Tanx is one of the Ancients that can open act 3 in Slay the Spire 2. Tanx offers 3 relics picked at random from the list below, and you take one. Tri-Boomerang joins the list only when your deck has 3 or more Attacks that can take the Instinct enchantment.

What each Tanx relic does

RelicEffect
Tanx's WhistleAdds Whistle to your deck: 3 energy, 33 damage (44 upgraded), Stun the enemy, Exhaust
ClawsTransform up to 6 cards into Maul: 1 energy, 5 damage twice, and every Maul deals 1 more damage for the rest of the combat each time you play one
CrossbowAt the start of each turn, add a random Attack to your hand. It is free to play that turn
Iron ClubDraw 1 card every 4 cards you play
SaiGain 7 Block at the start of each turn
Spiked GauntletsGain 1 energy at the start of each turn. Powers cost 1 more
Throwing AxeThe first card you play each combat is played twice
War HammerWhenever you kill an elite, upgrade 4 random cards
Meat CleaverAdds Cook at rest sites: remove 2 cards from your deck and gain 9 max HP
Tri-BoomerangChoose 3 Attacks in your deck and enchant them with Instinct, which doubles their attack damage

Comparing the offers

  • Energy: Spiked Gauntlets is the only Tanx relic that adds energy every turn, and it makes each Power cost 1 more.
  • Card removal: Claws and Meat Cleaver both shrink the cards you would rather not draw. Claws turns up to 6 cards into Maul; Meat Cleaver removes 2 cards per Cook, and Cook uses that rest site's action.
  • Defense every turn: Sai gives 7 Block each turn with no condition.
  • One big hit: Whistle deals 33 damage and Stuns, then Exhausts, so it works once per combat.
  • War Hammer pays off only on elite kills. Act 3 maps hold 5 elites, or 8 from Ascension 1.

See Neow and the Ancients for every Ancient's offer and Slay the Spire 2 enchantments for Instinct.