Patch Guide
Slay the Spire 2 V101 Card Changes
This page tracks the live V101 card updates that matter in actual runs: the full reworks, the timing edits, the number shifts, the Tremble keyword change, and the site pages that now carry the follow-through.
Prepared returns as a zero-cost draw-discard tool instead of a delayed energy trick.
Regent gets cleaner timing on several setup cards and a broad round of number buffs.
Necrobinder sees a much safer Borrowed Time and a stronger Capture Spirit line.
1. Full reworks
Three cards changed jobs entirely
These are not light touch-ups. Each card asks a different deckbuilding question after V101 than it did a week earlier.

Prepared
Previously Prepare.
1 Energy. Discard 2 cards. Next turn, gain 2 Energy. Upgrade: 3 Energy.
0 Energy. Draw 1 and discard 1. Upgrade: draw 2 and discard 2.
Silent gets a cheap cycle piece back. The card stops being a delayed energy burst and goes back to smoothing hands.

Arsenal
Whenever you play a Colorless card, gain 1 Strength. Upgrade pushed that Strength gain higher.
Whenever you create a card, gain 1 Strength. Upgrade now adds Innate.
The power now pays you for generation lines instead of incidental Colorless plays, and the upgrade becomes reliability instead of snowball.

Borrowed Time
Apply 6 Doom to yourself. Gain 1 Energy. Upgrade only cut the self-Doom to 3.
Base is 3 self-Doom and 1 Energy. Upgrade stays at 3 self-Doom and jumps to 2 Energy.
The base risk is cut in half, and the upgrade turns into clean tempo instead of a safety patch.
2. Rules and timing
Several cards still do the same broad job, but the timing changed
This is the section that will actually trip players mid-run. The numbers may look familiar, but the turn where the value lands is no longer the same.

Cinder
After the hit, it exhausted the top card of your draw pile.
After the hit, it exhausts a random card from your hand.
The card is far more immediate for exhaust shells. You cash the synergy now instead of hoping the top of the deck was useful to burn.

Guiding Star
Deal 12 damage. Draw 2 next turn. Upgrade: 13 damage and draw 3 next turn.
Deal 12 damage and draw 2 immediately. Upgrade: 13 damage and draw 3 immediately.
This is a real tempo buff. The card now helps the same turn it is played instead of asking you to wait a cycle.

Spoils of Battle
Forge 12. Upgrade: Forge 17.
Forge 5 and draw 2 cards. Upgrade: Forge 8 and draw 2 cards.
Raw forge output drops hard, but the card stops being a clunky stat brick and starts feeding the rest of the turn.

Sword Sage
Sovereign Blade hit one extra time, but the effect also raised Sovereign Blade's cost by 1.
Sovereign Blade still hits one extra time, but the cost penalty is gone. The card itself now upgrades from 2 Energy to 1.
The upgrade path is cleaner and the blade package loses one of its worst anti-synergy clauses.

Celestial Might
The upgrade added +2 damage to the card.
The upgrade adds a fourth hit instead of extra damage.
That pushes the card further into on-hit scaling and makes strength-style bonuses matter more than they used to.
Also worth noting
- The temporary Vexing Puzzlebox effect also tightened up in the same patch: free to play now lasts only for the current turn.
3. Number shifts
Most of the remaining action is straight combat math
Regent takes the biggest pile of buffs here, Voltaic gets taxed, and Capture Spirit returns to the stronger line used before last week's rollback test.

Falling Star
Damage 7 / 11.
Damage 8 / 12.
A simple push, but it matters on a 0-Energy Star card because those one-point bumps clean up more turns than they look like they should.

Glitterstream
Next-turn Block 4 / 6.
Next-turn Block 5 / 7.
It is still a setup block card, just a less embarrassing one.

Parry
Parry Power 8 / 11.
Parry Power 10 / 14.
The Sovereign Blade shell gets a much better payoff once this power is in play.

Refine Blade
Forge 6 / 10.
Forge 9 / 13.
This is one of the cleaner buffs in the patch: same role, better rate, no rules baggage.

Serpent Form
Whenever you play a card, deal 4 / 5 damage to a random enemy.
Whenever you play a card, deal 4 / 6 damage to a random enemy.
Only the upgrade moves, but that extra point pushes the upgraded version out of the awkward middle ground.

Voltaic
2 Energy.
3 Energy.
This is the clean nerf in the patch. The card still scales the same way; it just asks for a much bigger turn to justify itself.

Capture Spirit
Enemy loses 2 / 3 HP. Add 2 / 3 Souls into your draw pile.
Enemy loses 3 / 4 HP. Add 3 / 4 Souls into your draw pile.
The rollback puts the card back on the stronger line, which matters for both chip damage and Soul density.
4. Keyword update
One small keyword change that matters more than it looks
Tremble is the only card in this batch with a keyword-level update, but keyword changes matter because they affect synergy checks, search results, and player expectation all at once.

Tremble
The card did not explicitly carry Exhaust in the live keyword set.
Tremble now carries Exhaust.
That makes the card read the way it actually plays and lines it up with Ironclad's exhaust payoffs.
5. Site sync
Where the update now lands on the site
Patch coverage is only useful if the surrounding tools are not stale. These pages now reflect the V101 follow-through that matters for the cards above.
Every card on this page now reflects the live V101 text, costs, keywords, and upgrade delta.
Open page ->Doom CalculatorBorrowed Time now uses the safer 3 self-Doom base and the upgraded 2-Energy line.
Open page ->Mechanics DictionaryTremble now shows up under Exhaust-related keyword references instead of floating as an unlabeled edge case.
Open page ->