Summary
The Ironclad is one of four class types the player can choose at the beginning ofSlay The Spire. He favors strength, defense, and sometimes self-sacrifice to further augment his powers. The core strategy is to hit hard, negate damage, and cut into his HP to ensure the enemy loses all of theirs faster.
It can be a toughdeck to build with lots of different strategiesthat are possible to implement, but it’s possible to become a pro for those who understand the nature of the cards and which ones are the strongest for each strategy. When ranking the best cards for any class, including Ironclad, several factors come into play. Player preference is the first and most simple. Every gamer has cards that just fit with their mentality and others that do not. This is a game: do whatever is enjoyable so long as it works.

Next, inSlay the Spire, players don’t get to build their decks with complete control. Every run is unique and sometimes decks must allow for variation depending on the type of cards given. Finally, there is a significant difference between cards that help survive the early acts and those that can defeat the Heart. Since each run presents two different definitions of “winning,” this list identifies cards that are among the most successful for the Ironclad in either type of run. Below is a list of thebest cards Ironclad players can useto boost their chances of reaching the end inSlay the Spire.
Updated July 19, 2025 by Vlad Mazanko:WithSlay the Spire 2set toenter early access sometime in 2025, the original remains one of the most-played roguelike deck-builders, with tens of thousands of players launching the game daily. This list has been updated to feature more of Ironclad’s best “winning” cards with flexible utility and additional stats for each.

15Carnage
Ethereal, Deal 20 Damage
Carnage is brutal – plain and simple. Among all of Ironclad’s Attacks, it delivers one of the highest raw damage outputs, and when paired with debuffs like Vulnerable, it can take down even the toughest Elite enemies in just a few blows. While Bludgeon offers greater base and upgraded damage, its higher cost makes it a trade-off, so players should grab whichever card becomes available during a run.
The main drawback of Carnage is its Ethereal status, which cannot be removed even when upgraded. This means players must use it the moment it appears in hand, though itscost can sometimes make that challenging.

14Bash
Deal 8 Damage, Apply 2 Vulnerable
Bash may be a basic Attack in Ironclad’s arsenal, but it is arguably the strongest among the starting cards thanks to its excellent upgrade effect. The reason for Bash’s high ranking is that the Vulnerable debuff is one of the most powerful inSlay the Spire, especially when used in a high-damage build.
Not only does Bash deal solid damage, but opening an attack turn with it ensures that most common enemies will not survive, provided the player has enough Attack cards and Energy in hand. It is certainly not a card to overlook and is a prime candidate for early upgrades, offering a significant advantage against bosses.
13Disarm
Enemy Loses 2 Strength, Exhaust
A run ofSlay the Spirewill mean taking blows here and there. The Ironclad’s ability to heal a little after each fight helps, but it won’t be enough in the long term. Disarm+1 is the perfect companion for the class, cutting down on those annoying hits from common or Elite enemies.
Reducing an enemy’s Strength directly cuts their damage, which is neat for such a low cost. Even if not the most powerful debuff in the Ironclad’s varied arsenal, Disarm merges well with any player’s preferences and serves as a reliable tool to prolong the current run.
12Burning Pact
Exhaust 1 Card, Draw 2 Cards
Exhausting a card is often thought of as a penalty; a part of the payment for a card’s price beyond its energy cost. However, experts have found that voluntarily getting rid of a card for a combat session canmake their deck a bit more versatile.
Since not every enemy is the same, not all cards will work against all enemies. Knowing this, exhausting a card that doesn’t help against a given opponent and drawing new cards that might is an easy choice to make.
11Evolve
Whenever A Status Card Is Drawn, Draw 1 Extra Card
Evolve is a highly versatile Power for Ironclad, offering greater flexibility for players who prefer a mix of defense, offense, buffs, and debuffs during their turn. It is especially useful when a deck contains multiple Curses or negative status effects, as Evolve helps mitigate their impact by providing additional card draws.
Beyond its effect, Evolve’s low cost makes it easy to play with virtually no drawbacks, ensuring a steady flow of cards for the rest of the battle. It is also a strong choice for decks that have grown too large, helping to cycle useful cards more frequently.
10Feed
Deal 10 Damage, If Fatal, Raise Max HP By 3, Exhaust
A deadly tool for any Ironclad berserker build that prioritizes offense over defense, Feed serves as both a way to heal during battle and a method to grow stronger for the rest of the run. With this card in a deck, players may want to reconsider their chosen path, opting not to skip rooms with common enemies, as each encounter presents an opportunity to increase Max HP.
The damage output is solid, but the real strength lies in gaining +3 or +4 Max HP per battle – an advantage few would turn down. Keep weaker enemies coming to be devoured, anddon’t overlook relics that further boostHP gains.
9Flame Barrier
Gain 12 Block, Deal 4 Damage Back When Attacked This Turn
For players seeking a balance between survivability and damage, the Flame Barrier card is a versatile tool that excels in both, especially when upgraded. Suitable for virtually any build or playstyle inSlay the Spire, this skill provides a substantial amount of Block while delivering notable retaliatory damage to any enemy daring to strike the Ironclad.
Particularly effective against tough enemies with minions, Flame Barrier allows Ironclad to outlast their growing forces while passively wearing them down, making it easier to focus on the main threat. It also pairs well with any Thorn-related relic in the game.
8Fiend Fire
Exhaust All Cards In Hand, Deal 7 Damage For Each, Exhaust
The Ironclad is big on defense but sometimes light on damage. That works for him some of the time, but other enemies will win in a blow-for-blow battle of attrition. For victory, players will need cards that can dish out a burst of damage.
Fiend Fire+1 will exhaust the entire hand but deals 10 damage for each exhausted card. This usually ends the fight on the spot and makes exhausting cards no big deal, negating the cost. Combined with a large hand size, Fiend Fire is a giant slayer.
7Entrench
Doubles Block
Doubling the Block amount for two points of energy (or only a single point when upgraded) saves the Ironclad from what could be an early death, especially on higher Ascension levels. This card boosts the player’s win rate in more difficult scenarios as well.
Those who play only on the normal setting will still enjoy Entrench, as they can potentially turn Block into damage or even keep Block between turns, depending on their relics, cards, and powers. No matter what players strive to achieve with Ironclad in their current run, Entrench’s versatility and extra survivability will come in handy.
6Corruption
Skills Cost 0 and Exhaust After Being Played
This is easily one of the strongest Power cards in the Ironclad’s deck. When played, Corruption makes all Skills cost zero energy. This means powerful cards like Shockwave, Impervious, and more can be played while still leaving three energy intact for other cards.
It makes the job much easier, as any Skill can now be played without a second thought, followed by Attack or Defense cards. The downside is that it exhausts the cards played, but since many of the Ironclad’s expensive cards already exhaust, there is no harm done.