Slay the Spire 2 1.0 release: Sep 2027Not announced: our best guess from Mega Crit's 1 to 2 year Early Access plan.
Best guessMega Crit's Early Access FAQ on Steam says it will stay in Early Access "Until the game feels great! Last time we thought it would be about a year and it took about 1.5 years. So perhaps in the same 1 - 2 year range." We count 18 months from the Mar 5, 2026 Early Access launch, as the first game took, to the first Thursday of Sep 2027 (Mega Crit ships on Thursdays) at 10 AM Pacific, the hour of the Early Access launch. Steam

10Months6Days

Deck-Building Strategy

Good Slay the Spire 2 decks cover a few jobs in order (front-loaded damage and AoE, then Block, then card draw and Energy, then scaling), skip cards that do not help, and follow relics and enchantments rather than forcing one archetype. Infinite combos still exist, but Mega Crit's v0.100.0 balance pass (Mar 20, 2026) aimed to make them harder to reach.

A strong Slay the Spire 2 deck is one that does the jobs the next fights demand: kill enemies quickly early on, Block the big hits, draw and pay for its best cards, and grow stronger in long fights, with as few dead cards as possible. Jorbs, writing for Untapped.gg (Mar 2026), sorts every card by those "jobs", and PC Gamer's Harvey Randall drafts in the same order at Ascension 10 (Jun 12, 2026). There is no correct deck size; the guides say to take fewer cards than you are offered, and that thinning matters less than in the first game. Infinite combos are still possible after Mega Crit's anti-infinite pass of March 2026. The game is in Early Access, so the cards named here may change; each piece of advice is credited to whoever gave it.

Quick facts

Energy 3 a turn at the start (Spire Codex, game data, v0.107.1)
Starting deck 10 cards (12 for the Silent), mostly Strikes and Defends (same source)
Hand size limit 10, and nothing raises it (Mega Crit, Feb 17, 2026)
Draft order at A10 Damage and AoE, Block, draw and discard, scaling (Harvey Randall)
Anti-infinite pass v0.100.0 beta (Mar 20, 2026), main branch Apr 17, 2026
HP cap 999,999,999 for players, enemies and pets (v0.99, Mar 13, 2026)
Enchantments Do not stack on one card, by design

Cards have jobs

Draft for the fights in front of you. Jorbs' jobs guide (Mar 2026) names five: frontloaded damage, frontloaded AoE, frontloaded Block, scaling, and card draw or deck manipulation. He drafts for the fights directly ahead rather than for the deck he hopes to finish with, suggests two or three frontloaded damage cards at the start of each run (fewer with a damage relic, one more if you plan many Act 1 Elites), and says AoE is not mandatory if single-target damage can kill one enemy fast.

Some turns matter far more than others. Jorbs says he focuses on the 5 to 20 most important turns of the roughly 150 in a run, and that "it's often more valuable to play one card which is good this turn than two cards which aren't."

Damage first, scaling after

Solve damage before anything else. Mobalytics' beginner guide (updated Mar 19, 2026) warns "A bunch of Strikes is not gonna cut it on the Elites or Boss!", and Harvey Randall's A10 order puts early damage and one or two AoE cards first (PC Gamer, Jun 12, 2026). Randall calls Act 1 "a make-or-break rush" to cover defense, damage, draw and Energy (PC Gamer, May 15, 2026).

Then add scaling, because enemies scale too. Mobalytics says enemies often buff their Strength every 3 or 4 turns, so a deck needs something that grows: Demon Form, Poison or Doom, Block over time, powers such as Defragment or Genesis, or scaling attacks such as Kingly Punch and Rampage. It calls turtling a bad long-term plan for the same reason.

Block

Take Block that matches the hits you face. Kotaku's Lewis Parker (Mar 18, 2026) says a starter deck often blocks only about 15 against 24-damage attacks, and recommends high-Block skills in Act 1. For some characters killing is the better defense: JapaneseExport's Ironclad guide (updated Sep 7, 2026) says the Ironclad struggles to Block consistently for lack of Weak, so killing fast usually beats outlasting.

Card draw and Energy

Draw is strong, but only with Energy to spend. Mobalytics calls card draw "OP", says draw and Energy must be balanced, and rates a card that draws for zero Energy (Offering, Prepared) as usually very good. Jorbs says paying Energy to draw is often worth it, because the best card this turn beats two weaker ones.

Expensive cards are not a weakness in themselves. Baalorlord argues in Untapped.gg's "In Defense of 2-Cost Cards" (Mar 2026) that one big card usually beats two cheap ones because you see each card once per shuffle: Bouncing Flask+ beats Deadly Poison+ plus another card, big cards gain more from enchantments and duplication, and 0-cost cards shine only once you have a use for leftover Energy. The hand limit stays at 10 (Mega Crit, Feb 17, 2026), so draw-heavy decks can still overflow.

Deck size and thinning

There is no right deck size, only a deck without dead draws. Mobalytics says a smaller, focused deck is stronger and that removing Strikes and Defends is "often the best way to spend your money." Winning decks vary widely: PCGamesN's Ken Allsop describes Daily wins with a 16-card Ironclad Block deck and a 23-card Necrobinder Doom deck (PCGamesN, Mar 15, 2026).

Thinning pays less than in the first game. Kotaku's Parker says Elites and bosses keep adding Status cards: Phrog Parasite adds three Infection cards (3 damage each while in hand) every two turns, and the Act 2 Elite Entomancer adds a Dazed each time you hit it. Removal also costs more at Ascension 6, Inflation, where it starts at 100 Gold and rises 50 each time (Mega Crit, v0.102.0, Apr 3, 2026).

Sometimes a thick deck is the plan. Randall says Nonupeipe's Glitter, which gives Act 3 card rewards a once-per-combat replay, pushed him from a thin deck to a thick, value-heavy one, and that he thickened his deck in Act 3 to prepare for the Doormaker (PC Gamer, May 15, 2026).

When to skip a card

Skip any card that does not fix a problem. Mobalytics says not to take every card, and Game Rant (Mar 7, 2026) advises new players to stick to one or two archetypes per run.

The guides split on how early to commit. TheGamer (Mar 9, 2026) says to commit from your early picks, since a Common that fits can beat an off-plan Rare. Kotaku says not to commit in Act 1 and to pivot near the end of Act 1 or the start of Act 2. Game Rant (Mar 7, 2026) says to stay flexible unless an early build-defining relic points the way.

Synergies and archetypes

Look for cards that are good alone and also lead somewhere. JapaneseExport's Ironclad guide treats such cards as "bridges": Bloodletting is strong with Pommel Strike and bridges into life-loss payoffs like Rupture, and Feel No Pain and Dark Embrace are worth taking before any synergy shows up. GamesRadar+'s Austin Wood goes further on PC Gamer's panel (Sep 18, 2026): "Archetypes are often a lie in Slay 2."

Each character still has named archetypes. PCGamesN (updated Apr 8, 2026) gives the Silent Sly, Poison and Shiv, and says Sly pairs with either of the others while Poison and Shiv are hard to combine. Its other character guides give the Ironclad (updated Apr 8, 2026) Vulnerable, Body Slam and Exhaust, the Regent Stars and Forge, the Necrobinder Souls, Osty and Doom, and the Defect Orbs, Status and Claw. The builds are on Ironclad Guide, Silent Guide, Regent Guide, Necrobinder Guide and Defect Guide, and card rankings on Card Tier List.

Relic-driven builds

Let relics point the direction. Untapped.gg's Dillon Skiffington lists "directional" relics in his relic guide (Apr 2026): Kunai and Shuriken for a Shiv Silent, Snecko Skull and Twisted Funnel for Poison, Power Cell for a Claw Defect, Data Disk for Focus Orbs, Mini Regent for Stars. Game Rant (Mar 11, 2026) singles out Darv's Runic Pyramid (keep your hand at end of turn) for stacking builds such as the Regent's Stars or Ironclad Strength.

Do not force a build around one relic. Skiffington writes: "Forcing a build around a single Relic when your cards point somewhere else is how you die in Act 2." He also names trap relics: Velvet Choker kills combo decks that play ten or more cards a turn, Brimstone works only if fights end fast, and Big Mushroom hurts consistency. Every relic is on Relics.

Enchantments

Enchantments change single cards and can carry a run. Harvey Randall praises them in PC Gamer (May 15, 2026): Clone can yield dozens of copies of a card if you work rest sites, Momentum turns any card into a Rampage, and Royally Approved can make any card a core piece. His A10 Regent win came from a shop Mystic Lighter on a Sharp-enchanted Seven Stars, which he says dealt 18 damage seven times for one Energy.

Each card holds one enchantment. Casey Yano says in the August 2026 Neowsletter (Aug 14, 2026) that enchantments deliberately do not stack: "We want our players to experience deckbuilding rather than cardbuilding!" The full list is on Enchantments and Afflictions.

Infinites

An infinite is a combo that lets you keep playing cards forever in one turn. Rock Paper Shotgun (Mar 20, 2026) defines them as "card combos with effects that allow you to carry on playing them forever in a single turn." In the first game, Randall writes, players thinned their decks toward one; in the sequel he treats Act 1 as a rush to cover every need instead.

Mega Crit's first big patch targeted them. The v0.100.0 beta notes (Mar 20, 2026) open: "This one has a huge balance pass, the main aim of which is to make infinites harder to achieve." The pass reworked cards such as the Ironclad's Dominate, Expect a Fight, Spite and Stoke and the Silent's Prepared (which v0.101.0, Mar 27, 2026, restored), and cut numbers on others. PCGamesN (Mar 20, 2026) wrote that infinites "won't be gone altogether, as they're a fundamental part of the StS 2 power curve, but they shouldn't be nearly as easy to get rolling." The changes reached the main branch with Major Update #1 on Apr 17, 2026, which PCGamesN summed up as "an easier early game but harder infinites". The full patch list is on Patches and Updates.

Some loops still work, and Mega Crit now stops them from locking the game. Its v0.105.0 notes (May 8, 2026), on the main branch since Major Update #2 (Jun 19, 2026), name "Hellraiser + 2 Pommel Strike cards" as an infinite loop and cap Hellraiser at 9 cards a turn when every enemy has infinite HP. JapaneseExport's Ironclad guide describes Ironclad "loop" decks that Exhaust a deck of 30 or more cards down to a short repeatable sequence, such as Pommel Strike+ alternating with the 0-cost Bully on 3 Energy.

Mega Crit does not build the game around endless scaling. Asked about an endless mode in the April 2026 Neowsletter (Apr 17, 2026), Casey Yano said "Probably not, the deckbuilding gets less exciting the longer a run goes on."

Frequently asked questions

How many cards should be in a Slay the Spire 2 deck? Slay the Spire 2 has no fixed best deck size: Mobalytics says a smaller, focused deck is stronger, but PCGamesN's Ken Allsop won Dailies with decks of 16 and 23 cards. Kotaku says thinning helps less than in the first game because Elites and bosses add Status cards.

What is the best deck-building strategy in Slay the Spire 2? Most guides draft by need: PC Gamer's Harvey Randall takes damage and AoE first, then Block, then draw and discard, then scaling, and Jorbs drafts for the fights directly ahead. Both warn against forcing one archetype.

Are there infinite combos in Slay the Spire 2? Yes, but fewer: Mega Crit's v0.100.0 patch (Mar 20, 2026, main branch Apr 17, 2026) aimed "to make infinites harder to achieve," and its v0.105.0 notes still name Hellraiser plus two Pommel Strikes as an infinite loop.

Should you skip card rewards in Slay the Spire 2? Often, yes: Mobalytics says not to take every card in Slay the Spire 2, because a deck full of average cards draws its best cards less often.

Should you remove Strikes in Slay the Spire 2? Usually: Mobalytics calls removing Strikes and Defends "often the best way to spend your money," though at Ascension 6 removal starts at 100 Gold and rises 50 each time (Mega Crit, Apr 3, 2026).

Do enchantments stack in Slay the Spire 2? No. Casey Yano said in Aug 2026 that enchantments deliberately do not stack in Slay the Spire 2: "We want our players to experience deckbuilding rather than cardbuilding!"

Sources

Moments

10 Things That Instantly Improved My Runs | Slay the Spire 2 Tips & Guide

Nerdy Hickey

  1. A strong Slay the Spire 2 deck is one that does the jobs the next fights demand: kill enemies quickly early on, Block…
  2. Draw is strong, but only with Energy to spend. Mobalytics calls card draw "OP", says draw and Energy must be balanced…
  3. There is no right deck size, only a deck without dead draws. Mobalytics says a smaller, focused deck is stronger and…
  4. The guides split on how early to commit. TheGamer (Mar 9, 2026) says to commit from your early picks, since a Common…

Why You Lose in Slay the Spire 2 (And How to Fix It)

Caleb Gannon Gaming

  1. Solve damage before anything else. Mobalytics' beginner guide (updated Mar 19, 2026) warns "A bunch of Strikes is not…
  2. Then add scaling, because enemies scale too. Mobalytics says enemies often buff their Strength every 3 or 4 turns, so…
  3. Skip any card that does not fix a problem. Mobalytics says not to take every card, and Game Rant (Mar 7, 2026) advises…

Slay the Spire 2 - 15 Biggest Changes From Slay the Spire 1

IGN

  1. Enchantments change single cards and can carry a run. Harvey Randall praises them in PC Gamer (May 15, 2026): Clone…

How To Win With the Ironclad | Slay the Spire 2 Guide

Caleb Gannon Gaming

  1. An infinite is a combo that lets you keep playing cards forever in one turn. Rock Paper Shotgun (Mar 20, 2026) defines…

See also

About this page

Last updated Oct 26, 2026 by the Vi.ki team. Page text CC BY-SA 4.0.

Edit History

Hotkeys

/
Jump to the search box
? or Ctrl + /
Open this list
Esc
Close this list, the photo viewer, or the account menu

Video

Space or K
Play or pause
← →
Back or forward 5 seconds
J L
Back or forward 10 seconds
0 to 9
Go to 0% to 90% of the video
, .
Previous or next frame, while paused
M
Mute or unmute
C
Captions on or off
F
Full screen on or off
A D
Previous or next moment

Photo viewer

← → or A D
Previous or next photo
↑ ↓ or W S
Previous or next photo
Home End
First or last photo
I
Show or hide the photo's info
C
Clickless on or off: a pointer over a thumbnail shows it
N
Compare with the last photo: back to the one shown before this, and N again comes back
Q
Move the thumbnails to the next edge: top, bottom, left and round
Ctrl + ,
Open or close the viewer's settings
V
Clickless pan: a zoomed photo follows the pointer, rather than being dragged
B
Browse on or off
Z
Everything out of the way: full screen, no thumbnails, no button bar. Z again puts them back.
Back to top