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skill

Alpha

1

D

Shuffle a Beta into your draw pile.
Exhaust.

skill

Alpha+

1

D

Innate.
Shuffle a Beta into your draw pile.
Exhaust.

Alpha

What we think of Alpha

Alpha is an extremely powerful albeit slow ability. The first part of the chain is easy to play as it only costs 1 energy, but the two and three energy Beta and Omega that follow can be much more difficult to play without being punished. This is why it is recommended to only take this with energy relics or other sources of energy gain. Furthermore, it fits best into a thin deck in order to keep it consistent. Since it is quite slow, you might find that hallway fights don't require you to use this and in fact will make you take more damage if you do. The actual effect is devastating when it comes online and can finish most foes in two to three turns. It is also exceptionally powerful versus bosses with high health totals. This card is a build around card , usually requiring you to turtle with plenty of defence until it is ready to play. For this reason you often don't need any other sources of damage. It is very all or nothing, and is usually a poor addition to a large deck as it shuffles two useless cards into your deck that do nothing until all three are played. Additional draw effects and scry abilities can help you pull it off faster.

Card Super Synergies

  • power

    Foresight

    1

    A+

    At the start of your turn, Scry 3.

Card Synergies

  • skill

    Collect

    X

    D+

    Put Miracle+ into your hand at the start of your next X turns.
    Exhaust.

  • attack

    Cut Through Fate

    1

    A

    Deal 7 damage.
    Scry 2.
    Draw 1 card.

  • power

    Deva Form

    3

    C

    Ethereal.
    At the start of your turn, gain and increase this gain by 1.

  • skill

    Empty Mind

    1

    B

    Draw 2 cards.
    Exit your Stance.

  • skill

    Evaluate

    1

    B-

    Gain 6 Block.
    Shuffle an Insight into your draw pile.

  • attack

    Follow-Up

    1

    C-

    Deal 7 damage.
    If the last card played this combat was an Attack, gain .

  • skill

    Inner Peace

    1

    B+

    If you are in Calm, draw 3 cards.
    Otherwise, enter Calm.

  • attack

    Just Lucky

    0

    C-

    Scry 1.
    Gain 2 Block.
    Deal 3 damage.

  • skill

    Pray

    1

    D+

    Gain 3 Mantra.
    Shuffle an Insight into your draw pile.

  • skill

    Sanctity

    1

    C

    Gain 6 Block.
    If the last card played was a Skill, draw 2 cards.

  • skill

    Scrawl

    1

    A-

    Draw cards until your hand is full.
    Exhaust.

  • power

    Study

    2

    C+

    At the end of your turn, shuffle an Insight into your draw pile.

  • skill

    Third Eye

    1

    B-

    Gain 7 Block.
    Scry 3.

  • attack

    Wheel Kick

    2

    B

    Deal 15 damage.
    Draw 2 cards.

  • skill

    Deep Breath

    0

    D

    Shuffle your discard pile into your draw pile.
    Draw 1 card.

  • skill

    Finesse

    0

    C

    Gain 2 Block.
    Draw 1 card.

  • attack

    Flash of Steel

    0

    C+

    Deal 3 damage.
    Draw 1 card.

  • skill

    Impatience

    0

    C

    If you have no Attack cards in your hand, draw 2 cards.

  • skill

    Insight

    0

    S-

    Retain.
    Draw 2 cards.
    Exhaust.

  • skill

    Master of Strategy

    0

    A+

    Draw 3 cards.
    Exhaust.

  • skill

    Miracle

    0

    A

    Retain.
    Gain .
    Exhaust.

  • skill

    Thinking Ahead

    0

    B

    Draw 2 cards.
    Place a card from your hand on top of your draw pile.
    Exhaust.

  • skill

    Trip

    0

    C+

    Apply 2 Vulnerable.

  • skill

    Violence

    0

    B-

    Place 3 random Attack cards from your draw pile into your hand.
    Exhaust.

Relic Synergies

  • Ancient Tea Set

    common

    Whenever you enter a Rest Site, start the next combat with 2 Energy.

    C

    C-

    C-

    C-

  • Art of War

    common

    If you do not play any Attacks during your turn, gain an extra Energy next turn.

    D

    C

    C+

    C+

  • Bag of Preparation

    common

    At the start of each combat, draw 2 additional cards.

    B

    B-

    B+

    B+

  • Happy Flower

    common

    Every 3 turns, gain 1 Energy.

    C

    C

    C

    C

  • Lantern

    common

    Gain 1 Energy on the first turn of each combat.

    B+

    B+

    B+

    B

  • Centennial Puzzle

    uncommon

    The first time you lose HP each combat, draw 3 cards.

    B

    B-

    B-

    B-

  • Gremlin Horn

    uncommon

    Whenever an enemy dies, gain 1 Energy and draw 1 card.

    B+

    D+

    D+

    B+

  • Runic Dodecahedron

    uncommon

    If your HP is full, gain 1 Energy at the start of each turn.

    D

    D-

    D-

    D-

  • Toxic Egg

    uncommon

    Whenever you add a Skill card to your deck, it is Upgraded.

    A-

    A

    A

    A

  • Dead Branch

    rare

    Whenever you Exhaust a card, add a random card to your hand.

    S+

    S

    B-

    S

  • Sundial

    rare

    Every 3 times you shuffle your deck, gain 2 Energy.

    D+

    C

    C-

    C

  • Unceasing Top

    rare

    Whenever you have no cards in hand during your turn, draw a card.

    D-

    B-

    C-

    B-

  • Ectoplasm

    boss

    Gain 1 Energy at the start of each turn. You can no longer gain Gold.

    A-

    A-

    A-

    A-

  • Philosopher's Stone

    boss

    Gain 1 Energy at the start of each turn. ALL enemies start with 1 Strength.

    B

    B

    B

    B

  • Runic Pyramid

    boss

    At the end of your turn, you no longer discard your hand.

    A-

    B

    B-

    B-

  • Sozu

    boss

    Gain 1 Energy at the start of each turn. You can no longer use potions.

    A

    A

    A

    A

  • Velvet Choker

    boss

    Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.

    A

    A-

    A

    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+

    A+

    A+

    A+

  • Fusion Hammer

    boss

    Gain 1 Energy at the start of each turn. You can no longer Smith at Rest Sites.

    A

    A

    A

    A

  • Coffee Dripper

    boss

    Gain 1 Energy at the start of each turn. You can no longer Rest at Rest Sites.

    B+

    B

    B

    B

  • Nunchaku

    rare

    Every time you play 10 Attacks, gain 1 Energy.

    B-

    B+

    B-

    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+

    C-

    C-

    C-

  • Runic Cube

    uncommon

    Whenever you lose HP, draw 1 card.

    B+

  • Charon's Ashes

    rare

    Whenever you Exhaust a card, deal 3 damage to ALL enemies.

    B+

  • Mark of Pain

    boss

    Gain 1 Energy at the start of each turn. Start combats with 2 Wounds in your draw pile.

    A+

  • Ring of the Snake

    starter

    At the start of each combat, draw 2 additional cards.

    B

  • Ring of the Serpent

    boss

    At the start of your turn, draw 1 additional card.

    B

  • Hovering Kite

    boss

    The first time you discard a card each turn, gain [energy].

    B+

  • 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

  • Melange

    shop

    Whenever you shuffle your draw pile, Scry 3.

    C-

  • Ink Bottle

    uncommon

    Whenever you play 10 cards, draw 1 card.

    D

    D+

    D

    D

  • Slaver's Collar

    boss

    During Boss and Elite combats, gain [energy] at the start of your turn.

    B-

    B-

    B-

    B-

Relic Antisynergies

  • Bag of Marbles

    common

    At the start of each combat, apply 1 Vulnerable to ALL enemies.

    A

    A-

    B+

    A

  • Snecko Eye

    boss

    Draw 2 additional cards each turn. Start each combat Confused.

    A

    A-

    A-

    A-

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