Slay the Spire 2 Card Tier List

Complete card rankings for all 5 characters in Slay the Spire 2. Based on high-ascension play data, community consensus, and top player analysis. Click any character section to view their full card tier list with detailed analysis.

SMust Pick
AStrong
BViable
CSituational
DAvoid

Ironclad Card Tier List

A-TIER
Detailed Analysis →

Ironclad is the most polarizing character in Slay the Spire 2. The dominant strategy is forcing infinite every run — once you understand how to go infinite, runs become very consistent. Act 1 is the hardest part; if you survive it, you usually win. The character is in a unique balance state with one dominant playstyle centered around exhaust loops. Bloodletting at Common rarity makes infinite combos extremely accessible, and Stoke is considered by far the best card in the entire class.

S14
Bloodletting
SkillBloodletting0
Lose 3 HP.Gain.
Bloodletting
Skill · Common · Cost 0

Lose 3 HP.Gain.

Burning Pact
SkillBurning Pact1
Exhaust 1 card.Draw 2 cards.
Burning Pact
Skill · Uncommon · Cost 1

Exhaust 1 card.Draw 2 cards.

Expect a Fight
SkillExpect a Fight2
Gain Energy for each Attack in your Hand.You cannot gain additional Energy this turn.
Expect a Fight
Skill · Uncommon · Cost 2

Gain Energy for each Attack in your Hand.You cannot gain additional Energy this turn.

Forgotten Ritual
SkillForgotten Ritual1
If you Exhausted a card this turn, gain.Exhaust.
Forgotten Ritual
Skill · Uncommon · Cost 1

If you Exhausted a card this turn, gain.Exhaust.

Offering
SkillOffering0
Lose 6 HP.Gain.Draw 3 cards.Exhaust.
Offering
Skill · Rare · Cost 0

Lose 6 HP.Gain.Draw 3 cards.Exhaust.

Pillage
AttackPillage1
Deal 6 damage.Draw cards until you draw a non-Attack card.
Pillage
Attack · Uncommon · Cost 1

Deal 6 damage.Draw cards until you draw a non-Attack card.

Pommel Strike
AttackPommel Strike1
Deal 9 damage.Draw 1 card.
Pommel Strike
Attack · Common · Cost 1

Deal 9 damage.Draw 1 card.

Second Wind
SkillSecond Wind1
Exhaust all non-Attack cards in your Hand. Gain 5 Block for each card Exhausted.
Second Wind
Skill · Uncommon · Cost 1

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

Spite
AttackSpite0
Deal 5 damage.If you lost HP, hits 2 times.
Spite
Attack · Uncommon · Cost 0

Deal 5 damage.If you lost HP, hits 2 times.

Stoke
SkillStoke1
Exhaust your Hand.Add 1 random Upgraded card per card Exhausted.
Stoke
Skill · Rare · Cost 1

Exhaust your Hand.Add 1 random Upgraded card per card Exhausted.

Vicious
PowerVicious1
Whenever you apply Vulnerable, draw 1 card.
Vicious
Power · Uncommon · Cost 1

Whenever you apply Vulnerable, draw 1 card.

Dark Embrace
PowerDark Embrace2
Whenever a card is Exhausted,draw 1 card.
Dark Embrace
Power · Rare · Cost 2

Whenever a card is Exhausted,draw 1 card.

Stomp
AttackStomp3
Deal 12 damage to ALL enemies.Costs 1 less for each Attack played this turn.
Stomp
Attack · Uncommon · Cost 3

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

Pact's End
AttackPact's End0
Can only be played if you have 3 or more cards in your Exhaust Pile.Deal 17 damage to ALL enemies.
Pact's End
Attack · Rare · Cost 0

Can only be played if you have 3 or more cards in your Exhaust Pile.Deal 17 damage to ALL enemies.

B26
Anger
AttackAnger0
Deal 6 damage.Add a copy of this card into your Discard Pile.
Anger
Attack · Common · Cost 0

Deal 6 damage.Add a copy of this card into your Discard Pile.

Barricade
PowerBarricade3
Block is not removed at the start of your turn.
Barricade
Power · Rare · Cost 3

Block is not removed at the start of your turn.

Bludgeon
AttackBludgeon3
Deal 32 damage.
Bludgeon
Attack · Uncommon · Cost 3

Deal 32 damage.

Breakthrough
AttackBreakthrough1
Lose 1 HP.Deal 9 damage to ALL enemies.
Breakthrough
Attack · Common · Cost 1

Lose 1 HP.Deal 9 damage to ALL enemies.

Colossus
SkillColossus1
Gain 5 Block.You receive 50% less damage from Vulnerable enemies this turn.
Colossus
Skill · Rare · Cost 1

Gain 5 Block.You receive 50% less damage from Vulnerable enemies this turn.

Cruelty
PowerCruelty1
Vulnerable enemies take an additional 25% damage.
Cruelty
Power · Rare · Cost 1

Vulnerable enemies take an additional 25% damage.

Demon Form
PowerDemon Form3
At the start of your turn, gain 2 Strength.
Demon Form
Power · Rare · Cost 3

At the start of your turn, gain 2 Strength.

Dismantle
AttackDismantle1
Deal 8 damage.If the enemy is Vulnerable, hits twice.
Dismantle
Attack · Uncommon · Cost 1

Deal 8 damage.If the enemy is Vulnerable, hits twice.

Evil Eye
SkillEvil Eye1
Gain 8 Block.Gain another 8 Block if you have Exhausted a card this turn.
Evil Eye
Skill · Uncommon · Cost 1

Gain 8 Block.Gain another 8 Block if you have Exhausted a card this turn.

Feel No Pain
PowerFeel No Pain1
Whenever a card is Exhausted, gain 3 Block.
Feel No Pain
Power · Uncommon · Cost 1

Whenever a card is Exhausted, gain 3 Block.

Fiend Fire
AttackFiend Fire2
Exhaust your Hand.Deal 7 damage for each card Exhausted.Exhaust.
Fiend Fire
Attack · Rare · Cost 2

Exhaust your Hand.Deal 7 damage for each card Exhausted.Exhaust.

Flame Barrier
SkillFlame Barrier2
Gain 12 Block.Whenever you are attacked this turn, deal 4 damage back.
Flame Barrier
Skill · Uncommon · Cost 2

Gain 12 Block.Whenever you are attacked this turn, deal 4 damage back.

Headbutt
AttackHeadbutt1
Deal 9 damage.Put a card from your Discard Pile on top of your Draw Pile.
Headbutt
Attack · Common · Cost 1

Deal 9 damage.Put a card from your Discard Pile on top of your Draw Pile.

Hellraiser
PowerHellraiser2
Whenever you draw a card containing “Strike”, it is played against a random enemy.
Hellraiser
Power · Rare · Cost 2

Whenever you draw a card containing “Strike”, it is played against a random enemy.

Hemokinesis
AttackHemokinesis1
Lose 2 HP.Deal 15 damage.
Hemokinesis
Attack · Uncommon · Cost 1

Lose 2 HP.Deal 15 damage.

Inferno
PowerInferno1
At the start of your turn, lose 1 HP.Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Inferno
Power · Uncommon · Cost 1

At the start of your turn, lose 1 HP.Whenever you lose HP on your turn, deal 6 damage to ALL enemies.

Inflame
PowerInflame1
Gain 2 Strength.
Inflame
Power · Uncommon · Cost 1

Gain 2 Strength.

Impervious
SkillImpervious2
Gain 30 Block.Exhaust.
Impervious
Skill · Rare · Cost 2

Gain 30 Block.Exhaust.

Iron Wave
AttackIron Wave1
Gain 5 Block.Deal 5 damage.
Iron Wave
Attack · Common · Cost 1

Gain 5 Block.Deal 5 damage.

Rage
SkillRage0
Whenever you play an Attack this turn, gain 3 Block.
Rage
Skill · Uncommon · Cost 0

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

Rampage
AttackRampage1
Deal 9 damage.Increase this card's damage by 5 this combat.
Rampage
Attack · Uncommon · Cost 1

Deal 9 damage.Increase this card's damage by 5 this combat.

Stampede
PowerStampede2
At the end of your turn, 1 random Attack in your Hand is played against a random enemy.
Stampede
Power · Uncommon · Cost 2

At the end of your turn, 1 random Attack in your Hand is played against a random enemy.

Shrug It Off
SkillShrug It Off1
Gain 8 Block.Draw 1 card.
Shrug It Off
Skill · Common · Cost 1

Gain 8 Block.Draw 1 card.

True Grit
SkillTrue Grit1
Gain 7 Block.Exhaust 1 card at random.
True Grit
Skill · Common · Cost 1

Gain 7 Block.Exhaust 1 card at random.

Thunderclap
AttackThunderclap1
Deal 4 damage and apply 1 Vulnerable to ALL enemies.
Thunderclap
Attack · Common · Cost 1

Deal 4 damage and apply 1 Vulnerable to ALL enemies.

Uppercut
AttackUppercut2
Deal 13 damage.Apply 1 Weak.Apply 1 Vulnerable.
Uppercut
Attack · Uncommon · Cost 2

Deal 13 damage.Apply 1 Weak.Apply 1 Vulnerable.

C18
Aggression
PowerAggression1
At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it.
Aggression
Power · Rare · Cost 1

At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it.

Armaments
SkillArmaments1
Gain 5 Block.Upgrade a card in your Hand.
Armaments
Skill · Common · Cost 1

Gain 5 Block.Upgrade a card in your Hand.

Ashen Strike
AttackAshen Strike1
Deal 6 damage.Deals 3 additional damage for each card in your Exhaust Pile.
Ashen Strike
Attack · Uncommon · Cost 1

Deal 6 damage.Deals 3 additional damage for each card in your Exhaust Pile.

Blood Wall
SkillBlood Wall2
Lose 2 HP.Gain 16 Block.
Blood Wall
Skill · Common · Cost 2

Lose 2 HP.Gain 16 Block.

Cascade
SkillCascadeX
Play the top X cards of your Draw Pile.
Cascade
Skill · Rare · Cost X

Play the top X cards of your Draw Pile.

Cinder
AttackCinder2
Deal 18 damage.Exhaust the top card of your Draw Pile.
Cinder
Attack · Common · Cost 2

Deal 18 damage.Exhaust the top card of your Draw Pile.

Conflagration
AttackConflagration1
Deal 8 damage to ALL enemies.Deals 2 additional damage for each other Attack you've played this turn.
Conflagration
Attack · Rare · Cost 1

Deal 8 damage to ALL enemies.Deals 2 additional damage for each other Attack you've played this turn.

Drum of Battle
PowerDrum of Battle0
Draw 2 cards.At the start of your turn, Exhaust the top card of your Draw Pile.
Drum of Battle
Power · Uncommon · Cost 0

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

Grapple
AttackGrapple1
Deal 7 damage.Whenever you gain Block this turn, deal 5 damage to the enemy.
Grapple
Attack · Uncommon · Cost 1

Deal 7 damage.Whenever you gain Block this turn, deal 5 damage to the enemy.

Juggernaut
PowerJuggernaut2
Whenever you gain Block, deal 5 damage to a random enemy.
Juggernaut
Power · Rare · Cost 2

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

Mangle
AttackMangle3
Deal 15 damage.Enemy loses 10 Strength this turn.
Mangle
Attack · Rare · Cost 3

Deal 15 damage.Enemy loses 10 Strength this turn.

Molten Fist
AttackMolten Fist1
Deal 10 damage.Double the enemy's Vulnerable.Exhaust.
Molten Fist
Attack · Common · Cost 1

Deal 10 damage.Double the enemy's Vulnerable.Exhaust.

Perfected Strike
AttackPerfected Strike2
Deal 6 damage.Deals 2 additional damage for ALL your cards containing “Strike”.
Perfected Strike
Attack · Common · Cost 2

Deal 6 damage.Deals 2 additional damage for ALL your cards containing “Strike”.

Primal Force
SkillPrimal Force0
Transform all Attacks in your Hand into Giant Rock.
Primal Force
Skill · Rare · Cost 0

Transform all Attacks in your Hand into Giant Rock.

Pyre
PowerPyre2
Gain at the start of each turn.
Pyre
Power · Rare · Cost 2

Gain at the start of each turn.

Rupture
PowerRupture1
Whenever you lose HP on your turn, gain 1 Strength.
Rupture
Power · Uncommon · Cost 1

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

Setup Strike
AttackSetup Strike1
Deal 7 damage.Gain 2 Strength this turn.
Setup Strike
Attack · Common · Cost 1

Deal 7 damage.Gain 2 Strength this turn.

Stone Armor
PowerStone Armor1
Gain 4 Plating.
Stone Armor
Power · Uncommon · Cost 1

Gain 4 Plating.

Ironclad Strategy Notes

  • 1Act 1 focus: Pick minimal cards to survive; prioritize damage, Bloodletting, Pommel Strike. Early game is the most dangerous phase — if you get through Act 1, you usually win.
  • 2Infinite plans: Bloodletting + Pommel Strike loops; Expect to Fight / Forgotten Ritual for energy; Burning Pact, Second Wind, Stoke for exhaust/draw. Two Spites + Bloodletting = infinite.
  • 3Stoke is the best card: Exhaust your hand, draw equal cards. Fiend Fire + Dark Embrace effect on one card, no synergy required.
  • 4Vicious + Taunt = draw engine: Whenever you apply Vulnerable, draw cards. Thunderclap applies Vulnerable to all enemies, drawing per enemy hit.
  • 5Avoid: Block-heavy builds; Barricade/Body Slam combo is much weaker than Spire 1; cards that brick infinite loops.
  • 6Hard fights: Act 1 elites, Worm boss (status spam), Hunterkiller (decks you down). AoE is more important than in Spire 1.
  • 7Strength scaling is largely unnecessary when going infinite — cards like Inflame and Demon Form lose value compared to Spire 1.

Silent Card Tier List

S-TIER
Detailed Analysis →

Possibly the strongest character in Slay the Spire 2. The discard package is dominant — Acrobatics, Prepared, Calculated Gamble, Reflex, and Tactician enable infinite-style play. Shivs and poison are weaker than in Spire 1; Blade Dance now exhausts, which hurts shiv synergies significantly. Small decks with discard combos win consistently. The Sly keyword (discarded Sly cards play themselves for their cost) is the key mechanic that pushes Silent over the top.

C20
Abrasive
PowerAbrasive3
Sly.Gain 1 Dexterity.Gain 4 Thorns.
Abrasive
Power · Rare · Cost 3

Sly.Gain 1 Dexterity.Gain 4 Thorns.

Accuracy
PowerAccuracy1
Shivs deal 4 additional damage.
Accuracy
Power · Uncommon · Cost 1

Shivs deal 4 additional damage.

Blade Dance
SkillBlade Dance1
Add 3 Shivs into your Hand.Exhaust.
Blade Dance
Skill · Common · Cost 1

Add 3 Shivs into your Hand.Exhaust.

Bouncing Flask
SkillBouncing Flask2
Apply 3 Poison to a random enemy 3 times.
Bouncing Flask
Skill · Uncommon · Cost 2

Apply 3 Poison to a random enemy 3 times.

Cloak and Dagger
SkillCloak and Dagger1
Gain 6 Block.Add 1 Shiv into your Hand.
Cloak and Dagger
Skill · Common · Cost 1

Gain 6 Block.Add 1 Shiv into your Hand.

Dagger Spray
AttackDagger Spray1
Deal 4 damage to ALL enemies twice.
Dagger Spray
Attack · Common · Cost 1

Deal 4 damage to ALL enemies twice.

Dagger Throw
AttackDagger Throw1
Deal 9 damage.Draw 1 card.Discard 1 card.
Dagger Throw
Attack · Common · Cost 1

Deal 9 damage.Draw 1 card.Discard 1 card.

Dash
AttackDash2
Gain 10 Block.Deal 10 damage.
Dash
Attack · Uncommon · Cost 2

Gain 10 Block.Deal 10 damage.

Expertise
SkillExpertise1
Draw cards until you have 6 in your Hand.
Expertise
Skill · Uncommon · Cost 1

Draw cards until you have 6 in your Hand.

Follow Through
AttackFollow Through1
Deal 6 damage to ALL enemies.If the last card you played this turn was a Skill, apply 1 Weak to ALL enemies.
Follow Through
Attack · Uncommon · Cost 1

Deal 6 damage to ALL enemies.If the last card you played this turn was a Skill, apply 1 Weak to ALL enemies.

Grand Finale
AttackGrand Finale0
Can only be played if there are no cards in your Draw Pile. Deal 60 damage to ALL enemies.
Grand Finale
Attack · Rare · Cost 0

Can only be played if there are no cards in your Draw Pile. Deal 60 damage to ALL enemies.

Infinite Blades
PowerInfinite Blades1
At the start of your turn, add 1 Shiv into your Hand.
Infinite Blades
Power · Uncommon · Cost 1

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

Leading Strike
AttackLeading Strike1
Deal 7 damage.Add 1 Shiv into your Hand.
Leading Strike
Attack · Common · Cost 1

Deal 7 damage.Add 1 Shiv into your Hand.

Phantom Blades
PowerPhantom Blades1
Shivs gain Retain.The first Shiv you play each turn deals 9 additional damage.
Phantom Blades
Power · Uncommon · Cost 1

Shivs gain Retain.The first Shiv you play each turn deals 9 additional damage.

Pounce
AttackPounce2
Deal 12 damage.The next Skill you play costs 0.
Pounce
Attack · Uncommon · Cost 2

Deal 12 damage.The next Skill you play costs 0.

Serpent Form
PowerSerpent Form3
Whenever you play a card, deal 4 damage to a random enemy.
Serpent Form
Power · Rare · Cost 3

Whenever you play a card, deal 4 damage to a random enemy.

Slice
AttackSlice0
Deal 6 damage.
Slice
Attack · Common · Cost 0

Deal 6 damage.

Strangle
AttackStrangle1
Deal 8 damage.Whenever you play a card this turn, the enemy loses 2 HP.
Strangle
Attack · Uncommon · Cost 1

Deal 8 damage.Whenever you play a card this turn, the enemy loses 2 HP.

Sucker Punch
AttackSucker Punch1
Deal 8 damage.Apply 1 Weak.
Sucker Punch
Attack · Common · Cost 1

Deal 8 damage.Apply 1 Weak.

Up My Sleeve
SkillUp My Sleeve2
Add 3 Shivs into your Hand.Reduce this card's cost by 1.
Up My Sleeve
Skill · Uncommon · Cost 2

Add 3 Shivs into your Hand.Reduce this card's cost by 1.

D14
Accelerant
PowerAccelerant1
Poison is triggered 1 additional time.
Accelerant
Power · Rare · Cost 1

Poison is triggered 1 additional time.

Backflip
SkillBackflip1
Gain 5 Block.Draw 2 cards.
Backflip
Skill · Common · Cost 1

Gain 5 Block.Draw 2 cards.

Bullet Time
SkillBullet Time3
You cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.
Bullet Time
Skill · Rare · Cost 3

You cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.

Burst
SkillBurst1
This turn, your next Skill is played an extra time.
Burst
Skill · Rare · Cost 1

This turn, your next Skill is played an extra time.

Finisher
AttackFinisher1
Deal 6 damage for each Attack already played this turn.
Finisher
Attack · Uncommon · Cost 1

Deal 6 damage for each Attack already played this turn.

Hidden Daggers
SkillHidden Daggers0
Discard 2 cards.Add 2 Shivs into your Hand.
Hidden Daggers
Skill · Uncommon · Cost 0

Discard 2 cards.Add 2 Shivs into your Hand.

Knife Trap
SkillKnife Trap2
Play every Shiv in your Exhaust Pile on the enemy.
Knife Trap
Skill · Rare · Cost 2

Play every Shiv in your Exhaust Pile on the enemy.

Mirage
SkillMirage1
Gain Block equal to Poison on ALL enemies.Exhaust.
Mirage
Skill · Uncommon · Cost 1

Gain Block equal to Poison on ALL enemies.Exhaust.

Murder
AttackMurder3
Deal 1 damage.Deals 1 additional damage for each card drawn this combat.
Murder
Attack · Rare · Cost 3

Deal 1 damage.Deals 1 additional damage for each card drawn this combat.

Nightmare
SkillNightmare3
Choose a card.Next turn, add 3 copies of that card into your Hand.Exhaust.
Nightmare
Skill · Rare · Cost 3

Choose a card.Next turn, add 3 copies of that card into your Hand.Exhaust.

Shadowmeld
SkillShadowmeld1
Double your Block gain this turn.
Shadowmeld
Skill · Rare · Cost 1

Double your Block gain this turn.

Shadow Step
SkillShadow Step1
Discard your Hand.Next turn, Attacks deal double damage.
Shadow Step
Skill · Rare · Cost 1

Discard your Hand.Next turn, Attacks deal double damage.

Skewer
AttackSkewerX
Deal 8 damage X times.
Skewer
Attack · Uncommon · Cost X

Deal 8 damage X times.

Storm of Steel
SkillStorm of Steel1
Discard your Hand.Add 1 Shiv into your Hand for each card discarded.
Storm of Steel
Skill · Rare · Cost 1

Discard your Hand.Add 1 Shiv into your Hand for each card discarded.

Silent Strategy Notes

  • 1Core package: Acrobatics + Prepared + Tactician/Reflex; Pinpoint as main damage payoff. This discard engine is the strongest strategy in the game.
  • 2Sly keyword: Discarded Sly cards are played for their cost (counts as card play). This makes discard both draw AND output simultaneously.
  • 3Pinpoint is the premier damage card: 3 energy, 17 damage, cost reduced by 1 per skill played. Loops beautifully with Acrobatics — play skills to discount, then slam for massive damage.
  • 4Precise Cut: 0 energy deal 13, -2 damage per other card in hand. Works with Prepared, Acrobatics, and Survivor. With an empty hand it deals full damage for free.
  • 5Avoid: Overpicking cards — bloating your deck hurts combos significantly. Shiv and poison archetypes are much weaker than Spire 1.
  • 6Snakebite is the worst card in the game: 2 energy Deadly Poison that retains. Never pick it under any circumstances.
  • 7Removes and transforms are common in Spire 2 — lean into small deck infinite strategies. The Hunt gives extra card rewards on kill to find discard pieces faster.

Defect Card Tier List

S-TIER
Detailed Analysis →

More balanced and better-designed than in Spire 1. Frost + temporary focus is the strongest plan; with no Act 4 pressure, setup is much easier. Defect wants small decks, draw consistency, and orb scaling. Temp focus from Hot Fix, Focus Strike, and Synchronize loops in your second deck cycle for massive value. Considered the second or third strongest character overall. Orb slots + focus are multiplicative — more slots means exponentially more passive damage and block.

S13
Boot Sequence
SkillBoot Sequence0
Innate.Gain 10 Block.Exhaust.
Boot Sequence
Skill · Uncommon · Cost 0

Innate.Gain 10 Block.Exhaust.

Capacitor
PowerCapacitor1
Gain 2 Orb Slots.
Capacitor
Power · Uncommon · Cost 1

Gain 2 Orb Slots.

Chill
SkillChill0
Channel 1 Frost for each enemy.Exhaust.
Chill
Skill · Uncommon · Cost 0

Channel 1 Frost for each enemy.Exhaust.

Coolheaded
SkillCoolheaded1
Channel 1 Frost.Draw 1 card.
Coolheaded
Skill · Common · Cost 1

Channel 1 Frost.Draw 1 card.

Darkness
SkillDarkness1
Channel 1 Dark.Trigger the passive ability of all Dark Orbs.
Darkness
Skill · Uncommon · Cost 1

Channel 1 Dark.Trigger the passive ability of all Dark Orbs.

Defragment
PowerDefragment1
Gain 1 Focus.
Defragment
Power · Rare · Cost 1

Gain 1 Focus.

Genetic Algorithm
SkillGenetic Algorithm1
Gain 1 Block.Permanently increase this card's Block by 3.Exhaust.
Genetic Algorithm
Skill · Rare · Cost 1

Gain 1 Block.Permanently increase this card's Block by 3.Exhaust.

Glacier
SkillGlacier2
Gain 6 Block.Channel 2 Frost.
Glacier
Skill · Uncommon · Cost 2

Gain 6 Block.Channel 2 Frost.

Hotfix
SkillHotfix0
Gain 2 Focus this turn.Exhaust.
Hotfix
Skill · Common · Cost 0

Gain 2 Focus this turn.Exhaust.

Modded
SkillModded0
Gain 1 Orb Slot.Draw 1 card. Increase this card's cost by 1.
Modded
Skill · Rare · Cost 0

Gain 1 Orb Slot.Draw 1 card. Increase this card's cost by 1.

Synchronize
SkillSynchronize1
Gain 2 Focus this turn for each unique Orb you have.Exhaust.
Synchronize
Skill · Uncommon · Cost 1

Gain 2 Focus this turn for each unique Orb you have.Exhaust.

Echo Form
PowerEcho Form3
Ethereal. The first card you play each turn is played an extra time.
Echo Form
Power · Rare · Cost 3

Ethereal. The first card you play each turn is played an extra time.

Supercritical
SkillSupercritical0
Gain 4.Exhaust.
Supercritical
Skill · Rare · Cost 0

Gain 4.Exhaust.

A15
Barrage
AttackBarrage1
Deal 5 damage for each Channeled Orb.
Barrage
Attack · Common · Cost 1

Deal 5 damage for each Channeled Orb.

Buffer
PowerBuffer2
Prevent the next time you would lose HP.
Buffer
Power · Rare · Cost 2

Prevent the next time you would lose HP.

Charge Battery
SkillCharge Battery1
Gain 7 Block.Next turn, gain.
Charge Battery
Skill · Common · Cost 1

Gain 7 Block.Next turn, gain.

Cold Snap
AttackCold Snap1
Deal 6 damage.Channel 1 Frost.
Cold Snap
Attack · Common · Cost 1

Deal 6 damage.Channel 1 Frost.

FTL
AttackFTL0
Deal 5 damage.If you have played fewer than 3 cards this turn, draw 1 card.
FTL
Attack · Uncommon · Cost 0

Deal 5 damage.If you have played fewer than 3 cards this turn, draw 1 card.

Glasswork
SkillGlasswork1
Gain 5 Block.Channel 1 Glass.
Glasswork
Skill · Uncommon · Cost 1

Gain 5 Block.Channel 1 Glass.

Hailstorm
PowerHailstorm1
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
Hailstorm
Power · Uncommon · Cost 1

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

Hologram
SkillHologram1
Gain 3 Block.Put a card from your Discard Pile into your Hand.Exhaust.
Hologram
Skill · Common · Cost 1

Gain 3 Block.Put a card from your Discard Pile into your Hand.Exhaust.

Ice Lance
AttackIce Lance3
Deal 19 damage.Channel 3 Frost.
Ice Lance
Attack · Rare · Cost 3

Deal 19 damage.Channel 3 Frost.

Loop
PowerLoop1
At the start of your turn, trigger the passive ability of your rightmost Orb.
Loop
Power · Uncommon · Cost 1

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

Machine Learning
PowerMachine Learning1
At the start of your turn, draw 1 additional card.
Machine Learning
Power · Rare · Cost 1

At the start of your turn, draw 1 additional card.

Null
AttackNull2
Deal 10 damage.Apply 2 Weak.Channel 1 Dark.
Null
Attack · Uncommon · Cost 2

Deal 10 damage.Apply 2 Weak.Channel 1 Dark.

Quadcast
SkillQuadcast1
Evoke your rightmost Orb 4 times.
Quadcast
Skill · Ancient · Cost 1

Evoke your rightmost Orb 4 times.

Shatter
AttackShatter1
Deal 11 damage to ALL enemies.Evoke all of your Orbs.
Shatter
Attack · Rare · Cost 1

Deal 11 damage to ALL enemies.Evoke all of your Orbs.

Sunder
AttackSunder3
Deal 24 damage.If this kills an enemy, gain.
Sunder
Attack · Uncommon · Cost 3

Deal 24 damage.If this kills an enemy, gain.

B18
Adaptive Strike
AttackAdaptive Strike2
Deal 18 damage.Add a 0 copy of this card into your Discard Pile.
Adaptive Strike
Attack · Rare · Cost 2

Deal 18 damage.Add a 0 copy of this card into your Discard Pile.

Ball Lightning
AttackBall Lightning1
Deal 7 damage.Channel 1 Lightning.
Ball Lightning
Attack · Common · Cost 1

Deal 7 damage.Channel 1 Lightning.

Bulk Up
PowerBulk Up2
Lose 1 Orb Slot.Gain 2 Strength.Gain 2 Dexterity.
Bulk Up
Power · Uncommon · Cost 2

Lose 1 Orb Slot.Gain 2 Strength.Gain 2 Dexterity.

Compact
SkillCompact1
Gain 6 Block.Transform all Status cards in your Hand into Fuel.
Compact
Skill · Uncommon · Cost 1

Gain 6 Block.Transform all Status cards in your Hand into Fuel.

Compile Driver
AttackCompile Driver1
Deal 7 damage.Draw 1 card for each unique Orb you have.
Compile Driver
Attack · Common · Cost 1

Deal 7 damage.Draw 1 card for each unique Orb you have.

Creative AI
PowerCreative AI3
At the start of your turn, add a random Power into your Hand.
Creative AI
Power · Rare · Cost 3

At the start of your turn, add a random Power into your Hand.

Fight Through
SkillFight Through1
Gain 13 Block.Add 2 Wounds into your Discard Pile.
Fight Through
Skill · Uncommon · Cost 1

Gain 13 Block.Add 2 Wounds into your Discard Pile.

Hyperbeam
AttackHyperbeam2
Deal 26 damage to ALL enemies.Lose 3 Focus.
Hyperbeam
Attack · Rare · Cost 2

Deal 26 damage to ALL enemies.Lose 3 Focus.

Iteration
PowerIteration1
The first time you draw a Status card each turn, draw 2 cards.
Iteration
Power · Uncommon · Cost 1

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

Leap
SkillLeap1
Gain 9 Block.
Leap
Skill · Common · Cost 1

Gain 9 Block.

Lightning Rod
SkillLightning Rod1
Gain 4 Block.At the start of the next 2 turns, Channel 1 Lightning.
Lightning Rod
Skill · Common · Cost 1

Gain 4 Block.At the start of the next 2 turns, Channel 1 Lightning.

Meteor Strike
AttackMeteor Strike5
Deal 24 damage.Channel 3 Plasma.
Meteor Strike
Attack · Rare · Cost 5

Deal 24 damage.Channel 3 Plasma.

Momentum Strike
AttackMomentum Strike1
Deal 10 damage.Reduce this card's cost to 0.
Momentum Strike
Attack · Common · Cost 1

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

Reboot
SkillReboot0
Shuffle ALL your cards into your Draw Pile.Draw 4 cards.Exhaust.
Reboot
Skill · Rare · Cost 0

Shuffle ALL your cards into your Draw Pile.Draw 4 cards.Exhaust.

Rocket Punch
AttackRocket Punch2
Deal 13 damage.Draw 1 card.When a Status card is created, reduce this card's cost to 0 until played.
Rocket Punch
Attack · Uncommon · Cost 2

Deal 13 damage.Draw 1 card.When a Status card is created, reduce this card's cost to 0 until played.

Signal Boost
SkillSignal Boost1
The next Power you play is played an additional time.Exhaust.
Signal Boost
Skill · Rare · Cost 1

The next Power you play is played an additional time.Exhaust.

Subroutine
PowerSubroutine1
Whenever you play a Power, gain.
Subroutine
Power · Uncommon · Cost 1

Whenever you play a Power, gain.

Sweeping Beam
AttackSweeping Beam1
Deal 6 damage to ALL enemies.Draw 1 card.
Sweeping Beam
Attack · Common · Cost 1

Deal 6 damage to ALL enemies.Draw 1 card.

C15
All for One
AttackAll for One2
Deal 10 damage.Put ALL 0 cards from your Discard Pile into your Hand.
All for One
Attack · Rare · Cost 2

Deal 10 damage.Put ALL 0 cards from your Discard Pile into your Hand.

Biased Cognition
PowerBiased Cognition1
Gain 4 Focus.At the start of your turn, lose 1 Focus.
Biased Cognition
Power · Ancient · Cost 1

Gain 4 Focus.At the start of your turn, lose 1 Focus.

Chaos
SkillChaos1
Channel 1 random Orb.
Chaos
Skill · Uncommon · Cost 1

Channel 1 random Orb.

Consuming Shadow
PowerConsuming Shadow2
Channel 2 Dark.At the end of your turn, Evoke your leftmost Orb.
Consuming Shadow
Power · Rare · Cost 2

Channel 2 Dark.At the end of your turn, Evoke your leftmost Orb.

Flak Cannon
AttackFlak Cannon2
Exhaust ALL your Status cards.Deal 8 damage to a random enemy for each card Exhausted.
Flak Cannon
Attack · Rare · Cost 2

Exhaust ALL your Status cards.Deal 8 damage to a random enemy for each card Exhausted.

Fusion
SkillFusion2
Channel 1 Plasma.
Fusion
Skill · Uncommon · Cost 2

Channel 1 Plasma.

Multi-Cast
SkillMulti-CastX
Evoke your rightmost Orb X times.
Multi-Cast
Skill · Rare · Cost X

Evoke your rightmost Orb X times.

Overclock
SkillOverclock0
Draw 2 cards.Add a Burn into your Discard Pile.
Overclock
Skill · Uncommon · Cost 0

Draw 2 cards.Add a Burn into your Discard Pile.

Rainbow
SkillRainbow2
Channel 1 Lightning.Channel 1 Frost.Channel 1 Dark.Exhaust.
Rainbow
Skill · Rare · Cost 2

Channel 1 Lightning.Channel 1 Frost.Channel 1 Dark.Exhaust.

Refract
AttackRefract3
Deal 9 damage twice.Channel 2 Glass.
Refract
Attack · Uncommon · Cost 3

Deal 9 damage twice.Channel 2 Glass.

Scavenge
SkillScavenge1
Exhaust a card.Next turn, gain.
Scavenge
Skill · Uncommon · Cost 1

Exhaust a card.Next turn, gain.

Scrape
AttackScrape1
Deal 7 damage.Draw 4 cards.Discard all cards drawn this way that do not cost 0.
Scrape
Attack · Uncommon · Cost 1

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

Smokestack
PowerSmokestack1
Whenever you create a Status, deal 5 damage to ALL enemies.
Smokestack
Power · Uncommon · Cost 1

Whenever you create a Status, deal 5 damage to ALL enemies.

Spinner
PowerSpinner1
At the start of your turn, Channel 1 Glass.
Spinner
Power · Rare · Cost 1

At the start of your turn, Channel 1 Glass.

Storm
PowerStorm1
Whenever you play a Power, Channel 1 Lightning.
Storm
Power · Uncommon · Cost 1

Whenever you play a Power, Channel 1 Lightning.

Defect Strategy Notes

  • 1Frost-first: Best block engine in the game. Evoke frost orbs for burst block when needed. Each frost orb blocks for focus value passively — with 4-5 focus and 4 slots, you passively block 16-20 per turn.
  • 2Temp focus: Hot Fix (0-cost +2 focus, Common!), Focus Strike, and Synchronize provide massive temporary focus. Loop them in your second deck cycle for value that exceeds permanent focus.
  • 3Orb slots: Capacitor and Modded synergize multiplicatively with focus. More slots = more passive damage/block. One Capacitor can be worth more than a Defragment.
  • 4Echo Form remains the best card: First card each turn plays twice. Double your powers, double your frost, double everything.
  • 5Glass orbs: New orb type providing AoE damage. They tick down if not evoked, giving consistent spread damage. Good option for multi-enemy encounters.
  • 6Avoid: Zero-cost spam (All for One) unless very committed — the 'zero-cost paradox' means you need 0-cost cards before playing All for One. Status package (Fight Through, Turbo) is harder to enter in Spire 2.
  • 7Dark orbs solve single-target damage: Loop, Quadcast, and Darkness provide massive boss kill potential. Don't need infinite when orbs outscale everything.

Regent Card Tier List

A-TIER
Detailed Analysis →

Regent uses a unique dual-resource system of Energy and Stars. Stars carry over between turns while Energy doesn't, making star management the key skill. The strongest approach is star-based loops — accumulate stars with Glow and Hidden Cache, then spend them on powerful payoffs like Gamma Blast, Comet, and Reflect. Forge and blade archetypes are weaker. With many rares and fewer floors, building around common/uncommon packages is essential. AoE is extremely important for Regent.

A13
Astral Pulse
AttackAstral Pulse0
Deal 14 damage to ALL enemies.
Astral Pulse
Attack · Common · Cost 0

Deal 14 damage to ALL enemies.

BEGONE!
SkillBEGONE!1
Choose a card in your Hand to Transform into Minion Strike.
BEGONE!
Skill · Common · Cost 1

Choose a card in your Hand to Transform into Minion Strike.

Bombardment
AttackBombardment3
Deal 18 damage.At the start of your turn, plays from the Exhaust Pile.Exhaust.
Bombardment
Attack · Rare · Cost 3

Deal 18 damage.At the start of your turn, plays from the Exhaust Pile.Exhaust.

Comet
AttackComet0
Deal 33 damage.Apply 3 Weak.Apply 3 Vulnerable.
Comet
Attack · Rare · Cost 0

Deal 33 damage.Apply 3 Weak.Apply 3 Vulnerable.

Foregone Conclusion
SkillForegone Conclusion1
Next turn, put 2 cards from your Draw Pile into your Hand.
Foregone Conclusion
Skill · Rare · Cost 1

Next turn, put 2 cards from your Draw Pile into your Hand.

Gamma Blast
AttackGamma Blast0
Deal 13 damage.Apply 2 Weak.Apply 2 Vulnerable.
Gamma Blast
Attack · Uncommon · Cost 0

Deal 13 damage.Apply 2 Weak.Apply 2 Vulnerable.

Genesis
PowerGenesis2
At the start of your turn, gain.
Genesis
Power · Rare · Cost 2

At the start of your turn, gain.

Glitterstream
SkillGlitterstream2
Gain 11 Block.Next turn, gain 4 Block.
Glitterstream
Skill · Common · Cost 2

Gain 11 Block.Next turn, gain 4 Block.

Guiding Star
AttackGuiding Star1
Deal 12 damage.Next turn, draw 2 cards.
Guiding Star
Attack · Common · Cost 1

Deal 12 damage.Next turn, draw 2 cards.

Knockout Blow
AttackKnockout Blow3
Deal 30 damage.If this kills an enemy, gain.
Knockout Blow
Attack · Uncommon · Cost 3

Deal 30 damage.If this kills an enemy, gain.

Reflect
SkillReflect1
Gain 17 Block.Blocked attack damage is reflected to your attacker this turn.
Reflect
Skill · Uncommon · Cost 1

Gain 17 Block.Blocked attack damage is reflected to your attacker this turn.

Shining Strike
AttackShining Strike1
Deal 8 damage.Gain.Put this card on top of your Draw Pile.
Shining Strike
Attack · Uncommon · Cost 1

Deal 8 damage.Gain.Put this card on top of your Draw Pile.

Royal Gamble
SkillRoyal Gamble0
Gain 9.Exhaust.
Royal Gamble
Skill · Uncommon · Cost 0

Gain 9.Exhaust.

B13
Black Hole
PowerBlack Hole1
Whenever you spend or gain, deal 3 damage to ALL enemies.
Black Hole
Power · Uncommon · Cost 1

Whenever you spend or gain, deal 3 damage to ALL enemies.

Bulwark
SkillBulwark2
Gain 13 Block.Forge 10.
Bulwark
Skill · Uncommon · Cost 2

Gain 13 Block.Forge 10.

CHARGE!!
SkillCHARGE!!1
Choose 2 cards in your Draw Pile to Transform intoMinion Strikes.
CHARGE!!
Skill · Uncommon · Cost 1

Choose 2 cards in your Draw Pile to Transform intoMinion Strikes.

Cloak of Stars
SkillCloak of Stars0
Gain 7 Block.
Cloak of Stars
Skill · Common · Cost 0

Gain 7 Block.

Crush Under
AttackCrush Under1
Deal 7 damage to ALL enemies. All enemies lose 1 Strength this turn.
Crush Under
Attack · Common · Cost 1

Deal 7 damage to ALL enemies. All enemies lose 1 Strength this turn.

Dying Star
AttackDying Star1
Ethereal.Deal 9 damage to ALL enemies. ALL enemies lose 9 Strength this turn.
Dying Star
Attack · Rare · Cost 1

Ethereal.Deal 9 damage to ALL enemies. ALL enemies lose 9 Strength this turn.

Gather Light
SkillGather Light1
Gain 8 Block.Gain.
Gather Light
Skill · Common · Cost 1

Gain 8 Block.Gain.

Glimmer
SkillGlimmer1
Draw 3 cards.Put 1 card from your Hand on top of your Draw Pile.
Glimmer
Skill · Uncommon · Cost 1

Draw 3 cards.Put 1 card from your Hand on top of your Draw Pile.

Heirloom Hammer
AttackHeirloom Hammer2
Deal 20 damage.Choose a Colorless card in your Hand. Add a copy of that card into your Hand.
Heirloom Hammer
Attack · Rare · Cost 2

Deal 20 damage.Choose a Colorless card in your Hand. Add a copy of that card into your Hand.

Hidden Cache
SkillHidden Cache1
Gain.Next turn, gain.
Hidden Cache
Skill · Common · Cost 1

Gain.Next turn, gain.

Orbit
PowerOrbit2
Every 4 you spend,gain.
Orbit
Power · Uncommon · Cost 2

Every 4 you spend,gain.

Radiate
AttackRadiate0
Deal 3 damage to ALL enemies for each gained this turn.
Radiate
Attack · Uncommon · Cost 0

Deal 3 damage to ALL enemies for each gained this turn.

Solar Strike
AttackSolar Strike1
Deal 9 damage.Gain.
Solar Strike
Attack · Common · Cost 1

Deal 9 damage.Gain.

C15
Beat into Shape
AttackBeat into Shape1
Deal 5 damage.Forge 5.Forges an additional 5 for every other time you've hit the enemy this turn.
Beat into Shape
Attack · Rare · Cost 1

Deal 5 damage.Forge 5.Forges an additional 5 for every other time you've hit the enemy this turn.

Bundle of Joy
SkillBundle of Joy1
Add 3 random Colorless cards into your Hand.Exhaust.
Bundle of Joy
Skill · Rare · Cost 1

Add 3 random Colorless cards into your Hand.Exhaust.

Crash Landing
AttackCrash Landing1
Deal 21 damage to ALL enemies.Fill your Hand with Debris.
Crash Landing
Attack · Rare · Cost 1

Deal 21 damage to ALL enemies.Fill your Hand with Debris.

Crescent Spear
AttackCrescent Spear1
Deal 6 damage.Deals 2 additional damage for ALL your cards that have a cost.
Crescent Spear
Attack · Common · Cost 1

Deal 6 damage.Deals 2 additional damage for ALL your cards that have a cost.

Hegemony
AttackHegemony2
Deal 15 damage.Next turn, gain.
Hegemony
Attack · Uncommon · Cost 2

Deal 15 damage.Next turn, gain.

Lunar Blast
AttackLunar Blast0
Deal 4 damage for each Skill already played this turn.
Lunar Blast
Attack · Uncommon · Cost 0

Deal 4 damage for each Skill already played this turn.

Make It So
AttackMake It So0
Deal 6 damage.Every 3 Skills you play in a turn, put this into your Hand.
Make It So
Attack · Rare · Cost 0

Deal 6 damage.Every 3 Skills you play in a turn, put this into your Hand.

Monarch's Gaze
PowerMonarch's Gaze3
Whenever you attack an enemy, it loses 1 Strength this turn.
Monarch's Gaze
Power · Rare · Cost 3

Whenever you attack an enemy, it loses 1 Strength this turn.

Neutron Aegis
PowerNeutron Aegis1
Gain 8 Plating.
Neutron Aegis
Power · Rare · Cost 1

Gain 8 Plating.

Pale Blue Dot
PowerPale Blue Dot1
If you play 5 or more cards in a turn, draw 1 card at the start of your next turn.
Pale Blue Dot
Power · Uncommon · Cost 1

If you play 5 or more cards in a turn, draw 1 card at the start of your next turn.

Prophesize
SkillProphesize2
Draw 6 cards.
Prophesize
Skill · Uncommon · Cost 2

Draw 6 cards.

Spectrum Shift
PowerSpectrum Shift2
At the start of your turn, add 1 random Colorless card into your Hand.
Spectrum Shift
Power · Uncommon · Cost 2

At the start of your turn, add 1 random Colorless card into your Hand.

Spoils of Battle
SkillSpoils of Battle1
Forge 12.
Spoils of Battle
Skill · Common · Cost 1

Forge 12.

Summon Forth
SkillSummon Forth1
Forge 8.Put Sovereign Blade into your Hand from anywhere.
Summon Forth
Skill · Uncommon · Cost 1

Forge 8.Put Sovereign Blade into your Hand from anywhere.

Tyranny
PowerTyranny1
At the start of your turn, draw 1 card and Exhaust 1 card from your Hand.
Tyranny
Power · Rare · Cost 1

At the start of your turn, draw 1 card and Exhaust 1 card from your Hand.

Regent Strategy Notes

  • 1Stars package: Glow + payoff cards (Gamma Blast, Comet, Particle Wall, Reflect) form the core engine. Stars carry over between turns — bank them for big payoff turns.
  • 2Glow is the best common: 1 energy for 1 star (2 upgraded) + Alignment trigger (draw 2 + energy at 2 stars). Loop with star payoffs for consistent value.
  • 3Block: Particle Wall (0 energy, 2 stars, 9 block, returns to hand) is premium reusable block. Cloak of Stars converts star spending into block. Reflect turns block into damage.
  • 4Convergence is the main infinite enabler: Retain your hand + gain energy/star next turn. Pyramid-like effect that controls what you lock in. Essential for star loop consistency.
  • 5Void Form = Regent's Echo Form: First two cards each turn cost 0 energy and 0 stars. Cheats 7+ stars per turn. Broken with Particle Wall, Gamma Blast, and Cloak of Stars.
  • 6Avoid: Forge-heavy builds (too slow), Crescent Spear (star cost reduction is a trap), overly rare-dependent plans (rare pool is too diluted).
  • 7AoE is critical: Bombardment (18/24 recurring damage), Reflect (damage = block dealt), Crusher, and star-based AoE solve multi-enemy encounters.

Necrobinder Card Tier List

B-TIER
Detailed Analysis →

Necrobinder has three main archetypes: Soul builds (strongest), Doom builds (viable alternative), and Ethereal builds (high ceiling, hard to execute). The core Act 1 loop is Defend → Summon → Unleash. Necrobinder has the worst Act 1 among all characters but a very high ceiling once online. Borrowed Time, Neurosurge, Devour Life, Dirge, and Severance are among the absolute top cards. Soul cycling is the primary win condition — Haunt deals unblockable damage per soul played.

S18
Borrowed Time
SkillBorrowed Time0
Apply 6 Doom to yourself.Gain.
Borrowed Time
Skill · Uncommon · Cost 0

Apply 6 Doom to yourself.Gain.

Capture Spirit
SkillCapture Spirit1
Enemy loses 2 HP.Add 2 Souls into your Draw Pile.
Capture Spirit
Skill · Uncommon · Cost 1

Enemy loses 2 HP.Add 2 Souls into your Draw Pile.

Devour Life
PowerDevour Life1
Whenever you play a Soul, Summon 1.
Devour Life
Power · Rare · Cost 1

Whenever you play a Soul, Summon 1.

Dredge
SkillDredge1
[etain.]Put 3 cards from your Discard Pile into your Hand.Exhaust.
Dredge
Skill · Uncommon · Cost 1

[etain.]Put 3 cards from your Discard Pile into your Hand.Exhaust.

Dirge
SkillDirgeX
Summon 3 X times.Add X Souls into your Draw Pile.Exhaust.
Dirge
Skill · Uncommon · Cost X

Summon 3 X times.Add X Souls into your Draw Pile.Exhaust.

End of Days
SkillEnd of Days3
Apply 29 Doom to ALL enemies.Kill enemies with at least as much Doom as HP.
End of Days
Skill · Rare · Cost 3

Apply 29 Doom to ALL enemies.Kill enemies with at least as much Doom as HP.

Friendship
PowerFriendship1
Lose 2 Strength.Gain at the start of each turn.
Friendship
Power · Uncommon · Cost 1

Lose 2 Strength.Gain at the start of each turn.

Haunt
PowerHaunt1
Whenever you play a Soul, a random enemy loses 6 HP.
Haunt
Power · Uncommon · Cost 1

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

Invoke
SkillInvoke1
Next turn, Summon 2 and gain.
Invoke
Skill · Common · Cost 1

Next turn, Summon 2 and gain.

Lethality
PowerLethality1
Ethereal.The first Attack each turn deals 50% additional damage.
Lethality
Power · Uncommon · Cost 1

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

Misery
AttackMisery0
Deal 7 damage.Apply any debuffs on the enemy to ALL other enemies.
Misery
Attack · Rare · Cost 0

Deal 7 damage.Apply any debuffs on the enemy to ALL other enemies.

Neurosurge
PowerNeurosurge0
Gain.Draw 2 cards.At the start of your turn, apply 3 Doom to yourself.
Neurosurge
Power · Rare · Cost 0

Gain.Draw 2 cards.At the start of your turn, apply 3 Doom to yourself.

Pull from Below
AttackPull from Below1
Deal 5 damage for each Ethereal card played this combat.
Pull from Below
Attack · Uncommon · Cost 1

Deal 5 damage for each Ethereal card played this combat.

Severance
AttackSeverance2
Deal 13 damage.Add a Soul into your Draw Pile, Hand, and Discard Pile.
Severance
Attack · Uncommon · Cost 2

Deal 13 damage.Add a Soul into your Draw Pile, Hand, and Discard Pile.

Soul Storm
AttackSoul Storm1
Deal 9 damage.Deals 2 additional damage for each Soul in your Exhaust Pile.
Soul Storm
Attack · Rare · Cost 1

Deal 9 damage.Deals 2 additional damage for each Soul in your Exhaust Pile.

Transfigure
SkillTransfigure1
Add Replay to a card in your Hand.It costs an extra.Exhaust.
Transfigure
Skill · Rare · Cost 1

Add Replay to a card in your Hand.It costs an extra.Exhaust.

Unleash
AttackUnleash1
Osty deals 6 damage.Deals additional damage equal to Osty's current HP.
Unleash
Attack · Basic · Cost 1

Osty deals 6 damage.Deals additional damage equal to Osty's current HP.

Veilpiercer
AttackVeilpiercer1
Deal 10 damage.The next Ethereal card you play costs 0.
Veilpiercer
Attack · Uncommon · Cost 1

Deal 10 damage.The next Ethereal card you play costs 0.

A28
Banshee's Cry
AttackBanshee's Cry9
Deal 33 damage to ALL enemies.Costs less for each Ethereal card played this combat.
Banshee's Cry
Attack · Rare · Cost 9

Deal 33 damage to ALL enemies.Costs less for each Ethereal card played this combat.

Bodyguard
SkillBodyguard1
Summon 5.
Bodyguard
Skill · Basic · Cost 1

Summon 5.

Bone Shards
AttackBone Shards1
If Osty is alive, he deals 9 damage to ALL enemies and you gain 9 Block.Osty dies.
Bone Shards
Attack · Uncommon · Cost 1

If Osty is alive, he deals 9 damage to ALL enemies and you gain 9 Block.Osty dies.

Call of the Void
PowerCall of the Void1
At the start of your turn, add 1 random card into your Hand. It gains Ethereal.
Call of the Void
Power · Rare · Cost 1

At the start of your turn, add 1 random card into your Hand. It gains Ethereal.

Countdown
PowerCountdown1
At the start of your turn, apply 6 Doom to a random enemy.
Countdown
Power · Uncommon · Cost 1

At the start of your turn, apply 6 Doom to a random enemy.

Death March
AttackDeath March1
Deal 8 damage.Deals 3 additional damage for each card drawn during your turn.
Death March
Attack · Uncommon · Cost 1

Deal 8 damage.Deals 3 additional damage for each card drawn during your turn.

Deathbringer
SkillDeathbringer2
Apply 21 Doom and 1 Weak to ALL enemies.
Deathbringer
Skill · Uncommon · Cost 2

Apply 21 Doom and 1 Weak to ALL enemies.

Debilitate
AttackDebilitate1
Deal 10 damage.Vulnerable and Weak are twice as effective against the enemy for the next 3 turns.
Debilitate
Attack · Uncommon · Cost 1

Deal 10 damage.Vulnerable and Weak are twice as effective against the enemy for the next 3 turns.

Defile
AttackDefile1
Ethereal.Deal 13 damage.
Defile
Attack · Common · Cost 1

Ethereal.Deal 13 damage.

Defy
SkillDefy1
Ethereal.Gain 6 Block.Apply 1 Weak.
Defy
Skill · Common · Cost 1

Ethereal.Gain 6 Block.Apply 1 Weak.

Delay
SkillDelay2
Gain 11 Block.Next turn,gain.
Delay
Skill · Uncommon · Cost 2

Gain 11 Block.Next turn,gain.

Drain Power
AttackDrain Power1
Deal 10 damage.Upgrade 2 random cards in your Discard Pile.
Drain Power
Attack · Common · Cost 1

Deal 10 damage.Upgrade 2 random cards in your Discard Pile.

Eradicate
AttackEradicateX
Retain.Deal 11 damage X times.
Eradicate
Attack · Rare · Cost X

Retain.Deal 11 damage X times.

Forbidden Grimoire
PowerForbidden Grimoire2
At the end of combat, you may remove a card from your Deck.Eternal.
Forbidden Grimoire
Power · Ancient · Cost 2

At the end of combat, you may remove a card from your Deck.Eternal.

Glimpse Beyond
SkillGlimpse Beyond1
ALL players add 3 Souls into their Draw Pile.Exhaust.
Glimpse Beyond
Skill · Rare · Cost 1

ALL players add 3 Souls into their Draw Pile.Exhaust.

Hang
AttackHang1
Deal 10 damage.Double the damage ALL Hang cards deal to this enemy.
Hang
Attack · Rare · Cost 1

Deal 10 damage.Double the damage ALL Hang cards deal to this enemy.

Enfeebling Touch
SkillEnfeebling Touch1
Ethereal.Enemy loses 8 Strength this turn.
Enfeebling Touch
Skill · Uncommon · Cost 1

Ethereal.Enemy loses 8 Strength this turn.

Oblivion
SkillOblivion0
Whenever you play a card this turn, apply 3 Doom to the enemy.
Oblivion
Skill · Rare · Cost 0

Whenever you play a card this turn, apply 3 Doom to the enemy.

Pagestorm
PowerPagestorm1
Whenever you draw an Ethereal card, draw 1 card.
Pagestorm
Power · Uncommon · Cost 1

Whenever you draw an Ethereal card, draw 1 card.

Parse
SkillParse1
Ethereal.Draw 3 cards.
Parse
Skill · Uncommon · Cost 1

Ethereal.Draw 3 cards.

Protector
AttackProtector1
Osty deals 10 damage.Deals additional damage equal to Osty's Max HP.
Protector
Attack · Ancient · Cost 1

Osty deals 10 damage.Deals additional damage equal to Osty's Max HP.

Putrefy
SkillPutrefy1
Apply 2 Weak.Apply 2 Vulnerable.Exhaust.
Putrefy
Skill · Uncommon · Cost 1

Apply 2 Weak.Apply 2 Vulnerable.Exhaust.

Reanimate
SkillReanimate3
Summon 20.Exhaust.
Reanimate
Skill · Rare · Cost 3

Summon 20.Exhaust.

Sleight of Flesh
PowerSleight of Flesh2
Whenever you apply a debuff to an enemy, they take 9 damage.
Sleight of Flesh
Power · Uncommon · Cost 2

Whenever you apply a debuff to an enemy, they take 9 damage.

Snap
AttackSnap1
Osty deals 7 damage.Add Retain to a card in your Hand.
Snap
Attack · Common · Cost 1

Osty deals 7 damage.Add Retain to a card in your Hand.

The Scythe
AttackThe Scythe2
Deal 13 damage.Permanently increase this card's damage by 3.Exhaust.
The Scythe
Attack · Rare · Cost 2

Deal 13 damage.Permanently increase this card's damage by 3.Exhaust.

Time's Up
AttackTime's Up2
Deal damage equal to the enemy's Doom.Exhaust.
Time's Up
Attack · Rare · Cost 2

Deal damage equal to the enemy's Doom.Exhaust.

Undeath
SkillUndeath0
Gain 7 Block.Add a copy of this card into your Discard Pile.
Undeath
Skill · Rare · Cost 0

Gain 7 Block.Add a copy of this card into your Discard Pile.

B13
Afterlife
SkillAfterlife1
Summon 6.Exhaust.
Afterlife
Skill · Common · Cost 1

Summon 6.Exhaust.

Graveblast
AttackGraveblast1
Deal 4 damage.Put a card from your Discard Pile into your Hand.Exhaust.
Graveblast
Attack · Common · Cost 1

Deal 4 damage.Put a card from your Discard Pile into your Hand.Exhaust.

Grave Warden
SkillGrave Warden1
Gain 8 Block.Add a Soul into your Draw Pile.
Grave Warden
Skill · Common · Cost 1

Gain 8 Block.Add a Soul into your Draw Pile.

Legion of Bone
SkillLegion of Bone2
ALL players Summon 6.Exhaust.
Legion of Bone
Skill · Uncommon · Cost 2

ALL players Summon 6.Exhaust.

Melancholy
SkillMelancholy3
Gain 13 Block.Reduce this card's cost by whenever ANYONE dies.
Melancholy
Skill · Uncommon · Cost 3

Gain 13 Block.Reduce this card's cost by whenever ANYONE dies.

Necro Mastery
PowerNecro Mastery2
Summon 5.Whenever Osty loses HP,ALL enemies lose that much HP as well.
Necro Mastery
Power · Rare · Cost 2

Summon 5.Whenever Osty loses HP,ALL enemies lose that much HP as well.

No Escape
SkillNo Escape1
Apply 10 Doom, plus an additional 5 Doom for every 10 Doom already on this enemy.
No Escape
Skill · Uncommon · Cost 1

Apply 10 Doom, plus an additional 5 Doom for every 10 Doom already on this enemy.

Rattle
AttackRattle1
Osty deals 7 damage.Hits an additional time for each other time he has attacked this turn.
Rattle
Attack · Uncommon · Cost 1

Osty deals 7 damage.Hits an additional time for each other time he has attacked this turn.

Reave
AttackReave1
Deal 9 damage.Add a Soul into your Draw Pile.
Reave
Attack · Common · Cost 1

Deal 9 damage.Add a Soul into your Draw Pile.

Scourge
SkillScourge1
Apply 13 Doom.Draw 1 card.
Scourge
Skill · Common · Cost 1

Apply 13 Doom.Draw 1 card.

Shroud
PowerShroud1
Whenever you apply Doom, gain 2 Block.
Shroud
Power · Uncommon · Cost 1

Whenever you apply Doom, gain 2 Block.

Spur
SkillSpur1
Retain.Summon 3.Osty heals 5 HP.
Spur
Skill · Uncommon · Cost 1

Retain.Summon 3.Osty heals 5 HP.

Wisp
SkillWisp0
Gain.Exhaust.
Wisp
Skill · Common · Cost 0

Gain.Exhaust.

Necrobinder Strategy Notes

  • 1Act 1 loop: Defend → Summon → Unleash. Bodyguard helps survive early. Without Unleash the character struggles — must use it every time it's available.
  • 2Soul build (strongest): Devour Life (+1 summon per soul), Capture Spirit (3 souls to hand), Haunt (6 unblockable damage per soul), Severance (damage + soul generation). Cycling souls is the win condition.
  • 3Doom build (alternative): Countdown (6 doom per turn), Death's Door (18 block at 12+ doom), Deathbringer (21 doom all), Sleight of Flesh enables doom activation. Strong but harder to assemble.
  • 4Ethereal build (high ceiling): Veilpiercer (next ethereal costs 0), Sculpting Strike (make cards ethereal), Pagestorm (draw per ethereal). Pull From Below scales with ethereal cards played.
  • 5Dirge is the best Necrobinder card: Creates 4x summons/souls when upgraded. Put retain on it for insane value. Take it in every build.
  • 6Avoid: Osty/AI-focused builds (don't scale at high ascension); Poke and Squeeze as primary damage sources (too slow).
  • 7Transfigure (add Replay to a card) is broken on Dirge, Severance, and Capture Spirit — essentially doubles their output.

Cross-Character Strategy Insights

Infinite & Combo Focus

Ironclad, Silent, and Regent are all pushed toward small-deck infinite or near-infinite play. Deck thinning through removes and transforms is more accessible than in Spire 1.

Act 1 Pressure

Early game is the main risk across all characters. Damage and block solves matter most in Act 1. Prioritize cards that help you survive before building toward your endgame plan.

AoE Importance

AoE is more important than in Spire 1. Many elites and hallway fights demand AoE solutions. Cards like Stomp (Ironclad), Chill (Defect), and End of Days (Necrobinder) are premium picks.

Temp Focus (Defect)

Temporary focus from Hot Fix, Focus Strike, and Synchronize is stronger than permanent focus in many situations. Loop these cards in your second deck cycle for massive value.

Rare Dilution

More rares per class means you can't rely on seeing a specific rare. Build around strong commons and uncommons first, treat rares as bonuses.

Removes & Transforms

Card removal and transformation events are more common in Spire 2. This makes small deck and targeted infinite combos easier to build toward.

Frequently Asked Questions

How are card tiers determined?

Card tiers are based on analysis from top-ranked Slay the Spire 2 players, high-ascension play data, and community consensus. S-tier cards are consistently strong picks that improve almost any deck, while lower tiers become increasingly situational.

Should I always pick S-tier cards?

S-tier cards are generally safe picks, but context matters. A B-tier card that perfectly fits your current build can be better than an S-tier card that doesn't synergize. Use tier lists as guidelines, not rigid rules.

Do card tiers change between ascension levels?

Yes, higher ascension levels tend to favor more consistent, defensive cards. These rankings are primarily based on high-ascension play where consistency and survival are paramount.

Which character has the best cards overall?

Silent and Defect are considered to have the strongest card pools overall. Silent's discard engine is extremely powerful, while Defect's frost + focus package provides incredible consistency. However, all characters can win at high ascension with the right card selections.

Character Tier List

Overall character and build rankings

All Cards

Browse every card in Slay the Spire 2

Build Guides

Top builds for all characters