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Introducing the new SpireSpy
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Ornamental Fan
uncommon
Every time you play 3 Attacks in a single turn, gain 4 Block.
C-
C+
D+
C-
attack
Anger
0
C+
Deal 6 damage.
Place a copy of this card in your discard pile.
power
Barricade
3
D+
Block no longer expires at the start of your turn.
power
Berserk
0
A-
Gain 2 vulnerable.
At the start of your turn, gain 1 .
skill
Bloodletting
0
B-
Lose 3 HP.
Gain
.
attack
Body Slam
1
B
Deal damage equal to your current Block.
attack
Clash
0
D-
Can only be played if every card in your hand is an Attack.
Deal 14 damage.
power
Juggernaut
2
C
Whenever you gain Block, deal 5 damage to a random enemy.
skill
Offering
0
A+
Lose 6 HP.
Gain
.
Draw 3 cards.
Exhaust.
attack
Reckless Charge
0
B-
Deal 7 damage.
Shuffle a Dazed into your draw pile.
skill
Seeing Red
1
B
Gain
.
Exhaust.
attack
Whirlwind
X
B+
Deal 5 damage to ALL enemies X times.
power
Accuracy
1
D+
Shivs deal 4 additional damage.
skill
Adrenaline
0
S+
Gain .
Draw 2 cards.
Exhaust.
attack
Backstab
0
A-
Innate.
Deal 11 damage.
Exhaust.
skill
Blade Dance
1
C+
Add 3 Shivs to your hand.
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.
skill
Concentrate
0
E
Discard 3 cards.
Gain
.
skill
Doppelganger
X
D+
Next turn, draw X cards and gain X Energy.
attack
Endless Agony
0
C+
Whenever you draw this card, add a copy of it to your hand.
Deal 4 damage.
Exhaust.
attack
Flying Knee
1
B-
Deal 8 damage.
Next turn gain .
attack
Grand Finale
0
E-
Can only be played if there are no cards in your draw pile.
Deal 50 damage to ALL enemies.
attack
Heel Hook
1
D
Deal 5 damage.
If the enemy has Weak, Gain and draw 1 card.
power
Infinite Blades
1
B+
At the start of your turn, add a Shiv to your hand.
attack
Masterful Stab
0
B-
Cost 1 additional for each time you lose HP this combat.
Deal 12 Damage.
attack
Neutralize
0
B
Deal 3 damage.
Apply 1 Weak.
skill
Outmaneuver
1
D+
Next turn gain
.
attack
Skewer
X
B+
Deal 7 damage X times.
attack
Slice
0
B-
Deal 6 damage.
skill
Storm of Steel
1
B-
Discard your hand.
Add 1 Shiv to your hand for each card discarded.
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.
attack
Beam Cell
0
B-
Deal 3 damage and apply 1 Vulnerable.
skill
Charge Battery
1
B-
Gain 7 Block.
Next turn gain 1 .
attack
Claw
0
C
Deal 3 damage.
All Claw cards deal 2 additional damage this combat.
skill
Double Energy
1
C+
Double your Energy.
Exhaust.
attack
FTL
0
B
Deal 5 damage.
If you have played less than 3 cards this turn, draw 1 card.
skill
Fission
0
B-
Remove all of your Orbs.
Gain and draw 1 card for each Orb removed.
Exhaust.
attack
Go for the Eyes
0
B-
Deal 3 damage.
If the enemy intends to attack, apply 1 Weak.
skill
Recycle
1
C
Exhaust a card.
Gain equal to its cost.
power
Static Discharge
1
B+
Whenever you receive unblocked attack damage, Channel 1 Lightning.
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.
attack
Consecrate
0
B-
Deal 5 damage to ALL enemies.
power
Deva Form
3
C
Ethereal.
At the start of your turn, gain and increase this gain by 1.
attack
Flurry Of Blows
0
B+
Deal 4 damage.
Whenever you change stances, return this from the discard pile to your hand.
attack
Follow-Up
1
C-
Deal 7 damage.
If the last card played this combat was an Attack, gain .
attack
Just Lucky
0
C-
Scry 1.
Gain 2 Block.
Deal 3 damage.
skill
Pray
1
D+
Gain 3 Mantra.
Shuffle an Insight into your draw pile.
skill
Wave of the Hand
1
C-
Whenever you gain Block this turn, apply 1 Weak to ALL enemies.
attack
Weave
0
C+
Deal 4 damage.
Whenever you Scry, return this from the discard pile to your Hand.
attack
Dramatic Entrance
0
A+
Innate.
Deal 6 damage to ALL enemies.
Exhaust.
attack
Flash of Steel
0
C+
Deal 3 damage.
Draw 1 card.
skill
Miracle
0
A
Retain.
Gain .
Exhaust.
skill
Panic Button
0
C+
Gain 30 Block.
You cannot gain Block from cards for the next 2 turns.
Exhaust.
attack
Shiv
0
B
Deal 4 damage.
Exhaust.
attack
Swift Strike
0
C
Deal 7 damage.
skill
The Bomb
2
D+
At the end of 3 turns, deal 40 damage to ALL enemies.
attack
Through Violence
0
S+
Retain.
Deal 20 damage.
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+
Bronze Scales
common
Start each combat with 3 Thorns.
D+
B-
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+
Kunai
uncommon
Every time you play 3 Attacks in a single turn, gain 1 Dexterity.
C+
S-
C+
B-
Mercury Hourglass
uncommon
At the start of your turn, deal 3 damage to ALL enemies.
C
C
C
C
Runic Dodecahedron
uncommon
If your HP is full, gain 1 Energy at the start of each turn.
D
D-
D-
D-
Shuriken
uncommon
Every time you play 3 Attacks in a single turn, gain 1 Strength.
A-
S
B
A
Calipers
rare
At the start of your turn, lose 15 Block rather than all of your Block.
D
C+
B-
C-
Sundial
rare
Every 3 times you shuffle your deck, gain 2 Energy.
D+
C
C-
C
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+
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
Stone Calendar
rare
At the end of turn 7, deal 52 damage to ALL enemies.
D
C
C+
D
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+
Ninja Scroll
uncommon
Start each combat with 3 Shivs in hand.
B
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-
attack
Blood for Blood
4
D+
Costs 1 less for each time you lose HP in combat.
Deal 18 damage.
This is a work in progress tool. We welcome feedback as there will most likely be something we've missed