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-