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skill

Power Through

1
C-
Add 2 Wounds to your hand.
Gain 15 Block.



skill

Power Through+

1
C-
Add 2 Wounds to your hand.
Gain 20 Block.
Power through exists as a defensive option that synergises with pollute decks. For this reason it synergises decently well with Fire Breathing. I typically would not pick this card without any pollute synergies, since the two wounds can quickly clutter a deck. Evolve can be used to offset the pollute effect but be aware that it is possible to have a hand with 10 cards in, most of which are wounds. as a caveat, since the wounds are directly added to your hand they can be used with Fiend Fire or Second Wind as additional fuel.



power

Fire Breathing

1
C+
Whenever you draw a Status or Curse card, deal 6 damage to ALL enemies.




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

Burning Pact

1
D
Exhaust 1 card.
Draw 2 cards.




power

Corruption

3
A+
Skills cost 0.
Whenever you play a Skill, Exhaust it.




power

Evolve

1
C
Whenever you draw a Status, draw 1 card.




attack

Fiend Fire

2
B+
Exhaust your hand.
Deal 7 damage for each Exhausted card.
Exhaust.




skill

Havoc

1
C-
Play the top card of your draw pile and Exhaust it.




power

Juggernaut

2
C
Whenever you gain Block, deal 5 damage to a random enemy.




skill

Second Wind

1
D+
Exhaust all non-Attack cards in your hand and gain 5 Block for each.




attack

Sever Soul

2
C+
Exhaust all non-Attack cards in your hand.
Deal 16 damage.




skill

True Grit

1
C
Gain 7 Block.
Exhaust a random card from your hand.




skill

Purity

0
D-
Choose and exhaust 3 cards in your hand.
Exhaust.

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+
Nilry's Codex
event
At the end of each turn, you can choose 1 of 3 random cards to shuffle into your draw pile.
B
B
B
B
Medical Kit
shop
Status cards can now be played. Playing a Status will Exhaust the card.
B-
B-
B-
B-

Turnip
rare
You can no longer become Frail.
B-
B
C+
B
Charon's Ashes
rare
Whenever you Exhaust a card, deal 3 damage to ALL enemies.
B+



attack

Blood for Blood

4
D+
Costs 1 less
for each time you lose HP in combat.
Deal 18 damage.




attack

Clash

0
D-
Can only be played if every card in your hand is an Attack.
Deal 14 damage.




attack

Rampage

1
C
Deal 8 damage.
Every time this card is played, increase its damage by 5 for this combat.




skill

Panic Button

0
C+
Gain 30 Block.
You cannot gain Block from cards for the next 2 turns.
Exhaust.

Unceasing Top
rare
Whenever you have no cards in hand during your turn, draw a card.
D-
B-
C-
B-
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-
This is a work in progress tool. We welcome feedback as there will most likely be something we've missed