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skill

The Bomb

2

D+

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

skill

The Bomb+

2

D+

At the end of 3 turns, deal 50 damage to ALL enemies.

The Bomb

What we think of The Bomb

Although this card has the potential to one-shot an entire encounter, it takes 3 turns to pull off. If this card is in the bottom of your deck, you can end up needing 6-7 turns to finish the encounter, having not killed a single enemy until it triggers. This is because The Bomb is often picked alongside defensive cards in order to survive until the damage goes off. This often means you aren't drafting offensive cards to deal with enemies outside of The Bomb. This makes it particularly awkward versus bosses or other high health enemies, such as the Head, that need multiple plays of this card to kill. Best used with intangible effects.

Card Super Synergies

  • skill

    Apparition

    1

    A-

    Gain 1 Intangible.
    Exhaust.
    Ethereal.

  • power

    Barricade

    3

    D+

    Block no longer expires at the start of your turn.

  • power

    Wraith Form

    3

    S

    Gain 2 Intangible.
    At the end of your turn, lose 1 Dexterity.

Relic Super Synergies

Relic Supersynergies are fixed!

  • Incense Burner

    rare

    Every 6 turns, gain 1 Intangible.

    A

    A+

    A

    A+

Card Synergies

  • skill

    Madness

    1

    C

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

  • skill

    Trip

    0

    C+

    Apply 2 Vulnerable.

  • skill

    Bloodletting

    0

    B-

    Lose 3 HP.
    Gain .

  • power

    Corruption

    3

    A+

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

  • skill

    Entrench

    2

    D-

    Double your current Block.

  • power

    Feel No Pain

    1

    D

    Whenever a card is Exhausted, gain 3 Block.

  • power

    Metallicize

    1

    C

    At the end of your turn, gain 3 Block.

  • skill

    Rage

    0

    D+

    Whenever you play an Attack this turn, gain 3 Block.

  • power

    After Image

    1

    A+

    Whenever you play a card, gain 1 Block.

  • power

    Envenom

    2

    A

    Whenever an attack deals unblocked damage, apply 1 Poison.

  • skill

    Setup

    1

    D

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

  • power

    Echo Form

    3

    A+

    The first card you play each turn is played twice.
    Ethereal.

  • skill

    Recycle

    1

    C

    Exhaust a card.
    Gain equal to its cost.

  • power

    Like Water

    1

    B

    At the end of your turn, if you are in Calm, gain 5 Block.

  • power

    Mental Fortress

    1

    B

    Whenever you change Stances, gain 4 Block.

  • skill

    Spirit Shield

    2

    S

    Gain 3 Block for each card in your hand.

  • attack

    Talk to the Hand

    1

    A-

    Deal 5 damage.
    Whenever you attack this enemy, gain 2 Block.
    Exhaust.

  • skill

    Wish

    3

    B-

    Choose one: Gain 6 Plated Armor, 3 Strength, or 25 Gold.
    Exhaust.

  • curse

    Normality

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

Relic Synergies

  • Anchor

    common

    Start each combat with 10 Block.

    B+

    B+

    B+

    B+

  • Orichalcum

    common

    If you end your turn without Block, gain 6 Block.

    A+

    B

    A

    B

  • Ornamental Fan

    uncommon

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

    C-

    C+

    D+

    C-

  • 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

  • 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

  • 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-

  • Self-Forming Clay

    uncommon

    Whenever you lose HP in combat, gain 3 Block next turn.

    D+

  • Tough Bandages

    uncommon

    Whenever you discard a card during your turn, gain 3 Block.

    C

  • Cloak Clasp

    rare

    At the end of your turn, gain 1 Block for each card in your hand.

    B

  • Horn Cleat

    uncommon

    At the start of your 2nd turn, gain 14 Block.

    B+

    B+

    B+

    B+

  • Captain's Wheel

    rare

    At the start of your 3rd turn, gain 18 Block.

    B+

    B+

    B+

    B+

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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