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power
Metallicize
1
C
At the end of your turn, gain 3 Block.
power
Metallicize+
1
C
At the end of your turn, gain 4 Block.
This card is solid as it provides a lot of value over time, though it is nothing to write home about. It does not serve as a win condition, but it will likely prevent around 15 damage in a normal fight which is strong for its energy cost. Stacking Metallicize can be a strong strategy, meaning that your second and third copy of this card are actually more valuable than the first. The continuously stacking block works well with barricade, although it does not rely on it, and it also synergises well with plated armour. Generally pick it early or not at all.
power
Juggernaut
2
C
Whenever you gain Block, deal 5 damage to a random enemy.
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
Dual Wield
1
D+
Create a copy of an Attack or Power card in your hand.
power
Metallicize
1
C
At the end of your turn, gain 3 Block.
skill
Apparition
1
A-
Gain 1 Intangible.
Exhaust.
Ethereal.
skill
Panic Button
0
C+
Gain 30 Block.
You cannot gain Block from cards for the next 2 turns.
Exhaust.
skill
The Bomb
2
D+
At the end of 3 turns, deal 40 damage to ALL enemies.
Bronze Scales
common
Start each combat with 3 Thorns.
D+
B-
C+
C
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+
Incense Burner
rare
Every 6 turns, gain 1 Intangible.
A
A+
A
A+
Stone Calendar
rare
At the end of turn 7, deal 52 damage to ALL enemies.
D
C
C+
D
attack
Blood for Blood
4
D+
Costs 1 less for each time you lose HP in combat.
Deal 18 damage.
Orichalcum
common
If you end your turn without Block, gain 6 Block.
A+
B
A
B
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