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skill

Spirit Shield

2

S

Gain 3 Block for each card in your hand.

skill

Spirit Shield+

2

S

Gain 4 Block for each card in your hand.

Spirit Shield

What we think of Spirit Shield

Spirit shield is one of the strongest cards at the watcher’s disposal. It very consistently generates a lot of block, particularly due to how many of the watcher’s cards have retain. This even includes the miracle that you obtain due to your starting relic. I don't think you can ever have too many copies.

Card Synergies

  • power

    Battle Hymn

    1

    B-

    At the start of each turn, add a Smite into your hand.

  • skill

    Crescendo

    1

    B-

    Retain.
    Enter Wrath.
    Exhaust.

  • attack

    Cut Through Fate

    1

    A

    Deal 7 damage.
    Scry 2.
    Draw 1 card.

  • skill

    Empty Mind

    1

    B

    Draw 2 cards.
    Exit your Stance.

  • skill

    Evaluate

    1

    B-

    Gain 6 Block.
    Shuffle an Insight into your draw pile.

  • attack

    Flying Sleeves

    1

    C+

    Retain.
    Deal 4 damage twice.

  • skill

    Inner Peace

    1

    B+

    If you are in Calm, draw 3 cards.
    Otherwise, enter Calm.

  • skill

    Meditate

    1

    B+

    Put a card from your discard pile into your hand and Retain it.
    Enter Calm.
    End your turn.

  • skill

    Perseverance

    1

    D

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

  • skill

    Protect

    2

    A-

    Retain.
    Gain 12 Block.

  • skill

    Sanctity

    1

    C

    Gain 6 Block.
    If the last card played was a Skill, draw 2 cards.

  • attack

    Sands of Time

    4

    B+

    Retain.
    Deal 20 damage.
    When Retained, lower its cost by 1 this combat.

  • skill

    Scrawl

    1

    A-

    Draw cards until your hand is full.
    Exhaust.

  • power

    Study

    2

    C+

    At the end of your turn, shuffle an Insight into your draw pile.

  • skill

    Tranquility

    1

    B

    Retain.
    Enter Calm.
    Exhaust.

  • skill

    Wave of the Hand

    1

    C-

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

  • attack

    Wheel Kick

    2

    B

    Deal 15 damage.
    Draw 2 cards.

  • attack

    Windmill Strike

    2

    A-

    Retain.
    Deal 7 damage.
    When Retained, increase its damage by 4 this combat.

  • skill

    Worship

    2

    C-

    Gain 5 Mantra.

  • skill

    Deep Breath

    0

    D

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

  • skill

    Finesse

    0

    C

    Gain 2 Block.
    Draw 1 card.

  • attack

    Flash of Steel

    0

    C+

    Deal 3 damage.
    Draw 1 card.

  • 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

    Madness

    1

    C

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

  • skill

    Master of Strategy

    0

    A+

    Draw 3 cards.
    Exhaust.

  • skill

    Miracle

    0

    A

    Retain.
    Gain .
    Exhaust.

  • skill

    Panic Button

    0

    C+

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

  • skill

    Safety

    1

    A

    Retain.
    Gain 12 Block.
    Exhaust.

  • attack

    Smite

    1

    A-

    Retain.
    Deal 12 damage.
    Exhaust.

  • skill

    The Bomb

    2

    D+

    At the end of 3 turns, deal 40 damage to ALL enemies.

  • 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

    Violence

    0

    B-

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

  • curse

    Normality

    Unplayable.
    You cannot play more than 3 cards this turn.

Relic Synergies

  • Bag of Preparation

    common

    At the start of each combat, draw 2 additional cards.

    B

    B-

    B+

    B+

  • Bronze Scales

    common

    Start each combat with 3 Thorns.

    D+

    B-

    C+

    C

  • Centennial Puzzle

    uncommon

    The first time you lose HP each combat, draw 3 cards.

    B

    B-

    B-

    B-

  • Gremlin Horn

    uncommon

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

    B+

    D+

    D+

    B+

  • 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+

  • 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-

  • 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-

  • Stone Calendar

    rare

    At the end of turn 7, deal 52 damage to ALL enemies.

    D

    C

    C+

    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-

  • Runic Cube

    uncommon

    Whenever you lose HP, draw 1 card.

    B+

  • Ring of the Snake

    starter

    At the start of each combat, draw 2 additional cards.

    B

  • Ring of the Serpent

    boss

    At the start of your turn, draw 1 additional card.

    B

  • Ink Bottle

    uncommon

    Whenever you play 10 cards, draw 1 card.

    D

    D+

    D

    D

Card Antisynergies

  • curse

    Regret

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

Relic Antisynergies

  • Letter Opener

    uncommon

    Every time you play 3 Skills in a single turn, deal 5 damage to ALL enemies.

    D

    A

    B

    B

  • Unceasing Top

    rare

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

    D-

    B-

    C-

    B-

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