Introducing the new SpireSpy

We've redesigned SpireSpy to make browsing faster and items better organised

attack

Blood for Blood

4

D+

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

attack

Blood for Blood+

3

D+

Costs 1 less for each time you lose HP in combat.
Deal 22 damage.

Blood for Blood

What we think of Blood for Blood

Too slow to be reliable, and generally speaking you do not want to be taking this much damage in fights. It acts as more of a consolation prize. Intentionally tanking one damage when blocking can improve the effectiveness of this card. For obvious reasons, intangible synergises very well.

Card Super Synergies

  • skill

    Bloodletting

    0

    B-

    Lose 3 HP.
    Gain .

  • power

    Brutality

    0

    B-

    At the start of your turn, lose 1 HP and draw 1 card.

  • power

    Combust

    1

    C-

    At the end of your turn, lose 1 HP and deal 5 damage to ALL enemies.

  • attack

    Hemokinesis

    1

    C+

    Lose 2 HP.
    Deal 15 damage.

  • attack

    Immolate

    2

    S-

    Deal 21 damage to ALL enemies.
    Shuffle a Burn into your discard pile.

  • skill

    Offering

    0

    A+

    Lose 6 HP.
    Gain .
    Draw 3 cards.
    Exhaust.

  • skill

    J.A.X.

    0

    B+

    Lose 3 HP.
    Gain 2 Strength.

  • curse

    Decay

    Unplayable.
    At the end of your turn, take 2 damage.

  • curse

    Pain

    Unplayable.
    While in hand, lose 1 HP when other cards are played.

  • curse

    Regret

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

Relic Super Synergies

Relic Supersynergies are fixed!

  • Blue Candle

    uncommon

    Curse cards can now be played. Playing a Curse will make you lose 1 HP and Exhausts the card.

    C-

    D+

    D+

    D+

Card Synergies

  • skill

    Double Tap

    1

    B

    This turn, your next Attack is played twice.

  • attack

    Feed

    1

    S+

    Deal 10 damage.
    If Fatal, raise your Max HP by 3. Exhaust.

  • skill

    Havoc

    1

    C-

    Play the top card of your draw pile and Exhaust it.

  • attack

    Reaper

    2

    A

    Deal 4 damage to ALL enemies. Heal for unblocked damage.
    Exhaust.

  • skill

    Bandage Up

    0

    S-

    Heal 4 HP.
    Exhaust.

  • attack

    Bite

    1

    B+

    Deal 7 damage.
    Heal 2 HP.

  • skill

    Forethought

    1

    C-

    Put a card from your hand on the bottom of your draw pile. It costs 0 until it is played.

  • skill

    Madness

    1

    C

    Reduce the cost of a random card in your hand cost to 0 this combat.
    Exhaust.

  • power

    Mayhem

    2

    D

    At the start of your turn, play the top card of your draw pile.

  • curse

    Normality

    Unplayable.
    You cannot play more than 3 cards this turn.

Relic Synergies

  • Blood Vial

    common

    At the start of each combat, heal 2 HP.

    C-

    B-

    C+

    B-

  • Pen Nib

    common

    Every 10th Attack you play deals double damage.

    A

    A-

    B

    A

  • Regal Pillow

    common

    Heal an additional 15 HP when you Rest.

    A-

    A

    A

    A

  • Singing Bowl

    common

    When adding cards to your deck, you may gain +2 Max HP instead.

    S

    S

    S

    S

  • Strawberry

    common

    Raise your Max HP by 7.

    C

    C+

    C+

    C+

  • Darkstone Periapt

    uncommon

    Whenever you obtain a Curse, increase your Max HP by 6.

    D+

    D+

    D+

    D+

  • Meat on the Bone

    uncommon

    If your HP is at or below 50% at the end of combat, heal 12 HP.

    A-

    A

    A-

    A

  • Molten Egg

    uncommon

    Whenever you add an Attack card to your deck, it is Upgraded.

    A-

    A-

    A-

    A-

  • Pantograph

    uncommon

    At the start of boss combats, heal 25 HP.

    B-

    B+

    B+

    B+

  • Pear

    uncommon

    Raise your Max HP by 10.

    B

    B+

    B+

    B+

  • Bird-Faced Urn

    rare

    Whenever you play a Power, heal 2 HP.

    B-

    B+

    A-

    B+

  • Mango

    rare

    Raise your Max HP by 14.

    B-

    B

    B

    B

  • Eternal Feather

    uncommon

    For every 5 cards in your deck, heal 3 HP whenever you enter a Rest Site.

    B

    B+

    B+

    B+

  • Lizard Tail

    rare

    When you would die, heal to 50% of your Max HP instead (works once).

    B

    B

    B

    B

  • Snecko Eye

    boss

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

    A

    A-

    A-

    A-

  • Tiny House

    boss

    Obtain 1 potion. Gain 30 Gold. Raise your Max HP by 5. Obtain 1 card. Upgrade 1 Random card.

    C-

    C-

    C-

    C-

  • 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-

  • Bloody Idol

    event

    Whenever you gain Gold, heal 5 HP.

    B-

    B+

    B+

    B+

  • Lee's Waffle

    shop

    Raise your Max HP by 7 and heal all of your HP.

    D+

    D+

    D+

    D+

  • Toy Ornithopter

    shop

    Whenever you use a potion, heal 5 HP.

    C-

    C

    C

    C

  • Face of Cleric

    event

    Raise your Max HP by 1 after each combat.

    B

    B+

    B

    B+

  • Meal Ticket

    shop

    Whenever you enter a shop room, heal 15 hp.

    C

    C+

    C+

    C+

  • 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-

  • Burning Blood

    starter

    At the end of combat, heal 6 HP.

    A

  • Black Blood

    boss

    Replaces Burning Blood. At the end of combat, heal 12 HP.

    C+

Card Antisynergies

  • 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.

  • skill

    Entrench

    2

    D-

    Double your current Block.

  • power

    Feel No Pain

    1

    D

    Whenever a card is Exhausted, gain 3 Block.

  • skill

    Ghostly Armor

    1

    B

    Ethereal.
    Gain 10 Block.

  • skill

    Impervious

    2

    B+

    Gain 30 Block.
    Exhaust.

  • 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

    Panic Button

    0

    C+

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

  • skill

    Safety

    1

    A

    Retain.
    Gain 12 Block.
    Exhaust.

Relic Antisynergies

  • Anchor

    common

    Start each combat with 10 Block.

    B+

    B+

    B+

    B+

  • Orichalcum

    common

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

    A+

    B

    A

    B

  • Kunai

    uncommon

    Every time you play 3 Attacks in a single turn, gain 1 Dexterity.

    C+

    S-

    C+

    B-

  • Ornamental Fan

    uncommon

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

    C-

    C+

    D+

    C-

  • Calipers

    rare

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

    D

    C+

    B-

    C-

  • Thread and Needle

    rare

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

    A-

    A+

    A

    A

  • Unceasing Top

    rare

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

    D-

    B-

    C-

    B-

  • The Abacus

    shop

    Gain 6 Block whenever you shuffle your draw pile.

    D+

    C-

    D+

    D+

  • 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+

Leave A Comment