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skill
Nightmare
3
B
Choose a card.
Next turn, add 3 copies of that card into your hand.
Exhaust.
skill
Nightmare+
2
B
Choose a card.
Next turn, add 3 copies of that card into your hand.
Exhaust.
card
silent
skill
rare
Although nightmare might look unremarkable, this card can be completely game winning in the right scenario. For example, if you cast Nightmare on an upgraded catalyst, you can triple something’s poison 4 times (x81 poison). Well-laid Plans is a must-have if you are taking nightmare in order to retain either the card to be copied or nightmare itself. This card often requires a lot of energy because it is difficult to play this without taking damage. For this reason I would also recommend upgrading it. It tends to be more useful in boss fights when you are able to copy an important power or skill.
skill
Adrenaline
0
S+
Gain .
Draw 2 cards.
Exhaust.
skill
Alchemize
1
A-
Obtain a random potion.
Exhaust.
attack
Backstab
0
A-
Innate.
Deal 11 damage.
Exhaust.
skill
Bullet Time
3
B+
You cannot draw any cards this turn.
Reduce the cost of cards in your hand to 0 this turn.
skill
Catalyst
1
A-
Double an enemy's Poison.
Exhaust.
power
Footwork
1
A
Gain 2 Dexterity.
power
Well-Laid Plans
1
S-
At the end of your turn, Retain up to 1 card.
power
Wraith Form
3
S
Gain 2 Intangible.
At the end of your turn, lose 1 Dexterity.
power
A Thousand Cuts
2
B
Whenever you play a card, deal 1 damage to ALL enemies.
power
Accuracy
1
D+
Shivs deal 4 additional damage.
power
After Image
1
A+
Whenever you play a card, gain 1 Block.
power
Caltrops
1
A-
Whenever you are attacked, deal 3 damage to the attacker.
skill
Concentrate
0
E
Discard 3 cards.
Gain .
skill
Doppelganger
X
D+
Next turn, draw X cards and gain X Energy.
power
Envenom
2
A
Whenever an attack deals unblocked damage, apply 1 Poison.
attack
Flying Knee
1
B-
Deal 8 damage.
Next turn gain .
attack
Grand Finale
0
E-
Can only be played if there are no cards in your draw pile.
Deal 50 damage to ALL enemies.
attack
Heel Hook
1
D
Deal 5 damage.
If the enemy has Weak, Gain and draw 1 card.
power
Infinite Blades
1
B+
At the start of your turn, add a Shiv to your hand.
power
Noxious Fumes
1
A+
At the start of your turn, apply 2 Poison to ALL enemies.
skill
Outmaneuver
1
D+
Next turn gain .
skill
Setup
1
D
Place a card in your hand on top of your draw pile.
It cost 0 until it is played.
skill
Tactician
E+
Unplayable.
If this card is discarded from your hand, gain .
power
Tools of the Trade
1
B+
At the start of your turn, draw 1 card and discard 1 card.
skill
Madness
1
C
Reduce the cost of a random card in your hand cost to 0 this combat.
Exhaust.
power
Magnetism
2
A-
At the start of each turn, add a random colorless card to your hand.
attack
Mind Blast
2
C
Innate.
Deal damage equal to the number of cards in your draw pile.
power
Panache
0
D+
Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.
power
Sadistic Nature
0
B
Whenever you apply a Debuff to an enemy, they take 5 damage.
skill
Apparition
1
A-
Gain 1 Intangible.
Exhaust.
Ethereal.
power
Mayhem
2
D
At the start of your turn, play the top card of your draw pile.
skill
Miracle
0
A
Retain.
Gain .
Exhaust.
power
Omega
3
S
At the start of your turn deal 50 damage to ALL enemies.
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.
C
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.
D+
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
Dead Branch
rare
Whenever you Exhaust a card, add a random card to your hand.
S
Sundial
rare
Every 3 times you shuffle your deck, gain 2 Energy.
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
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
Strange Spoon
shop
Cards which Exhaust when played will instead discard 50% of the time.
C-
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
Incense Burner
rare
Every 6 turns, gain 1 Intangible.
A+
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-