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Pocketwatch
rare
Whenever you play 3 or less cards in a turn, draw 3 additional cards at the start of your next turn.
C+
C-
C-
C-



skill

Armaments

1
C+
Gain 5 Block.
Upgrade a card in your hand for the rest of combat.




power

Barricade

3
D+
Block no longer expires at the start of your turn.




attack

Bash

2
C
Deal 8 damage.
Apply 2 Vulnerable.




attack

Blood for Blood

4
D+
Costs 1 less
for each time you lose HP in combat.
Deal 18 damage.




attack

Bludgeon

3
B
Deal 32 damage.




attack

Carnage

2
B+
Ethereal.
Deal 20 damage.




attack

Clothesline

2
B+
Deal 12 damage.
Apply 2 Weak.




power

Corruption

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




power

Demon Form

3
A
At the start of each turn, gain 2 Strength.




attack

Fiend Fire

2
B+
Exhaust your hand.
Deal 7 damage for each Exhausted card.
Exhaust.




power

Fire Breathing

1
C+
Whenever you draw a Status or Curse card, deal 6 damage to ALL enemies.




skill

Flame Barrier

2
B
Gain 12 Block.
Whenever you are attacked this turn, deal 4 damage to the attacker.




attack

Headbutt

1
C+
Deal 9 damage.
Place a card from your discard pile on top of your draw pile.




attack

Heavy Blade

2
C
Deal 14 damage.
Strength affects Heavy Blade 3 times.




attack

Immolate

2
S-
Deal 21 damage to ALL enemies.
Shuffle a Burn into your discard pile.




skill

Impervious

2
B+
Gain 30 Block.
Exhaust.




power

Juggernaut

2
C
Whenever you gain Block, deal 5 damage to a random enemy.




attack

Perfected Strike

2
C-
Deal 6 damage.
Deals an additional +2 damage for ALL of your cards containing "Strike".




attack

Rampage

1
C
Deal 8 damage.
Every time this card is played, increase its damage by 5 for this combat.




attack

Reaper

2
A
Deal 4 damage to ALL enemies. Heal for unblocked damage.
Exhaust.




attack

Searing Blow

2
D+
Deal 12 damage.
Can be upgraded any number of times.




attack

Sever Soul

2
C+
Exhaust all non-Attack cards in your hand.
Deal 16 damage.




skill

Shockwave

2
B+
Apply 3 Weak and Vulnerable to ALL enemies.
Exhaust




attack

Uppercut

2
A-
Deal 13 damage.
Apply 1 Weak.
Apply 1 Vulnerable.




attack

Whirlwind

X
B+
Deal 5 damage to ALL enemies X times.




power

A Thousand Cuts

2
B
Whenever you play a card, deal 1 damage to ALL enemies.




skill

Bouncing Flask

2
B+
Apply 3 Poison to a random enemy 3 times.




skill

Bullet Time

3
B+
You cannot draw any cards this turn.
Reduce the cost of cards in your hand to 0 this turn.




attack

Choke

2
C-
Deal 12 damage.
Whenever you play a card this turn, targeted enemy loses 3 HP.




skill

Corpse Explosion

2
A-
Apply 6 Poison. When an enemy dies, deal damage equal to its MAX HP to ALL enemies.




skill

Crippling Cloud

2
B
Apply 4 Poison and 2 Weak to ALL enemies.
Exhaust.




attack

Dash

2
A-
Gain 10 Block.
Deal 10 damage.




attack

Eviscerate

3
E
Costs 1 less Energy for each card discarded this turn.
Deal 7 damage three times.




attack

Flechettes

1
D+
Deal 4 damage for each Skill in your hand.




attack

Grand Finale

0
E-
Can only be played if there are no cards in your draw pile.
Deal 50 damage to ALL enemies.




skill

Leg Sweep

2
A-
Apply 2 Weak.
Gain 11 Block.




skill

Malaise

X
A
Enemy loses X Strength. Apply X Weak.
Exhaust.




skill

Nightmare

3
B
Choose a card.
Next turn, add 3 copies of that card into your hand.
Exhaust.




skill

Phantasmal Killer

1
C+
On your next turn, your Attack damage is doubled.




attack

Predator

2
B+
Deal 15 damage.
Next turn, draw 2 additional cards.




attack

Riddle with Holes

2
C+
Deal 3 damage 5 times.




attack

Skewer

X
B+
Deal 7 damage X times.




attack

Sneaky Strike

2
E
Deal 12 damage.
If you have discarded a card this turn, gain
.




power

Wraith Form

3
S
Gain 2 Intangible.
At the end of your turn, lose 1 Dexterity.




attack

All For One

2
C
Deal 10 damage.
Put all Cost 0 cards from your discard pile into your hand.




power

Buffer

2
B-
Prevent the next time you would lose HP.




skill

Consume

2
C+
Gain 2 Focus.
Lose 1 Orb Slot.




power

Creative AI

3
B
At the start of each turn, add a random Power card to your hand.




attack

Doom and Gloom

2
C
Deal 10 damage to ALL enemies.
Channel 1 Dark.




power

Echo Form

3
A+
The first card you play each turn is played twice.
Ethereal.




power

Electrodynamics

2
B+
Lightning now hits ALL enemies.
Channel 2 Lightning.




skill

Equilibrium

2
B-
Gain 13 Block.
Retain your hand this turn.




skill

Force Field

4
D
Costs 1 less
for each Power card played this combat.
Gain 12 Block.




skill

Glacier

2
B+
Gain 7 Block.
Channel 2 Frost.




attack

Hyperbeam

2
B-
Deal 26 damage to ALL enemies.
Lose 3 Focus.




attack

Meteor Strike

5
F+
Deal 24 damage.
Channel 3 Plasma.




skill

Multi-Cast

X
B
Evoke your next Orb X times.




skill

Rainbow

2
B-
Channel 1 Lightning, 1 Frost, and 1 Dark.
Exhaust.




skill

Reinforced Body

X
B+
Gain 7 Block X times.




attack

Streamline

2
A-
Deal 15 damage.
Reduce this card's cost by 1 this combat.




attack

Sunder

3
C
Deal 24 damage.
If this kills the enemy, gain
.




skill

Tempest

X
C+
Channel X Lightning.
Exhaust.




attack

Thunder Strike

3
D-
Deal 7 damage to a random enemy for each Lightning Channeled this combat.




skill

Alpha

1
D
Shuffle a Beta into your draw pile.
Exhaust.




skill

Conjure Blade

X
D+
Shuffle an Expunger into your draw pile.
Exhaust.
(Expunger costs 1, deals 9 damage X times.)




power

Fasting

2
B
Gain 3 Strength.
Gain 3 Dexterity.
Gain 1 less
at the start of each turn.




attack

Lesson Learned

2
S-
Deal 10 damage.
If Fatal, Upgrade a random card in your deck.
Exhaust.




skill

Omniscience

4
C+
Choose a card in your draw pile.
Play the chosen card twice and Exhaust it.
Exhaust.




skill

Protect

2
A-
Retain.
Gain 12 Block.




attack

Ragnarok

3
A-
Deal 5 damage to a random enemy 5 times.




attack

Reach Heaven

2
B
Deal 10 damage.
Shuffle a Through Violence into your draw pile.




attack

Sands of Time

4
B+
Retain.
Deal 20 damage.
When Retained, lower its cost by 1 this combat.




attack

Signature Move

2
E
Can only be played if this is the only Attack in your hand.
Deal 30 damage.




skill

Spirit Shield

2
S
Gain 3 Block for each card in your hand.




skill

Swivel

2
C+
Gain 8 Block.
The next Attack you play costs 0.




skill

Vault

3
A+
Take an extra turn after this one.
End your turn.
Exhaust.




skill

Vigilance

2
C
Gain 8 Block.
Enter Calm.




attack

Wallop

2
B
Deal 9 damage.
Gain Block equal to unblocked damage dealt.




attack

Wheel Kick

2
B
Deal 15 damage.
Draw 2 cards.




attack

Windmill Strike

2
A-
Retain.
Deal 7 damage.
When Retained, increase its damage by 4 this combat.




skill

Wish

3
B-
Choose one: Gain 6 Plated Armor, 3 Strength, or 25 Gold.
Exhaust.




skill

Worship

2
C-
Gain 5 Mantra.




skill

Beta

2
E
Shuffle an Omega into your draw pile.
Exhaust.




skill

Chrysalis

2
B-
Add 3 random Skills into your Draw Pile.
They cost 0 this combat.
Exhaust.




attack

Hand of Greed

2
B
Deal 20 damage.
If Fatal, gain 20 Gold.




skill

Metamorphosis

2
B
Add 3 random Attacks into your Draw Pile.
They cost 0 this combat.
Exhaust.




power

Omega

3
S
At the start of your turn deal 50 damage to ALL enemies.




power

Panache

0
D+
Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.




skill

The Bomb

2
D+
At the end of 3 turns, deal 40 damage to ALL enemies.




skill

Transmutation

X
C+
Add X random Colorless cards into your hand.
They cost 0 this turn.
Exhaust.

Frozen Eye
rare
When viewing your Draw Pile, the cards are now shown in order.
C
C+
C
D
The Abacus
shop
Gain 6 Block whenever you shuffle your draw pile.
D+
C-
D+
D+

Melange
shop
Whenever you shuffle your draw pile, Scry 3.
C-



skill

Battle Trance

0
A
Draw 3 cards.
You cannot draw additional cards this turn.




power

Berserk

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




skill

Bloodletting

0
B-
Lose 3 HP.
Gain
.




skill

Offering

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




skill

Seeing Red

1
B
Gain
.
Exhaust.




skill

Adrenaline

0
S+
Gain
.
Draw 2 cards.
Exhaust.




skill

Concentrate

0
E
Discard 3 cards.
Gain
.




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.




curse

Regret
Unplayable.
At the end of your turn, lose 1 HP for each card in your hand.
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