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Volpedia/Games/Slay the Spire/Cards
SLAY THE SPIRE / CARDS

Cards

Character-filterable card reference with uses, synergies and pitfalls.

80 entries · Reviewed 2026-10-28
Original Volpedia category illustration
OverviewCharacters4Cards80Relics30Potions15Maps10Bosses10Elites10Enemies10Events12Mechanics20Builds12Ascension9Progression10Modes6Guides20Tips20Tools2
VOLPEDIA ORIGINAL GAME ENCYCLOPEDIA

Cards reference library

Search individual topics and follow highlighted terms to related Volpedia pages.

80 of 80 entries · Original Slay the Spire 1

IRONCLAD · REFERENCE

Bash

Applies Vulnerable and deals damage; a starter card that helps convert follow-up attacks into burst.

IRONCLAD · REFERENCE

Strike

Basic attack retained in the starting deck; it is usually weaker than later synergistic attacks.

IRONCLAD · REFERENCE

Defend

Basic Block skill that remains useful in the opening fights but has weak late-game output.

IRONCLAD · REFERENCE

Pommel Strike

Deals damage while drawing cards, enabling efficient attack cycles and broader access to the deck.

IRONCLAD · REFERENCE

Shrug It Off

Offers Block and replaces itself with a card, a versatile bridge between defense and cycling.

IRONCLAD · REFERENCE

Uppercut

Applies Weak and Vulnerable while attacking; both debuffs help stabilize a dangerous enemy.

IRONCLAD · REFERENCE

Whirlwind

Spends available energy to hit all enemies repeatedly, rewarding extra energy and Strength.

IRONCLAD · REFERENCE

Heavy Blade

Scales with Strength and excels once the deck consistently builds Strength.

IRONCLAD · REFERENCE

Inflame

Adds lasting Strength at the cost of a card and energy now for greater damage later.

IRONCLAD · REFERENCE

Limit Break

Amplifies already-earned Strength; its output depends on existing Strength rather than creating it.

IRONCLAD · REFERENCE

Demon Form

Generates Strength over time and offers excellent long-fight damage scaling.

IRONCLAD · REFERENCE

Corruption

Makes Skills free while exhausting them, creating explosive turns and a finite defensive resource.

IRONCLAD · REFERENCE

Feel No Pain

Provides Block whenever cards Exhaust, turning a removal mechanic into defense.

IRONCLAD · REFERENCE

Dark Embrace

Draws when cards Exhaust, sustaining turns built around card consumption.

IRONCLAD · REFERENCE

Barricade

Keeps unspent Block between turns, supporting defensive scaling plans.

IRONCLAD · REFERENCE

Body Slam

Converts current Block into an attack, useful when defense is also your damage plan.

IRONCLAD · REFERENCE

Fiend Fire

Exhausts other cards in hand to deal repeated damage, trading deck resources for burst.

IRONCLAD · REFERENCE

Offering

Trades health for energy and card draw to create a powerful turn.

IRONCLAD · REFERENCE

Reaper

Area attack that can restore HP based on damage actually dealt, particularly with Strength.

IRONCLAD · REFERENCE

Burning Pact

Exhausts a card to draw more, enabling deck thinning and Exhaust payoffs.

SILENT · REFERENCE

Neutralize

A cheap attack that applies Weak, enabling important damage prevention early.

SILENT · REFERENCE

Survivor

Starting Block skill that requires discarding a card and can activate discard synergies.

SILENT · REFERENCE

Backflip

Offers Block and draws cards, enabling flexible defensive cycles.

SILENT · REFERENCE

Footwork

Adds Dexterity to improve future Block from cards, key for many defensive decks.

SILENT · REFERENCE

Noxious Fumes

Applies Poison over time to all enemies, creating slow but persistent scaling.

SILENT · REFERENCE

Deadly Poison

Stacks Poison on a target, bypassing the need for repeated direct attacks.

SILENT · REFERENCE

Catalyst

Multiplies existing Poison, making a committed Poison engine lethal quickly.

SILENT · REFERENCE

Bouncing Flask

Randomly distributes Poison applications across enemies.

SILENT · REFERENCE

Blade Dance

Generates Shivs to play multiple small attacks during one turn.

SILENT · REFERENCE

Accuracy

Boosts Shiv damage and turns a small-hit package into serious offense.

SILENT · REFERENCE

After Image

Gains Block as cards are played, rewarding high-action turns.

SILENT · REFERENCE

Adrenaline

Grants draw and energy without consuming normal energy; excellent for tempo.

SILENT · REFERENCE

Acrobatics

Draws several cards while discarding one, a tool for targeted deck cycling.

SILENT · REFERENCE

Calculated Gamble

Replaces the hand by discarding and drawing, enabling large discard turns.

SILENT · REFERENCE

Tactician

Rewards being discarded with energy, enabling high-tempo cycles.

SILENT · REFERENCE

Reflex

Rewards discard with extra card draw and can enable sustained cycles.

SILENT · REFERENCE

Wraith Form

Grants temporary Intangible, offering extraordinary short-term survival with a drawback later.

SILENT · REFERENCE

Burst

Copies the next Skill played and rewards well-chosen defensive or draw effects.

SILENT · REFERENCE

Corpse Explosion

Applies Poison and causes a defeated target to damage other enemies.

SILENT · REFERENCE

Piercing Wail

Temporarily lowers all enemy Strength, helping against multi-hit or grouped attacks.

DEFECT · REFERENCE

Zap

Channels Lightning and establishes a basic orb-driven damage source.

DEFECT · REFERENCE

Dualcast

Evokes an orb repeatedly, producing a burst effect from the current front orb.

DEFECT · REFERENCE

Ball Lightning

Attack that channels Lightning, adding damage and orb momentum.

DEFECT · REFERENCE

Cold Snap

Attack that channels Frost, blending offense and passive Block.

DEFECT · REFERENCE

Glacier

Provides immediate Block and channels Frost to strengthen subsequent turns.

DEFECT · REFERENCE

Coolheaded

Channels Frost and draws, blending defensive setup with deck cycling.

DEFECT · REFERENCE

Defragment

Raises Focus, increasing the power of orb effects across the fight.

DEFECT · REFERENCE

Capacitor

Adds orb slots so the Defect can maintain more passive effects.

DEFECT · REFERENCE

Electrodynamics

Makes Lightning hit all enemies, providing powerful area control.

DEFECT · REFERENCE

Biased Cognition

Gives strong Focus up front with a future penalty unless negated.

DEFECT · REFERENCE

Consume

Gains Focus at the price of an orb slot, trading width for efficiency.

DEFECT · REFERENCE

Echo Form

Duplicates the first card played each turn, enabling extreme value over long battles.

DEFECT · REFERENCE

Buffer

Negates a future HP-loss instance, useful against large hits.

DEFECT · REFERENCE

Seek

Finds chosen cards from the draw pile to assemble a key answer.

DEFECT · REFERENCE

Meteor Strike

Powerful costly attack that channels Plasma, rewarding dedicated energy engines.

DEFECT · REFERENCE

Darkness

Channels a Dark orb whose stored damage grows over turns.

DEFECT · REFERENCE

Loop

Triggers the passive effect of the front orb additional times.

DEFECT · REFERENCE

Creative AI

Continually creates Powers, potentially scaling huge value in long encounters.

DEFECT · REFERENCE

Claw

A low-cost attack that rewards playing more copies over time.

DEFECT · REFERENCE

Reprogram

Alters the Defect toward ordinary attack/block scaling rather than Focus-based orbs.

WATCHER · REFERENCE

Eruption

Attack that enters Wrath, doubling outgoing and incoming attack damage while active.

WATCHER · REFERENCE

Vigilance

Gains Block and enters Calm, preparing energy generation when leaving the stance.

WATCHER · REFERENCE

Empty Fist

Attacks and exits the current stance, allowing controlled retreats from Wrath.

WATCHER · REFERENCE

Empty Body

Gains Block and exits stance, an important safety tool against huge intents.

WATCHER · REFERENCE

Tantrum

Efficient multi-hit attack that enters Wrath and returns to the draw pile.

WATCHER · REFERENCE

Fear No Evil

Attacks and can enter Calm when targeting an attacking enemy.

WATCHER · REFERENCE

Inner Peace

Enters Calm or draws cards when already Calm.

WATCHER · REFERENCE

Rushdown

Draws cards when entering Wrath, enabling stance-cycle turns.

WATCHER · REFERENCE

Mental Fortress

Rewards each stance switch with Block.

WATCHER · REFERENCE

Talk to the Hand

Applies an effect that grants Block when the marked target is attacked.

WATCHER · REFERENCE

Wallop

Converts damage inflicted into Block, aligning burst damage with defense.

WATCHER · REFERENCE

Blasphemy

Enters Divinity quickly but imposes a severe next-turn penalty.

WATCHER · REFERENCE

Deva Form

Generates increasing energy across turns, supporting long-form scaling.

WATCHER · REFERENCE

Vault

Ends the current turn and grants another turn, enabling tactical redirection.

WATCHER · REFERENCE

Scrawl

Draws toward a full hand, giving a large burst of options.

WATCHER · REFERENCE

Lesson Learned

Can permanently upgrade a card when it defeats an enemy.

WATCHER · REFERENCE

Judgment

Can instantly defeat a low-HP enemy regardless of normal attack scaling.

WATCHER · REFERENCE

Establishment

Reduces costs for retained cards over time.

WATCHER · REFERENCE

Wheel Kick

Delivers meaningful damage and draws additional cards.

WATCHER · REFERENCE

Omniscience

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.

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