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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-

Pocketwatch

Card Synergies

  • 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.

Relic Synergies

  • 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-

Card Antisynergies

  • 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.

Relic Antisynergies

  • 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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