The Fool has one of the most unusual card collections in Slay the Spire 2, combining powerful Arrow attacks with Melodies, defensive Stretch effects, and cards that manipulate Sadness. Understanding how these mechanics connect is the key to building a deck that works beyond the opening act.
Best Card Combinations
Common Cards
Uncommon Cards
Rare Cards
Multiplayer and Special Cards
How to Unlock More Cards
All Fool Cards in Slay the Spire 2
The Fool has 79 regular character cards in Slay the Spire 2, divided into 20 Common, 35 Uncommon, and 24 Rare cards. There are also six multiplayer-exclusive cards, two Ancient cards, and three starting card types, bringing the complete catalog to 90 distinct entries.
The starting deck contains five Strikes, four Defends, and one Foolish Shot. The Fool also begins with the Song Bow relic, which provides 6 Aim at the start of combat.
The 79 regular cards are built around four connected mechanics:
- Arrows: Fire an Arrow into an enemy, then recover it by landing three additional hits, defeating that enemy, or using a Dislodge effect.
- Melodies: Playing cards with Wah, Cho, or Ki in their names generates the corresponding Melody for the current turn.
- Aim and Stretch: Aim strengthens your next Arrow attack, while Stretch increases the next Block you gain from a card. Both can be saved across turns until used.
- Sadness and Joy: Sadness is an Unplayable card that stays in your hand. Other cards can remove it, exploit it, or transform it into Joy for Energy and card draw.
The most important distinction is that the Fool's cards often work better as combinations than as individual rewards. An expensive Shot needs a way to recover its Arrow, while Melody payoffs need other cards played earlier in the same turn.
Best Fool Card Combinations and Build Priorities
The Fool supports several different strategies, but the strongest individual card is not always the best addition to your current deck. These combinations illustrate what each mechanic needs to function.
Arrow Builds: Aim Before Shooting, Then Recover
A useful early combination is Nock, Foolish Shot, and Wrest.
- Play Nock to gain 5 Aim.
- Use Foolish Shot to fire your Arrow with increased damage.
- Attack the Impaled enemy or use Wrest to recover the Arrow.
- Prepare another Shot once the Arrow is available again.
Song Bow already gives your opening Foolish Shot 6 Aim, raising its initial 15 damage to 21. Playing Nock first increases that opening hit further.
Heavy Shot is another strong Aim payoff because it applies Aim twice. Quiver improves the entire strategy by adding another Arrow, reducing how often your Shoot cards become temporarily unusable.
One mistake worth avoiding is filling your deck with Shoot attacks before adding ways to Dislodge. With only one Arrow, a hand full of Shots can leave you with very few playable options.
Impaled Enemies Can Be More Valuable Than a Recovered Arrow
You don't always need to recover an Arrow immediately. Several attacks become stronger while the target remains Impaled.
- Wah Hammer deals double damage to Impaled enemies.
- Bow Smack restores 1 Energy against an Impaled target.
- Ki Hop draws two cards when its target is Impaled.
- Serrated Arrows increases the damage your attacks deal to Impaled enemies.
This creates a useful decision during combat. Recovering the Arrow lets you fire again, but leaving it in place can generate extra damage, Energy, or cards first.
Melody Builds: Play the Setup Before the Payoff
Melody cards reward careful sequencing. Wah Cho Ki is particularly useful because it provides all three Melodies through a single card.
That creates several opportunities:
- Coda normally costs 6 Energy, but three Melodies reduce its cost to zero.
- Rhythm Strike gains an additional hit for each active Melody.
- Harmonic Shield gains 5 Block per Melody.
- Motif draws additional cards when you gain Melodies.
- Lullaby rewards activating all three Melodies with 20 Block.
The order matters. Generate your Melodies before playing cards that scale with them. Since Melodies disappear at the end of the turn, saving the payoff until your next turn wastes the setup.
Sadness Builds: Turn a Drawback Into a Resource
Cards such as Rummage and Vitriol offer useful effects while adding Sadness to your hand. That downside becomes much easier to manage when the deck includes a way to use those cards.
Growth converts accumulated Sadness into Stretch, while Punch of Joy and Ecstasy transform Sadness into Joy. Joy provides Energy and card draw when played.
I would avoid adding several Sadness-generating cards without a way to handle them. Since Sadness has Retain, it can continue occupying valuable hand space rather than disappearing at the end of the turn.
All Common Fool Cards
The Fool has 20 Common cards, including inexpensive Arrow support, straightforward defensive options, and the first pieces of Melody and Sadness strategies.
All card costs and effects below refer to their base, unupgraded versions.
| Card | Energy | Effect and Use |
|---|---|---|
| Arrow Stab | 1 | Deals 9 damage. If you have an Arrow, retrieves a Shoot card from your discard pile. |
| Bow Smack | 1 | Deals 8 damage and restores 1 Energy when the target is Impaled. |
| Cho Barbs | 1 | Provides 7 Block and 3 Thorns for the current turn. |
| Cho Firm | 1 | Provides 6 Block, gained a second time if you still have an Arrow. |
| Cho Ready | 1 | Provides 8 Block and 3 Aim, combining defense with preparation for your next Shot. |
| Deep Stretch | 1 | Provides 7 Stretch and draws one card. |
| Heavy Shot | 2 | Shoots for 20 damage and applies your Aim bonus twice. |
| Jest | 2 | Provides 14 Block while adding one Sadness to your hand. |
| Ki Chant | 1 | Looks at the top three cards of your draw pile. Keep one and discard the others. |
| Ki Hop | 1 | Deals 7 damage and draws two cards when the target is Impaled. |
| Ki Whip | 1 | Deals 5 damage and provides 2 Energy on your next turn. |
| Mourning Blow | 0 | Deals 10 damage, then transforms into Sadness and returns to your hand. |
| Nock | 0 | Provides 5 Aim without spending Energy. |
| Quick Shot | 0 | Shoots an Arrow for 10 damage. |
| Rain Shot | 1 | Shoots for 12 damage and deals the same damage to every other enemy. |
| Recall | 1 | Dislodges an Arrow from an Impaled enemy and places a chosen discarded card on top of your draw pile. |
| Sorrowful Strike | 1 | Deals 13 damage and adds two Sadness cards to your hand. |
| Wah Hammer | 1 | Deals 9 damage, doubled against Impaled enemies. |
| Wah Sweep | 1 | Deals 8 damage to every enemy. |
| Wah Touch | 1 | Deals 6 damage and applies 1 Vulnerable. |
For early Arrow decks, Nock, Cho Ready, and Bow Smack are particularly useful because they support attacks you already have. Heavy Shot offers a larger payoff once your deck can generate enough Aim.
All Uncommon Fool Cards
The Fool's 35 Uncommon cards contain many of the effects that turn a basic strategy into a reliable build. This is where Arrow recovery, recurring Melody bonuses, and Sadness management become much more flexible.
| Card | Energy | Effect and Use |
|---|---|---|
| All Is Well | 1 | Power that grants 4 Block whenever you create Sadness. |
| Anguish | 1 | Deals 6 damage plus another 6 for every Sadness created during the combat. |
| Archery | 1 | Power that grants 4 Aim at the start of every turn. |
| Blossom Shot | 2 | Shoots for 11 damage and generates Stretch equal to the damage dealt. |
| Blot out the Sky | 1 | Adds a random Shoot card to your hand that costs nothing this turn. Exhausts afterward. |
| Brace | X | Generates 8 Aim for each Energy spent. |
| Cho Ki | 1 | Provides 8 Block and restores any Stretch you've already spent. |
| Cho Limbs | 2 | Grants 5 Block twice. Becomes free if you have a Wah or Ki Melody. |
| Dislike You | 1 | Deals 8 damage and makes the enemy take 50% more damage from Shots this turn. |
| Epic Retrieval | 2 | Deals 15 damage. Restores 3 Energy if the attack Dislodges an Arrow. |
| Growth | 1 | Exhausts all Sadness in your hand and generates 4 Stretch for each one removed. |
| Harmonic Shield | 1 | Grants 5 Block for each Melody you currently have. |
| Hidden Roots | 1 | Power that generates 3 Stretch at the start of every turn. |
| Hobbling Shot | 1 | Shoots for 13 damage and applies 1 Weak and 1 Vulnerable. |
| Ki Rest | 2 | Provides 5 Energy next turn. Also retains your hand this turn if you have Wah or Cho Melody. |
| Locked In | 1 | Finds a Shoot card in your draw pile and adds it to your hand. |
| Motif | 2 | Power that draws a card whenever you gain a Melody. |
| Punch of Joy | 2 | Deals 13 damage and transforms a random Sadness in your hand into Joy. |
| Rapid Shot | 1 | Shoots an Arrow to deal 3 damage three times. |
| Rhythm Strike | 0 | Deals 4 damage, with another hit for each active Melody. |
| Rummage | 1 | Draws three cards and adds one Sadness to your hand. |
| Serrated Arrows | 1 | Power that makes Impaled enemies take 25% more damage from your attacks. |
| Song Path | 1 | Power that provides 5 Block whenever you gain Cho Melody. |
| Steady Cadence | 1 | Deals 10 damage and draws one card for each active Melody. |
| Timber | 3 | Deals 20 damage. If it kills the target, deals 30 damage to all enemies. |
| Trick Shot | 1 | Shoots for 12 damage and returns itself to your hand. |
| Tune | 2 | Power that makes your next card free if you end the turn with Ki Melody. |
| Uproot | 1 | Dislodges an Arrow from an Impaled enemy and applies 3 Vulnerable. |
| Violent Chord | 1 | Power that deals 9 damage to all enemies whenever you gain Wah Melody. |
| Vitriol | 0 | Applies 2 Weak and adds a Sadness to your hand. |
| Wah Blast | 2 | Deals 14 damage to all enemies, attacking twice if Cho or Ki Melody is active. |
| Wah Cho | 0 | Grants 3 Block and deals 3 damage, contributing to two Melody types. |
| Wah Ki | 1 | Deals 2 damage twice. Next turn, gain 1 Energy and draw one card. |
| Whistling Arrows | 0 | Grants 3 Block and returns from your discard pile to your hand when you Shoot an Arrow. |
| Wrest | 0 | Dislodges an Arrow from an Impaled enemy and draws two cards. |
Which Uncommon Cards Should You Prioritize?
Wrest is a particularly convenient addition to Arrow decks because it recovers your Arrow and draws cards without costing Energy. Archery provides reliable Aim every turn, while Serrated Arrows is useful when you deliberately keep enemies Impaled.
For Melody decks, Motif and Song Path provide recurring benefits as you play more Melody-generating cards. Violent Chord adds area damage to the same strategy.
Sadness builds benefit from Growth and Punch of Joy, which help turn otherwise troublesome cards into useful resources.
All Rare Fool Cards
The Fool has 24 Rare cards, including powerful finishers, additional Arrows, and several effects capable of reshaping an entire deck.
| Card | Energy | Effect and Use |
|---|---|---|
| Bounce | 1 | Generates 10 Stretch and returns to your hand at the start of your next turn. |
| Brighten Up | 0 | Adds two Sadness and two Joy to your hand, then Exhausts. |
| Cho Chorus | 3 | Grants 12 Block and plays all Wah and Ki cards in your hand. |
| Coda | 6 | Deals 40 damage. Costs 2 less Energy for each Melody you have. |
| Ecstasy | 2 | Power that transforms a random Sadness in your hand into Joy at the start of each turn. |
| Encore | 0 | Grants 1 Energy and draws two cards, but you can only play one more card that turn. |
| Ennui | 1 | Power that adds one Sadness to your hand and draws two extra cards each turn. |
| Explosive Arrows | 1 | Power that deals 6 damage to all enemies whenever you Impale a target. |
| Florescence | 0 | Exhausts your Shoot cards and creates The Shot, which benefits from the cards consumed. Exhausts. |
| Honing | 3 | Power that increases Arrow damage by 50%. |
| Ki Verse | 1 | Repeats the next Wah, Cho, or Ki card played this turn. |
| Lullaby | 0 | Power that grants 20 Block when you gain all three Melodies. |
| Melodic Shot | 1 | Shoots for 12 damage, gaining an additional hit for each active Melody. |
| Mythic Form | 3 | Power that adds a random Tarot card to your hand at the start of every turn. |
| Nail | 2 | Against an Impaled target, deals 20 damage and applies 2 Weak and 2 Vulnerable. |
| Quietus | 1 | Doubles your next Shot's damage this turn, but destroys the Arrow. Exhausts. |
| Quiver | 1 | Power that grants one additional Arrow, or two when upgraded. |
| Repeat Shot | X | Shoots an Arrow for 15 damage X times. |
| Show Off | 1 | Grants 5 Aim. A non-minion kill that turn permanently increases this card's Aim by 2. Exhausts. |
| Simpleton | 2 | Power that automatically plays the least expensive card in your hand at the end of your turn. |
| Sky Shot | 1 | Innate attack that shoots for 30 damage and then Exhausts. |
| Wah Cho Ki | 1 | Grants 9 Block, deals 9 damage, and draws one card while providing all three Melodies. |
| Wah Symphony | 2 | Deals 6 damage to all enemies, plus 4 for each of your cards containing Wah, Cho, or Ki. |
| Yah! | 1 | Power that restores 1 Energy the first time you Dislodge an Arrow each turn. |
Rare Cards That Can Change Your Entire Build
Quiver is one of the most important upgrades for Arrow-focused decks. Having more than one Arrow means you can play additional Shoot cards without waiting to recover the first.
Wah Cho Ki is especially versatile because it performs several actions while activating all three Melodies. It's a natural partner for Coda, Lullaby, and other cards that scale with Melody combinations.
Mythic Form offers a different approach altogether. Instead of relying exclusively on your drafted cards, it generates a random Tarot card each turn, opening access to additional effects during combat.
For Sadness decks, Ecstasy can help keep your hand functional by converting unwanted Sadness into Joy. Ennui provides additional card draw, but works best when your deck can manage the Sadness it creates.
Multiplayer, Ancient, and Starting Fool Cards
Not every Fool card belongs to the normal single-player reward pool. The full catalog also contains multiplayer support cards, two Ancient cards, and the character's starting cards.
All Six Multiplayer Fool Cards
| Card | Energy | Effect |
|---|---|---|
| Compost | 0 | Whenever an enemy dies, all players gain 1 Energy. |
| Covering Fire | 1 | Whenever you Shoot, your allies gain 8 Block. |
| Enrapture | 1 | Gives another player 6 Vigor and 6 Stretch. |
| Ensemble | 3 | Makes the next four cards played by other players free. Exhausts. |
| Self Deprecate | 1 | Adds one Sadness to your hand and two Joy to every ally's hand. |
| Yoga | 1 | Gives all players 6 Stretch. |
These cards change the Fool's role in multiplayer. Covering Fire converts an offensive Arrow strategy into team protection, while Compost can help the entire party recover Energy during fights with multiple enemies.
Ensemble is particularly interesting for coordinated groups because it reduces the cost of other players' cards rather than improving only your own turn.
Ancient Fool Cards
| Card | Energy | How to Obtain and Use |
|---|---|---|
| Divine Shot | 0 | Obtained through Archaic Tooth. A Retain attack that shoots an Arrow for 40 damage. |
| Lost Lute | 3 | Obtained through Dusty Tome. Plays the top card of your draw pile whenever you gain a Melody. |
These two cards are tied to specific relics rather than ordinary card rewards. Divine Shot provides a large Arrow attack, while Lost Lute can turn repeated Melody generation into additional card plays.
The Fool's Starting Deck
| Card | Copies | Effect |
|---|---|---|
| Strike | 5 | Costs 1 Energy and deals 6 damage. |
| Defend | 4 | Costs 1 Energy and grants 5 Block. |
| Foolish Shot | 1 | Costs 1 Energy and shoots an Arrow for 15 damage. |
Foolish Shot is the character's unique starting card. Its damage is boosted immediately by Song Bow, making it an important opening attack before you've collected additional Arrow cards.
How to Unlock More Fool Cards in Slay the Spire 2
Nine regular Fool cards are tied to three Timeline Epochs. Completing these milestones adds new options to your future runs.
| Requirement | Epoch | Cards Unlocked |
|---|---|---|
| Beat Act 1 with the Fool | What Am I? | Arrow Stab, Blossom Shot, Quiver |
| Defeat 15 Elite enemies with the Fool | Lonely Fools | Wah Touch, Cho Limbs, Ki Verse |
| Beat Ascension 1 with the Fool | Excited. Ignited. | Sorrowful Strike, Growth, Ennui |
The Fool also has three additional Epochs that unlock unique relics and potions through Act 2, Act 3, and boss-kill milestones.
Which Fool Cards Should You Unlock First?
Completing Act 1 is your most immediately useful milestone because it unlocks Quiver. The extra Arrow gives you more freedom to build around Shoot attacks without constantly relying on Dislodge effects.
The 15-Elite milestone provides Ki Verse, which strengthens Melody-focused decks by repeating a card. Beating Ascension 1 adds Growth and Ennui, expanding your options for decks built around Sadness.
You don't need to force the same strategy every run. If your early rewards contain Aim and Shoot effects, focus on Arrow recovery. If you're collecting Wah, Cho, and Ki cards, prioritize Melody payoffs. And if your strongest cards keep adding Sadness, make sure you have a way to convert or remove it.
The Fool's strength comes from making those pieces work together. A focused deck with reliable interactions will usually be easier to manage than one filled with powerful cards competing for the same Arrow or Energy.
These card values reflect the early Slay the Spire 2 public beta and may change with balance updates.

