Database 1

Slay the Spire 2 Card Database

Search every card, filter by pool and cost, and check exactly what changes after the upgrade.

577Cards indexed
5Main pools
6Epoch steps

Use This Library

Use the card database to narrow the pick before you argue about the pick

A good index page should shorten the path from lookup to judgment. These three checks keep the card library in that role.

First read

Cut the pool before you rate the card

This page is for deciding which cards are even live for the current shell, what cost band they occupy, and whether the upgrade delta is big enough to change the pick or smith. If you are already debating deck fit, the next click should be a guide or a narrower tool, not more scrolling.

When to use it

When this page helps

Open this page when the real question is which cards are even in the current pool, what they cost, and how much the upgrade delta changes the job. It is strongest before a draft, before a smith, or when an unlock gate means half the cards in your head are not actually live.

Common misread

Most common misread

Players treat the upgrade preview like a verdict. It is not. The preview only tells you what changed. It does not tell you whether the current shell can afford the cost band, wants the timing window, or needs the job at all.

Boundary

What this page cannot replace

The database is not a draft verdict and it is not a card-review essay. It gets you to the correct slice fast, but the real pick question still belongs to the character guide, the draft advisor, or the route-specific calculator that matches the run.

Real use example

Use it before the smith or draft locks in

A real use case is filtering down to one pool and one cost band at a campfire, checking which upgrades actually change sequencing, then jumping to the deeper page only for the last judgment call.

Go deeper next

Use the narrower page once the lookup is done

Database Editorial

Why This Card Database Needs More Than Filters

A card page that only lists names is not a real page. This one is supposed to narrow decisions: what pool the card belongs to, when it enters the run, what the upgrade actually changes, and whether the lookup should push you toward a deeper page instead of fake certainty.

Reviewed2026-03-28
Why this page matters

Card decisions pile up faster than any other run decision

This page exists to cut through 577 current cards without pretending every row deserves equal attention. Most run mistakes happen before the fight starts: bad drafts, lazy upgrade reads, and cards taken because the name is familiar instead of because the shell actually needs the job.

The useful part of a card database is not the search box. It is the combination of pool, cost, rarity, epoch gate, and upgrade preview that tells you whether the card belongs in the current run or only looks attractive in isolation.

Cards indexed577Main pools5Epoch steps6
How this page is verified

The page stays tied to the live card dataset instead of editorial guesswork

Every result on this page is generated from the current card dataset used by the site. Pool, rarity, target type, cost state, epoch metadata, search text, and the short upgrade preview all come from the same normalized source instead of being hand-entered card by card.

That matters because this page is a lookup layer, not a lore page. If a rule nuance is not cleanly exposed here, the page should point you deeper instead of inventing certainty. The database is verified against the live card data model, then surfaced with filters that match draft and upgrade decisions.

  • Search covers name, text, keyword, and pool metadata.
  • Epoch filtering separates core cards from unlock-dependent cards.
  • Upgrade preview is a fast delta read, not a replacement for full card context.
What actually matters

Pool, cost pressure, and upgrade delta matter more than raw text length

In practice, the first useful question is not "what does this card say?" It is "which shell can even see it?" Pool context immediately cuts the list down. After that, cost pressure and upgrade delta decide whether the card helps the current deck or just adds another pretty line to a clogged hand.

The epoch filter is here for the same reason. A card that is not live in your current unlock state is noise. A card with a huge upgrade swing is also a different object from its base version, so this page keeps the upgrade preview visible instead of hiding the real decision behind one more click.

  • Use pool first, then cost, then rarity if you need the shortest path to the relevant slice.
  • Treat star-cost and X-cost entries as shell-specific, not generic pickups.
  • Upgrade preview is most valuable when it changes cost, targeting, or the card job itself.
Common mistakes / traps

The bad habits are always the same

Players search by name, spot a familiar card, and stop reading the context around it. That is how cross-pool cards get compared as if they were competing for the same draft slot. It is also how wide databases turn into confirmation machines instead of decision tools.

The other common trap is reading the upgrade preview like a verdict. It is only a shortcut to the delta. A better number is not automatically a better pick, and a flashy text change does not tell you whether the current deck can afford the cost band or support the timing window.

  • Do not compare cards from different pools without checking who can actually draft them.
  • Do not use rarity as a quality score. Rare still loses if the shell cannot carry it.
  • Do not mistake the preview line for a full gameplay evaluation.
Related high-value pages

Go deeper once the list tells you what card you are dealing with

Use the pages below when the database gives you the name but not the answer. The point is to move from lookup to judgment fast instead of forcing one page to fake the whole analysis stack.

Maintenance Signals

Who Maintains This Page

Reference pages need a visible owner and scope, otherwise they read like unmaintained dumps. These signals say what data surface is being maintained and what the page deliberately does not promise.

Maintained bySTS2 Calculator Reference Desk

Independent fan-made editors and data maintainers. This is not an official Slay the Spire 2 or Mega Crit property.

Responsible editorSTS2 Calculator Site Operator

Final site operator and responsible editor. Final contact for corrections, rights notices, and maintenance triage via [email protected].

Last reviewedMarch 28, 2026

Visible copy, links, and page-level signals were checked in the latest review pass.

Patch verifiedCurrent Early Access card dataset

If a patch moves the numbers, wording, or assumptions behind this page, the page gets revised, narrowed, or rechecked again.

Applies toCard lookup, upgrade preview, epoch gating, and links into curated card detail notes.

If the site does not expose a stable property cleanly yet, the page should point you deeper instead of inventing certainty.

DisclaimerMaintained reference, not a substitute for full run context.

Database and glossary pages surface the live site dataset cleanly, but they do not replace deck, route, or encounter judgment.

Find a Card

Keep the filters narrow enough to be useful. Wide-open databases are just noise.

Card Results

Showing 48 of 577 matching cards.

1 EnergyIronclad

Aggression

Aggression card artwork

At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it.

Keywords: None -> Innate

0 EnergyIronclad

Anger

Anger card artwork

Deal 6 damage.

Damage: 6 -> 8

1 EnergyIronclad

Armaments

Armaments card artwork

Gain 5 Block.

Upgrade changes the rules text.

1 EnergyIronclad

Ashen Strike

Ashen Strike card artwork

Deal 6 damage.

Extra Damage Per Stack: 3 -> 4

3 EnergyIronclad

Barricade

Barricade card artwork

Block is not removed at the start of your turn.

Energy Cost: 3 -> 2

2 EnergyIronclad

Bash

Bash card artwork

Deal 8 damage.

Damage: 8 -> 10 · Vulnerable: 2 -> 3

0 EnergyIronclad

Battle Trance

Battle Trance card artwork

Draw 3 cards.

Cards: 3 -> 4

2 EnergyIroncladEpoch 7

Blood Wall

Blood Wall card artwork

Lose 2 HP.

Block: 16 -> 20

0 EnergyIronclad

Bloodletting

Bloodletting card artwork

Lose 3 HP.

Energy: 2 -> 3

3 EnergyIronclad

Bludgeon

Bludgeon card artwork

Deal 32 damage.

Damage: 32 -> 42

1 EnergyIronclad

Body Slam

Body Slam card artwork

Deal damage equal to your Block.

Energy Cost: 1 -> 0

0 EnergyIronclad

Brand

Brand card artwork

Lose 1 HP.

Strength: 1 -> 2

1 EnergyIronclad

Break

Break card artwork

Deal 20 damage.

Damage: 20 -> 30 · Vulnerable: 5 -> 7

1 EnergyIronclad

Breakthrough

Breakthrough card artwork

Lose 1 HP.

Damage: 9 -> 13

0 EnergyIronclad

Bully

Bully card artwork

Deal 4 damage.

Extra Damage Per Stack: 2 -> 3

1 EnergyIronclad

Burning Pact

Burning Pact card artwork

Exhaust 1 card.

Cards: 2 -> 3

X EnergyIronclad

Cascade

Cascade card artwork

Play the top X cards of your Draw Pile.

Upgrade changes the rules text.

2 EnergyIroncladEpoch 5

Cinder

Cinder card artwork

Deal 18 damage.

Damage: 18 -> 24

1 EnergyIronclad

Colossus

Colossus card artwork

Gain 5 Block.

Block: 5 -> 8

1 EnergyIronclad

Conflagration

Conflagration card artwork

Deal 8 damage to ALL enemies.

Base Value: 8 -> 9 · Extra Damage Per Stack: 2 -> 3

3 EnergyIronclad

Corruption

Corruption card artwork

Skills cost 0 0 Energy.

Energy Cost: 3 -> 2

1 EnergyIronclad

Crimson Mantle

Crimson Mantle card artwork

At the start of your turn, lose 1 HP and gain 8 Block.

Crimson Mantle: 8 -> 10

1 EnergyIroncladEpoch 2

Cruelty

Cruelty card artwork

Vulnerable enemies take an additional 25% damage.

Cruelty: 25 -> 50

2 EnergyIronclad

Dark Embrace

Dark Embrace card artwork

Whenever a card is Exhausted, draw 1 card.

Energy Cost: 2 -> 1

1 EnergyIronclad

Defend

Defend card artwork

Gain 5 Block.

Block: 5 -> 8

3 EnergyIronclad

Demon Form

Demon Form card artwork

At the start of your turn, gain 2 Strength.

Strength: 2 -> 3

0 EnergyIronclad

Demonic Shield

Demonic Shield card artwork

Lose 1 HP.

Keywords: Exhaust -> None

1 EnergyIronclad

Dismantle

Dismantle card artwork

Deal 8 damage.

Damage: 8 -> 10

1 EnergyIroncladEpoch 2

Dominate

Dominate card artwork

Apply 1 Vulnerable.

Vulnerable: 1 -> 2

0 EnergyIroncladEpoch 5

Drum of Battle

Drum of Battle card artwork

Draw 2 cards.

Cards: 2 -> 3

1 EnergyIronclad

Evil Eye

Evil Eye card artwork

Gain 8 Block.

Block: 8 -> 11

2 EnergyIronclad

Expect a Fight

Expect a Fight card artwork

Gain 0 Energy for each Attack in your Hand.

Energy Cost: 2 -> 1

1 EnergyIronclad

Feed

Feed card artwork

Deal 10 damage.

Damage: 10 -> 12 · Max HP: 3 -> 4

1 EnergyIronclad

Feel No Pain

Feel No Pain card artwork

Whenever a card is Exhausted, gain 3 Block.

Stacks: 3 -> 4

2 EnergyIronclad

Fiend Fire

Fiend Fire card artwork

Exhaust your Hand.

Damage: 7 -> 10

2 EnergyIronclad

Fight Me!

Fight Me! card artwork

Deal 5 damage twice.

Damage: 5 -> 6 · Strength: 3 -> 4

2 EnergyIronclad

Flame Barrier

Flame Barrier card artwork

Gain 12 Block.

Block: 12 -> 16 · Damage Back: 4 -> 6

1 EnergyIronclad

Forgotten Ritual

Forgotten Ritual card artwork

If you Exhausted a card this turn, gain 3 Energy.

Energy: 3 -> 4

1 EnergyIronclad

Grapple

Grapple card artwork

Deal 7 damage.

Damage: 7 -> 9 · Grapple: 5 -> 7

1 EnergyIronclad

Havoc

Havoc card artwork

Play the top card of your Draw Pile and Exhaust it.

Energy Cost: 1 -> 0

1 EnergyIronclad

Headbutt

Headbutt card artwork

Deal 9 damage.

Damage: 9 -> 12

2 EnergyIronclad

Hellraiser

Hellraiser card artwork

Whenever you draw a card containing “Strike”, it is played against a random enemy.

Energy Cost: 2 -> 1

1 EnergyIronclad

Hemokinesis

Hemokinesis card artwork

Lose 2 HP.

Damage: 15 -> 20

3 EnergyIronclad

Howl from Beyond

Howl from Beyond card artwork

Deal 16 damage to ALL enemies.

Damage: 16 -> 21

2 EnergyIronclad

Impervious

Impervious card artwork

Gain 30 Block.

Block: 30 -> 40

1 EnergyIronclad

Infernal Blade

Infernal Blade card artwork

Add a random Attack into your Hand.

Energy Cost: 1 -> 0

1 EnergyIroncladEpoch 7

Inferno

Inferno card artwork

At the start of your turn, lose 1 HP.

Inferno: 6 -> 9

1 EnergyIronclad

Inflame

Inflame card artwork

Gain 2 Strength.

Strength: 2 -> 3