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skill
The Bomb
2
D+
At the end of 3 turns, deal 40 damage to ALL enemies.
skill
The Bomb+
2
D+
At the end of 3 turns, deal 50 damage to ALL enemies.
card
colorless
skill
rare
Although this card has the potential to one-shot an entire encounter, it takes 3 turns to pull off. If this card is in the bottom of your deck, you can end up needing 6-7 turns to finish the encounter, having not killed a single enemy until it triggers. This is because The Bomb is often picked alongside defensive cards in order to survive until the damage goes off. This often means you aren't drafting offensive cards to deal with enemies outside of The Bomb. This makes it particularly awkward versus bosses or other high health enemies, such as the Head, that need multiple plays of this card to kill. Best used with intangible effects.
skill
Bloodletting
0
B-
Lose 3 HP.
Gain .
power
Corruption
3
A+
Skills cost 0.
Whenever you play a Skill, Exhaust it.
skill
Entrench
2
D-
Double your current Block.
power
Feel No Pain
1
D
Whenever a card is Exhausted, gain 3 Block.
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.
power
After Image
1
A+
Whenever you play a card, gain 1 Block.
power
Envenom
2
A
Whenever an attack deals unblocked damage, apply 1 Poison.
skill
Setup
1
D
Place a card in your hand on top of your draw pile.
It cost 0 until it is played.
power
Echo Form
3
A+
The first card you play each turn is played twice.
Ethereal.
skill
Recycle
1
C
Exhaust a card.
Gain equal to its cost.
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
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+
Orichalcum
common
If you end your turn without Block, gain 6 Block.
A+
B
A
B
Ornamental Fan
uncommon
Every time you play 3 Attacks in a single turn, gain 4 Block.
C-
C+
D+
C-
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-
Thread and Needle
rare
At the start of each combat, gain 4 Plated Armor.
A-
A+
A
A
Snecko Eye
boss
Draw 2 additional cards each turn. Start each combat Confused.
A
A-
A-
A-
Velvet Choker
boss
Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.
A
A-
A
A-
Stone Calendar
rare
At the end of turn 7, deal 52 damage to ALL enemies.
D
C
C+
D
The Abacus
shop
Gain 6 Block whenever you shuffle your draw pile.
D+
C-
D+
D+
Pocketwatch
rare
Whenever you play 3 or less cards in a turn, draw 3 additional cards at the start of your next turn.
C+
C-
C-
C-
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+