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power

Loop

1

B-

At the start of your turn, use the passive ability of your next Orb.

power

Loop+

1

B-

At the start of your turn, use the passive ability of your next Orb 2 times.

Loop

What we think of Loop

Loop is an extremely powerful power. It grants you the passive bonus of an orb without requiring the slot or the orb’s generation. If you are struggling to generate orb slots, this is a fine alternative. Stacking loops can be very effective. When playing with loop, trying to ensure that by the end of the turn the orb in your front slot is the one that you want. I typically try to keep a Frost orb on the front slot to reliably generate block.

Card Synergies

  • skill

    Amplify

    1

    D-

    This turn, your next Power is played twice.

  • attack

    Ball Lightning

    1

    C+

    Deal 7 damage.
    Channel 1 Lightning.

  • skill

    Chaos

    1

    C-

    Channel 1 random Orb.

  • skill

    Chill

    0

    A-

    Channel 1 Frost for each enemy in combat.
    Exhaust.

  • attack

    Cold Snap

    1

    B-

    Deal 6 damage.
    Channel 1 Frost.

  • skill

    Coolheaded

    1

    A-

    Channel 1 Frost.
    Draw 1 card.

  • skill

    Darkness

    1

    D+

    Channel 1 Dark.

  • attack

    Doom and Gloom

    2

    C

    Deal 10 damage to ALL enemies.
    Channel 1 Dark.

  • skill

    Force Field

    4

    D

    Costs 1 less for each Power card played this combat.
    Gain 12 Block.

  • skill

    Fusion

    2

    B-

    Channel 1 Plasma.

  • skill

    Glacier

    2

    B+

    Gain 7 Block.
    Channel 2 Frost.

  • power

    Heatsinks

    1

    E+

    Whenever you play a Power card, draw 1 card.

  • attack

    Meteor Strike

    5

    F+

    Deal 24 damage.
    Channel 3 Plasma.

  • skill

    Rainbow

    2

    B-

    Channel 1 Lightning, 1 Frost, and 1 Dark.
    Exhaust.

  • 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

    Tempest

    X

    C+

    Channel X Lightning.
    Exhaust.

  • skill

    Zap

    1

    C-

    Channel 1 Lightning.

Relic Synergies

  • Frozen Egg

    uncommon

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

    B+

    B+

    B+

    B+

  • Mummified Hand

    uncommon

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

    B-

    B-

    A-

    B-

  • 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

  • Cracked Core

    starter

    At the start of each combat, Channel 1 Lightning.

    C

  • Symbiotic Virus

    uncommon

    At the start of each combat, Channel 1 Dark.

    B-

  • Nuclear Battery

    boss

    At the start of each combat, Channel 1 Plasma.

    B+

Card Antisynergies

  • skill

    Auto-Shields

    1

    C+

    If you have 0 Block, gain 11 Block.

  • skill

    Dualcast

    1

    B-

    Evoke your next Orb 2 times.

  • skill

    Fission

    0

    B-

    Remove all of your Orbs.
    Gain and draw 1 card for each Orb removed.
    Exhaust.

  • skill

    Multi-Cast

    X

    B

    Evoke your next Orb X times.

  • skill

    Recursion

    1

    C-

    Evoke your next Orb.
    Channel the Orb that was just Evoked.

Relic Antisynergies

  • Snecko Eye

    boss

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

    A

    A-

    A-

    A-

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