Patch context: This guide is based on the official Slay the Spire 2 beta patch notes for v0.106.0 and the follow-up v0.106.1 hotfix. Exact numbers can continue changing during Early Access, so treat this as a play pattern guide, not a permanent tier list.
What Actually Changed
The v0.106.0 beta patch is not just a small number tweak. It changes how safe players can feel while setting up. The official notes focus heavily on enemy balance, especially Aeonglass, Infested Prism, and Skulking Colony. There are also meaningful card changes across every character, plus a smarter targeting rule for Mummified Hand.
The short version: decks that used to get away with slow setup need cleaner early turns now. You still want scaling, draw, and relic synergy, but the patch rewards decks that can defend and answer dangerous enemy mechanics before the engine is fully online.
This is why recent community discussion has been so loud around Aeonglass and Infested Prism. Those fights pressure a different skill than a normal hallway fight. They ask whether your deck can keep playing under disruption, not only whether your best turn is powerful.
The New Drafting Rule: Do Not Only Draft for Ceiling
Before this patch, many beta runs could lean toward high-ceiling engines if the route looked stable. After v0.106.0, your deck needs a more visible floor. A deck with a brilliant turn five but weak turns one through three is easier to punish.
When choosing rewards, ask three questions:
- Does this card help before my engine starts?
- Does it still work when my hand is disrupted?
- Does it help against either Aeonglass, Infested Prism, or Skulking Colony?
If the answer is no to all three, the card needs a very strong reason to enter the deck. The patch does not make greed impossible. It makes unsupported greed more expensive.
Aeonglass Is a Real Boss Check Now
Aeonglass was adjusted in v0.106.0 and received additional hotfix attention in v0.106.1. The important player-facing lesson is simple: you cannot treat the fight like a harmless scaling target. If your plan relies on keeping a perfect hand or freely retaining status cards, be careful.
The Wither-related hotfix matters because it prevents odd interactions where Wither status cards could be upgraded or remain in hand through Retain effects. That should make the fight cleaner, but it does not make it easy. You still want a plan for status pressure and weak turns.
Best defaults against Aeonglass:
| Deck Need | Why It Matters |
|---|---|
| Reliable block | Bad setup turns can become lethal quickly |
| Real damage clock | Pure defense gives the boss too many chances |
| Draw smoothing | You need to recover after status disruption |
| Flexible energy | Cost reduction and energy help you play through clunky hands |
If you want a full fight breakdown, read the Aeonglass boss guide.
Infested Prism Punishes Lazy Skill Turns
The Infested Prism rework is one of the most discussed beta changes because it turns a once-manageable fight into a serious route consideration. The safest way to think about the fight is that it now asks whether your deck can play skills without losing tempo.
That does not mean you should stop drafting skills. It means defensive cards need a purpose. Weak skills that only create block without advancing the fight become more questionable. Skills that draw, debuff, produce energy, or enable a kill turn remain valuable.
Before taking an elite route, check whether your deck has:
- Enough front-loaded damage to end the fight before disruption snowballs
- A potion that creates burst damage or buys one safe turn
- At least one way to block without spending the entire turn doing nothing
- A plan if your best skill is punished or delayed
Read the Infested Prism rework guide for a more detailed matchup plan.
Character Notes After v0.106.0
Ironclad gained several practical buffs. Drum of Battle now works more favorably with duplicated plays, Howl From Beyond moved its trigger timing, Entrench has better enchantment support, and Unrelenting hits harder. The lesson is not "force Ironclad." The lesson is that Ironclad decks can more confidently use exhaust, block scaling, and duplicated value when the pieces appear.
Silent received a mix of access and identity changes. Follow Through was reworked and renamed Scare, Predator became common, and Pounce gained damage. This makes early attack quality easier to find, which matters because the new beta fights are not kind to slow starts.
Regent got a stronger Furnace, while Minion Sacrifice lost a little block. Sealed Throne and Astral Pulse also changed. Regent players should watch the balance between Forge greed and immediate defense. Stronger Forge helps boss plans, but the patch punishes decks that spend too many turns preparing.
Necrobinder gained more damage from Death March but lost duration on Debilitate. Doom and Osty decks still have strong long-fight plans, but you should be more careful about assuming debuffs will carry defense for free.
Defect changed in a way that affects deck texture. Fusion is cheaper but Exhausts before upgrade, Synthesis hits harder, and Shatter hits less hard. The result is more incentive to build cleaner energy/draw turns instead of relying on one overperforming damage card.
The Relic Change People Should Not Ignore
Mummified Hand now chooses targets more favorably. Instead of feeling completely random, it prioritizes cards that currently cost at least 1 and also naturally cost at least 1, then moves through fallback priorities. This is a major quality improvement for power-heavy decks.
The practical effect is that Power cards are easier to justify when your hand has real paid cards to discount. If your deck is full of zero-cost cards, temporary discounts, or cards you do not care about playing, the relic is still less reliable.
For now, treat Mummified Hand as a stronger reason to value good Powers and draw, not as a reason to turn every deck into a Power deck.
How to Play the Patch Better Today
If your beta runs suddenly feel worse, do not assume the game became unfair. Start by lowering deck greed. Take earlier damage. Value block that also draws or weakens. Use potions before the run collapses. Check whether your path forces you through dangerous enemies before your deck is ready.
The best v0.106.0 decks are not necessarily slower or faster than before. They are more honest. They can do something useful on turn one, survive disruption on turn two, and still scale by the time the boss asks for a real win condition.
Patch Context and Sources
The official v0.106.0 beta notes are on Steam, with a v0.106.1 hotfix posted separately. Community attention has centered on Aeonglass and Infested Prism, with recent YouTube searches already showing multiple patch rundown and matchup videos within the last day. PCGamesN also covered the patch as a major enemy-difficulty shift.
FAQ
Is v0.106.0 on the main branch?
At the time this guide was written, v0.106.0 was a beta branch patch. If you play the main branch, some enemy and card changes may not appear in your run yet.
What is the biggest strategy change in v0.106.0?
The biggest practical change is that several fights ask for more immediate control. Aeonglass and Infested Prism are no longer fights you can treat as passive setup turns.
Should beginners switch to the beta branch?
Only if you want to follow the newest balance changes. Beginners who prefer stability should stay on the main branch and use beta guides as early preparation.
