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Introducing the new SpireSpy
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skill
Dual Wield
1
D+
Create a copy of an Attack or Power card in your hand.
skill
Dual Wield+
1
D+
Create 2 copies of an Attack or Power card in your hand.
Dual wield typically works well with either cheap cards or by duplicating your wind conditions. For example, adding additional copies of a supercharged searing blow to your deck can make boss fights a breeze. Additionally, this card can be good with free attacks, as often if you are copying a card that costs more than 1 energy you wouldn't be able to play all of them in the same turn anyway. For this reason, it can work quite well with dropkick given that the enemy is already vulnerable. Of course, this card also works on powers, although some powers such as corruption do not benefit from being played again. Metallicize, fire breathing and rupture are some of the best power candidates. Note that any discounts on the original card apply to the copies as well.
attack
Dropkick
1
D-
Deal 5 damage.
If the target is Vulnerable, gain and draw 1 card.
attack
Searing Blow
2
D+
Deal 12 damage.
Can be upgraded any number of times.
attack
Anger
0
C+
Deal 6 damage.
Place a copy of this card in your discard pile.
power
Barricade
3
D+
Block no longer expires at the start of your turn.
power
Berserk
0
A-
Gain 2 vulnerable.
At the start of your turn, gain 1 .
power
Brutality
0
B-
At the start of your turn, lose 1 HP and draw 1 card.
attack
Clash
0
D-
Can only be played if every card in your hand is an Attack.
Deal 14 damage.
power
Combust
1
C-
At the end of your turn, lose 1 HP and deal 5 damage to ALL enemies.
power
Corruption
3
A+
Skills cost 0.
Whenever you play a Skill, Exhaust it.
power
Dark Embrace
2
D+
Whenever a card is Exhausted, draw 1 card.
power
Demon Form
3
A
At the start of each turn, gain 2 Strength.
power
Evolve
1
C
Whenever you draw a Status, draw 1 card.
power
Feel No Pain
1
D
Whenever a card is Exhausted, gain 3 Block.
power
Fire Breathing
1
C+
Whenever you draw a Status or Curse card, deal 6 damage to ALL enemies.
power
Inflame
1
B+
Gain 2 Strength.
power
Juggernaut
2
C
Whenever you gain Block, deal 5 damage to a random enemy.
power
Metallicize
1
C
At the end of your turn, gain 3 Block.
attack
Reckless Charge
0
B-
Deal 7 damage.
Shuffle a Dazed into your draw pile.
power
Rupture
1
D-
Whenever you lose HP from a card, gain 1 Strength.
attack
Whirlwind
X
B+
Deal 5 damage to ALL enemies X times.
attack
Dramatic Entrance
0
A+
Innate.
Deal 6 damage to ALL enemies.
Exhaust.
attack
Flash of Steel
0
C+
Deal 3 damage.
Draw 1 card.
power
Magnetism
2
A-
At the start of each turn, add a random colorless card to your hand.
power
Mayhem
2
D
At the start of your turn, play the top card of your draw pile.
attack
Mind Blast
2
C
Innate.
Deal damage equal to the number of cards in your draw pile.
power
Omega
3
S
At the start of your turn deal 50 damage to ALL enemies.
power
Panache
0
D+
Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.
power
Sadistic Nature
0
B
Whenever you apply a Debuff to an enemy, they take 5 damage.
attack
Shiv
0
B
Deal 4 damage.
Exhaust.
attack
Swift Strike
0
C
Deal 7 damage.
attack
Through Violence
0
S+
Retain.
Deal 20 damage.
Exhaust.
Toxic Egg
uncommon
Whenever you add a Skill card to your deck, it is Upgraded.
A-
A
A
A
attack
Rampage
1
C
Deal 8 damage.
Every time this card is played, increase its damage by 5 for this combat.
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-
This is a work in progress tool. We welcome feedback as there will most likely be something we've missed