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Ironclad Patch Focus
Slay the Spire 2 Not Yet Guide
Not Yet gives Ironclad a direct healing card without making the player jump through an exhaust engine first. That matters, but only if you grade it as stability instead of pretending it is tempo.
The card text is blunt. Two Energy, heal, Exhaust. That means the draft question is also blunt: are you buying enough breathing room to justify spending a full card and a real chunk of the turn on recovery?

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Tool pages cover the math, tables, and assumptions surfaced by the current UI on this route.
Not Yet buys life total. It does not replace frontload, block, or route discipline, and the page is honest about that boundary.
Card Text
Read the card literally first. This is not a trick card. The only real question is whether the healing is worth the turn you spend on it.
Base
Not Yet
Upgrade
Not Yet+
Upgrade Read
The smith is clean: same role, same cost, more healing. No fake complexity.
Base: Heal 10 HP for 2 Energy, then the card leaves the deck cycle.
Upgrade: Heal 13 HP for the same 2 Energy and the same Exhaust line.
Net change: +3 HP. Nothing else moves.
Fast Judgment
These two reads matter more than any fantasy highlight.
What the card fixes
Ironclad now has a clean self-heal pickup that does not need Blood synergies, exhaust loops, or relic help before it does its job.
What the card does not fix
Not Yet does not save a hand that is losing right now. It gives HP back, but it does not add Block, damage, or setup pressure on the turn you play it.
Card Role
Read it as stability, not tempo
Not Yet belongs in the part of the deck that keeps the run alive long enough for the real payoff cards to matter.
It is a recovery card first. If the deck still dies because turns are too weak, healing alone does not solve the root problem.
Exhaust is a feature here, not a downside. You are paying for one clean stabilizing turn, not a repeatable engine piece.
The upgrade is honest: same cost, same role, just more healing. There is no hidden sequencing trick in the smith.
Best Homes
When the pickup is worth it
The clean homes are the runs that are surviving fights by inches and still have enough late-fight power to cash extra life into future wins.
Attrition-heavy Ironclad runs that already know how to win but keep bleeding too much HP on the way there.
Boss-leaning decks where one extra recovery tool can protect a route that would otherwise force too many rests.
Shells that already have frontload or scaling solved and need one cleaner answer to long-run health pressure.
Trap Cases
When the card is too slow
The common mistake is drafting it like a universal fix. It is not. Sometimes the right answer is still more damage, more block, or a cheaper card that keeps the turn alive.
Fast hallway-focused decks that win by ending fights before sustain matters.
Hands that are already energy-tight, where spending 2 Energy on healing costs too much immediate combat output.
Runs that are losing because they cannot block or kill cleanly enough; healing after that problem is still just an expensive bandage.
Patch Context
Why the surrounding Ironclad pool changed with it
This card did not arrive alone. The whole point of the surrounding pool shift was to give Ironclad sturdier defensive texture.
Colossus moved down to Uncommon, so Ironclad defensive support shows up more often in ordinary draft flow.
Grapple left the live pool, which opened space for a card with a clearer job.
Not Yet fills a different slot than both of those cards: it buys life total directly instead of adding block hooks or vulnerable-facing mitigation.
Important Rule
Do not plan around finding it mid-combat
Current live behavior matters here. Not Yet should be treated like a real deck card, not a generic emergency button that any combat-generation effect can bail into.
You should grade it at draft, shop, or reward time, because that is where the decision actually lives.
Do not count on generic skill-generation lines to hand it to you in the middle of a bad fight.
That makes the draft cost more honest: if you want this effect, you have to spend a card slot on it.
Related Pages
Open the next page that answers the next real question instead of forcing one card guide to do every job on the site.
Not Yet card page
Open the printed base and upgraded values in the card database.
Open pageIronclad guide
Place Not Yet inside the wider Ironclad shell instead of grading it as a standalone curiosity.
Open pageCard database
Compare Not Yet against the other current Ironclad sustain and defense options in the live pool.
Open pageFAQ
Short answers for the exact points players still get wrong.
What exactly does Not Yet do?
The current live card is a 2-cost Ironclad Rare Skill that heals 10 HP, upgrades to 13 HP, and Exhausts after use.
Does the upgrade change the cost or remove Exhaust?
No. The smith only increases the healing. The card still costs 2 Energy and still Exhausts.
Can generic combat-generation effects create Not Yet mid-fight?
No. Current live behavior keeps Not Yet out of generic in-combat generation, so you should treat it as a deliberate deck slot instead of an emergency random hit.
