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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.
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.



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 Supersynergies are fixed!
Thread and Needle
rare
At the start of each combat, gain 4 Plated Armor.
A-
A+
A
A



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.

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+



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.
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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