranny (+21.7%), and Dying Star (+17.8%), 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 36.1% win rate over 119 tracked runs.

The RegentThe Regentappears in 6.4% of its runs (119 tracked)

Best Relics for Make It So

The relics that swing Make It So’s win rate the most are Lantern (+29.3%), Vajra (+27.8%), and Bag of Preparation (+27.2%), 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 28.1% 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.

Cost0
TypeAttack
RarityRare
ClassRegent
Avg copies / deck1.1
Upgraded28.1%
Typical pickup floor16

Upgrade: +3 Damage

What Ends Runs with Make It So

Runs holding Make It So end most often against Queen Boss (5.7%), Infested Prisms Elite (4.9%), and Aeonglass Boss (4.9%) — the share of its runs each accounts for is shown.

  • Queen Boss5.7% of runs
  • Infested Prisms Elite4.9% of runs
  • Aeonglass Boss4.9% of runs
  • Vantom Boss4.1% of runs
  • Test Subject 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 122 tracked runs, Make It So has a 36.1% win rate — +22.0% 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 28.1% 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 +29.3% over 20 runs together.

Should I take Make It So when it is offered?

Players take Make It So in 33.1% of its 326 recorded offers. Runs that picked it win 33.7% (98 decided runs) against 33.7% for runs that skipped it (190 decided runs) — a -0.0% difference, and a -0.0% pick lift once sample size is accounted for.

See Also

Keep exploring Slay the Spire 2 tier lists and stats below.