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.
FiltersClear2 activeCharacter: Defect · Type: Attack
Slay the Spire 2 Cards Database
Showing 29 results from the 504-card Slay the Spire 2 card list. Page 1 of 2.
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.

Claw
Deal Damage damage.

Cold Snap
Deal Damage damage.

Compile Driver
Deal Damage damage.

Flak Cannon
Exhaust ALL your Status cards.

Focused Strike
Deal Damage damage.

FTL
Deal Damage damage.

Go for the Eyes
Deal Damage damage.

Gunk Up
Deal Damage damage Repeat Repeat.

Helix Drill
Deal 3 damage for each 1 Energy previously spent this turn.

Hyperbeam
Deal Damage damage to ALL enemies.

Ice Lance
Deal Damage damage.

Meteor Strike
Deal Damage damage.

Momentum Strike
Deal 10 damage. Reduce this card's cost to 0 Energy.

Null
Deal Damage damage.

Refract
Deal Damage damage twice.

Rocket Punch
Deal 13 damage. Draw 1 card. When a Status card is created, reduce this card's cost to 0 Energy this turn.

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

Shatter
Deal Damage damage to ALL enemies.

Strike
Deal 6 damage.
