Ironclad Cards - Slay the Spire 2
View all Ironclad Cards in the Early Access version of STS2, released on :
At the start of your turn, put a random Attack from your Discard Pile into your Hand and Upgrade it.
Deal 6 damage.
Add a copy of this card into your Discard Pile.
Gain 5 Block.
Upgrade a card in your Hand.
Deal 6 damage.
Deals 3 additional damage for each card in your Exhaust Pile.
Block is not removed at the start of your turn.
Deal 8 damage.
Apply 2 Vulnerable.
Draw 3 cards.
You cannot draw additional cards this turn.
Lose 2 HP.
Gain 16 Block.
Lose 3 HP.
Gain 
. Deal 32 damage.
Deal damage equal to your Block.
Lose 1 HP.
Exhaust 1 card.
Gain 1 Strength.
Deal 20 damage.
Apply 5 Vulnerable.
Lose 1 HP.
Deal 9 damage to ALL enemies.
Deal 4 damage.
Deals 2 additional damage for each Vulnerable on the enemy.
Exhaust 1 card.
Draw 2 cards.
Play the top X cards of your Draw Pile.
Deal 17 damage.
Exhaust the top card of your Draw Pile.
Gain 5 Block.
You receive 50% less damage from Vulnerable enemies this turn.
Deal 8 damage to ALL enemies.
Deals 2 additional damage for each other Attack you've played this turn.
Skills cost 0
.
Whenever you play a Skill, Exhaust it. At the start of your turn, lose 1 HP and gain 8 Block.
Vulnerable enemies take an additional 25% damage.
Whenever a card is Exhausted,
draw 1 card.
Gain 5 Block.
At the start of your turn, gain 2 Strength.
Lose 1 HP.
Give another player Block equal to your Block.
Exhaust.
Deal 8 damage.
If the enemy is Vulnerable, hits twice.
Gain 1 Strength for each Vulnerable on the enemy.
Exhaust.
Draw 2 cards.
At the start of your turn, Exhaust the top card of your Draw Pile.
Gain 8 Block.
Gain another 8 Block if you have Exhausted a card this turn.
Gain
for each Attack in your Hand. Deal 10 damage.
If Fatal, raise your Max HP by 3.
Exhaust.
Whenever a card is Exhausted, gain 3 Block.
Exhaust your Hand.
Deal 7 damage for each card Exhausted.
Exhaust.
Deal 5 damage twice.
Gain 2 Strength.
The enemy gains 1 Strength.
Gain 12 Block.
Whenever you are attacked this turn, deal 4 damage back.
If you Exhausted a card this turn, gain

. Deal 7 damage.
Whenever you gain Block this turn, deal 5 damage to the enemy.
Play the top card of your Draw Pile and Exhaust it.
Deal 9 damage.
Put a card from your Discard Pile on top of your Draw Pile.
Whenever you draw a card containing “Strike”, it is played against a random enemy.
Lose 2 HP.
Deal 14 damage.
Deal 16 damage to ALL enemies.
At the start of your turn, plays from the Exhaust Pile.
Gain 30 Block.
Exhaust.
Add a random Attack into your Hand.
It's free to play this turn.
Exhaust.
At the start of your turn, lose 1 HP.
Whenever you lose HP on your turn, deal 6 damage to ALL enemies.
Gain 2 Strength.
Gain 5 Block.
Deal 5 damage.
Whenever you gain Block, deal 5 damage to a random enemy.
Add a copy of the third Attack you play each turn into your Hand.
Deal 15 damage.
Enemy loses 10 Strength this turn.
Deal 10 damage.
Double the enemy's Vulnerable.
Exhaust.
Lose 6 HP.
Gain 
.
Draw 3 cards.
Exhaust. This turn, your next Attack is played an extra time.
Can only be played if you have 3 or more cards in your Exhaust Pile.
Deal 17 damage to ALL enemies.
Deal 6 damage.
Deals 2 additional damage for ALL your cards containing “Strike”.
Deal 6 damage.
Draw cards until you draw a non-Attack card.
Deal 9 damage.
Draw 1 card.
Transform all Attacks in your Hand into Giant Rock.
Gain
at the start of each turn. Whenever you play an Attack this turn, gain 3 Block.
Deal 9 damage.
Increase this card's damage by 5 this combat.
Whenever you lose HP on your turn, gain 1 Strength.
Exhaust all non-Attack cards in your Hand.
Gain 5 Block for each card Exhausted.
Deal 7 damage.
Gain 2 Strength this turn.
Gain 8 Block.
Draw 1 card.
Deal 6 damage.
If you lost HP this turn, draw 1 card.
At the end of your turn, 1 random Attack in your Hand is played against a random enemy.
Exhaust your Hand.
Draw a card for each card Exhausted.
Exhaust.
Deal 12 damage to ALL enemies.
Costs 1 less
for each Attack played this turn. Gain 4 Plating.
Deal 6 damage.
Deal 3 damage to a random enemy 3 times.
Take double damage from enemies.
Allies take half damage from enemies.
Gain 7 Block.
Apply 1 Vulnerable.
Deal 5 damage.
Hits an additional time for each time you lost HP this combat.
Deal 4 damage twice.
Exhaust a random Attack in your Hand and add its damage to this card.
Deal 4 damage and apply 1 Vulnerable to ALL enemies.
Apply 2 Vulnerable.
Gain 7 Block.
Exhaust 1 card at random .
Deal 5 damage twice.
The first time you gain Block from a card each turn, double the amount gained.
Deal 12 damage.
The next Attack you play costs 0
. Deal 13 damage.
Apply 1 Weak.
Apply 1 Vulnerable.
Whenever you apply Vulnerable, draw 1 card.
Deal 5 damage to ALL enemies X times.