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attack

Body Slam

1

B

Deal damage equal to your current Block.

attack

Body Slam+

0

B

Deal damage equal to your current Block.

Body Slam

What we think of Body Slam

Body Slam can be a game winning card and is a staple in the Barricade deck archetype. At 0 energy this becomes even more effective as it usually allows you to play one more block card before using it. Remember that this card’s damage is also increased by strength so even with 0 block it can do damage.

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.

  • 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 Synergies

  • 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

  • Molten Egg

    uncommon

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

    A-

    A-

    A-

    A-

  • 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

  • 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+

Relic Antisynergies

  • Snecko Eye

    boss

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

    A

    A-

    A-

    A-

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