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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-
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.
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+
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.
This is a work in progress tool. We welcome feedback as there will most likely be something we've missed