
Prep Time
Power
1
At the start of your turn, gain 4 Vigor.

Prep Time+
Power
1
At the start of your turn, gain 6 Vigor.
Prep Time
ColorlessPowerUncommon
At the start of your turn, gain 4 Vigor.
At the start of your turn, gain 6 Vigor.
A 1-Energy Power: at the start of each of your turns you gain 4 Vigor (6 upgraded), beginning with the turn after you play it. Vigor adds itself to your next Attack from a card and applies to every hit of that Attack. Unspent Vigor does not decay, so a turn without an Attack banks it for the next one and the Power adds another 4 on top.
Pool
Colorless
Type
Power
Rarity
Uncommon
Cost
1 Energy
Target
Yourself
Unlock
The ArchitectFill the score bar at the end of a run
When to take Prep Time
A Colorless Power worth taking when your deck has multi-hit Attacks, where 4 per hit adds up fast. In a single-hit deck it is only a fine 4 damage a turn for 1 Energy.
Cards that synergize with Prep Time

Whirlwind
Attack
X
Deal 5 damage to ALL enemies X times.
WhirlwindWhirlwind and Skewer hit X times, each with the Vigor.Deal 5 damage to ALL enemies X times.

Skewer
Attack
X
Deal 8 damage X times.
SkewerWhirlwind and Skewer hit X times, each with the Vigor.Deal 8 damage X times.

Seven Stars
Attack
2
7
Deal 7 damage to ALL enemies 7 times.
Seven StarsSeven Stars lands seven boosted hits on every enemy.Deal 7 damage to ALL enemies 7 times.

Eradicate
Attack
X
Retain.
Deal 11 damage X times.
Deal 11 damage X times.
EradicateEradicate does the same for the Necrobinder.Retain.
Deal 11 damage X times.
Deal 11 damage X times.

Volley
Attack
X
Deal 10 damage to a random enemy X times.
VolleyVolley is the Colorless option.Deal 10 damage to a random enemy X times.

Patter
Skill
1
Gain 8 Block.
Gain 2 Vigor.
Gain 2 Vigor.
PatterPatter and Akabeko stack more Vigor.Gain 8 Block.
Gain 2 Vigor.
Gain 2 Vigor.

Signal Boost
Skill
1
The next Power you play is played an additional time.
Exhaust.
Exhaust.
Signal BoostSignal Boost triggers on Powers played, and Prep Time is oneThe next Power you play is played an additional time.
Exhaust.
Exhaust.

Storm
Power
1
Whenever you play a Power, Channel 1 Lightning.
StormStorm triggers on Powers played, and Prep Time is oneWhenever you play a Power, Channel 1 Lightning.

Subroutine
Power
1
Whenever you play a Power, gain .
SubroutineSubroutine triggers on Powers played, and Prep Time is oneWhenever you play a Power, gain .

Synthesis
Attack
2
Deal 14 damage.
The next Power you play costs 0 .
The next Power you play costs 0 .
SynthesisSynthesis triggers on Powers played, and Prep Time is oneDeal 14 damage.
The next Power you play costs 0 .
The next Power you play costs 0 .
Relics that synergize with Prep Time
AkabekoAkabekoPatter and Akabeko stack more Vigor.At the start of each combat, gain 8 Vigor.
PermafrostPermafrostPermafrost triggers on Powers played, and Prep Time is oneThe first time you play a Power each combat, gain 7 Block.
Lost WispLost WispLost Wisp triggers on Powers played, and Prep Time is oneWhenever you play a Power, deal 8 damage to ALL enemies.
Mummified HandMummified HandMummified Hand triggers on Powers played, and Prep Time 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 Prep Time is oneWhenever you play a Power, draw 1 card.
Changes by version
- Changed Terraforming and Prep Time cards: swapped mechanics
- Reworked Prep Time card
- Added portrait art
All 4 patch notes1 older
- 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.









