

Fusion's main use case is in a deck which wants to do some fancy Double Energy or Multi-Cast combos and needs a Plasma Orb to set them up. The rest of the time this is a very slow Energy gain card on a character that doesn't need one.

Trade short-term energy for gradual energy per turn. Alternately, Dualcast the plasma for an immediate spike of energy. Very good with Compile Driver.









































