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skill

Halt

0

C+

Gain 3 Block.
If you are in Wrath, gain 9 additional Block.

skill

Halt+

0

C+

Gain 4 Block.
Wrath: Gain 14 additional Block.

Halt

What we think of Halt

At first glance, Halt might look unimpressive. However, after trying it out, you will find that in many scenarios the additional block generated by this card allows you to stay in wrath at the end of a turn without being too heavily punished. This is particularly the case in act one where the enemies do not have as hard hitting attacks. I would not take this card unless I had consistent sources of wrath, for example a Tantrum. In the worst case scenario, this still provides some free block no matter what stance you are in.

Card Super Synergies

  • attack

    Tantrum

    1

    A-

    Deal 3 damage 3 times.
    Enter Wrath.
    Shuffle this card into your draw pile.

Card Synergies

  • skill

    Meditate

    1

    B+

    Put a card from your discard pile into your hand and Retain it.
    Enter Calm.
    End your turn.

  • skill

    Wave of the Hand

    1

    C-

    Whenever you gain Block this turn, apply 1 Weak to ALL enemies.

  • power

    Panache

    0

    D+

    Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.

  • curse

    Regret

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

Relic Synergies

  • Bronze Scales

    common

    Start each combat with 3 Thorns.

    D+

    B-

    C+

    C

  • Letter Opener

    uncommon

    Every time you play 3 Skills in a single turn, deal 5 damage to ALL enemies.

    D

    A

    B

    B

  • 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+

  • Unceasing Top

    rare

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

    D-

    B-

    C-

    B-

  • Turnip

    rare

    You can no longer become Frail.

    B-

    B

    C+

    B

Card Antisynergies

  • power

    Like Water

    1

    B

    At the end of your turn, if you are in Calm, gain 5 Block.

  • skill

    Panic Button

    0

    C+

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

  • curse

    Normality

    Unplayable.
    You cannot play more than 3 cards this turn.

Relic Antisynergies

  • 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-

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