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Introducing the new SpireSpy
We've redesigned SpireSpy to make browsing faster and items better organised
Ice Cream
rare
Energy is now conserved between turns.
B-
B+
A-
B+



skill

Seeing Red

1
B
Gain
.
Exhaust.




skill

Concentrate

0
E
Discard 3 cards.
Gain
.




power

Berserk

0
A-
Gain 2 vulnerable.
At the start of your turn, gain 1
.




skill

Bloodletting

0
B-
Lose 3 HP.
Gain
.




power

Corruption

3
A+
Skills cost 0.
Whenever you play a Skill, Exhaust it.




skill

Offering

0
A+
Lose 6 HP.
Gain
.
Draw 3 cards.
Exhaust.




skill

Adrenaline

0
S+
Gain
.
Draw 2 cards.
Exhaust.




skill

Doppelganger

X
D+
Next turn, draw X cards and gain X Energy.




attack

Flying Knee

1
B-
Deal 8 damage.
Next turn gain
.




attack

Heel Hook

1
D
Deal 5 damage.
If the enemy has Weak, Gain
and draw 1 card.




skill

Outmaneuver

1
D+
Next turn gain
.




skill

Tactician
E+
Unplayable.
If this card is discarded from your hand, gain
.




skill

Aggregate

1
D+
Gain
for every 4 cards in your draw pile.




skill

Charge Battery

1
B-
Gain 7 Block.
Next turn gain 1
.




skill

Double Energy

1
C+
Double your Energy.
Exhaust.




skill

Fission

0
B-
Remove all of your Orbs.
Gain
and draw 1 card for each Orb removed.
Exhaust.




skill

Recycle

1
C
Exhaust a card.
Gain
equal to its cost.




skill

TURBO

0
B+
Gain
.
Add a Void into your discard pile.




skill

Collect

X
D+
Put Miracle+ into your hand at the start of your next X turns.
Exhaust.




power

Deva Form

3
C
Ethereal.
At the start of your turn, gain
and increase this gain by 1.




attack

Follow-Up

1
C-
Deal 7 damage.
If the last card played this combat was an Attack, gain
.




skill

Pray

1
D+
Gain 3 Mantra.
Shuffle an Insight into your draw pile.




skill

Miracle

0
A
Retain.
Gain
.
Exhaust.

Ancient Tea Set
common
Whenever you enter a Rest Site, start the next combat with 2 Energy.
C
C-
C-
C-
Art of War
common
If you do not play any Attacks during your turn, gain an extra Energy next turn.
D
C
C+
C+
Happy Flower
common
Every 3 turns, gain 1 Energy.
C
C
C
C
Lantern
common
Gain 1 Energy on the first turn of each combat.
B+
B+
B+
B
Gremlin Horn
uncommon
Whenever an enemy dies, gain 1 Energy and draw 1 card.
B+
D+
D+
B+
Runic Dodecahedron
uncommon
If your HP is full, gain 1 Energy at the start of each turn.
D
D-
D-
D-
Sundial
rare
Every 3 times you shuffle your deck, gain 2 Energy.
D+
C
C-
C
Ectoplasm
boss
Gain 1 Energy at the start of each turn. You can no longer gain Gold.
A-
A-
A-
A-
Philosopher's Stone
boss
Gain 1 Energy at the start of each turn. ALL enemies start with 1 Strength.
B
B
B
B
Sozu
boss
Gain 1 Energy at the start of each turn. You can no longer use potions.
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-
Busted Crown
boss
Gain 1 Energy at the start of each turn. On Card Reward screens, you have 2 fewer cards to choose from.
A+
A+
A+
A+
Fusion Hammer
boss
Gain 1 Energy at the start of each turn. You can no longer Smith at Rest Sites.
A
A
A
A
Coffee Dripper
boss
Gain 1 Energy at the start of each turn. You can no longer Rest at Rest Sites.
B+
B
B
B
Nunchaku
rare
Every time you play 10 Attacks, gain 1 Energy.
B-
B+
B-
B
Mark of Pain
boss
Gain 1 Energy at the start of each turn. Start combats with 2 Wounds in your draw pile.
A+
Hovering Kite
boss
The first time you discard a card each turn, gain [energy].
B+

Pure Water
starter
At the start of each combat, add a Miracle into your hand.
B-

Holy Water
boss
Replaces Pure Water. At the start of each combat, add 3 Miracles into your hand.
A-

Violet Lotus
boss
Whenever you exit Calm, gain an additional [energy].
A

Slaver's Collar
boss
During Boss and Elite combats, gain [energy] at the start of your turn.
B-
B-
B-
B-
This is a work in progress tool. We welcome feedback as there will most likely be something we've missed