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attack
Reckless Charge
0
B-
Deal 7 damage.
Shuffle a Dazed into your draw pile.
attack
Reckless Charge+
0
B-
Deal 10 damage.
Shuffle a Dazed into your draw pile.
card
ironclad
attack
uncommon
Reckless Charge can be a good pick in act 1 when 0 energy cards are more valuable, and also when the dazed effect does not typically stop you from using all of your energy every turn. This card’s downside can be used to its advantage when running a pollute deck with powers like Fire Breathing and Evolve. Don't forget that the ethereal dazed card will also exhaust itself at the end of the turn, which can trigger exhaust bonuses from relics like Charon’s Ashes.
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
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.
attack
Sever Soul
2
C+
Exhaust all non-Attack cards in your hand.
Deal 16 damage.
Kunai
uncommon
Every time you play 3 Attacks in a single turn, gain 1 Dexterity.
C+
Molten Egg
uncommon
Whenever you add an Attack card to your deck, it is Upgraded.
A-
Ornamental Fan
uncommon
Every time you play 3 Attacks in a single turn, gain 4 Block.
C-
Shuriken
uncommon
Every time you play 3 Attacks in a single turn, gain 1 Strength.
A-
Nilry's Codex
event
At the end of each turn, you can choose 1 of 3 random cards to shuffle into your draw pile.
B
Nunchaku
rare
Every time you play 10 Attacks, gain 1 Energy.
B-
Unceasing Top
rare
Whenever you have no cards in hand during your turn, draw a card.
D-
Runic Pyramid
boss
At the end of your turn, you no longer discard your hand.
A-
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