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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