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skill

Auto-Shields

1

C+

If you have 0 Block, gain 11 Block.

skill

Auto-Shields+

1

C+

If you have 0 Block, gain 15 Block.

Auto-Shields

What we think of Auto-Shields

This card is a decent consideration for act one. It is very energy efficient and its downside is often negligible. The real problem with auto Shields is the increasing likelihood of picking up relics that provide incidental block at the start of a turn. Things like calipers, anchor, ornamental fan, and the abacus can prevent you from being able to get any block from this card. Furthermore, loop can trigger a Frost orb at the start of your turn and that two block completely negates also Shields. Needless to say this card also has an anti synergy with itself. For this reason I would not normally pick up more than one copy.

Card Synergies

  • power

    Static Discharge

    1

    B+

    Whenever you receive unblocked attack damage, Channel 1 Lightning.

Relic Synergies

  • Bronze Scales

    common

    Start each combat with 3 Thorns.

    D+

    B-

    C+

    C

  • Mercury Hourglass

    uncommon

    At the start of your turn, deal 3 damage to ALL enemies.

    C

    C

    C

    C

  • 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

  • Thread and Needle

    rare

    At the start of each combat, gain 4 Plated Armor.

    A-

    A+

    A

    A

  • Torii

    rare

    Whenever you would receive 5 or less unblocked Attack damage, reduce it to 1.

    C-

    C+

    C+

    C+

  • Turnip

    rare

    You can no longer become Frail.

    B-

    B

    C+

    B

Card Antisynergies

  • skill

    Auto-Shields

    1

    C+

    If you have 0 Block, gain 11 Block.

  • power

    Loop

    1

    B-

    At the start of your turn, use the passive ability of your next Orb.

  • skill

    Panic Button

    0

    C+

    Gain 30 Block.
    You cannot gain Block from cards for the next 2 turns.
    Exhaust.

Relic Antisynergies

  • Anchor

    common

    Start each combat with 10 Block.

    B+

    B+

    B+

    B+

  • Calipers

    rare

    At the start of your turn, lose 15 Block rather than all of your Block.

    D

    C+

    B-

    C-

  • Snecko Eye

    boss

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

    A

    A-

    A-

    A-

  • Horn Cleat

    uncommon

    At the start of your 2nd turn, gain 14 Block.

    B+

    B+

    B+

    B+

  • Captain's Wheel

    rare

    At the start of your 3rd turn, gain 18 Block.

    B+

    B+

    B+

    B+

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