Slay the Spire 2 Colorless Cards: Full List and Best Picks

Slay the Spire 2 Colorless Cards: Full List and Best Picks

Colorless cards in Slay the Spire 2 are special cards that any character can use. They do not belong to a specific class like Ironclad or Silent. Instead, they appear through events, shops, relic effects, or special card rewards.

Some of these cards are incredibly strong and can fit into almost any deck. Others are niche tools that only shine in certain builds. Knowing which colorless cards are worth taking makes a big difference during a run.

What Are Colorless Cards In Slay The Spire 2

Colorless cards are neutral cards that can appear in rewards, shops, and events and can be used by any character. They often provide powerful utility effects like extra card draw, deck manipulation, scaling damage, or defensive tools.

Unlike normal cards, they usually appear less often, which makes choosing the right one more important.

Note: Click here to jump to the full list, or read on to read about the best colorless cards.

Best Colorless Cards In Slay The Spire 2

These are some of the strongest colorless cards that consistently improve most runs.

  • Apotheosis | Upgrade every card in your deck for the rest of the combat. One of the strongest cards in the entire game.

  • Scrawl | Draw cards until your hand is full. Massive draw power that can enable huge combo turns.

  • Panache | Every 5 cards played in a turn deals damage to all enemies. Extremely strong in decks that play many cards.

  • Master of Strategy | Draw 3 cards instantly. Simple but very powerful deck consistency.

  • Hand of Greed | Deals strong damage and grants gold on kill, helping scale both combat and economy.

Strong Utility Colorless Cards

These cards are not always run defining but are extremely useful in many decks.

  • Discovery | Generates a random card choice that costs 0 this turn, offering strong flexibility.

  • Secret Technique | Pull any Skill directly from your draw pile.

  • Secret Weapon | Pull any Attack directly from your draw pile.

  • Dark Shackles | Temporarily removes enemy Strength, which can prevent massive damage.

  • Thinking Ahead | Draw cards and manipulate your deck order.

Powerful Scaling And Engine Cards

Some colorless cards create long term scaling or powerful engines when used correctly.

  • Automation | Generates energy every 10 cards drawn, rewarding high draw decks.

  • Prep Time | Grants Vigor every turn, increasing attack damage.

  • Prowess | Grants both Strength and Dexterity, boosting offense and defense at once.

  • Rolling Boulder | Deals increasing damage every turn once played.

  • Mayhem | Automatically plays the top card of your deck each turn.

Situational But Interesting Colorless Cards

These cards can be strong but depend heavily on the deck or situation.

  • Mind Blast | Deals damage based on draw pile size, strongest early in combat.

  • The Bomb | Delayed large damage that hits all enemies after several turns.

  • Panic Button | Huge block immediately but prevents future block cards for two turns.

  • Equilibrium | Good defensive card that also lets you retain your hand.

  • Purity | Exhaust cards from your hand, useful for deck control.

Colorless Cards You Should Usually Skip

Some colorless cards rarely help a run unless you have a very specific strategy.

  • Ultimate Strike | Basic damage that most decks already have better options for.

  • Ultimate Defend | Simple block card that is weaker than most class specific options.

  • Fasten | Only improves Defend cards, which are often removed later in a run.

Full List of Colorless Cards & What They Do

Uncommon Colorless Cards

  • Automation | Every 10 cards you draw, gain 1 energy

  • Believe in You | Another player gains 3 energy

  • Catastrophe | Play 2 random cards from your draw pile

  • Coordinate | Give another player 5 Strength this turn

  • Dark Shackles | Enemy loses 9 Strength this turn, exhaust

  • Discovery | Choose 1 of 3 random cards to add to your hand, costs 0 this turn, exhaust

  • Dramatic Entrance | Innate, deal 11 damage to all enemies, exhaust

  • Equilibrium | Gain 13 Block and retain your hand this turn

  • Fasten | Gain an additional 5 Block from Defend cards

  • Finesse | Gain 4 Block and draw 1 card

  • Fisticuffs | Deal 7 damage and gain Block equal to damage dealt

  • Flash of Steel | Deal 5 damage and draw 1 card

  • Gang Up | Deal 5 damage, deals extra damage based on attacks played by allies

  • Huddle Up | All allies draw 2 cards

  • Impatience | If you have no Attacks in hand, draw 2 cards

  • Intercept | Gain 9 Block and redirect attacks targeting another player to you

  • Jack of All Trades | Add a random colorless card to your hand, exhaust

  • Lift | Give another player 11 Block

  • Mind Blast | Innate, deal damage equal to cards in your draw pile

  • Omnislice | Deal 8 damage and deal that amount to all other enemies

  • Panache | Every 5 cards played in a turn deals damage to all enemies

  • Panic Button | Gain 30 Block but cannot gain Block from cards for 2 turns, exhaust

  • Prep Time | At the start of your turn, gain 4 Vigor

  • Production | Gain 2 energy, exhaust

  • Prolong | Next turn gain Block equal to your current Block, exhaust

  • Prowess | Gain 1 Strength and 1 Dexterity

  • Purity | Retain, exhaust up to 3 cards in your hand, exhaust

  • Restlessness | Retain, if your hand is empty draw 2 cards and gain 2 energy

  • Seeker Strike | Deal 6 damage and choose a card from your draw pile to add to hand

  • Shockwave | Apply Weak and Vulnerable to all enemies, exhaust

  • Splash | Choose 1 of 3 random Attacks from another character to add to your hand

  • Stratagem | When you shuffle your draw pile choose a card to add to your hand

  • Tag Team | Deal 11 damage, next Attack another player plays is played twice

  • The Bomb | After 3 turns deal 40 damage to all enemies

  • Thinking Ahead | Draw 2 cards then place 1 card from your hand on top of your deck

  • Thrumming Hatchet | Deal 11 damage, returns to your hand next turn

  • Ultimate Defend | Gain 11 Block

  • Ultimate Strike | Deal 14 damage

  • Volley | Deal 10 damage to a random enemy multiple times

Rare Colorless Cards

  • Alchemize | Obtain a random potion, exhaust

  • Anointed | Put every Rare card from your draw pile into your hand, exhaust

  • Beacon of Hope | When you gain Block, allies gain half that Block

  • Beat Down | Play 3 random Attacks from your discard pile

  • Bolas | Deal 3 damage, returns to your hand next turn

  • Calamity | Playing Attacks generates random Attacks

  • Entropy | Transform a card in your hand each turn

  • Eternal Armor | Gain 7 Plating

  • Gold Axe | Deal damage equal to cards played this combat

  • Hand of Greed | Deal 20 damage, gain 20 gold if fatal

  • Hidden Gem | A random card in your draw pile gains Replay 2

  • Jackpot | Deal 25 damage and add 3 random zero cost cards to your hand

  • Knockdown | Deal 10 damage and enemies take double damage from allies

  • Master of Strategy | Draw 3 cards, exhaust

  • Mayhem | At the start of your turn play the top card of your deck

  • Mimic | Gain Block equal to another player's Block, exhaust

  • Nostalgia | First Attack or Skill played each turn returns to top of deck

  • Rally | All players gain 12 Block

  • Rend | Deal 15 damage plus extra damage for each debuff on enemy

  • Rolling Boulder | At the start of your turn deal scaling damage to all enemies

  • Salvo | Deal 12 damage and retain your hand this turn

  • Scrawl | Draw until your hand is full, exhaust

  • Secret Technique | Put a Skill from your draw pile into your hand, exhaust

  • Secret Weapon | Put an Attack from your draw pile into your hand, exhaust

  • The Gambit | Gain 50 Block but die if you take unblocked damage this combat

Ancient Colorless Cards

  • Apotheosis | Upgrade all cards in your deck this combat, exhaust

  • Apparition | Gain Intangible, ethereal

  • Brightest Flame | Gain energy and draw cards but lose max HP

  • Maul | Deal damage twice and permanently increase Maul damage this combat

  • Neow’s Fury | Deal damage and return cards from discard pile to hand

  • Relax | Gain Block, next turn gain energy and draw cards

  • Whistle | Deal 33 damage and stun the enemy

  • Wish | Put a card from your draw pile into your hand

Status Colorless Cards

These are negative cards usually added by enemies or mechanics.

  • Beckon | At the end of your turn, if this is in your hand, lose 6 HP.

  • Burn | Unplayable. At the end of your turn, if this is in your hand, take 2 damage.

  • Dazed | Unplayable. Ethereal. Disappears if still in your hand at end of turn.

  • Debris | Exhausts when drawn or used by certain mechanics.

  • Disintegration | At the end of your turn, take 6 damage.

  • Frantic Escape | Increases distance from enemies and raises Sandpit level, while increasing its own cost each time.

  • Infection | Unplayable. At the end of your turn, if this is in your hand, take 3 damage.

  • Mind Rot | Reduces the number of cards you draw each turn.

  • Slimed | Draw 1 card then exhaust. Usually added by slime enemies.

  • Sloth | You cannot play more than 3 cards each turn while this remains.

  • Soot | Unplayable filler card that clogs your deck.

  • Toxic | At the end of your turn, if this is in your hand, take 5 damage. Exhausts after triggering.

  • Void | Unplayable. Ethereal. When drawn, lose 1 energy.

  • Waste Away | Reduces the amount of energy you gain each turn.

  • Wound | Unplayable status card that simply clogs your deck.

Curse Colorless Cards

Curses are permanent negative cards that cannot normally be played.

  • Ascender's Bane | Unplayable. Ethereal. Eternal curse that returns every combat.

  • Bad Luck | Unplayable. At the end of your turn, if in your hand, lose 13 HP.

  • Clumsy | Unplayable. Ethereal curse that disappears after a turn but returns later.

  • Curse of the Bell | Unplayable eternal curse gained from Calling Bell relic.

  • Debt | Unplayable. At the end of your turn, lose 10 gold if this is in your hand.

  • Decay | Unplayable. At the end of your turn, take 2 damage if it remains in your hand.

  • Doubt | Unplayable. At the end of your turn, gain 1 Weak.

  • Enthralled | Must be played before other cards if it appears in your hand. Eternal curse.

  • Folly | Unplayable. Innate and eternal, meaning it appears every combat.

  • Greed | Unplayable eternal curse with negative effects tied to gold mechanics.

  • Guilty | Unplayable curse removed automatically after 5 combats.

  • Injury | Unplayable curse that simply clogs your deck.

  • Normality | Unplayable. Limits you to playing only 3 cards that turn.

  • Poor Sleep | Unplayable curse that retains in your hand.

  • Regret | Unplayable. Lose HP equal to the number of cards in your hand at the end of turn.

  • Shame | Unplayable. At the end of your turn, gain 1 Frail.

  • Spore Mind | Exhausts after appearing in your deck through specific events.

  • Writhe | Unplayable. Innate curse that starts in your opening hand.

Quest Colorless Cards

These appear during specific events.

  • Byrdonis Egg | Quest card that can be hatched at a rest site to trigger a special reward.

  • Lantern Key | Unlocks a unique event encounter in the next Act.

  • Spoils Map | Marks a hidden treasure location containing extra gold in the next Act.

Token Colorless Cards

Temporary cards created by other cards or mechanics.

  • Fuel | Gain 1 energy and draw 1 card. Exhaust.

  • Giant Rock | Deal 16 damage.

  • Luminesce | Retain. Gain 2 energy. Exhaust.

  • Minion Dive Bomb | Deal 13 damage. Exhaust.

  • Minion Sacrifice | Gain 9 Block. Exhaust.

  • Minion Strike | Deal 7 damage and draw 1 card. Exhaust.

  • Shiv | Deal 4 damage. Exhaust.

  • Soul | Draw 2 cards. Exhaust.

  • Sovereign Blade | Retain. Deal 10 damage.

  • Sweeping Gaze | Ethereal attack that deals 10 damage to a random enemy.

Event Colorless Cards

Cards that appear during certain encounters.

  • Byrd Swoop | Deal 14 damage.

  • Enlightenment | Reduce the cost of all cards in your hand to 1 this turn. Exhaust.

  • Exterminate | Deal 3 damage four times to all enemies.

  • Feeding Frenzy | Gain 5 Strength for the turn.

  • Metamorphosis | Add 3 random Attacks to your draw pile that cost 0 this combat.

  • Peck | Deal 2 damage three times.

  • Squash | Deal 10 damage and apply 2 Vulnerable.

  • Toric Toughness | Gain 5 Block and gain 5 Block at the start of the next two turns.

Final Blurb

Colorless cards can dramatically change a run in Slay the Spire 2. Some provide powerful scaling, others fix weaknesses in your deck, and a few can completely redefine your strategy.

Cards like Apotheosis, Scrawl, and Panache are often worth grabbing immediately, while more situational cards depend on your deck’s direction. Learning which colorless cards fit your build is one of the best ways to improve consistency across runs.

FAQ

What are colorless cards in Slay the Spire 2

Colorless cards are neutral cards that any character can use. They appear through events, shops, relics, or special rewards.

Are colorless cards good in Slay the Spire 2

Some of the strongest cards in the game are colorless, including Apotheosis and Scrawl. However, many are situational and depend on your deck.

Where do colorless cards come from

They usually appear in shops, events, special relic rewards, or specific encounters during a run.

What is the best colorless card in Slay the Spire 2

Apotheosis is widely considered the strongest because it upgrades your entire deck during combat.


GamerBlurb Team

We’re a group of gamers from the United States. We write about the games we love, from big releases to niche hits, with a focus on clear guides and tips to help you level up.

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