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Advanced · Intermediate · 8 min

Enchantment & Clone Guide — Best Cards to Enchant and Clone

Detailed guide to STS2's enchantment system. Which cards deserve the Clone enchantment, how enchantments change card priorities, and what to look for in events.

AdvancedIntermediate

Enchantments are one of STS2's most impactful new systems. A single enchantment can transform a situational card into a build-defining piece — or turn a starter card into a reliable endgame tool. The Clone enchantment (available at campfires) is particularly powerful: it lets you multiply the best card in your deck. Knowing which cards to clone and when is a skill that separates good runs from great ones.

The Clone enchantment — what to copy and why

Big Bang (Regent Common): cloning Big Bang doubles your resource generation. Two Big Bangs means consistent star income, energy refills, and forge progress every turn. The single best use of Clone in the game.

Catalyst (Silent Uncommon): a second Catalyst gives poison decks a second poison burst. With Burst, two Catalysts can multiply poison by 16x in two turns.

Burning Pact (Ironclad Uncommon): a second Burning Pact increases exhaust engine speed significantly. With Dark Embrace, two Burning Pacts draw 6 cards per turn while exhausting 2.

Cost reduction enchantments

Cost reduction on expensive but powerful cards is the second-best enchantment category. Cards like Reanimate (Necrobinder, 3-cost), Seven Stars (Regent, 2-cost), and Echo Form (Defect, 3-cost) become dramatically more playable with reduced cost.

Priority targets for cost reduction: high-impact cards that are too expensive to play alongside other cards on the same turn. A 3-cost card that requires the entire turn often does not keep up with enemy scaling. A 2-cost version of the same card is excellent.

Effect-adding enchantments

"Gain 1 Energy on use" is excellent on 0-cost cards that you plan to play every turn (Pact's End, Claw, Adrenaline, Hotfix). It turns a free card into a net-positive energy source.

"Draw 1 card on use" is excellent on efficient attacks and skills that you play regularly. On a card like Pommel Strike (1-cost, deal 9, draw 1), adding "draw 1 card" makes it a 1-cost draw 2 with damage.

Avoid wasting enchantments on cards that will be exhausted or transformed. Exhaust cards lose the enchantment permanently.

Event-based enchantments and swaps

Certain events let you apply or swap enchantments mid-run. Pay attention to these opportunities — swapping a mediocre enchantment from an early-run event onto a late-game power card can be transformative.

Enchantment removal events are equally valuable. A bad enchantment on a key card can be removed and replaced. Do not skip these events.

The best enchantment event targets: Power cards (benefit for the whole fight from a single casting), 0-cost cards (minimum investment, maximum payoff from enchantment bonuses).

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