Slay the Spire 2 Glossary
Use this glossary for the exact English names used by Slay the Spire 2. Definitions describe current rules; volatile card numbers belong on versioned card pages instead of here.
Card text combines plain instructions with exact game keywords.
Not an in-game card01
Card types and movement
These words describe what a card is or how it moves. Always read the card's full text for exceptions.
The three main playable card types. Powers normally create combat-long effects after being played.
Cards that usually reduce hand quality or impose a cost. Their exact text controls what can be done with them.
A sequel card type with a condition to complete and a reward to earn.
A negative modification attached to a card.
Move a card to the Exhaust pile, normally keeping it out of the deck for the rest of combat.
If this card is still in hand at the end of the turn, it is Exhausted.
The card is not discarded by the normal end-of-turn hand discard.
The card is included in the opening hand rather than added as bonus draw.
Play the card an additional time in a row. Multiple sources stack.
The card cannot be permanently removed or transformed from the deck.
The effect triggers when the card kills a non-Minion enemy.
The card cannot be played and has no Energy cost.
02
Silent, Regent and Necrobinder terms
These mechanics belong to specific character toolkits and should not be translated into generic deckbuilder language.
The creature loses HP at the end of the player turn; the Poison amount then decreases by 1.
If the card is actively discarded during the player's turn, it immediately plays for free.
Regent's stored secondary resource, required by certain cards in addition to any Energy cost.
Create or increase the damage of Sovereign Blade according to the Forge amount.
Regent's Retained weapon card that grows through Forge.
Summon Osty with Max HP or raise his Max HP while he is alive, according to the exact effect.
Necrobinder's companion and a separate health resource used by many cards.
At the end of that creature's turn, it dies if Doom is at least its HP.
Necrobinder resources used by cards for draw and other effects; check each card for the exact conversion.
03
Defect and Orb terms
Orb order matters in the sequel. If Channel finds no empty slot, the rightmost Orb is Evoked to make room; simultaneous Evokes resolve right to left.
Place an Orb into the leftmost empty Orb Slot, or Evoke the rightmost Orb when no slot is empty.
Consume an Orb to activate its stronger burst effect.
Increase most Orb effects. Plasma is not affected by Focus.
Random-enemy damage as a passive and a larger burst when Evoked.
Block as a passive and a larger Block burst when Evoked.
Stores increasing damage, then hits the lowest-HP enemy when Evoked.
Provides future Energy passively and more Energy when Evoked.
Area damage whose base value declines over time, with a burst based on its current passive damage.
04
Common buffs, debuffs and sequel systems
These definitions stay qualitative here because numbers and edge cases can change during Early Access.
Debuffs that change damage dealt or received; use the current in-game tooltip for exact percentages.
Offensive or defensive modifiers with different durations and targets; they are not interchangeable.
Defensive effects that reduce damage, prevent a hit, generate Block or return damage under different rules.
Run-long modifications attached to individual cards.
Special residents and run-level choices introduced for the sequel; exact encounters are versioned content.
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