Slay the Spire 2
Cards



Adaptive StrikeDeal 18 damage.
Add a 0
copy of this card into your Discard Pile.
Attack
2Attack, Rare, Cost 2


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


All for OneDeal 10 damage.
Put ALL 0
cards from your Discard Pile into your Hand.
Attack
2Attack, Rare, Cost 2


Ascender's BaneUnplayable.
Ethereal.
Eternal.
CurseCurse, Curse


Bad LuckUnplayable.
At the end of your turn, if this is in your Hand, lose 13 HP.
Eternal.
CurseCurse, Curse


Banshee's CryDeal 33 damage to ALL enemies.
Costs
less for each Ethereal card played this combat.
Attack
9Attack, Rare, Cost 9


BarricadeBlock is not removed at the start of your turn.
Power
3Power, Rare, Cost 3


BashDeal 8 damage.
Apply 2 Vulnerable.
Attack
2Attack, Basic, Cost 2


BeckonAt the end of your turn, if this is in your Hand,
lose 6 HP.
Status
1Status, Status, Cost 1


BodyguardSummon 5.
Skill
1Skill, Basic, Cost 1


BrandLose 1 HP.
Exhaust 1 card.
Gain 1 Strength.
Skill
0Skill, Rare, Cost 0


BufferPrevent the next time you would lose HP.
Power
2Power, Rare, Cost 2


BurnUnplayable.
At the end of your turn, if this is in your Hand, take 2 damage.
StatusStatus, Status


Byrd SwoopDeal 14 damage.
Attack
0Attack, Event, Cost 0


Byrdonis EggUnplayable.
Can be hatched at a Rest Site.
QuestQuest, Quest


Call of the VoidAt the start of your turn, add 1 random card into your Hand. It gains Ethereal.
Power
1Power, Rare, Cost 1


CaltropsWhenever you are attacked, deal 3 damage back.
Power
1Power, Event, Cost 1


CascadePlay the top X cards of your Draw Pile.
Skill
XSkill, Rare, Cost X- Clash


ClashCan only be played if every card in your Hand is an Attack.
Deal 14 damage.
Attack
0Attack, Event, Cost 0 


ClumsyUnplayable.
Ethereal.
CurseCurse, Curse


ConflagrationDeal 2 damage to ALL enemies 4 times.
Attack
1Attack, Rare, Cost 1


Consuming ShadowChannel 2 Dark.
At the end of your turn, Evoke your leftmost Orb.
Power
2Power, Rare, Cost 2


CoolantAt the start of your turn, gain 2 Block for each unique Orb you have.
Power
1Power, Rare, Cost 1


Creative AIAt the start of your turn, add a random Power into your Hand.
Power
3Power, Rare, Cost 3


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


Curse of the BellUnplayable.
Eternal.
CurseCurse, Curse


Dark EmbraceWhenever a card is Exhausted,
draw 1 card.
Power
2Power, Rare, Cost 2


DazedUnplayable.
Ethereal.
StatusStatus, Status


DebrisExhaust.
Status
1Status, Status, Cost 1


DebtUnplayable.
At the end of your turn, if this is in your Hand, lose 10 Gold.
CurseCurse, Curse


DecayUnplayable.
At the end of your turn, if this is in your Hand, take 2 damage.
CurseCurse, Curse


DefendGain 5 Block.
Skill
1Skill, Basic, Cost 1


DefendGain 5 Block.
Skill
1Skill, Basic, Cost 1


DefendGain 5 Block.
Skill
1Skill, Basic, Cost 1


DefragmentGain 1 Focus.
Power
1Power, Rare, Cost 1