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skill
Second Wind
1
D+
Exhaust all non-Attack cards in your hand and gain 5 Block for each.
skill
Second Wind+
1
D+
Exhaust all non-Attack cards in your hand and gain 7 Block for each.
This card can be difficult to use as it can put you in situations where you have to choose between taking damage and exhausting key cards (such as a Demon Form). Remember that you can play cards that you don't want to be exhausted, as long as you have the energy and don't need the additional block. This card can work well in a pollute deck with the likes of Power Through as it is very effective at removing wounds and burns from your deck, although this strategy can be fairly unreliable without strong draw cards. Needless to say, this card pairs very well with Dead Branch, like all other exhaust strategies, and fits very well into exhaust-focused decks that run powers like Feel No Pain and Dark Embrace.
attack
Clash
0
D-
Can only be played if every card in your hand is an Attack.
Deal 14 damage.
power
Dark Embrace
2
D+
Whenever a card is Exhausted, draw 1 card.
power
Feel No Pain
1
D
Whenever a card is Exhausted, gain 3 Block.
Relic Supersynergies are fixed!
Dead Branch
rare
Whenever you Exhaust a card, add a random card to your hand.
S+
S
B-
S
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.
power
Evolve
1
C
Whenever you draw a Status, draw 1 card.
skill
Exhume
1
C
Choose an Exhausted card and put it in your hand.
Exhaust.
attack
Immolate
2
S-
Deal 21 damage to ALL enemies.
Shuffle a Burn into your discard pile.
power
Juggernaut
2
C
Whenever you gain Block, deal 5 damage to a random enemy.
skill
Power Through
1
C-
Add 2 Wounds to your hand.
Gain 15 Block.
attack
Rampage
1
C
Deal 8 damage.
Every time this card is played, increase its damage by 5 for this combat.
attack
Reckless Charge
0
B-
Deal 7 damage.
Shuffle a Dazed into your draw pile.
attack
Wild Strike
1
C+
Deal 12 damage.
Shuffle a Wound into your draw pile.
curse
Pride
Innate.
At the end of your turn, place a copy of this card on top of your draw pile.
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
Charon's Ashes
rare
Whenever you Exhaust a card, deal 3 damage to ALL enemies.
B+
Mark of Pain
boss
Gain 1 Energy at the start of each turn. Start combats with 2 Wounds in your draw pile.
A+
attack
Blood for Blood
4
D+
Costs 1 less for each time you lose HP in combat.
Deal 18 damage.
skill
Panic Button
0
C+
Gain 30 Block.
You cannot gain Block from cards for the next 2 turns.
Exhaust.
Snecko Eye
boss
Draw 2 additional cards each turn. Start each combat Confused.
A
A-
A-
A-
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