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power

Electrodynamics

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



power

Electrodynamics+

2
B+
Lightning now hits ALL enemies.
Channel 3 Lightning.
Electrodynamics is a brilliant card which offers extremely potent aoe. Even in the worst case scenario, it still generates orbs. Because the unique effect does not change, electrodynamics is not an upgrade priority. For the same reason, you should not take multiple copies of this card. It is very useful for making most hallway fights a breeze, particularly the Byrds and the Shapes.



attack

Ball Lightning

1
C+
Deal 7 damage.
Channel 1 Lightning.




skill

Amplify

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




skill

Chaos

1
C-
Channel 1 random Orb.




skill

Chill

0
A-
Channel 1 Frost for each enemy in combat.
Exhaust.




attack

Cold Snap

1
B-
Deal 6 damage.
Channel 1 Frost.




skill

Coolheaded

1
A-
Channel 1 Frost.
Draw 1 card.




skill

Darkness

1
D+
Channel 1 Dark.




attack

Doom and Gloom

2
C
Deal 10 damage to ALL enemies.
Channel 1 Dark.




skill

Dualcast

1
B-
Evoke your next Orb 2 times.




skill

Fission

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




skill

Force Field

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




skill

Fusion

2
B-
Channel 1 Plasma.




skill

Glacier

2
B+
Gain 7 Block.
Channel 2 Frost.




power

Heatsinks

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




attack

Meteor Strike

5
F+
Deal 24 damage.
Channel 3 Plasma.




skill

Multi-Cast

X
B
Evoke your next Orb X times.




skill

Rainbow

2
B-
Channel 1 Lightning, 1 Frost, and 1 Dark.
Exhaust.




skill

Recursion

1
C-
Evoke your next Orb.
Channel the Orb that was just Evoked.




skill

Reprogram

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




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.




skill

Tempest

X
C+
Channel X Lightning.
Exhaust.




skill

Zap

1
C-
Channel 1 Lightning.




skill

J.A.X.

0
B+
Lose 3 HP.
Gain 2 Strength.

Vajra
common
At the start of each combat, gain 1 Strength.
A+
A
A
A+
Frozen Egg
uncommon
Whenever you add a Power card to your deck, Upgrade it.
B+
B+
B+
B+
Mummified Hand
uncommon
Whenever you play a Power, a random card in your hand costs 0 for the turn.
B-
B-
A-
B-
Shuriken
uncommon
Every time you play 3 Attacks in a single turn, gain 1 Strength.
A-
S
B
A
Bird-Faced Urn
rare
Whenever you play a Power, heal 2 HP.
B-
B+
A-
B+
Gambling Chip
rare
At the start of each combat, discard any number of cards then draw that many.
A-
A
A-
A
Snecko Eye
boss
Draw 2 additional cards each turn. Start each combat Confused.
A
A-
A-
A-
Velvet Choker
boss
Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn.
A
A-
A
A-
Sling of Courage
shop
Start each Elite combat with 2 Strength.
C-
D+
D+
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+
C-
C-
C-

Cracked Core
starter
At the start of each combat, Channel 1 Lightning.
C

Symbiotic Virus
uncommon
At the start of each combat, Channel 1 Dark.
B-

Nuclear Battery
boss
At the start of each combat, Channel 1 Plasma.
B+
Girya
rare
You can now gain Strength at Rest Sites. (3 times max)
A-

Brimstone
shop
At the start of your turn, gain 2 Strength and ALL enemies gain 1 Strength.
D+

Akabeko
common
Your first Attack each combat deals 8 additional damage.
C+
C+
C+
C+



curse

Regret
Unplayable.
At the end of your turn, lose 1 HP for each card in your hand.
Unceasing Top
rare
Whenever you have no cards in hand during your turn, draw a card.
D-
B-
C-
B-
This is a work in progress tool. We welcome feedback as there will most likely be something we've missed