Card Database

Card Category

Rare Cards

Complete guide to Rare cards in Slay the Spire 2 — the most powerful cards with game-changing effects across all characters.

Rare cards in Slay the Spire 2 are the most powerful cards in the game, distinguished by their gold border and dramatic effects that can single-handedly define a deck's strategy. These cards appear less frequently in card rewards and have the highest potential to transform an average run into a winning one.

Each character has a suite of rare cards that exemplify their mechanical identity. The Ironclad's rare cards include game-changers like Corruption, Barricade, and Demon Form — each capable of supporting an entire archetype. These cards are often referred to as "build-around" cards because a single rare card pick can determine the direction of your entire run.

The Silent's rare cards — Wraith Form, After Image, and Die Die Die — provide solutions to the Silent's biggest challenges: burst survivability, chip damage defense, and area-of-effect damage. Wraith Form is widely considered one of the best cards in the game at high ascension levels, providing intangible that can negate the most dangerous enemy turns.

The Defect's rare cards — Echo Form, Electrodynamics, and Thunder Strike — each enable distinct strategies. Echo Form doubles card value in longer fights, Electrodynamics enables Lightning orb AOE builds, and Thunder Strike provides scaling single-target burst that grows with Lightning orb damage.

Rare cards are intentionally costly — most cost 2 or 3 energy — making them significant commitments. Taking a rare card early can be risky if it doesn't fit your emerging strategy, but passing on a powerful rare can feel like a missed opportunity. The skill of rare card evaluation — knowing when to take them and when to skip — is essential for high-level play.

155 cards

Abrasive

Rare · Power · Silent

3

Gain 1 Dexterity. Gain 4 Thorns.

Accelerant

Rare · Power · Silent

1

Poison is triggered 1 additional time.

Adaptive Strike

Rare · Attack · Defect

2

Deal 18 damage. Add a 0 copy of this card into your Discard Pile.

Adrenaline

Rare · Skill · Silent

0

Gain . Draw 2 cards.

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.

Alchemize

Rare · Skill · Colorless

1

Procure a random potion.

All for One

Rare · Attack · Defect

2

Deal 10 damage. Put ALL 0 cards from your Discard Pile into your Hand.

Anointed

Rare · Skill · Colorless

1

Put every Rare card from your Draw Pile into your Hand.

Arsenal

Rare · Power · Regent

1

Whenever you play a Colorless card, gain 1 Strength.

Assassinate

Rare · Attack · Silent

0

Deal 10 damage. Apply 1 Vulnerable.

Banshee's Cry

Rare · Attack · Necrobinder

6

Deal 33 damage to ALL enemies. Costs less for each Ethereal card played this combat.

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.

Beat Down

Rare · Skill · Colorless

3

Play 3 random Attacks from your Discard Pile.

Beat into Shape

Rare · Attack · Regent

1

Deal 5 damage. Forge X. Forges an additional 5 for every other time you've hit the enemy this turn.

Big Bang

Rare · Skill · Regent

0

Draw 1 card. Gain . Gain . Forge 5.

Blade of Ink

Rare · Skill · Silent

1

This turn, whenever you play an Attack, gain 2 Strength this turn.

Bolas

Rare · Attack · Colorless

0

Deal 3 damage. At the start of your next turn, return this to your Hand.

Bombardment

Rare · Attack · Regent

3

Deal 18 damage. At the start of your turn, plays from the Exhaust Pile.

Brand

Rare · Skill · Ironclad

0

Lose 1 HP. Exhaust 1 card. Gain 1 Strength.

Buffer

Rare · Power · Defect

2

Prevent the next time you would lose HP.

Bullet Time

Rare · Skill · Silent

3

You cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.

Bundle of Joy

Rare · Skill · Regent

2

Add 3 random Colorless cards into your Hand.

Burst

Rare · Skill · Silent

1

This turn, your next Skill is played an extra time.

Calamity

Rare · Power · Colorless

3

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

Call of the Void

Rare · Power · Necrobinder

1

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

Cascade

Rare · Skill · Ironclad

-1

Play the top X cards of your Draw Pile.

Colossus

Rare · Skill · Ironclad

1

Gain 5 Block. You receive 50% less damage from Vulnerable enemies this turn.

Comet

Rare · Attack · Regent

0

Deal 33 damage. Apply 3 Weak. Apply 3 Vulnerable.

Conflagration

Rare · Attack · Ironclad

1

Deal 10 damage to ALL enemies. Deals 2 additional damage for each other Attack you've played this turn.

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.

Corrosive Wave

Rare · Skill · Silent

1

Whenever you draw a card this turn, apply 3 Poison to ALL enemies.

Crash Landing

Rare · Attack · Regent

1

Deal 21 damage to ALL enemies. Fill your Hand with Debris.

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.

Dark Embrace

Rare · Power · Ironclad

2

Whenever a card is Exhausted, draw 1 card.

Decisions, Decisions

Rare · Skill · Regent

0

Draw 3 cards. Choose a Skill in your Hand and play it 3 times.

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.

Dying Star

Rare · Attack · Regent

1

Deal 9 damage to ALL enemies. ALL enemies lose 9 Strength this turn.

Echo Form

Rare · Power · Defect

3

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

Echoing Slash

Rare · Attack · Silent

1

Deal 10 damage to ALL enemies. Repeat this effect for each enemy killed.

Eidolon

Rare · Skill · Necrobinder

2

Exhaust your Hand. If 9 cards were Exhausted this way, gain 1 Intangible.

End of Days

Rare · Skill · Necrobinder

3

Apply 29 Doom to ALL enemies. Kill enemies with at least as much Doom as HP.

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.

Eradicate

Rare · Attack · Necrobinder

0

Deal 11 damage X times.

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.

Feed

Rare · Attack · Ironclad

1

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

Fiend Fire

Rare · Attack · Ironclad

2

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

Flak Cannon

Rare · Attack · Defect

2

Exhaust ALL your Status cards. Deal 8 damage to a random enemy for each card Exhausted.

Foregone Conclusion

Rare · Skill · Regent

1

Next turn, put 2 cards from your Draw Pile into your Hand.

Genesis

Rare · Power · Regent

2

At the start of your turn, gain .

Genetic Algorithm

Rare · Skill · Defect

1

Gain 1 Block. Permanently increase this card's Block by 3.

Glimpse Beyond

Rare · Skill · Necrobinder

1

ALL players add 3 Souls into their Draw Pile.

Gold Axe

Rare · Attack · Colorless

1

Deal damage equal to the number of cards played this combat.

Grand Finale

Rare · Attack · Silent

0

Can only be played if there are no cards in your Draw Pile. Deal 50 damage to ALL enemies.

GUARDS!!!

Rare · Skill · Regent

2

Transform any number of cards in your Hand into Minion Sacrifice.

Hammer Time

Rare · Power · Regent

2

Whenever you Forge, all allies Forge as well.

Hand of Greed

Rare · Attack · Colorless

2

Deal 20 damage. If Fatal, gain 20 Gold.

Hang

Rare · Attack · Necrobinder

1

Deal 10 damage. Double the damage ALL Hang cards deal to this enemy.

Heavenly Drill

Rare · Attack · Regent

0

Deal 8 damage X times. Double X if it's 4 or more.

Heirloom Hammer

Rare · Attack · Regent

2

Deal 17 damage. Choose a Colorless card in your Hand. Add a copy of that card into your Hand.

Helix Drill

Rare · Attack · Defect

0

Deal 3 damage for each previously spent this turn.

Hellraiser

Rare · Power · Ironclad

2

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

Hidden Gem

Rare · Skill · Colorless

1

A random card in your Draw Pile gains Replay 2.

Hyperbeam

Rare · Attack · Defect

2

Deal 26 damage to ALL enemies. Lose 3 Focus.

I Am Invincible

Rare · Skill · Regent

1

Gain 9 Block. At the end of your turn, if this is on top of your Draw Pile, play it.

Ice Lance

Rare · Attack · Defect

3

Deal 19 damage. Channel 3 Frost.

Ignition

Rare · Skill · Defect

1

Another player Channels Plasma.

Impervious

Rare · Skill · Ironclad

2

Gain 30 Block.

Jackpot

Rare · Attack · Colorless

3

Deal 25 damage. Add 3 random 0 cards into your Hand.

Juggernaut

Rare · Power · Ironclad

2

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

Knife Trap

Rare · Skill · Silent

2

Play every Shiv in your Exhaust Pile on the enemy.

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Frequently Asked Questions

Should I always take rare cards?

Not always. While rare cards are powerful, some are situational or require specific deck support. A rare card that doesn't fit your deck can be worse than a common or uncommon that directly addresses your needs. Evaluate each rare card in the context of your current deck and upcoming challenges.

What are the best rare cards in STS2?

Wraith Form (Silent), Corruption (Ironclad), and Echo Form (Defect) are widely considered the strongest rare cards. Each can single-handedly enable a winning strategy. Other top-tier rares include Barricade, Demon Form, Electrodynamics, and After Image.

When do rare cards start appearing?

Rare cards can appear from the very first combat reward, though the base chance is low (~3%). The probability increases throughout a run, and certain events and elite combats have higher rare card reward chances. The rare card pool also depends on your character class.

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