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Mechanics WikiVerified March 7, 2026

Enchantments

Enchantments are run-long modifiers attached to cards in your deck. They are one of the cleanest new rule layers in Slay the Spire 2.

Slay the Spire 2 Enchantments preview from Mega Crit's February 2025 newsletter
Official Enchantments footage gives the page a direct visual match for one of the sequel's biggest new keywords.

Mega Crit introduced Enchantments as modifiers that can be applied to cards in your deck for the duration of a run. The reveal matters because it defines Enchantments much more clearly than many other previewed systems: this is a rules layer that sits on top of a card, not a separate object in your inventory.

That clarity makes Enchantments one of the most useful early wiki pages to read. Players want the definition first, then they want to know whether an Enchanted card changes draft value, upgrade value, or pathing decisions.

Verification note

Based on Mega Crit's February 12, 2025 Enchantments reveal and cross-checked against launch-week material.

Why Enchantments matters

If you are seeing Enchantments for the first time, start with the rule. That is the fastest way to make sense of the fights, cards, and choices built around it.

Once the basic rule clicks, the related links show you where Enchantments starts changing real decisions in a run.

Learn the rule before you worry about ranking or build theory.

Open the related guides if Enchantments changes pathing, card picks, or early-act risk.

Come back after major updates if wording, balance, or examples change.

What the official reveal says

Mega Crit's example list shows both modest and dramatic modifiers. Common Enchantments add a light edge, while rarer or event-linked examples can heavily reshape how a card plays for the rest of the run.

The studio also made it clear that not every Enchantment is pure upside. One official example boosts damage by 50% but also makes the card cost 3 HP, which is exactly the kind of trade-off readers need explained instead of blindly ranked.

  • Enchantments modify existing cards.
  • They last for the duration of the run.
  • They can be simple power-ups or high-impact trade-offs.

What it means in practice

Enchantments increase the value of a flexible deck because the same base card can now become a different strategic piece. A card you would normally draft as filler can become a real build-around once an Enchantment shifts its math or downside.

The launch-week rule is to judge the whole package, not just the Enchantment name alone. A powerful Enchantment on a weak card is still situational, and a downside-heavy Enchantment can be worth it only if your deck already solves the cost it introduces.

How to evaluate Enchantments well

A good Enchantments guide should not stop at 'they make cards stronger.' It should separate the rules explanation from evaluation, then point readers toward example cards once the card database is stable enough to support them.

During early access, keep the rule explanation firm and keep the card rankings flexible.

FAQ

Are Enchantments always positive?

No. Mega Crit explicitly previewed Enchantments that grant a major upside while adding a real cost. That means readers should evaluate the full card text, not assume every Enchantment is free power.

Can Enchantments make a weak card worth building around?

Yes, that is one of the most interesting consequences of the system. Because the modifier stays with the card for the run, even a normally modest card can become a real reason to change draft or upgrade priorities.

What should players watch for after the first week?

Start by keeping the definition stable. Then add examples, edge cases, and patch notes once the live early-access card pool settles enough to support detailed coverage.