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skill
Offering
0
A+
Lose 6 HP.
Gain .
Draw 3 cards.
Exhaust.
skill
Offering+
0
A+
Lose 6 HP.
Gain .
Draw 5 cards.
Exhaust.
card
ironclad
skill
rare
Offering is a card with a very powerful effect but a pretty huge downside. Although it provides a lot of options through its additional draw and energy gain, it completely negates the healing that you get from your relic. As long as the effect is preventing you from taking six damage in the long room, for example by providing additional energy for block or by ensuring a monster is dead before it deals a high damaging attack, then you are using this card effectively. I would generally recommend having at least one additional source of healing to make this card worth the risk. It is possible to abstain from playing it uncertain fights that are low threat, but this usually feels terrible as ironclad doesn't typically have many options for drawing anyway.
skill
Armaments
1
C+
Gain 5 Block.
Upgrade a card in your hand for the rest of combat.
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.
attack
Feed
1
S+
Deal 10 damage.
If Fatal, raise your Max HP by 3. Exhaust.
power
Feel No Pain
1
D
Whenever a card is Exhausted, gain 3 Block.
power
Fire Breathing
1
C+
Whenever you draw a Status or Curse card, deal 6 damage to ALL enemies.
attack
Headbutt
1
C+
Deal 9 damage.
Place a card from your discard pile on top of your draw pile.
attack
Rampage
1
C
Deal 8 damage.
Every time this card is played, increase its damage by 5 for this combat.
attack
Reaper
2
A
Deal 4 damage to ALL enemies. Heal for unblocked damage.
Exhaust.
power
Rupture
1
D-
Whenever you lose HP from a card, gain 1 Strength.
skill
Bandage Up
0
S-
Heal 4 HP.
Exhaust.
attack
Bite
1
B+
Deal 7 damage.
Heal 2 HP.
power
Panache
0
D+
Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.
skill
Chrysalis
2
B-
Add 3 random Skills into your Draw Pile.
They cost 0 this combat.
Exhaust.
skill
Metamorphosis
2
B
Add 3 random Attacks into your Draw Pile.
They cost 0 this combat.
Exhaust.
skill
Beta
2
E
Shuffle an Omega into your draw pile.
Exhaust.
Burning Blood
starter
At the end of combat, heal 6 HP.
A
Runic Cube
uncommon
Whenever you lose HP, draw 1 card.
B+
Self-Forming Clay
uncommon
Whenever you lose HP in combat, gain 3 Block next turn.
D+
Charon's Ashes
rare
Whenever you Exhaust a card, deal 3 damage to ALL enemies.
B+
Black Blood
boss
Replaces Burning Blood. At the end of combat, heal 12 HP.
C+
Blood Vial
common
At the start of each combat, heal 2 HP.
C-
Happy Flower
common
Every 3 turns, gain 1 Energy.
C
Juzu Bracelet
common
Regular enemy combats are no longer encountered in ? rooms.
B
Regal Pillow
common
Heal an additional 15 HP when you Rest.
A-
Singing Bowl
common
When adding cards to your deck, you may gain +2 Max HP instead.
S
Strawberry
common
Raise your Max HP by 7.
C
Bottled Lightning
uncommon
Upon pick up, choose a Skill card. At the start of each combat, this card will be in your hand.
B+
Centennial Puzzle
uncommon
The first time you lose HP each combat, draw 3 cards.
B
Darkstone Periapt
uncommon
Whenever you obtain a Curse, increase your Max HP by 6.
D+
Kunai
uncommon
Every time you play 3 Attacks in a single turn, gain 1 Dexterity.
C+
Letter Opener
uncommon
Every time you play 3 Skills in a single turn, deal 5 damage to ALL enemies.
D
Meat on the Bone
uncommon
If your HP is at or below 50% at the end of combat, heal 12 HP.
A-
Ornamental Fan
uncommon
Every time you play 3 Attacks in a single turn, gain 4 Block.
C-
Pantograph
uncommon
At the start of boss combats, heal 25 HP.
B-
Pear
uncommon
Raise your Max HP by 10.
B
Shuriken
uncommon
Every time you play 3 Attacks in a single turn, gain 1 Strength.
A-
Toxic Egg
uncommon
Whenever you add a Skill card to your deck, it is Upgraded.
A-
Bird-Faced Urn
rare
Whenever you play a Power, heal 2 HP.
B-
Dead Branch
rare
Whenever you Exhaust a card, add a random card to your hand.
S+
Frozen Eye
rare
When viewing your Draw Pile, the cards are now shown in order.
C
Ice Cream
rare
Energy is now conserved between turns.
B-
Mango
rare
Raise your Max HP by 14.
B-
Sundial
rare
Every 3 times you shuffle your deck, gain 2 Energy.
D+
Unceasing Top
rare
Whenever you have no cards in hand during your turn, draw a card.
D-
Eternal Feather
uncommon
For every 5 cards in your deck, heal 3 HP whenever you enter a Rest Site.
B
Lizard Tail
rare
When you would die, heal to 50% of your Max HP instead (works once).
B
Tiny House
boss
Obtain 1 potion. Gain 30 Gold. Raise your Max HP by 5. Obtain 1 card. Upgrade 1 Random card.
C-
Bloody Idol
event
Whenever you gain Gold, heal 5 HP.
B-
Lee's Waffle
shop
Raise your Max HP by 7 and heal all of your HP.
D+
Strange Spoon
shop
Cards which Exhaust when played will instead discard 50% of the time.
B+
Toy Ornithopter
shop
Whenever you use a potion, heal 5 HP.
C-
Face of Cleric
event
Raise your Max HP by 1 after each combat.
B
Meal Ticket
shop
Whenever you enter a shop room, heal 15 hp.
C
The Abacus
shop
Gain 6 Block whenever you shuffle your draw pile.
D+
Runic Dodecahedron
uncommon
If your HP is full, gain 1 Energy at the start of each turn.
D
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
Mark of the Bloom
event
You can no longer gain health.
F
Pocketwatch
rare
Whenever you play 3 or less cards in a turn, draw 3 additional cards at the start of your next turn.
C+