StS2 Tier Lists
All tier lists✓

Characters

  • Ironclad
  • Silent
  • Regent
  • Necrobinder
  • Defect

Misc

  • Relics
  • Colorless

Showing 24 results

Offering

Rare · Skill

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 87:10 ↗

S

Almost always saves you more HP than it costs by letting you get more cards in play. If you're already winning the fight, consider not playing this.

Navegreed · 0.109.1 · 53:02 ↗

Broken Cards

Probably Ironclad's best card and an almost automatic pick. Immediate draw and energy outweigh the HP cost in nearly every deck.

Open in Ironclad →Untapped ↗

Unmovable

Rare · Power

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 97:51 ↗

S

Good in almost any deck. If your block cards are sparse, you'll appreciate doubling whatever you draw. If you have lots of block, you can use this on your most impactful ones for maximum effect.

Navegreed · 0.109.1 · 72:26 ↗

Broken Cards

An exceptionally strong block multiplier that can outperform comparable boss-relic effects by doubling the best block turn every combat.

Open in Ironclad →Untapped ↗

Break

Ancient · Attack

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 99:20 ↗

S

Simply ludicrous damage for 1 energy. Get it back with Headbutt to play it more often!

Navegreed · 0.109.1 · 21:30 ↗

B

Still efficient, but less exceptional after Dominate moved to rare. Tremble often supplies enough Vulnerable while being common and easier to obtain.

JapaneseExport, Navegreed, Opem, VmService · 99:03 ↗

A (Usually Great)

The cheap vulnerable payoff is consistently strong for Ironclad, despite occasional decks that cannot exploit it well.

Open in Ironclad →Untapped ↗

Colossus

Uncommon · Skill

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 35:51 ↗

S

One of Clad's best damage mitigation cards. Reduced damage values round down, making this block for more than 50% at times. Make sure you have multiple ways to apply vulnerable to get most of this card.

Navegreed · 0.109.1 · 26:57 ↗

A

Still extremely powerful after its small nerf. Vulnerable is easy to maintain, making its damage reduction a reliable foundation for block-heavy decks.

Open in Ironclad →Untapped ↗

Evil Eye

Uncommon · Skill

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 39:31 ↗

S

Decent block if you can't activate the effect, and ludicrous block if you can! Worth grabbing early on even if you can't yet meet the condition consistently because of how strong this card can be.

Navegreed · 0.109.1 · 34:54 ↗

B

Only modest block without setup, but excellent once exhaust can be aligned consistently. The enhanced block can support Barricade and Unmovable decks.

Open in Ironclad →Untapped ↗

Dominate

Uncommon · Skill

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 37:31 ↗

S

One of the best ways to get Strength on Ironclad. Always provides a small amount but goes crazy with cards like Tremble and Molten Fist. Beware of enemies with Artifact!

Navegreed · 0.109.1 · 33:09 ↗

A

More balanced but still worthy of A at rare. In the right boss fight it supplies enormous Strength and Vulnerable for only one energy.

Open in Ironclad →Untapped ↗

Dark Embrace

Rare · Power

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 76:50 ↗

S

Powers that draw more cards are extremely strong because they can get you additional cards across many turns for only a single initial card play. This card is one of the strongest card draw powers because you can activate the effect many times per turn. This combos with a wide variety of cards, including some Curse and Status cards.

Navegreed · 0.109.1 · 30:25 ↗

Broken Cards

A core power for virtually every engine-focused Ironclad deck. Exhaust is common enough that additional copies and upgrades remain attractive.

Open in Ironclad →Untapped ↗

Vicious

Uncommon · Power

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 66:23 ↗

S

A massive source of draw that can be used to enable energy-generating cards in your build. You only need 2 or 3 sources of Vulnerable to make this excellent. A must-upgrade.

Navegreed · 0.109.1 · 74:19 ↗

Good Cards Start Here

Good once draw, energy, and Vulnerable support are assembled, but expensive and replaceable by cards such as Pommel Strike in more ordinary decks.

Open in Ironclad →Untapped ↗

Bloodletting

Common · Skill

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 8:48 ↗

S

One of the best ways to get more energy to play cards. The cost in health is generally offset by the added value of the additional cards you can throw down. One way to win a run is to add enough draw to your deck to cycle this card repeatedly and use the energy gain to kill bosses before you run out of health.

Navegreed · 0.109.1 · 14:58 ↗

Broken Cards

Still a top-tier engine card after moving to uncommon. It converts Ironclad's plentiful draw into the energy needed for fast combo turns.

Open in Ironclad →Untapped ↗

Fiend Fire

Rare · Attack

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 80:25 ↗

S

Dealing a lot of damage is the obvious benefit of this card, but exhausting your whole hand is also beneficial. Play any cards you don't want to Exhaust first, THEN play the Fiend Fire to delete everything else. This can let you thin your deck down to one strong combo.

Navegreed · 0.109.1 · 37:37 ↗

Broken Cards

A consistent way to turn card draw into immediate damage while thinning the deck. Enchantments and other multipliers make its ceiling exceptional.

Open in Ironclad →Untapped ↗

Stoke

Rare · Skill

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 93:26 ↗

S

Outstanding for activating exhaust effects like Feel No Pain or Dark Embrace. Creating random cards can make new powers for you or otherwise bail you out by making an immediately useful card.

Navegreed · 0.109.1 · 63:54 ↗

A

Powerful and unusually flexible, but easy to misuse. It can rescue an unfinished engine, yet refined decks often prefer more consistent output cards.

Open in Ironclad →Untapped ↗

Thrash

Rare · Attack

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 96:15 ↗

S

The damage added to this card includes your Strength, Relics, and Enchantments. The damage of this card can scale very rapidly while also thinning the deck so that you can re-draw it later.

Navegreed · 0.109.1 · 69:33 ↗

B

A versatile but situational long-fight damage plan. It can also exhaust obsolete attacks more reliably than an unupgraded True Grit.

Open in Ironclad →Untapped ↗

Pillage

Uncommon · Attack

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 53:28 ↗

S

Pommel Strike's cooler brother. Doesn't need an upgrade and can work wonders with an attack-heavy deck. Combine with Anger or Hellraiser.

Navegreed · 0.109.1 · 54:59 ↗

Bad Cards

A weak attack-draw card that he still finds no reason to pick; Pommel Strike performs the useful part much more efficiently.

Open in Ironclad →Untapped ↗

Cruelty

Rare · Power

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 76:12 ↗

S

Treat this like a multiplier to all of your Attack damage, so it works equally well with large single attacks or multiple small hits. Gets even better with multiple copies.

Navegreed · 0.109.1 · 29:32 ↗

Broken Cards

An uncommon with rare-level output. One upgraded copy makes Vulnerable dramatically stronger, while stacking copies produces extreme damage.

Open in Ironclad →Untapped ↗

Pommel Strike

Common · Attack

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 21:34 ↗

S

Ironclad loves card draw and this is one of the better ways to get it. Really wants an upgrade to become draw 2.

Navegreed · 0.109.1 · 56:08 ↗

Broken Cards

The premier common attack: efficient damage plus draw, useful at every stage, and a major reason weaker draw attacks look unnecessary.

Open in Ironclad →Untapped ↗

Impervious

Rare · Skill

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 83:07 ↗

S

The gold standard for block cards. Play it to block a whole turn on its own, but it works even better with Barricade.

Navegreed · 0.109.1 · 47:38 ↗

A

A dependable rare that can blank a dangerous turn by itself. Barricade and Unmovable make its large block number even more valuable.

Open in Ironclad →Untapped ↗

Rage

Uncommon · Skill

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 55:02 ↗

S

Tons of free block for doing what Clad already does best: playing lots of attacks.

Navegreed · 0.109.1 · 58:17 ↗

A

A high-priority early pick that can become a full block engine. It bridges draw-heavy decks until Bloodletting or other energy support appears.

Open in Ironclad →Untapped ↗

Aggression

Rare · Power

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 68:58 ↗

A

Effectively 1 draw per turn that always gets an attack. Very useful if you have bonus energy generation or if you can limit the cards that this will retrieve.

Navegreed · 0.109.1 · 2:53 ↗

Good Cards Start Here

Usually too slow for Ironclad's fast combo decks, but the innate upgrade can solve specific late-game problems and its recurring attack retrieval has niche value.

Open in Ironclad →Untapped ↗

Crimson Mantle

Rare · Power

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 75:24 ↗

A

Very solid block per turn combined with self-damage to activate other cards. Nice with Rupture, Tear Asunder or the relic Self-Forming Clay.

Navegreed · 0.109.1 · 29:06 ↗

A

Spectacular passive block despite its nerf. The upgrade remains excellent and the HP loss also enables Ironclad's self-damage synergies.

Open in Ironclad →Untapped ↗

Corruption

Ancient · Power

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 100:03 ↗

A

Basically makes all your blocks free so you can spend energy on attacks. You should have a plan to win the fight by the time you run out of block cards.

Navegreed · 0.109.1 · 28:25 ↗

A

An amazing engine enabler, especially when a deck has many Burning Pacts, Taunts, Trembles, and Shrugs but lacks Bloodletting.

JapaneseExport, Navegreed, Opem, VmService · 157:03 ↗

S (Almost Always Winning)

Corruption rapidly exhausts the deck into powerful loops and usually accelerates Ironclad directly toward a win.

JapaneseExport, Navegreed, Opem, VmService · 126:44 ↗

A (Usually Great)

Free Skills accelerate Ironclad into powerful exhaust turns, while some decks remain too dependent on preserving their Skills.

Open in Ironclad →Untapped ↗

Juggernaut

Rare · Power

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 83:38 ↗

A

The damage from this power adds up very fast, especially in a deck that blocks many times for small amounts. Activates once per card exhausted by Second Wind. Also great with any relic that gives block like Cloak Clasp or Gorget.

Navegreed · 0.109.1 · 50:18 ↗

Bad Cards

Has almost no convincing solo use case. Even the obvious Second Wind plus Pain setup has better payoffs available.

Open in Ironclad →Untapped ↗

Not Yet

Rare · Skill

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 85:55 ↗

A

A powerful sustain effect that you can use to fuel self-damage cards or just to heal damage back from combats. You might need to skip playing this the first time and draw back into it later.

Navegreed · 0.109.1

A

No commentary

Open in Ironclad →Untapped ↗

Pact's End

Rare · Attack

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 89:17 ↗

A

Area damage is generally desired at the start of a fight, when the condition of this card may not yet be met. This is a card that performs well if re-drawn repeatedly, similar to Blood For Blood.

Navegreed · 0.109.1 · 53:52 ↗

A

A strong payoff for exhaust-heavy decks, providing efficient damage while helping remove attacks that are no longer useful.

Open in Ironclad →Untapped ↗

Pyre

Rare · Power

Ironclad →

Baalorlord · 0.107.1 / 0.109.0 · 92:30 ↗

A

Huge energy generation for a single setup turn allows you to tackle endgame fights much more easily. This is a must-upgrade.

Navegreed · 0.109.1 · 57:47 ↗

B

Provides enough scaling for a two-energy power and can support self-damage decks, but it is not universally efficient.

Open in Ironclad →Untapped ↗