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power
Feel No Pain
1
D
Whenever a card is Exhausted, gain 3 Block.
power
Feel No Pain+
1
D
Whenever a card is Exhausted, gain 5 Block.
A card that synergises very well with corruption, but without it tends to fall flat. The extra occasional block from this effect can work in a deck that has a few standard exhausting cards, but this strategy rarely scales into the late game without huge sources of exhaust. Note that ethereal cards trigger this effect too.
power
Corruption
3
A+
Skills cost 0.
Whenever you play a Skill, Exhaust it.
attack
Fiend Fire
2
B+
Exhaust your hand.
Deal 7 damage for each Exhausted card.
Exhaust.
skill
Second Wind
1
D+
Exhaust all non-Attack cards in your hand and gain 5 Block for each.
attack
Sever Soul
2
C+
Exhaust all non-Attack cards in your hand.
Deal 16 damage.
power
Barricade
3
D+
Block no longer expires at the start of your turn.
attack
Body Slam
1
B
Deal damage equal to your current Block.
skill
Burning Pact
1
D
Exhaust 1 card.
Draw 2 cards.
attack
Carnage
2
B+
Ethereal.
Deal 20 damage.
skill
Disarm
1
A
Enemy loses 2 Strength.
Exhaust.
skill
Dual Wield
1
D+
Create a copy of an Attack or Power card in your hand.
skill
Exhume
1
C
Choose an Exhausted card and put it in your hand.
Exhaust.
skill
Ghostly Armor
1
B
Ethereal.
Gain 10 Block.
skill
Havoc
1
C-
Play the top card of your draw pile and Exhaust it.
skill
Impervious
2
B+
Gain 30 Block.
Exhaust.
skill
Infernal Blade
1
C
Add a random Attack to your hand.
It costs 0 this turn.
Exhaust.
skill
Intimidate
0
C-
Apply 1 Weak to ALL enemies.
Exhaust.
power
Juggernaut
2
C
Whenever you gain Block, deal 5 damage to a random enemy.
skill
Limit Break
1
D
Double your Strength.
Exhaust.
skill
Offering
0
A+
Lose 6 HP.
Gain
.
Draw 3 cards.
Exhaust.
attack
Pummel
1
C
Deal 2 damage 4 times.
Exhaust.
attack
Reckless Charge
0
B-
Deal 7 damage.
Shuffle a Dazed into your draw pile.
skill
Seeing Red
1
B
Gain
.
Exhaust.
skill
Sentinel
1
E+
Gain 5 Block.
If this card is Exhausted, gain
.
skill
Shockwave
2
B+
Apply 3 Weak and Vulnerable to ALL enemies.
Exhaust
skill
True Grit
1
C
Gain 7 Block.
Exhaust a random card from your hand.
skill
Apparition
1
A-
Gain 1 Intangible.
Exhaust.
Ethereal.
skill
Bandage Up
0
S-
Heal 4 HP.
Exhaust.
skill
Chrysalis
2
B-
Add 3 random Skills into your Draw Pile.
They cost 0 this combat.
Exhaust.
skill
Dark Shackles
0
A-
Enemy loses 9 Strength for the rest of this turn.
Exhaust.
skill
Discovery
1
B+
Choose 1 of 3 random cards to add to your hand.
It costs 0 this turn.
Exhaust.
attack
Dramatic Entrance
0
A+
Innate.
Deal 6 damage to ALL enemies.
Exhaust.
skill
Insight
0
S-
Retain.
Draw 2 cards.
Exhaust.
skill
J.A.X.
0
B+
Lose 3 HP.
Gain 2 Strength.
skill
Jack Of All Trades
0
C
Add 1 random Colorless card to your hand.
Exhaust.
skill
Madness
1
C
Reduce the cost of a random card in your hand cost to 0 this combat.
Exhaust.
skill
Master of Strategy
0
A+
Draw 3 cards.
Exhaust.
skill
Metamorphosis
2
B
Add 3 random Attacks into your Draw Pile.
They cost 0 this combat.
Exhaust.
skill
Miracle
0
A
Retain.
Gain .
Exhaust.
skill
Panacea
0
B-
Gain 1 Artifact.
Exhaust.
skill
Panic Button
0
C+
Gain 30 Block.
You cannot gain Block from cards for the next 2 turns.
Exhaust.
skill
Purity
0
D-
Choose and exhaust 3 cards in your hand.
Exhaust.
attack
Ritual Dagger
1
C+
Deal 15 Damage.
If this kills an enemy, permanently increase this card's damage by 3.
Exhaust.
skill
Safety
1
A
Retain.
Gain 12 Block.
Exhaust.
skill
Secret Technique
0
A
Choose a Skill from your draw pile and place it into your hand.
Exhaust.
skill
Secret Weapon
0
A
Choose an Attack from your draw pile and place it into your hand.
Exhaust.
attack
Shiv
0
B
Deal 4 damage.
Exhaust.
attack
Smite
1
A-
Retain.
Deal 12 damage.
Exhaust.
skill
The Bomb
2
D+
At the end of 3 turns, deal 40 damage to ALL enemies.
skill
Thinking Ahead
0
B
Draw 2 cards.
Place a card from your hand on top of your draw pile.
Exhaust.
attack
Through Violence
0
S+
Retain.
Deal 20 damage.
Exhaust.
skill
Transmutation
X
C+
Add X random Colorless cards into your hand.
They cost 0 this turn.
Exhaust.
skill
Violence
0
B-
Place 3 random Attack cards from your draw pile into your hand.
Exhaust.
curse
Ascender's Bane
Unplayable.
Ethereal.
Cannot be removed from your deck.
curse
Clumsy
Unplayable.
Ethereal.
Bronze Scales
common
Start each combat with 3 Thorns.
D+
B-
C+
C
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+
Frozen Egg
uncommon
Whenever you add a Power card to your deck, Upgrade it.
B+
B+
B+
B+
Mercury Hourglass
uncommon
At the start of your turn, deal 3 damage to ALL enemies.
C
C
C
C
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+
Calipers
rare
At the start of your turn, lose 15 Block rather than all of your Block.
D
C+
B-
C-
Gambling Chip
rare
At the start of each combat, discard any number of cards then draw that many.
A-
A
A-
A
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+
Medical Kit
shop
Status cards can now be played. Playing a Status will Exhaust the card.
B-
B-
B-
B-
Stone Calendar
rare
At the end of turn 7, deal 52 damage to ALL enemies.
D
C
C+
D
Charon's Ashes
rare
Whenever you Exhaust a card, deal 3 damage to ALL enemies.
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-
attack
Blood for Blood
4
D+
Costs 1 less for each time you lose HP in combat.
Deal 18 damage.
Snecko Eye
boss
Draw 2 additional cards each turn. Start each combat Confused.
A
A-
A-
A-
This is a work in progress tool. We welcome feedback as there will most likely be something we've missed