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power

Fasting

2

B

Gain 3 Strength.
Gain 3 Dexterity.
Gain 1 less at the start of each turn.

power

Fasting+

2

B

Gain 4 Strength.
Gain 4 Dexterity.
Gain 1 less at the start of each turn.

Fasting

What we think of Fasting

Fasting is a very niche power that is only usually taken in decks that can negate the energy loss. orange pellets are capable of removing the debuff, and artifact also blocks the debuff from being applied. I definitely would not recommend taking fasting without at least one energy relic or means of negating the debuff. The strength and dexterity are nice but typically having one extra energy what do the same thing, whilst allowing you to be more flexible with your turns. Note that sources of strength are rare for the watcher since wrath and divinity benefit from this multiple times.

Card Super Synergies

  • power

    Fasting

    2

    B

    Gain 3 Strength.
    Gain 3 Dexterity.
    Gain 1 less at the start of each turn.

  • skill

    Panacea

    0

    B-

    Gain 1 Artifact.
    Exhaust.

Relic Super Synergies

Relic Supersynergies are fixed!

  • Orange Pellets

    shop

    Whenever you play a Power, Attack, and Skill in the same turn, remove all of your Debuffs.

    D

    D+

    D

    D

  • Clockwork Souvenir

    shop

    At the start of each combat, gain 1 Artifact.

    B

    B

    B

    B

Card Synergies

  • skill

    Collect

    X

    D+

    Put Miracle+ into your hand at the start of your next X turns.
    Exhaust.

  • power

    Deva Form

    3

    C

    Ethereal.
    At the start of your turn, gain and increase this gain by 1.

  • attack

    Follow-Up

    1

    C-

    Deal 7 damage.
    If the last card played this combat was an Attack, gain .

  • attack

    Just Lucky

    0

    C-

    Scry 1.
    Gain 2 Block.
    Deal 3 damage.

  • skill

    Pray

    1

    D+

    Gain 3 Mantra.
    Shuffle an Insight into your draw pile.

  • skill

    Miracle

    0

    A

    Retain.
    Gain .
    Exhaust.

  • skill

    Panic Button

    0

    C+

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

Relic Synergies

  • Ancient Tea Set

    common

    Whenever you enter a Rest Site, start the next combat with 2 Energy.

    C

    C-

    C-

    C-

  • Art of War

    common

    If you do not play any Attacks during your turn, gain an extra Energy next turn.

    D

    C

    C+

    C+

  • Happy Flower

    common

    Every 3 turns, gain 1 Energy.

    C

    C

    C

    C

  • Lantern

    common

    Gain 1 Energy on the first turn of each combat.

    B+

    B+

    B+

    B

  • Frozen Egg

    uncommon

    Whenever you add a Power card to your deck, Upgrade it.

    B+

    B+

    B+

    B+

  • Gremlin Horn

    uncommon

    Whenever an enemy dies, gain 1 Energy and draw 1 card.

    B+

    D+

    D+

    B+

  • Mummified Hand

    uncommon

    Whenever you play a Power, a random card in your hand costs 0 for the turn.

    B-

    B-

    A-

    B-

  • 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+

  • Gambling Chip

    rare

    At the start of each combat, discard any number of cards then draw that many.

    A-

    A

    A-

    A

  • Sundial

    rare

    Every 3 times you shuffle your deck, gain 2 Energy.

    D+

    C

    C-

    C

  • Ectoplasm

    boss

    Gain 1 Energy at the start of each turn. You can no longer gain Gold.

    A-

    A-

    A-

    A-

  • Philosopher's Stone

    boss

    Gain 1 Energy at the start of each turn. ALL enemies start with 1 Strength.

    B

    B

    B

    B

  • Snecko Eye

    boss

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

    A

    A-

    A-

    A-

  • Sozu

    boss

    Gain 1 Energy at the start of each turn. You can no longer use potions.

    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-

  • Busted Crown

    boss

    Gain 1 Energy at the start of each turn. On Card Reward screens, you have 2 fewer cards to choose from.

    A+

    A+

    A+

    A+

  • Fusion Hammer

    boss

    Gain 1 Energy at the start of each turn. You can no longer Smith at Rest Sites.

    A

    A

    A

    A

  • Coffee Dripper

    boss

    Gain 1 Energy at the start of each turn. You can no longer Rest at Rest Sites.

    B+

    B

    B

    B

  • Nunchaku

    rare

    Every time you play 10 Attacks, gain 1 Energy.

    B-

    B+

    B-

    B

  • 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-

  • Mark of Pain

    boss

    Gain 1 Energy at the start of each turn. Start combats with 2 Wounds in your draw pile.

    A+

  • Hovering Kite

    boss

    The first time you discard a card each turn, gain [energy].

    B+

  • Pure Water

    starter

    At the start of each combat, add a Miracle into your hand.

    B-

  • Holy Water

    boss

    Replaces Pure Water. At the start of each combat, add 3 Miracles into your hand.

    A-

  • Violet Lotus

    boss

    Whenever you exit Calm, gain an additional [energy].

    A

  • Slaver's Collar

    boss

    During Boss and Elite combats, gain [energy] at the start of your turn.

    B-

    B-

    B-

    B-

Card Antisynergies

  • curse

    Regret

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

Relic Antisynergies

  • Unceasing Top

    rare

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

    D-

    B-

    C-

    B-

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