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skill

Seeing Red

1

B

Gain .
Exhaust.

skill

Seeing Red+

0

B

Gain .
Exhaust.

Seeing Red

What we think of Seeing Red

A solid energy card which is rare for ironclad. Ironclad has very expensive attacks when compared to other classes so it is not normally difficult to get full value out of this card. The more sources of energy you have, the less powerful this card becomes, which makes it a strong early pick but its effectiveness tends to drop off without strong sources of draw. Pairs well with Ice Cream for obvious reasons.

Card Super Synergies

  • skill

    Battle Trance

    0

    A

    Draw 3 cards.
    You cannot draw additional cards this turn.

  • attack

    Whirlwind

    X

    B+

    Deal 5 damage to ALL enemies X times.

Relic Super Synergies

Relic Supersynergies are fixed!

  • Ice Cream

    rare

    Energy is now conserved between turns.

    B-

    B+

    A-

    B+

Card Synergies

  • power

    Dark Embrace

    2

    D+

    Whenever a card is Exhausted, draw 1 card.

  • skill

    Entrench

    2

    D-

    Double your current Block.

  • skill

    Exhume

    1

    C

    Choose an Exhausted card and put it in your hand.
    Exhaust.

  • power

    Feel No Pain

    1

    D

    Whenever a card is Exhausted, gain 3 Block.

  • attack

    Rampage

    1

    C

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

Relic Synergies

  • Kunai

    uncommon

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

    C+

    S-

    C+

    B-

  • Ornamental Fan

    uncommon

    Every time you play 3 Attacks in a single turn, gain 4 Block.

    C-

    C+

    D+

    C-

  • Shuriken

    uncommon

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

    A-

    S

    B

    A

  • Toxic Egg

    uncommon

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

    A-

    A

    A

    A

  • Dead Branch

    rare

    Whenever you Exhaust a card, add a random card to your hand.

    S+

    S

    B-

    S

  • Unceasing Top

    rare

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

    D-

    B-

    C-

    B-

  • Strange Spoon

    shop

    Cards which Exhaust when played will instead discard 50% of the time.

    B+

    C-

    B-

    B+

  • Charon's Ashes

    rare

    Whenever you Exhaust a card, deal 3 damage to ALL enemies.

    B+

Card Antisynergies

  • power

    Berserk

    0

    A-

    Gain 2 vulnerable.
    At the start of your turn, gain 1 .

  • skill

    Bloodletting

    0

    B-

    Lose 3 HP.
    Gain .

  • skill

    Offering

    0

    A+

    Lose 6 HP.
    Gain .
    Draw 3 cards.
    Exhaust.

  • skill

    Seeing Red

    1

    B

    Gain .
    Exhaust.

  • skill

    Miracle

    0

    A

    Retain.
    Gain .
    Exhaust.

Relic Antisynergies

  • 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

  • Gremlin Horn

    uncommon

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

    B+

    D+

    D+

    B+

  • 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

  • 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

  • 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-

  • 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

  • Slaver's Collar

    boss

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

    B-

    B-

    B-

    B-

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