Slay the Spire 2 Enchantments Guide: Every Enchantment Explained
A complete breakdown of all enchantments in Slay the Spire 2, what they do, which ones to prioritize, and how they change your card evaluation.
What Are Enchantments?
Enchantments are modifiers that appear on cards in Slay the Spire 2. They change how a card behaves, sometimes in small ways (like adding a point of Block) and sometimes in ways that fundamentally alter what the card does. Think of them as a layer of randomization on top of the card pool that makes every run’s card offerings feel different.
A card can have an enchantment when it shows up as a reward, in a shop, or from certain events. Not every card will be enchanted. When one is, you’ll see the enchantment name and effect listed on the card itself.
There are roughly 22 enchantments in the current build. I’ll cover the ones that matter most and how they should change your card evaluation.
How Enchantments Change Card Evaluation
Here’s the thing that trips up new players. An enchantment can turn a card you’d normally skip into a must-pick, and vice versa. A mediocre attack with the right enchantment might outperform a rare card without one. So you can’t just memorize a static tier list anymore. You have to read the enchantment, understand what it adds, and evaluate the complete package.
This is a good change for the game. It rewards flexible thinking over rote memorization.
Enchantment Categories
The enchantments roughly fall into a few groups based on what they modify.
Damage Enchantments
These add or modify the damage output of a card. They’re straightforward: the card hits harder, hits more times, or triggers additional damage effects. On attack cards, these are almost always welcome. On utility cards, they usually don’t appear.
When to prioritize: When you need more single-target damage for elites, or when the base card is already efficient and the extra damage pushes it into “solves the fight” territory.
Defensive Enchantments
These add Block, damage reduction, or other survival mechanics to a card. Getting Block stapled onto an attack card is strong because it lets you play offense and defense on the same energy spend.
When to prioritize: In Act 1, where surviving fights matters more than winning them fast. Also valuable in high Ascension where incoming damage is brutal.
Resource Enchantments
Some enchantments grant energy, draw, or character-specific resources (Stars for Regent, Doom for Necrobinder, etc.). These are often the most impactful because they address the fundamental bottleneck of every turn: you have 3 energy and 5 cards, and you want to play more.
When to prioritize: Almost always. Extra energy or draw on a card you were already going to play is free value.
Utility Enchantments
These add secondary effects like applying Vulnerable, Weak, or other debuffs. They turn cards into multi-purpose tools. An attack that also applies Weak saves you from needing a separate Weak source in your deck.
When to prioritize: When you’re missing a debuff source. Having at least one Vulnerable applicator makes every other attack in your deck deal 50% more damage, so an enchantment that adds Vulnerable to a card you already want is extremely efficient.
Conditional Enchantments
Some enchantments trigger under specific conditions, like when you have a certain number of cards in hand, when you’ve played X cards this turn, or when your HP is below a threshold. These range from great to useless depending on your deck.
When to prioritize: Only when the condition aligns with what your deck naturally does. A “trigger when 3+ cards exhausted” enchantment is worthless in a deck with no exhaust tools but amazing in Ironclad exhaust builds.
Enchantments and Upgrades
Upgrading an enchanted card improves the base card stats (damage, block, cost) but generally does not improve the enchantment values. So an enchantment that adds 3 Block will still add 3 Block after you upgrade the card. This means enchantments are relatively stronger on cheaper, more efficient cards where the base upgrade matters less.
Keep this in mind at rest sites. Upgrading an enchanted card is still good, but the enchantment portion of its value doesn’t grow.
Which Enchantments Are Overrated?
The ones that look flashy but rarely deliver. Any enchantment with a condition you can’t reliably meet is dead text. An enchantment that triggers once per combat sounds cool until you realize the fight only lasts 3 turns and you needed consistent value every turn instead.
Also be wary of enchantments that add effects your deck already covers. If you already apply Vulnerable reliably, an enchantment that adds Vulnerable to another card is redundant, not strong.
Which Enchantments Are Underrated?
Draw enchantments. Anything that says “draw 1 card” stapled onto a card you were already playing is better than it looks. Card draw compounds. More cards in hand means more options, more damage, more Block, and more chances to find your key pieces.
Energy enchantments have the same logic. Playing a card that refunds part of its own cost breaks the energy math that normally constrains your turns.
Enchantments in High Ascension
At Ascension 5 and above, defensive enchantments become more valuable because incoming damage is higher and your margin for error is thinner. The difference between an attack that deals 12 damage and an enchanted attack that deals 12 damage plus 4 Block can be the difference between surviving a turn or not.
Resource enchantments also scale well at high Ascension because fights are longer and more demanding. Any extra efficiency you squeeze out of each turn accumulates.
Early Access Caveat
The enchantment pool is still being tuned. New enchantments get added and existing ones get adjusted between patches. The framework I’ve described here — evaluate the enchantment in context, not in isolation — will stay relevant regardless of specific balance changes.
Read the enchantment. Think about what your deck needs right now. Pick accordingly. That’s really it.