Antewise

Slay the Spire 2 Card Take or Remove — 199 Cards Graded

Updated 27 Oct 2026 Source Data parsed from slaythespire.wiki.gg (STS2 card and tier data) and cached in src/data/ By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

Slay the Spire 2 has 577 cards, and 199 of them carry a grade from S to D. The distribution is not a pyramid: 18 S, 50 A, 45 B, 64 C, 22 D. The largest group is C at 64, and the smallest is S at 18.

The most useful pattern in that data is not the letter — it is the cost. The S tier averages 1.28 energy and 15 of its 18 cards cost exactly 1. The D tier averages 2.23 energy. In this game, the cards that earn a slot tend to be the cheap ones.

What the grades look like

GradeCardsShare of 199Average cost
S189.0%1.28
A5025.1%1.28
B4522.6%1.36
C6432.2%1.58
D2211.1%2.23

Cost climbs as the grade falls, and it climbs sharply at the bottom. D is the only tier averaging above 2 energy, and it contains the only 9-cost card in the graded set (Banshee’s Cry, 33 damage to all enemies).

That is the mechanical reason the if-then rules below work. A 1-cost card competes for one energy in a three-energy turn; a 4-cost card competes with your entire turn.

The S tier is a 1-cost tier

Fifteen of the eighteen S cards cost 1 energy. The other three are 2, 2 and 4.

CardCostEffectDamage per energy
Crash Landing121 to ALL enemies, fill Hand with Debris21.0
Break120 damage, apply 5 Vulnerable20.0
Giant Rock116 damage16.0
Hemokinesis1Lose 2 HP, deal 1515.0
Hyperbeam228 to ALL enemies, lose 3 Focus14.0
Rip and Tear17 damage twice14.0
Ultimate Strike114 damage14.0
Bury452 damage13.0
Defile113 damage13.0
Impervious2Gain 30 Block15.0 Block per energy

Two numbers stand out. Crash Landing converts 1 energy into 21 damage across every enemy, and Impervious converts 2 energy into 30 Block — 15 Block per energy, more than any other graded card.

The 4-cost outlier is Bury: 52 damage for 4 is only 13 per energy, below several 1-cost cards. It still grades S because 52 in one card ends fights that 13-damage cards cannot, but the per-energy rate is a reminder that the tier is about role, not just efficiency.

The eight Rare traps

Eight of the 22 D-tier cards are Rare. These are the picks that look like upgrades and are not.

CardPoolCostEffectWhy it fails
Banshee’s CryNecrobinder933 to all enemies, costs less per Ethereal played9 energy for 33
Meteor StrikeDefect524 damage, Channel 3 Plasma5 energy for 24
MurderSilent31 damage, +1 per card drawn this combatStarts at 1
Tear AsunderIronclad25 damage, extra hit per HP lostNeeds a long fight to pay
Fiend FireIronclad2Exhaust Hand, 7 damage per cardEats your whole hand
Flak CannonDefect2Exhaust Status cards, 8 damage eachBlank without Status
KnockdownColorless310 damage, enemy takes double from othersMultiplayer only
Genetic AlgorithmDefect11 Block, +3 permanently per play1 Block now

The pattern is conditional value. Every one of these needs a specific board state to be worth its slot, and in a 20-card deck a card that is dead half the time is worse than a Strike that is always 6 damage.

The if-then rules

These are ordered. The first one that fits decides the pick.

  • If your deck is under 12 cards, take the card. You need options before you can thin; at 12 cards you are still building the base.
  • If you already hold 2–3 cards of your core mechanic, remove a basic Strike or Defend. A Strike is 6 damage for 1 energy; almost every graded card beats that rate.
  • If your deck is 20 cards or more and the plan is complete, remove instead of take. At five cards a turn, a 20-card deck shows you a specific card once every 4 turns; a 30-card deck once every 6.
  • If the offer is 1-cost and graded A or better, take it even at 20+ cards. 15 of 18 S cards and 40 of 50 A cards cost 1, so the dilution cost is the lowest it gets.
  • If the offer is a 4+ cost card that is not S, skip it. The D tier averages 2.23 energy; the S tier averages 1.28. Expensive cards have to be exceptional to justify the turn they eat.

Remove targets by the numbers

CardDamage or BlockCostReplace it when
Strike6 damage1Any A-tier 1-cost attack (13–21 damage)
Defend5 Block1Any A-tier block card (11+ Block)
A D-tier Rarevaries2.23 avgAlways — it costs more and delivers less

Basic Strikes and Defends are the only cards where removal is unambiguously correct. A 6-damage Strike is beaten by Defile (13 for 1) at more than double the rate, and a 5-Block Defend is beaten by Fight Through (13 for 1).

“Bury — 4 energy, deal 52 damage (63 upgraded).” — STS2 card data, slaythespire.wiki.gg

Why grade never replaces reading the card

The A tier is 46% Common (23 of 50). The D tier is 36.4% Rare (8 of 22). If you pick by colour of the border, you get both of those backwards.

Grade is a summary of how a card performs in a normal deck. It cannot know that your deck has 12 Ethereal cards, which is exactly the condition that turns Banshee’s Cry’s 9-cost text into something playable — or that you have no Status generation, which makes Flak Cannon a blank.

Use the grade to filter, then read the card against your deck. The filter is 199 cards wide; the decision is one card wide.

Where to go next

The cards database has every card with its cost, damage and upgrade, and the rarity system explains why a Rare border does not mean a better card. If you want to fix a card rather than cut it, the enchantments page covers the 22 modifiers, and deckbuilding basics covers the curve these rules assume. To see what the deck has to beat, the boss table lists every HP pool from 173 to 512.

Frequently asked questions

How many S-tier cards are there?

18 out of the 199 graded cards, or 9.0%. Fifteen of them cost 1 energy.

Should I take every S-tier card I see?

Not automatically. Bury at 4 energy is S in a deck that can pay for it and a dead draw in a deck that cannot. The tier assumes a normal energy curve.

Is removing always better than adding late?

Past 20 cards, yes in most cases — the maths is that each extra card lowers the odds of drawing the one you need. The exception is a 1-cost A-or-better card, which is cheap enough to justify the slot.

What makes a card D-tier?

Conditional value with a high cost. The 22 D cards average 2.23 energy, and 8 of them need a specific board state (Status cards, HP loss, cards drawn) before they do anything.

More Slay the Spire 2 guides

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.