Introducing the new SpireSpy

We've redesigned SpireSpy to make browsing faster and items better organised

Ornamental Fan

uncommon

Every time you play 3 Attacks in a single turn, gain 4 Block.

C-

C+

D+

C-

Ornamental Fan

Card Synergies

  • 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.

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+

  • 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-

Card Antisynergies

  • attack

    Blood for Blood

    4

    D+

    Costs 1 less for each time you lose HP in combat.
    Deal 18 damage.

Leave A Comment