Character-filterable card reference with uses, synergies and pitfalls.
80 entries · Reviewed 2026-10-28Search individual topics and follow highlighted terms to related Volpedia pages.
80 of 80 entries · Original Slay the Spire 1
Applies Vulnerable and deals damage; a starter card that helps convert follow-up attacks into burst.
Basic attack retained in the starting deck; it is usually weaker than later synergistic attacks.
Basic Block skill that remains useful in the opening fights but has weak late-game output.
Deals damage while drawing cards, enabling efficient attack cycles and broader access to the deck.
Offers Block and replaces itself with a card, a versatile bridge between defense and cycling.
Applies Weak and Vulnerable while attacking; both debuffs help stabilize a dangerous enemy.
Spends available energy to hit all enemies repeatedly, rewarding extra energy and Strength.
Scales with Strength and excels once the deck consistently builds Strength.
Adds lasting Strength at the cost of a card and energy now for greater damage later.
Amplifies already-earned Strength; its output depends on existing Strength rather than creating it.
Generates Strength over time and offers excellent long-fight damage scaling.
Makes Skills free while exhausting them, creating explosive turns and a finite defensive resource.
Provides Block whenever cards Exhaust, turning a removal mechanic into defense.
Draws when cards Exhaust, sustaining turns built around card consumption.
Keeps unspent Block between turns, supporting defensive scaling plans.
Converts current Block into an attack, useful when defense is also your damage plan.
Exhausts other cards in hand to deal repeated damage, trading deck resources for burst.
Trades health for energy and card draw to create a powerful turn.
Area attack that can restore HP based on damage actually dealt, particularly with Strength.
Exhausts a card to draw more, enabling deck thinning and Exhaust payoffs.
A cheap attack that applies Weak, enabling important damage prevention early.
Starting Block skill that requires discarding a card and can activate discard synergies.
Offers Block and draws cards, enabling flexible defensive cycles.
Adds Dexterity to improve future Block from cards, key for many defensive decks.
Applies Poison over time to all enemies, creating slow but persistent scaling.
Stacks Poison on a target, bypassing the need for repeated direct attacks.
Multiplies existing Poison, making a committed Poison engine lethal quickly.
Randomly distributes Poison applications across enemies.
Generates Shivs to play multiple small attacks during one turn.
Boosts Shiv damage and turns a small-hit package into serious offense.
Gains Block as cards are played, rewarding high-action turns.
Grants draw and energy without consuming normal energy; excellent for tempo.
Draws several cards while discarding one, a tool for targeted deck cycling.
Replaces the hand by discarding and drawing, enabling large discard turns.
Rewards being discarded with energy, enabling high-tempo cycles.
Rewards discard with extra card draw and can enable sustained cycles.
Grants temporary Intangible, offering extraordinary short-term survival with a drawback later.
Copies the next Skill played and rewards well-chosen defensive or draw effects.
Applies Poison and causes a defeated target to damage other enemies.
Temporarily lowers all enemy Strength, helping against multi-hit or grouped attacks.
Channels Lightning and establishes a basic orb-driven damage source.
Evokes an orb repeatedly, producing a burst effect from the current front orb.
Attack that channels Lightning, adding damage and orb momentum.
Attack that channels Frost, blending offense and passive Block.
Provides immediate Block and channels Frost to strengthen subsequent turns.
Channels Frost and draws, blending defensive setup with deck cycling.
Raises Focus, increasing the power of orb effects across the fight.
Adds orb slots so the Defect can maintain more passive effects.
Makes Lightning hit all enemies, providing powerful area control.
Gives strong Focus up front with a future penalty unless negated.
Gains Focus at the price of an orb slot, trading width for efficiency.
Duplicates the first card played each turn, enabling extreme value over long battles.
Negates a future HP-loss instance, useful against large hits.
Finds chosen cards from the draw pile to assemble a key answer.
Powerful costly attack that channels Plasma, rewarding dedicated energy engines.
Channels a Dark orb whose stored damage grows over turns.
Triggers the passive effect of the front orb additional times.
Continually creates Powers, potentially scaling huge value in long encounters.
A low-cost attack that rewards playing more copies over time.
Alters the Defect toward ordinary attack/block scaling rather than Focus-based orbs.
Attack that enters Wrath, doubling outgoing and incoming attack damage while active.
Gains Block and enters Calm, preparing energy generation when leaving the stance.
Attacks and exits the current stance, allowing controlled retreats from Wrath.
Gains Block and exits stance, an important safety tool against huge intents.
Efficient multi-hit attack that enters Wrath and returns to the draw pile.
Attacks and can enter Calm when targeting an attacking enemy.
Enters Calm or draws cards when already Calm.
Draws cards when entering Wrath, enabling stance-cycle turns.
Rewards each stance switch with Block.
Applies an effect that grants Block when the marked target is attacked.
Converts damage inflicted into Block, aligning burst damage with defense.
Enters Divinity quickly but imposes a severe next-turn penalty.
Generates increasing energy across turns, supporting long-form scaling.
Ends the current turn and grants another turn, enabling tactical redirection.
Draws toward a full hand, giving a large burst of options.
Can permanently upgrade a card when it defeats an enemy.
Can instantly defeat a low-HP enemy regardless of normal attack scaling.
Reduces costs for retained cards over time.
Delivers meaningful damage and draws additional cards.
Plays a chosen card from the draw pile repeatedly, a powerful but costly tutor.
Independent Volpedia editorial resource, not affiliated with Mega Crit. Original game (Slay the Spire 1), reviewed 2026-10-28. Slay the Spire 2 has separate rules, cards and characters and is not included here. Category graphics are original conceptual illustrations, not game screenshots or actual card artwork. Detailed numerical card costs, damage, upgrade effects and drop percentages are omitted where not individually checked. Editorial verification records are stored separately from public articles.