Slay the Spire 2 has 22 enchantments, and the data is blunt about them: all 22 are marked non-stackable, so each card takes one. The spread is uneven too — 5 attach only to Attack cards, 1 only to Skills, 3 are restricted to Defends, block cards or basic Strikes and Defends, and 12 accept any card.
The numbers are what make them worth reading. Instinct doubles a card’s attack damage. Corrupted adds 50% and charges 2 HP. Tezcatara’s Ember drops the cost to 0, adds 3 damage, and locks the card in your deck with Eternal.
What an enchantment does
An enchantment permanently changes a single card. You do not swap the card; you add a modifier to it, and the card keeps its own numbers otherwise.
Because none of the 22 stack, the real decision is which card to put one on, not how many to collect. A doubling effect on a 52-damage Bury is worth 52 extra damage. The same effect on a 6-damage Strike is worth 6.
Where each enchantment can go
| Target | Enchantments | Count |
|---|---|---|
| Any card | Adroit, Clone, Glam, Inky, Perfect Fit, Slither, Slumbering Essence, Soul’s Power, Sown, Steady, Swift, Tezcatara’s Ember | 12 |
| Attack only | Corrupted, Instinct, Momentum, Sharp, Vigorous | 5 |
| Skill only | Imbued | 1 |
| Attack or Skill | Royally Approved | 1 |
| Defend cards only | Goopy | 1 |
| Cards that gain Block | Nimble | 1 |
| Basic Strike or Defend | Spiral | 1 |
The five Attack-only enchantments are the damage ones, which is why a deck with one huge attack is the natural home for them. Imbued is the opposite: it auto-plays a Skill at the start of each combat, so it wants a cheap setup card rather than a finisher.
The arithmetic of the big three
| Enchantment | Effect | On Bury (52 damage, 4 cost) | On Grand Finale (60 damage, 0 cost) |
|---|---|---|---|
| Instinct | Double attack damage | 104 damage | 120 damage |
| Corrupted | +50% damage, lose 2 HP | 78 damage | 90 damage |
| Tezcatara’s Ember | Cost 0, +3 damage, Eternal | 55 damage at 0 cost | 63 damage at 0 cost |
That is the whole case for reading the target card first. Instinct on Grand Finale produces 120 damage for zero energy; Instinct on a Strike produces 12.
For scale, Aeonglass has 512 HP. An Instinct Grand Finale is 23.4% of that pool in one card, and a Bury (52) played twice through the Duplicator potion is 104 — another 20.3%.
The rest of the list by function
| Function | Enchantments |
|---|---|
| Cost reduction | Tezcatara’s Ember (to 0), Slumbering Essence (−1 per turn held) |
| Extra plays | Glam (Replay once per combat), Spiral (Replay 1 on basic cards) |
| Draw and energy | Sown (Energy on first play), Swift (draw X on first play) |
| Hand control | Perfect Fit (top of draw pile), Steady (Retain), Royally Approved (Innate + Retain) |
| Block | Adroit (X Block), Nimble (+X Block), Goopy (+1 Block permanently per play) |
| Damage | Corrupted, Instinct, Momentum, Sharp, Vigorous, Inky (+1 damage and 1 Weak) |
| Utility | Clone (duplicate at Rest Sites), Imbued (auto-play), Soul’s Power (loses Exhaust) |
The cost-reduction pair is the least flashy and often the strongest. Slumbering Essence takes 1 off a card’s cost for every turn it sits in hand, which turns a 4-cost Bury into a 3-cost, then a 2-cost, without spending a turn.
All 22 enchantments
| Enchantment | Stacking | Effect |
|---|---|---|
| Adroit | Unique | Gain X Block. |
| Clone | Unique | This card can be duplicated at Rest Sites. |
| Corrupted | Unique | Deal 50% more damage, but lose 2 HP. |
| Glam | Unique | This card has Replay once per combat. |
| Goopy | Unique | This card gains Exhaust. When played, permanently increase this card’s Block by 1. |
| Imbued | Unique | This card is played automatically at the start of each combat. |
| Inky | Unique | This card deals 1 additional damage and applies 1 Weak. |
| Instinct | Unique | This card’s attack damage is doubled. |
| Momentum | Unique | Increase this card’s attack damage by X this combat when played. |
| Nimble | Unique | Increases Block gained from this card by X. |
| Perfect Fit | Unique | Whenever this would be shuffled into your Draw Pile, place it on the top instead. |
| Royally Approved | Unique | This card has Innate and Retain. |
| Sharp | Unique | Increases damage on this card by X. |
| Slither | Unique | When you draw this card, randomize its cost from 0 to 3. |
| Slumbering Essence | Unique | If this card is in your hand at the end of turn, reduce its cost by 1 until it is played. |
| Soul’s Power | Unique | This card loses Exhaust. |
| Sown | Unique | The first time you play this card each combat, gain extra Energy. |
| Spiral | Unique | This card gains Replay 1. |
| Steady | Unique | This card gains Retain. |
| Swift | Unique | The first time you play this card, draw X cards. |
| Tezcatara’s Ember | Unique | Costs 0, deals 3 additional damage, and gains Eternal. |
| Vigorous | Unique | The first time this card is played, it deals X additional damage. |
“Instinct — This card’s attack damage is doubled.” — STS2 enchantment data, slaythespire.wiki.gg
Choosing the card, not the enchantment
Four questions decide whether an enchantment is worth taking:
- Does the target card carry the numbers? Instinct on a 60-damage Grand Finale is +60; on a Strike it is +6.
- Does the restriction fit your deck? Five enchantments only take Attack cards. If your deck is built on Skills, Sharp and Vigorous have nowhere to go.
- Does the downside land on a turn you can afford? Corrupted costs 2 HP per play. On a card you play once, that is 2 HP. On a card with Replay, it is 2 HP per copy.
- Does Eternal hurt? Tezcatara’s Ember adds Eternal, which means the card cannot be removed or transformed. Enchanting a card you might want to cut later is a permanent decision.
The cleanest use of the whole list is Instinct on your single biggest attack and Steady on a card you want to hold. Everything else is a smaller version of those two ideas.
Where to go next
The cards database lists every card’s base and upgraded numbers, which is what an enchantment multiplies. The keyword index explains Eternal, Retain and Innate, and the rarity system covers how cards are distributed. If you are deciding what to cut before enchanting, start with card take or remove.