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All Power Cards in Slay the Spire 2 — What They Do and When to Use Them

Updated 27 Oct 2026 Source Data parsed from slaythespire2.wiki.gg (community wiki) 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.

If your Slay the Spire 2 plan calls for a Power Cards, this is your shortlist: 80 of the 111 entries that all share that Type. The table shows what each one actually does, so you can pick the one that fills the slot you need.

The full Cards list

NameTypeHp lossNotes
AbrasivePower—Gain 1 [gold]Dexterity[/gold]. Gain 4 [gold]Thorns[/gold].
AccelerantPower—[gold]Poison[/gold] is triggered 1 additional time.
AccuracyPower—[gold]Shivs[/gold] deal 4 additional damage.
AfterimagePower—Whenever you play a card, gain 1 [gold]Block[/gold].
AggressionPower—At the start of your turn, put a random Attack from your [gold]Discard Pile[/gold] into your [gold]Hand[/gold] and
ArsenalPower—Whenever you create a card, gain 1 [gold]Strength[/gold].
AutomationPower—Every 10 cards you draw, gain [energy:1].
BarricadePower—[gold]Block[/gold] is not removed at the start of your turn.
Beacon of HopePower—Whenever you gain [gold]Block[/gold] on your turn, other players gain half that much [gold]Block[/gold].
Biased CognitionPower—Gain 4 [gold]Focus[/gold]. At the start of your turn, lose 1 [gold]Focus[/gold].
Black HolePower—Whenever you spend or gain [star:1], deal 3 damage to ALL enemies.
BufferPower—Prevent the next time you would lose HP.
Bulk UpPower—Lose 1 Orb Slot. Gain 2 [gold]Strength[/gold]. Gain 2 [gold]Dexterity[/gold].
CalamityPower—Whenever you play an Attack, add a random Attack into your [gold]Hand[/gold].
CalcifyPower—[gold]Osty’s[/gold] attacks deal 4 additional damage.
Call of the VoidPower—At the start of your turn, add 1 random card into your [gold]Hand[/gold]. It gains [gold]Ethereal[/gold].
CaltropsPower—Whenever you are attacked, deal 3 damage back.
CapacitorPower—Gain 2 Orb Slots.
Child of the StarsPower—Whenever you spend [star:1], gain 2 [gold]Block[/gold] for each [star:1] spent.
Consuming ShadowPower—[gold]Channel[/gold] 2 [gold]Dark[/gold]. At the end of your turn, [gold]Evoke[/gold] your leftmost Orb.
CoolantPower—At the start of your turn, gain 2 [gold]Block[/gold] for each unique Orb you have.
CorruptionPower—Skills cost 0 [energy:1]. Whenever you play a Skill, [gold]Exhaust[/gold] it.
CountdownPower—At the start of your turn, apply 6 [gold]Doom[/gold] to a random enemy.
Creative AIPower—At the start of your turn, add a random Power into your [gold]Hand[/gold].
Crimson MantlePower—At the start of your turn, lose 1 HP and gain 8 [gold]Block[/gold].
CrueltyPower—[gold]Vulnerable[/gold] enemies take an additional 25% damage.
Danse MacabrePower—Whenever you play a card that costs [energy:2] or more, gain 4 [gold]Block[/gold].
Dark EmbracePower—Whenever a card is [gold]Exhausted[/gold], draw 1 card.
DefragmentPower—Gain 1 [gold]Focus[/gold].
DemesnePower—At the start of your turn, gain [energy:1] and draw 1 additional card.
Demon FormPower—At the start of your turn, gain 2 [gold]Strength[/gold].
Devour LifePower—Whenever you play a [gold]Soul[/gold], [gold]Summon[/gold] 1.
Echo FormPower—The first card you play each turn is played an extra time.
EntropyPower—At the start of your turn, [gold]Transform[/gold] 1 card in your [gold]Hand[/gold].
EnvenomPower—Whenever an Attack deals unblocked damage, apply 1 [gold]Poison[/gold].
Eternal ArmorPower—Gain 9 [gold]Plating[/gold].
Fan of KnivesPower—[gold]Shivs[/gold] now hit ALL enemies. Add 4 [gold]Shivs[/gold] into your [gold]Hand[/gold].
FastenPower—Gain an additional 4 [gold]Block[/gold] from Defend cards.
Feel No PainPower—Whenever a card is [gold]Exhausted[/gold], gain 3 [gold]Block[/gold].
FeralPower—The first time you play a 0[energy:1] Attack each turn, return it to your [gold]Hand[/gold].
FootworkPower—Gain 2 [gold]Dexterity[/gold].
Forbidden GrimoirePower—At the end of combat, you may remove a card from your [gold]Deck[/gold].
FriendshipPower—Lose 2 [gold]Strength[/gold]. Gain [energy:1] at the start of each turn.
FurnacePower—At the start of your turn, [gold]Forge[/gold] 5.
GenesisPower—At the start of your turn, gain [star:2].
HailstormPower—At the end of your turn, if you have [gold]Frost[/gold], deal 6 damage to ALL enemies.
Hammer TimePower—Whenever you [gold]Forge[/gold], all allies [gold]Forge[/gold] as well.
HauntPower6Whenever you play a [gold]Soul[/gold], a random enemy loses 6 HP.
Hello WorldPower—At the start of your turn, add a random Common card into your [gold]Hand[/gold].
HellraiserPower—Whenever you draw a card containing “Strike”, it is played against a random enemy.
InfernoPower—At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Infinite BladesPower—At the start of your turn, add 1 [gold]Shiv[/gold] into your [gold]Hand[/gold].
InflamePower—Gain 2 [gold]Strength[/gold].
IterationPower—The first time you draw a Status each turn, draw 2 cards.
JuggernautPower—Whenever you gain [gold]Block[/gold], deal 6 damage to a random enemy.
JugglingPower—Add a copy of the third [gold]Attack[/gold] you play each turn into your [gold]Hand[/gold].
LethalityPower—The first Attack each turn deals 50% additional damage.
LoopPower—At the start of your turn, trigger the passive ability of your rightmost Orb.
Machine LearningPower—At the start of your turn, draw 1 additional card.
Master PlannerPower—When you play a Skill, it gains [gold]Sly[/gold].
MayhemPower—At the start of your turn, play the top card of your [gold]Draw Pile[/gold].
Monarch’s GazePower—Whenever you attack an enemy, it loses 1 [gold]Strength[/gold] this turn.
Necro MasteryPower—[gold]Summon[/gold] 5. Whenever [gold]Osty[/gold] loses HP, ALL enemies lose that much HP as well.
NeurosurgePower—Gain [energy:3]. Draw 2 cards. At the start of your turn, apply 3 [gold]Doom[/gold] to yourself.
Neutron AegisPower—Gain 8 [gold]Plating[/gold].
NostalgiaPower—The first Attack or Skill you play each turn is placed on top of your [gold]Draw Pile[/gold].
Noxious FumesPower—At the start of your turn, apply 2 [gold]Poison[/gold] to ALL enemies.
OrbitPower—Every [energy:4] you spend, gain [energy:1].
OutbreakPower—Every 3 times you apply [gold]Poison[/gold], deal 11 damage to ALL enemies.
PagestormPower—Whenever you draw an [gold]Ethereal[/gold] card, draw 1 card.
Pale Blue DotPower—If you play 5 or more cards in a turn, draw 1 card at the start of your next turn.
PanachePower—Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.
ParryPower—[gold]Sovereign Blade[/gold] now gains 10 [gold]Block[/gold].
Phantom BladesPower—[gold]Shivs[/gold] gain [gold]Retain[/gold]. The first [gold]Shiv[/gold] you play each turn deals 9 additional damage.
Pillar of CreationPower—Whenever you create a card, gain 3 [gold]Block[/gold].
Prep TimePower—At the start of your turn, gain 4 [gold]Vigor[/gold].
ProwessPower—Gain 1 [gold]Strength[/gold]. Gain 1 [gold]Dexterity[/gold].
PyrePower—Gain [energy:1] at the start of each turn.
Reaper FormPower—Whenever Attacks deal damage, apply that much [gold]Doom[/gold].
Rolling BoulderPower—At the start of your turn, deal 5 damage to ALL enemies and increase this damage by 5.

Showing 80 of 111 Cards; the analysis below covers the entire set from the cached data.

The numbers at a glance

MetricValue
Total Cards tracked111
With a written description111
Without a written description0
Power — Type111
Average Hp loss6
Max Hp loss6
Min Hp loss6

What the Cards data tells us

If you only remember one thing: the type split is the fastest way to narrow 111 Cards down. Power is the largest group at 80 of the 111 entries, so start your comparison there before looking at anything else.

By the numbers, the standouts are Haunt with the highest Hp loss (6). They set the ceiling for the whole Cards set.

Entries worth a closer look

Aggression — At the start of your turn, put a random Attack from your [gold]Discard Pile[/gold] into your [gold]Hand[/gold] and [gold]Upgrade[/gold] it. Phantom Blades — [gold]Shivs[/gold] gain [gold]Retain[/gold]. The first [gold]Shiv[/gold] you play each turn deals 9 additional damage. Stratagem — Whenever you shuffle your [gold]Draw Pile[/gold], choose a card from it to put into your [gold]Hand[/gold]. Call of the Void — At the start of your turn, add 1 random card into your [gold]Hand[/gold]. It gains [gold]Ethereal[/gold]. Beacon of Hope — Whenever you gain [gold]Block[/gold] on your turn, other players gain half that much [gold]Block[/gold]. Consuming Shadow — [gold]Channel[/gold] 2 [gold]Dark[/gold]. At the end of your turn, [gold]Evoke[/gold] your leftmost Orb. Inferno — At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 6 damage to ALL enemies.

As the source data describes one entry: “Gain 1 [gold]Dexterity[/gold]. Gain 4 [gold]Thorns[/gold].”

Frequently asked questions

How many Cards are covered on this page?

This reference is built from **80** of the 111 Cards taken straight from the Slay the Spire 2 data, so every row above is sourced rather than estimated.

Where does the Cards data come from?

The figures are parsed from the Slay the Spire 2 community wiki and cached in the site data files, then rendered here as a verified reference.

Is this Cards list complete?

This page shows a capped sample of the 111 Cards from the cached data; the numbers section below summarizes the entire set so you can see how the whole collection is sized.

How should I use this Slay the Spire 2 reference?

Use the Type split to jump straight to the cluster that matches your run, then read the descriptions to pick the best fit.

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.