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Slay the Spire 2 · coop

Slay the Spire 2 Co-op Tutor: Let the Right Player Choose the Needed Card

On this page
  1. Build the useful turn, in order
  2. What the plan needs
  3. A concrete comparison
  4. When the interaction fails
  5. Version and sources
  6. Related decisions

Applies to: Beta v0.109.0 introduction and v0.110.0 changes. Check the installed card text before following the combination.

The beta Tutor card lets another player choose a card from their Draw Pile to add to their Hand. The later beta update makes Tutor un-end that target’s turn if needed. Choose the teammate who can actually use the selected card; tutoring is not a free cast or an automatic discard-pile recovery.

Published October 18, 2026 · Developer-source analysis

Slay the Spire 2 official gameplay presentation
Official publisher image © Mega Crit. Game context, not proof of this exact card combination or current beta text. Press-kit source.

Build the useful turn, in order

  1. Ask which teammate has a useful card still in the Draw Pile and enough resources to play it. A desired card elsewhere is a different problem.
  2. Agree on the recipient before playing Tutor. The player choosing the card and the player paying for Tutor are not necessarily the same person.
  3. Have the recipient check remaining Energy, target requirements and the current combat state before committing the choice.
  4. After the selection resolves, confirm whose turn is available and which action remains useful. Avoid stacking another coordination effect before the first choice is clear.

What the plan needs

The value of a tutor is making a specific resource accessible at the right time. In co-op, this is also an information problem: the caster may not know the teammate’s current hand or available payment. A short agreement about the needed defense or finish is more useful than selecting a nominally strong card that cannot be played this turn.

A concrete comparison

Suppose a teammate needs a defensive card that is in the Draw Pile, but has no Energy left to use it. Tutor can solve access without solving payment. If an effect reopens the turn, that still does not prove the recipient gained Energy. Check the actual resource display instead of treating an available turn as a fully refreshed one.

Choose teammate → Check draw pile and payment → Resolve choice, then act
Original decision diagram. It explains the check order and is not a game interface.

When the interaction fails

I expected to retrieve a discarded card

Tutor’s documented selection is from the Draw Pile.

The turn is reopened but the card is unusable

Check payment and target conditions separately.

Replay causes a stuck interaction on an older beta

The v0.110.0 notes include a Tutor/Replay softlock fix; compare the installed version before blaming the recipient’s choice.

Version and sources

Sources retrieved October 18, 2026. The stated branch is part of the mechanic, not an optional label. Main and beta may have different card text; do not combine values from both into a fictional build. Calculations and decision sequences are independent analysis, not a personal gameplay result, win-rate claim or guaranteed infinite.

Before adopting the route, compare the current card, its upgrade state and the encounter you need it to solve. If a required piece is absent, choose the next useful action from the existing deck rather than taking a risky reward solely to force this example.

Related decisions