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 89 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.

Bash
Deal Damage damage.

Blood Wall
Lose 2 HP. Gain 16 Block.

Bouncing Flask
Apply 3 Poison to a random enemy Repeat times.

Break
Deal Damage damage.

Buffer
Prevent the next time you would lose HP.

Bulk Up
Lose OrbSlots Orb OrbSlots.

Bulwark
Gain Block Block.

Bundle of Joy
Add Cards random Colorless Cards into your Hand.

Catastrophe
Play Cards random Cards from your Draw Pile.

Celestial Might
Deal 6 damage Repeat Repeat.

Cinder
Deal Damage damage.

Consuming Shadow
Channel Repeat Dark.

Dark Embrace
Whenever a card is Exhausted,

Dash
Gain Block Block.

Deathbringer
Apply 21 Doom and 1 Weak to ALL enemies.

Delay
Gain 11 Block. Next turn, gain 1 Energy.

Eidolon
Exhaust your Hand.

Envenom
Whenever an Attack deals unblocked damage, apply 1 Poison.

Equilibrium
Gain Block Block.

Expect a Fight
Gain 1 Energy for each Attack in your Hand.

Fan of Knives
Shivs now hit ALL enemies.

Feral
The first time you play a 0 Energy Attack each turn, return it to your Hand.
