Finding SpireSpy helpful? Share your ideas and help us improve
skill
Entrench
2
D-
Double your current Block.
skill
Entrench+
1
D-
Double your current Block.
card
ironclad
skill
uncommon
Entrench on its own is typically a terrible card. Very commonly you end up with no block options in hand and entrench therefore offers 0 block, and even when it does hit it typically provides 5 block for 2 energy – a terrible deal. This card DOES however have the potential to be insanely powerful when combined with barricade. I would never take this card unless I already had barricade or was working towards a barricade archetype.
power
Berserk
0
A-
Gain 2 vulnerable.
At the start of your turn, gain 1 .
skill
Bloodletting
0
B-
Lose 3 HP.
Gain .
attack
Body Slam
1
B
Deal damage equal to your current Block.
skill
Impervious
2
B+
Gain 30 Block.
Exhaust.
power
Juggernaut
2
C
Whenever you gain Block, deal 5 damage to a random enemy.
skill
Offering
0
A+
Lose 6 HP.
Gain .
Draw 3 cards.
Exhaust.
skill
Seeing Red
1
B
Gain .
Exhaust.
Ancient Tea Set
common
Whenever you enter a Rest Site, start the next combat with 2 Energy.
C
Art of War
common
If you do not play any Attacks during your turn, gain an extra Energy next turn.
D
Bronze Scales
common
Start each combat with 3 Thorns.
D+
Happy Flower
common
Every 3 turns, gain 1 Energy.
C
Lantern
common
Gain 1 Energy on the first turn of each combat.
B+
Gremlin Horn
uncommon
Whenever an enemy dies, gain 1 Energy and draw 1 card.
B+
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-
Calipers
rare
At the start of your turn, lose 15 Block rather than all of your Block.
D
Sundial
rare
Every 3 times you shuffle your deck, gain 2 Energy.
D+
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-
Ectoplasm
boss
Gain 1 Energy at the start of each turn. You can no longer gain Gold.
A-
Philosopher's Stone
boss
Gain 1 Energy at the start of each turn. ALL enemies start with 1 Strength.
B
Sozu
boss
Gain 1 Energy at the start of each turn. You can no longer use potions.
A
Velvet Choker
boss
Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.
A
Busted Crown
boss
Gain 1 Energy at the start of each turn. On Card Reward screens, you have 2 fewer cards to choose from.
A+
Fusion Hammer
boss
Gain 1 Energy at the start of each turn. You can no longer Smith at Rest Sites.
A
Coffee Dripper
boss
Gain 1 Energy at the start of each turn. You can no longer Rest at Rest Sites.
B+
Stone Calendar
rare
At the end of turn 7, deal 52 damage to ALL enemies.
D
Nunchaku
rare
Every time you play 10 Attacks, gain 1 Energy.
B-
Slaver's Collar
boss
During Boss and Elite combats, gain [energy] at the start of your turn.
B-