NEW Check out our new archetypes section and learn how make full use of your decks.
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.
card
defect
power
uncommon
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.