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.
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FiltersClear1 activeCharacter: Ironclad
Slay the Spire 2 Cards Database
Showing 87 results from the 504-card Slay the Spire 2 card list. Page 3 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.

Iron Wave
Gain Block Block.

Juggernaut
Whenever you gain Block, deal 5 damage to a random enemy.

Juggling
Add a copy of the third Attack you play each turn into your Hand.

Mangle
Deal Damage damage.

Molten Fist
Deal Damage damage.

Offering
Lose 6 HP. Gain 2 Energy. Draw 3 cards. Exhaust.

One-Two Punch
This turn, your next Attacks Attacks are|Attack is} played an extra time.

Pact's End
Can only be played if you have Cards or more Cards in your Exhaust Pile.

Perfected Strike
Deal CalculatedDamage damage.

Pillage
Deal Damage damage.

Pommel Strike
Deal Damage damage.

Primal Force
Transform all Attacks in your Hand into Giant Rock.

Pyre
Gain 1 Energy at the start of each turn.

Rage
Whenever you play an Attack this turn, gain 3 Block.

Rampage
Deal Damage damage.

Rupture
Whenever you lose HP on your turn, gain 1 Strength.

Second Wind
Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.

Setup Strike
Deal Damage damage.

Shrug It Off
Gain Block Block.

Spite
Deal Damage damage.

Stampede
At the end of your turn, Power random Power

Stoke
Exhaust your Hand.

Stomp
Deal 12 damage to ALL enemies. Costs 1 less 1 Energy for each Attack played this turn.

Stone Armor
Gain 4 Plating.
