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
| Relic | Effect |
|---|---|
| Tanx's Whistle | Adds Whistle to your deck: 3 energy, 33 damage (44 upgraded), Stun the enemy, Exhaust |
| Claws | Transform 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 |
| Crossbow | At the start of each turn, add a random Attack to your hand. It is free to play that turn |
| Iron Club | Draw 1 card every 4 cards you play |
| Sai | Gain 7 Block at the start of each turn |
| Spiked Gauntlets | Gain 1 energy at the start of each turn. Powers cost 1 more |
| Throwing Axe | The first card you play each combat is played twice |
| War Hammer | Whenever you kill an elite, upgrade 4 random cards |
| Meat Cleaver | Adds Cook at rest sites: remove 2 cards from your deck and gain 9 max HP |
| Tri-Boomerang | Choose 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.