Latest beta note: This guide is written for the current v0.106.1 beta context. The official Steam notes list Mummified Hand targeting among the v0.106 changes, so this page focuses on practical play patterns rather than pretending the relic will never be adjusted again.
Source context: official Slay the Spire 2 Steam news hub, v0.106.0 beta notes, and v0.106.1 hotfix notes.
Mummified Hand used to feel like a relic you wanted to love more than you actually trusted. When the discount hit the wrong card, the run still looked powerful on paper but played like a pile of expensive promises. After the recent beta changes, the relic is worth re-learning because the important question changed from "will this do anything?" to "can my deck turn this discount into a real turn?"

What Changed Strategically
The headline is targeting. When a relic like this becomes more reliable, you do not simply rate it higher. You change how you draft after seeing it.
Before the fix, the safest approach was to treat Mummified Hand as a bonus. If it made a card free, great. If it whiffed, your deck still needed to work. That is still true, but the ceiling is now easier to reach because power turns are more likely to create a useful follow-up play.
| Old Habit | Better v0.106.1 Habit | Why It Matters |
|---|---|---|
| Take every power | Take powers that affect fights quickly | Slow powers still lose tempo |
| Ignore energy costs | Keep a few meaningful 2-cost or 3-cost payoffs | Discounts need targets |
| Wait for a perfect engine | Build a normal deck first | The relic rewards stability |
| Spend all gold on more cards | Buy draw, remove weak cards, protect setup turns | Consistency matters more than volume |
The Drafting Rule
After you take Mummified Hand, sort future card rewards into three groups.
Good powers are powers you would be happy to play even without the relic. They solve defense, scaling, draw, or damage. These are the cards that turn Mummified Hand from cute to run-winning.
Playable payoffs are cards that become much better when discounted. They can be attacks, blocks, draw cards, or utility cards. You do not need them to be flashy. You need them to turn a power into a complete turn.
Dead setup is the trap. A deck with five powers and no early fight plan still dies before the relic matters. If a card makes your first two turns weaker, do not take it just because it has the word power attached to it.
For a broader deck shape, pair this page with the draw and energy guide and the relic tier list for beginners.
Route Around Setup Turns
Mummified Hand wants shops and campfires more than blind hallway density. Shops let you remove weak starters, buy draw, and find a potion that protects the turn where you play your first power. Campfires let you upgrade the cards that start the chain.
The clean route is not always the greediest route. Ask this before taking an elite:
| Question | Good Answer |
|---|---|
| Can I do real damage before my first power? | Yes, at least one early attack or potion |
| Can I block while setting up? | Yes, with one efficient block card or Weak source |
| Do I have draw to see the power? | At least some cycle or a small deck |
| Is my discounted card useful this fight? | It attacks, blocks, draws, or scales |
If you answer no twice, skip the elite or buy a potion first. The relic is strong, but it is not a shield.
Best Deck Shapes
Power-plus-draw
This is the most honest version. You play a power, discount a meaningful card, then use draw to keep the turn alive. The important part is not infinite cycling. It is avoiding a turn where you play one power and pass.
Power-plus-expensive payoffs
This version uses the discount to cheat out bigger cards. It can be excellent if the expensive cards are already playable. It is bad if your hand becomes a museum of cards you are waiting to discount.
Power-plus-defense
This version is underrated. If your power turn also blocks, you do not lose the tempo race. In v0.106.1, where Aeonglass and Infested Prism discussions are pushing players to respect early pressure, defensive setup is often better than greed.
Common Mistakes
The first mistake is drafting too many powers too quickly. A power deck still needs normal fight tools. The second mistake is removing too aggressively before the deck has enough playables. Thin decks are good when the cards inside them are good. Thin bad decks just find bad cards faster.
The third mistake is saving potions forever. A potion that protects your first power turn can be more valuable than a potion you carry into a boss while limping at low health. For that planning logic, read the potion guide.
FAQ
Is Mummified Hand stronger after v0.106?
Yes. The improved targeting makes the relic more reliable because the discount is less likely to land on a card that was already free.
Should I force powers after taking Mummified Hand?
No. You should prefer good powers, but a deck still needs early damage, block, and draw before the relic becomes a real engine.
Which decks use Mummified Hand best?
Decks with multiple playable powers, enough draw to see them early, and enough expensive cards to benefit from the discount use it best.
