Ethereal.
The first card you play each turn is played an extra time.
Innate.
Gain 10 Block.
Exhaust.
Gain 6 Block.
Channel 2 Frost.
Deal 13 damage.
Draw 1 card.
Whenever you create a Status, reduce this card's cost to 0
until played. Channel 1 Frost for each enemy.
Exhaust.
Deal 10 damage.
Apply 2 Weak.
Channel 1 Dark.
Gain 1 Focus.
Deal 11 damage to ALL enemies.
Evoke all of your Orbs.
Lose 1 Orb Slot.
Gain 2 Strength.
Gain 2 Dexterity.
Gain 2 Focus this turn for each unique Orb you have.
Exhaust.
Gain 1 Orb Slot.
Draw 1 card. Increase this card's cost by 1.
At the start of your turn, draw 1 additional card.
Deal 3 damage for each
previously spent this turn. Gain 1 Block.
Permanently increase this card's Block by 3.
Exhaust.
Channel 1 Dark.
Trigger the passive ability of all Dark Orbs.
At the start of your turn, Channel 1 Glass.
Whenever you create a Status, Channel 1 random Orb.
Draw 2 cards.
Add a Burn into your Discard Pile.
Gain 6 Block.
Add a Dazed into your Discard Pile.
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
Deal 3 damage.
If the enemy intends to attack, apply 1 Weak.
The first time you draw a Status each turn, draw 2 cards.
Prevent the next time you would lose HP.
Gain 4
.
Exhaust. Deal 10 damage.
Put ALL 0
cards from your Discard Pile into your Hand. Deal 5 damage for each Channeled Orb.
Gain 6 Block.
Transform all Status cards in your Hand into Fuel.
Shuffle ALL your cards into your Draw Pile.
Draw 4 cards.
Exhaust.
At the start of your turn, gain 2 Block for each unique Orb you have.
Gain 
.
Add a Void into your Discard Pile. Gain 11 Block.
Channel 1 Dark.
Deal 19 damage.
Channel 3 Frost.
Deal 6 damage.
Channel 1 Frost.
Channel 1 Frost.
Draw 1 card.
The next Power you play is played an additional time.
Exhaust.
Gain 2 Orb Slots.
Whenever you play a Power, gain
. Deal 18 damage.
Add a 0
copy of this card into your Discard Pile. Deal 5 damage.
If you have played fewer than 3 cards this turn, draw 1 card.
Deal 7 damage.
Draw 1 card for each unique Orb you have.
Gain 5 Block.
Channel 1 Glass.
Gain 7 Block.
Next turn, gain
. Gain 3 Block.
Put a card from your Discard Pile into your Hand.
Exhaust.
Gain 2 Focus this turn.
Exhaust.
Draw 3 cards.
Deal 24 damage.
If this kills an enemy, gain 

. Deal 9 damage twice.
Channel 2 Glass.
Double your Energy.
Exhaust.
The first time you play a
0
Attack each turn,
return it to your Hand. Deal 3 damage.
Trigger all Lightning against the enemy.
Gain 13 Block.
Add 2 Wounds into your Discard Pile.
Deal 3 damage.
Increase the damage of ALL Claw cards by 2 this combat.
Gain 4 Block.
At the start of the next 2 turns, Channel 1 Lightning.
Deal 4 damage 3 times.
Add a Slimed into your Discard Pile.
Add a random Power into your Hand. It's free to play this turn.
Exhaust.
At the start of your turn, trigger the passive ability of your rightmost Orb.
Exhaust ALL your Status cards.
Deal 8 damage to a random enemy for each card Exhausted.
Deal 7 damage.
Channel 1 Lightning.
Deal 9 damage.
Gain 1 Focus this turn.
Whenever you Evoke Lightning, deal 6 damage to each enemy hit.
Whenever you create a Status, deal 5 damage to ALL enemies.
Exhaust a card.
Next turn, gain 
. Channel 1 Lightning.
Channel 1 Frost.
Channel 1 Dark.
Exhaust.
Channel 2 Dark.
At the end of your turn, Evoke your leftmost Orb.
Deal 7 damage.
Draw 4 cards.
Discard all cards drawn this way that do not cost 0
. Deal 5 damage twice.
Play a random Attack from your Draw Pile.
Gain 9 Block.
At the start of your turn, add a random Power into your Hand.
Deal 3 damage.
Apply 1 Vulnerable.
Evoke your rightmost Orb X times.
Channel Lightning equal to the Lightning already Channeled this combat.
Exhaust.
Channel 1 random Orb.
Channel 1 Plasma.
Deal 6 damage to ALL enemies.
Draw 1 card.
Deal 26 damage to ALL enemies.
Lose 3 Focus.
Whenever you play a Power, Channel 1 Lightning.
Channel X Lightning.
Deal 24 damage.
Channel 3 Plasma.
Deal 12 damage.
The next Power you play costs 0
. Deal 10 damage.
Reduce this card's cost to 0
. Gain 5 Block.
Deal 6 damage.
Evoke your rightmost Orb twice.
Channel 1 Lightning.
ALL players gain 
.
Exhaust. Another player Channels Plasma.
Exhaust.