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Slay the Spire 2 Keywords — All 7 Defined and Counted

Updated 27 Oct 2026 Source Data parsed from slaythespire.wiki.gg (STS2 keyword 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 uses exactly 7 keywords on its cards: Eternal, Ethereal, Exhaust, Innate, Retain, Sly and Unplayable. They are attached to 178 keyword tags across the 577-card file, and the distribution is extremely lopsided — Exhaust alone accounts for 99 of those tags, while Eternal appears on just 7 cards.

Knowing the counts matters because it tells you which keywords you can build around and which are just noise on a curse. A deck that wants Exhaust has 99 cards to choose from. A deck that wants Sly has 8.

All 7 definitions

KeywordDefinitionCards using itShare of 577
ExhaustRemoved until the end of combat.9917.2%
UnplayableUnplayable cards cannot be played.264.5%
EtherealIf this card is in your Hand at the end of this turn, it is Exhausted.183.1%
RetainRetained cards are not discarded at the end of turn.111.9%
InnateStart each combat with this card in your Hand.91.6%
SlyIf this card is discarded from your Hand before the end of your turn, play it for free.81.4%
EternalCannot be removed or transformed from your Deck.71.2%

The shares are per keyword, and the column sums past 100% because a card can carry more than one.

Exhaust is the backbone

99 cards carry Exhaust, and they split into two very different groups: cards that exhaust themselves and cards that exhaust your other cards.

CardCostEffectRole
Adrenaline0Gain 1 Energy, draw 2Free resource
Afterlife1Summon 6 (9 upgraded)Necrobinder body
Purity0Exhaust up to 3 cards in your HandHand cleaner
Apotheosis2Upgrade ALL your cardsOne-shot scaling
Apparition1Gain 1 IntangibleOne-turn defence

The distinction matters. A self-exhausting 0-cost Adrenaline is a free card that never clogs the deck, while Purity’s job is to convert dead cards into an empty hand. Neither is “a card you lose” in the way the keyword sounds.

At 17.2% of the file, Exhaust is common enough that most decks will hold several without trying, which is why cards that reward exhausting scale so easily.

Unplayable is a tax, not a dead card

26 cards are Unplayable, and the ones that hurt are the ones that punish you for holding them.

CardTypeEnd-of-turn penalty
BurnStatusTake 2 damage
DebtCurseLose 10 Gold
Bad LuckCurseLose 13 HP

That 13 HP from Bad Luck is the largest end-of-turn penalty in the group — 13 HP every turn it sits in hand, which is more than most Act 1 enemies deal in a single attack.

Because Unplayable cards cannot be played, the only answers are exhausting them, discarding them, or removing them from the deck before the fight. Sly is the keyword that pairs with the discard answer.

Innate and the opening hand

9 cards start in your hand, and they are almost all 0-cost.

CardCostEffectUpgraded
Backstab0Deal 11 damage15
Assassinate0Deal 10 damage, apply 1 Vulnerable13 damage, 2 Vulnerable
Boot Sequence0Gain 10 Block13
Suppress0Deal 11 damage, apply 3 Weak17 damage, 5 Weak
Dramatic Entrance0Deal 11 damage to ALL enemies—

Five of the nine cost 0, so an Innate card is usually a free first turn rather than a tempo tax. That is also why Innate is a weak keyword to build around: 9 cards is not a strategy, it is a small set of openers. The remaining four are Apotheosis (2 energy), Mind Blast (1), and the unplayable curses Folly and Writhe, which simply start in hand and do nothing.

Sly wants to be discarded

8 cards carry Sly, and all 8 are Silent cards. The keyword turns a discard outlet into card advantage.

CardCostEffectSly payoff
Flick-Flack1Deal 6 to ALL enemies (8 upgraded)Free 6–8 AoE
Reflex3Draw 2 cards (3 upgraded)Free draw
Tactician3Gain 1 Energy (2 upgraded)Free Energy
Untouchable2Gain 6 Block (9 upgraded)Free Block
Ricochet2Deal 3 to a random enemy 4 times12 random damage

The pattern is that every Sly card is priced as if it will be played for energy, then becomes free when discarded. Reflex at 3 energy for 2 cards is a bad deal; Reflex discarded is 2 cards for 0.

Ethereal and Retain are timing keywords

18 cards are Ethereal and 11 are Retain, and they pull in opposite directions.

KeywordCardsWhat it does to your turn
Ethereal18Forces the card out of hand at end of turn — play it or lose it
Retain11Keeps the card through the discard — hold it for the right turn

Ethereal examples with numbers: Defile (1 energy, 13 damage), Defy (1 energy, 6 Block plus 1 Weak), Dying Star (1 energy, 9 to all and −9 Strength this turn), Demesne (3 energy, +1 Energy and +1 draw each turn while it lasts).

Retain examples: Eradicate (0 energy, 11 damage X times), Reap (3 energy, 27 damage), Purity (0 energy, exhaust up to 3), Snakebite (2 energy, 7 Poison), Sacrifice (1 energy, Block equal to double Osty’s Max HP).

The practical read is that Ethereal cards are usually priced below rate because you might not get to play them, and Retain cards are priced at rate because you always can.

Eternal locks a card in

7 cards are Eternal: Ascender’s Bane, Bad Luck, Curse of the Bell, Enthralled, Folly, Forbidden Grimoire and Greed. Six of the seven are curses, so Eternal is mostly a rule about cards you did not choose.

The one playable exception is Forbidden Grimoire (2 energy, Necrobinder Power), which lets you remove a card from your deck at the end of combat. Tezcatara’s Ember, one of the 22 enchantments rather than a keyword entry, also grants Eternal — which means enchanting a card with it makes that card permanently unremovable.

“Exhaust — Removed until the end of combat.” — STS2 keyword data, slaythespire.wiki.gg

Where to go next

The cards database lists every card with its keyword tags, cost and upgraded numbers. If you want to add a keyword to a card you already own, the enchantments page covers the 22 modifiers — several of them, including Steady and Royally Approved, hand out Retain or Innate directly. To decide what to cut instead, see card take or remove, and for how rarity interacts with all of this, the rarity system.

Frequently asked questions

Can a card have two keywords?

Yes. The 178 tags sit on 577 cards, so several cards carry a pair. Defile, for example, is both a Necrobinder attack and Ethereal.

Does Exhaust remove a card for the whole run?

No. The definition is explicit: removed until the end of combat. The card returns to your deck afterwards.

Is Unplayable the same as a curse?

Not exactly. Curses are usually Unplayable, but the file also marks Status cards such as Burn and Dazed, and one quest card (Byrdonis Egg) as Unplayable.

How many cards have no keyword at all?

Most of them. 178 tags across 577 cards means the large majority of the file carries no keyword text at all — keywords are modifiers, not the default.

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.