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Introducing the new SpireSpy
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Shuriken
uncommon
Every time you play 3 Attacks in a single turn, gain 1 Strength.
A-
S
B
A
skill
Blade Dance
1
C+
Add 3 Shivs to your hand.
attack
Riddle with Holes
2
C+
Deal 3 damage 5 times.
skill
Storm of Steel
1
B-
Discard your hand.
Add 1 Shiv to your hand for each card discarded.
attack
Follow-Up
1
C-
Deal 7 damage.
If the last card played this combat was an Attack, gain .
attack
Anger
0
C+
Deal 6 damage.
Place a copy of this card in your discard pile.
power
Berserk
0
A-
Gain 2 vulnerable.
At the start of your turn, gain 1 .
skill
Bloodletting
0
B-
Lose 3 HP.
Gain
.
attack
Clash
0
D-
Can only be played if every card in your hand is an Attack.
Deal 14 damage.
attack
Cleave
1
C
Deal 8 damage to ALL enemies.
skill
Double Tap
1
B
This turn, your next Attack is played twice.
attack
Feed
1
S+
Deal 10 damage.
If Fatal, raise your Max HP by 3. Exhaust.
attack
Fiend Fire
2
B+
Exhaust your hand.
Deal 7 damage for each Exhausted card.
Exhaust.
attack
Heavy Blade
2
C
Deal 14 damage.
Strength affects Heavy Blade 3 times.
attack
Iron Wave
1
C
Gain 5 Block.
Deal 5 damage.
skill
Offering
0
A+
Lose 6 HP.
Gain
.
Draw 3 cards.
Exhaust.
attack
Pummel
1
C
Deal 2 damage 4 times.
Exhaust.
attack
Reaper
2
A
Deal 4 damage to ALL enemies. Heal for unblocked damage.
Exhaust.
attack
Reckless Charge
0
B-
Deal 7 damage.
Shuffle a Dazed into your draw pile.
skill
Seeing Red
1
B
Gain
.
Exhaust.
attack
Sword Boomerang
1
C-
Deal 3 damage to a random enemy 3 times.
attack
Thunderclap
1
C
Deal 4 damage and apply 1 Vulnerable to ALL enemies.
attack
Twin Strike
1
C+
Deal 5 damage twice.
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.
attack
Bane
1
C+
Deal 7 damage.
If the enemy is Poisoned, deal 7 damage again.
skill
Cloak And Dagger
1
B+
Gain 6 Block.
Add 1 Shiv to your hand.
skill
Concentrate
0
E
Discard 3 cards.
Gain
.
attack
Dagger Spray
1
B
Deal 4 damage to ALL enemies twice.
attack
Die Die Die
1
A-
Deal 13 damage to ALL enemies.
Exhaust.
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
Eviscerate
3
E
Costs 1 less Energy for each card discarded this turn.
Deal 7 damage three times.
attack
Finisher
1
C
Deal 6 damage for each Attack played this turn.
attack
Flechettes
1
D+
Deal 4 damage for each Skill in your hand.
attack
Flying Knee
1
B-
Deal 8 damage.
Next turn gain .
attack
Glass Knife
1
A-
Deal 8 damage twice.
Glass Knife's damage is lowered by 2 this combat.
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
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
Barrage
1
B-
Deal 4 damage for each Channeled Orb.
attack
Beam Cell
0
B-
Deal 3 damage and apply 1 Vulnerable.
attack
Blizzard
1
E+
Deal damage equal to 2 times the Frost Channeled this combat to ALL enemies.
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.
attack
Doom and Gloom
2
C
Deal 10 damage to ALL enemies.
Channel 1 Dark.
skill
Double Energy
1
C+
Double your Energy.
Exhaust.
power
Electrodynamics
2
B+
Lightning now hits ALL enemies.
Channel 2 Lightning.
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.
attack
Hyperbeam
2
B-
Deal 26 damage to ALL enemies.
Lose 3 Focus.
skill
Recycle
1
C
Exhaust a card.
Gain equal to its cost.
attack
Rip and Tear
1
B-
Deal 7 damage to a random enemy 2 times.
attack
Sweeping Beam
1
C
Deal 6 damage to ALL enemies.
Draw 1 card.
skill
TURBO
0
B+
Gain
.
Add a Void into your discard pile.
attack
Thunder Strike
3
D-
Deal 7 damage to a random enemy for each Lightning Channeled this combat.
attack
Bowling Bash
1
C+
Deal 7 damage for each enemy in combat.
skill
Collect
X
D+
Put Miracle+ into your hand at the start of your next X turns.
Exhaust.
attack
Conclude
1
B+
Deal 12 damage to ALL enemies.
End your turn.
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
Flying Sleeves
1
C+
Retain.
Deal 4 damage twice.
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.
attack
Ragnarok
3
A-
Deal 5 damage to a random enemy 5 times.
attack
Tantrum
1
A-
Deal 3 damage 3 times.
Enter Wrath.
Shuffle this card into your draw pile.
attack
Wallop
2
B
Deal 9 damage.
Gain Block equal to unblocked damage dealt.
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.
attack
Ritual Dagger
1
C+
Deal 15 Damage.
If this kills an enemy, permanently increase this card's damage by 3.
Exhaust.
attack
Shiv
0
B
Deal 4 damage.
Exhaust.
attack
Swift Strike
0
C
Deal 7 damage.
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+
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+
Ornamental Fan
uncommon
Every time you play 3 Attacks in a single turn, gain 4 Block.
C-
C+
D+
C-
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+
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-
The Boot
common
Whenever you would deal 4 or less unblocked Attack damage, increase it to 5.
D-
C
C
D-
This is a work in progress tool. We welcome feedback as there will most likely be something we've missed