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skill
Force Field
4
D
Costs 1 less for each Power card played this combat.
Gain 12 Block.
skill
Force Field+
4
D
Costs 1 less for each Power card played this combat.
Gain 16 Block.
If you are running 3 or 4 powers, force field is usually fine to take. In boss encounters it typically is a decent amount of block for 0 energy. It also works with creative AI obviously. This card is equivalent to a 2 energy card, so any cheaper is a bonus. Obviously, it is extremely difficult to guarantee that you will be able to discount this on the 1st cycle of your deck so it can sometimes be a dead draw.
power
Creative AI
3
B
At the start of each turn, add a random Power card to your hand.
power
Biased Cognition
1
A
Gain 4 Focus.
At the start of each turn, lose 1 Focus.
power
Buffer
2
B-
Prevent the next time you would lose HP.
power
Capacitor
1
B-
Gain 2 Orb slots.
power
Defragment
1
B+
Gain 1 Focus.
power
Echo Form
3
A+
The first card you play each turn is played twice.
Ethereal.
power
Electrodynamics
2
B+
Lightning now hits ALL enemies.
Channel 2 Lightning.
power
Heatsinks
1
E+
Whenever you play a Power card, draw 1 card.
power
Hello World
1
B-
At the start of your turn, add a random Common card into your hand.
power
Loop
1
B-
At the start of your turn, use the passive ability of your next Orb.
power
Machine Learning
1
B+
Draw 1 additional card at the start of each turn.
skill
Recycle
1
C
Exhaust a card.
Gain equal to its cost.
power
Self Repair
1
A
At the end of combat, heal 7 HP.
power
Static Discharge
1
B+
Whenever you receive unblocked attack damage, Channel 1 Lightning.
power
Storm
1
E
Whenever you play a Power, Channel 1 Lightning.
skill
Forethought
1
C-
Put a card from your hand on the bottom of your draw pile. It costs 0 until it is played.
skill
Madness
1
C
Reduce the cost of a random card in your hand cost to 0 this combat.
Exhaust.
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.
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.
curse
Normality
Unplayable.
You cannot play more than 3 cards this turn.
Bronze Scales
common
Start each combat with 3 Thorns.
D+
B-
C+
C
Mercury Hourglass
uncommon
At the start of your turn, deal 3 damage to ALL enemies.
C
C
C
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+
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-
Turnip
rare
You can no longer become Frail.
B-
B
C+
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-
skill
Panic Button
0
C+
Gain 30 Block.
You cannot gain Block from cards for the next 2 turns.
Exhaust.
curse
Regret
Unplayable.
At the end of your turn, lose 1 HP for each card in your hand.
Letter Opener
uncommon
Every time you play 3 Skills in a single turn, deal 5 damage to ALL enemies.
D
A
B
B
Unceasing Top
rare
Whenever you have no cards in hand during your turn, draw a card.
D-
B-
C-
B-
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