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attack

Meteor Strike

5

F+

Deal 24 damage.
Channel 3 Plasma.

attack

Meteor Strike+

5

F+

Deal 30 damage.
Channel 3 Plasma.

Meteor Strike

What we think of Meteor Strike

This card has such a low rating because it is extremely difficult to play. It requires two energy relics for you to be able to consistently play it when drawn. This often doesn't happen until Act 3. There are other sources of energy, such as charged battery and some non-boss relics, but these are extremely unreliable and rarely guarantee the energy on the turn it is required. If you have Snecko Eye, you should pick up every single meteor strike that you see as it changes the cost to 0-3.

Relic Super Synergies

Relic Supersynergies are fixed!

  • Snecko Eye

    boss

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

    A

    A-

    A-

    A-

Card Synergies

  • skill

    Aggregate

    1

    D+

    Gain for every 4 cards in your draw pile.

  • attack

    Barrage

    1

    B-

    Deal 4 damage for each Channeled Orb.

  • power

    Biased Cognition

    1

    A

    Gain 4 Focus.
    At the start of each turn, lose 1 Focus.

  • power

    Capacitor

    1

    B-

    Gain 2 Orb slots.

  • skill

    Chaos

    1

    C-

    Channel 1 random Orb.

  • skill

    Charge Battery

    1

    B-

    Gain 7 Block.
    Next turn gain 1 .

  • attack

    Compile Driver

    1

    C+

    Deal 7 damage.
    Draw 1 card for each unique Orb you have.

  • skill

    Consume

    2

    C+

    Gain 2 Focus.
    Lose 1 Orb Slot.

  • power

    Defragment

    1

    B+

    Gain 1 Focus.

  • skill

    Double Energy

    1

    C+

    Double your Energy.
    Exhaust.

  • power

    Echo Form

    3

    A+

    The first card you play each turn is played twice.
    Ethereal.

  • power

    Electrodynamics

    2

    B+

    Lightning now hits ALL enemies.
    Channel 2 Lightning.

  • skill

    Fission

    0

    B-

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

  • skill

    Fusion

    2

    B-

    Channel 1 Plasma.

  • attack

    Hyperbeam

    2

    B-

    Deal 26 damage to ALL enemies.
    Lose 3 Focus.

  • power

    Loop

    1

    B-

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

  • attack

    Meteor Strike

    5

    F+

    Deal 24 damage.
    Channel 3 Plasma.

  • skill

    Multi-Cast

    X

    B

    Evoke your next Orb X times.

  • skill

    Recycle

    1

    C

    Exhaust a card.
    Gain equal to its cost.

  • skill

    Reprogram

    1

    D-

    Lose 1 Focus.
    Gain 1 Strength.
    Gain 1 Dexterity.

  • skill

    TURBO

    0

    B+

    Gain .
    Add a Void into your discard pile.

  • skill

    Forethought

    1

    C-

    Put a card from your hand on the bottom of your draw pile. It costs 0 until it is played.

  • skill

    Madness

    1

    C

    Reduce the cost of a random card in your hand cost to 0 this combat.
    Exhaust.

  • power

    Mayhem

    2

    D

    At the start of your turn, play the top card of your draw pile.

  • skill

    Miracle

    0

    A

    Retain.
    Gain .
    Exhaust.

  • curse

    Normality

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

Relic Synergies

  • Ancient Tea Set

    common

    Whenever you enter a Rest Site, start the next combat with 2 Energy.

    C

    C-

    C-

    C-

  • Art of War

    common

    If you do not play any Attacks during your turn, gain an extra Energy next turn.

    D

    C

    C+

    C+

  • Happy Flower

    common

    Every 3 turns, gain 1 Energy.

    C

    C

    C

    C

  • Lantern

    common

    Gain 1 Energy on the first turn of each combat.

    B+

    B+

    B+

    B

  • Pen Nib

    common

    Every 10th Attack you play deals double damage.

    A

    A-

    B

    A

  • Gremlin Horn

    uncommon

    Whenever an enemy dies, gain 1 Energy and draw 1 card.

    B+

    D+

    D+

    B+

  • Molten Egg

    uncommon

    Whenever you add an Attack card to your deck, it is Upgraded.

    A-

    A-

    A-

    A-

  • Runic Dodecahedron

    uncommon

    If your HP is full, gain 1 Energy at the start of each turn.

    D

    D-

    D-

    D-

  • Sundial

    rare

    Every 3 times you shuffle your deck, gain 2 Energy.

    D+

    C

    C-

    C

  • Ectoplasm

    boss

    Gain 1 Energy at the start of each turn. You can no longer gain Gold.

    A-

    A-

    A-

    A-

  • Philosopher's Stone

    boss

    Gain 1 Energy at the start of each turn. ALL enemies start with 1 Strength.

    B

    B

    B

    B

  • Sozu

    boss

    Gain 1 Energy at the start of each turn. You can no longer use potions.

    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-

  • Busted Crown

    boss

    Gain 1 Energy at the start of each turn. On Card Reward screens, you have 2 fewer cards to choose from.

    A+

    A+

    A+

    A+

  • Fusion Hammer

    boss

    Gain 1 Energy at the start of each turn. You can no longer Smith at Rest Sites.

    A

    A

    A

    A

  • Coffee Dripper

    boss

    Gain 1 Energy at the start of each turn. You can no longer Rest at Rest Sites.

    B+

    B

    B

    B

  • Nunchaku

    rare

    Every time you play 10 Attacks, gain 1 Energy.

    B-

    B+

    B-

    B

  • Pocketwatch

    rare

    Whenever you play 3 or less cards in a turn, draw 3 additional cards at the start of your next turn.

    C+

    C-

    C-

    C-

  • Data Disk

    common

    Start each combat with 1 Focus.

    B+

  • Inserter

    boss

    Every 2 turns, gain 1 Orb Slot.

    A

  • Nuclear Battery

    boss

    At the start of each combat, Channel 1 Plasma.

    B+

  • Runic Capacitor

    shop

    Start each combat with 3 additional Orb slots.

    B

  • Mark of Pain

    boss

    Gain 1 Energy at the start of each turn. Start combats with 2 Wounds in your draw pile.

    A+

  • Hovering Kite

    boss

    The first time you discard a card each turn, gain [energy].

    B+

  • Pure Water

    starter

    At the start of each combat, add a Miracle into your hand.

    B-

  • Holy Water

    boss

    Replaces Pure Water. At the start of each combat, add 3 Miracles into your hand.

    A-

  • Violet Lotus

    boss

    Whenever you exit Calm, gain an additional [energy].

    A

  • Strike Dummy

    uncommon

    Cards containing "Strike" deal 3 additional damage.

    D+

    D

    D

    D

  • Slaver's Collar

    boss

    During Boss and Elite combats, gain [energy] at the start of your turn.

    B-

    B-

    B-

    B-

Card Antisynergies

  • curse

    Regret

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

Relic Antisynergies

  • Kunai

    uncommon

    Every time you play 3 Attacks in a single turn, gain 1 Dexterity.

    C+

    S-

    C+

    B-

  • Unceasing Top

    rare

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

    D-

    B-

    C-

    B-

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