Slay the Spire 2

Research & Knowledge Base
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Q015 2026-03-18 answered

How often should you pick up cards?

deck-buildingcard-rewardsskipstrategydeck-size

Short answer: Take cards liberally in early Act 1, get increasingly selective through mid-run, and skip most rewards by late game. Aim for ~20-25 cards by end of Act 3.

Full Analysis

Short answer: Take cards liberally in early Act 1, get increasingly selective through mid-run, and skip most rewards by late game. Aim for ~20-25 cards by end of Act 3.

By Stage of the Run

StagePickup RateReasoning
Early Act 1~80-90%Almost any card beats starter Strikes/Defends. Build your core.
Late Act 1~50-60%Only add draw, energy, scaling, or archetype synergy cards.
Act 2~30-50%Deck should have an identity. Only fill gaps (AoE, block, scaling).
Act 3~10-30%Deck is mostly built. Skip unless card directly solves a problem.

The Key Question

Before every card reward, ask: "What bad draw does this card replace?" If the answer is "nothing," skip.

A card is worth taking when it fixes one of three jobs:

1. Early damage (kills things before they kill you)

2. Early block (survives hits you can't avoid)

3. Scaling (wins long fights against bosses/elites)

Ideal Deck Size

Build TypeTarget SizeNotes
General20-25 cardsSweet spot for most characters/builds
Comfortable upper~30 cardsFine if you have strong card draw
Danger zone35+ cardsToo inconsistent unless deliberate
Regent (Stars)12-14 cardsThinnest of all characters; needs tight cycling
Aggressive thin15-20 cardsFor combo/infinite builds

Smaller isn't always better:

  • Status effects and curses dilute tiny decks proportionally harder
  • Some builds (Perfected Strike, large-hand Ironclad) want more cards
  • Strong card draw makes a 30-card deck feel like a 20-card deck

But too fat is usually bad:

  • 40-card deck = might not see key cards until turn 8
  • Drawing the right block card vs a 45-damage boss becomes a coin flip

STS2 vs STS1 Shift

This is a big change from the original game:

  • STS1 meta: High-level players skipped ~85% of card rewards and aimed for ultra-thin "infinite" decks
  • STS2 shift: Devs actively pushed against low-decking. Infinite combos still exist but tank your win rate due to increased RNG
  • STS2 rewards well-rounded decks with AoE, spread damage, and minion control. Pure single-target combos get punished more often
  • Quest Cards (new mechanic) add dead weight to your deck until completed — your deck needs to carry that extra weight

Character-Specific Notes

Regent: Wants 12-14 cards. Star Engine builds need tight cycling — 20+ cards means dead turns. Every card needs a clear purpose.

Ironclad: More flexible on size. Strength-scaling builds are most consistent at high ascension. Exhaust cards are premium since they don't clog after use. Perfected Strike / Hellraiser builds can run 25-30.

Silent: Starts with extra draw (Ring of the Snake), compensating for slightly larger decks. Acrobatics is near-mandatory. Wraith Form + draw is the key to high-ascension clears.

Necrobinder: Osty builds want focused decks where most draws make Osty attack, grow, or survive. Build the engine before chasing flashy payoffs. Souls builds are most reliable at high ascension.

Defect: Rewards careful selection more than any other character. Cards can actively conflict (Consume vs Hyperbeam). Accidental bloat is especially punishing. Echo Form is the single most important card to prioritize.

Rules of Thumb

1. Remove Strikes and Defends aggressively — card removal at shops is one of the highest-value plays in the game

2. Upgrade at rest sites ~95% of the time vs healing — upgraded cards noticeably improve win rates

3. Exhaust cards are premium — they don't clog your deck after use, effectively "free" additions

4. Build the engine before the payoff — don't draft payoff cards before you have the support to activate them

5. Card draw changes everything — evaluate deck size relative to your draw power, not just raw count

6. Prefer consistency over flashiness — a card that works on most turns beats a flashy card that misses half the time

7. Synergy-focused decks have ~40% higher win rates than raw damage builds (from early access data)

Open Questions

  • Does the "skip more" advice hold at lower ascensions where fights are easier?
  • How do Quest Cards factor into deck size calculations?
  • Are there fights/bosses that specifically punish thin vs fat decks?
Q014 2026-03-17 answered

Tier Lists for All Ancient Blessings

ancientstier-listblessingsneoworobaspaeltezcataradarvnonupeipetanxvakuu

No formal community-consensus tier lists exist yet (game launched Early Access March 5, 2026), but aggregating guide evaluations and community discussion across multiple sources:

Full Analysis

No formal community-consensus tier lists exist yet (game launched Early Access March 5, 2026), but aggregating guide evaluations and community discussion across multiple sources:

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ACT 1: NEOW (The Whale) — 20 blessings

Always appears at the start of every run.

S Tier (Almost Always Pick)
BlessingEffectWhy
Precise ScissorsRemove 1 cardFree removal, zero downside. Universally the safest pick.
Precarious ShearsRemove 2 cards, take 13 damageTwo removals for minor HP. "I take this constantly."
Booming ConchDraw 2 extra cards at Elite combat startMassive turn-1 advantage in the fights that matter most.
Lava RockAct 1 Boss drops 2 RelicsDoubles your boss rewards. High-leverage snowball pick.
A Tier (Strong / Reliable)
BlessingEffectWhy
Small CapsuleObtain a random RelicAlways solid blind value.
PomanderUpgrade 1 cardNever wasted, especially on key starter cards.
Scroll BoxesLose all Gold, choose 1 of 2 packs of 3 cardsYou start with almost no gold, so it's essentially free.
Neow's TormentAdd Neow's Fury to deck1-cost, deal 10 dmg, retrieve 2 cards from discard. Good early burst.
Nutritious Oyster+11 Max HPBoring but effective for surviving Act 1.
B Tier (Situational / Mixed)
BlessingEffectWhy
Silver CrucibleFirst 3 card rewards Upgraded; first Chest emptyStrong if you need early combat power; losing a chest stings.
Golden PearlGain 150 GoldSafe but unexciting.
Lead PaperweightChoose 1 of 2 Colorless cardsDecent utility, depends on options offered.
Arcane ScrollObtain a random RareHigh variance — could be amazing or dead weight.
Cursed PearlGain 333 Gold, receive Greed curseHuge cash but Greed clogs your hand.
Stone HumidifierResting raises Max HP by 5Rewards cautious play; you should ideally be Smithing though.
C Tier (Generally Avoid)
BlessingEffectWhy
Large Capsule2 random Relics, add Strike + DefendAdding basics ruins deck consistency.
Leafy PoulticeTransform Strike + Defend, lose 10 Max HP10 Max HP loss is dangerous in Act 1.
Lost Coffer1 card reward + 1 random PotionUnderwhelming vs permanent benefits.
New LeafTransform 1 cardVery minor improvement.
Massive ScrollChoose 1 of 3 Multiplayer Colorless cardsDead option in solo play.

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ACT 2: OROBAS (The Rainbow Dragon) — 10 blessings

Cheerful space wyrm focused on colorless cards, cross-class synergy, and rule-breaking.

S Tier
BlessingEffectWhy
DriftwoodReroll each card reward onceImproves every card reward for the rest of the run. "Easily one of his best."
Electric ShrympEnchant a Skill with Imbue (auto-plays at combat start for free)"Absurdly broken" on the right Skill. Build-defining.
A Tier
BlessingEffectWhy
Sand CastleUpgrade 6 random cardsMassive immediate value, eliminates need for Smith visits.
Radiant PearlStart each combat with Luminesce (0-cost, Retain, +2 Energy, Exhaust)Free +2 energy on turn 1 every fight. Consistent and strong.
Touch of OrobasReplace starter Relic with Ancient versionEffectively doubles starter relic power. Varies by character.
B Tier
BlessingEffectWhy
Archaic ToothTransform a starter card into Ancient versionSolid power bump, not flashy.
Alchemical Coffer4 Potion slots filled with random PotionsGood for stabilizing a shaky run.
Sea GlassView 15 cards from another character, add any to deckMore controlled cross-class drafting than Prismatic Gem.
C Tier
BlessingEffectWhy
Glass EyeObtain 2 Common, 2 Uncommon, 1 Rare5 cards = massive deck bloat risk.
Prismatic Gem+1 Energy/turn, card rewards show other characters' cardsEnergy is great but chaotic card pool is "impractical for strategic deckbuilding."

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ACT 2: PAEL (The Melting Dragon) — 10 blessings

Slow, somber dragon rewarding patience, sequencing, and delayed gratification.

S Tier
BlessingEffectWhy
Pael's BloodDraw 1 additional card per turnUnconditional consistency. Best on every character, every build.
Pael's WingSacrifice card rewards → Relic every 2 sacrificesGets "very very silly" with relic stacking. Also thins deck.
A Tier
BlessingEffectWhy
Pael's ToothRemove 5 cards, 1 returns Upgraded after each combatMassive immediate deck thinning. Net positive over time.
Pael's Flesh+1 Energy from turn 3 onwardExtra energy is always strong. Turn 3 delay is only downside.
B Tier
BlessingEffectWhy
Pael's EyeSkip playing cards → Exhaust hand + extra turn (1x/combat)Game-breaking ceiling but requires deliberate skip. Build-around.
Pael's TearsUnspent energy → +2 energy next turnGood energy smoothing. Anti-synergy with X-cost cards.
Pael's GrowthEnchant a card with CloneClone a key Rare = amazing. Clone mediocre card = waste.
C Tier
BlessingEffectWhy
Pael's LegionDouble Block from a card, sleep 2 turns2-turn cooldown makes it inconsistent vs always-on relics.
Pael's HornAdd 2 Relax to deck (15 Block, next turn draw 2 + 2 energy, Exhaust)Deck dilution. Cards are decent but exhaust on use.
Pael's ClawEnchant all Defends with Goopy (Exhaust + permanent +1 Block)Weakest pick. Losing Defends leaves you vulnerable.

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ACT 2: TEZCATARA (The Woman / Witch) — 10 blessings

Sweet old witch offering powerful-but-temporary "deal with the devil" blessings.

S Tier
BlessingEffectWhy
Very Hot CocoaStart each combat with +4 EnergyPure upside, no downside. Enormous turn-1 burst potential.
Yummy CookieUpgrade 4 cardsSafe, high-value, no expiration, no catch. Great default pick.
A Tier
BlessingEffectWhy
Toy Box4 random Wax Relics; every 3 combats leftmost melts away"Defining Tezcatara choice." Massive short-term power spike. Arrange so weakest relic melts first.
Toasty MittensStart of turn, Exhaust top card of draw pile, gain 1 StrengthStrong for Strength builds (Ironclad). Risk of burning key cards.
Biiig HugRemove 4 cards; shuffling adds a Soot to draw pileExcellent thinning if deck doesn't cycle fast.
B Tier
BlessingEffectWhy
Pumpkin Candle+1 Energy/turn, extinguishes at Act 3 start"Pure crutch" for Act 2. Very strong temporarily.
StorybookAdd Brightest Flame to deck (2 Energy, draw 2, lose 1 Max HP on play)Huge tempo, but "literally bleeds you to death." Short fights only.
Nutritious SoupEnchant all Strikes with Tezcatara's EmberCheaper Strikes, but they're permanently locked in your deck.
C Tier
BlessingEffectWhy
Seal of GoldSpend 5 Gold/turn for energy"Drains your wallet incredibly fast."
Golden CompassReplace Act 2 map with single special pathRemoves routing strategy. Guides recommend avoiding.

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ACT 3: DARV (The Hoarder) — 12 blessings

Legacy boss relic pool from STS1. Foundational, run-altering mechanics without trickery.

S Tier
BlessingEffectWhy
Runic PyramidNo longer discard hand at end of turn"Arguably the strongest single blessing in the game." Enables combo/retain builds.
Snecko EyeDraw 2 extra cards/turn, start ConfusedPolarizing but extremely powerful with high-cost cards.
A Tier
BlessingEffectWhy
Empty CageRemove 2 cardsSafe, great for infinite combos.
Black StarElites drop an additional RelicExcellent if Elites are still on your path.
AstrolabeTransform 3 cards, then Upgrade themStrong deck improvement.
Dusty TomeGain a class-specific Ancient Power card (pre-upgraded)Always useful.
B Tier
BlessingEffectWhy
Pandora's BoxTransform ALL Strikes and DefendsHigh variance; can be incredible or terrible.
Calling BellGain 3 Relics and 1 Curse of the Bell3 relics is a lot of value; curse is manageable.
Ectoplasm+1 Energy/turn, cannot gain Gold (Act 2 only)Energy is great; no-gold hurts shop access.
Sozu+1 Energy/turn, cannot obtain potions (Act 2 only)Good if you don't rely on potions.
Philosopher's Stone+1 Energy/turn, enemies start with Strength (Act 3 only)Enemy Strength can snowball dangerously.
Velvet Choker+1 Energy/turn, max 6 cards/turn (Act 3 only)Fine for most decks; devastating for spam decks.

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ACT 3: NONUPEIPE (Serendipity Incarnate) — 10 blessings

Princess of absurd economic and mechanical extremes.

S Tier
BlessingEffectWhy
Jewelry BoxAdd Apotheosis to deckUpgrades your ENTIRE deck. Gamebreaking.
Fur CoatMark 7 random combats; enemies have 1 HPAbsurd freebie, especially if it hits Elites.
A Tier
BlessingEffectWhy
Signet RingGain 999 GoldBuy out the entire shop.
Diamond DiademPlay 2 or fewer cards/turn → take half damageTurns control/stall builds near-immortal.
Brilliant Scarf5th card played each turn is freeExcellent in multi-card-per-turn decks.
Delicate FrondStart of combat, fill all empty potion slots with random potionsMassive survival tool.
Looming Fruit+31 Max HPSimple but enormous buffer.
B Tier
BlessingEffectWhy
Beautiful BraceletChoose 3 cards, Enchant with Swift 3Good if you have clear targets.
Blessed Antler+1 Energy/turn, shuffle Dazed cards at combat startEnergy is great; Dazed cards are annoying but manageable.
GlitterEnchant all card rewards with GlamLong-term draft improvement.

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ACT 3: TANX (Khimera King) — 10 blessings

Pure aggression specialist. Rewards attack-heavy, multi-card-per-turn decks.

S Tier
BlessingEffectWhy
Throwing AxeFirst card played each combat plays an extra time"Widely considered broken." Doubles your opening play.
A Tier
BlessingEffectWhy
Iron ClubEvery 4 cards played, draw 1 cardSpam-deck dream.
CrossbowStart of turn, add random Attack to hand (costs 0 this turn)Free value every turn.
Meat CleaverAt Rest Sites, may remove 2 cards and gain 9 Max HPDual-purpose: thinning + survivability.
Tri-BoomerangChoose 3 Attacks, Enchant with InstinctStrong if you have good Attack targets.
B Tier
BlessingEffectWhy
War HammerKill an Elite → Upgrade 4 random cardsConditional on fighting Elites.
SaiStart of turn, gain 7 BlockPassive defense, always decent.
ClawsTransform up to 6 cards into MaulDepends on Maul's power and what you're replacing.
Tanx's WhistleAdd Whistle to deckServiceable card addition.
C Tier
BlessingEffectWhy
Spiked Gauntlets+1 Energy/turn, Powers cost 1 moreTrap for Power-heavy decks.

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ACT 3: VAKUU (The First Demon) — 10 blessings

Highest-risk Ancient. Potent effects with horrifying downsides.

S Tier
BlessingEffectWhy
Music BoxCreate Ethereal copy of first Attack played each turnFree attack copy every turn. Excellent for attack-heavy decks.
A Tier
BlessingEffectWhy
Jeweled MaskStart of combat, put a random Power from draw pile into hand for freeFree Power setup every fight.
Distinguished CapeLose 9 Max HP, add 3 Apparitions to deckClassic risk/reward. Apparitions are incredibly powerful.
Lord's ParasolVisit Merchant → obtain EVERYTHING he sellsWild value if shop contents are good.
B Tier
BlessingEffectWhy
Choices ParadoxStart of combat, choose 1 of 5 random cards with RetainDecent flexibility.
Blood-Soaked Rose+1 Energy/turn, add Enthralled to deckEnergy is great; Enthralled is a curse-like card.
Preserved FogRemove 5 cards, add 1 Folly curse5 removals is excellent; 1 curse is manageable.
C Tier
BlessingEffectWhy
Sere TalonAdd 2 random Curses + 3 WishesWishes are strong but 2 curses is steep.
FiddleDraw 2 extra cards/turn, cannot draw during your turnBreaks draw-engine decks. Sounds great, often terrible.
Whispering Earring+1 Energy/turn, AI plays your first turn"Terrifying." AI pilot can be disastrous.

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ANCIENTS THEMSELVES — Overall Ranking

Best Act 2 Ancients:

1. Pael — Pael's Blood is universally strong; several other blessings are excellent

2. Orobas — Driftwood and Sand Castle are top-tier; cross-class options are exciting

3. Tezcatara — Strong short-term power but blessings often expire or have significant downsides

Best Act 3 Ancients:

1. Darv — Most consistently strong pool (Runic Pyramid, Snecko Eye, Empty Cage are proven)

2. Nonupeipe — Highest ceiling with Apotheosis, 999 Gold, and Fur Coat

3. Tanx — Excellent for aggressive decks; Throwing Axe is a standout

4. Vakuu — Highest risk; some blessings are amazing but many can destroy your run

Open Questions

  • How do Wax Relic interactions work with relic-ordering strategies?
  • Does Pael's Wing interact with special card rewards (e.g., from The Hunt)?
  • Will balance patches change any of these rankings significantly?
  • Which Ancients are best for each specific character?
  • Does Electric Shrymp work with Retained skills?
Q013 2026-03-12 answered

What are all the Defect's orb types?

defectorbsmechanicslightningfrostdarkplasmaglass

5 orb types total. 4 returning from STS1 + 1 new (Glass).

Full Analysis

5 orb types total. 4 returning from STS1 + 1 new (Glass).

Lightning Orb

  • Passive: 3+Focus damage to random enemy (end of turn)
  • Evoke: 8+Focus damage to random enemy
  • Focus: +1 Focus = +1 passive dmg and +1 evoke dmg. E.g., at 3 Focus: passive 6 dmg, evoke 11 dmg.
  • Key cards: Zap, Ball Lightning, Electrodynamics, Thunder Strike

Frost Orb

  • Passive: 2+Focus Block (end of turn)
  • Evoke: 5+Focus Block
  • Focus: +1 Focus = +1 passive Block and +1 evoke Block. E.g., at 3 Focus: passive 5 Block, evoke 8 Block. This is why Frost was the turtle engine in STS1 — high Focus made every Frost orb generate massive Block each turn.
  • Key cards: Coolheaded, Glacier, Cold Snap, Ice Lance

Dark Orb

  • Passive: Adds 6+Focus to stored evoke value Y (end of turn). No combat effect on its own — just grows.
  • Evoke: Deal Y damage to lowest HP enemy. Y starts at 6 when channeled.
  • Focus: +1 Focus = +1 added to Y per turn. E.g., at 3 Focus: stores 9 per turn instead of 6. After 4 turns with 3 Focus: Y = 6 + 9×3 = 33 damage nuke. Compounds over time — the longer it sits, the bigger the payoff.
  • Key cards: Darkness, Doom and Gloom, Null

Plasma Orb

  • Passive: Gain 1 Energy (START of turn — different timing from others)
  • Evoke: Gain 2 Energy
  • Focus: NOT affected. Always 1 Energy passive, 2 Energy evoke regardless of Focus. The only orb immune to Focus.
  • Key cards: Fusion, Meteor Strike

Glass Orb (NEW in STS2)

  • Passive: 4+Focus damage to ALL enemies (end of turn). Countdown decreases by 1 each turn — passive fades over time.
  • Evoke: 8+Focus damage to ALL enemies
  • Focus: +1 Focus = +1 starting passive dmg and +1 evoke dmg. E.g., at 3 Focus: passive starts at 7 AoE (then 6, 5, 4... as countdown ticks). Evoke deals 11 AoE.
  • Unique: built-in timer. Best evoked before countdown expires.
  • Key cards: Glasswork, Refract, Spinner

General Mechanics

  • Orb slots start at 3 (expandable via Capacitor etc.)
  • Channeling when full evokes the oldest (leftmost) orb
  • Cracked Core (starter relic) channels 1 Lightning at combat start
  • Lightning/Frost/Dark/Glass passives: end of turn. Plasma: start of turn.
Q012 2026-03-11 answered

Ranking all of Pael's relics

relicsancientspaelrankingtier-list

No dedicated Pael tier list exists yet (game is 6 days old), but aggregating scattered community opinions:

Full Analysis

No dedicated Pael tier list exists yet (game is 6 days old), but aggregating scattered community opinions:

Top Tier

1. Pael's Blood (+1 card draw per turn)

Universally the best. Extra draw every turn of every combat, no conditions. Good on every character, every build. Comparable to a permanent extra draw relic.

2. Pael's Wing (sacrifice card rewards → relic every 2 sacrifices)

Gets "very very silly" with relic stacking. You skip card rewards but accumulate relics at absurd rates. Especially strong on Silent (kill-reward attack synergy). Also thins your deck by skipping adds.

3. Pael's Tooth (remove 5 cards, 1 returns upgraded per combat)

Massive immediate consistency boost — 5 free removals. The return rate is slow and cards come back upgraded, so net positive. Universally strong.

4. Pael's Flesh (+1 colorless energy from turn 3 onward)

Extra energy per turn is always strong. Turn 3 delay is the only downside, but hard fights last well past that. Energy-hungry characters (Ironclad) love it especially.

Mid Tier

5. Pael's Eye (skip playing cards → exhaust hand + extra turn, once per combat)

Game-breaking ceiling if built around, but requires deliberate "skip turn" which is costly. Build-around pick, not a safe default. Best in exhaust-heavy or near-empty-hand decks.

6. Pael's Tears (unspent colorless energy → +2 energy next turn)

Praised for adding utility to "dud turns." Good energy smoothing but requires leaving energy unspent. Anti-synergy with X-cost cards. Colorless energy only.

7. Pael's Growth (enchant a card with Clone — duplicate at rest sites)

Entirely depends on what you clone. Clone a key Rare = game-defining. Clone a mediocre card = waste. High ceiling, low floor.

Lower Tier

8. Pael's Legion (double Block from a card, then sleep 2 turns)

Only fires every 3rd turn effectively. Best with massive single Block cards but the cooldown makes it inconsistent vs always-on relics.

9. Pael's Horn (add 2 Relax to deck: 15 Block, next turn draw 2 + gain 2 energy)

Serviceable but adds 2 cards to your deck (dilution). The Relax cards are decent but exhaust on use. Not exciting.

10. Pael's Claw (enchant all Defends with Goopy: exhaust + permanent +1 Block)

Weakest pick. Your Defends exhaust after use — you lose them permanently during combat. The +1 Block scaling is glacially slow. Losing Defends early leaves you vulnerable.

Character-Specific Notes

  • Silent: Wing is exceptional (kill-reward synergy), Blood always good
  • Ironclad: Flesh (energy hungry), Legion (high-Block cards like Barricade)
  • Defect: Blood and Tears (energy banking works well with orb turns)
  • Necrobinder: Blood and Tooth (deck thinning helps Doom/Soul cycling)

Open Questions

  • Does Pael's Wing interact with The Hunt's extra card reward? (sacrifice that too?)
  • How does Growth's Clone work with upgraded cards?
  • Will Claw be buffed in balance patches?
Q011 2026-03-11 answered

What are the Defect's main archetypes in STS2?

defectarchetypesbuildsorbsclawfocus

The Defect has 4 main archetypes, with a major philosophy shift from STS1: Focus is now mostly temporary, killing the old permanent Frost-Focus turtle strategy.

Full Analysis

The Defect has 4 main archetypes, with a major philosophy shift from STS1: Focus is now mostly temporary, killing the old permanent Frost-Focus turtle strategy.

1. Claw / Zero-Cost Spam (strong, fan-favorite)

  • Claw gains +2 damage permanently each time any Claw is played in combat
  • Feral (NEW Power) — returns first 0-cost card played each turn to hand (Echo Form for 0-costs)
  • All for One retrieves all 0-cost cards from discard
  • Key support: Scrape (cycling), FTL, Go for the Eyes, Hologram
  • Keep deck lean, intentionally de-emphasise orbs
  • More reliable than STS1 thanks to Feral

2. Orb / Focus Build (Lightning + Frost)

  • Classic Defect: channel orbs, boost with Focus
  • Big change: Defragment moved to Rare; Biased Cognition removed (Ancient-only now)
  • Most Focus gains are now temporary (current turn only)
  • Coolheaded — universally must-take (Frost + draw 2 upgraded)
  • Key cards: Ball Lightning, Cold Snap, Glacier, Capacitor, Loop, Thunder
  • Can't turtle with permanent Focus anymore — play more aggressively

3. Dark Orb Build

  • Dark Orbs passively increase stored damage each turn, nuke lowest HP enemy on Evoke
  • Consuming Shadow — channels 2 Dark Orbs and evokes leftmost at end of turn (no need to fill all slots)
  • More viable than in STS1 thanks to new support cards
  • Good scaling for longer boss fights

4. Status Card Archetype (NEW to STS2)

  • Intentionally generate Status cards, then exploit them
  • Flak Cannon — exhausts all Status cards for scaling damage
  • Smokestack — 5 damage to all enemies per Status created
  • Fight Through, Compact — more Status interactions
  • Entirely new build path that didn't exist in STS1

New Orb Type: Glass

  • AoE orb: deals 4+Focus damage to ALL enemies each turn
  • Ticks down by 1 each turn, disappears at 0
  • Key cards: Glasswork, Spinner, Refract

Big Changes from STS1

  • Focus mostly temporary now (biggest shift)
  • Defragment: Uncommon → Rare
  • Biased Cognition: removed from standard pool
  • Consume: appears to be cut entirely
  • Must prioritise damage in Act 1, can't just stack Frost
  • More multi-enemy encounters make AoE more valuable

Open Questions

  • Will permanent Focus be rebalanced during Early Access?
  • How does Glass Orb scale with Focus exactly?
  • Is Dark Orb + Glass Orb hybrid viable?
Q010 2026-03-11 answered

How does Transform work exactly?

mechanicstransformraritycurses

Not garbage in, garbage out. Input rarity does NOT affect output. Transforming a Strike has the same chance of yielding a Rare as transforming an Uncommon. Every eligible card in the pool is equally likely.

Full Analysis

Core Mechanic

Transform removes a card from your deck and replaces it with a random different card of any rarity. It's simultaneously a removal + addition, triggering relic effects for both.

Key Rules

Not garbage in, garbage out. Input rarity does NOT affect output. Transforming a Strike has the same chance of yielding a Rare as transforming an Uncommon. Every eligible card in the pool is equally likely.

Color-locked:

  • Class cards → random card of the same class
  • Colorless cards → random colorless card
  • Curses → another curse (curses stay curses)
  • Special cards → colorless card

Cannot transform into:

  • Itself (always a different card)
  • Basic cards (Strike/Defend)

Cannot be transformed:

  • Irremovable cards (e.g., Necronomicurse, bottled cards)

What happens with Apotheosis?

Apotheosis is colorless, so it transforms into a random different colorless card. You won't get a class card from it. With 64 colorless cards in STS2, this is a wide pool — could be great or terrible.

Relic Interactions

  • Ceramic Fish — grants gold on the card addition
  • Omamori — can negate a curse being added (effectively free curse removal)
  • Darkstone Periapt — grants +6 Max HP when a curse is added
  • Molten Egg — if the new card is an attack, it auto-upgrades

Sources of Transform

  • Astrolabe (Ancient) — transform 3 cards, upgrade them
  • Pandora's Box (Ancient) — transform ALL Strikes and Defends
  • Transmogrifier (Event/Shrine) — transform 1 card
  • Various other relics (New Leaf, Phylactery Unbound, Claws)

Open Questions

  • Are all eligible cards truly equally weighted, or is there any hidden rarity weighting?
  • Does the pity timer / rarity offset affect transform results?
Q009 2026-03-11 answered

Can you put multiple enchantments on one card?

mechanicsenchantments

No — one enchantment per card max. You can enchant multiple different cards in your deck, but each card can only hold one enchantment. They're permanent and can't be removed.

Full Analysis

No — one enchantment per card max. You can enchant multiple different cards in your deck, but each card can only hold one enchantment. They're permanent and can't be removed.

Every enchantment is a risk/reward trade-off with a mandatory downside (shown as purple text on the card). Examples:

  • Corrupted: +50% damage, but lose 3 HP per play
  • Others reduce cost but lower max HP, or apply debuffs but cost extra energy

Best practice: put enchantments on cards you play frequently but can absorb the downside (e.g., HP-drain on a card in a high-block deck).

Q008 2026-03-11 answered

Jewelry Box vs Looming Fruit vs Brilliant Scarf (Nonupeipe Ancient)

ancientsnonupeiperelicscomparisonapotheosisnecrobinder

These are all from the Ancient Nonupeipe (Act 3). Considered one of the strongest Ancient pools.

Full Analysis

These are all from the Ancient Nonupeipe (Act 3). Considered one of the strongest Ancient pools.

RelicEffect
Jewelry BoxAdd 1 Apotheosis to deck (2-cost Innate Exhaust: upgrade ALL cards; upgrades to 1-cost)
Looming Fruit+31 Max HP
Brilliant Scarf5th card played each turn is free

Ranking for this specific run: Brilliant Scarf > Jewelry Box > Looming Fruit

Brilliant Scarf is the pick here. Reasons:

1. Apotheosis is diminished by Molten Egg — your attack cards (which in a Doom build are a large chunk) already auto-upgrade on pickup. Apotheosis only adds value for skills/powers picked up without upgrades. With only 20 of 28 cards unupgraded, and many of those being attacks that Molten Egg already covers for future pickups, the ceiling is lower.

2. A free 5th card every turn is permanent, unconditional value. In a Doom deck you're playing lots of cards per turn — Doom stackers, block cards, powers. Hitting 5 cards is easy, and the free one essentially gives you ~1 extra energy per turn with no downside, forever.

3. Your energy situation is inconsistent. Happy Flower is every 3 turns, Bread costs you 2 energy on turn 1 then gives +1 after, Art of War only triggers if you play no attacks (awkward). Brilliant Scarf smooths this out by making one card free every turn — reliable in a way your current energy relics aren't.

4. Apotheosis costs a draw and 2 energy (1 upgraded) on the turn you play it. With Bread's turn-1 energy penalty, spending 2 energy on Apotheosis turn 1 could leave you very vulnerable.

5. Looming Fruit (+31 HP) is the safe/boring pick. Fine if you're dangerously low on health, but doesn't make your deck stronger.

When Apotheosis IS the pick

If you had very few upgrades (say 2/28) and no Molten Egg, Apotheosis would be the clear winner. It's a great card — just less impactful in this specific situation.

Q007 2026-03-10 answered

What are the Necrobinder's main archetypes?

necrobinderarchetypesbuildsdoomsummonsouls

The character is officially called The Necrobinder (not Necromancer). She's a lich who fights alongside Osty, a reanimated skeletal hand. 4th character unlock (after Ironclad, Silent, Regent).

Full Analysis

The character is officially called The Necrobinder (not Necromancer). She's a lich who fights alongside Osty, a reanimated skeletal hand. 4th character unlock (after Ironclad, Silent, Regent).

Three Main Archetypes

1. Doom (strongest shell)

  • Doom is a persistent debuff. When stacks >= enemy's current HP, they die instantly at end of their turn.
  • Stacks don't decay. Dealing regular damage lowers the execution threshold.
  • Key cards: No Escape (10 Doom + 5 per 10 already stacked), Scourge, Doom Spike, Oblivion
  • Playstyle: Control — set up kill conditions, survive until they trigger

2. Osty / Summon

  • Osty auto-enters combat with 1 HP, absorbs hits for you (not Block — persists between turns)
  • Resummons himself next turn if killed, or via Summon cards
  • Key cards: Squeeze (25 base dmg, +5 per Osty attack in deck), Flatten
  • Key relic: Bone Flute (2 Block whenever Osty deals damage)
  • Playstyle: Commit fully to Osty cards. Needs specific relics early to work.

3. Soul / Exhaust Cycling (most consistent)

  • Souls are 0-cost generated skills: draw 2 cards, then exhaust
  • Thin deck to 5-10 cards via exhaust effects → enter infinite loop
  • Haunt (power) makes each Soul deal HP damage that ignores Block — stacks multiplicatively
  • Key cards: Dark Pact (exhaust to draw 2), Soul Siphon, Haunt, Undeath
  • Playstyle: Engine builder. Once assembled, solves nearly any boss.

Other Notable Mechanics

  • Ethereal — cards removed from deck if unplayed at end of turn (interacts with exhaust/cycling)
  • Scythe — permanently increases damage for rest of run each time used
  • Undeath — self-replicating card, more copies appear in combat the more you use it

Community Consensus

Don't hybrid — commit to one archetype. Doom is the easiest to draft, Soul cycling is the strongest when assembled. Osty is the most niche and relic-dependent.

Q006 2026-03-10 answered

What is a colorless card reward?

mechanicscolorlesscardsenergy

Colorless cards are class-neutral cards usable by any character. STS2 has 64 of them (up from ~20 in STS1).

Full Analysis

Colorless cards are class-neutral cards usable by any character. STS2 has 64 of them (up from ~20 in STS1).

How you get them

  • Shops — most common source
  • Events — some events (e.g., Sensory Stone) offer colorless picks
  • Quest rewards — completing quest cards can grant specific colorless cards
  • Relics — Prismatic Shard adds all colors (including colorless) to normal card rewards

They do not appear in normal post-combat card reward screens.

Colorless Energy (new in STS2)

STS2 introduced colorless energy — a wildcard energy type that can pay for cards of any color. Sources include:

  • Automation (Power): gain 1 colorless energy per 10 cards drawn
  • Ectoplasm (Relic): +1 colorless energy/turn but locks out all gold gain
  • Pael's relics reference "colorless energy" (e.g., Pael's Tears and Flesh)

New in STS2 vs STS1

  • Pool expanded from ~20 to 64 cards
  • Some formerly class-locked cards moved to colorless (e.g., Scrawl)
  • Co-op colorless cards added (energy/block sharing between players)
  • Colorless energy as a resource type is entirely new
Q005 2026-03-10 answered

Pael's Tears vs Tooth vs Eye

relicsancientspaelcomparison

These are all relics from Pael, the Melting Dragon — an Ancient who appears at the start of Act 2 with 10 possible relics. You pick from a subset.

Full Analysis

These are all relics from Pael, the Melting Dragon — an Ancient who appears at the start of Act 2 with 10 possible relics. You pick from a subset.

The Three Relics

RelicEffect
Pael's ToothRemove 5 cards from your deck. After each combat, 1 returns upgraded.
Pael's TearsIf you end turn with unspent colorless energy, gain +2 energy next turn.
Pael's EyeFirst time per combat you end turn without playing cards, exhaust your hand, take an extra turn.

Ranking: Tooth > Tears > Eye (for most builds)

Pael's Tooth — Strongest of the three. Removing 5 cards immediately is enormous for deck consistency — equivalent to 5 shop/campfire removals. Yes, one card comes back upgraded after each fight, but: you choose which 5 to remove, they return upgraded, and the immediate thinning is worth more than the gradual return costs. Universally strong.

Pael's Tears — Solid but conditional. Banking unspent energy into +2 next turn is good in decks with cheap turns (lots of 0-cost cards, block-heavy turns). Awkward with X-cost cards like Malaise since those consume all your energy. Rewards careful energy planning.

Pael's Eye — Highest ceiling, highest risk. An extra turn once per combat is incredible, but you must play ZERO cards on a turn AND your entire hand gets exhausted. Devastating if triggered wrong. Best in Exhaust-heavy decks or decks that can set up near-empty hands. In the wrong deck it's a trap.

Context: Pael's Best Overall

Blood (+1 draw/turn) and Flesh (+1 energy from turn 3) are generally considered Pael's strongest picks — unconditional scaling with no setup. If those are in your offered pool alongside these three, they may be better picks than any of these.

Open Questions

  • How does Tooth interact with cards that were already upgraded before removal?
  • Does Eye's extra turn count as a "new turn" for start-of-turn triggers?
Q004 2026-03-10 answered

Malaise+ vs Adrenaline+ vs The Hunt

silentcardsrarecomparisonmalaiseadrenalinethe-hunt
CardCostEffectUpgraded Effect
MalaiseXLose X Str, Apply X Weak. Exhaust.X+1 Str, X+1 Weak
Adrenaline0+1 Energy, Draw 2. Exhaust.+2 Energy, Draw 2
The Hunt1Deal 10 dmg. If Fatal, extra card reward. Exhaust.Deal 15 dmg. Same effect.
Full Analysis

Card Stats

CardCostEffectUpgraded Effect
MalaiseXLose X Str, Apply X Weak. Exhaust.X+1 Str, X+1 Weak
Adrenaline0+1 Energy, Draw 2. Exhaust.+2 Energy, Draw 2
The Hunt1Deal 10 dmg. If Fatal, extra card reward. Exhaust.Deal 15 dmg. Same effect.

Ranking: Adrenaline+ >= Malaise+ >> The Hunt

Adrenaline+ — Near-universally rated as one of Silent's best cards. 0-cost, gives you +2 energy AND 2 cards — essentially an extra half-turn for free. Every archetype wants it. No conditions, no downsides. Also synergises with Malaise (more energy = bigger X).

Malaise+ — Also an "always take." Permanent Strength reduction + Weak destroys multi-hit enemies and bosses. The + version is especially good because even at 0 energy remaining it applies 1 Str loss and 1 Weak for free. Build-agnostic. Main weakness: single-target and burns all your energy.

The Hunt — Niche snowball card. 10 damage (15 upgraded) for a kill trigger that gives an extra card reward. Strong in Act 1 where you can finish off weak enemies, but falls off hard in later acts where enemies have too much HP for Fatal to trigger. Not on major tier lists. Accelerates deck-building but doesn't help you win fights.

Verdict

If choosing between these three: Adrenaline+ first, Malaise+ second, The Hunt distant third. Adrenaline and Malaise are both "take every time" rares. The Hunt is situational and mostly an Act 1 accelerator.

The two top picks also synergise together — Adrenaline gives you more energy, which means a bigger Malaise X value.

Open Questions

  • The Hunt may have been rebalanced since EA launch — one source described a different version ("permanently increases damage by 3")
  • Exact tier list positions may shift as meta develops
Q003 2026-03-10 partial

Are elite card rewards better than normal fights? By how much?

mechanicscard-rewardseliterarity

Yes, elites give better card rewards — but exact STS2 numbers aren't datamined yet (game has been in Early Access less than a week).

Full Analysis

Yes, elites give better card rewards — but exact STS2 numbers aren't datamined yet (game has been in Early Access less than a week).

STS1 Numbers (confirmed from decompiled source, likely similar in STS2)

EncounterCommonUncommonRare
Normal60%37%3%
Elite50%40%10%
Boss0%0%100%

Elites gave 3.3x the rare chance (10% vs 3%) in STS1, plus a relic on top.

STS1 also had a pity timer: rare chance starts at -5% offset per act, goes up +1% for each common rolled, resets to -5% on seeing a rare. Caps at +40%.

STS2 Status

  • Community confirms elites DO have better rarity odds — qualitatively similar to STS1
  • No exact percentages published yet
  • Unknown whether STS2 uses the same pity timer system
  • STS2 is built in Godot (not Java), so datamining requires different tools

Open Questions

  • What are the exact STS2 card reward probabilities? (check back as community datamines)
  • Does STS2 have the same pity timer / rarity offset?
  • Do different elite types have different reward pools?
Q002 2026-03-10 answered

Should I pick up Speedster in a Shiv build?

silentshivspeedsterbuildsstrategy

Probably skip it. Speedster is a Sly/Draw-Discard archetype card, not a Shiv card.

Full Analysis

Probably skip it. Speedster is a Sly/Draw-Discard archetype card, not a Shiv card.

  • Speedster is a 2-cost Power: "Whenever you play a card, deal 4 damage to a random enemy"
  • In a Shiv build you play lots of cards, so it does something — but your 2 energy is much better spent on:
  • Accuracy (+4 damage to ALL Shivs — this is your primary scaler, stack multiples)
  • Blade Dance (burst 3 Shivs)
  • Infinite Blades (passive Shiv each turn)
  • Afterimage (gain Block every card played — defensive engine)
  • Cloak and Dagger (Block + Shiv)

Speedster gives 4 damage per card played. If you play 8 cards in a turn, that's 32 extra damage. But a single Accuracy makes every Shiv deal 4 more, and with Blade Dance that's 12 extra damage from one card play — and it stacks multiplicatively with more Shivs and more Accuracy copies.

When Speedster IS worth it: If your build is hybrid Shiv + heavy draw/cycling, or if you're lacking damage scaling and nothing better is on offer. It's not terrible, just not a priority.

Open Questions

  • Does Speedster's upgraded version change the calculus?
  • How does Speedster interact with Knife Trap (replaying exhausted Shivs)?
Q001 2026-03-10 answered

Does taking no damage give better card rewards?

mechanicscard-rewardsflawlesscombat

No, there is no base mechanic that gives better cards for taking no damage. Card reward rarity is determined by fixed probability rolls unrelated to combat performance.

Full Analysis

No, there is no base mechanic that gives better cards for taking no damage. Card reward rarity is determined by fixed probability rolls unrelated to combat performance.

However, two specific systems can make it feel like flawless play gives better rewards:

1. Lava Lamp (Relic)

A shop relic — "At the end of combat, Upgrade all card rewards if you took no damage." This makes offered cards appear as upgraded versions (e.g., Strike+), which look and are objectively better. But it doesn't change rarity distribution — just upgrades whatever cards you'd have gotten anyway. You only get this effect if you've bought the relic.

2. The Trial (Act 3 Event)

An event with a boss-rush that tracks consecutive flawless fights:

  • 1 flawless: 3 Rare Cards
  • 2 consecutive: 150 Gold
  • 3 consecutive: 3 Relics
  • 4+ consecutive: 1 Rare Relic (repeats)

Block loss ≠ damage — only actual HP loss resets the streak.

Most Likely Explanation

If you're seeing better cards after flawless fights, you probably have the Lava Lamp relic (check your relic bar). Or it could be confirmation bias / the normal rarity RNG being streaky.

Open Questions

  • Has anyone datamined the exact card reward probability tables for STS2? (STS1's are well-documented but STS2's less so given Early Access)
  • Are there other relics or character-specific mechanics that interact with flawless combat?
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S031 forum STS2 Tips & Deck Size Discussion — Steam Community 2026-03-18
steamcommunity.com/app/2868840/discussions/0/80...
deck-buildingdeck-sizestrategycommunitytips
Community discussion on STS2 deck building. Multiple experienced players weigh in on skip rates, ideal deck sizes, and how STS2 differs from STS1's ultra-thin meta. STS2 rewards more complete, well-rounded decks.
S030 guide Regent Complete Deck-Building Guide — Output Lag 2026-03-18
outputlag.com/guides/slay-the-spire-2-the-regen...
regentdeck-buildingdeck-sizestarsstrategy
Detailed Regent deck-building guide. Regent wants the thinnest decks of all characters (10-15 cards, ideally 12-14). Star Engine builds need tight cycling. Every card should have a clear purpose.
S029 guide Consistent Deck and Skip Cards — Casual Game Guides 2026-03-18
casualgameguides.com/walkthroughs/slay-the-spir...
deck-buildingcard-rewardsskipstrategydeck-size
Guide on when to take vs skip card rewards in STS2. Emphasizes asking "what bad draw does this card replace?" before every pickup. Recommends 20-25 cards by end of Act 3.
S028 guide Ancients Guide — Mobalytics 2026-03-17
mobalytics.gg/slay-the-spire-2/guides/ancients
ancientsstrategytier-listall-ancients
Mobalytics comprehensive Ancient guide with strategic evaluations. Covers all 8 Ancients, their appearance acts, and blessing pools. Includes community sentiment on best/worst picks.
S027 guide All Ancients And Their Blessings — TheGamer 2026-03-17
www.thegamer.com/slay-the-spire-2-ancients-bles...
ancientsblessingsall-ancientscomplete-list
Complete listing of all 8 Ancients with every blessing described. Covers Neow (20 blessings), Orobas (10), Pael (10), Tezcatara (10), Darv (12), Nonupeipe (10), Tanx (10), Vakuu (10). Includes mechanical descriptions and basic strategic advice.
S026 guide Every Boss Relic Explained — NeonLightsMedia 2026-03-17
www.neonlightsmedia.com/blog/slay-the-spire-2-a...
ancientstier-liststrategyall-ancients
Detailed guide evaluating all Ancient blessings with strategic commentary. Provides per-blessing assessments including power level, synergies, and pitfalls. Notable for strong opinions on Neow picks (Precarious Shears: "I take this constantly") and Tezcatara warnings ("deal with the devil").
S025 wiki Neow & Ancients Overview — Slay the Spire 2 Wiki 2026-03-17
slaythespire.wiki.gg/wiki/Slay_the_Spire_2:Anci...
ancientsneowwhaleblessingsoverview
Wiki page covering all 8 Ancients in STS2. Neow (the Whale) appears at Act 1 start with 20 blessings. Act 2 has Orobas/Pael/Tezcatara (one randomly chosen). Act 3 has Darv/Nonupeipe/Tanx/Vakuu. Darv can also appear in Act 2. You pick 1 of 3 randomly offered blessings per Ancient.
S024 guide Glass Orbs Guide — GamerBlurb 2026-03-12
gamerblurb.com/articles/slay-the-spire-2-glass-...
defectorbsglassmechanics
Explains the new Glass Orb type in STS2 — AoE orb with a countdown timer.
S023 guide Pael's Legion Sleep Explained — GamerBlurb 2026-03-11
gamerblurb.com/articles/slay-the-spire-2-paels-...
paellegionrelicsmechanics
Explains the Sleep mechanic on Pael's Legion. After doubling Block from a card, the relic sleeps for 2 turns before activating again.
S022 forum Slay the Spire 2 Thread — SpaceBattles Forum 2026-03-11
forums.spacebattles.com/threads/slay-the-spire-...
communitydiscussionpaelwingancients
Community discussion thread with scattered opinions on Pael's relics and other Ancient offerings. Notes Pael's Wing "gets very very silly" with relic generation combos.
S021 guide Mastering the Defect in STS2 — AllThings.how 2026-03-11
allthings.how/mastering-the-defect-in-slay-the-...
defectbuildschangesfocusorbs
Detailed guide on what changed for Defect in STS2 vs STS1 and how to adapt. Emphasises the shift from permanent Focus stacking to temporary buffs and aggressive play.
S020 guide Defect Guide — Mobalytics 2026-03-11
mobalytics.gg/slay-the-spire-2/characters/defec...
defectbuildsarchetypesorbsclaw
Comprehensive Defect build guide covering all archetypes. Notes the big STS2 change: Focus is now mostly temporary.
S019 guide Keywords and Terms Guide — Mobalytics 2026-03-11
mobalytics.gg/slay-the-spire-2/guides/keywords
mechanicskeywordstransformglossary
Official keyword definitions for STS2 including Transform. Confirms transformed cards become a random card of any rarity.
S018 wiki Transform — Slay the Spire Wiki (wiki.gg) 2026-03-11
slaythespire.wiki.gg/wiki/Transform
mechanicstransform
Detailed documentation of the Transform mechanic. Covers rarity rules, color-locking, curse behavior, and relic interactions.
S017 guide Enchantments Guide — Untapped.gg 2026-03-11
sts2.untapped.gg/en/articles/slay-the-spire-2-e...
enchantmentsmechanics
Explains STS2's enchantment system — permanent card modifications with risk/reward trade-offs.
S016 wiki STS2 Relic Tier List — sts2.wiki 2026-03-11
sts2.wiki/relics/tier-list/
relicstier-listratings
Community relic tier list with letter grades and numerical scores for all STS2 relics.
S015 guide Necrobinder Beginner's Guide — TheGamer 2026-03-10
www.thegamer.com/slay-the-spire-2-the-necrobind...
necrobinderbeginnerdoomsoulsetherealmechanics
Beginner-focused guide covering Necrobinder's core mechanics: Doom, Souls, Ethereal, and Osty.
S014 guide Necrobinder Guide — Mobalytics 2026-03-10
mobalytics.gg/slay-the-spire-2/characters/necro...
necrobinderbuildsarchetypesdoomsummonsouls
Comprehensive build guide for The Necrobinder covering all archetypes. Covers Doom, Osty/Summon, and Soul/Exhaust cycling builds.
S013 news Colorless Card Update — PCGamesN 2026-03-10
www.pcgamesn.com/slay-the-spire-2/colorless-car...
colorlesscardsmechanicsupdate
Covers STS2's colorless card system — Mega Crit moved some previously class-locked cards (like Scrawl) into the colorless pool. 64 colorless cards in EA build.
S012 guide Guide to Everything: Ancients — Steam Community 2026-03-10
steamcommunity.com/sharedfiles/filedetails/?id=...
ancientspaelrelicsstrategy
Comprehensive guide to all Ancients in STS2. Notes that Pael's relics "vary quite drastically in power with half of the pool being mediocre and half of the pool being extraordinarily powerful."
S011 wiki STS2 Relics Database — sts2.wiki 2026-03-10
sts2.wiki/relics/
relicsdatabaseancientspael
Complete relic database for STS2, including all Ancient relics. Covers Pael, the Melting Dragon's full relic pool (10 relics).
S010 wiki STS2 Card Database — lvl.wiki 2026-03-10
lvl.wiki/slay-the-spire-2/cards/
cardsdatabaseall-characters
Complete card database for STS2 with base and upgraded stats.
S009 wiki Silent Card List & Tier List — Untapped.gg 2026-03-10
sts2.untapped.gg/en/tier-list/cards/silent
silentcardstier-listall-cards
Card database and tier list for Silent. Includes stats for all cards including upgraded versions.
S008 forum "Are we not supposed to fight elites?" — Steam Discussion (STS2) 2026-03-10
steamcommunity.com/app/2868840/discussions/0/80...
eliterewardsstrategysts2
Community discussion on whether elite fights are worth it in STS2. Players confirm elites give better card rarity odds and a relic, but debate whether the health cost is justified. No exact percentages cited.
S007 wiki Card Rewards Mechanics — Slay the Spire Wiki (Fandom) 2026-03-10
slay-the-spire.fandom.com/wiki/Card_Rewards
mechanicscard-rewardsrarityelitests1
Documents exact card reward rarity probabilities from STS1's decompiled source. STS2 numbers not yet available.
S006 guide Silent Deck Guides: Shiv, Poison and Sly Builds — The Escapist 2026-03-10
www.escapistmagazine.com/news-slay-the-spire-2-...
silentbuildsshivpoisonsly
Breaks down Silent's three main archetypes. Does not include Speedster in Shiv build recommendations.
S005 guide Silent Guide — Mobalytics 2026-03-10
mobalytics.gg/slay-the-spire-2/characters/silen...
silentbuildsshivslytier-list
Comprehensive Silent guide covering all three archetypes (Shiv, Poison, Sly). Lists Speedster under the Sly Deck section as an "Early Uncommon" for cycling damage. Not mentioned at all in the Shiv section.
S004 wiki Card Rewards — Slay the Spire Fandom Wiki 2026-03-10
slay-the-spire.fandom.com/wiki/Card_Rewards
mechanicscard-rewardsrarity
Documents card reward generation mechanics. Rarity is determined by fixed probability rolls — combat performance (damage taken, etc.) does not affect the rarity of offered cards in the base game.
S003 wiki STS2 Relic List — lvl.wiki 2026-03-10
lvl.wiki/slay-the-spire-2/relics/
relicsmechanics
Comprehensive relic database. Confirms Lava Lamp exact wording and lists Silver Crucible and other relics.
S002 guide STS2 Relics — Steam Community Guide 2026-03-10
steamcommunity.com/sharedfiles/filedetails/?id=...
relicsmechanics
Community-maintained relic list for STS2. Includes Lava Lamp relic description and other shop/boss/event relics.
S001 guide The Trial Event Guide — Noleep 2026-03-10
noleep.com/en/slay-the-spire-2-the-trial-event-...
eventsflawlessrewardsact-3
Covers The Trial, an Act 3 event that rewards consecutive flawless (no-damage) fights. Tracks an "Undamaged Streak" — losing Block doesn't count, only actual HP loss resets it.
No sources match your search.
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