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skill
Conjure Blade
X
D+
Shuffle an Expunger into your draw pile.
Exhaust.
(Expunger costs 1, deals 9 damage X times.)
skill
Conjure Blade+
X
D+
Shuffle an Expunger into your draw pile.
Exhaust.
(Expunger costs 1, deals 9 damage X+1 times.)
card
watcher
skill
rare
Generally, this card is much more hassle than its worth, since you can spend all your turn's energy on a card that you might not even manage to draw. Even with a lot of damage on it, there are more reliable, fast-acting damage sources. Best in thin decks to get maximum uses. The more energy you can dump into it the better. Works well with miracles and energy relics.
skill
Collect
X
D+
Put Miracle+ into your hand at the start of your next X turns.
Exhaust.
power
Deva Form
3
C
Ethereal.
At the start of your turn, gain and increase this gain by 1.
attack
Follow-Up
1
C-
Deal 7 damage.
If the last card played this combat was an Attack, gain .
power
Master Reality
1
B-
Whenever a card is created during combat, Upgrade it.
skill
Pray
1
D+
Gain 3 Mantra.
Shuffle an Insight into your draw pile.
skill
Madness
1
C
Reduce the cost of a random card in your hand cost to 0 this combat.
Exhaust.
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.
skill
Forethought
1
C-
Put a card from your hand on the bottom of your draw pile. It costs 0 until it is played.
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.
Pure Water
starter
At the start of each combat, add a Miracle into your hand.
B-
Holy Water
boss
Replaces Pure Water. At the start of each combat, add 3 Miracles into your hand.
A-
Violet Lotus
boss
Whenever you exit Calm, gain an additional [energy].
A
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.
B+
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
Sozu
boss
Gain 1 Energy at the start of each turn. You can no longer use potions.
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
Chemical X
shop
The effects of your cost X cards are increased by 2.
C
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-
Letter Opener
uncommon
Every time you play 3 Skills in a single turn, deal 5 damage to ALL enemies.
B
Unceasing Top
rare
Whenever you have no cards in hand during your turn, draw a card.
B-
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-