Iron Club

Iron Club

Ancient
Every 4 cards you play, draw 1 card.

A counter rises with every card you play; each time it hits a multiple of 4 you draw 1 card. The counter is saved and keeps running across combats, so the leftover from one fight carries into the next. Ancient relic from Tanx at the start of Glory.

Rarity
Ancient
Character
All characters

When to take Iron Club

Take it in decks that play five or more cards a turn, like Shiv, Soul or 0-cost spam, which draw a free card every turn or two. Slow decks see it rarely.

Cards that synergize with Iron Club

Blade Dance
Skill
1
Add 3 Shivs into your Hand.
Exhaust.
Blade Dance and Fan of Knives are three or four plays for one card.Add 3 Shivs into your Hand.
Exhaust.
Fan of Knives
Power
2
Shivs now hit ALL enemies.
Add 4 Shivs into your Hand.
Blade Dance and Fan of Knives are three or four plays for one card.Shivs now hit ALL enemies.
Add 4 Shivs into your Hand.
Panache
Power
0
Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.
Panache and Pale Blue Dot reward the same spam.Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.
Pale Blue Dot
Power
1
If you play 5 or more cards in a turn, draw 1 card at the start of your next turn.
Panache and Pale Blue Dot reward the same spam.If you play 5 or more cards in a turn, draw 1 card at the start of your next turn.
Afterimage
Power
1
Whenever you play a card, gain 1 Block.
Afterimage and Serpent Form pay per play too.Whenever you play a card, gain 1 Block.
Serpent Form
Power
3
Whenever you play a card, deal 4 damage to a random enemy.
Afterimage and Serpent Form pay per play too.Whenever you play a card, deal 4 damage to a random enemy.
Automation
Power
1
Every 10 cards you draw, gain .
Automation triggers when you draw, and Iron Club drawsEvery 10 cards you draw, gain .
Corrosive Wave
Skill
1
Whenever you draw a card this turn, apply 2 Poison to ALL enemies.
Corrosive Wave triggers when you draw, and Iron Club drawsWhenever you draw a card this turn, apply 2 Poison to ALL enemies.
Speedster
Power
2
Whenever you draw a card during your turn, deal 2 damage to ALL enemies.
Speedster triggers when you draw, and Iron Club drawsWhenever you draw a card during your turn, deal 2 damage to ALL enemies.
Hellraiser
Power
2
Whenever you draw a card containing “Strike”, it is played against a random enemy.
Hellraiser triggers when you draw, and Iron Club drawsWhenever you draw a card containing “Strike”, it is played against a random enemy.
Bullet Time
Skill
3
You cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.
Bullet Time wants a full hand, which Iron Club drawsYou cannot draw additional cards this turn. ALL cards in your Hand are free to play this turn.
Calculated Gamble
Skill
0
Discard your Hand,
then draw that many cards.
Exhaust.
Calculated Gamble wants a full hand, which Iron Club drawsDiscard your Hand,
then draw that many cards.
Exhaust.
Convergence
Skill
1
Next turn,
gain and .
Retain your Hand this turn.
Convergence wants a full hand, which Iron Club drawsNext turn,
gain and .
Retain your Hand this turn.
Enlightenment
Skill
0
Reduce the cost of ALL cards in your Hand to 1 this turn.
Exhaust.
Enlightenment wants a full hand, which Iron Club drawsReduce the cost of ALL cards in your Hand to 1 this turn.
Exhaust.
Equilibrium
Skill
2
Gain 13 Block.
Retain your Hand this turn.
Equilibrium wants a full hand, which Iron Club drawsGain 13 Block.
Retain your Hand this turn.
Expect a Fight
Skill
2
Gain for each Attack in your Hand.
You cannot gain
additional this turn.
Expect a Fight wants a full hand, which Iron Club drawsGain for each Attack in your Hand.
You cannot gain
additional this turn.
Flechettes
Attack
1
Deal 5 damage for each Skill in your Hand.
Flechettes wants a full hand, which Iron Club drawsDeal 5 damage for each Skill in your Hand.
Salvo
Attack
1
Deal 12 damage.
Retain your Hand this turn.
Salvo wants a full hand, which Iron Club drawsDeal 12 damage.
Retain your Hand this turn.
Adrenaline
Skill
0
Gain .
Draw 2 cards.
Exhaust.
Adrenaline costs 0 Energy, and Iron Club rewards playing many cardsGain .
Draw 2 cards.
Exhaust.
Alignment
Skill
0
3
Gain .
Alignment costs 0 Energy, and Iron Club rewards playing many cardsGain .
Anger
Attack
0
Deal 6 damage.
Add a copy of this card into your Discard Pile.
Anger costs 0 Energy, and Iron Club rewards playing many cardsDeal 6 damage.
Add a copy of this card into your Discard Pile.
Anticipate
Skill
0
Gain 2 Dexterity this turn.
Anticipate costs 0 Energy, and Iron Club rewards playing many cardsGain 2 Dexterity this turn.
Assassinate
Attack
0
Innate.
Deal 10 damage.
Apply 1 Vulnerable.
Exhaust.
Assassinate costs 0 Energy, and Iron Club rewards playing many cardsInnate.
Deal 10 damage.
Apply 1 Vulnerable.
Exhaust.
Astral Pulse
Attack
0
3
Deal 6 damage to ALL enemies twice.
Astral Pulse costs 0 Energy, and Iron Club rewards playing many cardsDeal 6 damage to ALL enemies twice.

Relics that synergize with Iron Club

Brilliant Scarf
Brilliant Scarf makes the fifth card free.The 5th card you play from your hand each turn is free.
Cloak Clasp
Cloak Clasp wants a full hand, which Iron Club drawsAt the end of your turn, gain 1 Block for each card in your Hand.
Ringing Triangle
Ringing Triangle wants a full hand, which Iron Club drawsRetain your Hand on the first turn of combat.

Changes by version

  1. 15 Jan 2026TextTanxInternal playtest
    Tanx's Might to Iron Club

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.Get it on Steam