Slay the Spire 2 Enchantments: Full List & Effects
Enchantments are one of the newest mechanics added in Slay the Spire 2. They modify individual cards during a run and can dramatically change how those cards perform in combat. Some provide pure bonuses, while others offer powerful effects with a tradeoff attached.
Because enchantments stay on a card for the entire run, they can create extremely strong synergies when combined with the right deck. Understanding how enchantments work and what each one does can help you decide which cards become permanent powerhouses.
How Enchantments Work In Slay The Spire 2
Enchantments are permanent modifiers that attach to cards during a run, improving or altering their effects until the run ends.
They function similarly to upgrades but are separate from normal card upgrades. An enchanted card keeps its modifier for the rest of the run unless something specifically removes or transforms the card.
Most enchantments either increase a card’s power or add a new mechanic.
Some boost damage or block values
Some add card draw or energy effects
Some change how a card behaves in your deck
Because the modifier applies every time the card is used, a strong enchantment on a frequently played card can become extremely valuable.
Where You Find Enchantments
Enchantments currently appear most often from special events during a run. These events usually offer powerful benefits but sometimes include a tradeoff.
Some events can apply enchantments directly to cards in your deck.
Rare event rewards
Special modifier encounters
Event based card upgrades
The system is still expanding in early access, so more ways to gain enchantments may appear later.
All Slay The Spire 2 Enchantments
Below are the currently known enchantments and what they do.
Adroit
Adroit increases the defensive power of a card by granting additional Block when the card is played.
This enchantment is most useful on defensive skills that you plan to use frequently.
Corrupted
Corrupted significantly boosts damage but introduces a health penalty.
Deal 50 percent more damage
Lose 2 HP when the card is played
The damage increase is huge, but repeated use can quickly drain your health if the fight lasts a long time.
Glam
Glam adds the Replay mechanic to the card once per combat.
Replay allows the card to be played again automatically, making it extremely strong on cards that apply status effects or scaling abilities.
Instinct
Instinct reduces the energy cost of the card.
Lowering the cost by 1 energy makes expensive cards far easier to include in your turn.
Momentum
Momentum increases the card’s attack damage during combat when it is played.
This allows the card to scale over the course of the fight.
Nimble
Nimble increases the amount of Block gained from the card.
This enchantment turns defensive cards into stronger protection tools.
Perfect Fit
Perfect Fit changes how the card returns to your deck.
Whenever the card would be shuffled into your draw pile, it goes to the top instead.
This makes the card appear again faster, which can enable powerful loops.
Royally Approved
Royally Approved gives the card two strong keywords.
Innate
Retain
Innate means the card starts in your opening hand, while Retain keeps it in your hand between turns.
Sharp
Sharp increases the attack damage on the card.
It is a straightforward damage boost that works well on cards played repeatedly.
Slither
Slither randomizes the card’s cost each time it is drawn.
The cost will be between 0 and 3 energy.
This enchantment can sometimes create very cheap plays but also adds unpredictability.
Soul's Power
Soul's Power removes the Exhaust keyword from the card.
This means the card will no longer disappear after being played, allowing it to be used repeatedly during combat.
Sown
Sown grants energy the first time the card is played in each combat.
This makes the card effectively refund energy once per fight.
Swift
Swift gives card draw the first time the card is played in combat.
This helps keep your deck cycling smoothly.
Vigorous
Vigorous increases the damage of the card the first time it is played in combat.
This makes it useful for burst damage during opening turns.
Why Enchantments Can Be Very Powerful
Because enchantments remain for the entire run, they can transform otherwise average cards into core pieces of your deck.
A strong enchantment on a key card can completely change how your deck functions.
Damage boosts improve offensive cards
Energy and draw effects increase consistency
Replay effects can multiply card value
The best enchantments often depend on the deck you are building.
Final Blurb
Enchantments in Slay the Spire 2 add a new layer of strategy by permanently modifying cards during a run. Some provide simple upgrades, while others introduce powerful new mechanics that can create unique combos.
Because they stay with a card for the rest of the run, choosing the right card to enchant can shape the entire strategy of your deck.
FAQ
What are Enchantments in Slay the Spire 2
Enchantments are permanent modifiers that attach to cards during a run and enhance their effects until the run ends.
Are Enchantments permanent
Yes. Once applied, an enchantment remains on that card for the rest of the run.
Where do you get Enchantments
Enchantments are currently obtained through special events and encounters during runs.
Can Enchantments stack
Multiple enchantments cannot normally stack on the same card, but different enchanted cards can work together to create strong synergies.

