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power

Wraith Form

3

S

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

power

Wraith Form+

3

S

Gain 3 Intangible.
At the end of your turn, lose 1 Dexterity.

Wraith Form

What we think of Wraith Form

Wraith Form is an extremely powerful card which has a very real downside. It is extremely effective in hallway fights where you do not expect to be fighting for a long time. When playing out boss fights, you typically don't want to play this card until you know that there are only three terms of combat left. Obviously it is impossible to know exactly when there are three turns of combat left but if you know the boss phases well enough you should be able to guess how long each flight will take you. Playing this card too rarely makes your defends do absolutely nothing and also really reduces the effectiveness of the rest of your blocks, and the silent will not last very long in these situations. The more wraith forms you have the better. If you are constantly intangible, whether or not you can block is completely irrelevant. A well timed nightmare can allow you to have 4 Wraith Forms in your deck with just one card. The other ways of negating the dexterity down effect are by having artifact ignore it or by using orange pellets, which cleanses the dexterity down over time and also cleanses any current negative dexterity stacks. Note that even when intangible you will still be taking chip damage which adds up overtime. For this reason some kind of plated armor effect such as thread and needle can really help you stay topped up.

Card Super Synergies

  • power

    After Image

    1

    A+

    Whenever you play a card, gain 1 Block.

  • skill

    Bullet Time

    3

    B+

    You cannot draw any cards this turn.
    Reduce the cost of cards in your hand to 0 this turn.

  • power

    Caltrops

    1

    A-

    Whenever you are attacked, deal 3 damage to the attacker.

  • skill

    Nightmare

    3

    B

    Choose a card.
    Next turn, add 3 copies of that card into your hand.
    Exhaust.

  • power

    Well-Laid Plans

    1

    S-

    At the end of your turn, Retain up to 1 card.

  • power

    Wraith Form

    3

    S

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

  • skill

    Apparition

    1

    A-

    Gain 1 Intangible.
    Exhaust.
    Ethereal.

  • skill

    Panacea

    0

    B-

    Gain 1 Artifact.
    Exhaust.

  • skill

    The Bomb

    2

    D+

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

Relic Super Synergies

Relic Supersynergies are fixed!

  • Orichalcum

    common

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

    A+

    B

    A

    B

  • Incense Burner

    rare

    Every 6 turns, gain 1 Intangible.

    A

    A+

    A

    A+

  • Orange Pellets

    shop

    Whenever you play a Power, Attack, and Skill in the same turn, remove all of your Debuffs.

    D

    D+

    D

    D

  • Clockwork Souvenir

    shop

    At the start of each combat, gain 1 Artifact.

    B

    B

    B

    B

  • Dolly's Mirror

    shop

    Upon pickup, obtain an additional copy of a card in your deck.

    B-

    B-

    B-

    B-

Card Synergies

  • attack

    Masterful Stab

    0

    B-

    Cost 1 additional for each time you lose HP this combat.
    Deal 12 Damage.

  • skill

    Forethought

    1

    C-

    Put a card from your hand on the bottom of your draw pile. It costs 0 until it is played.

Relic Synergies

  • Bottled Tornado

    uncommon

    Upon pick up, choose a Power card. At the start of each combat, this card will be in your hand.

    B+

    B+

    B+

    B+

  • Frozen Egg

    uncommon

    Whenever you add a Power card to your deck, Upgrade it.

    B+

    B+

    B+

    B+

  • Mummified Hand

    uncommon

    Whenever you play a Power, a random card in your hand costs 0 for the turn.

    B-

    B-

    A-

    B-

  • Bird-Faced Urn

    rare

    Whenever you play a Power, heal 2 HP.

    B-

    B+

    A-

    B+

  • Gambling Chip

    rare

    At the start of each combat, discard any number of cards then draw that many.

    A-

    A

    A-

    A

  • 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

  • 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-

  • Tungsten Rod

    rare

    Whenever you would lose HP, lose 1 less.

    S

    S-

    S-

    S-

Card Antisynergies

  • skill

    Backflip

    1

    A

    Gain 5 Block.
    Draw 2 cards.

  • skill

    Blur

    1

    C+

    Gain 5 Block.
    Block is not removed at the start of your next turn.

  • skill

    Cloak And Dagger

    1

    B+

    Gain 6 Block.
    Add 1 Shiv to your hand.

  • attack

    Dash

    2

    A-

    Gain 10 Block.
    Deal 10 damage.

  • skill

    Deflect

    0

    C

    Gain 4 Block.

  • skill

    Dodge and Roll

    1

    B

    Gain 4 Block.
    Next turn gain 4 Block.

  • skill

    Escape Plan

    0

    C

    Draw 1 card.
    If the card is a Skill, gain 3 Block.

  • power

    Footwork

    1

    A

    Gain 2 Dexterity.

  • skill

    Leg Sweep

    2

    A-

    Apply 2 Weak.
    Gain 11 Block.

  • skill

    Survivor

    1

    B+

    Gain 8 Block.
    Discard a card.

  • skill

    Finesse

    0

    C

    Gain 2 Block.
    Draw 1 card.

  • skill

    Good Instincts

    0

    C+

    Gain 6 Block.

  • power

    Mayhem

    2

    D

    At the start of your turn, play the top card of your draw pile.

  • 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.

  • curse

    Regret

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

Relic Antisynergies

  • Oddly Smooth Stone

    common

    At the start of each combat, gain 1 Dexterity.

    B

    A-

    B

    B

  • Kunai

    uncommon

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

    C+

    S-

    C+

    B-

  • Torii

    rare

    Whenever you would receive 5 or less unblocked Attack damage, reduce it to 1.

    C-

    C+

    C+

    C+

  • Unceasing Top

    rare

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

    D-

    B-

    C-

    B-

  • Duality

    uncommon

    Whenever you play an Attack, gain 1 temporary Dexterity.

    C-

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