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Calipers

rare

At the start of your turn, lose 15 Block rather than all of your Block.

D

C+

B-

C-

Calipers

Card Synergies

  • skill

    Armaments

    1

    C+

    Gain 5 Block.
    Upgrade a card in your hand for the rest of combat.

  • power

    Barricade

    3

    D+

    Block no longer expires at the start of your turn.

  • attack

    Body Slam

    1

    B

    Deal damage equal to your current Block.

  • 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.

  • skill

    Ghostly Armor

    1

    B

    Ethereal.
    Gain 10 Block.

  • skill

    Impervious

    2

    B+

    Gain 30 Block.
    Exhaust.

  • attack

    Iron Wave

    1

    C

    Gain 5 Block.
    Deal 5 damage.

  • power

    Juggernaut

    2

    C

    Whenever you gain Block, deal 5 damage to a random enemy.

  • power

    Metallicize

    1

    C

    At the end of your turn, gain 3 Block.

  • skill

    Power Through

    1

    C-

    Add 2 Wounds to your hand.
    Gain 15 Block.

  • skill

    Rage

    0

    D+

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

  • skill

    Second Wind

    1

    D+

    Exhaust all non-Attack cards in your hand and gain 5 Block for each.

  • skill

    Shrug It Off

    1

    A-

    Gain 8 Block.
    Draw 1 card.

  • skill

    True Grit

    1

    C

    Gain 7 Block.
    Exhaust a random card from your hand.

  • power

    After Image

    1

    A+

    Whenever you play a card, gain 1 Block.

  • 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.

  • power

    Caltrops

    1

    A-

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

  • 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.

  • skill

    Leg Sweep

    2

    A-

    Apply 2 Weak.
    Gain 11 Block.

  • attack

    Masterful Stab

    0

    B-

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

  • skill

    Survivor

    1

    B+

    Gain 8 Block.
    Discard a card.

  • skill

    Boot Sequence

    0

    A-

    Gain 10 Block.
    Innate.
    Exhaust.

  • skill

    Equilibrium

    2

    B-

    Gain 13 Block.
    Retain your hand this turn.

  • skill

    Force Field

    4

    D

    Costs 1 less for each Power card played this combat.
    Gain 12 Block.

  • skill

    Genetic Algorithm

    1

    C-

    Gain 1 Block.
    When played, permanently increase this card's Block by 2.
    Exhaust.

  • skill

    Glacier

    2

    B+

    Gain 7 Block.
    Channel 2 Frost.

  • skill

    Hologram

    1

    B+

    Gain 3 Block.
    Return a card from your discard pile to your hand.
    Exhaust.

  • skill

    Leap

    1

    C+

    Gain 9 Block.

  • skill

    Reinforced Body

    X

    B+

    Gain 7 Block X times.

  • skill

    Stack

    1

    C+

    Gain Block equal to the number of cards in your discard pile.

  • power

    Static Discharge

    1

    B+

    Whenever you receive unblocked attack damage, Channel 1 Lightning.

  • skill

    Steam Barrier

    0

    B+

    Gain 6 Block.
    Decrease this card's Block by 1 this combat.

  • skill

    Deceive Reality

    1

    B

    Gain 4 Block.
    Add a Safety to your hand.

  • skill

    Defend

    1

    F

    Gain 5 Block.

  • skill

    Empty Body

    1

    C

    Gain 7 Block.
    Exit your Stance.

  • skill

    Evaluate

    1

    B-

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

  • skill

    Halt

    0

    C+

    Gain 3 Block.
    If you are in Wrath, gain 9 additional Block.

  • attack

    Just Lucky

    0

    C-

    Scry 1.
    Gain 2 Block.
    Deal 3 damage.

  • 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

    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.

  • skill

    Spirit Shield

    2

    S

    Gain 3 Block for each card in your hand.

  • skill

    Swivel

    2

    C+

    Gain 8 Block.
    The next Attack you play costs 0.

  • attack

    Talk to the Hand

    1

    A-

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

  • skill

    Third Eye

    1

    B-

    Gain 7 Block.
    Scry 3.

  • skill

    Vigilance

    2

    C

    Gain 8 Block.
    Enter Calm.

  • skill

    Wave of the Hand

    1

    C-

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

  • skill

    Wish

    3

    B-

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

  • skill

    Finesse

    0

    C

    Gain 2 Block.
    Draw 1 card.

  • skill

    Good Instincts

    0

    C+

    Gain 6 Block.

  • 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.

  • skill

    The Bomb

    2

    D+

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

Relic Synergies

  • Anchor

    common

    Start each combat with 10 Block.

    B+

    B+

    B+

    B+

  • Bronze Scales

    common

    Start each combat with 3 Thorns.

    D+

    B-

    C+

    C

  • Orichalcum

    common

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

    A+

    B

    A

    B

  • Mercury Hourglass

    uncommon

    At the start of your turn, deal 3 damage to ALL enemies.

    C

    C

    C

    C

  • Ornamental Fan

    uncommon

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

    C-

    C+

    D+

    C-

  • Runic Dodecahedron

    uncommon

    If your HP is full, gain 1 Energy at the start of each turn.

    D

    D-

    D-

    D-

  • 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+

  • 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+

  • 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

  • attack

    Blood for Blood

    4

    D+

    Costs 1 less for each time you lose HP in combat.
    Deal 18 damage.

  • skill

    Auto-Shields

    1

    C+

    If you have 0 Block, gain 11 Block.

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