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card
silent
skill
uncommon
Blur has a lot of potential, and even in the worst case scenario is 5 block for this turn and next turn. It allows the Silent to block in advance of a massive attack, or make use of a hand of all defends even on turns when she is not being attacked. Some cards such as after image allow the Silent to generate block even without trying to, and this card can help preserve some of this block. I sometimes take one or two Blurs from act one to act 2, and in theory having enough Blurs in your deck can cause you to never lose any block again. In practice, however, a deck with that much defend is not proactive enough to win.

Anchor
common
Start each combat with 10 Block.
B+

Bronze Scales
common
Start each combat with 3 Thorns.
B-

Orichalcum
common
If you end your turn without Block, gain 6 Block.
B

Mercury Hourglass
uncommon
At the start of your turn, deal 3 damage to ALL enemies.
C

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-

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.
C+

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+

Turnip
rare
You can no longer become Frail.
B

The Abacus
shop
Gain 6 Block whenever you shuffle your draw pile.
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+