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card
defect
power
rare



power

Biased Cognition

1
A
Gain 4 Focus.
At the start of each turn, lose 1 Focus.



power

Biased Cognition+

1
A
Gain 5 Focus.
At the start of each turn, lose 1 Focus.
Biased cognition is single-handedly the most powerful defect card for hallway fights. It is extremely fast acting, cheap, and has no downsides until turn 5. It is comparable to Wraith Form: you do not want to play this until you are sure that combat will be over before its effect wears off. This makes it a bit of a gamble in boss fights, but its benefits greatly outweigh its downsides. I would always recommend picking up at least one copy of this card. If you have any ways of getting artifact, the downside of this card can be fully negated making it incredibly powerful. Furthermore, orange pellets can remove the focus down debuff, and since this power is so cheap it is very easy to consistently pull this off on the turn that it is played.



skill

Amplify

1
D-
This turn, your next Power is played twice.




attack

Ball Lightning

1
C+
Deal 7 damage.
Channel 1 Lightning.




power

Biased Cognition

1
A
Gain 4 Focus.
At the start of each turn, lose 1 Focus.




power

Capacitor

1
B-
Gain 2 Orb slots.




skill

Chaos

1
C-
Channel 1 random Orb.




skill

Chill

0
A-
Channel 1 Frost for each enemy in combat.
Exhaust.




attack

Cold Snap

1
B-
Deal 6 damage.
Channel 1 Frost.




skill

Consume

2
C+
Gain 2 Focus.
Lose 1 Orb Slot.




skill

Coolheaded

1
A-
Channel 1 Frost.
Draw 1 card.




skill

Darkness

1
D+
Channel 1 Dark.




power

Defragment

1
B+
Gain 1 Focus.




attack

Doom and Gloom

2
C
Deal 10 damage to ALL enemies.
Channel 1 Dark.




skill

Dualcast

1
B-
Evoke your next Orb 2 times.




skill

Fission

0
B-
Remove all of your Orbs.
Gain
and draw 1 card for each Orb removed.
Exhaust.




skill

Force Field

4
D
Costs 1 less
for each Power card played this combat.
Gain 12 Block.




skill

Glacier

2
B+
Gain 7 Block.
Channel 2 Frost.




power

Heatsinks

1
E+
Whenever you play a Power card, draw 1 card.




attack

Meteor Strike

5
F+
Deal 24 damage.
Channel 3 Plasma.




skill

Multi-Cast

X
B
Evoke your next Orb X times.




skill

Rainbow

2
B-
Channel 1 Lightning, 1 Frost, and 1 Dark.
Exhaust.




skill

Recursion

1
C-
Evoke your next Orb.
Channel the Orb that was just Evoked.




power

Static Discharge

1
B+
Whenever you receive unblocked attack damage, Channel 1 Lightning.




power

Storm

1
E
Whenever you play a Power, Channel 1 Lightning.




skill

Tempest

X
C+
Channel X Lightning.
Exhaust.




skill

Zap

1
C-
Channel 1 Lightning.


Cracked Core
starter
At the start of each combat, Channel 1 Lightning.
C

Data Disk
common
Start each combat with 1 Focus.
B+
Gold-Plated Cables
uncommon
Your rightmost Orb triggers its passive an additional time.
B+

Symbiotic Virus
uncommon
At the start of each combat, Channel 1 Dark.
B-
Emotion Chip
rare
At the start of each turn, if you took any damage last turn, trigger the passive ability of all your Orbs.
B-

Inserter
boss
Every 2 turns, gain 1 Orb Slot.
A

Nuclear Battery
boss
At the start of each combat, Channel 1 Plasma.
B+

Runic Capacitor
shop
Start each combat with 3 additional Orb slots.
B
Frozen Core
boss
Replaces Cracked Core. If you end your turn with empty Orb slots, channel 1 Frost.
A-
Frozen Egg
uncommon
Whenever you add a Power card to your deck, Upgrade it.
B+
Mummified Hand
uncommon
Whenever you play a Power, a random card in your hand costs 0 for the turn.
A-
Bird-Faced Urn
rare
Whenever you play a Power, heal 2 HP.
A-
Gambling Chip
rare
At the start of each combat, discard any number of cards then draw that many.
A-
Stone Calendar
rare
At the end of turn 7, deal 52 damage to ALL enemies.
C+
Clockwork Souvenir
shop
At the start of each combat, gain 1 Artifact.
B