
Sow
Attack
1
Retain.
Deal 8 damage to ALL enemies.
Deal 8 damage to ALL enemies.

Sow+
Attack
1
Retain.
Deal 11 damage to ALL enemies.
Deal 11 damage to ALL enemies.
Sow
NecrobinderAttackCommon
Eight damage (11 upgraded) to every enemy, and Retain keeps it in your hand across turns. That is all it does, which makes it a simple card to hold for the right turn.
When to take Sow
Take it in Act 1 for group fights, since Retain means it never has to be forced out on a single-enemy turn. One copy is usually enough, and upgrade it if group damage is your weak spot.
Cards that synergize with Sow

Reaper Form
Power
3
Whenever Attacks deal damage, apply that much Doom.
Reaper FormReaper Form applies Doom equal to every hit, so this Dooms the whole board.Whenever Attacks deal damage, apply that much Doom.

Lethality
Power
1
Ethereal.
The first Attack each turn deals 50% additional damage.
The first Attack each turn deals 50% additional damage.
LethalityLethality adds 50 percent if it is your first Attack.Ethereal.
The first Attack each turn deals 50% additional damage.
The first Attack each turn deals 50% additional damage.

High Five
Attack
2
Osty deals 11 damage
and applies 2 Vulnerable
to ALL enemies.
and applies 2 Vulnerable
to ALL enemies.
High FiveHigh Five puts Vulnerable on everyone first.Osty deals 11 damage
and applies 2 Vulnerable
to ALL enemies.
and applies 2 Vulnerable
to ALL enemies.
Relics that synergize with Sow
BookmarkBookmarkBookmark lowers the cost of a retained card by 1 each turn, and Sow is the card most often retained.At the end of each turn, lower the cost of a random Retained card by 1 until played.
Changes by version
- Reworked Harvest card to Sow
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.











