Slay the Spire 2
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Cards
Game Info
Editorial
Baalorlord Defect Tier List
By Baalorlord
Last Updated:
July 25, 2026
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S
Power
Echo Form
A
Power
Biased Cognition
B
Skill
Signal Boost
C
Power
Hailstorm
D
Power
Loop
F
Attack
Strike
1
3
Ethereal
.
The first card you play each turn is played an extra time.
Skill
Hologram
Skill
Supercritical
0
Skill
Chill
0
Skill
TURBO
0
Skill
Glacier
2
Power
Defragment
1
Skill
Modded
0
Attack
All for One
Attack
Compile Driver
1
Attack
Go for the Eyes
0
Skill
White Noise
1
Skill
Overclock
0
Skill
Quadcast
1
Skill
Skim
1
Attack
Jackpot
3
Skill
Master of Strategy
0
1
Gain 4
Focus
.
At the start of your turn, lose 1
Focus
.
Skill
Voltaic
3
Attack
Beam Cell
0
Power
Feral
Power
Subroutine
1
Power
Spinner
1
Power
Buffer
2
Attack
Shatter
1
Attack
Ice Lance
3
Attack
Null
2
Skill
Shadow Shield
2
Skill
Glasswork
1
Attack
Ball Lightning
1
Attack
Cold Snap
1
Power
Machine Learning
1
Power
Bulk Up
Attack
Sunder
3
Skill
Darkness
Skill
Genetic Algorithm
Power
Coolant
1
Attack
Tesla Coil
0
Skill
Boost Away
Skill
Boot Sequence
0
Skill
Lightning Rod
Skill
Charge Battery
1
Attack
Barrage
1
Attack
Refract
3
Attack
Gunk Up
1
Attack
Focused Strike
1
Skill
Hotfix
0
Skill
Synchronize
1
Power
Trash to Treasure
1
Attack
Rocket Punch
Skill
Energy Surge
1
Power
Automation
1
Skill
Equilibrium
2
1
The next Power you play is played an additional time.
Exhaust
.
Power
Iteration
1
Power
Smokestack
1
Attack
Meteor Strike
5
Attack
Hyperbeam
2
Power
Creative AI
3
Skill
Multi-Cast
X
Power
Capacitor
1
Attack
Claw
0
Attack
Adaptive Strike
2
Skill
Rainbow
Attack
FTL
0
Power
Thunder
1
Skill
Compact
Skill
Fight Through
Skill
Coolheaded
1
Attack
Scrape
Skill
Tempest
X
Power
Storm
1
Skill
Fusion
1
Skill
Scavenge
1
Skill
Double Energy
1
Attack
Flak Cannon
Skill
Zap
1
Skill
Dualcast
1
Skill
Ignition
1
Attack
Rebound
Skill
Stack
1
1
At the end of your turn, if you have
Frost
, deal 6 damage to ALL enemies.
Power
Consuming Shadow
Power
Hello World
1
Attack
Rip and Tear
1
Attack
Sweeping Beam
1
Skill
Leap
1
Attack
Momentum Strike
1
Attack
Helix Drill
0
Attack
Synthesis
2
Skill
Defend
1
1
At the start of your turn, trigger the passive ability of your rightmost Orb.
Skill
Reboot
0
Attack
Uproar
2
Skill
Chaos
1
Deal 6 damage.
1
Gain 3
Block
.
Put a card from your
Discard Pile
into your
Hand
.
Exhaust
.
Gain 4
.
Exhaust
.
Channel
1
Frost
for each enemy.
Exhaust
.
Gain
.
Add a
Void
into your
Discard Pile
.
Gain 6
Block
.
Channel
2
Frost
.
Gain 1
Focus
.
Gain 1 Orb Slot.
Draw 1 card. Increase this card's cost by 1.
2
Deal 10 damage.
Put ALL 0
cards from your
Discard Pile
into your
Hand
.
Deal 7 damage.
Draw 1 card for each unique Orb you have.
Deal 3 damage.
If the enemy intends to attack, apply 1
Weak
.
Add a random Power into your
Hand
. It's free to play this turn.
Exhaust
.
Draw 2 cards.
Add a
Burn
into your
Discard Pile
.
Evoke
your rightmost Orb 4 times.
Draw 3 cards.
Deal 25 damage.
Add 3 random 0
cards into your
Hand
.
Draw 3 cards.
Exhaust
.
Channel Lightning
equal to the
Lightning
already
Channeled
this combat.
Exhaust
.
Deal 3 damage.
Apply 1
Vulnerable
.
2
The first time you play a
0
Attack each turn,
return it to your
Hand
.
Whenever you play a Power, gain
.
At the start of your turn,
Channel
1
Glass
.
Prevent the next time you would lose HP.
Deal 7 damage to ALL enemies.
Evoke
all of your Orbs twice.
Deal 19 damage.
Channel
3
Frost
.
Deal 10 damage.
Apply 2
Weak
.
Channel
1
Dark
.
Gain 11
Block
.
Channel
1
Dark
.
Gain 5
Block
.
Channel
1
Glass
.
Deal 7 damage.
Channel
1
Lightning
.
Deal 6 damage.
Channel
1
Frost
.
At the start of your turn, draw 1 additional card.
2
Lose 1 Orb Slot.
Gain 2
Strength
.
Gain 2
Dexterity
.
Deal 24 damage.
If this kills an enemy, gain
.
1
Channel
1
Dark
.
Trigger the passive ability of all
Dark
Orbs.
1
Gain 1
Block
.
Permanently increase this card's
Block
by 3.
Exhaust
.
At the start of your turn, gain 2
Block
for each unique Orb you have.
Deal 3 damage.
Trigger all
Lightning
against the enemy.
0
Gain 6
Block
.
Add a
Dazed
into your
Discard Pile
.
Innate
.
Gain 10
Block
.
Exhaust
.
1
Gain 4
Block
.
At the start of the next 2 turns,
Channel
1
Lightning
.
Gain 7
Block
.
Next turn, gain
.
Deal 5 damage for each
Channeled
Orb.
Deal 9 damage twice.
Channel
2
Glass
.
Deal 4 damage 3 times.
Add a
Slimed
into your
Discard Pile
.
Deal 9 damage.
Gain 1
Focus
this turn.
Gain 2
Focus
this turn.
Exhaust
.
Gain 2
Focus
this turn for each unique Orb you have.
Exhaust
.
Whenever you create a Status,
Channel
1 random Orb.
2
Deal 13 damage.
Draw 1 card.
Whenever you create a Status, reduce this card's cost to 0
until played.
ALL players gain
.
Exhaust
.
Every 10 cards you draw, gain
.
Gain 13
Block
.
Retain
your
Hand
this turn.
The first time you draw a Status each turn, draw 2 cards.
Whenever you create a Status, deal 5 damage to ALL enemies.
Deal 24 damage.
Channel
3
Plasma
.
Deal 28 damage to ALL enemies.
Lose 3
Focus
.
At the start of your turn, add a random Power into your
Hand
.
Evoke
your rightmost Orb X times.
Gain 2 Orb Slots.
Deal 3 damage.
Increase the damage of ALL Claw cards by 2 this combat.
Deal 18 damage.
Add a 0
copy of this card into your
Discard Pile
.
2
Channel
1
Lightning
.
Channel
1
Frost
.
Channel
1
Dark
.
Exhaust
.
Deal 5 damage.
If you have played fewer than 3 cards this turn, draw 1 card.
Whenever you
Evoke Lightning
, deal 6 damage to each enemy hit.
1
Gain 6
Block
.
Transform
all Status cards in your
Hand
into
Fuel
.
1
Gain 13
Block
.
Add 2
Wounds
into your
Discard Pile
.
Channel
1
Frost
.
Draw 1 card.
1
Deal 7 damage.
Draw 4 cards.
Discard all cards drawn this way that do not cost 0
.
Channel
X
Lightning
.
Whenever you play a Power,
Channel
1
Lightning
.
Channel
1
Plasma
.
Exhaust
.
Exhaust
a card.
Next turn, gain
.
Double your Energy.
Exhaust
.
2
Exhaust
ALL your Status cards.
Deal 8 damage to a random enemy for each card
Exhausted
.
Channel
1
Lightning
.
Evoke
your rightmost Orb twice.
Another player
Channels
Plasma
.
Exhaust
.
1
Deal 9 damage.
Put the next card you play this turn on top of your
Draw Pile
.
Gain
Block
equal to the number of cards in your
Discard Pile
.
2
Channel
2
Dark
.
At the end of your turn,
Evoke
your leftmost Orb.
At the start of your turn, add a random Common card into your
Hand
.
Deal 7 damage to a random enemy twice.
Deal 6 damage to ALL enemies.
Draw 1 card.
Gain 9
Block
.
Deal 10 damage.
Reduce this card's cost to 0
.
Deal 3 damage for each
previously spent this turn.
Deal 14 damage.
The next Power you play costs 0
.
Gain 5
Block
.
Shuffle ALL your cards into your
Draw Pile
.
Draw 4 cards.
Exhaust
.
Deal 6 damage twice.
Play a random Attack from your
Draw Pile
.
Channel
1 random Orb.