Slay the Spire 2 Card Tier List
Early Access Β· Click any card to see why it's rated this way
How this tier list is ranked
Ratings use v0.107.1 main-branch values and weigh immediate impact, scaling, consistency, flexible synergies, and boss coverage.
Scope: main branch v0.107.1. Beta v0.109.0 changes are shown separately and never silently mixed into the ratings.
Tier is a baseline, not an automatic pick. Your character, current deck, relics, route, and upcoming boss can move a card up or down.
What moves a card
- Immediate floor: does it solve damage, Block, draw, or energy before the deck is assembled?
- Scaling ceiling: can it cross elite and boss breakpoints without requiring several rare pieces?
- Consistency: draw order, energy cost, upgrade pressure, and how often the card is dead.
- Context: character kit, current deck, relics, route, and the next boss can move a card by a full tier.
Common tier-list mistakes
- Taking the highest tier instead of the card that fixes the deckβs next failure point.
- Rating a combo by its best screenshot while ignoring setup turns and missing-piece risk.
- Using Beta values on the main branch or carrying an old rating across a balance patch.

At the start of your turn, gain 3 Strength.

Gain 30 Block. Exhaust.

Whenever a card is Exhausted, draw 1 card.

Deal 10 damage. If Fatal, raise your Max HP by 3. Exhaust.

Deal 5 damage to ALL enemies X times.

Skills cost 0 energy. Whenever you play a Skill, Exhaust it.

Block is not removed at the start of your turn.

Whenever you gain Block, deal 5 damage to a random enemy.

Whenever a card is Exhausted, gain 3 Block.

Exhaust your hand. Deal 7 damage for each card Exhausted. Exhaust.

Deal 20 damage. Apply 5 Vulnerable.

Gain 1 extra Energy at the start of each turn.

The first time you gain Block from a card each turn, double the amount gained.

Innate. At the start of each turn, add a Shiv to your hand.

Shivs deal 4 additional damage.

At the start of each turn, apply 2 Poison to ALL enemies.

Gain 2 Dexterity.

Gain 2 Intangible. At the start of each turn, lose 1 Dexterity.

Whenever an Attack deals unblocked damage, apply 1 Poison.

Poison is triggered 1 additional time each turn.

Choose a card. Next turn, add 3 copies of it to your hand. Exhaust.

Apply 2 Weak. Gain 11 Block.

Deal 15 damage. Next turn, draw 2 additional cards.

Your Shivs gain Retain. The first Shiv you play each turn deals 9 additional damage.

Your Shivs hit ALL enemies. Add 4 Shivs into your hand.

Apply 9 Poison to ALL enemies. Poison triggers immediately.

The enemy loses X Strength and gains X Weak. Exhaust.

This turn, your next Skill is played twice.

Gain 1 Focus.

Gain 6 Block. Channel 2 Frost.

At the start of your turn, add a random Power to your hand.

Gain 5 Focus. At the start of each turn, lose 1 Focus.

Gain 2 Orb Slots.

At the start of your turn, trigger the passive of your rightmost Orb 1 additional time.

Evoke your rightmost Orb X times.

At the start of your turn, draw 1 additional card.

Evoke your rightmost Orb 4 times.

At the start of your turn, gain 2 Block for each unique Orb type you have.

Deal 10 damage. Put all 0-cost cards from your Discard Pile into your hand.

Retain. Whenever your Attacks deal damage, apply that much Doom.

Apply 21 Doom and 1 Weak to ALL enemies.

Retain. If Osty is alive, he dies and you gain Block equal to twice his Max HP.

Ethereal. Your first Attack each turn deals 50% additional damage.

Apply 29 Doom to ALL enemies. Kill any enemy whose Doom is greater than or equal to its HP.

Retain. Deal damage equal to the enemyβs Doom. Exhaust.

Summon Osty for 5. Whenever Osty loses HP, ALL enemies lose that much HP.

At the start of your turn, apply 6 Doom to a random enemy.

Deal 8 damage. Deals 4 additional damage for each card you have drawn this turn.

Apply 10 Doom, plus 5 more for every 10 Doom already on the enemy.

Deal 10 damage. Vulnerable and Weak are twice as effective for 2 turns.

Deal 9 damage. Deals 4 additional damage for each Soul in your Exhaust Pile.

Draw 6 cards.

At the start of your turn, gain 2 Star.

Ethereal. End your turn. The first 2 cards you play each turn are free.

Costs 1 energy and 3 Star. Whenever you play a card, gain a Star.

Costs 5 Star. Deal 33 damage to ALL enemies. Apply 3 Weak and 3 Vulnerable.

Innate. Draw 1 card. Gain a Renewal and a Star. Forge 5. Exhaust.

Costs 2 energy, 1 Renewal, and 7 Star. Deal 7 damage to ALL enemies 7 times.

Innate. Whenever you create a card, gain 1 Strength.

Whenever you spend or gain a Star, deal 3 damage to ALL enemies.

Costs 1 energy and 4 Star. Deal 35 damage.

Costs 2 Star. Deal 14 damage to ALL enemies. Apply 2 Weak and 2 Vulnerable to ALL enemies.

Costs 2 energy and 1 Renewal. The Sovereign Blade gains Replay 1 (repeats an additional time).

Deal 8 damage X times. If X is 4 or more, double X.

Costs 1 energy and 3 Star. Ethereal. Deal 9 damage to ALL enemies. ALL enemies lose 9 Strength.

Deal 32 damage.

Gain 5 Block. Upgrade a card in your hand.

Deal 13 damage. Apply 1 Weak. Apply 1 Vulnerable.

Draw 3 cards. You cannot draw additional cards this turn.

Gain 8 Block. Draw 1 card.

Deal 9 damage. Draw 1 card.

Lose 2 HP. Deal 15 damage.

Deal damage equal to your Block.

Lose 3 HP. Gain 2 Energy.

At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 6 damage to ALL enemies.

Whenever you lose HP on your turn, gain 1 Strength.

Gain 12 Block. Whenever you are attacked this turn, deal 4 damage back.

Exhaust all non-Attack cards in your hand. Gain 5 Block for each card Exhausted.

Deal 20 damage. Enemy loses 10 Strength this turn.

Deal 9 damage. Increase this cardβs damage by 5 this combat.

Deal 9 damage. Put a card from your Discard Pile on top of your Draw Pile.

Deal 4 damage twice. Exhaust a random Attack in your hand and add its damage to this card.

Apply 1 Vulnerable. Gain 1 Strength for each Vulnerable on the enemy. Exhaust.

Deal 4 damage and apply 1 Vulnerable to ALL enemies.

Lose 2 HP. Gain 16 Block.

Gain 4 Plating.

At the end of your turn, you no longer discard your hand.

Gain Block equal to total Poison on ALL enemies.

Add 3 Shivs into your hand. Exhaust.

Apply 5 Poison.

Gain 5 Block. Draw 2 cards.

Apply 3 Poison to a random enemy 3 times.

Deal 6 damage. Apply 3 Poison.

Deal 9 damage. Draw 1 card. Discard 1 card.

Gain 6 Block. Add 1 Shiv into your hand.

Discard your hand, then draw that many cards. Exhaust.

At the start of your turn, draw 1 card and discard 1 card.

Deal 6 damage for each Attack played this turn.

Deal 4 damage to ALL enemies twice.

Gain 10 Block. Deal 10 damage.

Gain 5 Block. Block is not removed next turn.

Retain. Apply 7 Poison.

ALL enemies lose 6 Strength this turn. Exhaust.

Innate. Deal 10 damage. Apply 1 Vulnerable. Exhaust.

Deal 9 damage plus 4 for each card discarded this turn.

Deal 8 damage X times.

Discard your hand. Add an upgraded Shiv for each card discarded.

Draw 1 card. If it is a Skill, gain 3 Block.

Draw 2 cards. They gain Retain this turn.

Deal 7 damage. Channel 1 Lightning.

Channel 1 Frost. Draw 1 card.

Deal 30 damage to ALL enemies. Lose 3 Focus.

Prevent the next time you would lose HP.

Channel 1 random Orb.

Deal 26 damage. If this kills the enemy, gain 3 Energy.

Deal 5 damage for each Channeled Orb.

Deal 6 damage. Channel 1 Frost.

Deal 7 damage. Draw 1 card for each unique Orb type you have.

Channel 1 Dark orb.

Double your Energy. Exhaust.

Whenever you play a Power, Channel 1 Lightning.

Whenever you Evoke Lightning, deal 6 damage to ALL enemies.

Shuffle your hand and discard pile into your Draw Pile. Draw 4 cards. Exhaust.

Channel 1 Lightning, 1 Frost, and 1 Dark. Exhaust.

Deal 19 damage. Channel 3 Frost.

Channel X Lightning.

Gain 7 Block. Next turn, gain 1 Energy.

Deal 6 damage to ALL enemies. Draw 1 card.

Draw 3 cards.

Gain 1 Block. Permanently increase this cardβs Block by 3 for the rest of the run.

Deal 24 damage. Channel 3 Plasma.

The first 0-cost Attack you play each turn returns to your hand.

Innate. Gain 10 Block. Exhaust.

Deal 9 damage. Gain 1 Focus.

Deal 3 damage. Increase the damage of all Claw cards by 2 this combat.

Play all Ethereal cards in your Exhaust pile. Exhaust.

Ostyβs attacks deal 4 additional damage.

Retain. Deal 27 damage.

If Osty is alive, deal 9 damage to ALL enemies and gain 9 Block. Osty dies.

Deal 8 damage. Apply Doom equal to the damage dealt.

Ethereal. Deal 13 damage.

Apply 13 Doom. Draw 1 card.

Retain. Deal 8 damage to ALL enemies.

Retain. Summon Osty for 3. Osty heals 5 HP.

Ethereal. Draw 3 cards.

Deal 52 damage.

Summon Osty for 20. Exhaust.

Whenever you play a Soul, a random enemy loses 7 HP.

Deal 5 damage for each Ethereal card you have played this combat.

Retain. Put 3 cards from your Discard Pile into your hand. Exhaust.

Whenever you play a card costing 2 or more energy, gain 4 Block.

Whenever you apply Doom, gain 2 Block.

Summon Osty for 6. Exhaust.

Deal 10 damage. Add a Soul into your Draw Pile.

Gain 8 Block. Add a Soul into your Draw Pile.

Osty deals 11 damage and applies 2 Vulnerable to ALL enemies.

Osty deals 5 damage. When Osty attacks this enemy, Summon Osty for 3.

Ethereal. The enemy loses 8 Strength this turn.

Whenever you play an Ethereal card, gain 4 Block.

The enemy loses 3 HP. Add 3 Souls into your Draw Pile.

Gain 5 Block. Apply 7 Doom to ALL enemies.

Ethereal. Deal 7 damage. Apply 1 Vulnerable.

Deal 9 damage. Add Ethereal to a card in your hand.

At the start of your turn, Forge 5.

Deal 30 damage. If this kills the enemy, gain 5 Star.

Gain 8 Block and gain a Star.

Whenever you spend Star, gain 2 Block for each Star spent.

Costs 3 Star. Deal 13 damage. Apply 2 Weak and 2 Vulnerable.

Costs 1 energy and 1 Star. Deal 8 damage, plus 2 for each Star-cost card in your hand.

Deal 9 damage. Gain 1 Star.

Deal 10 damage. Draw 1 card. Put a card from your hand on top of your Draw Pile.

Gain 12 Block. Forge 10.

Forge 7. The Sovereign Blade also hits ALL enemies.

Whenever you attack an enemy, it loses 1 Strength this turn.

If you play 5 or more cards in a turn, draw 1 card at the start of your next turn.

Deal 3 damage to ALL enemies for each Star gained this turn.

Gain 7 Block. Add a random Colorless card to your hand.

Costs 1 energy and 2 Star. Deal 12 damage. Draw 2 cards.

Deal 7 damage. Forge 7.

Forge 5. Draw 2 cards.

Deal 6 damage 3 times.

Innate. At the start of your turn, draw 1 card and Exhaust 1 card from your hand.

Deal 15 damage. Next turn, gain 2 Renewal.

Forge 8. Put the Sovereign Blade into your hand.

Draw 3 cards. Put 1 card from your hand on top of your Draw Pile.

Deal 8 damage. When drawn, it deals 4 additional damage this combat.

Whenever you create a card, gain 2 Block.

Deal 8 damage to ALL enemies. Enemies lose 1 Strength.

Deal 8 damage. Apply 2 Vulnerable.

Gain 7 Block. Exhaust 1 card at random.

Gain 5 Block. Deal 5 damage.

Deal 5 damage twice.

Can only be played if your Draw Pile is empty. Deal 60 damage to ALL enemies.

Sly. Apply 4 Poison and 1 Weak to ALL enemies.

Deal 8 damage. Apply 1 Weak.

Gain 9 Block.

Deal 3 damage. Apply 1 Weak if the enemy intends to attack.

Osty deals 6 damage.

At the end of combat, gain 30 Gold.



