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+

Ice Cream

Card Super Synergies

  • skill

    Seeing Red

    1

    B

    Gain .
    Exhaust.

  • skill

    Concentrate

    0

    E

    Discard 3 cards.
    Gain .

Card Synergies

  • 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.

Relic Synergies

  • 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-

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