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Best Ironclad Silken Tress Picks

Last Updated: May 21, 2026
S
SkillDominate1
Apply 1 Vulnerable.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust.
AttackUppercut2
AttackPommel Strike1
AttackWhirlwindX
SkillColossus1
A
PowerStone Armor1
Gain 4 Plating.
PowerInflame1
SkillRage0
AttackBludgeon3
SkillBurning Pact1
PowerFeel No Pain1
B
SkillBloodletting0
Lose 3 HP.
Gain Ironclad EnergyIronclad Energy.
SkillTaunt1
AttackBreakthrough1
AttackPillage1
AttackHemokinesis1
AttackPerfected Strike2
SkillEvil Eye1
SkillShrug It Off1
SkillFlame Barrier2
SkillBlood Wall2
AttackBody Slam1
PowerInferno1
AttackStomp3
AttackAnger0
C
AttackThunderclap1
Deal 4 damage and apply 1 Vulnerable to ALL enemies.
AttackTwin Strike1
SkillHavoc1
AttackAshen Strike1
PowerRupture1
AttackSpite0
SkillInfernal Blade1
AttackIron Wave1
AttackRampage1
AttackFight Me!2
AttackBully0
AttackSword Boomerang1
SkillTrue Grit1
AttackHeadbutt1
AttackSetup Strike1
AttackHowl from Beyond3
PowerDrum of Battle0
D
AttackUnrelenting2
Deal 12 damage.
The next Attack you play costs 0 Ironclad Energy.
AttackCinder2
SkillTremble1
SkillForgotten Ritual1
PowerVicious1
SkillArmaments1
AttackDismantle1
PowerStampede2
PowerJuggling1
AttackMolten Fist1
F
SkillBattle Trance0
Draw 3 cards.
You cannot draw additional cards this turn.
SkillSecond Wind1
SkillExpect a Fight2
Deal 13 damage.
Apply 1 Weak.
Apply 1 Vulnerable.
Deal 9 damage.
Draw 1 card.
Deal 5 damage to ALL enemies X times.
Gain 5 Block.
You receive 50% less damage from Vulnerable enemies this turn.
Gain 2 Strength.
Whenever you play an Attack this turn, gain 3 Block.
Deal 32 damage.
Exhaust 1 card.
Draw 2 cards.
Whenever a card is Exhausted, gain 3 Block.
Gain 7 Block.
Apply 1 Vulnerable.
Lose 1 HP.
Deal 9 damage to ALL enemies.
Deal 6 damage.
Draw cards until you draw a non-Attack card.
Lose 2 HP.
Deal 15 damage.
Deal 6 damage.
Deals 2 additional damage for ALL your cards containing “Strike”.
Gain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Gain 8 Block.
Draw 1 card.
Gain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
Lose 2 HP.
Gain 16 Block.
Deal damage equal to your Block.
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Deal 12 damage to ALL enemies.
Costs 1 less Ironclad Energy for each Attack played this turn.
Deal 6 damage.
Add a copy of this card into your Discard Pile.
Deal 5 damage twice.
Play the top card of your Draw Pile and Exhaust it.
Deal 6 damage.
Deals 3 additional damage for each card in your Exhaust Pile.
Whenever you lose HP on your turn, gain 1 Strength.
Deal 5 damage.
If you lost HP this turn,
hits 2 times.
Add a random Attack into your Hand. It's free to play this turn.
Exhaust.
Gain 5 Block.
Deal 5 damage.
Deal 9 damage.
Increase this card's damage by 5 this combat.
Deal 5 damage twice.
Gain 3 Strength.
The enemy gains 1 Strength.
Deal 4 damage.
Deals 2 additional damage for each Vulnerable on the enemy.
Deal 3 damage to a random enemy 3 times.
Gain 7 Block.
Exhaust 1 card at random.
Deal 9 damage.
Put a card from your Discard Pile on top of your Draw Pile.
Deal 7 damage.
Gain 2 Strength this turn.
Deal 16 damage to ALL enemies.
At the start of your turn, if this is in your Exhaust Pile, play it.
Draw 2 cards.
At the start of your turn, Exhaust the top card of your Draw Pile.
Deal 18 damage.
Exhaust 1 card at random.
Apply 3 Vulnerable.
Exhaust.
If you Exhausted a card this turn, gainIronclad EnergyIronclad EnergyIronclad Energy.
Exhaust.
Whenever you apply Vulnerable, draw 1 card.
Gain 5 Block.
Upgrade a card in your Hand.
Deal 8 damage.
If the enemy is Vulnerable, hits twice.
At the end of your turn, 1 random Attack in your Hand is played against a random enemy.
Add a copy of the third Attack you play each turn into your Hand.
Deal 10 damage.
Double the enemy's Vulnerable.
Exhaust.
Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.
Gain Ironclad Energy for each Attack in your Hand.
You cannot gain
additional Ironclad Energy this turn.