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power

Barricade

3

D+

Block no longer expires at the start of your turn.

power

Barricade+

2

D+

Block no longer expires at the start of your turn.

Barricade

What we think of Barricade

A very powerful win condition if you are able to draft big blocks with it, but due to its high cost it can fall flat in decks that don't support it. Entrench is a must-have pairing for longer fights.

Card Super Synergies

  • skill

    Entrench

    2

    D-

    Double your current Block.

  • skill

    Impervious

    2

    B+

    Gain 30 Block.
    Exhaust.

  • power

    Juggernaut

    2

    C

    Whenever you gain Block, deal 5 damage to a random enemy.

  • skill

    Panic Button

    0

    C+

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

  • skill

    The Bomb

    2

    D+

    At the end of 3 turns, deal 40 damage to ALL enemies.

Relic Super Synergies

Relic Supersynergies are fixed!

  • Thread and Needle

    rare

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

    A-

    A+

    A

    A

Card Synergies

  • skill

    Armaments

    1

    C+

    Gain 5 Block.
    Upgrade a card in your hand for the rest of combat.

  • power

    Barricade

    3

    D+

    Block no longer expires at the start of your turn.

  • attack

    Body Slam

    1

    B

    Deal damage equal to your current Block.

  • power

    Corruption

    3

    A+

    Skills cost 0.
    Whenever you play a Skill, Exhaust it.

  • skill

    Dual Wield

    1

    D+

    Create a copy of an Attack or Power card in your hand.

  • power

    Feel No Pain

    1

    D

    Whenever a card is Exhausted, gain 3 Block.

  • skill

    Ghostly Armor

    1

    B

    Ethereal.
    Gain 10 Block.

  • attack

    Iron Wave

    1

    C

    Gain 5 Block.
    Deal 5 damage.

  • power

    Metallicize

    1

    C

    At the end of your turn, gain 3 Block.

  • skill

    Power Through

    1

    C-

    Add 2 Wounds to your hand.
    Gain 15 Block.

  • skill

    Rage

    0

    D+

    Whenever you play an Attack this turn, gain 3 Block.

  • skill

    Second Wind

    1

    D+

    Exhaust all non-Attack cards in your hand and gain 5 Block for each.

  • skill

    Shrug It Off

    1

    A-

    Gain 8 Block.
    Draw 1 card.

  • skill

    True Grit

    1

    C

    Gain 7 Block.
    Exhaust a random card from your hand.

  • skill

    Finesse

    0

    C

    Gain 2 Block.
    Draw 1 card.

  • skill

    Good Instincts

    0

    C+

    Gain 6 Block.

  • skill

    Safety

    1

    A

    Retain.
    Gain 12 Block.
    Exhaust.

Relic Synergies

  • Anchor

    common

    Start each combat with 10 Block.

    B+

    B+

    B+

    B+

  • Bronze Scales

    common

    Start each combat with 3 Thorns.

    D+

    B-

    C+

    C

  • Frozen Egg

    uncommon

    Whenever you add a Power card to your deck, Upgrade it.

    B+

    B+

    B+

    B+

  • Mercury Hourglass

    uncommon

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

    C

    C

    C

    C

  • Mummified Hand

    uncommon

    Whenever you play a Power, a random card in your hand costs 0 for the turn.

    B-

    B-

    A-

    B-

  • Ornamental Fan

    uncommon

    Every time you play 3 Attacks in a single turn, gain 4 Block.

    C-

    C+

    D+

    C-

  • Runic Dodecahedron

    uncommon

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

    D

    D-

    D-

    D-

  • Bird-Faced Urn

    rare

    Whenever you play a Power, heal 2 HP.

    B-

    B+

    A-

    B+

  • Calipers

    rare

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

    D

    C+

    B-

    C-

  • Gambling Chip

    rare

    At the start of each combat, discard any number of cards then draw that many.

    A-

    A

    A-

    A

  • Torii

    rare

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

    C-

    C+

    C+

    C+

  • Snecko Eye

    boss

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

    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-

  • Turnip

    rare

    You can no longer become Frail.

    B-

    B

    C+

    B

  • Stone Calendar

    rare

    At the end of turn 7, deal 52 damage to ALL enemies.

    D

    C

    C+

    D

  • The Abacus

    shop

    Gain 6 Block whenever you shuffle your draw pile.

    D+

    C-

    D+

    D+

  • 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-

  • Self-Forming Clay

    uncommon

    Whenever you lose HP in combat, gain 3 Block next turn.

    D+

  • Tough Bandages

    uncommon

    Whenever you discard a card during your turn, gain 3 Block.

    C

  • Cloak Clasp

    rare

    At the end of your turn, gain 1 Block for each card in your hand.

    B

  • 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+

Card Antisynergies

  • attack

    Blood for Blood

    4

    D+

    Costs 1 less for each time you lose HP in combat.
    Deal 18 damage.

  • curse

    Regret

    Unplayable.
    At the end of your turn, lose 1 HP for each card in your hand.

Relic Antisynergies

  • Orichalcum

    common

    If you end your turn without Block, gain 6 Block.

    A+

    B

    A

    B

  • Unceasing Top

    rare

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

    D-

    B-

    C-

    B-

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