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skill

Perseverance

1

D

Retain.
Gain 5 Block.
When Retained, increase its Block by 2 this combat.

skill

Perseverance+

1

D

Retain.
Gain 7 Block.
When Retained, increase its Block by 3 this combat.

Perseverance

What we think of Perseverance

In practise, perseverance is a difficult card to make use of. You normally want to play a block card every single turn, and if this is the only source of block that you have drawn then you cannot afford to hold on to it. Thus, unless you are playing a fairly defensive deck in the first place it can be difficult to actually allow this to stack. Note that it does have its purpose, and is particularly good versus the big slime and the Guardian bosses that have huge attack turns In addition to turns where they don't attack at all. Note that the block gain persists throughout combat, meaning that the second time you draw it, it keeps all of the stacks that it had previously.

Card Synergies

  • power

    Establishment

    1

    A

    Whenever a card is Retained, reduce its cost by 1 this combat.

  • skill

    Spirit Shield

    2

    S

    Gain 3 Block for each card in your hand.

  • skill

    Wave of the Hand

    1

    C-

    Whenever you gain Block this turn, apply 1 Weak to ALL enemies.

Relic Synergies

  • Bronze Scales

    common

    Start each combat with 3 Thorns.

    D+

    B-

    C+

    C

  • Mercury Hourglass

    uncommon

    At the start of your turn, deal 3 damage to ALL enemies.

    C

    C

    C

    C

  • Runic Dodecahedron

    uncommon

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

    D

    D-

    D-

    D-

  • Toxic Egg

    uncommon

    Whenever you add a Skill card to your deck, it is Upgraded.

    A-

    A

    A

    A

  • Calipers

    rare

    At the start of your turn, lose 15 Block rather than all of your Block.

    D

    C+

    B-

    C-

  • 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+

  • Turnip

    rare

    You can no longer become Frail.

    B-

    B

    C+

    B

  • Cloak Clasp

    rare

    At the end of your turn, gain 1 Block for each card in your hand.

    B

Card Antisynergies

  • skill

    Panic Button

    0

    C+

    Gain 30 Block.
    You cannot gain Block from cards for the next 2 turns.
    Exhaust.

Relic Antisynergies

  • Runic Pyramid

    boss

    At the end of your turn, you no longer discard your hand.

    A-

    B

    B-

    B-

  • Snecko Eye

    boss

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

    A

    A-

    A-

    A-

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