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attack
Doom and Gloom
2
C
Deal 10 damage to ALL enemies.
Channel 1 Dark.
attack
Doom and Gloom+
2
C
Deal 14 damage to ALL enemies.
Channel 1 Dark.
card
defect
attack
uncommon
Doom and gloom is decent in act one as it deals with the gremlins and the lice fairly effectively since it is a strong aoe attack. I consider the dark orb to be a bonus. It is designed in such a way that the small enemies are usually dead by the time the dark orb is channelled, allowing you to affectively take on an encounter with one large enemy and multiple smaller enemies. It is also one of the rare sources of dark that exist, so if your deck is well suited to dark orbs feel free to pick this up.
attack
Barrage
1
B-
Deal 4 damage for each Channeled Orb.
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
Consume
2
C+
Gain 2 Focus.
Lose 1 Orb Slot.
power
Defragment
1
B+
Gain 1 Focus.
power
Echo Form
3
A+
The first card you play each turn is played twice.
Ethereal.
attack
Bullseye
1
C-
Deal 8 damage.
Apply 2 Lock-On.
power
Loop
1
B-
At the start of your turn, use the passive ability of your next Orb.
skill
Recursion
1
C-
Evoke your next Orb.
Channel the Orb that was just Evoked.
skill
Recycle
1
C
Exhaust a card.
Gain equal to its cost.
attack
Compile Driver
1
C+
Deal 7 damage.
Draw 1 card for each unique Orb you have.
power
Electrodynamics
2
B+
Lightning now hits ALL enemies.
Channel 2 Lightning.
Data Disk
common
Start each combat with 1 Focus.
B+
Inserter
boss
Every 2 turns, gain 1 Orb Slot.
A
Runic Capacitor
shop
Start each combat with 3 additional Orb slots.
B
Pen Nib
common
Every 10th Attack you play deals double damage.
B
Vajra
common
At the start of each combat, gain 1 Strength.
A
Molten Egg
uncommon
Whenever you add an Attack card to your deck, it is Upgraded.
A-
Shuriken
uncommon
Every time you play 3 Attacks in a single turn, gain 1 Strength.
B
Snecko Eye
boss
Draw 2 additional cards each turn. Start each combat Confused.
A-
Velvet Choker
boss
Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.
A
Sling of Courage
shop
Start each Elite combat with 2 Strength.
D+
Pocketwatch
rare
Whenever you play 3 or less cards in a turn, draw 3 additional cards at the start of your next turn.
C-