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power
Barricade
3
D+
Block no longer expires at the start of your turn.
power
Barricade+
2
D+
Block no longer expires at the start of your turn.
card
ironclad
power
rare
A very powerful win condition if you are able to draft big blocks with it, but due to its high cost it can fall flat in decks that don't support it. Entrench is a must-have pairing for longer fights.
skill
Armaments
1
C+
Gain 5 Block.
Upgrade a card in your hand for the rest of combat.
power
Barricade
3
D+
Block no longer expires at the start of your turn.
attack
Body Slam
1
B
Deal damage equal to your current Block.
power
Corruption
3
A+
Skills cost 0.
Whenever you play a Skill, Exhaust it.
skill
Dual Wield
1
D+
Create a copy of an Attack or Power card in your hand.
power
Feel No Pain
1
D
Whenever a card is Exhausted, gain 3 Block.
skill
Ghostly Armor
1
B
Ethereal.
Gain 10 Block.
attack
Iron Wave
1
C
Gain 5 Block.
Deal 5 damage.
power
Metallicize
1
C
At the end of your turn, gain 3 Block.
skill
Power Through
1
C-
Add 2 Wounds to your hand.
Gain 15 Block.
skill
Rage
0
D+
Whenever you play an Attack this turn, gain 3 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.
Anchor
common
Start each combat with 10 Block.
B+
Bronze Scales
common
Start each combat with 3 Thorns.
D+
Frozen Egg
uncommon
Whenever you add a Power card to your deck, Upgrade it.
B+
Mercury Hourglass
uncommon
At the start of your turn, deal 3 damage to ALL enemies.
C
Mummified Hand
uncommon
Whenever you play a Power, a random card in your hand costs 0 for the turn.
B-
Ornamental Fan
uncommon
Every time you play 3 Attacks in a single turn, gain 4 Block.
C-
Runic Dodecahedron
uncommon
If your HP is full, gain 1 Energy at the start of each turn.
D
Bird-Faced Urn
rare
Whenever you play a Power, heal 2 HP.
B-
Calipers
rare
At the start of your turn, lose 15 Block rather than all of your Block.
D
Gambling Chip
rare
At the start of each combat, discard any number of cards then draw that many.
A-
Torii
rare
Whenever you would receive 5 or less unblocked Attack damage, reduce it to 1.
C-
Snecko Eye
boss
Draw 2 additional cards each turn. Start each combat Confused.
A
Velvet Choker
boss
Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.
A
Turnip
rare
You can no longer become Frail.
B-
Stone Calendar
rare
At the end of turn 7, deal 52 damage to ALL enemies.
D
The Abacus
shop
Gain 6 Block whenever you shuffle your draw pile.
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+
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+