Finding SpireSpy helpful? Share your ideas and help us improve

Archetypes>silent >

Grand Finale

Grand Finale

We're still working on 'Grand Finale' archetype. Check back for updates.

Archetype summary

Manipulate your card draw to unleash huge multitarget damage.

When to pivot to 'Grand Finale' archetype

An early Grand Finale can be built around. It can theoretically fit into some decks if you already have Well-Laid Plans for example and varying amounts of card draw, but you want to make sure not to already have too many cards.

Star items

Runic Pyramid is great for two reasons: it allows you to hold onto your Grand Finale until you can use it, and when your hand is full you can force specific amounts of card draw. For example, if you have 4 cards in your draw pile, ending the turn with 6 cards in hand will let you draw 4 cards next turn instead of 5.

Support items

It is absolutely crucial to have cards that have varying amounts of card draw. Sometimes you need to draw exactly 1 or exactly 3 cards, so drafting a lot of the same is general not recommended.

'Grand Finale' archetype weaknesses

This deck is one of the hardest builds in the game. It is difficult to get into, and it requires strong knowledge of drawing mechanics, resolution order and enemy behaviours.

Enemies that shuffle statuses into your draw pile can mess up your exact draw amounts required. Orb Walker, Chosen and Repulsor are among the basic enemies that can mess up your counts.