Card database
Slay the Spire 2 Cards Database and Card List
Browse 504 Slay the Spire 2 cards with searchable card text, costs, keywords, rarities, and character pools, all framed around the current v0.105.1 / v0.105.0 Early Access watchlist.
This Slay the Spire 2 cards hub is meant to do more than answer “what does this card do?” Use it to find the card fast, then keep moving into builds, guides, and patch follow-up once you know what needs a retest.
Open the Regent pool first, then branch into character plans and payoff cards.
Scan Silent card picks, then move into discard, draw, and tempo build routes.
Filter Defect cards fast before comparing orb, scaling, and setup-heavy lines.
Review recently changed cards before retesting older heuristics or tier calls.
Not sure where to start? Compare character identities, then reopen the matching card pool.
Go from generic card browsing into a safer Act 1 route and early pick order.
Use the live known-issues tracker before trusting old card evaluations.
Jump into the beginner mistakes guide before adding more greed to your draft.
Use the card you found to see which archetypes, payoffs, and support packages actually want it.
Jump from raw card text into route planning, mechanics explanations, and run-level decisions.
Check whether this card, package, or character pool changed in the latest balance update.
FiltersClear3 activeCharacter: Colorless · Rarity: Uncommon · Cost: 1
Slay the Spire 2 Cards Database
Showing 19 results from the 504-card Slay the Spire 2 card list. Page 1 of 1.
Best use of this page: filter for a card or character pool, open the card you care about, then continue into the matching build, guide, patch note, or character overview instead of stopping at the card text.
Start with Hammer Time if you want an example of how a card page should connect into build decisions.
Turn damage cards and Forge payoffs into an actual early-game shell.
Move from Silent card browsing into discard, draw, and tempo priorities.
Bridge from Defect card text into orb tempo, scaling, and safer setup lines.

Automation
Every 10 cards you draw, gain 1 Colorless Energy.

Coordinate
Give another player 5 Strength this turn.

Discovery
Choose 1 of 3 random cards to add into your Hand. It costs 0 Colorless Energy this turn. Exhaust.

Fasten
Gain an additional 5 Block from Defend cards.

Fisticuffs
Deal Damage damage.

Gang Up
Deal CalculatedDamage damage.

Huddle Up
ALL allies draw 2 cards.

Intercept
Gain Block Block.

Lift
Give another player 11 Block.

Mind Blast
Innate. Deal damage equal to the number of cards in your Draw Pile.

Prep Time
At the start of your turn, gain 4 Vigor.

Prowess
Gain 1 Strength. Gain 1 Dexterity.

Rip and Tear
Deal 7 damage to a random enemy twice.

Seeker Strike
Deal Damage damage.

Splash
Choose 1 of 3 random Attacks from another character to add into your Hand. It's free to play this turn.

Stratagem
Whenever you shuffle your Draw Pile, choose a card from it to put into your Hand.

Thrumming Hatchet
Deal Damage damage.

Ultimate Defend
Gain 11 Block.

Ultimate Strike
Deal 14 damage.
