
Defect
ディフェクト
A2Deal 18 damage. Add a 1 Energy copy of this card into your Discard Pile.
A2Deal 10 damage. Put ALL 1 Energy cards from your Discard Pile into your Hand.
A1Deal 7 damage. Channel 1 Lightning.
D1Deal 5 damage for each Channeled Orb.
B0Deal 3 damage. Apply 1 Vulnerable.
C0Deal 3 damage. Increase the damage of ALL Claw cards by 2 this combat.
B1Deal 6 damage. Channel 1 Frost.
B1Deal 7 damage. Draw 1 card for each unique Orb you have.
B2Exhaust ALL your Status cards. Deal 8 damage to a random enemy for each card Exhausted.
B1Deal 9 damage. Gain 1 Focus this turn.
B0Deal 5 damage. If you have played fewer than 3 cards this turn, draw 1 card.
B0Deal 3 damage. If the enemy intends to attack, apply 1 Weak.
A1Deal 4 damage 3 times. Add a Slimed into your Discard Pile.
A0Deal 3 damage for each Energy previously spent this turn.
B2Deal 26 damage to ALL enemies. Lose 3 Focus.
A3Deal 19 damage. Channel 3 Frost.
B3Deal 24 damage. Channel 3 Plasma.
C1Deal 10 damage. Reduce this card's cost to 0 Energy.
B2Deal 10 damage. Apply 2 Weak. Channel 1 Dark.
C3Deal 9 damage twice. Channel 2 Glass.
C1Deal 7 damage to a random enemy twice.
B2Deal 13 damage. Draw 1 card. When a Status card is created, reduce this card's cost to 0 Energy until it is played.
B1Deal 7 damage. Draw 4 cards. Discard all cards drawn this way that do not cost 0 Energy.
C1Deal 6 damage.
A3Deal 24 damage. If this kills an enemy, gain 3 Energy.
A1Deal 6 damage to ALL enemies. Draw 1 card.
C2Deal 12 damage. The next Power you play costs 0 Energy.
C3Whenever you Evoke Lightning, deal 6 damage to each enemy hit.
B2Deal 5 damage twice. Play a random Attack from your Draw Pile.
A0Gain 6 Block. Add a Dazed into your Discard Pile.
B0Innate. Gain 10 Block. Exhaust.
B1Channel 1 random Orb.
A1Gain 7 Block. Next turn, gain Energy.
A0Channel 1 Frost for each enemy. Exhaust.
B1Gain 6 Block. Transform all Status cards in your Hand into Fuel.
B1Channel 1 Frost. Draw 1 card.
B1Channel 1 Dark. Trigger the passive ability of all Dark Orbs.
A1Gain 5 Block.
B1Double your Energy. Exhaust.
B1Evoke your rightmost Orb twice.
A1ALL players gain 2 Energy. Exhaust.
B1Gain 13 Block. Add 2 Wounds into your Discard Pile.
C2Channel 1 Plasma.
B1Gain 1 Block. Permanently increase this card's Block by 3. Exhaust.
B2Gain 6 Block. Channel 2 Frost.
B1Gain 5 Block. Channel 1 Glass.
B1Gain 3 Block. Put a card from your Discard Pile into your Hand. Exhaust.
C0Gain 2 Focus this turn. Exhaust.
C1Another player Channels Plasma. Exhaust.
B1Gain 9 Block.
B1Gain 4 Block. At the start of the next 2 turns, Channel 1 Lightning.
B0Gain 1 Orb Slot. Draw 1 card. Increase this card's cost by 1.
CXEvoke your rightmost Orb X times.
C0Draw 2 cards. Add a Burn into your Discard Pile.
A1Evoke your rightmost Orb 4 times.
C2Channel 1 Lightning. Channel 1 Frost. Channel 1 Dark. Exhaust.
C0Shuffle ALL your cards into your Draw Pile. Draw 4 cards. Exhaust.
C1Exhaust a card. Next turn, gain 2 Energy.
B2Gain 11 Block. Channel 1 Dark.
B1The next Power you play is played an additional time. Exhaust.
C1Draw 3 cards.
B0Gain 5 Energy. Exhaust.
C1Gain 2 Focus this turn for each unique Orb you have. Exhaust.
BXChannel X Lightning.
B0Deal 3 damage. Trigger all Lightning against the enemy.
B0Gain 2 Energy. Add a Void into your Discard Pile.
B2Channel Lightning equal to the Lightning already Channeled this combat. Exhaust.
B1Add a random Power into your Hand. It's free to play this turn. Exhaust.
C1Channel 1 Lightning.
C1Gain 4 Focus. At the start of your turn, lose 1 Focus.
A2Prevent the next time you would lose HP.
B2Lose 1 Orb Slot. Gain 2 Strength. Gain 2 Dexterity.
B1Gain 2 Orb Slots.
C2Channel 2 Dark. At the end of your turn, Evoke your leftmost Orb.
B1At the start of your turn, gain 2 Block for each unique Orb you have.
A3At the start of your turn, add a random Power into your Hand.
A1Gain 1 Focus.
A3Ethereal. The first card you play each turn is played an extra time.
C2The first time you play a 1 Energy Attack each turn, return it to your Hand.
C1At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
B1The first time you draw a Status card each turn, draw 2 cards.
A1At the start of your turn, trigger the passive ability of your rightmost Orb.
B1At the start of your turn, draw 1 additional card.
C1Deal 11 damage to ALL enemies. Evoke all of your Orbs.
B1Whenever you create a Status, deal 5 damage to ALL enemies.
C1At the start of your turn, Channel 1 Glass.
B1Whenever you play a Power, Channel 1 Lightning.
A1Whenever you play a Power, gain Energy.
A1Whenever you Evoke a Lightning Orb, deal 6 damage to each enemy it hits.
C1Whenever you create a Status card, Channel 1 random Orb.
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