Deck Diagnosis Tool

Deck Health Analyzer

Big decks fail for boring reasons: bad flow, top-heavy curves, and not enough real jobs covered. Add the list you are actually carrying and let the shell tell you where it breaks.

0Total cards
EmptySize read
FastCycle speed
No deck entered yetFirst warning

Calculator Editorial

What This Deck Health Read Is Measuring

This page is trying to answer one blunt question: is the deck structurally sound, or is it hiding the kind of flow and coverage problems that only show up once a hallway fight goes bad. The numbers are simple on purpose, because decks usually break for simple reasons.

Reviewed2026-03-28
What It Solves

Most bad decks are slow, top-heavy, or missing real jobs

Players often lose with decks that look powerful on paper because the shell is lying: it draws too slowly, spends too much Energy on the first pass, or has no clean answer to wide fights.

This tool turns that vague feeling into a structural read. It tells you whether the list is compact or bloated, how quickly it cycles, what jobs it covers, and which warnings matter first.

  • Use it to audit the deck you are actually carrying, not the deck you wish you had.
  • Use it before taking more payoff cards, because deck health usually dies from support gaps first.
Input Meanings

The card list is the data structure, everything else is noise

Character choice limits the card pool. Search, count, and upgrade state build the exact deck list that gets analyzed. Include Colorless matters because those cards can add draw, energy relief, or coverage the main color is missing.

Every row in the builder is a real deck entry with a count and an upgraded flag. If the list is wrong, the result is wrong. This page is intentionally unforgiving about that.

  • Count changes density, not just raw copies.
  • Upgrade state matters because the upgrade scorer compares base and upgraded card analysis directly.
  • Clear Deck is not cosmetic. It resets the shell when you want to audit a fresh run state.
Rule Basis

The thresholds are simple and explicit

Deck size bands are fixed: Lean at 14 or less, Steady at 20 or less, Wide at 26 or less, and Bloated above that. Cycle speed is estimated from deck size and total draw, then labeled Fast at 3.0 turns or less, Steady at 4.4 or less, and Slow above that.

Role coverage is scored against density thresholds instead of raw counts. Block targets 22%, Draw 12%, AOE 8%, Energy 8%, and Scaling 12%. Curve risk fires when 2-cost and 3+ cost cards push above 30% density without stable energy help.

  • Role rows are built from card analysis tags like block, draw, all-enemy damage, energy, scaling, and frontload.
  • Warnings are not random; they come from size, cycle speed, role density, and curve density checks.
  • Upgrade priority rewards cost reduction, extra draw, extra energy, stronger block or damage, and engine payoff changes.
When It Drifts

The page reads structure, not every combat edge case

This analyzer does not know your relics, route, potion stash, exhaust loops, or generated cards unless the deck list itself already captures that effect. It is a shell audit, not a full run simulator.

That is also why the page stays valuable. It catches the boring structural mistakes that survive regardless of seed: too much cost, not enough draw, missing AOE, or no real defensive floor.

  • If a relic completely changes the deck tempo, treat the output as a baseline rather than a complete verdict.
  • If the deck wins through a very specific infinite or external combo, this page will understate that plan unless the card list visibly supports it.
Worked Example

24-card Ironclad shell with weak flow

Suppose the list has already grown to 24 cards, the expensive half of the curve has swollen past the 30% risk line, draw support is still thin, and there is no clean all-enemy answer. That is the kind of deck that looks fine in isolated hands and then collapses in actual hallway fights.

The analyzer will not romanticize it. It will call the deck wide, push cycle speed toward the slow band, flag the curve as top-heavy if energy support is still thin, and warn that wide fights remain awkward because the AOE row is missing.

  • 24 cards already sits above the steady size band.
  • One or two draw tools are rarely enough to keep a 24-card shell out of the slow cycle read.
  • When expensive cards exceed 30% density without energy support, the curve warning is expected, not surprising.
  • No Whirlwind-style all-enemy coverage means the AOE row stays missing and hallway risk stays live.

Maintenance Signals

Who Maintains This Page

A calculator without ownership is just a fancy guess. These signals show who maintains the tool, which live ruleset it matches, and where the responsibility boundary stops.

Maintained bySTS2 Calculator Tools Desk

Independent fan-made editors and data maintainers. This is not an official Slay the Spire 2 or Mega Crit property.

Responsible editorSTS2 Calculator Site Operator

Final site operator and responsible editor. Final contact for corrections, rights notices, and maintenance triage via shwuhen@gmail.com.

Last reviewedMarch 28, 2026

Visible copy, links, and page-level signals were checked in the latest review pass.

Patch verifiedCurrent Early Access deck-health baseline set

If a patch moves the numbers, wording, or assumptions behind this page, the page gets revised, narrowed, or rechecked again.

Applies toDeck size, curve, role coverage, and upgrade-pressure reads based on the current list entered into the analyzer.

Tool pages cover the math, tables, and assumptions surfaced by the current UI on this route.

DisclaimerTool output is only as honest as the current inputs and published assumptions.

Bad inputs, hidden fight modifiers, or unsupported edge cases still produce bad conclusions. The tool does not guess those for you.

Deck Builder

Build the list you are actually playing. If the numbers are wrong, the advice is noise.

No cards yet. Add the real list first.

Health Snapshot

Add the real deck list and the shell will tell you what is wrong with it.

Unique cards0
Cycle estimate0 turns
Best strengthNo clear strength yet
High-cost density0%

No deck entered yet

Add real cards first. Otherwise this tool is just staring into the void.

Type Ratio

This is the blunt read. Too many powers without draw or block usually means the deck is asking for a setup turn it cannot afford.

Attack0 cards

0%

Skill0 cards

0%

Power0 cards

0%

Cost Curve

Expensive decks need real energy help. If they do not have it, the first cycle lies to you and the second one kills you.

0 Cost0

0%

1 Cost0

0%

2 Cost0

0%

3+ Cost0

0%

Role Coverage

The deck still needs jobs done: surviving, drawing, cleaning wide rooms, and actually ending fights.

Block

0 cards · 0% density

22% target

No clean example in the current list.

Draw

0 cards · 0% density

12% target

No clean example in the current list.

AOE

0 cards · 0% density

8% target

No clean example in the current list.

Energy

0 cards · 0% density

8% target

No clean example in the current list.

Scaling

0 cards · 0% density

12% target

No clean example in the current list.

Burst

0 cards · 0% density

10% target

No clean example in the current list.

Upgrade Priority

Upgrades should change how the deck functions, not just make one bad line slightly less bad.

Add unupgraded cards to get a real upgrade order.

Practical Reads

No deck entered yet

Add real cards first. Otherwise this tool is just staring into the void.

Add card flow before more payoff

A deck that cannot see its key card on time does not need another expensive payoff. It needs more flow first.

Respect hallway fights

Boss greed is cheap. The real punishment usually comes from wide rooms you assumed would not matter.

FAQ

These are the judgment calls behind the summary, not cosmetic extras.

Why does the tool count 0-cost cards as energy help?

Because they relieve tempo pressure in the same direction as direct energy gain. A deck with more genuinely free plays can carry a heavier curve without bricking as often.

Is a wide deck always bad?

No. Wide only becomes a real problem when draw, block, energy support, or role coverage fail to keep up. The page is measuring structure, not worshipping small numbers for their own sake.

Why do repeated copies push upgrade priority higher?

Because improving a card you draw multiple times matters more than polishing a one-of. The upgrade score is multiplied upward when the same unupgraded card appears in multiple copies.