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attack
Wild Strike
1
C+
Deal 12 damage.
Shuffle a Wound into your draw pile.
attack
Wild Strike+
1
C+
Deal 17 damage.
Shuffle a Wound into your draw pile.
Without any pollute synergies, I would consider taking wild strike perhaps on act 1, where even on turns where you draw a wound you are still able to spend all of your energy. It is a lot of fast damage making it useful in corridor fights, although the wounds can stack up if you have no way of dealing with them. This is why it's best to take wild strike in a deck that to make the most of pollution, such as one with Fire Breathing and Evolve.
power
Evolve
1
C
Whenever you draw a Status, draw 1 card.
power
Fire Breathing
1
C+
Whenever you draw a Status or Curse card, deal 6 damage to ALL enemies.
attack
Perfected Strike
2
C-
Deal 6 damage.
Deals an additional +2 damage for ALL of your cards containing "Strike".
skill
Second Wind
1
D+
Exhaust all non-Attack cards in your hand and gain 5 Block for each.
attack
Sever Soul
2
C+
Exhaust all non-Attack cards in your hand.
Deal 16 damage.
skill
Purity
0
D-
Choose and exhaust 3 cards in your hand.
Exhaust.
Molten Egg
uncommon
Whenever you add an Attack card to your deck, it is Upgraded.
A-
A-
A-
A-
Nilry's Codex
event
At the end of each turn, you can choose 1 of 3 random cards to shuffle into your draw pile.
B
B
B
B
Strike Dummy
uncommon
Cards containing "Strike" deal 3 additional damage.
D+
D
D
D
attack
Clash
0
D-
Can only be played if every card in your hand is an Attack.
Deal 14 damage.
attack
Rampage
1
C
Deal 8 damage.
Every time this card is played, increase its damage by 5 for this combat.
Unceasing Top
rare
Whenever you have no cards in hand during your turn, draw a card.
D-
B-
C-
B-
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-
This is a work in progress tool. We welcome feedback as there will most likely be something we've missed