Defect Cards - Slay the Spire 2
View all Defect Cards in the Early Access version of STS2, released on :
Deal 18 damage.
Add a 0
copy of this card into your Discard Pile. Deal 10 damage.
Put ALL 0
cards from your Discard Pile into your Hand. Deal 7 damage.
Channel 1 Lightning.
Deal 5 damage for each Channeled Orb.
Deal 3 damage.
Apply 1 Vulnerable.
Gain 4 Focus.
At the start of your turn, lose 1 Focus.
Gain 6 Block.
Add a Dazed into your Discard Pile.
Innate.
Gain 10 Block.
Exhaust.
Prevent the next time you would lose HP.
Lose 1 Orb Slot.
Gain 2 Strength.
Gain 2 Dexterity.
Gain 2 Orb Slots.
Channel 1 random Orb.
Gain 7 Block.
Next turn, gain
. Channel 1 Frost for each enemy.
Exhaust.
Deal 3 damage.
Increase the damage of ALL Claw cards by 2 this combat.
Deal 6 damage.
Channel 1 Frost.
Gain 6 Block.
Transform all Status cards in your Hand into Fuel.
Deal 7 damage.
Draw 1 card for each unique Orb you have.
Channel 2 Dark.
At the end of your turn, Evoke your leftmost Orb.
At the start of your turn, gain 2 Block for each unique Orb you have.
Channel 1 Frost.
Draw 1 card.
At the start of your turn, add a random Power into your Hand.
Channel 1 Dark.
Trigger the passive ability of all Dark Orbs.
Gain 5 Block.
Gain 1 Focus.
Double your Energy.
Exhaust.
Evoke your rightmost Orb twice.
Ethereal.
The first card you play each turn is played an extra time.
ALL players gain 
.
Exhaust. The first time you play a
0
Attack each turn,
return it to your Hand. Gain 13 Block.
Add 2 Wounds into your Discard Pile.
Exhaust ALL your Status cards.
Deal 8 damage to a random enemy for each card Exhausted.
Deal 9 damage.
Gain 1 Focus this turn.
Deal 5 damage.
If you have played fewer than 3 cards this turn, draw 1 card.
Channel 1 Plasma.
Gain 1 Block.
Permanently increase this card's Block by 3.
Exhaust.
Gain 6 Block.
Channel 2 Frost.
Gain 5 Block.
Channel 1 Glass.
Deal 3 damage.
If the enemy intends to attack, apply 1 Weak.
Deal 4 damage 3 times.
Add a Slimed into your Discard Pile.
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
Deal 3 damage for each
previously spent this turn. Gain 3 Block.
Put a card from your Discard Pile into your Hand.
Exhaust.
Gain 2 Focus this turn.
Deal 26 damage to ALL enemies.
Lose 3 Focus.
Deal 19 damage.
Channel 3 Frost.
Another player Channels Plasma.
Exhaust.
The first time you draw a Status card each turn, draw 2 cards.
Gain 9 Block.
Gain 4 Block.
At the start of the next 2 turns, Channel 1 Lightning.
At the start of your turn, trigger the passive ability of your rightmost Orb.
At the start of your turn, draw 1 additional card.
Deal 24 damage.
Channel 3 Plasma.
Gain 1 Orb Slot.
Draw 1 card.
Increase this card's cost by 1.
Deal 10 damage.
Reduce this card's cost to 0
. Evoke your rightmost Orb X times.
Deal 10 damage.
Apply 2 Weak.
Channel 1 Dark.
Draw 2 cards.
Add a Burn into your Discard Pile.
Evoke your rightmost Orb 4 times.
Channel 1 Lightning.
Channel 1 Frost.
Channel 1 Dark.
Exhaust.
Shuffle ALL your cards into your Draw Pile.
Draw 4 cards.
Exhaust.
Deal 9 damage twice.
Channel 2 Glass.
Deal 7 damage to a random enemy twice.
Deal 13 damage.
Draw 1 card.
When a Status card is created, reduce this card's cost to 0
this turn. Exhaust a card.
Next turn, gain 
. Deal 7 damage.
Draw 4 cards.
Discard all cards drawn this way that do not cost 0
. Gain 11 Block.
Channel 1 Dark.
Deal 11 damage to ALL enemies.
Evoke all of your Orbs.
The next Power you play is played an additional time.
Exhaust.
Draw 3 cards.
Whenever you create a Status, deal 5 damage to ALL enemies.
At the start of your turn, Channel 1 Glass.
Whenever you play a Power, Channel 1 Lightning.
Deal 6 damage.
Whenever you play a Power, gain
. Deal 24 damage.
If this kills an enemy, gain 

. Gain 4
.
Exhaust. Deal 6 damage to ALL enemies.
Draw 1 card.
Gain 2 Focus this turn for each unique Orb you have.
Exhaust.
Deal 12 damage.
The next Power you play costs 0
. Channel X Lightning.
Deal 3 damage.
Trigger all Lightning against the enemy.
Whenever you Evoke Lightning, deal 6 damage to each enemy hit.
Whenever you create a Status card, Channel 1 random Orb.
Gain 
.
Add a Void into your Discard Pile. Deal 5 damage twice.
Play a random Attack from your Draw Pile.
Channel Lightning equal to the Lightning already Channeled this combat.
Exhaust.
Add a random Power into your Hand.
It's free to play this turn.
Exhaust.
Channel 1 Lightning.