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skill
Seeing Red
1
B
Gain .
Exhaust.
skill
Seeing Red+
0
B
Gain .
Exhaust.
card
ironclad
skill
uncommon
A solid energy card which is rare for ironclad. Ironclad has very expensive attacks when compared to other classes so it is not normally difficult to get full value out of this card. The more sources of energy you have, the less powerful this card becomes, which makes it a strong early pick but its effectiveness tends to drop off without strong sources of draw. Pairs well with Ice Cream for obvious reasons.
power
Dark Embrace
2
D+
Whenever a card is Exhausted, draw 1 card.
skill
Entrench
2
D-
Double your current Block.
skill
Exhume
1
C
Choose an Exhausted card and put it in your hand.
Exhaust.
power
Feel No Pain
1
D
Whenever a card is Exhausted, gain 3 Block.
attack
Rampage
1
C
Deal 8 damage.
Every time this card is played, increase its damage by 5 for this combat.
Kunai
uncommon
Every time you play 3 Attacks in a single turn, gain 1 Dexterity.
C+
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-
Toxic Egg
uncommon
Whenever you add a Skill card to your deck, it is Upgraded.
A-
Dead Branch
rare
Whenever you Exhaust a card, add a random card to your hand.
S+
Unceasing Top
rare
Whenever you have no cards in hand during your turn, draw a card.
D-
Strange Spoon
shop
Cards which Exhaust when played will instead discard 50% of the time.
B+
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
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+
Runic Dodecahedron
uncommon
If your HP is full, gain 1 Energy at the start of each turn.
D
Sundial
rare
Every 3 times you shuffle your deck, gain 2 Energy.
D+
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
Snecko Eye
boss
Draw 2 additional cards each turn. Start each combat Confused.
A
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+
Nunchaku
rare
Every time you play 10 Attacks, gain 1 Energy.
B-
Pocketwatch
rare
Whenever you play 3 or less cards in a turn, draw 3 additional cards at the start of your next turn.
C+
Slaver's Collar
boss
During Boss and Elite combats, gain [energy] at the start of your turn.
B-