Combining modular systems-based ship customization, with deep tactical card game mechanics. Shuffle all of your cards into your draw pile, then draw 4(6) cards.Ĭhoose a (2) card(s) from your draw pile and place it (them) into your hand.ĭeal 7(9) damage to a random enemy for each Lightning Channeled this combat. A Tactical card game and realistic space combat squeezed into a dynamic and visually exciting game by two rabidly passionate developers.
Exhaust.Īt the start of your turn, draw 1 additional card.Ĭhannel 1 Lightning, 1 Frost, and 1 Dark. Gain 1 Energy and draw 1 card for each Orb removed(evoked). (not Ethereal.) The first card you play each turn is played twice. Prevent the next (1(2)) time(s) you would lose HP.Īt the start of each turn, add a random Power card to your hand.Įthereal.
This turn, your next 1(2) Power(s) is (are) played twice. Put all cost 0 cards from your discard pile into your hand. Whenever you play a Power card, Channel 1 Lightning.ĭeal 10(14) damage. Whenever you take attack damage, Channel 1(2) Lightning. Gain 1(2) Dexterity.ĭeal 7(9) damage to a random enemy 2 times.ĭiscard all cards drawn this way that do not cost 0. Whenever you play a Power card, draw 1(2) card(s).Īt the start of your turn, add a random Common card into your hand.Īt the start of your turn, trigger the passive ability of your next Orb (2 times). Permanently increase this card's Block by 2(3). If you have played less than 3(4) cards this turn, draw 1 card.Ĭosts 1 less Energy for each Power card played this combat. (Trigger the passive ability of all Dark orbs.)ĭeal 5(6) damage. Gain 1 Energy for every 4(3) cards in your draw pile.ĭeal damage equal to 2(3) times the number of Frost Channeled this combat to ALL enemies.Ĭhannel 1 Frost for each enemy in combat (per enemy in combat).Ĭhannel 1 Dark. Whenever you play this card, reduce its cost by 1 for this combat. Decrease this card's Block by 1 this combat. Gain Block equal to the number of cards in your discard pile (+3). Put the next card you play this turn on top of your draw pile. Return a card from your discard pile to your hand. If the enemy intends to attack, apply 1(2) Weak. Draw 1 card for each unique Orb you have.ĭeal 3(4) damage. Increase the damage of ALL Claw cards by 2 this combat.ĭeal 7(10) damage. Ex: All For One deals 10 damage, All For One+ deals (14) damage.ĭeal 3(4) damage and apply 1(2) Vulnerable. Information for upgraded cards is shown in parentheses. Defect cards come in three rarities: common, uncommon, and rare. They can also be gained from merchant shops and from the effects of events, relics, and other Defect cards. Defect cards are gained from Card Reward screens during games played with the Defect.