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card
defect
attack
rare



attack

Meteor Strike

5
F+
Deal 24 damage.
Channel 3 Plasma.



attack

Meteor Strike+

5
F+
Deal 30 damage.
Channel 3 Plasma.
This card has such a low rating because it is extremely difficult to play. It requires two energy relics for you to be able to consistently play it when drawn. This often doesn't happen until Act 3. There are other sources of energy, such as charged battery and some non-boss relics, but these are extremely unreliable and rarely guarantee the energy on the turn it is required. If you have Snecko Eye, you should pick up every single meteor strike that you see as it changes the cost to 0-3.



skill

Aggregate

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




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

Chaos

1
C-
Channel 1 random Orb.




skill

Charge Battery

1
B-
Gain 7 Block.
Next turn gain 1
.




skill

Consume

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




power

Defragment

1
B+
Gain 1 Focus.




skill

Double Energy

1
C+
Double your Energy.
Exhaust.




power

Echo Form

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




skill

Fission

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




skill

Fusion

2
B-
Channel 1 Plasma.




attack

Hyperbeam

2
B-
Deal 26 damage to ALL enemies.
Lose 3 Focus.




power

Loop

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




attack

Meteor Strike

5
F+
Deal 24 damage.
Channel 3 Plasma.




skill

Multi-Cast

X
B
Evoke your next Orb X times.




skill

Recycle

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




skill

Reprogram

1
D-
Lose 1 Focus.
Gain 1 Strength.
Gain 1 Dexterity.




skill

TURBO

0
B+
Gain
.
Add a Void into your discard pile.




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.




skill

Madness

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




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.




skill

Miracle

0
A
Retain.
Gain
.
Exhaust.


Data Disk
common
Start each combat with 1 Focus.
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
Ancient Tea Set
common
Whenever you enter a Rest Site, start the next combat with 2 Energy.
C-
Art of War
common
If you do not play any Attacks during your turn, gain an extra Energy next turn.
C+
Happy Flower
common
Every 3 turns, gain 1 Energy.
C
Lantern
common
Gain 1 Energy on the first turn of each combat.
B+
Pen Nib
common
Every 10th Attack you play deals double damage.
B
Gremlin Horn
uncommon
Whenever an enemy dies, gain 1 Energy and draw 1 card.
D+
Molten Egg
uncommon
Whenever you add an Attack card to your deck, it is Upgraded.
A-
Runic Dodecahedron
uncommon
If your HP is full, gain 1 Energy at the start of each turn.
D-
Sundial
rare
Every 3 times you shuffle your deck, gain 2 Energy.
C-
Ectoplasm
boss
Gain 1 Energy at the start of each turn. You can no longer gain Gold.
A-
Philosopher's Stone
boss
Gain 1 Energy at the start of each turn. ALL enemies start with 1 Strength.
B
Sozu
boss
Gain 1 Energy at the start of each turn. You can no longer use potions.
A
Velvet Choker
boss
Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.
A
Busted Crown
boss
Gain 1 Energy at the start of each turn. On Card Reward screens, you have 2 fewer cards to choose from.
A+
Fusion Hammer
boss
Gain 1 Energy at the start of each turn. You can no longer Smith at Rest Sites.
A
Coffee Dripper
boss
Gain 1 Energy at the start of each turn. You can no longer Rest at Rest Sites.
B
Nunchaku
rare
Every time you play 10 Attacks, gain 1 Energy.
B-

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

Strike Dummy
uncommon
Cards containing "Strike" deal 3 additional damage.
D

Slaver's Collar
boss
During Boss and Elite combats, gain [energy] at the start of your turn.
B-