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skill
Panic Button
0
C+
Gain 30 Block.
You cannot gain Block from cards for the next 2 turns.
Exhaust.
skill
Panic Button+
0
C+
Gain 40 Block.
You cannot gain Block from cards for the next 2 turns.
Exhaust.
card
colorless
skill
uncommon
Note that the turn counter includes the current turn, meaning it is just this turn and next turn affected by the debuff. A well-timed intangible effect can cover the one turn of block downtime. Otherwise, it is best played when you know the enemy's next turn will not be high damage.
attack
Body Slam
1
B
Deal damage equal to your current Block.
power
Dark Embrace
2
D+
Whenever a card is Exhausted, draw 1 card.
skill
Entrench
2
D-
Double your current Block.
power
Evolve
1
C
Whenever you draw a Status, draw 1 card.
skill
Exhume
1
C
Choose an Exhausted card and put it in your hand.
Exhaust.
power
Feel No Pain
1
D
Whenever a card is Exhausted, gain 3 Block.
power
Juggernaut
2
C
Whenever you gain Block, deal 5 damage to a random enemy.
power
Metallicize
1
C
At the end of your turn, gain 3 Block.
skill
Rage
0
D+
Whenever you play an Attack this turn, gain 3 Block.
attack
Rampage
1
C
Deal 8 damage.
Every time this card is played, increase its damage by 5 for this combat.
power
A Thousand Cuts
2
B
Whenever you play a card, deal 1 damage to ALL enemies.
power
After Image
1
A+
Whenever you play a card, gain 1 Block.
power
Caltrops
1
A-
Whenever you are attacked, deal 3 damage to the attacker.
power
Footwork
1
A
Gain 2 Dexterity.
attack
Grand Finale
0
E-
Can only be played if there are no cards in your draw pile.
Deal 50 damage to ALL enemies.
skill
Piercing Wail
1
A
ALL enemies lose 6 Strength for 1 turn.
Exhaust.
attack
All For One
2
C
Deal 10 damage.
Put all Cost 0 cards from your discard pile into your hand.
attack
Scrape
1
D+
Deal 7 damage.
Draw 4 cards.
Discard all cards drawn this way that do not cost 0.
skill
Skim
1
C+
Draw 3 cards.
power
Static Discharge
1
B+
Whenever you receive unblocked attack damage, Channel 1 Lightning.
attack
Core Surge
1
B-
Deal 11 damage.
Gain 1 Artifact.
Exhaust.
power
Fasting
2
B
Gain 3 Strength.
Gain 3 Dexterity.
Gain 1 less at the start of each turn.
power
Like Water
1
B
At the end of your turn, if you are in Calm, gain 5 Block.
power
Mental Fortress
1
B
Whenever you change Stances, gain 4 Block.
skill
Spirit Shield
2
S
Gain 3 Block for each card in your hand.
attack
Talk to the Hand
1
A-
Deal 5 damage.
Whenever you attack this enemy, gain 2 Block.
Exhaust.
skill
Wave of the Hand
1
C-
Whenever you gain Block this turn, apply 1 Weak to ALL enemies.
skill
Wish
3
B-
Choose one: Gain 6 Plated Armor, 3 Strength, or 25 Gold.
Exhaust.
Anchor
common
Start each combat with 10 Block.
B+
B+
B+
B+
Bronze Scales
common
Start each combat with 3 Thorns.
D+
B-
C+
C
Orichalcum
common
If you end your turn without Block, gain 6 Block.
A+
B
A
B
Letter Opener
uncommon
Every time you play 3 Skills in a single turn, deal 5 damage to ALL enemies.
D
A
B
B
Mercury Hourglass
uncommon
At the start of your turn, deal 3 damage to ALL enemies.
C
C
C
C
Ornamental Fan
uncommon
Every time you play 3 Attacks in a single turn, gain 4 Block.
C-
C+
D+
C-
Runic Dodecahedron
uncommon
If your HP is full, gain 1 Energy at the start of each turn.
D
D-
D-
D-
Toxic Egg
uncommon
Whenever you add a Skill card to your deck, it is Upgraded.
A-
A
A
A
Calipers
rare
At the start of your turn, lose 15 Block rather than all of your Block.
D
C+
B-
C-
Dead Branch
rare
Whenever you Exhaust a card, add a random card to your hand.
S+
S
B-
S
Thread and Needle
rare
At the start of each combat, gain 4 Plated Armor.
A-
A+
A
A
Torii
rare
Whenever you would receive 5 or less unblocked Attack damage, reduce it to 1.
C-
C+
C+
C+
Unceasing Top
rare
Whenever you have no cards in hand during your turn, draw a card.
D-
B-
C-
B-
Runic Pyramid
boss
At the end of your turn, you no longer discard your hand.
A-
B
B-
B-
Turnip
rare
You can no longer become Frail.
B-
B
C+
B
Incense Burner
rare
Every 6 turns, gain 1 Intangible.
A
A+
A
A+
Orange Pellets
shop
Whenever you play a Power, Attack, and Skill in the same turn, remove all of your Debuffs.
D
D+
D
D
Clockwork Souvenir
shop
At the start of each combat, gain 1 Artifact.
B
B
B
B
The Abacus
shop
Gain 6 Block whenever you shuffle your draw pile.
D+
C-
D+
D+
Horn Cleat
uncommon
At the start of your 2nd turn, gain 14 Block.
B+
B+
B+
B+
Captain's Wheel
rare
At the start of your 3rd turn, gain 18 Block.
B+
B+
B+
B+
skill
Armaments
1
C+
Gain 5 Block.
Upgrade a card in your hand for the rest of combat.
attack
Blood for Blood
4
D+
Costs 1 less for each time you lose HP in combat.
Deal 18 damage.
skill
Ghostly Armor
1
B
Ethereal.
Gain 10 Block.
skill
Impervious
2
B+
Gain 30 Block.
Exhaust.
attack
Iron Wave
1
C
Gain 5 Block.
Deal 5 damage.
skill
Power Through
1
C-
Add 2 Wounds to your hand.
Gain 15 Block.
skill
Second Wind
1
D+
Exhaust all non-Attack cards in your hand and gain 5 Block for each.
skill
Shrug It Off
1
A-
Gain 8 Block.
Draw 1 card.
skill
True Grit
1
C
Gain 7 Block.
Exhaust a random card from your hand.
skill
Backflip
1
A
Gain 5 Block.
Draw 2 cards.
skill
Blur
1
C+
Gain 5 Block.
Block is not removed at the start of your next turn.
skill
Cloak And Dagger
1
B+
Gain 6 Block.
Add 1 Shiv to your hand.
attack
Dash
2
A-
Gain 10 Block.
Deal 10 damage.
skill
Deflect
0
C
Gain 4 Block.
skill
Dodge and Roll
1
B
Gain 4 Block.
Next turn gain 4 Block.
skill
Escape Plan
0
C
Draw 1 card.
If the card is a Skill, gain 3 Block.
skill
Leg Sweep
2
A-
Apply 2 Weak.
Gain 11 Block.
attack
Predator
2
B+
Deal 15 damage.
Next turn, draw 2 additional cards.
skill
Survivor
1
B+
Gain 8 Block.
Discard a card.
power
Wraith Form
3
S
Gain 2 Intangible.
At the end of your turn, lose 1 Dexterity.
skill
Aggregate
1
D+
Gain for every 4 cards in your draw pile.
skill
Auto-Shields
1
C+
If you have 0 Block, gain 11 Block.
skill
Boot Sequence
0
A-
Gain 10 Block.
Innate.
Exhaust.
skill
Force Field
4
D
Costs 1 less for each Power card played this combat.
Gain 12 Block.
skill
Genetic Algorithm
1
C-
Gain 1 Block.
When played, permanently increase this card's Block by 2.
Exhaust.
skill
Glacier
2
B+
Gain 7 Block.
Channel 2 Frost.
skill
Hologram
1
B+
Gain 3 Block.
Return a card from your discard pile to your hand.
Exhaust.
skill
Leap
1
C+
Gain 9 Block.
skill
Reinforced Body
X
B+
Gain 7 Block X times.
skill
Stack
1
C+
Gain Block equal to the number of cards in your discard pile.
skill
Steam Barrier
0
B+
Gain 6 Block.
Decrease this card's Block by 1 this combat.
skill
Equilibrium
2
B-
Gain 13 Block.
Retain your hand this turn.
skill
Defend
1
F
Gain 5 Block.
skill
Deceive Reality
1
B
Gain 4 Block.
Add a Safety to your hand.
skill
Empty Body
1
C
Gain 7 Block.
Exit your Stance.
skill
Evaluate
1
B-
Gain 6 Block.
Shuffle an Insight into your draw pile.
skill
Halt
0
C+
Gain 3 Block.
If you are in Wrath, gain 9 additional Block.
attack
Just Lucky
0
C-
Scry 1.
Gain 2 Block.
Deal 3 damage.
skill
Perseverance
1
D
Retain.
Gain 5 Block.
When Retained, increase its Block by 2 this combat.
skill
Protect
2
A-
Retain.
Gain 12 Block.
skill
Sanctity
1
C
Gain 6 Block.
If the last card played was a Skill, draw 2 cards.
skill
Swivel
2
C+
Gain 8 Block.
The next Attack you play costs 0.
skill
Third Eye
1
B-
Gain 7 Block.
Scry 3.
skill
Vigilance
2
C
Gain 8 Block.
Enter Calm.