Card Database

Card Category

Power Cards

Complete guide to Power cards in Slay the Spire 2 — all persistent buff cards that define deck archetypes and win conditions.

Power cards in Slay the Spire 2 are a special subcategory of skill cards that provide persistent effects lasting the entire combat. Visually distinguished by their unique border and icon, powers are often the cornerstone of winning strategies, defining entire deck archetypes and enabling late-game scaling that makes boss fights manageable.

The most powerful powers create build-around effects that reward committed strategies. Corruption turns all skills into zero-cost cards at the expense of exhaustion, enabling incredibly fast and efficient turns. Demon Form provides enormous Strength gains each turn, turning every attack into a devastating weapon. Wraith Form grants intangible for multiple turns, providing near-invincibility during crucial moments. Each of these cards demands a deck built to support its specific playstyle.

Scaling powers like Defragment (Focus), Footwork (Dexterity), and Inflame (Strength) provide linear stat increases that compound over time. These are reliable, low-risk investments that strengthen every relevant card in your deck. The Defect relies especially heavily on scaling powers due to the Focus mechanic that amplifies orb effectiveness throughout every fight.

Draw and energy powers like Tools of the Trade, Machine Learning, and Berserk provide the engine that makes efficient decks possible. These powers improve your ability to access key cards and play more cards each turn, creating a snowball effect that grows stronger as fights progress.

When evaluating powers, consider the opportunity cost. Playing a power uses an entire turn's energy and does nothing immediate for board state. Powers are best taken when you have enough defensive tools to survive the turn spent playing them. In shorter hallway fights, cheaper powers or no powers at all may be preferable.

112 cards

Abrasive

Rare · Power · Silent

3

Gain 1 Dexterity. Gain 4 Thorns.

Accelerant

Rare · Power · Silent

1

Poison is triggered 1 additional time.

Accuracy

Uncommon · Power · Silent

1

Shivs deal 4 additional damage.

Afterimage

Rare · Power · Silent

1

Whenever you play a card, gain 1 Block.

Aggression

Rare · Power · Ironclad

1

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

Arsenal

Rare · Power · Regent

1

Whenever you play a Colorless card, gain 1 Strength.

Automation

Uncommon · Power · Colorless

1

Every 10 cards you draw, gain .

Barricade

Rare · Power · Ironclad

3

Block is not removed at the start of your turn.

Beacon of Hope

Rare · Power · Colorless

1

Whenever you gain Block on your turn, other players gain half that much Block.

Biased Cognition

Ancient · Power · Defect

1

Gain 4 Focus. At the start of your turn, lose 1 Focus.

Black Hole

Uncommon · Power · Regent

1

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

Buffer

Rare · Power · Defect

2

Prevent the next time you would lose HP.

Bulk Up

Uncommon · Power · Defect

2

Lose 1 Orb Slot. Gain 2 Strength. Gain 2 Dexterity.

Calamity

Rare · Power · Colorless

3

Whenever you play an Attack, add a random Attack into your Hand.

Calcify

Uncommon · Power · Necrobinder

1

Osty's attacks deal 4 additional damage.

Call of the Void

Rare · Power · Necrobinder

1

At the start of your turn, add 1 random card into your Hand. It gains Ethereal.

Caltrops

Event · Power · event

1

Whenever you are attacked, deal 3 damage back.

Capacitor

Uncommon · Power · Defect

1

Gain 2 Orb Slots.

Child of the Stars

Uncommon · Power · Regent

1

Whenever you spend , gain 2 Block for each spent.

Consuming Shadow

Rare · Power · Defect

2

Channel 2 Dark. At the end of your turn, Evoke your leftmost Orb.

Coolant

Rare · Power · Defect

1

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

Corruption

Ancient · Power · Ironclad

3

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

Countdown

Uncommon · Power · Necrobinder

1

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

Creative AI

Rare · Power · Defect

3

At the start of your turn, add a random Power into your Hand.

Crimson Mantle

Rare · Power · Ironclad

1

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

Cruelty

Rare · Power · Ironclad

1

Vulnerable enemies take an additional 25% damage.

Danse Macabre

Uncommon · Power · Necrobinder

1

Whenever you play a card that costs or more, gain 3 Block.

Dark Embrace

Rare · Power · Ironclad

2

Whenever a card is Exhausted, draw 1 card.

Defragment

Rare · Power · Defect

1

Gain 1 Focus.

Demesne

Rare · Power · Necrobinder

3

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

Demon Form

Rare · Power · Ironclad

3

At the start of your turn, gain 2 Strength.

Devour Life

Rare · Power · Necrobinder

1

Whenever you play a Soul, Summon 1.

Drum of Battle

Uncommon · Power · Ironclad

0

Draw 2 cards. At the start of your turn, Exhaust the top card of your Draw Pile.

Echo Form

Rare · Power · Defect

3

The first card you play each turn is played an extra time.

Entropy

Rare · Power · Colorless

1

At the start of your turn, Transform 1 card in your Hand.

Envenom

Rare · Power · Silent

2

Whenever an Attack deals unblocked damage, apply 1 Poison.

Eternal Armor

Rare · Power · Colorless

3

Gain 7 Plating.

Fan of Knives

Rare · Power · Silent

2

Shivs now hit ALL enemies. Add 4 Shivs into your Hand.

Fasten

Uncommon · Power · Colorless

1

Gain an additional 5 Block from Defend cards.

Feel No Pain

Uncommon · Power · Ironclad

1

Whenever a card is Exhausted, gain 3 Block.

Feral

Uncommon · Power · Defect

2

The first time you play a 0 Attack each turn, return it to your Hand.

Footwork

Uncommon · Power · Silent

1

Gain 2 Dexterity.

Forbidden Grimoire

Ancient · Power · Necrobinder

2

At the end of combat, you may remove a card from your Deck.

Friendship

Uncommon · Power · Necrobinder

1

Lose 2 Strength. Gain at the start of each turn.

Furnace

Uncommon · Power · Regent

1

At the start of your turn, Forge 4.

Genesis

Rare · Power · Regent

2

At the start of your turn, gain .

Hailstorm

Uncommon · Power · Defect

1

At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.

Hammer Time

Rare · Power · Regent

2

Whenever you Forge, all allies Forge as well.

Haunt

Uncommon · Power · Necrobinder

1

Whenever you play a Soul, a random enemy loses 6 HP.

Hello World

Event · Power · event

1

At the start of your turn, add a random Common card into your Hand.

Hellraiser

Rare · Power · Ironclad

2

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

Inferno

Uncommon · Power · Ironclad

1

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

Infinite Blades

Uncommon · Power · Silent

1

At the start of your turn, add 1 Shiv into your Hand.

Inflame

Uncommon · Power · Ironclad

1

Gain 2 Strength.

Iteration

Uncommon · Power · Defect

1

The first time you draw a Status card each turn, draw 2 cards.

Juggernaut

Rare · Power · Ironclad

2

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

Juggling

Uncommon · Power · Ironclad

1

Add a copy of the third Attack you play each turn into your Hand.

Lethality

Uncommon · Power · Necrobinder

1

The first Attack each turn deals 50% additional damage.

Loop

Uncommon · Power · Defect

1

At the start of your turn, trigger the passive ability of your rightmost Orb.

Machine Learning

Rare · Power · Defect

1

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

Master Planner

Rare · Power · Silent

2

When you play a Skill, it gains Sly.

Mayhem

Rare · Power · Colorless

2

At the start of your turn, play the top card of your Draw Pile.

Monarch's Gaze

Rare · Power · Regent

3

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

Necro Mastery

Rare · Power · Necrobinder

2

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

Neurosurge

Rare · Power · Necrobinder

0

Gain . Draw 2 cards. At the start of your turn, apply 3 Doom to yourself.

Neutron Aegis

Rare · Power · Regent

1

Gain 8 Plating.

Nostalgia

Rare · Power · Colorless

1

The first Attack or Skill you play each turn is placed on top of your Draw Pile.

Noxious Fumes

Uncommon · Power · Silent

1

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

Orbit

Uncommon · Power · Regent

2

Every you spend, gain .

Outbreak

Uncommon · Power · Silent

1

Every 3 times you apply Poison, deal 11 damage to ALL enemies.

Pagestorm

Uncommon · Power · Necrobinder

1

Whenever you draw an Ethereal card, draw 1 card.

Pale Blue Dot

Uncommon · Power · Regent

1

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

Panache

Uncommon · Power · Colorless

0

Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.

Parry

Uncommon · Power · Regent

1

Whenever you play Sovereign Blade, gain 6 Block.

Phantom Blades

Uncommon · Power · Silent

1

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

Pillar of Creation

Uncommon · Power · Regent

1

Whenever you create a card, gain 3 Block.

Prep Time

Uncommon · Power · Colorless

1

At the start of your turn, gain 4 Vigor.

Prowess

Uncommon · Power · Colorless

1

Gain 1 Strength. Gain 1 Dexterity.

Pyre

Rare · Power · Ironclad

2

Gain at the start of each turn.

Reaper Form

Rare · Power · Necrobinder

3

Whenever Attacks deal damage, they also apply that much Doom.

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Frequently Asked Questions

How many powers should a deck have?

Most successful decks run 2-5 powers. Too few powers and you lack scaling for boss fights; too many and you dilute your deck with cards that do nothing the turn they are played. The Defect is an exception, often running 4-8 powers due to their reliance on Focus and orb-manipulation powers.

What is the strongest power in STS2?

Wraith Form (Silent) and Echo Form (Defect) are contenders for the strongest power in the game. Wraith Form provides 2-3 turns of intangible — near-complete damage immunity — which alone can win boss fights. Echo Form doubles every other card played, generating unmatched value in longer fights.

When should I avoid taking powers?

Avoid powers when your deck urgently needs immediate damage or block to survive the next fight. In Act 1, expensive powers like Demon Form can be detrimental if your deck lacks the block to survive the turns spent playing them. Also avoid adding too many powers that serve the same purpose — redundant scaling doesn't help as much as diverse solutions.

Are power-focused decks viable?

Yes, especially with the Defect. Creative AI generates free random powers each turn, making power-spam decks extremely strong. The Silent's power-focused builds with multiple Wraith Forms, Footworks, and After Images are also very strong. However, power-heavy decks need sufficient card draw to consistently access their key cards.

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