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power

Magnetism

2

A-

At the start of each turn, add a random colorless card to your hand.

power

Magnetism+

1

A-

At the start of each turn, add a random colorless card to your hand.

Magnetism

Card Synergies

  • attack

    Mind Blast

    2

    C

    Innate.
    Deal damage equal to the number of cards in your draw pile.

  • skill

    Dual Wield

    1

    D+

    Create a copy of an Attack or Power card in your hand.

  • power

    A Thousand Cuts

    2

    B

    Whenever you play a card, deal 1 damage to ALL enemies.

  • skill

    Nightmare

    3

    B

    Choose a card.
    Next turn, add 3 copies of that card into your hand.
    Exhaust.

  • skill

    Amplify

    1

    D-

    This turn, your next Power is played twice.

  • skill

    Force Field

    4

    D

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

  • power

    Heatsinks

    1

    E+

    Whenever you play a Power card, draw 1 card.

  • power

    Storm

    1

    E

    Whenever you play a Power, Channel 1 Lightning.

  • power

    Master Reality

    1

    B-

    Whenever a card is created during combat, Upgrade it.

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

Card Antisynergies

  • attack

    Rampage

    1

    C

    Deal 8 damage.
    Every time this card is played, increase its damage by 5 for this combat.

Relic Antisynergies

  • 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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