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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 activeRarity: Uncommon · Cost: 1
Slay the Spire 2 Cards Database
Showing 119 results from the 504-card Slay the Spire 2 card list. Page 3 of 5.
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.

Glimmer
Draw Cards Cards.

Grapple
Deal Damage damage.

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

Hand Trick
Gain Block Block.

Haunt
Whenever you play a Soul, a random enemy loses 6 HP.

Hemokinesis
Lose 2 HP. Deal 14 damage.

Huddle Up
ALL allies draw 2 cards.

Infernal Blade
Add a random Attack into your Hand. It's free to play this turn.

Inferno
At the start of your turn, lose 1 HP.

Infinite Blades
At the start of your turn, add 1 Shiv into your Hand.

Inflame
Gain 2 Strength.

Intercept
Gain Block Block.

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

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

Kingly Punch
Deal Damage damage.

Lethality
The first Attack each turn deals 50% additional damage.

Lift
Give another player 11 Block.

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

Manifest Authority
Gain Block Block.

Memento Mori
Deal CalculatedDamage damage.

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

Mirage
Gain Block equal to Poison on ALL enemies. Exhaust.

No Escape
Apply 10 Doom, plus an additional 5 Doom for every 10 Doom already on this enemy.

Noxious Fumes
At the start of your turn, apply 2 Poison to ALL enemies.
