Slay the Spire 2 Cards
Browse all 495 cards. Click any card for detailed stats, synergies, and build recommendations.
495 results

Adaptive Strike
2 Energy
Deal 18 damage. Add a 0 copy of this card into your Discard Pile.

All for One
2 Energy
Deal 10 damage. Put ALL 0 cards from your Discard Pile into your Hand.

Anger
0 Energy
Deal 6 damage. Add a copy of this card into your Discard Pile.

Ashen Strike
1 Energy
Deal 6 damage. Deals 3 additional damage for each card in your **Exhaust** Pile.

Assassinate
0 Energy
Deal 10 damage. Apply 1 **Vulnerable**.

Astral Pulse
0 Energy
Deal 6 damage to ALL enemies twice.

Backstab
0 Energy
Deal 11 damage.

Ball Lightning
1 Energy
Deal 7 damage. Channel 1 Lightning.

Banshee's Cry
6 Energy
Deal 33 damage to ALL enemies. Costs less for each **Ethereal** card played this combat.

Barrage
1 Energy
Deal 5 damage for each Channeled Orb.

Bash
2 Energy
Deal 8 damage. Apply 2 **Vulnerable**.

Beam Cell
0 Energy
Deal 3 damage. Apply 1 **Vulnerable**.

Beat into Shape
1 Energy
Deal 5 damage. Forge 5. Forges an additional 5 for every other time you've hit the enemy this turn.

BEGONE!
1 Energy
Choose a card in your Hand to Transform into **Minion** Strike.

Blight Strike
1 Energy
Deal 8 damage. Apply **Doom** equal to damage dealt.

Bludgeon
3 Energy
Deal 32 damage.

Body Slam
1 Energy
Deal damage equal to your **Block**.

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

Bombardment
3 Energy
Deal 18 damage. At the start of your turn, if this is in your **Exhaust** Pile, play it.

Bone Shards
1 Energy
If Osty is alive, he deals 9 damage to ALL enemies and you gain 9 **Block**. Osty dies.

Break
2 Energy
Deal 20 damage. Apply 5 **Vulnerable**.

Breakthrough
1 Energy
Lose 1 HP. Deal 9 damage to ALL enemies.

Bully
0 Energy
Deal 4 damage. Deals 2 additional damage for each **Vulnerable** on the enemy.

Bury
4 Energy
Deal 52 damage.

Celestial Might
2 Energy
Deal 6 damage 3 times.

Cinder
2 Energy
Deal 18 damage. **Exhaust** 1 card at random.

Claw
0 Energy
Deal 3 damage. Increase the damage of ALL Claw cards by 2 this combat.

Cold Snap
1 Energy
Deal 6 damage. Channel 1 Frost.

Collision Course
0 Energy
Deal 11 damage. Add a Debris into your Hand.

Comet
0 Energy
Deal 33 damage. Apply 3 **Weak**. Apply 3 **Vulnerable**.

Compile Driver
1 Energy
Deal 7 damage. Draw 1 card for each unique Orb you have.

Conflagration
1 Energy
Deal 2 damage to ALL enemies 4 times.

Crash Landing
1 Energy
Deal 21 damage to ALL enemies. Fill your Hand with Debris.

Crescent Spear
1 Energy
Deal 8 damage. Deals 2 additional damage for ALL your cards that have a [S] cost.

Crush Under
1 Energy
Deal 7 damage to ALL enemies. All enemies lose 1 **Strength** this turn.

Dagger Spray
1 Energy
Deal 4 damage to ALL enemies twice.

Dagger Throw
1 Energy
Deal 9 damage. Draw 1 card. Discard 1 card.

Dash
2 Energy
Gain 10 **Block**. Deal 10 damage.

Death March
1 Energy
Deal 8 damage. Deals 4 additional damage for each card drawn during your turn.

Debilitate
1 Energy
Deal 10 damage. **Vulnerable** and **Weak** are twice as effective against the enemy for the next 2 turns.

Defile
1 Energy
Deal 13 damage.

Devastate
1 Energy
Deal 30 damage.

Dismantle
1 Energy
Deal 8 damage. If the enemy is **Vulnerable**, hits twice.

Drain Power
1 Energy
Deal 10 damage. Upgrade 2 random cards in your Discard Pile.

Dramatic Entrance
0 Energy
Deal 11 damage to ALL enemies.

Dying Star
1 Energy
Deal 9 damage to ALL enemies. ALL enemies lose 9 **Strength** this turn.

Echoing Slash
1 Energy
Deal 10 damage to ALL enemies. Repeat this effect for each enemy killed.

Eradicate
X Energy
Deal 11 damage X times.

Falling Star
0 Energy
Deal 8 damage. Apply 1 **Weak**. Apply 1 **Vulnerable**.

Fear
1 Energy
Deal 7 damage. Apply 1 **Vulnerable**.

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

Fetch
0 Energy
Osty deals 3 damage. If this is the first time this card has been played this turn, draw 1 card.

Fiend Fire
2 Energy
**Exhaust** your Hand. Deal 7 damage for each card Exhausted.

Fight Me!
2 Energy
Deal 5 damage twice. Gain 3 **Strength**. The enemy gains 1 Strength.

Finisher
1 Energy
Deal 6 damage for each Attack already played this turn.

Fisticuffs
1 Energy
Deal 7 damage. Gain **Block** equal to damage dealt.

Flak Cannon
2 Energy
**Exhaust** ALL your Status cards. Deal 8 damage to a random enemy for each card Exhausted.

Flash of Steel
0 Energy
Deal 5 damage. Draw 1 card.

Flatten
2 Energy
Osty deals 12 damage. This card costs 0 if Osty has attacked this turn.

Flechettes
1 Energy
Deal 5 damage for each Skill in your Hand.

Flick-Flack
1 Energy
Deal 6 damage to ALL enemies.

Focused Strike
1 Energy
Deal 9 damage. Gain 1 **Focus** this turn.

Follow Through
1 Energy
Deal 7 damage. If you have 5 or more other cards in your Hand, hits an additional time.

FTL
0 Energy
Deal 5 damage. If you have played fewer than 3 cards this turn, draw 1 card.

Gamma Blast
0 Energy
Deal 13 damage. Apply 2 **Weak**. Apply 2 **Vulnerable**.

Gang Up
1 Energy
Deal 5 damage. Deals 5 additional damage for each time another player has attacked the enemy this turn.

Go for the Eyes
0 Energy
Deal 3 damage. If the enemy intends to attack, apply 1 **Weak**.

Gold Axe
1 Energy
Deal damage equal to the number of cards played this combat.

Grand Finale
0 Energy
Can only be played if there are no cards in your Draw Pile. Deal 60 damage to ALL enemies.

Grapple
1 Energy
Deal 7 damage. Whenever you gain **Block** this turn, deal 5 damage to the enemy.

Graveblast
1 Energy
Deal 4 damage. Put a card from your Discard Pile into your Hand.

Guiding Star
1 Energy
Deal 12 damage. Draw 2 cards.

Gunk Up
1 Energy
Deal 4 damage 3 times. Add a Slimed into your Discard Pile.

Hand of Greed
2 Energy
Deal 20 damage. If Fatal, gain 20 Gold.

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

Headbutt
1 Energy
Deal 9 damage. Put a card from your Discard Pile on top of your Draw Pile.

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

Hegemony
2 Energy
Deal 15 damage. Next turn, gain .

Heirloom Hammer
2 Energy
Deal 20 damage. Choose a Colorless card in your Hand. Add a copy of that card into your Hand.

Helix Drill
0 Energy
Deal 3 damage for each previously spent this turn.

Hemokinesis
1 Energy
Lose 2 HP. Deal 15 damage.

High Five
2 Energy
Osty deals 11 damage and applies 2 **Vulnerable** to ALL enemies.

Howl from Beyond
3 Energy
Deal 16 damage to ALL enemies. At the end of your turn, if this is in your **Exhaust** Pile, play it.

Hyperbeam
2 Energy
Deal 28 damage to ALL enemies. Lose 3 **Focus**.

Ice Lance
3 Energy
Deal 19 damage. Channel 3 Frost.

Iron Wave
1 Energy
Gain 5 **Block**. Deal 5 damage.

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

Kingly Kick
4 Energy
Deal 27 damage. Whenever you draw this card, reduce its cost by 1.

Kingly Punch
1 Energy
Deal 8 damage. Whenever you draw this card, increase its damage by 4 this combat.

Knockdown
3 Energy
Deal 10 damage. The enemy takes double damage from other players this turn.

Knockout Blow
3 Energy
Deal 30 damage. If this kills an enemy, gain 1 energy.

Leading Strike
1 Energy
Deal 3 damage. Add 2 Shivs into your Hand.

Lunar Blast
0 Energy
Deal 4 damage for each Skill already played this turn.

Make It So
0 Energy
Deal 6 damage. Every 3 Skills you play in a turn, put this into your Hand.

Mangle
3 Energy
Deal 15 damage. Enemy loses 10 **Strength** this turn.

Memento Mori
1 Energy
Deal 9 damage. Deals 4 additional damage for each card discarded this turn.

Meteor Shower
0 Energy
Deal 14 damage to ALL enemies. Apply 2 **Weak** and **Vulnerable** to ALL enemies.

Meteor Strike
5 Energy
Deal 24 damage. Channel 3 Plasma.

Mind Blast
1 Energy
Deal damage equal to the number of cards in your Draw Pile.

Misery
0 Energy
Deal 7 damage. Apply any debuffs on the enemy to ALL other enemies.

Molten Fist
1 Energy
Deal 10 damage. Double the enemy's **Vulnerable**.

Momentum Strike
1 Energy
Deal 10 damage. Reduce this card's cost to 0 .

Murder
3 Energy
Deal 1 damage. Deals 1 additional damage for each card drawn this combat.

Neutralize
0 Energy
Deal 3 damage. Apply 1 **Weak**.

Null
2 Energy
Deal 10 damage. Apply 2 **Weak**. Channel 1 Dark.

Omnislice
0 Energy
Deal 8 damage. Damage ALL other enemies equal to the damage dealt.

Pact's End
0 Energy
If you have 3 or more cards in your **Exhaust** Pile, deal 17 damage to ALL enemies.

Perfected Strike
2 Energy
Deal 6 damage. Deals 2 additional damage for ALL your cards containing “Strike”.

Photon Cut
1 Energy
Deal 10 damage. Draw 1 card. Put 1 card from your Hand on top of your Draw Pile.

Pillage
1 Energy
Deal 6 damage. Draw cards until you draw a non-Attack card.

Pinpoint
3 Energy
Deal 15 damage. Costs 1 less for each Skill played this turn.

Poisoned Stab
1 Energy
Deal 6 damage. Apply 3 **Poison**.

Poke
0 Energy
Osty deals 6 damage.

Pommel Strike
1 Energy
Deal 9 damage. Draw 1 card.

Pounce
2 Energy
Deal 14 damage. The next Skill you play costs 0 .

Precise Cut
0 Energy
Deal 13 damage. Deals 2 less damage for each other card in your Hand.

Predator
2 Energy
Deal 15 damage. Next turn, draw 2 cards.

Protector
1 Energy
Osty deals 10 damage. Deals additional damage equal to Osty's Max HP.

Pull from Below
1 Energy
Deal 5 damage for each **Ethereal** card played this combat.

Radiate
0 Energy
Deal 3 damage to ALL enemies for each [S] gained this turn.

Rampage
1 Energy
Deal 9 damage. Increase this card's damage by 5 this combat.

Rattle
1 Energy
Osty deals 7 damage. Hits an additional time for each other time he has attacked this turn.

Reap
3 Energy
Deal 27 damage.

Reave
1 Energy
Deal 9 damage. Add a Soul into your Draw Pile.

Refract
3 Energy
Deal 9 damage twice. Channel 2 Glass.

Rend
2 Energy
Deal 15 damage. Deals 5 additional damage for each unique debuff on the enemy.

Ricochet
2 Energy
Deal 3 damage to a random enemy 4 times.

Right Hand Hand
0 Energy
Osty deals 4 damage. Whenever you play a card that costs or more, return this to your Hand from the Discard Pile.

Rip and Tear
1 Energy
Deal 7 damage to a random enemy twice.

Rocket Punch
2 Energy
Deal 13 damage. Draw 1 card. Whenever you create a Status, reduce this card's cost to 0 until played.

Salvo
1 Energy
Deal 12 damage. **Retain** your Hand this turn.

Scrape
1 Energy
Deal 7 damage. Draw 4 cards. Discard all cards drawn this way that do not cost 0 .

Sculpting Strike
1 Energy
Deal 9 damage. Add **Ethereal** to a card in your Hand.

Seeker Strike
1 Energy
Deal 9 damage. Choose 1 of 3 cards in your Draw Pile to add into your Hand.

Setup Strike
1 Energy
Deal 7 damage. Gain 2 **Strength** this turn.

Seven Stars
2 Energy
Deal 7 damage to ALL enemies 7 times.

Severance
2 Energy
Deal 13 damage. Add a Soul into your Draw Pile, Hand, and Discard Pile.

Shatter
1 Energy
Deal 7 damage to ALL enemies. Evoke all of your Orbs twice.

Shining Strike
1 Energy
Deal 8 damage. Gain [S][S]. Put this card on top of your Draw Pile.

Sic 'Em
1 Energy
Osty deals 5 damage. Whenever Osty hits this enemy this turn, Summon 3.

Skewer
X Energy
Deal 8 damage X times.

Slice
0 Energy
Deal 6 damage.

Snap
1 Energy
Osty deals 7 damage. Add **Retain** to a card in your Hand.

Solar Strike
1 Energy
Deal 9 damage. Gain [S].

Soul Storm
1 Energy
Deal 9 damage. Deals 2 additional damage for each Soul in your **Exhaust** Pile.

Sow
1 Energy
Deal 8 damage to ALL enemies.

Spite
0 Energy
Deal 5 damage. If you lost HP this turn, hits 2 times.

Squeeze
3 Energy
Osty deals 25 damage. Deals 5 additional damage for ALL your other Osty Attacks.

Stardust
0 Energy
Deal 5 damage to a random enemy X times.

Stomp
3 Energy
Deal 12 damage to ALL enemies. Costs 1 less for each Attack played this turn.

Strangle
1 Energy
Deal 8 damage. Whenever you play a card this turn, the enemy loses 2 HP.
Strike
1 Energy
Deal 6 damage.

Sucker Punch
1 Energy
Deal 8 damage. Apply 1 **Weak**.

Sunder
3 Energy
Deal 24 damage. If this kills an enemy, gain .

Supermassive
1 Energy
Deal 5 damage. Deals 3 additional damage for each card you created this combat.

Suppress
0 Energy
Deal 11 damage. Apply 3 **Weak**.

Sweeping Beam
1 Energy
Deal 6 damage to ALL enemies. Draw 1 card.

Sword Boomerang
1 Energy
Deal 3 damage to a random enemy 3 times.

Synthesis
2 Energy
Deal 14 damage. The next Power you play costs 0 .

Tag Team
2 Energy
Deal 11 damage. The next Attack another player plays on the enemy is played an extra time.

Tear Asunder
2 Energy
Deal 5 damage. Hits an additional time for each time you lost HP this combat.

Tesla Coil
0 Energy
Deal 3 damage. Trigger all Lightning against the enemy.

The Hunt
1 Energy
Deal 10 damage. If Fatal, gain an additional card reward.

The Scythe
2 Energy
Deal 13 damage. Permanently increase this card's damage by 4.

Thrash
1 Energy
Deal 4 damage twice. **Exhaust** a random Attack in your Hand and add its damage to this card.

Thrumming Hatchet
1 Energy
Deal 11 damage. At the start of your next turn, return this to your Hand.

Thunderclap
1 Energy
Deal 4 damage and apply 1 **Vulnerable** to ALL enemies.

Time's Up
Deal damage equal to the enemy's **Doom**. (Deals 0 damage)

Twin Strike
1 Energy
Deal 5 damage twice.

Ultimate Strike
1 Energy
Deal 14 damage.

Unleash
1 Energy
Osty deals 6 damage. Deals additional damage equal to Osty's current HP.

Unrelenting
2 Energy
Deal 14 damage. The next Attack you play costs 0 .

Uppercut
2 Energy
Deal 13 damage. Apply 1 **Weak**. Apply 1 **Vulnerable**.

Uproar
2 Energy
Deal 6 damage twice. Play a random Attack from your Draw Pile.

Veilpiercer
1 Energy
Deal 10 damage. The next **Ethereal** card you play costs 0 .

Volley
X Energy
Deal 10 damage to a random enemy X times.

Wrought in War
1 Energy
Deal 7 damage. Forge 7.

Abrasive
3 Energy
Gain 1 **Dexterity**. Gain 4 **Thorns**.

Accelerant
1 Energy
**Poison** is triggered 1 additional time.

Accuracy
1 Energy
Shivs deal 4 additional damage.

Afterimage
1 Energy
Whenever you play a card, gain 1 **Block**.

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

Arsenal
1 Energy
Whenever you create a card, gain 1 **Strength**.

Automation
1 Energy
Every 10 cards you draw, gain .

Barricade
3 Energy
**Block** is not removed at the start of your turn.
Beacon of Hope
1 Energy
Whenever you gain **Block** on your turn, other players gain half that much Block.

Biased Cognition
1 Energy
Gain 4 **Focus**. At the start of your turn, lose 1 Focus.

Black Hole
1 Energy
Whenever you spend or gain [S], deal 3 damage to ALL enemies.

Buffer
2 Energy
Prevent the next time you would lose HP.

Bulk Up
2 Energy
Lose 1 Orb Slot. Gain 2 **Strength**. Gain 2 **Dexterity**.

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

Calcify
1 Energy
Osty's attacks deal 4 additional damage.

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

Capacitor
1 Energy
Gain 2 Orb Slots.

Child of the Stars
1 Energy
Whenever you spend [S], gain 2 **Block** for each [S] spent.

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

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

Corruption
3 Energy
Skills cost 0 . Whenever you play a Skill, **Exhaust** it.

Countdown
1 Energy
At the start of your turn, apply 6 **Doom** to a random enemy.

Creative AI
3 Energy
At the start of your turn, add a random Power into your Hand.

Crimson Mantle
1 Energy
At the start of your turn, lose 1 HP and gain 8 **Block**.

Cruelty
1 Energy
**Vulnerable** enemies take an additional 25% damage.

Danse Macabre
1 Energy
Whenever you play a card that costs or more, gain 4 **Block**.

Dark Embrace
2 Energy
Whenever a card is Exhausted, draw 1 card.

Defragment
1 Energy
Gain 1 **Focus**.

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

Demon Form
3 Energy
At the start of your turn, gain 2 **Strength**.

Devour Life
1 Energy
Whenever you play a Soul, Summon 1.

Drum of Battle
0 Energy
Draw 2 cards. When this card is Exhausted, gain .

Echo Form
3 Energy
The first card you play each turn is played an extra time.

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

Envenom
2 Energy
Whenever an Attack deals unblocked damage, apply 1 **Poison**.

Eternal Armor
3 Energy
Gain 9 **Plating**.

Fan of Knives
2 Energy
Shivs now hit ALL enemies. Add 4 Shivs into your Hand.

Fasten
1 Energy
Gain an additional 4 **Block** from Defend cards.

Feel No Pain
1 Energy
Whenever a card is Exhausted, gain 3 **Block**.

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

Footwork
1 Energy
Gain 2 **Dexterity**.

Forbidden Grimoire
2 Energy
At the end of combat, you may remove a card from your Deck.

Friendship
1 Energy
Lose 2 **Strength**. Gain at the start of each turn.

Furnace
1 Energy
At the start of your turn, Forge 5.

Genesis
2 Energy
At the start of your turn, gain [S][S].

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

Hammer Time
2 Energy
Whenever you Forge, all allies Forge as well.

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

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

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

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

Inflame
1 Energy
Gain 2 **Strength**.

Iteration
1 Energy
The first time you draw a Status each turn, draw 2 cards.

Juggernaut
2 Energy
Whenever you gain **Block**, deal 6 damage to a random enemy.

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

Lethality
1 Energy
The first Attack each turn deals 50% additional damage.

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

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

Master Planner
2 Energy
When you play a Skill, it gains **Sly**.

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

Monarch's Gaze
3 Energy
Whenever you attack an enemy, it loses 1 **Strength** this turn.

Necro Mastery
2 Energy
Summon 5 **Osty**. Whenever **Osty** loses HP, ALL enemies lose that much HP as well.

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

Neutron Aegis
1 Energy
Gain 8 **Plating**.

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

Noxious Fumes
1 Energy
At the start of your turn, apply 2 **Poison** to ALL enemies.

Orbit
2 Energy
Every you spend, gain .

Outbreak
1 Energy
Every 3 times you apply **Poison**, deal 11 damage to ALL enemies.

Pagestorm
1 Energy
Whenever you draw an **Ethereal** card, draw 1 card.

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

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

Parry
1 Energy
Sovereign Blade now gains 10 **Block**.

Phantom Blades
1 Energy
Shivs gain **Retain**. The first Shiv you play each turn deals 9 additional damage.

Pillar of Creation
1 Energy
Whenever you create a card, gain 3 **Block**.

Prep Time
1 Energy
At the start of your turn, gain 4 **Vigor**.

Prowess
1 Energy
Gain 1 **Strength**. Gain 1 **Dexterity**.

Pyre
2 Energy
Gain at the start of each turn.

Reaper Form
3 Energy
Whenever Attacks deal damage, apply that much **Doom**.

Rolling Boulder
3 Energy
At the start of your turn, deal 5 damage to ALL enemies and increase this damage by 5.

Royalties
1 Energy
At the end of combat, gain 30 Gold.

Rupture
1 Energy
Whenever you lose HP on your turn, gain 1 **Strength**.

Seeking Edge
1 Energy
Forge 7. Sovereign Blade now deals damage to ALL enemies.

Sentry Mode
2 Energy
At the start of your turn, add 1 Sweeping Gaze into your Hand.

Serpent Form
3 Energy
Whenever you play a card, deal 4 damage to a random enemy.

Shroud
1 Energy
Whenever you apply **Doom**, gain 2 **Block**.

Sleight of Flesh
2 Energy
Whenever you apply a debuff to an enemy, they take 9 damage.

Smokestack
1 Energy
Whenever you create a Status, deal 5 damage to ALL enemies.

Sneaky
2 Energy
Whenever another player attacks an enemy, gain 1 **Block**.

Spectrum Shift
2 Energy
At the start of your turn, add 1 random Colorless card into your Hand.

Speedster
2 Energy
Whenever you draw a card during your turn, deal 2 damage to ALL enemies.

Spinner
1 Energy
At the start of your turn, Channel 1 Glass.

Spirit of Ash
1 Energy
Whenever you play an **Ethereal** card, gain 4 **Block**.

Stampede
2 Energy
At the end of your turn, 1 random Attack in your Hand is played against a random enemy.

Stone Armor
1 Energy
Gain 4 **Plating**.

Storm
1 Energy
Whenever you play a Power, Channel 1 Lightning.

Stratagem
1 Energy
Whenever you shuffle your Draw Pile, choose a card from it to put into your Hand.

Subroutine
1 Energy
Whenever you play a Power, gain .

Sword Sage
2 Energy
Sovereign Blade gains Replay 1.

Tank
1 Energy
Take double damage from enemies. Allies take half damage from enemies.

The Sealed Throne
1 Energy
Whenever you play a card, gain [S].

Thunder
1 Energy
Whenever you Evoke Lightning, deal 6 damage to each enemy hit.

Tools of the Trade
1 Energy
At the start of your turn, draw 1 card and discard 1 card.
Tracking
2 Energy
**Weak** enemies take double damage from Attacks.

Trash to Treasure
1 Energy
Whenever you create a Status, Channel 1 random Orb.

Tyranny
1 Energy
At the start of your turn, draw 1 card and **Exhaust** 1 card from your Hand.

Unmovable
2 Energy
The first time you gain **Block** from a card each turn, double the amount gained.

Vicious
1 Energy
Whenever you apply **Vulnerable**, draw 1 card.

Void Form
3 Energy
End your turn. The first 2 cards you play each turn are free to play.

Well-Laid Plans
1 Energy
At the end of your turn, **Retain** up to 1 card.

Wraith Form
3 Energy
Gain 2 **Intangible**. At the start of your turn, lose 1 **Dexterity**.

Acrobatics
1 Energy
Draw 3 cards. Discard 1 card.

Adrenaline
0 Energy
Gain . Draw 2 cards.

Afterlife
1 Energy
Summon 6.

Alchemize
1 Energy
Procure a random potion.

Alignment
0 Energy
Gain .

Anointed
1 Energy
Put every Rare card from your Draw Pile into your Hand.

Anticipate
0 Energy
Gain 2 **Dexterity** this turn.

Armaments
1 Energy
Gain 5 **Block**. Upgrade a card in your Hand.

Backflip
1 Energy
Gain 5 **Block**. Draw 2 cards.

Battle Trance
0 Energy
Draw 3 cards. You cannot draw additional cards this turn.

Beat Down
3 Energy
Play 3 random Attacks from your Discard Pile.

Believe in You
0 Energy
Another player gains .

Big Bang
0 Energy
Draw 1 card. Gain . Gain [S]. Forge 5.

Blade Dance
1 Energy
Add 3 Shivs into your Hand.

Blade of Ink
1 Energy
Add 2 Inky Shivs into your Hand.

Blood Wall
2 Energy
Lose 2 HP. Gain 16 **Block**.

Bloodletting
0 Energy
Lose 3 HP. Gain .

Blur
1 Energy
Gain 5 **Block**. Block is not removed at the start of your next turn.

Bodyguard
1 Energy
Summon 5.

Boost Away
0 Energy
Gain 6 **Block**. Add a Dazed into your Discard Pile.

Boot Sequence
0 Energy
Gain 10 **Block**.

Borrowed Time
0 Energy
Gain . Cards cost an additional this turn.

Bouncing Flask
2 Energy
Apply 3 **Poison** to a random enemy 3 times.

Brand
0 Energy
Lose 1 HP. **Exhaust** 1 card. Gain 1 **Strength**.

Bubble Bubble
1 Energy
If the enemy has **Poison**, apply 9 Poison.

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

Bulwark
2 Energy
Gain 12 **Block**. Forge 10.

Bundle of Joy
2 Energy
Add 3 random Colorless cards into your Hand.

Burning Pact
1 Energy
**Exhaust** 1 card. Draw 2 cards.

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

Calculated Gamble
0 Energy
Discard your Hand, then draw that many cards.

Capture Spirit
1 Energy
Enemy loses 3 HP. Add 3 Souls into your Draw Pile.

Cascade
X Energy
Play the top X cards of your Draw Pile.

Catastrophe
2 Energy
Play 2 random cards from your Draw Pile.

Chaos
1 Energy
Channel 1 random Orb.

Charge Battery
1 Energy
Gain 7 **Block**. Next turn, gain .

CHARGE!!
1 Energy
Choose 2 cards in your Draw Pile to Transform into **Minion** Dive Bomb}.

Chill
0 Energy
Channel 1 Frost for each enemy.

Cleanse
1 Energy
Summon 3. **Exhaust** 1 card from your Draw Pile.

Cloak and Dagger
1 Energy
Gain 6 **Block**. Add 1 Shiv into your Hand.

Cloak of Stars
0 Energy
Gain 7 **Block**.

Colossus
1 Energy
Gain 5 **Block**. You receive 50% less damage from **Vulnerable** enemies this turn.

Compact
1 Energy
Gain 6 **Block**. Transform all Status cards in your Hand into Fuel.

Conqueror
1 Energy
Forge 3. Sovereign Blade deals double damage to the enemy this turn.

Convergence
1 Energy
Next turn, gain and [S]. **Retain** your Hand this turn.

Coolheaded
1 Energy
Channel 1 Frost. Draw 1 card.

Coordinate
1 Energy
Give another player 5 **Strength** this turn.

Corrosive Wave
1 Energy
Whenever you draw a card this turn, apply 2 **Poison** to ALL enemies.

Cosmic Indifference
1 Energy
Gain 6 **Block**. Put a card from your Discard Pile on top of your Draw Pile.

Dark Shackles
0 Energy
Enemy loses 9 **Strength** this turn.

Darkness
1 Energy
Channel 1 Dark. Trigger the passive ability of all Dark Orbs.

Deadly Poison
1 Energy
Apply 5 **Poison**.

Death's Door
1 Energy
Gain 6 **Block**. If you applied **Doom** this turn, gain Block 2 additional times.

Deathbringer
2 Energy
Apply 21 **Doom** and 1 **Weak** to ALL enemies.

Decisions, Decisions
0 Energy
Draw 3 cards. Choose a Skill in your Hand and play it 3 times.
Defend
1 Energy
Gain 5 **Block**.

Deflect
0 Energy
Gain 4 **Block**.

Defy
1 Energy
Gain 6 **Block**. Apply 1 **Weak**.

Delay
2 Energy
Gain 11 **Block**. Next turn, gain .

Demonic Shield
0 Energy
Lose 1 HP. Give another player **Block** equal to your Block.

Dirge
X Energy
Summon 3 X times. Add X Souls into your Draw Pile.

Discovery
1 Energy
Choose 1 of 3 random cards to add into your Hand. It's free to play this turn.

Dodge and Roll
1 Energy
Gain 4 **Block**. Next turn, gain 4 Block.

Dominate
1 Energy
Apply 1 **Vulnerable**. Gain 1 **Strength** for each Vulnerable on the enemy.

Double Energy
1 Energy
Double your Energy.

Dredge
1 Energy
Put 3 cards from your Discard Pile into your Hand.

Dualcast
1 Energy
Evoke your rightmost Orb twice.

Eidolon
2 Energy
**Exhaust** your Hand. If 9 cards were Exhausted this way, gain 1 **Intangible**.

End of Days
3 Energy
Apply 29 **Doom** to ALL enemies. Kill enemies with at least as much Doom as HP.

Energy Surge
1 Energy
ALL players gain .

Enfeebling Touch
1 Energy
Enemy loses 8 **Strength** this turn.

Equilibrium
2 Energy
Gain 13 **Block**. **Retain** your Hand this turn.

Escape Plan
0 Energy
Draw 1 card. If you draw a Skill, gain 3 **Block**.

Evil Eye
1 Energy
Gain 8 **Block**. Gain another 8 Block if you have Exhausted a card this turn.

Expect a Fight
2 Energy
Gain for each Attack in your Hand. You cannot gain additional this turn.

Expertise
1 Energy
Draw cards until you have 6 in your Hand.

Expose
0 Energy
Remove all **Artifact** and **Block** from the enemy. Apply 2 **Vulnerable**.

Fight Through
1 Energy
Gain 13 **Block**. Add 2 Wounds into your Discard Pile.

Finesse
0 Energy
Gain 4 **Block**. Draw 1 card.

Flame Barrier
2 Energy
Gain 12 **Block**. Whenever you are attacked this turn, deal 4 damage back.

Flanking
2 Energy
The enemy takes double attack damage from other players this turn.

Foregone Conclusion
1 Energy
Next turn, put 2 cards from your Draw Pile into your Hand.

Forgotten Ritual
1 Energy
If you Exhausted a card this turn, gain .

Fusion
2 Energy
Channel 1 Plasma.

Gather Light
1 Energy
Gain 8 **Block**. Gain [S].

Genetic Algorithm
1 Energy
Gain 1 **Block**. Permanently increase this card's Block by 3.

Glacier
2 Energy
Gain 6 **Block**. Channel 2 Frost.

Glasswork
1 Energy
Gain 5 **Block**. Channel 1 Glass.

Glimmer
1 Energy
Draw 3 cards. Put 1 card from your Hand on top of your Draw Pile.

Glimpse Beyond
1 Energy
ALL players add 3 Souls into their Draw Pile.

Glitterstream
2 Energy
Gain 11 **Block**. Next turn, gain 5 Block.

Glow
1 Energy
Gain [S]. Draw 1 card. Next turn, draw 1 card.

Grave Warden
1 Energy
Gain 8 **Block**. Add a Soul into your Draw Pile.

GUARDS!!!
2 Energy
Transform any number of cards in your Hand into **Minion** Sacrifice.

Hand Trick
1 Energy
Gain 7 **Block**. Add **Sly** to a Skill in your Hand this turn.

Havoc
1 Energy
Play the top card of your Draw Pile and **Exhaust** it.

Haze
3 Energy
Apply 4 **Poison** to ALL enemies.

Hidden Cache
1 Energy
Gain [S]. Next turn, gain [S][S][S].

Hidden Daggers
0 Energy
Discard 2 cards. Add 2 Shiv} into your Hand.

Hidden Gem
1 Energy
A random card without Replay in your Draw Pile gains Replay 2.

Hologram
1 Energy
Gain 3 **Block**. Put a card from your Discard Pile into your Hand.

Hotfix
0 Energy
Gain 2 **Focus** this turn.

Huddle Up
1 Energy
ALL players draw 2 cards.

I Am Invincible
1 Energy
Gain 10 **Block**. At the end of your turn, if this is on top of your Draw Pile, play it.

Ignition
1 Energy
Another player Channels Plasma.

Impatience
0 Energy
If you have no Attacks in your Hand, draw 2 cards.

Impervious
2 Energy
Gain 30 **Block**.

Infernal Blade
1 Energy
Add a random Attack into your Hand. It's free to play this turn.

Intercept
1 Energy
Gain 9 **Block**. Redirect all incoming attacks that would be dealt to another player this turn to you.

Invoke
1 Energy
Next turn, Summon 2 and gain .

Jack of All Trades
0 Energy
Add 1 random Colorless card into your Hand.

Knife Trap
2 Energy
Play every Shiv in your **Exhaust** Pile on the enemy.

Know Thy Place
0 Energy
Apply 1 **Weak**. Apply 1 **Vulnerable**.

Largesse
0 Energy
Another player adds 1 random Colorless card to their Hand.

Leap
1 Energy
Gain 9 **Block**.

Leg Sweep
2 Energy
Apply 2 **Weak**. Gain 11 **Block**.

Legion of Bone
2 Energy
ALL players Summon 6.

Lift
1 Energy
Give another player 11 **Block**.

Lightning Rod
1 Energy
Gain 4 **Block**. At the start of the next 2 turns, Channel 1 Lightning.

Malaise
X Energy
Enemy loses X **Strength**. Apply X **Weak**.

Manifest Authority
1 Energy
Gain 7 **Block**. Add 1 random Colorless card into your Hand.

Master of Strategy
0 Energy
Draw 3 cards.

Melancholy
3 Energy
Gain 13 **Block**. Reduce this card's cost by whenever ANYONE dies.

Mimic
1 Energy
Gain **Block** equal to the Block on another player.

Mirage
1 Energy
Gain **Block** equal to **Poison** on ALL enemies.

Modded
0 Energy
Gain 1 Orb Slot. Draw 1 card. Increase this card's cost by 1.

Monologue
0 Energy
Whenever you play a card this turn, gain 1 **Strength** this turn.

Multi-Cast
X Energy
Evoke your rightmost Orb X times.

Negative Pulse
1 Energy
Gain 5 **Block**. Apply 7 **Doom** to ALL enemies.

Nightmare
3 Energy
Choose a card. Next turn, add 3 copies of that card into your Hand.

No Escape
1 Energy
Apply 10 **Doom**, plus an additional 5 **Doom** for every 10 **Doom** already on this enemy.

Oblivion
0 Energy
Whenever you play a card this turn, apply 3 **Doom** to the enemy.

Offering
0 Energy
Lose 6 HP. Gain . Draw 3 cards.

One-Two Punch
1 Energy
This turn, your next Attack is played an extra time.

Overclock
0 Energy
Draw 2 cards. Add a Burn into your Discard Pile.

Panic Button
0 Energy
Gain 30 **Block**. You cannot gain Block from cards for 2 turns.

Parse
1 Energy
Draw 3 cards.

Particle Wall
0 Energy
Gain 9 **Block**. Return this card to your Hand.

Patter
1 Energy
Gain 8 **Block**. Gain 2 **Vigor**.

Piercing Wail
1 Energy
ALL enemies lose 6 **Strength** this turn.

Prepared
0 Energy
Draw 1 card. Discard 1 card.

Primal Force
0 Energy
Transform all Attacks in your Hand into Giant Rock.

Production
0 Energy
Gain .

Prolong
0 Energy
Next turn, gain **Block** equal to your current Block.

Prophesize
2 Energy
Draw 6 cards.

Pull Aggro
2 Energy
Summon 4. Gain 7 **Block**.

Purity
0 Energy
**Exhaust** up to 3 cards in your Hand.

Putrefy
1 Energy
Apply 2 **Weak**. Apply 2 **Vulnerable**.

Quadcast
1 Energy
Evoke your rightmost Orb 4 times.

Quasar
0 Energy
Choose 1 of 3 random Colorless cards to add into your Hand.

Rage
0 Energy
Whenever you play an Attack this turn, gain 3 **Block**.

Rainbow
2 Energy
Channel 1 Lightning. Channel 1 Frost. Channel 1 Dark.

Rally
2 Energy
ALL players gain 12 **Block**.

Reanimate
3 Energy
Summon 20.

Reboot
0 Energy
Shuffle ALL your cards into your Draw Pile. Draw 4 cards.

Refine Blade
1 Energy
Forge 9. Next turn, gain .

Reflect
1 Energy
Gain 15 **Block**. Blocked attack damage is reflected to your attacker this turn.

Reflex
3 Energy
Draw 2 cards.

Resonance
1 Energy
Gain 1 **Strength**. ALL enemies lose 1 Strength.

Restlessness
0 Energy
If your Hand is empty, draw 2 cards and gain .

Royal Gamble
0 Energy
Gain 9 [S].

Sacrifice
1 Energy
If Osty is alive, he dies and you gain **Block** equal to double his Max HP.

Scavenge
1 Energy
**Exhaust** a card. Next turn, gain .

Scourge
1 Energy
Apply 13 **Doom**. Draw 1 card.

Scrawl
1 Energy
Draw cards until your Hand is full.

Seance
0 Energy
Transform a card in your Draw Pile into Soul.

Second Wind
1 Energy
**Exhaust** all non-Attack cards in your Hand. Gain 5 **Block** for each card Exhausted.

Secret Technique
0 Energy
Put a Skill from your Draw Pile into your Hand.

Secret Weapon
0 Energy
Put an Attack from your Draw Pile into your Hand.

Shadow Shield
2 Energy
Gain 11 **Block**. Channel 1 Dark.

Shadow Step
1 Energy
Discard your Hand. Next turn, Attacks deal double damage.

Shadowmeld
1 Energy
Double your **Block** gain this turn.

Shared Fate
Lose 2 **Strength**. Enemy loses 2 Strength.

Shockwave
2 Energy
Apply 3 **Weak** and **Vulnerable** to ALL enemies.

Shrug It Off
1 Energy
Gain 8 **Block**. Draw 1 card.

Signal Boost
1 Energy
The next Power you play is played an additional time.

Skim
1 Energy
Draw 3 cards.

Snakebite
2 Energy
Apply 7 **Poison**.

Splash
1 Energy
Choose 1 of 3 random Attacks from another character to add into your Hand. It's free to play this turn.

Spoils of Battle
1 Energy
Forge 5. Draw 2 cards.

Spur
1 Energy
Summon 3. Osty heals 5 HP.

Stoke
1 Energy
**Exhaust** your Hand. Add 1 random card into your Hand for each card Exhausted.

Storm of Steel
1 Energy
Discard your Hand. Add 1 Shiv into your Hand for each card discarded.

Summon Forth
1 Energy
Put Sovereign Blade into your Hand from anywhere. Forge 8.

Supercritical
0 Energy
Gain .

Survivor
1 Energy
Gain 8 **Block**. Discard 1 card.

Synchronize
1 Energy
Gain 2 **Focus** this turn for each unique Orb you have.

Tactician
3 Energy
Gain .

Taunt
1 Energy
Gain 7 **Block**. Apply 1 **Vulnerable**.

Tempest
X Energy
Channel X Lightning.

Terraforming
1 Energy
Gain 6 **Vigor**.

The Bomb
2 Energy
At the end of 3 turns, deal 40 damage to ALL enemies.

The Gambit
0 Energy
Gain 50 **Block**. If you take unblocked attack damage this combat, die.

The Smith
1 Energy
Forge 30.

Thinking Ahead
0 Energy
Draw 2 cards. Put 1 card from your Hand on top of your Draw Pile.

Transfigure
1 Energy
Add Replay to a card in your Hand. It costs an extra .

Tremble
1 Energy
Apply 3 **Vulnerable**.

True Grit
1 Energy
Gain 7 **Block**. **Exhaust** 1 card at random.

TURBO
0 Energy
Gain . Add a Void into your Discard Pile.

Ultimate Defend
1 Energy
Gain 11 **Block**.

Undeath
0 Energy
Gain 7 **Block**. Add a copy of this card into your Discard Pile.

Untouchable
2 Energy
Gain 6 **Block**.

Up My Sleeve
2 Energy
Add 3 Shivs into your Hand. Reduce this card's cost by 1.

Venerate
1 Energy
Gain [S][S].

Voltaic
2 Energy
Channel Lightning equal to the Lightning already Channeled this combat.

White Noise
1 Energy
Add a random Power into your Hand. It's free to play this turn.

Wisp
0 Energy
Gain .

Zap
1 Energy
Channel 1 Lightning.