Reference 8

Slay the Spire 2 Enchantments Reference

A clean lookup for every current enchantment effect, written for run decisions instead of trivia. Check the effect text, direct numeric modifiers, and the kind of card that can actually turn the enchantment into value.

22Enchantments listed
7Offensive effects
12Utility effects
12Direct number changes

Fast read

Start with what the card does, then read the enchantment

Damage bonuses need attacks. Block bonuses need cards that already block. Utility effects need decks that can spend the extra timing, draw, energy, retain, or replay. The wrong card target turns a strong line into dead text.

Current note

Tezcatara's Ember is a three-part effect now

Tezcatara's Ember does not stop at a cost change and Eternal. It also adds 3 damage to powered attacks, so a Strike line should be evaluated as cheaper, persistent, and harder hitting at the same time.

Cost set to 0+3 attack damageGains Eternal

Filter enchantments

Keep the list narrow: search the name or rules text, then filter by the job you need the enchanted card to perform.

Showing all 22 enchantments.

Offensivex1.5 damage-2 HP/play

Corrupted

Deal 50% more damage, but lose 2 HP.

Best target

An attack you expect to play often enough for the extra damage to matter before the fight ends.

Run check

Check current HP and next-room pressure first. Positive damage is worthless if the route cannot pay the life cost.

Model notes

Use the evaluator when repeated plays, HP cost, or turn count changes the result.

Offensive+1 damage

Inky

This card deals 1 additional damage and applies 1 Weak.

Best target

An attack you expect to play often enough for the extra damage to matter before the fight ends.

Run check

Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.

Model notes

Weak value depends on the enemy attack window, not only the enchanted card damage.

Offensivex2 damage

Instinct

This card's attack damage is doubled.

Best target

An attack you expect to play often enough for the extra damage to matter before the fight ends.

Run check

Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.

Model notes

Use the evaluator when repeated plays, HP cost, or turn count changes the result.

Offensive+3 damage

Momentum

Increase this card's attack damage by 3 this combat when played.

Best target

An attack you expect to play often enough for the extra damage to matter before the fight ends.

Run check

Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.

Model notes

Momentum scales inside one combat, so early repeated plays are worth more than late single plays.

Offensive+2 damage

Sharp

Increases damage on this card by 2.

Best target

An attack you expect to play often enough for the extra damage to matter before the fight ends.

Run check

Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.

Model notes

Use the evaluator when repeated plays, HP cost, or turn count changes the result.

OffensiveOffensive

Soul's Power

This card loses Exhaust.

Best target

A card that naturally appears in the hand state where the effect is relevant.

Run check

Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.

Model notes

Use the evaluator when repeated plays, HP cost, or turn count changes the result.

Offensive+3 first play

Vigorous

The first time this card is played, it deals 3 additional damage.

Best target

An attack you expect to play often enough for the extra damage to matter before the fight ends.

Run check

Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.

Model notes

Use the evaluator when repeated plays, HP cost, or turn count changes the result.

Defensive+3 Block

Adroit

Gain 3 Block.

Best target

A block card that already lines up with the turns where the deck takes pressure.

Run check

Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.

Model notes

Use the evaluator when repeated plays, HP cost, or turn count changes the result.

Defensive+1 Block+1 Block growth

Goopy

This card gains Exhaust. When played, permanently increase this card's Block by 1.

Best target

A block card that already lines up with the turns where the deck takes pressure.

Run check

Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.

Model notes

Use the evaluator when repeated plays, HP cost, or turn count changes the result.

Defensive+2 Block

Nimble

Increases Block gained from this card by 2.

Best target

A block card that already lines up with the turns where the deck takes pressure.

Run check

Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.

Model notes

Use the evaluator when repeated plays, HP cost, or turn count changes the result.

UtilityUtility

Clone

This card can be duplicated at Rest Sites.

Best target

A card that naturally appears in the hand state where the effect is relevant.

Run check

Value depends on upcoming Rest Sites and whether another copy actually improves the deck.

Model notes

Use the evaluator when repeated plays, HP cost, or turn count changes the result.

UtilityUtility

Glam

This card has Replay once per combat.

Best target

A card that naturally appears in the hand state where the effect is relevant.

Run check

Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.

Model notes

Use the evaluator when repeated plays, HP cost, or turn count changes the result.

UtilityUtility

Imbued

This card is played automatically at the start of each combat.

Best target

A card that naturally appears in the hand state where the effect is relevant.

Run check

Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.

Model notes

Use the evaluator when repeated plays, HP cost, or turn count changes the result.

UtilityUtility

Perfect Fit

Whenever this would be shuffled into your Draw Pile, place it on the top instead.

Best target

A card that naturally appears in the hand state where the effect is relevant.

Run check

Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.

Model notes

Use the evaluator when repeated plays, HP cost, or turn count changes the result.

UtilityUtility

Royally Approved

This card has Innate and Retain.

Best target

A card whose timing matters more than raw output.

Run check

Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.

Model notes

Use the evaluator when repeated plays, HP cost, or turn count changes the result.

UtilityUtility

Slither

When you draw this card, randomize its cost from 0 to 3.

Best target

A card that naturally appears in the hand state where the effect is relevant.

Run check

Only take it when the deck can handle awkward turns or exploit cheap high rolls.

Model notes

Use the evaluator when repeated plays, HP cost, or turn count changes the result.

UtilityUtility

Slumbering Essence

If this card is in your hand at the end of turn, reduce its cost by 1 until it is played.

Best target

A card that naturally appears in the hand state where the effect is relevant.

Run check

Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.

Model notes

Use the evaluator when repeated plays, HP cost, or turn count changes the result.

Utility+1 Energy

Sown

The first time you play this card each combat, gain 1 energy.

Best target

A card you can play early without clogging the hand that receives the extra resource.

Run check

Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.

Model notes

Resource value depends on whether the hand can spend what it receives.

UtilityUtility

Spiral

This card gains Replay 1.

Best target

A card that naturally appears in the hand state where the effect is relevant.

Run check

Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.

Model notes

Use the evaluator when repeated plays, HP cost, or turn count changes the result.

UtilityUtility

Steady

This card gains Retain.

Best target

A card whose timing matters more than raw output.

Run check

Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.

Model notes

Use the evaluator when repeated plays, HP cost, or turn count changes the result.

UtilityDraw 2

Swift

The first time you play this card, draw 2 cards.

Best target

A card you can play early without clogging the hand that receives the extra resource.

Run check

Check whether the next few rooms reward this exact effect, not whether the text looks powerful in isolation.

Model notes

Resource value depends on whether the hand can spend what it receives.

Utility+3 damageCost 0Eternal

Tezcatara's Ember

Costs 0, deals 3 additional damage, and gains Eternal.

Best target

An attack you expect to play often enough for the extra damage to matter before the fight ends.

Run check

Best when basic Strikes are still present and cheaper repeated attacks still solve real fights.

Model notes

Treat the damage bonus independently from the cost and Eternal package; all three parts can matter in the same combat.

FAQ

Common enchantment misses

Should every damage enchantment go on the biggest attack?

No. A huge attack that appears once per fight may get less value than a modest card played several times. Check play count before raw number.

Why separate direct damage from utility?

Because damage, draw, retain, cost changes, and Eternal solve different problems. Mixing them into one label makes the page look clean while hiding the actual decision.

When should I use the evaluator instead of this page?

Use the evaluator when HP cost, turn count, or repeated plays decide the pick. This page is the quick rules and targeting reference.