Slay the Spire 2 Ironclad Card Tier List — All Cards Ranked
Published 2026-09-209 min read
Every Ironclad card in Slay the Spire 2 ranked: Dominate, Molten Fist and Hellraiser lead the S-tier — what to grab, what to skip, and the builds they power.
The Ironclad is Slay the Spire 2's brawler: 80 HP, Burning Blood healing on kill, and a card pool built around Strength, Vulnerable and self-damage payoffs. This tier list ranks the cards worth drafting (and the traps worth skipping), based on the 0.105+ meta and the Ironclad builds that actually clear Ascension 10. For the class itself, start with the Ironclad character guide; for deck math, see the deck building guide.

S-tier — draft on sight
| Card | Cost | Type | Why it's S-tier |
|---|---|---|---|
| Dominate | 1 | Skill | Applies 1 Vulnerable (2 upgraded) with scaling that makes every Vulnerable-synergy card better; the backbone of the Vulnerable engine |
| Molten Fist | 1 | Attack | 10 damage (14 upg) and doubles the enemy's Vulnerable — the payoff that makes Vulnerable stacking a win condition |
| Vicious | 1 | Power | Whenever you apply Vulnerable, gain scaling — turns every Dominate/Molten Fist into permanent Strength |
| Pommel Strike | 1 | Attack | 9 damage and draws a card (2 upgraded) — the best common card in the class, powers the Pommel Strike rush |
| Offering | 0 | Skill | Lose 6 HP for 2 energy and draw — the strongest tempo card Ironclad has; self-damage is a feature thanks to Rupture synergies |
| Perfected Strike | 2 | Attack | 6 damage plus 2 (3 upg) per card with "Strike" in your deck — snowballs absurdly in Strike-heavy decks |
| Hellraiser | 2 | Power | Every drawn card containing "Strike" auto-plays at a random enemy — the engine of the Hellraiser flow build |
A-tier — strong picks, build-around or not
| Card | Cost | Type | Role |
|---|---|---|---|
| Cruelty | 1 | Power | Bonus scaling against Vulnerable enemies; pairs with the whole S-tier |
| Pillage | 1 | Attack | 6 damage, then draw until you hit a non-Attack — filters your deck while hitting |
| Aggression | 1 | Power | Recycles random Attacks from discard into your hand, upgraded — full guide here |
| Inflame | 1 | Power | Clean 2 Strength (3 upg) — boring, effective, never a bad pick |
| Bludgeon | 3 | Attack | 32 damage (42 upg) — elite and boss delete button |
| Shrug It Off | 1 | Skill | 8 Block and draws a card — the defensive glue of every Ironclad deck |
| Feed | 1 | Attack | 10 damage, permanent +max HP on Fatal kills — slow value that wins long runs |
| Uppercut | 2 | Attack | 13 damage plus Weak and Vulnerable in one card |
| Hemokinesis | 1 | Attack | Lose 2 HP, deal 15 (20 upg) — efficient damage that feeds Rupture |
| Battle Trance | 0 | Skill | Draw 3 (4 upg) — thin-deck fuel |
B-tier — situational, fine in the right deck
- Barricade (3, Power) — Block no longer expires; needs a block engine to matter
- Juggernaut (2, Power) — deals damage whenever you gain Block; pairs with Shrug/offense-block hybrids
- Rupture (1, Power) — Strength whenever you lose HP on your turn; great with Offering/Hemokinesis
- Whirlwind (X, Attack) — 5 damage to ALL enemies X times; multi-enemy cleaner
- Rage (0, Skill) — Block per Attack played this turn; good frontloaded defense
- Second Wind / Feel No Pain — Exhaust-pool defenders; worth it only when your deck actually exhausts
- Thunderclap (1, Attack) — 4 damage and 1 Vulnerable to ALL; serviceable apply-and-chip
- Iron Wave / Twin Strike / Body Slam — solid commons that never ruin a deck
C-tier — take only when desperate
Burn payoffs without the burn deck (Pyre, Cinder), multiplayer-only support (Blaze grants a teammate Strength — great in co-op, dead weight solo), and one-off utility cards (True Grit, Tremble, Grapple, Havoc) that don't advance a plan. None of these lose runs on their own; they just don't win them.
D-tier — usually skip
- Midnight (12 cost) — meme-tier cost gimmick
- Tank (1, Power) — you take 50% MORE damage to shield allies; solo this is a self-nerf (it's a co-op tool, and even then a pricey one)
- Outrage — 9 damage but shoves a copy into everyone's discard pile, including yours
- Unmovable / Not Yet / Brand — narrow payoffs that rarely pay off
What the tier list means in practice
- First three floors: take damage — Pommel Strike, Twin Strike, Iron Wave. A20 elites check raw DPS early.
- Floors 4–10: pick an engine (Vulnerable stack, Perfected Strike, or Hellraiser) and stop drafting off-plan.
- After Act 1: every card either advances the engine or removes a weakness. Neither? Skip — deck thinning is also a strategy.
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