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skill
Auto-Shields
1
C+
If you have 0 Block, gain 11 Block.
skill
Auto-Shields+
1
C+
If you have 0 Block, gain 15 Block.
card
defect
skill
uncommon
This card is a decent consideration for act one. It is very energy efficient and its downside is often negligible. The real problem with auto Shields is the increasing likelihood of picking up relics that provide incidental block at the start of a turn. Things like calipers, anchor, ornamental fan, and the abacus can prevent you from being able to get any block from this card. Furthermore, loop can trigger a Frost orb at the start of your turn and that two block completely negates also Shields. Needless to say this card also has an anti synergy with itself. For this reason I would not normally pick up more than one copy.
Bronze Scales
common
Start each combat with 3 Thorns.
C+
Mercury Hourglass
uncommon
At the start of your turn, deal 3 damage to ALL enemies.
C
Runic Dodecahedron
uncommon
If your HP is full, gain 1 Energy at the start of each turn.
D-
Toxic Egg
uncommon
Whenever you add a Skill card to your deck, it is Upgraded.
A
Thread and Needle
rare
At the start of each combat, gain 4 Plated Armor.
A
Torii
rare
Whenever you would receive 5 or less unblocked Attack damage, reduce it to 1.
C+
Turnip
rare
You can no longer become Frail.
C+
Anchor
common
Start each combat with 10 Block.
B+
Calipers
rare
At the start of your turn, lose 15 Block rather than all of your Block.
B-
Snecko Eye
boss
Draw 2 additional cards each turn. Start each combat Confused.
A-
Horn Cleat
uncommon
At the start of your 2nd turn, gain 14 Block.
B+
Captain's Wheel
rare
At the start of your 3rd turn, gain 18 Block.
B+