Characters

Ironclad: build damage, then make Exhaust work

Early card choices, healing and the cost of shrinking your deck.

Early Access · Main 0.107.1 baseline; Beta 0.111.0 changes marked · Updated 2026-09-12

The short answer

Use immediate attacks and Block to get through early fights. Add Exhaust support when you can name the cards you want to remove and the cards that will keep winning afterward.

Before you start

  • Ironclad is the starting character.
  • Read the current card text; these are roles, not a fixed ranked deck.

Useful early card roles

CardJob
Pommel StrikeAttack with draw; helps find the next action.
WhirlwindDamage against groups; benefits from more Energy.
Shrug It OffBlock with draw.
BloodlettingTrade HP for Energy.
Burning PactTargeted Exhaust and draw.
Fiend FireA larger Exhaust action that changes later deck cycles.
Sources for this section

Decide what must survive the Exhaust

Keep an attack, a defense plan and enough draw or Energy to repeat them. Removing most of the deck does not help if the remaining cards cannot finish the enemy. Burning Blood heals 6 HP after combat, but it cannot rescue a lethal self-damage turn.

Kingy planning example: label the current hand “must keep,” “use once,” and “safe to remove” before a mass Exhaust. If your only scalable attack sits in “use once,” change the plan. Count the next enemy attack after any HP cost.

Sources for this section

When to change direction

A Strength reward can improve repeated attacks; a Block engine can support a defensive damage plan. Let rewards fill the missing role. If ordinary fights are already costing too much HP, a narrow late-game payoff is a lower priority than a card that works immediately.

Sources for this section

Your checklist

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Research checked 2026-09-12. This is a source-based guide; Kingy has not independently play-tested these steps. Evidence and coverage.

Independent fan guide. Slay the Spire 2 belongs to Mega Crit. Illustration by Kingy; not game footage.