Every card the Spire deals, at the size it deals them. 29 in all, three drawn every 3 floors, and a card that could no longer do anything is never on the table.
Common
13 cards
The ones that only help. No cost, no condition, nothing to build around. Power Surge and Second Breath fill the same Max HP pool, and it stops at +300%. Padded Vest feeds Aegis Ward's pool and shares its 30% ceiling.
CommonPower Surge
+8% Max HP for the rest of this climb. Stacks if picked again.
CommonSecond Wind
Revives your first fainted Pokémon at 50% HP.
CommonQuick Patch
Heals your whole squad by 20% of its missing HP.
CommonBandage
Fully heals your most hurt Pokemon.
CommonPadded Vest
Incoming damage is reduced by 3%. Stacks if picked again.
CommonSecond Breath
+4% Max HP for the rest of this climb. Stacks if picked again.
CommonShard Cache
+30 shards, right now.
CommonField Notes
The next blessing deals four cards instead of three.
CommonHerbal Tea
Heals your two most hurt Pokemon by 25% of their max HP.
CommonSteady Hand
Your attacks are 5% more accurate. Stacks if picked again.
CommonTraveling Kit
Banks one Reroll, no shards spent.
CommonRally
Every Pokemon of yours that faints leaves the rest +10% damage for that floor.
CommonRested
Every floor cleared, each benched Pokemon recovers 2% of its max HP.
Rare
6 cards
The ones that stack into a build. Each has a ceiling, 60% for most and 30% for Aegis Ward, and a card stops being dealt once you reach it. Momentum is the odd one: a switch rather than a stack, and it resets with every floor.
RareVampiric Fang
Your attacks heal you for 4% of the damage dealt. Stacks if picked again.
RareThorn Barrier
10% of damage you take is reflected onto the attacker. Stacks if picked again.
RareAegis Ward
Incoming damage to your squad is reduced by 6%. Stacks if picked again.
RareStatic Shock
Your attacks have a 10% chance to stun the target, skipping its next turn. Stacks if picked again.
RareTwin Strike
Your attacks have a 6% chance to strike twice, dealing double damage that turn. Stacks if picked again.
RareMomentum
Each Pokemon you knock out adds +5% damage for the rest of that floor. Resets on the next floor.
Pact
4 cards
These charge you something. They are the only cards that can make a climb worse, which is what makes taking one a decision. Glass Cannon's damage dealt stops at 60%, the same ceiling the rares wear. Chaos Pact is not dealt once Max HP sits at +300%, since that is 3 floors of extra damage taken with nothing owed back.
PactChaos Pact
+20% damage taken for the next 3 floors. After that, +12% Max HP for the rest of the climb.
PactBlood Price
Every survivor loses 15% of its current HP now. In exchange, two stacks of Vampiric Fang at once.
PactGlass Cannon
+12% damage dealt and +8% damage taken for the rest of this climb. Stacks if picked again.
PactDeath's Gambit
One Death Save. On a knockout, roll a d20: 10 or higher leaves it at 1 HP. Once per climb.
Duo
6 cards
Dealt only while you already hold both named relics, and taking one BINDS that pair: a relic bound into a duo cannot feed another. Take Iron Hide and Bloodletting is gone for the rest of the climb, because both want the same Thorn Barrier.
DuoOverchargeStatic Shock + Twin Strike
Every Twin Strike also stuns, no roll needed.
DuoIron HideAegis Ward + Thorn Barrier
The damage Aegis Ward absorbs is dealt back to the attacker instead of vanishing.
DuoBloodlettingVampiric Fang + Thorn Barrier
Damage Thorn Barrier reflects also heals the Pokémon that took the hit.
DuoSecond HeartPower Surge + Second Wind
Second Wind revives at full HP instead of half, and revives every fainted Pokémon.
DuoStatic FieldStatic Shock + Aegis Ward
An attacker that hits your squad can stun itself, at the same chance Static Shock uses.
DuoLast RiteDeath's Gambit + Vampiric Fang
A successful Death Save brings the Pokémon back at 50% HP instead of 1.
What each relic can become
One relic, one duo. Taking a duo spends both of its parents, so the pairs below compete: the Thorn Barrier that becomes an Iron Hide can never also become a Bloodletting.
| Aegis Ward | Iron Hide · Static Field |
| Death's Gambit | Last Rite |
| Power Surge | Second Heart |
| Second Wind | Second Heart |
| Static Shock | Overcharge · Static Field |
| Thorn Barrier | Bloodletting · Iron Hide |
| Twin Strike | Overcharge |
| Vampiric Fang | Bloodletting · Last Rite |