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Six Beginner Mistakes That Tank Your Slay the Spire 2 Runs

Video: 總是翻車打不過?【殺戮尖塔2】6個新手常犯的錯誤! · Channel: 怪倫 GuaiLun · ~8 min (Chinese audio)


Why runs fall apart in STS2

Slay the Spire 2 punishes loose deckbuilding and sloppy resource use harder than the first game. Many losses are not "bad RNG" but a few habits stacking up until your deck is bloated, your draw is inconsistent, and hard fights have no safety net. Here are six common beginner mistakes and how to fix them—aligned with the chapter breakdown in the video above.


1. Thinking "more cards = stronger"

The trap: Taking every card that looks "kind of useful." The deck grows, key pieces show up less often, combos fail to line up, and one bad shuffle ends the run.

Fix: Default to lean and focused—only take cards that serve your current core plan; treat everything else as a skip. In STS2, deck control matters; saying "no" is a skill.


2. Underestimating card removal

The trap: Skipping shop removes, ignoring event removes, and letting starter Strikes/Defends and filler stay forever.

Fix: Removing a bad card is often the same as drawing your good cards more often. When you can afford it, plan removes (shops, events, rewards). A thinner deck means your best cards come back faster—usually better than one more mediocre pickup.


3. Forcing elites for relics

The trap: Taking elite paths when HP or damage is not ready, dying or limping into Act 3 with no margin.

Fix: Treat elites as risk/reward, not mandatory. If the fight is "maybe," take safer nodes first and stabilize. Surviving to the next campfire or shop often beats gambling a relic you cannot use if you are dead.


4. Skipping upgrades at rest sites

The trap: Always resting or passing on upgrades, so key cards never hit their breakpoint (cost, damage, block, setup).

Fix: Unless you will literally die next fight without heal, prioritize upgrades: which card levels up your defense, kill speed, or engine right now? Early upgrades often save more HP over a run than one extra rest.


5. Barely using potions

The trap: Hoarding forever, or chugging randomly, then having nothing for the elite or boss that needs an answer.

Fix: Treat potions as spare outs. Before hard fights, match potions to your gap: burst, block, draw, etc. Potions buy win percentage—use them when the fight demands it.


6. Knowing the boss but not preparing

The trap: Ignoring boss info on the map and still drafting "generic" cards with no plan for the final exam.

Fix: Once the boss is known, plan the rest of the act backward: Do you need single-target, AoE, block, or scaling? Should the shop fix potions or removes before damage? The boss is the test; every pick after that is studying for it.


In one breath

Thin the deck, spend gold and rests on what matters, and prep for known threats. If you still wipe, check whether it was card quality—or pathing, upgrades, removes, and potion timing.

Based on the public title, description, and chapter list of the linked video; mechanics and balance are subject to game patches.

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