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power
Mental Fortress
1
B
Whenever you change Stances, gain 4 Block.
power
Mental Fortress+
1
B
Whenever you change Stances, gain 6 Block.
card
watcher
power
uncommon
Mental fortress is a build around card that requires you to take many stance change effects. Note that exit also counts as a change of stance. Obviously, this card synergises extremely well with flurry of blows, as not only are you generating block for changing stances, but most of the time you will also drawing an additional attack. Multiple copies of this make the effect even stronger, in many cases meaning you don't need to use block cards. Note that this strategy can be fairly inconsistent, as if you do not draw the stance change cards that you need you will often die on the same turn. I would not include mantra cards when employing this kind of strategy.
skill
Blasphemy
1
S
Enter Divinity.
Die next turn.
Exhaust
skill
Crescendo
1
B-
Retain.
Enter Wrath.
Exhaust.
power
Devotion
1
B
At the start of your turn, gain 2 Mantra.
attack
Eruption
2
C
Deal 9 damage.
Enter Wrath.
attack
Fear No Evil
1
B+
Deal 8 damage.
If the enemy intends to Attack, enter Calm.
attack
Flurry Of Blows
0
B+
Deal 4 damage.
Whenever you change stances, return this from the discard pile to your hand.
skill
Indignation
1
D
If you are in Wrath, apply 3 Vulnerable to ALL enemies, otherwise enter Wrath.
skill
Inner Peace
1
B+
If you are in Calm, draw 3 cards.
Otherwise, enter Calm.
skill
Pray
1
D+
Gain 3 Mantra.
Shuffle an Insight into your draw pile.
skill
Prostrate
0
C+
Gain 2 Mantra.
Gain 4 Block.
skill
Simmering Fury
1
B-
At the start of your next turn, enter Wrath and draw 2 cards.
attack
Tantrum
1
A-
Deal 3 damage 3 times.
Enter Wrath.
Shuffle this card into your draw pile.
skill
Tranquility
1
B
Retain.
Enter Calm.
Exhaust.
skill
Vigilance
2
C
Gain 8 Block.
Enter Calm.
skill
Wave of the Hand
1
C-
Whenever you gain Block this turn, apply 1 Weak to ALL enemies.
skill
Worship
2
C-
Gain 5 Mantra.
Bronze Scales
common
Start each combat with 3 Thorns.
C
Frozen Egg
uncommon
Whenever you add a Power card to your deck, Upgrade it.
B+
Mercury Hourglass
uncommon
At the start of your turn, deal 3 damage to ALL enemies.
C
Mummified Hand
uncommon
Whenever you play a Power, a random card in your hand costs 0 for the turn.
B-
Runic Dodecahedron
uncommon
If your HP is full, gain 1 Energy at the start of each turn.
D-
Bird-Faced Urn
rare
Whenever you play a Power, heal 2 HP.
B+
Calipers
rare
At the start of your turn, lose 15 Block rather than all of your Block.
C-
Gambling Chip
rare
At the start of each combat, discard any number of cards then draw that many.
A
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+
Stone Calendar
rare
At the end of turn 7, deal 52 damage to ALL enemies.
D
No watcher, colorless or curse cards antisynergies.