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attack

Predator

2
B+
Deal 15 damage.
Next turn, draw 2 additional cards.



attack

Predator+

2
B+
Deal 20 damage.
Next turn, draw 2 additional cards.
Predator is a high damage mid cost attack for the silent that comes with some utility that might seem more fitting for the ironclad. Although it is fairly expensive which is uncommon for the silent, predator is actually extremely affective versus The Gremlin Nob and Lagavulin. The gremlin nob requires you to draw more cards in order to be able to make the most of your energy on every turn and this card allows you to do this whilst playing an attack. Lagavulin on the other hand reduces your strength which can render your strikes completely ineffective after nine turns. However due to the high damage total of the predator cards they are still able to do around 8 or 9 damage at this point. Predator pairs well with zero cost cards such as neutralise or slice as early on you are not going to be able to play all of the 7 cards that you will draw on the turn after this card is played.



attack

Flechettes

1
D+
Deal 4 damage for each Skill in your hand.




attack

Flying Knee

1
B-
Deal 8 damage.
Next turn gain
.




attack

Heel Hook

1
D
Deal 5 damage.
If the enemy has Weak, Gain
and draw 1 card.




skill

Outmaneuver

1
D+
Next turn gain
.




skill

Phantasmal Killer

1
C+
On your next turn, your Attack damage is doubled.




skill

Setup

1
D
Place a card in your hand on top of your draw pile.
It cost 0 until it is played.




skill

Tactician
E+
Unplayable.
If this card is discarded from your hand, gain
.




skill

Beta

2
E
Shuffle an Omega into your draw pile.
Exhaust.




skill

Chrysalis

2
B-
Add 3 random Skills into your Draw Pile.
They cost 0 this combat.
Exhaust.




skill

Madness

1
C
Reduce the cost of a random card in your hand cost to 0 this combat.
Exhaust.




skill

Metamorphosis

2
B
Add 3 random Attacks into your Draw Pile.
They cost 0 this combat.
Exhaust.




power

Panache

0
D+
Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.




curse

Normality
Unplayable.
You cannot play more than 3 cards this turn.
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-
Frozen Eye
rare
When viewing your Draw Pile, the cards are now shown in order.
C
C+
C
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
Snecko Eye
boss
Draw 2 additional cards each turn. Start each combat Confused.
A
A-
A-
A-
Sozu
boss
Gain 1 Energy at the start of each turn. You can no longer use potions.
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
The Abacus
shop
Gain 6 Block whenever you shuffle your draw pile.
D+
C-
D+
D+

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-
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

Melange
shop
Whenever you shuffle your draw pile, Scry 3.
C-

Slaver's Collar
boss
During Boss and Elite combats, gain [energy] at the start of your turn.
B-
B-
B-
B-



skill

Adrenaline

0
S+
Gain
.
Draw 2 cards.
Exhaust.




attack

Backstab

0
A-
Innate.
Deal 11 damage.
Exhaust.




skill

Calculated Gamble

0
B-
Discard your hand, then draw that many cards.
Exhaust.




skill

Concentrate

0
E
Discard 3 cards.
Gain
.




skill

Deflect

0
C
Gain 4 Block.




skill

Doppelganger

X
D+
Next turn, draw X cards and gain X Energy.




attack

Endless Agony

0
C+
Whenever you draw this card, add a copy of it to your hand.
Deal 4 damage.
Exhaust.




skill

Escape Plan

0
C
Draw 1 card.
If the card is a Skill, gain 3 Block.




attack

Grand Finale

0
E-
Can only be played if there are no cards in your draw pile.
Deal 50 damage to ALL enemies.




skill

Malaise

X
A
Enemy loses X Strength. Apply X Weak.
Exhaust.




attack

Masterful Stab

0
B-
Cost 1 additional
for each time you lose HP this combat.
Deal 12 Damage.




attack

Neutralize

0
B
Deal 3 damage.
Apply 1 Weak.




skill

Prepared

0
C
Draw 1 card.
Discard 1 card.




attack

Skewer

X
B+
Deal 7 damage X times.




attack

Slice

0
B-
Deal 6 damage.




skill

Bandage Up

0
S-
Heal 4 HP.
Exhaust.




skill

Blind

0
C+
Apply 2 Weak.




skill

Dark Shackles

0
A-
Enemy loses 9 Strength for the rest of this turn.
Exhaust.




skill

Deep Breath

0
D
Shuffle your discard pile into your draw pile.
Draw 1 card.




attack

Dramatic Entrance

0
A+
Innate.
Deal 6 damage to ALL enemies.
Exhaust.




skill

Enlightenment

0
D+
Reduce the cost of cards in your hand to 1 this turn.




skill

Finesse

0
C
Gain 2 Block.
Draw 1 card.




attack

Flash of Steel

0
C+
Deal 3 damage.
Draw 1 card.




skill

Good Instincts

0
C+
Gain 6 Block.




skill

Impatience

0
C
If you have no Attack cards in your hand, draw 2 cards.




skill

Insight

0
S-
Retain.
Draw 2 cards.
Exhaust.




skill

J.A.X.

0
B+
Lose 3 HP.
Gain 2 Strength.




skill

Jack Of All Trades

0
C
Add 1 random Colorless card to your hand.
Exhaust.




skill

Master of Strategy

0
A+
Draw 3 cards.
Exhaust.




skill

Miracle

0
A
Retain.
Gain
.
Exhaust.




skill

Panacea

0
B-
Gain 1 Artifact.
Exhaust.




skill

Panic Button

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




skill

Purity

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




skill

Secret Technique

0
A
Choose a Skill from your draw pile and place it into your hand.
Exhaust.




skill

Secret Weapon

0
A
Choose an Attack from your draw pile and place it into your hand.
Exhaust.




attack

Shiv

0
B
Deal 4 damage.
Exhaust.




attack

Swift Strike

0
C
Deal 7 damage.




skill

Thinking Ahead

0
B
Draw 2 cards.
Place a card from your hand on top of your draw pile.
Exhaust.




attack

Through Violence

0
S+
Retain.
Deal 20 damage.
Exhaust.




skill

Transmutation

X
C+
Add X random Colorless cards into your hand.
They cost 0 this turn.
Exhaust.




skill

Trip

0
C+
Apply 2 Vulnerable.




skill

Violence

0
B-
Place 3 random Attack cards from your draw pile into your hand.
Exhaust.




curse

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