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Lantern

CommonColorlessS-Tier

Start each combat with an additional Energy.

How It Works

Lantern is a Common relic that grants you +1 Energy at the start of every combat. This is one of the most powerful effects in Slay the Spire 2, as energy is the most valuable resource in the game.

With Lantern, you start every fight with 4 Energy instead of 3 (or 5 if you have other energy relics). This allows you to play an extra card every turn, which dramatically increases your damage output, block generation, and overall flexibility.

Unlike other energy relics (Cursed Key, Philosopher's Stone, Runic Dome), Lantern has NO downside — it's pure upside. This makes it one of the best relics in the game, and you should always take it if offered.

Why Lantern is S-Tier

  • • Universal Power: Every deck benefits from +1 Energy, regardless of archetype
  • • No Downside: Unlike other energy relics, Lantern has zero drawbacks
  • • Scales Infinitely: More energy = more cards played = exponentially stronger turns
  • • Enables High-Cost Cards: Makes expensive cards (3-5 energy) viable
  • • Compounds with Other Relics: Synergizes with Ice Cream, Runic Pyramid, etc.

Card & Relic Synergies

High-Cost CardsLantern makes expensive cards (3+ energy) playable more consistently
Limit BreakExtra energy lets you play Limit Break + other cards in the same turn
Meteor Strike5-cost card becomes more viable with Lantern's extra energy
Hyperbeam3-cost AoE becomes easier to play alongside other cards
Ice CreamUnused energy carries over — Lantern + Ice Cream = massive energy pool
Runic PyramidKeep cards in hand + extra energy = flexible multi-turn setups

Strategy Tips

▸Lantern is one of the best Common relics in the game — +1 Energy every combat is universally powerful.
▸Unlike energy-generating cards, Lantern gives you the energy at the START of combat, so you can use it on Turn 1.
▸Synergizes with every deck archetype — more energy = more cards played = more damage/block.
▸Essential for high-cost card builds (e.g., Ironclad Strength scaling, Defect Orb builds).
▸Allows you to play an extra card every turn, which compounds over long fights.
▸No downside — pure upside. Always take Lantern if offered.

Energy Relic Comparison

Lantern vs other energy-generating relics:

LanternNo Downside

+1 Energy every combat

None

Cursed KeyHas Downside

+1 Energy every combat

Gain 1 Curse on pickup

Philosopher's StoneHas Downside

+1 Energy every combat

Enemies start with +1 Strength

Runic DomeHas Downside

+1 Energy every combat

Can't see enemy intents

When to Take Lantern

✓ Always Take Lantern

Lantern is one of the few relics in Slay the Spire 2 that you should ALWAYS take, regardless of your deck, class, or current situation. There is no scenario where +1 Energy with no downside is bad.

  • • Works with every class (Ironclad, Silent, Defect, Regent, Necrobinder)
  • • Works with every archetype (aggro, control, scaling, exhaust, etc.)
  • • Works at every stage of the game (Act 1, Act 2, Act 3, Act 4)
  • • No opportunity cost — pure upside

How to Get Lantern

Lantern is a Common relic, so it can appear in several places:

  • • Elite Fights: Common relic reward after defeating Elites
  • • Merchant: Can be purchased for ~150 Gold
  • • Events: Some events offer Common relics as rewards
  • • Chests: Rare, but possible from treasure chests

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