Published Jul 5, 2026, 1:44 PM EDT
Laurence Wall is a Contributor at DualShockers who has been writing professionally since 2022 and covering games since 2023. He primarily writes guides and lists, with a focus on indie games, RPGs, ARPGs, Soulslikes, MMOs, card games, boss fights, and detailed tutorials.
Before joining DualShockers, Laurence worked as a game reviewer for Movies, Games and Tech. He also co-founded and served as a contributor liaison for a university creative writing magazine, where he was one of the publication’s principal contributors. Laurence holds a B.A. in English Literature and Creative Writing from Royal Holloway, University of London.
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Slay the Spire 2 is a game built around run diversity, creating wild and powerful decks with the tools that are provided. Sometimes the cards and relics you want will come, and other times, you’ll feel like you’re being punished, but you push through anyway.
One of the key rules of Slay the Spire, for those looking to climb the Ascensions, is “don’t force a build.” And 99% of the time, I totally agree with this. You need to climb with what you’re given, even if it’s not your favourite.
However, sometimes you get a card, and the vision forms in your mind. Maybe, just maybe, I can get this deck to work. And that’s what this list is all about. You can definitely make a build around 1 single card, and sometimes this can be some of the most fun you’ll ever have in Slay the Spire. Let’s take a look at some candidates and how to put them together!
These builds aren’t necessarily super-powerful, and a good chunk of the time, they might not work at all. Doesn’t mean you shouldn’t try, though!
10 Grand Finale
60% of the Time, It Works Every Time
Some of you might remember this fella from Slay the Spire 1. It didn’t really work there, and honestly, it still doesn’t really work here. But that didn’t stop us from trying it, right? Right?
Grand Finale is certainly a tricky card to use. It has amazing damage, dealing 60 to all enemies, but only when your deck is totally empty. If you ever decide to pick this, it’s imperative that you immediately start thinning your deck and figuring out a way to trigger this effect reliably; otherwise, it’s basically a pretty curse, bricking your deck.
Cards like Well-laid Plans, or others that draw and discard, like Prepared, are super useful here, so you can constantly control your deck size. It sounds great on paper… but perhaps not in practice.
9 Mind Blast
Knowledge is Power!
Colourless cards can be tricky. Many of these cards have some pretty interesting effects that are generally more powerful than the regular card. But they often depend massively upon those cards you already have.
Mind Blast can be pretty stellar under the right conditions; however, it goes against everything you learn playing Slay the Spire. You’re generally incentivised to keep your deck lean, cutting off the fat when you enter shops.
But Mind Blast works based on how many cards you have. If you can find a way to duplicate this card, or if you can clone it, you can make a huge deck that destroys everything in the first turn, due to Mind Blast having Innate.
8 The Scythe
The Reaper Comes for Us All in the End
Honestly, I love the flavour of The Scythe. It reminds me of something like Searing Blow or Ritual Dagger from Slay the Spire 1, where you’re constantly upgrading it throughout the course of the run.
The Scythe, however, is actually a lot easier to improve, only requiring that you use it to gain the extra damage. Of course, the problem here is that it exhausts. On top of that, the Necrobinder doesn’t really have any way to get this card back once it has been exhausted, which means you’ll have to use something like Transfigure or Hidden Gem to replay it and gain double bonuses.
Another problem is the cost. 2 energy is a lot when you’re trying to decide whether to deal damage or block. Oftentimes, you’ll have to forgo The Scythe to survive. At the end of the day, if you find The Scythe early, it can be amazing, but after the first Act 1, you might struggle a bit.
7 Rolling Boulder
Indy Would be Proud
Rolling Boulder is honestly one of my favourite cards in the entirety of Slay the Spire 2. Once you play this card, it starts building in power, adding damage every turn, getting stronger and stronger without you actually having to do anything! Honestly, playing this early on can take care of almost every boss.
Naturally, there are drawbacks, though. 3 energy is brutal, especially at higher Ascension levels, when you need to be super careful about how you spend your resources. If you’re staring down the barrel at a 30+ damage attack, chances are you won’t even be able to play Rolling Boulder; it’s too risky.
So, if you do end up grabbing this, you need to make your deck super defensive. Focus on cheap and reliable block cards, with a healthy dose of energy generation. This means you can play your high-cost cards while minimising damage taken. Then just stall until the boulder stomps your foes.
6 Flak Cannon
Turning Trash into Treasure
The Defect has quite a few interesting archetypes, not all of which are super reliable. One of these is the new status-supporting cards, which give you various benefits for generating status cards.
Flak Cannon can almost be seen as the boss card of this archetype, dealing damage based on the number of statuses you can exhaust in one go. But how easy is it to get status cards? Well, surprisingly easy actually! You have a bunch of options, like Overclock, Gunk Up and Turbo, all of which are decent by themselves.
Slay The Spire 2: Best Defect Build
Big Energy Costs! Big Damage! What's not to love?
Then, of course, you have the status cards given to you by bosses like Soul Fysh, and suddenly the damage done by Flak Cannon can ramp up super fast, while getting rid of a bunch of annoying cards you don’t need! Add to this cards like Compact, Iteration, and Smokestack, and you have a fully functional deck!
5 Hang
It’s Simple but Effective!
If you’ve never tried to make Hang work, then honestly, you’ve never lived. It’s another one of these decks that very rarely comes together, but when it does, it’s absolutely incredible.
Hang doubles its damage every time you use it on a single enemy. With a base damage of 10, you can imagine how quickly this scales! The thing is, you need to find a way to play it multiple times in the same combat.
If you can find a Dolly's Mirror, clone it or replay it; this card is ridiculous. What makes this better than cards like The Scythe is that Hang doesn’t have Exhaust. This means you can get it back with cards like Dredge, or cycle your deck over and over again with a good amount of Souls. With the right support, Hang is one of the best cards in the game.
4 Dominate
Because 1 Vulnerable Just Wasn’t Enough!
Speaking of archetypes, the Ironclad-Vulnerable package is one that doesn’t often see that much play. Generally, when you’re playing Ironclad, you’ll steer towards Exhaust, simply because it’s really easy to thin the deck and get infinites.
However, cards like Dominate can Streamroll under the right conditions. Dominate gives you strength based on the amount of Vulnerable on the foe. But how do we get these stacks?
Well, you’ll need cards that inflict a lot of vulnerability at once, instead of ones that just inflict 1. For example, we have Tremble, which is common and inflicts 3, and Molten Fist, which doubles the stack.
With a simple combo like this, adding on the extra stack from Dominate, we can get an instant 7 strength in a single turn, and finish opponents off with something like Bully. Dominate, especially in those longer fights, can carry a deck by itself.
3 Heavenly Drill
Complete and Utter Annihilation
Ah, another one of my favourite cards. There’s something about X cards that really resonates with me. However, getting these cards to deal a consistent amount of damage can be a real pain. You need to draw them on the turn you have a lot of energy, which isn’t always easy.
This is where Heavenly Drill comes in. The Drill deals 8 damage per energy, which, on its own, is pretty bad compared to something like Eviscerate. However, if you play this with 4 energy, that X value is doubled!
Luckily for us, Regent has a bunch of tools to give energy, like Hegemony, Alignment and Big Bang. In addition, we have tools like Convergence that allow us to retain it for a better turn, while giving us energy, too!
If you can enchant this with something like Sharp or Corruption, you can get some seriously wild turns, taking out big Act bosses in a single use of Heavenly Drill.
2 Uproar
Meteor Strike go BOOM!
Do you like playing massive high-cost cards? Do you like playing cards for free? Well, boy, do I have a treat for you!
Uproar often runs a bit under the radar. It’s a common card which cheats out an attack when you play it. Chances are, if you take this early, you’re dealing a bit of damage and playing a free strike, which honestly isn’t that good.
Now, if you grab a couple of these early and remove every single strike from your deck, suddenly the potential of this becomes clear. The Defect has access to some absolutely crazy expensive cards, like Refract, Ice Lance and Meteor Strike. These, by themselves, are decent. However, if you can play them for free, it’s honestly ridiculous how broken this deck become.
Plus, Uproar comes up all the time due to its common rarity, meaning this deck is both powerful and reliable, unlike some others on this list!
1 Stardust
Enchant your Deck with the Power of the Infinite Stars!
If you enjoyed Heavenly Drill, well, chances are Stardust is going to tick a lot of the same boxes. However, this time, you’re way more likely to be able to build the deck in your average run!
Most everything that can be said about the Drill can be said about Stardust, in regard to enchanting. However, not only is Stardust uncommon instead of rare, but it has way more support due to the huge number of star-focused cards in the Regent’s pool.
Cards like Glow, Royal Gamble and Convergence help the reliability of this card, while relics Lunar Pastry and Mini Regent boost its power massively. When paired with something like The Sealed Throne, the power of this card just goes through the roof, and you can shape your entire deck around it. Power, consistency, wow-factor, this card has it all. Don’t sleep on Stardust!
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