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skill

Blur

1

C+

Gain 5 Block.
Block is not removed at the start of your next turn.

skill

Blur+

1

C+

Gain 8 Block.
Block is not removed at the start of your next turn.

Blur

What we think of Blur

Blur has a lot of potential, and even in the worst case scenario is 5 block for this turn and next turn. It allows the Silent to block in advance of a massive attack, or make use of a hand of all defends even on turns when she is not being attacked. Some cards such as after image allow the Silent to generate block even without trying to, and this card can help preserve some of this block. I sometimes take one or two Blurs from act one to act 2, and in theory having enough Blurs in your deck can cause you to never lose any block again. In practice, however, a deck with that much defend is not proactive enough to win.

Card Super Synergies

  • power

    Footwork

    1

    A

    Gain 2 Dexterity.

Relic Super Synergies

Relic Supersynergies are fixed!

  • Oddly Smooth Stone

    common

    At the start of each combat, gain 1 Dexterity.

    B

    A-

    B

    B

  • Kunai

    uncommon

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

    C+

    S-

    C+

    B-

  • Duality

    uncommon

    Whenever you play an Attack, gain 1 temporary Dexterity.

    C-

Card Synergies

  • power

    After Image

    1

    A+

    Whenever you play a card, gain 1 Block.

  • skill

    Backflip

    1

    A

    Gain 5 Block.
    Draw 2 cards.

  • skill

    Blur

    1

    C+

    Gain 5 Block.
    Block is not removed at the start of your next turn.

  • power

    Caltrops

    1

    A-

    Whenever you are attacked, deal 3 damage to the attacker.

  • skill

    Cloak And Dagger

    1

    B+

    Gain 6 Block.
    Add 1 Shiv to your hand.

  • attack

    Dash

    2

    A-

    Gain 10 Block.
    Deal 10 damage.

  • skill

    Deflect

    0

    C

    Gain 4 Block.

  • skill

    Dodge and Roll

    1

    B

    Gain 4 Block.
    Next turn gain 4 Block.

  • skill

    Escape Plan

    0

    C

    Draw 1 card.
    If the card is a Skill, gain 3 Block.

  • skill

    Leg Sweep

    2

    A-

    Apply 2 Weak.
    Gain 11 Block.

  • skill

    Survivor

    1

    B+

    Gain 8 Block.
    Discard a card.

  • 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

  • Orichalcum

    common

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

    A+

    B

    A

    B

  • Mercury Hourglass

    uncommon

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

    C

    C

    C

    C

  • 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-

  • Toxic Egg

    uncommon

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

    A-

    A

    A

    A

  • 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

  • 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

  • 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+

Card Antisynergies

  • power

    Wraith Form

    3

    S

    Gain 2 Intangible.
    At the end of your turn, lose 1 Dexterity.

  • skill

    Panic Button

    0

    C+

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

Relic Antisynergies

  • Snecko Eye

    boss

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

    A

    A-

    A-

    A-

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