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Slay the Spire 2
The iconic roguelike deckbuilder returns! Craft a unique deck, encounter bizarre creatures, and discover relics of immense power in Slay the Spire 2 - featuri…
Ironclad wins by converting Act 1 aggression into relics, then pivoting into a scaling engine before the front-loaded damage stops being enough. In the July 2026 Early Access build that pivot has two clear destinations: exhaust/control, which Mega Crit has deliberately buffed, and strength beatdown, which came roaring back when beta patch v0.109.0 (17 July 2026) raised Demon Form’s strength gain from 2 to 3 (3 to 4 upgraded). The old third option — paying HP for energy until something breaks — still works, but Bloodletting moved from Common to Uncommon, so you can no longer plan around seeing it.
Slay the Spire 2 is still in Steam Early Access (since 5 March 2026) on Windows, macOS and Linux, and it is Steam Deck Verified. There are no console versions. If you read an older guide listing PS5, Xbox and Switch, that guide is wrong — including, until this update, ours.
Early Access has been anything but quiet. The relevant patch timeline for Ironclad players:
Running through the balance philosophy across all of them is one sentence Mega Crit keeps repeating: the aim is to make infinites harder to achieve, not to kill the synergies that lead to them. That is why exhaust keeps getting buffed while the specific loops that trivialised fights keep getting fenced off.
Heal 6 HP at the end of each combat. Unchanged through every 2026 patch, and still the reason Ironclad gets to play greedier than anyone else:
If you are ending Act 1 fights at full health, you are playing too safely and you are leaving elites — and therefore relics — on the table. For the wider healing picture, we cover how to heal and restore health efficiently separately.
Exhaust removes a card from the combat entirely. Treat it as deck sculpting, not as a downside:
Major Update 1 pushed hard in this direction on purpose, and the mid-2026 community read on high-Ascension consistency reflects it: exhaust-value Ironclad is the deck that shows up most often when infinites are off the table.
Not Yet — Rare Skill, 2 energy: Heal 10 (13) HP. Exhaust. This is the card that changed Ironclad’s risk maths. Non-campfire healing that also feeds your exhaust engine means you can take an elite line you would previously have skipped, and it makes low-HP Act 2 recoveries survivable without burning a rest.
For the first five or six fights, bias heavily toward front-loaded damage. Attack plus draw, Vulnerable application, and any big-damage rare. In Act 1 it is almost never wrong to take your first two or three strong attacks. Get picky only once your deck reliably deletes hallway fights in two or three turns.
Major Update 2 and v0.109.0 added new Neow relics, and they matter more to your run than any single Act 1 card pick. The two worth learning by name:
What has not changed is the consensus on trading Burning Blood away: don’t, unless the compensation is enormous. Burning Blood plus a good Neow pick beats most flashy starting trades.
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Most failed Ironclad runs die in Act 2 with a deck full of great Act 1 attacks and no engine. Start shifting when:
The rule: once you can three-turn hallway fights, every pick should be an engine piece or a quality upgrade, not another attack.
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Concept: thin the deck with targeted exhaust while payoff powers convert each exhaust into draw and block.
Why it is strong right now: it is the archetype Mega Crit has explicitly buffed. Major Update 1 reworked Expect a Fight, Spite, Stoke and Dominate around fair exhaust engines rather than loops, and v0.106.x made Drum of Battle‘s energy-on-exhaust work with Replay and duplication effects. Add Not Yet as a sustain outlet that also triggers your exhaust payoffs and this becomes the deck that survives high Ascension.
Pivot into it when: you find an exhaust payoff power early, or you already hold two decent exhaust cards and get offered targeted exhaust.
Concept: ramp strength, then end combats in two or three enormous swings.
Why it is strong right now: v0.109.0 pushed Demon Form from 2 to 3 strength per turn, and 3 to 4 upgraded. That is a large number in a game where Act 3 and 4 bosses are long fights. The same patch also raised the damage on the Huge Rock created by Primal Might, which gives the archetype a burst finisher to pair with the ramp. The catch is unchanged: you have to survive the ramp turns, so this build needs a real block package or it folds to anything that hits hard on turns two through four.
Pivot into it when: you land Demon Form with energy or draw support, or Abundance from Dowsing Rod offers it to you outright.
Concept: stack block that persists, then convert it into damage.
Entrench gaining extra block from enchantments (v0.106.x) makes block scaling less linear than it was at launch, which is good for this line’s ceiling and bad for its predictability. It remains rare-dependent — recognise it when the pieces arrive, don’t force it. Be honest about your damage plan before committing: a wall with no win condition just loses slowly.
Concept: pay HP for energy, dump huge hands, let Burning Blood clean up.
v0.109.0 moved Bloodletting from Common to Uncommon, which is a consistency nerf rather than a power nerf — when you see it, it is as good as ever, you just see it far less. In partial compensation, Expect a Fight no longer stops you gaining additional energy that turn, restoring some big-turn potential. Treat this as a line you fall into when the cards show up, not a plan you draft toward.
Act 1 — be greedy. Two to three elites, draft damage and Vulnerable, upgrade your best attack or first scaling card.
Act 2 — respect the spike. One or two elites unless the deck is clearly online. Stop taking filler attacks. Use shops for removals and engine pieces.
Act 3 — play to your build. Route around elites that counter you, look for one last relic, and skip fights that do not improve the deck.
It is still the most forgiving. Burning Blood plus a large HP pool means your mistakes cost resources rather than runs, and after the Demon Form buff its ceiling is competitive with anything. See how to unlock the rest of the roster when you want a change.
Exhaust/control is the most consistent at high Ascension; strength beatdown has the higher ceiling since v0.109.0. Which one you end up in should be decided by what Act 1 hands you, not by what you decided in the lobby.
Partly. v0.108.0 added three Ironclad-only multiplayer cards and buffed the tank-support role — the caster now takes +50% damage instead of +100% while allies take 50% less. That leans into Ironclad as the party’s front line. Our co-op guide covers the mode’s rules in full.
If you want the current numbers, yes — v0.109.0 is where the Demon Form buff lives. If you play co-op, the whole group has to opt in together.
Treat Act 1 as the relic farm, Act 2 as the pivot, and Acts 3 and 4 as execution, and Ironclad stops being the basic starter and becomes the most reliable character in the game. More on the class and the game itself over on the Slay the Spire 2 hub.