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card
defect
power
uncommon



power

Hello World

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



power

Hello World+

1
B-
Innate.
At the start of your turn, add a random Common card into your hand.
Good in the early game, not as powerful late. Is almost as good as an extra card draw every turn. The common cards for Defect are all solid, with the exception of a solitary Claw (but at 0 energy, I'll give it a pass). This begins to have a downside after your first shuffle, when your deck is filled with random commons instead of more powerful cards that have synergise with your decks. Can be used as a last resort if you have built a mainly offensive or defensive deck and need some of the other (e.g. a full frost deck with no damage).



skill

Aggregate

1
D+
Gain
for every 4 cards in your draw pile.




skill

Amplify

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




attack

Claw

0
C
Deal 3 damage.
All Claw cards deal 2 additional damage this combat.




skill

Force Field

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




power

Heatsinks

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




skill

Stack

1
C+
Gain Block equal to the number of cards in your discard pile.




power

Storm

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

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-
Gremlin Visage
event
Start each combat with 1 Weak.
F
No defect, colorless or curse cards antisynergies.