
Feral
Power
2
The first time you play a
0 Attack each turn,
return it to your Hand.
0 Attack each turn,
return it to your Hand.

Feral+
Power
1
The first time you play a
0 Attack each turn,
return it to your Hand.
0 Attack each turn,
return it to your Hand.
Feral
DefectPowerUncommon
The first time you play a
0 Attack each turn,
return it to your Hand.
0 Attack each turn,
return it to your Hand.
The first time you play a
0 Attack each turn,
return it to your Hand.
0 Attack each turn,
return it to your Hand.
The first Attack each turn that you play for 0 Energy goes back to your hand instead of the discard pile. The check is on Energy actually paid, so a card made free this turn counts. The counter resets every turn, and 0-cost attacks played earlier that turn already count against it. Upgraded, cost 1.
When to take Feral
Good in Act 1 or 2 in a deck built on 0 cost attacks like Claw, where one extra play per turn compounds. Skip it otherwise, since 2 Energy for a slow engine is steep.
Cards that synergize with Feral

Claw
Attack
0
Deal 3 damage.
Increase the damage of ALL Claw cards by 2 this combat.
Increase the damage of ALL Claw cards by 2 this combat.
ClawClaw grows with every play.Deal 3 damage.
Increase the damage of ALL Claw cards by 2 this combat.
Increase the damage of ALL Claw cards by 2 this combat.

Beam Cell
Attack
0
Deal 3 damage.
Apply 1 Vulnerable.
Apply 1 Vulnerable.
Beam CellBeam Cell repeats its Vulnerable.Deal 3 damage.
Apply 1 Vulnerable.
Apply 1 Vulnerable.

Tesla Coil
Attack
0
Deal 3 damage.
Trigger all Lightning against the enemy.
Trigger all Lightning against the enemy.
Tesla CoilTesla Coil triggers Lightning twice.Deal 3 damage.
Trigger all Lightning against the enemy.
Trigger all Lightning against the enemy.

Helix Drill
Attack
0
Deal 3 damage for each previously spent this turn.
Helix DrillHelix Drill scales with Energy spent, so save it for last.Deal 3 damage for each previously spent this turn.

FTL
Attack
0
Deal 5 damage.
If you have played fewer than 3 cards this turn, draw 1 card.
If you have played fewer than 3 cards this turn, draw 1 card.
FTLFTL draws on the way back.Deal 5 damage.
If you have played fewer than 3 cards this turn, draw 1 card.
If you have played fewer than 3 cards this turn, draw 1 card.

Boost Away
Skill
0
Gain 6 Block.
Add a Dazed into your Discard Pile.
Add a Dazed into your Discard Pile.
Boost AwayBoost Away costs 0 Energy, which is what Feral looks forGain 6 Block.
Add a Dazed into your Discard Pile.
Add a Dazed into your Discard Pile.

Boot Sequence
Skill
0
Innate.
Gain 10 Block.
Exhaust.
Gain 10 Block.
Exhaust.
Boot SequenceBoot Sequence costs 0 Energy, which is what Feral looks forInnate.
Gain 10 Block.
Exhaust.
Gain 10 Block.
Exhaust.

Chill
Skill
0
Channel 1 Frost for each enemy.
Exhaust.
Exhaust.
ChillChill costs 0 Energy, which is what Feral looks forChannel 1 Frost for each enemy.
Exhaust.
Exhaust.

Go for the Eyes
Attack
0
Deal 3 damage.
If the enemy intends to attack, apply 1 Weak.
If the enemy intends to attack, apply 1 Weak.
Go for the EyesGo for the Eyes costs 0 Energy, which is what Feral looks forDeal 3 damage.
If the enemy intends to attack, apply 1 Weak.
If the enemy intends to attack, apply 1 Weak.

Hotfix
Skill
0
Gain 2 Focus this turn.
Exhaust.
Exhaust.
HotfixHotfix costs 0 Energy, which is what Feral looks forGain 2 Focus this turn.
Exhaust.
Exhaust.

Modded
Skill
0
Gain 1 Orb Slot.
Draw 1 card. Increase this card's cost by 1.
Draw 1 card. Increase this card's cost by 1.
ModdedModded costs 0 Energy, which is what Feral looks forGain 1 Orb Slot.
Draw 1 card. Increase this card's cost by 1.
Draw 1 card. Increase this card's cost by 1.

Overclock
Skill
0
Draw 2 cards.
Add a Burn into your Discard Pile.
Add a Burn into your Discard Pile.
OverclockOverclock costs 0 Energy, which is what Feral looks forDraw 2 cards.
Add a Burn into your Discard Pile.
Add a Burn into your Discard Pile.

Reboot
Skill
0
Shuffle ALL your cards into your Draw Pile.
Draw 4 cards.
Exhaust.
Draw 4 cards.
Exhaust.
RebootReboot costs 0 Energy, which is what Feral looks forShuffle ALL your cards into your Draw Pile.
Draw 4 cards.
Exhaust.
Draw 4 cards.
Exhaust.

Supercritical
Skill
0
Gain 4.
Exhaust.
Exhaust.
SupercriticalSupercritical costs 0 Energy, which is what Feral looks forGain 4.
Exhaust.
Exhaust.

TURBO
Skill
0
Gain .
Add a Void into your Discard Pile.
Add a Void into your Discard Pile.
TURBOTURBO costs 0 Energy, which is what Feral looks forGain .
Add a Void into your Discard Pile.
Add a Void into your Discard Pile.

Calamity
Power
3
Whenever you play an Attack, add a random Attack into your Hand.
CalamityCalamity gives you cheap Attacks to play, which Feral countsWhenever you play an Attack, add a random Attack into your Hand.

Beat Down
Skill
3
Play 3 random Attacks from your Discard Pile.
Beat DownBeat Down gives you cheap Attacks to play, which Feral countsPlay 3 random Attacks from your Discard Pile.

Believe in You
Skill
0
Another player gains .
Believe in YouBelieve in You costs 0 Energy, which is what Feral looks forAnother player gains .

Bolas
Attack
0
Deal 3 damage.
At the start of your next turn, return this to your Hand.
At the start of your next turn, return this to your Hand.
BolasBolas costs 0 Energy, which is what Feral looks forDeal 3 damage.
At the start of your next turn, return this to your Hand.
At the start of your next turn, return this to your Hand.

Brightest Flame
Skill
0
Gain .
Draw 2 cards.
Lose 1 Max HP.
Draw 2 cards.
Lose 1 Max HP.
Brightest FlameBrightest Flame costs 0 Energy, which is what Feral looks forGain .
Draw 2 cards.
Lose 1 Max HP.
Draw 2 cards.
Lose 1 Max HP.

Byrd Swoop
Attack
0
Deal 14 damage.
Byrd SwoopByrd Swoop costs 0 Energy, which is what Feral looks forDeal 14 damage.

Clash
Attack
0
Can only be played if every card in your Hand is an Attack.
Deal 14 damage.
Deal 14 damage.
ClashClash costs 0 Energy, which is what Feral looks forCan only be played if every card in your Hand is an Attack.
Deal 14 damage.
Deal 14 damage.

Dark Shackles
Skill
0
Enemy loses 9 Strength this turn.
Exhaust.
Exhaust.
Dark ShacklesDark Shackles costs 0 Energy, which is what Feral looks forEnemy loses 9 Strength this turn.
Exhaust.
Exhaust.

Dramatic Entrance
Attack
0
Innate.
Deal 11 damage to ALL enemies.
Exhaust.
Deal 11 damage to ALL enemies.
Exhaust.
Dramatic EntranceDramatic Entrance costs 0 Energy, which is what Feral looks forInnate.
Deal 11 damage to ALL enemies.
Exhaust.
Deal 11 damage to ALL enemies.
Exhaust.
Relics that synergize with Feral
Power CellPower CellPower Cell puts two 0-cost cards in hand at the start.At the start of each combat, add 2 zero-cost cards from your Draw Pile into your Hand.
CrossbowCrossbowCrossbow gives you cheap Attacks to play, which Feral countsAt the start of your turn, add a random Attack into your Hand. It's free to play this turn.
PermafrostPermafrostPermafrost triggers on Powers played, and Feral is oneThe first time you play a Power each combat, gain 7 Block.
Lost WispLost WispLost Wisp triggers on Powers played, and Feral is oneWhenever you play a Power, deal 8 damage to ALL enemies.
Mummified HandMummified HandMummified Hand triggers on Powers played, and Feral is oneWhenever you play a Power, a random card in your Hand is free to play that turn.
Game PieceGame PieceGame Piece triggers on Powers played, and Feral is oneWhenever you play a Power, draw 1 card.
Intimidating HelmetIntimidating HelmetIntimidating Helmet triggers on cards that cost 2 or more, and Feral is oneWhenever you play a card that costs or more, gain 4 Block.
Changes by version
- Feral card now puts The Ball card into your hand instead of another player's
- Feral card no longer puts History Course copy of Helix Drill card back into your hand
- Added portrait art
All 14 patch notes11 older
- Added portrait art
- Fixed the Hand Drill card disappearing if it would proc both Echo Form and Feral
- Defect's last card unlock set unlocks Turbo and Scavenge rather than Feral and Supercritical
- Feral card's power icon now properly shows a "0" on it if you play Feral after playing a 0-energy-cost attack
- Upgrade changed from 1 additional time to energy cost lowered by 1
- Feral card now properly triggers on the turn it was played if a zero-cost attack was played on a previous turn
- Feral card no longer triggers on the turn it was played if another 0-cost attack was played before it
- Reworked the card
- Added beta portrait art
- All For One card now properly retrieves cards from the discard pile if their cost has been reduced to 0 via a passive effect like Feral card
- Added to the game
Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.

Purchase today

If you haven't bought Slay The Spire 2 yet, it's time. Support the devs, they made an amazing game.









