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.
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Slay the Spire 2 Cards Database
Showing 87 results from the 504-card Slay the Spire 2 card list. Page 1 of 4.
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.

Adaptive Strike
Deal 18 damage. Add a 0 Energy copy of this card into your Discard Pile.

All for One
Deal 10 damage. Put ALL 0 Energy cards from your Discard Pile into your Hand.

Ball Lightning
Deal Damage damage.

Barrage
Deal 5 damage for each Channeled Orb.

Beam Cell
Deal Damage damage.

Biased Cognition
Gain 4 Focus. At the start of your turn, lose 1 Focus.

Boost Away
Gain Block Block.

Boot Sequence
Gain 10 Block.

Buffer
Prevent the next time you would lose HP.

Bulk Up
Lose OrbSlots Orb OrbSlots.

Capacitor
Gain Repeat Orb Slots.

Chaos
Channel Repeat random Repeat.

Charge Battery
Gain 7 Block. Next turn, gain 1 Energy.

Chill
Channel 1 Frost for each enemy. Exhaust.

Claw
Deal Damage damage.

Cold Snap
Deal Damage damage.

Compact
Gain Block Block.

Compile Driver
Deal Damage damage.

Consuming Shadow
Channel Repeat Dark.

Coolant
At the start of your turn, gain 2 Block for each unique Orb you have.

Coolheaded
Channel 1 Frost.

Creative AI
At the start of your turn, add a random Power into your Hand.

Darkness
Channel 1 Dark.

Defend
Gain 5 Block.
