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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.

Metallicize

What we think of Metallicize

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.

Card Super Synergies

  • power

    Juggernaut

    2

    C

    Whenever you gain Block, deal 5 damage to a random enemy.

Card Synergies

  • 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.

Relic Synergies

  • 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

Card Antisynergies

  • attack

    Blood for Blood

    4

    D+

    Costs 1 less for each time you lose HP in combat.
    Deal 18 damage.

Relic Antisynergies

  • 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-

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