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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.
FiltersClear1 activeRarity: Uncommon
Slay the Spire 2 Cards Database
Showing 220 results from the 504-card Slay the Spire 2 card list. Page 3 of 10.
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.

Dismantle
Deal Damage damage.

Dominate
Gain 1 Strength for each Vulnerable on the enemy. Exhaust.

Double Energy
Double your Energy.

Dramatic Entrance
Deal 11 damage to ALL enemies.

Dredge
Put Cards Cards from your Discard Pile into your Hand.

Drum of Battle
Draw 2 cards. At the start of your turn, Exhaust the top card of your Draw Pile.

Energy Surge
ALL players gain 2 Energy. Exhaust.

Enfeebling Touch
Enemy loses 8 Strength this turn.

Equilibrium
Gain Block Block.

Escape Plan
Draw 1 card.

Evil Eye
Gain Block Block.

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

Expertise
Draw cards until you have Cards in your Hand.

Expose
Remove all Artifact and Block from the enemy.

Fasten
Gain an additional 5 Block from Defend cards.

Feel No Pain
Whenever a card is Exhausted, gain 3 Block.

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

Fetch
Osty deals OstyDamage damage.

Fight Me!
Deal Damage damage twice.

Fight Through
Gain Block Block.

Finesse
Gain Block Block.

Finisher
Deal 6 damage for each Attack already played this turn.

Fisticuffs
Deal Damage damage.

Flame Barrier
Gain Block Block.
