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card
defect
skill
uncommon



skill

Force Field

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



skill

Force Field+

4
D
Costs 1 less
for each Power card played this combat.
Gain 16 Block.
If you are running 3 or 4 powers, force field is usually fine to take. In boss encounters it typically is a decent amount of block for 0 energy. It also works with creative AI obviously. This card is equivalent to a 2 energy card, so any cheaper is a bonus. Obviously, it is extremely difficult to guarantee that you will be able to discount this on the 1st cycle of your deck so it can sometimes be a dead draw.



power

Biased Cognition

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




power

Buffer

2
B-
Prevent the next time you would lose HP.




power

Capacitor

1
B-
Gain 2 Orb slots.




power

Defragment

1
B+
Gain 1 Focus.




power

Echo Form

3
A+
The first card you play each turn is played twice.
Ethereal.




power

Heatsinks

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




power

Hello World

1
B-
At the start of your turn, add a random Common card into your hand.




power

Loop

1
B-
At the start of your turn, use the passive ability of your next Orb.




power

Machine Learning

1
B+
Draw 1 additional card at the start of each turn.




skill

Recycle

1
C
Exhaust a card.
Gain
equal to its cost.




power

Self Repair

1
A
At the end of combat, heal 7 HP.




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.




power

Electrodynamics

2
B+
Lightning now hits ALL enemies.
Channel 2 Lightning.




skill

Madness

1
C
Reduce the cost of a random card in your hand cost to 0 this combat.
Exhaust.




power

Magnetism

2
A-
At the start of each turn, add a random colorless card to your hand.




power

Panache

0
D+
Every time you play 5 cards in a single turn, deal 10 damage to ALL enemies.




power

Sadistic Nature

0
B
Whenever you apply a Debuff to an enemy, they take 5 damage.




skill

Forethought

1
C-
Put a card from your hand on the bottom of your draw pile. It costs 0 until it is played.




power

Mayhem

2
D
At the start of your turn, play the top card of your draw pile.




power

Omega

3
S
At the start of your turn deal 50 damage to ALL enemies.

Bronze Scales
common
Start each combat with 3 Thorns.
C+
Mercury Hourglass
uncommon
At the start of your turn, deal 3 damage to ALL enemies.
C
Runic Dodecahedron
uncommon
If your HP is full, gain 1 Energy at the start of each turn.
D-
Toxic Egg
uncommon
Whenever you add a Skill card to your deck, it is Upgraded.
A
Calipers
rare
At the start of your turn, lose 15 Block rather than all of your Block.
B-
Thread and Needle
rare
At the start of each combat, gain 4 Plated Armor.
A
Torii
rare
Whenever you would receive 5 or less unblocked Attack damage, reduce it to 1.
C+
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

Turnip
rare
You can no longer become Frail.
C+

Pocketwatch
rare
Whenever you play 3 or less cards in a turn, draw 3 additional cards at the start of your next turn.
C-