EchoSpire Card Design Pack¶
Date: March 6, 2026
Model: GPT-5.4
This document is a docs-oriented copy of the GPT-5.4 card set. Key mechanic terms link into the Ability Definitions glossary.
Upgrade Recommendation¶
I recommend a single authored upgrade per card for the base game rather than branching upgrades at the start.
Why this is the right fit for EchoSpire right now:
- It keeps the content pipeline manageable while the total card pool is still being built.
- It makes simulation and balance testing much easier because each base card has one upgraded form.
- It lets starter cards stay readable while still expressing faction and class identity.
- It avoids fake choice. Early branching upgrade trees often create lots of noise before the game has enough cards and relics to support them.
Upgrade Rules¶
- Each card has one upgrade and keeps the same core role.
- Upgrades should improve one major axis only: output, efficiency, reliability, or downside smoothing.
- Cost reduction should be rare and usually limited to a reduction of 1.
- Starter attacks should usually gain a rider, not just flat damage.
- Starter skills should usually gain consistency, Retain, or a stronger mechanic hook.
- Faction cards should upgrade toward faction identity, not generic strength.
- High-risk cards should upgrade by becoming cleaner, not by losing all risk.
Recommended Passive Suite¶
These are the passives I would use as the default identity for the card set.
Class Passives¶
| Class | Passive | Effect |
|---|---|---|
| Anchor | Mass Memory | The first time each turn you fully absorb an enemy hit without losing Life, gain 1 Density. |
| Drifter | Vanishing Point | The first Attack you play each turn against an enemy with Echo-Lock gains +1 Echo-Lock before damage resolves. |
| Conduit | Residual Charge | If you end your turn with Overload, deal 2 damage to a random enemy and reduce your next self-burn from Overload by 1. |
| Machinist | Grid Discipline | The first Construct you deploy each combat gains +2 Integrity and triggers its passive effect immediately. |
| Catalyst | Instability Bias | The first time each turn you Mutate a card, draw 1. |
Faction Passives¶
These align to the current codebase names and are good anchors for the starter card packages.
| Faction | Passive | Effect |
|---|---|---|
| Valerii | Stasis Lock | At the start of your turn, if you took no HP damage last turn, gain 3 Block. |
| Syntacta | Calibration Protocol | At the start of your turn, Scry 1. |
| Aethari | Gilded Syphon | The first time each turn you deal HP damage to an enemy, gain 1 Gold. |
| Annalis | Temporal Echo | At end of turn, if your discard pile has 5 or more cards, add a random copy of one discarded card to your hand. |
| Salvari | Scrap Protocol | When a friendly Block pool is broken or a Construct is destroyed, draw 1 card. |
Card Ability Pillars¶
Class Ability Pillars¶
| Class | Card Ability Focus |
|---|---|
| Anchor | Gain Density, convert Block into impact, pin enemies with Drag, Vent mass for burst or control. |
| Drifter | Apply Echo-Lock in precise increments, evade instead of blocking, line up burst windows, chain kills. |
| Conduit | Borrow energy through Overload, fire AoE and beam effects, vent or Stabilize debt, gamble on Burnout tempo. |
| Machinist | Deploy Constructs, Repair and Overclock them, Redirect pressure, trade setup turns for board control. |
| Catalyst | Mutate cards in hand, generate temporary Anomalies, exploit self-risk, cash in unstable turns for explosive tempo. |
Faction Ability Pillars¶
| Faction | Card Ability Focus |
|---|---|
| Valerii | Stasis, Drag, fortified defense, punish disorder, reward taking clean turns. |
| Syntacta | Scry, sequencing, precision draw, prediction counters, efficient card flow. |
| Aethari | Self-harm for profit, shard-fueled tempo, greed, bonus damage, gain rewards while fighting. |
| Annalis | Recall, copied cards, delayed triggers, discard manipulation, history-based value. |
| Salvari | Improvised defense, break-your-own-gear value, scrap generation, dirty tricks, rebuild tempo. |
Legal Starter Deck Combinations¶
Every legal hero starts with 20 cards: 15 class cards plus 5 faction cards.
| Class | Valerii | Syntacta | Aethari | Annalis | Salvari |
|---|---|---|---|---|---|
| Anchor | Yes | Yes | Yes | Yes | Yes |
| Drifter | No | Yes | Yes | Yes | Yes |
| Conduit | Yes | Yes | Yes | Yes | No |
| Machinist | Yes | Yes | No | No | Yes |
| Catalyst | No | No | Yes | No | Yes |
Class Starter Packages¶
Anchor Starter Package¶
Design note: the Anchor starter deck should feel like a slow machine that becomes terrifying if the player sequences defense correctly.
| Card | Cost | Type | Effect | Upgrade |
|---|---|---|---|---|
| Ballast Ram | 1 | Attack | Deal 7. If you have Block, gain 1 Density. | Deal 9. If you have Block, apply 1 Drag. |
| Load-Bearing Slam | 1 | Attack | Deal 6. Gain Block equal to half your Density, rounded up. | Deal 8. Gain Block equal to your Density. |
| Brace the Hull | 1 | Skill | Gain 8 Block. If you took no HP damage last turn, gain 1 Density. | Gain 10 Block and always gain 1 Density. |
| Inertial Plate | 1 | Skill | Gain 6 Block. Retain 1 Block next turn. | Gain 8 Block. Retain 2 Block next turn. |
| Compression Step | 0 | Skill | Gain 1 Density. Draw 1. | Gain 1 Density. Draw 1 and Retain this. |
| Counterweight Drop | 2 | Attack | Deal 12. If you have 3 or more Density, apply 1 Drag. | Deal 15. If you have 3 or more Density, apply 2 Drag. |
| Seal the Seams | 1 | Skill | Gain 7 Block. If this fully blocks the next hit, gain 1 Energy next turn. | Gain 9 Block. If this fully blocks the next hit, draw 1 next turn. |
| Gravitic Palm | 1 | Attack | Deal 5. Apply 1 Drag. Gain 1 Density. | Deal 7. Apply 1 Drag. Gain 1 Density and 3 Block. |
| Deadweight Cycle | 1 | Skill | Gain 5 Block twice. The second gain happens at end of turn. | Gain 6 Block twice. |
| Anchor Spike | 2 | Attack | Deal 10. Vent up to 2 Density. Deal 4 more per Density vented. | Deal 12. Vent up to 3 Density. Deal 5 more per Density vented. |
| Bulkhead Doctrine | 1 | Skill | Gain 9 Block. Your next Attack this turn deals +3. | Gain 11 Block. Your next Attack this turn deals +5. |
| Tectonic Hook | 1 | Attack | Deal 8. If the target has Drag, gain 6 Block. | Deal 10. If the target has Drag, gain 8 Block. |
| Pressure Vent | 0 | Skill | Lose 1 Density. Gain 1 Energy and draw 1. | Lose up to 2 Density. Gain that much Energy. |
| Core Compression | 2 | Power | The first time each turn you gain Block from a card, gain 1 Density. | Also gain 3 Block when played. |
| Event-Line Breaker | 2 | Attack | Consume all Block. Deal damage equal to consumed Block plus 6. | Consume all Block. Deal damage equal to consumed Block plus 10 and apply 1 Drag. |
Drifter Starter Package¶
Design note: the Drifter starter deck should feel like stalking a firing line, not playing generic weak attacks while waiting for a combo.
| Card | Cost | Type | Effect | Upgrade |
|---|---|---|---|---|
| Ghostline Round | 1 | Attack | Deal 6. Apply 2 Echo-Lock. | Deal 8. Apply 2 Echo-Lock. |
| Edge Survey | 0 | Skill | Apply 1 Echo-Lock to any enemy. Draw 1. | Apply 2 Echo-Lock. Draw 1. |
| Phase Sidestep | 1 | Skill | Gain 4 Block. The next attack against you this turn deals 0 if you played an Attack this turn. | Gain 5 Block. The next attack against you this turn deals 0. |
| Tether Mark | 1 | Skill | Apply 2 Echo-Lock. Your next Attack this turn deals +3. | Apply 2 Echo-Lock. Your next Attack this turn deals +5 and Ignore Block if target has 4 or more Echo-Lock. |
| Horizon Puncture | 1 | Attack | Deal 9. If the target has Echo-Lock, deal 3 more. | Deal 11. If the target has Echo-Lock, deal 4 more. |
| Quiet Vector | 1 | Skill | Draw 2. Discard 1. If you discarded an Attack, gain 1 Energy next turn. | Draw 2. Discard up to 1. |
| Blink Feint | 0 | Skill | Gain 3 Block. Apply 1 Echo-Lock. | Gain 4 Block. Apply 1 Echo-Lock and Retain this. |
| Zero-Noise Shot | 2 | Attack | Deal 14. If target has Exactly 5 Echo-Lock, draw 2. | Deal 17. If target has Exactly 5 Echo-Lock, gain 1 Energy and draw 2. |
| Crossfade | 1 | Skill | Move 1 Echo-Lock from one enemy to another. Draw 1. | Move up to 2 Echo-Lock. Draw 1. |
| Distant Angle | 1 | Attack | Deal 7 to any target. If it is the Only Enemy With Echo-Lock, apply 2 more. | Deal 9. If it is the Only Enemy With Echo-Lock, apply 2 more. |
| Failsafe Phase | 1 | Skill | If you would take HP damage this turn, prevent 6 of it. | Prevent 9 instead. |
| Collapse Window | 2 | Attack | Deal 10. If target has 3 or more Echo-Lock, this costs 1 less. | Deal 13. If target has 3 or more Echo-Lock, this costs 1 less. |
| Recon Throughline | 1 | Skill | Scry 2. Apply 1 Echo-Lock to the front enemy. | Scry 3. Apply 1 Echo-Lock to any enemy. |
| Kill-Box Drift | 1 | Skill | The next time an enemy reaches 5 Echo-Lock this turn, gain 1 Energy. | Also draw 1 when it triggers. |
| Timeline Needle | 2 | Attack | Deal 8 twice. If the first hit Breaks Block, the second hit gains triple Echo-Lock bonus if applicable. | Deal 9 twice. |
Conduit Starter Package¶
Design note: the Conduit starter deck should let the player flirt with danger immediately instead of waiting for rare cards before Overload matters.
| Card | Cost | Type | Effect | Upgrade |
|---|---|---|---|---|
| Arc Lash | 1 | Attack | Deal 8. If you are Overloaded, deal 2 to all other enemies. | Deal 10. Splash 3 to all other enemies if Overloaded. |
| Surge Borrow | 0 | Skill | Gain 1 Temporary Energy this turn. If you spend below 0, gain 1 additional Overload. | Gain 1 Temporary Energy. Draw 1. |
| Capacitor Skin | 1 | Skill | Gain 7 Block. If you have Overload, gain 3 more Block. | Gain 8 Block. If you have Overload, gain 4 more. |
| Flash Conduit | 2 | Attack | Deal 13. Overload Allowed. | Deal 16. Overload Allowed. |
| Dissipation Loop | 1 | Skill | Reduce your Overload by 1. Draw 1. | Reduce your Overload by 2. |
| Static Choir | 1 | Skill | Deal 3 to all enemies. If any die, gain 1 Energy next turn. | Deal 4 to all enemies. |
| Grid Spike | 1 | Attack | Deal 6. If This Card Causes Overload, deal 6 more. | Deal 7. If This Card Causes Overload, deal 8 more. |
| Emergency Ground | 0 | Skill | Lose 3 HP. Reduce your Overload by 2. | Lose 2 HP. Reduce your Overload by 2 and draw 1. |
| Ion Splitter | 2 | Attack | Deal 5 to all enemies twice. | Deal 6 to all enemies twice. |
| Voltaic Forecast | 1 | Skill | Scry 2. Your next Overload card this turn deals +4. | Scry 3. Your next Overload card this turn deals +5. |
| Reactor Jolt | 1 | Attack | Deal 9. Gain 1 Overload. | Deal 11. Gain 1 Overload and draw 1 if you already had Overload. |
| Cooling Veil | 1 | Skill | Gain 5 Block and reduce the next Burnout damage you take by 3. | Gain 7 Block and reduce the next Burnout damage by 4. |
| Cascade Primer | 2 | Power | The first time each turn you gain Overload, draw 1. | Also gain 1 Block whenever it triggers. |
| Faultline Beam | 3 | Attack | Deal 20 to one enemy. Overload Allowed. | Deal 24. Overload Allowed. |
| Blackout Relay | 1 | Skill | If you have 2 or more Overload, gain 2 Energy next turn. Otherwise draw 2. | If you have 2 or more Overload, gain 2 Energy next turn and 4 Block. Otherwise draw 2. |
Machinist Starter Package¶
Design note: the Machinist starter deck should begin with enough setup density that Constructs matter from floor one.
| Card | Cost | Type | Effect | Upgrade |
|---|---|---|---|---|
| Rivet Gun Sweep | 1 | Attack | Deal 7. If you control a Construct, deal 3 more. | Deal 9. If you control a Construct, deal 4 more. |
| Sentry Stub | 1 | Skill | Deploy a Sentry Stub: 5 Integrity, end of turn deal 3 to a random enemy. | 7 Integrity, end of turn deal 4. |
| Barrier Pylon | 1 | Skill | Deploy a Barrier Pylon: 6 Integrity, start of turn gain 3 Block. | 8 Integrity, start of turn gain 4 Block. |
| Field Repair | 1 | Skill | Restore 5 Integrity to a Construct. Draw 1. | Restore 7 Integrity. Draw 1. |
| Grease the Rails | 0 | Skill | The next Construct you play this turn costs 1 less. | Also draw 1. |
| Servo Jab | 1 | Attack | Deal 6. Overclock one Construct for 1 self-damage. | Deal 8. Overclock one Construct for 0 self-damage. |
| Turret Calibration | 1 | Skill | A Construct gains +2 output this combat. | A Construct gains +3 output this combat. |
| Weld-Screen | 1 | Skill | Gain 6 Block. If you control 2 or more Constructs, gain 4 more. | Gain 7 Block. If you control 2 or more Constructs, gain 5 more. |
| Scraploader Drone | 2 | Skill | Deploy a Scraploader: 7 Integrity, whenever one of your Constructs dies, gain 1 Energy next turn. | 9 Integrity and draw 1 when deployed. |
| Ram Plate | 1 | Attack | Deal 8. If a Construct attacked this turn, apply 1 Drag. | Deal 10. If a Construct attacked this turn, apply 1 Drag and gain 3 Block. |
| Redirect Fire | 0 | Skill | The next attack that would hit you this turn hits a random Construct instead. | The chosen Construct gains 3 Block first. |
| Grid Expansion | 1 | Power | Your first Construct each combat costs 1 less. | Also draw 1 when played. |
| Shock Wrench | 1 | Attack | Deal 7. If target intends to attack, apply 1 Weak equivalent by reducing its next attack by 25 percent. | Deal 9 and apply the reduction regardless of intent. |
| Emergency Fabricator | 2 | Skill | Deploy two Micro-Drones: each has 3 Integrity, end of turn gain 2 Block. | Each Micro-Drone has 4 Integrity and end of turn gain 3 Block. |
| Kill Switch Array | 2 | Attack | Destroy one Construct. Deal damage to all enemies equal to its Current Integrity plus 4. | Deal Current Integrity plus 7. |
Catalyst Starter Package¶
Design note: the Catalyst starter deck should teach the player that Mutation is a tempo tool, not just a late-combat gimmick.
| Card | Cost | Type | Effect | Upgrade |
|---|---|---|---|---|
| Shard Scratch | 1 | Attack | Deal 7. If you played a Mutated Card this turn, heal 2. | Deal 9. If you played a Mutated Card this turn, heal 3. |
| Splice Nerve | 1 | Skill | Mutate a card in your hand. It costs 1 less this turn. | Mutate a card in your hand. It costs 1 less this combat. |
| Hazard Sip | 0 | Skill | Lose 2 HP. Draw 2. | Lose 1 HP. Draw 2. |
| Unstable Mixture | 1 | Attack | Deal 6. Mutate the top card of your draw pile. | Deal 8. Mutate the top card of your draw pile. |
| Skin of Glass | 1 | Skill | Gain 8 Block. At end of turn, lose 2 Block for each Mutated Card still in hand. | Gain 10 Block. Lose 1 Block per Mutated Card instead. |
| Bloom Error | 1 | Skill | Add a temporary Anomaly to your hand. Exhaust. | Add a stronger temporary Anomaly. Exhaust. |
| Echo Bile | 1 | Attack | Deal 9. Take 2 damage. If this is Mutated, take 0 instead. | Deal 11. Take 2 damage. If Mutated, draw 1. |
| Contaminate | 1 | Skill | A card in your hand becomes Volatile: when played, it deals +5 or gains +5 Block, then Exhausts. | The bonus becomes +7. |
| Wrongblood Reflex | 0 | Skill | When you play your next Mutated Card this turn, gain 6 Block. | Gain 8 Block. |
| Prismatic Fang | 2 | Attack | Deal 15. If this card is Mutated, deal 6 to all enemies. | Deal 18. If Mutated, deal 8 to all enemies. |
| Distill the Risk | 1 | Skill | Sacrifice a card in hand. Gain 2 Energy. | Gain 2 Energy and draw 1. |
| Living Solvent | 1 | Attack | Deal 5. Remove Positive Effects from the target, then Mutate a random card in your hand. | Deal 7 before stripping effects. |
| Fracture Feast | 1 | Skill | Lose 3 HP. The next two Mutations this combat cost 0. | Lose 2 HP. The next two Mutations this combat cost 0. |
| Unwritten Organ | 2 | Power | The first Anomaly you play each turn does not Exhaust. | Also gain 1 temporary Block whenever it triggers. |
| Apex Contagion | 2 | Attack | Mutate this in hand at the start of combat. Deal 12. If Mutated, deal 24 instead. | Base becomes 14. Mutated becomes 28. |
Faction Starter Packages¶
Valerii Faction Package¶
Design note: Valerii cards should make the player feel safer and more authoritarian at the same time.
| Card | Cost | Type | Effect | Upgrade |
|---|---|---|---|---|
| Edict of Stillness | 1 | Skill | Apply 1 Stasis to an enemy. | Apply 1 Stasis and 1 Drag. |
| Shield Tax | 1 | Skill | Gain 7 Block. If you already have Block, gain 1 Energy next turn. | Gain 9 Block. |
| Iron Decree | 1 | Attack | Deal 8. If target is Stasis-Locked or Dragged, deal 4 more. | Deal 10. Bonus becomes 5. |
| Checkpoint Siren | 0 | Skill | All enemies lose 25 percent of their next attack damage this turn. | Also gain 3 Block. |
| Aegis Anchor | 2 | Power | At the start of each turn, if you took no HP damage last turn, gain 2 Block. | Gain 3 Block instead. |
Syntacta Faction Package¶
Design note: Syntacta cards should feel clinical, planned, and mathematically efficient.
| Card | Cost | Type | Effect | Upgrade |
|---|---|---|---|---|
| Predictive Branch | 0 | Skill | Scry 2. | Scry 3. |
| Logic Cut | 1 | Attack | Deal 7. If this was the first Attack you played this turn, draw 1. | Deal 9. |
| Recursive Filter | 1 | Skill | Draw 2, then place 1 card from your hand on the Bottom-Deck. | Draw 2 and Bottom-Deck up to 1. |
| Error Budget | 1 | Skill | Gain 6 Block. If you Scryed this turn, gain 5 more. | Gain 7 Block. If you Scryed this turn, gain 6 more. |
| Solved Sequence | 2 | Power | The first time each turn you play exactly 3 cards, draw 1 and gain 1 Block. | Draw 1 and gain 3 Block. |
Aethari Faction Package¶
Design note: Aethari cards should tempt the player with velocity, greed, and self-inflicted instability.
| Card | Cost | Type | Effect | Upgrade |
|---|---|---|---|---|
| Liquid Dividend | 0 | Skill | Lose 2 HP. Gain 1 Energy. | Lose 1 HP. Gain 1 Energy. |
| Gilt Extraction | 1 | Attack | Deal 8. If this Deals HP Damage, gain 2 Gold. | Deal 10. If this Deals HP Damage, gain 2 Gold. |
| Shard-Laced Veins | 1 | Skill | Your next Attack this turn deals +5. Take 2 damage. | Your next Attack deals +7. Take 2 damage. |
| Hostile Appraisal | 1 | Skill | Apply Breach. Draw 1. | Apply Breach and gain 2 Block. |
| Lux Speculation | 2 | Power | The first time each turn you lose HP on your own turn, gain 4 Block and 1 Gold. | Gain 5 Block and 1 Gold. |
Annalis Faction Package¶
Design note: Annalis cards should make the discard pile feel like a second hand and history feel heavier than the present.
| Card | Cost | Type | Effect | Upgrade |
|---|---|---|---|---|
| Citation of Ash | 1 | Skill | Return a card with cost 1 or less from your discard pile to your hand. Exhaust. | Return any non-Power card. Exhaust. |
| Prime Witness | 1 | Attack | Deal 7. If this card was Created Or Copied, deal 5 more. | Deal 9. Bonus becomes 6. |
| Memorial Veil | 1 | Skill | Gain 6 Block. Add a Copy of the last card you played this turn to your discard pile. | Gain 8 Block. |
| Redacted Hour | 0 | Skill | Redact up to 1 card from your discard pile. Draw 1. | Redact up to 2. Draw 1. |
| Archive Surge | 2 | Power | The first time each turn a card enters your hand from your discard pile, it costs 1 less this turn. | It also gains Retain this turn. |
Salvari Faction Package¶
Design note: Salvari cards should look messy on paper and feel incredibly practical in play.
| Card | Cost | Type | Effect | Upgrade |
|---|---|---|---|---|
| Cut the Wrong Wire | 0 | Skill | Lose all Block. Draw 2. | Lose all Block. Draw 2 and gain 1 temporary Energy. |
| Back-Alley Patch | 1 | Skill | Gain 5 Block. If your Block breaks this turn, gain 1 Energy next turn. | Gain 7 Block. |
| Lifted Credentials | 1 | Skill | Create a Temporary Copy of a random faction card in your discard pile or draw pile. It costs 0 this turn. | Also draw 1. |
| Loose Panel Ambush | 1 | Attack | Deal 6. If you have no Block, deal 6 more. | Deal 7. If you have no Block, deal 7 more. |
| Chore List | 2 | Skill | Draw 3. Discard 1. If a card was discarded, gain 4 Block. | Draw 3. Discard up to 1. Gain 5 Block if you discarded. |
How The Starter Decks Should Feel¶
The point of the 20-card starter is not to imitate Slay the Spire's flat baseline. The point is to let the player feel the faction-class combination immediately.
Examples:
- Valerii Anchor should feel like an escalating wall that weaponizes clean defense.
- Syntacta Drifter should feel like a premeditated execution engine with very little wasted draw.
- Aethari Conduit should feel like a beautiful financial crime that may also kill the player.
- Annalis Anchor should feel like impossible persistence, with defensive cards returning at the right time.
- Salvari Machinist should feel like surviving on junk, replacing broken tools faster than the enemy can break them.
- Aethari Catalyst should feel like profiting from your own collapse.
Recommended Implementation Notes¶
These card packages fit the current Core architecture well.
- Anchor cards naturally map to GAIN_BLOCK, GAIN_DENSITY, DEAL_DAMAGE, APPLY_STATUS for Drag, and a custom Block-to-damage finisher effect.
- Drifter cards map cleanly to APPLY_ECHO_LOCK, DEAL_DAMAGE, draw, Scry, and damage-prevention hooks.
- Conduit cards mainly need DEAL_DAMAGE, GAIN_ENERGY, Overload counters, and Burnout Mitigation.
- Machinist cards fit DEPLOY_CONSTRUCT, OVERCLOCK_CONSTRUCT, Construct repair, and a small set of construct templates.
- Catalyst cards need MUTATE_CARD, temporary card creation, self-damage, and selective Exhaust behavior.
- Faction cards mostly rely on existing primitives already implied by the current code and GDD.
Recommended Next Step¶
If you want to take this from design into implementation cleanly, the best next move is to translate this document into a card schema sheet with these columns:
- CardId
- Name
- ClassId
- FactionId
- Cost
- Type
- Rarity
- TargetType
- Keywords
- Effect1Id / Params
- Effect2Id / Params
- UpgradeCardId
That would let you seed the API-admin content pipeline and start simulation runs against a real starter-card environment.