Slay the Spire 2
Cards



AggressionAt the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it.
Power
1Power, Rare, Cost 1


AutomationEvery 10 cards you draw, gain
.
Power
1Power, Uncommon, Cost 1


Beacon of HopeWhenever you gain Block on your turn, other players gain half that much Block.
Power
1Power, Rare, Cost 1


Crimson MantleAt the start of your turn, lose 1 HP and gain 8 Block.
Power
1Power, Rare, Cost 1


CrueltyVulnerable enemies take an additional 25% damage.
Power
1Power, Rare, Cost 1


EntropyAt the start of your turn, Transform 1 card in your Hand.
Power
1Power, Rare, Cost 1


FastenGain an additional 4 Block from Defend cards.
Power
1Power, Uncommon, Cost 1


Feel No PainWhenever a card is Exhausted, gain 3 Block.
Power
1Power, Uncommon, Cost 1


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


InflameGain 2 Strength.
Power
1Power, Uncommon, Cost 1


JugglingAdd a copy of the third Attack you play each turn into your Hand.
Power
1Power, Uncommon, Cost 1


NostalgiaThe first Attack or Skill you play each turn is placed on top of your Draw Pile.
Power
1Power, Rare, Cost 1


PanacheEvery time you play 5 cards in a single turn, deal 10 damage to ALL enemies.
Power
0Power, Uncommon, Cost 0


Prep TimeAt the start of your turn, gain 4 Vigor.
Power
1Power, Uncommon, Cost 1


ProwessGain 1 Strength.
Gain 1 Dexterity.
Power
1Power, Uncommon, Cost 1


RuptureWhenever you lose HP on your turn, gain 1 Strength.
Power
1Power, Uncommon, Cost 1


Stone ArmorGain 4 Plating.
Power
1Power, Uncommon, Cost 1


StratagemWhenever you shuffle your Draw Pile, choose a card from it to put into your Hand.
Power
1Power, Uncommon, Cost 1


TankTake double damage from enemies.
Allies take half damage from enemies.
Power
1Power, Rare, Cost 1


ViciousWhenever you apply Vulnerable, draw 1 card.
Power
1Power, Uncommon, Cost 1