Archetype summary
Pour enormous amounts of energy into an X cost card to win.
When to pivot to 'Double Energy X Cost' archetype
When you find an early Ice Cream, Double Energy, Tempest or Multi-Cast.
Star items
skill
Multi-Cast
X
B
Evoke your next Orb X times.
skill
Tempest
X
C+
Channel X Lightning.
Exhaust.
skill
Double Energy
1
C+
Double your Energy.
Exhaust.
Ice Cream
rare
Energy is now conserved between turns.
B-
B+
A-
B+
The crux of this deck is generating an absurd amount of energy then casting an X-cost damage card to instantly end the combat. This can be either Multi-Cast paired with a dark orb or lightning orb, or a solitary Tempest.
The most straightforward way to generate the energy is to use multiple copies of Double Energy to grow your energy exponentially. It is also possible to double your energy by using Multi-Cast on a Plasma orb.
Ice Cream is very helpful for this deck, allowing you to use your energy cards without needing to hold your full combo, or even simply letting you build up energy just from ending turns early.
Support items
skill
Fusion
2
B-
Channel 1 Plasma.
skill
Hologram
1
B+
Gain 3 Block.
Return a card from your discard pile to your hand.
Exhaust.
skill
Darkness
1
D+
Channel 1 Dark.
skill
Fusion
2
B-
Channel 1 Plasma.
skill
Charge Battery
1
B-
Gain 7 Block.
Next turn gain 1 .
skill
TURBO
0
B+
Gain .
Add a Void into your discard pile.
skill
Coolheaded
1
A-
Channel 1 Frost.
Draw 1 card.
skill
Reinforced Body
X
B+
Gain 7 Block X times.
skill
Overclock
0
C+
Draw 2 cards.
Add a Burn into your discard pile.
skill
Skim
1
C+
Draw 3 cards.
skill
Seek
0
S
Put 1 card from your draw pile into your hand.
Exhaust.
Runic Pyramid
boss
At the end of your turn, you no longer discard your hand.
A-
B
B-
B-
Ice Cream
rare
Energy is now conserved between turns.
B-
B+
A-
B+
Chemical X
shop
The effects of your cost X cards are increased by 2.
B+
B+
B+
C
Runic Pyramid helps you assemble your combo pieces very easily. Hologram can also help too, particularly useful if you need to pull back your Multi-Cast after using it on a Plasma orb.
Fusion and Darkness are simple sources of Dark orbs. Pick them up if they're required for your particular flavor of this archetype.
Charge Battery is a simple but synergistic block card. TURBO also helps with energy, and with Ice Cream always goes energy positive. Reinforced Body has obvious synergy with this style of deck but isn't necessary. It can also be annoying to have to spend a ton of energy on this card when you'd rather play a few block cards for much less energy instead, so play carefully with this.
Frost orbs can be used, and Coolheaded is a nice source of draw - but it can make Multi-Cast more difficult to make work. If running Tempest, Frost orbs are a good addition.
Skim, Overclock and Seek help you pull the combo off faster.
'Double Energy X Cost' archetype weaknesses
Although there isn't a particular enemy that counters this deck, it can be unwieldy and inconsistent, requiring card draws in specific orders. It also has a lot of rare pieces making difficult to bring together. Saving up Gold and regularly visiting shops can help with this, although remember not to spend unnecessarily - rare relics can cost upto 315 Gold, and you must remember that once you have seen a relic in a shop it never has a chance to spawn again this run, even if you don't buy it.