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: Defect · 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.

Capacitor
Gain Repeat Orb Slots.

Chaos
Channel Repeat random Repeat.

Compact
Gain Block Block.

Darkness
Channel 1 Dark.

Double Energy
Double your Energy.

Energy Surge
ALL players gain 2 Energy. Exhaust.

Fight Through
Gain Block Block.

Glasswork
Gain Block Block.

Hailstorm
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.

Iteration
The first time you draw a Status card each turn, draw 2 2.

Loop
At the start of your turn, trigger the passive ability of your rightmost Orb.

Scrape
Deal 7 damage. Draw 4 cards. Discard all cards drawn this way that do not cost 0 Energy.

Skim
Draw 3 cards.

Smokestack
Whenever you create a Status, deal 5 damage to ALL enemies.

Storm
Whenever you play a Power, Channel 1 Lightning.

Subroutine
Whenever you play a Power, gain 1 Energy.

Synchronize
Gain 2 Focus this turn for each unique Orb you have. Exhaust.

Thunder
Whenever you Evoke Lightning, deal 6 damage to each enemy hit.

White Noise
Add a random Power into your Hand. It's free to play this turn.
