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Runic Dodecahedron

uncommon

If your HP is full, gain 1 Energy at the start of each turn.

D

D-

D-

D-

Runic Dodecahedron

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.

  • skill

    Entrench

    2

    D-

    Double your current Block.

  • attack

    Feed

    1

    S+

    Deal 10 damage.
    If Fatal, raise your Max HP by 3. Exhaust.

  • power

    Feel No Pain

    1

    D

    Whenever a card is Exhausted, gain 3 Block.

  • skill

    Ghostly Armor

    1

    B

    Ethereal.
    Gain 10 Block.

  • skill

    Impervious

    2

    B+

    Gain 30 Block.
    Exhaust.

  • attack

    Iron Wave

    1

    C

    Gain 5 Block.
    Deal 5 damage.

  • power

    Metallicize

    1

    C

    At the end of your turn, gain 3 Block.

  • skill

    Power Through

    1

    C-

    Add 2 Wounds to your hand.
    Gain 15 Block.

  • skill

    Rage

    0

    D+

    Whenever you play an Attack this turn, gain 3 Block.

  • attack

    Reaper

    2

    A

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

  • skill

    Second Wind

    1

    D+

    Exhaust all non-Attack cards in your hand and gain 5 Block for each.

  • skill

    Shrug It Off

    1

    A-

    Gain 8 Block.
    Draw 1 card.

  • skill

    True Grit

    1

    C

    Gain 7 Block.
    Exhaust a random card from your hand.

  • power

    After Image

    1

    A+

    Whenever you play a card, gain 1 Block.

  • skill

    Backflip

    1

    A

    Gain 5 Block.
    Draw 2 cards.

  • skill

    Blur

    1

    C+

    Gain 5 Block.
    Block is not removed at the start of your next turn.

  • skill

    Cloak And Dagger

    1

    B+

    Gain 6 Block.
    Add 1 Shiv to your hand.

  • attack

    Dash

    2

    A-

    Gain 10 Block.
    Deal 10 damage.

  • skill

    Deflect

    0

    C

    Gain 4 Block.

  • skill

    Dodge and Roll

    1

    B

    Gain 4 Block.
    Next turn gain 4 Block.

  • skill

    Escape Plan

    0

    C

    Draw 1 card.
    If the card is a Skill, gain 3 Block.

  • skill

    Leg Sweep

    2

    A-

    Apply 2 Weak.
    Gain 11 Block.

  • skill

    Nightmare

    3

    B

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

  • attack

    Predator

    2

    B+

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

  • skill

    Survivor

    1

    B+

    Gain 8 Block.
    Discard a card.

  • skill

    Auto-Shields

    1

    C+

    If you have 0 Block, gain 11 Block.

  • skill

    Boot Sequence

    0

    A-

    Gain 10 Block.
    Innate.
    Exhaust.

  • 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

    Genetic Algorithm

    1

    C-

    Gain 1 Block.
    When played, permanently increase this card's Block by 2.
    Exhaust.

  • skill

    Glacier

    2

    B+

    Gain 7 Block.
    Channel 2 Frost.

  • skill

    Hologram

    1

    B+

    Gain 3 Block.
    Return a card from your discard pile to your hand.
    Exhaust.

  • skill

    Leap

    1

    C+

    Gain 9 Block.

  • attack

    Meteor Strike

    5

    F+

    Deal 24 damage.
    Channel 3 Plasma.

  • skill

    Reinforced Body

    X

    B+

    Gain 7 Block X times.

  • power

    Self Repair

    1

    A

    At the end of combat, heal 7 HP.

  • skill

    Stack

    1

    C+

    Gain Block equal to the number of cards in your discard pile.

  • skill

    Steam Barrier

    0

    B+

    Gain 6 Block.
    Decrease this card's Block by 1 this combat.

  • attack

    Sunder

    3

    C

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

  • 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.)

  • skill

    Deceive Reality

    1

    B

    Gain 4 Block.
    Add a Safety to your hand.

  • skill

    Defend

    1

    F

    Gain 5 Block.

  • skill

    Empty Body

    1

    C

    Gain 7 Block.
    Exit your Stance.

  • skill

    Evaluate

    1

    B-

    Gain 6 Block.
    Shuffle an Insight into your draw pile.

  • power

    Fasting

    2

    B

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

  • skill

    Halt

    0

    C+

    Gain 3 Block.
    If you are in Wrath, gain 9 additional Block.

  • attack

    Just Lucky

    0

    C-

    Scry 1.
    Gain 2 Block.
    Deal 3 damage.

  • power

    Like Water

    1

    B

    At the end of your turn, if you are in Calm, gain 5 Block.

  • power

    Mental Fortress

    1

    B

    Whenever you change Stances, gain 4 Block.

  • skill

    Perseverance

    1

    D

    Retain.
    Gain 5 Block.
    When Retained, increase its Block by 2 this combat.

  • skill

    Protect

    2

    A-

    Retain.
    Gain 12 Block.

  • skill

    Sanctity

    1

    C

    Gain 6 Block.
    If the last card played was a Skill, draw 2 cards.

  • 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.

  • attack

    Talk to the Hand

    1

    A-

    Deal 5 damage.
    Whenever you attack this enemy, gain 2 Block.
    Exhaust.

  • skill

    Third Eye

    1

    B-

    Gain 7 Block.
    Scry 3.

  • skill

    Vigilance

    2

    C

    Gain 8 Block.
    Enter Calm.

  • skill

    Wish

    3

    B-

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

  • skill

    Bandage Up

    0

    S-

    Heal 4 HP.
    Exhaust.

  • attack

    Bite

    1

    B+

    Deal 7 damage.
    Heal 2 HP.

  • skill

    Finesse

    0

    C

    Gain 2 Block.
    Draw 1 card.

  • skill

    Good Instincts

    0

    C+

    Gain 6 Block.

  • skill

    Panic Button

    0

    C+

    Gain 30 Block.
    You cannot gain Block from cards for the next 2 turns.
    Exhaust.

  • skill

    Safety

    1

    A

    Retain.
    Gain 12 Block.
    Exhaust.

Relic Synergies

  • Anchor

    common

    Start each combat with 10 Block.

    B+

    B+

    B+

    B+

  • Blood Vial

    common

    At the start of each combat, heal 2 HP.

    C-

    B-

    C+

    B-

  • Orichalcum

    common

    If you end your turn without Block, gain 6 Block.

    A+

    B

    A

    B

  • Regal Pillow

    common

    Heal an additional 15 HP when you Rest.

    A-

    A

    A

    A

  • Singing Bowl

    common

    When adding cards to your deck, you may gain +2 Max HP instead.

    S

    S

    S

    S

  • Strawberry

    common

    Raise your Max HP by 7.

    C

    C+

    C+

    C+

  • Darkstone Periapt

    uncommon

    Whenever you obtain a Curse, increase your Max HP by 6.

    D+

    D+

    D+

    D+

  • Kunai

    uncommon

    Every time you play 3 Attacks in a single turn, gain 1 Dexterity.

    C+

    S-

    C+

    B-

  • Meat on the Bone

    uncommon

    If your HP is at or below 50% at the end of combat, heal 12 HP.

    A-

    A

    A-

    A

  • Ornamental Fan

    uncommon

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

    C-

    C+

    D+

    C-

  • Pantograph

    uncommon

    At the start of boss combats, heal 25 HP.

    B-

    B+

    B+

    B+

  • Pear

    uncommon

    Raise your Max HP by 10.

    B

    B+

    B+

    B+

  • Shuriken

    uncommon

    Every time you play 3 Attacks in a single turn, gain 1 Strength.

    A-

    S

    B

    A

  • Bird-Faced Urn

    rare

    Whenever you play a Power, heal 2 HP.

    B-

    B+

    A-

    B+

  • Calipers

    rare

    At the start of your turn, lose 15 Block rather than all of your Block.

    D

    C+

    B-

    C-

  • Ice Cream

    rare

    Energy is now conserved between turns.

    B-

    B+

    A-

    B+

  • Mango

    rare

    Raise your Max HP by 14.

    B-

    B

    B

    B

  • Thread and Needle

    rare

    At the start of each combat, gain 4 Plated Armor.

    A-

    A+

    A

    A

  • Eternal Feather

    uncommon

    For every 5 cards in your deck, heal 3 HP whenever you enter a Rest Site.

    B

    B+

    B+

    B+

  • Lizard Tail

    rare

    When you would die, heal to 50% of your Max HP instead (works once).

    B

    B

    B

    B

  • Tiny House

    boss

    Obtain 1 potion. Gain 30 Gold. Raise your Max HP by 5. Obtain 1 card. Upgrade 1 Random card.

    C-

    C-

    C-

    C-

  • Bloody Idol

    event

    Whenever you gain Gold, heal 5 HP.

    B-

    B+

    B+

    B+

  • Lee's Waffle

    shop

    Raise your Max HP by 7 and heal all of your HP.

    D+

    D+

    D+

    D+

  • Toy Ornithopter

    shop

    Whenever you use a potion, heal 5 HP.

    C-

    C

    C

    C

  • Face of Cleric

    event

    Raise your Max HP by 1 after each combat.

    B

    B+

    B

    B+

  • Meal Ticket

    shop

    Whenever you enter a shop room, heal 15 hp.

    C

    C+

    C+

    C+

  • The Abacus

    shop

    Gain 6 Block whenever you shuffle your draw pile.

    D+

    C-

    D+

    D+

  • Burning Blood

    starter

    At the end of combat, heal 6 HP.

    A

  • Self-Forming Clay

    uncommon

    Whenever you lose HP in combat, gain 3 Block next turn.

    D+

  • Black Blood

    boss

    Replaces Burning Blood. At the end of combat, heal 12 HP.

    C+

  • Tough Bandages

    uncommon

    Whenever you discard a card during your turn, gain 3 Block.

    C

  • Cloak Clasp

    rare

    At the end of your turn, gain 1 Block for each card in your hand.

    B

  • Horn Cleat

    uncommon

    At the start of your 2nd turn, gain 14 Block.

    B+

    B+

    B+

    B+

  • Captain's Wheel

    rare

    At the start of your 3rd turn, gain 18 Block.

    B+

    B+

    B+

    B+

Card Antisynergies

  • skill

    Bloodletting

    0

    B-

    Lose 3 HP.
    Gain .

  • power

    Brutality

    0

    B-

    At the start of your turn, lose 1 HP and draw 1 card.

  • power

    Combust

    1

    C-

    At the end of your turn, lose 1 HP and deal 5 damage to ALL enemies.

  • attack

    Hemokinesis

    1

    C+

    Lose 2 HP.
    Deal 15 damage.

  • attack

    Immolate

    2

    S-

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

  • skill

    Offering

    0

    A+

    Lose 6 HP.
    Gain .
    Draw 3 cards.
    Exhaust.

  • skill

    Seeing Red

    1

    B

    Gain .
    Exhaust.

  • skill

    Overclock

    0

    C+

    Draw 2 cards.
    Add a Burn into your discard pile.

  • skill

    J.A.X.

    0

    B+

    Lose 3 HP.
    Gain 2 Strength.

  • curse

    Decay

    Unplayable.
    At the end of your turn, take 2 damage.

  • curse

    Pain

    Unplayable.
    While in hand, lose 1 HP when other cards are played.

  • curse

    Regret

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

Relic Antisynergies

  • Blue Candle

    uncommon

    Curse cards can now be played. Playing a Curse will make you lose 1 HP and Exhausts the card.

    C-

    D+

    D+

    D+

  • 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-

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