Learn how to neutralize the Eternal Greed curse with exhaust, transformation, and relics that turn curses into power.
Greed is the one Curse card in Slay the Spire 2 that refuses to leave your deck no matter what you try. It sits there as an Unplayable, Eternal dead draw, clogging your hand every combat cycle. Most standard removal tools simply bounce off it.
That permanent weight changes how you evaluate every card pickup and relic choice for the rest of your run. A dead draw that never goes away can be the difference between surviving the boss gauntlet and dying to bad hand luck.
In this guide we’ll cover how the Eternal keyword actually works, which combat tricks temporarily neutralize Greed, and which relics turn this curse into a permanent advantage.
Why Greed stays forever

Greed carries the Eternal keyword, which replaces the old “cannot be removed from your deck” mechanic. Standard card removal services, relics, and events cannot touch it.
These methods fail against Eternal cards:
- Merchant removal: The shop’s card removal service (starting at 75 Gold) explicitly excludes Eternal cards.
- Removal relics: Empty Cage and Meat Cleaver cannot target Greed.
- Curse-cleansing events: The Divine Fountain removes all Curses, but Eternal curses stay put.
That means you either manage Greed in combat or build around its presence. There is no third option.
How to neutralize Greed during combat

Though permanent removal is off the table, you can keep Greed from sabotaging your fights with three strategies.
Temporary transformation
Eternal cards can be transformed for the duration of a fight. The Regent’s cards — BEGONE!, Charge, and GUARDS!!! — let you turn a card in hand or draw pile into a Minion Strike or Minion Sacrifice until combat ends. Entropy also works as a non-permanent transformation option.
Exhaust mechanics
Exhausting a card removes it from the deck for that combat only. This is the most reliable way to silence Greed.
- Ironclad: True Grit (targeted when upgraded), Burning Pact, and Corruption (obtainable as an Ancient card from Darv) all clear it.
- Necrobinder: Forbidden Grimoire helps thin the deck, though its Eternal interaction is limited.
- Medical Kit: Lets you play Status cards to Exhaust them, but doesn’t let you play Unplayable Curses like Greed without extra synergies.
Thieving Hopper trick
The Thieving Hopper monster can be manipulated into stealing an Eternal card. If it takes Greed, the curse leaves your possession for that encounter — a neat one-fight removal.
Relics that reward keeping Greed

If you can’t ditch Greed, lean into relics that turn curses into stats.
- Du-Vu Doll: Grants 1 Strength at combat start for every Curse in your deck. Since Greed can’t leave, that’s a permanent Strength point guaranteed.
- Darkstone Periapt: When you first obtain Greed (via Neow or the Sunken Treasury), this relic raises max HP by 6.
When taking Greed makes sense

Greed enters your deck through two high-gold rewards:
- Neow’s Cursed Pearl: 333 Gold at run start in exchange for Greed.
- Sunken Treasury event: In Act 1’s Underdocks, the second chest offers roughly 358 Gold for Greed.
Take it only if your character has the tools to mitigate the dead draw — strong draw/discard engines like The Silent, or reliable Exhaust like The Ironclad. Without those, Greed fills your hand with nothing every cycle and the gold isn’t worth the wipe.
Managing Greed is really a test of your deck’s cycle speed and exhaust flexibility. Once you’ve locked down how to handle one Eternal curse, you’re ready for the tougher deck-punishing events deeper in the Spire. Our complete collection of Slay the Spire 2 guides over at Solo Jugadores breaks down every character build and boss pattern so no curse sinks your run.




