Ethereal.
The first card you play each turn is played an extra time.
Gain 3 Block.
Put a card from your Discard Pile into your Hand.
Exhaust.
Channel Lightning equal to the Lightning already Channeled this combat.
Exhaust.
Gain 4
.
Exhaust. Channel 1 Frost for each enemy.
Exhaust.
Gain 
.
Add a Void into your Discard Pile. Gain 6 Block.
Channel 2 Frost.
Gain 1 Focus.
Gain 1 Orb Slot.
Draw 1 card. Increase this card's cost by 1.
Draw 3 cards.
Deal 10 damage.
Put ALL 0
cards from your Discard Pile into your Hand. Deal 7 damage.
Draw 1 card for each unique Orb you have.
Deal 3 damage.
If the enemy intends to attack, apply 1 Weak.
Add a random Power into your Hand. It's free to play this turn.
Exhaust.
Draw 2 cards.
Add a Burn into your Discard Pile.
Evoke your rightmost Orb 4 times.
Deal 3 damage.
Apply 1 Vulnerable.
The first time you play a
0
Attack each turn,
return it to your Hand. Whenever you play a Power, gain
. At the start of your turn, Channel 1 Glass.
Prevent the next time you would lose HP.
Deal 11 damage to ALL enemies.
Evoke all of your Orbs.
Deal 19 damage.
Channel 3 Frost.
Deal 10 damage.
Apply 2 Weak.
Channel 1 Dark.
Gain 11 Block.
Channel 1 Dark.
Gain 5 Block.
Channel 1 Glass.
Deal 7 damage.
Channel 1 Lightning.
Deal 6 damage.
Channel 1 Frost.
At the start of your turn, draw 1 additional card.
Lose 1 Orb Slot.
Gain 2 Strength.
Gain 2 Dexterity.
Deal 24 damage.
If this kills an enemy, gain 

. Channel 1 Dark.
Trigger the passive ability of all Dark Orbs.
Gain 1 Block.
Permanently increase this card's Block by 3.
Exhaust.
At the start of your turn, gain 2 Block for each unique Orb you have.
Deal 3 damage.
Trigger all Lightning against the enemy.
Gain 6 Block.
Add a Dazed into your Discard Pile.
Innate.
Gain 10 Block.
Exhaust.
Gain 4 Block.
At the start of the next 2 turns, Channel 1 Lightning.
Gain 7 Block.
Next turn, gain
. Deal 5 damage for each Channeled Orb.
Deal 9 damage twice.
Channel 2 Glass.
Deal 4 damage 3 times.
Add a Slimed into your Discard Pile.
Deal 9 damage.
Gain 1 Focus this turn.
Gain 2 Focus this turn.
Exhaust.
Gain 2 Focus this turn for each unique Orb you have.
Exhaust.
Whenever you create a Status, Channel 1 random Orb.
Deal 13 damage.
Draw 1 card.
Whenever you create a Status, reduce this card's cost to 0
until played. ALL players gain 
.
Exhaust. The next Power you play is played an additional time.
Exhaust.
The first time you draw a Status each turn, draw 2 cards.
Whenever you create a Status, deal 5 damage to ALL enemies.
Deal 24 damage.
Channel 3 Plasma.
At the start of your turn, add a random Power into your Hand.
Evoke your rightmost Orb X times.
Gain 2 Orb Slots.
Deal 3 damage.
Increase the damage of ALL Claw cards by 2 this combat.
Deal 18 damage.
Add a 0
copy of this card into your Discard Pile. Channel 1 Lightning.
Channel 1 Frost.
Channel 1 Dark.
Exhaust.
Deal 5 damage.
If you have played fewer than 3 cards this turn, draw 1 card.
Whenever you Evoke Lightning, deal 6 damage to each enemy hit.
Gain 6 Block.
Transform all Status cards in your Hand into Fuel.
Gain 13 Block.
Add 2 Wounds into your Discard Pile.
Channel 1 Frost.
Draw 1 card.
Deal 7 damage.
Draw 4 cards.
Discard all cards drawn this way that do not cost 0
. Channel X Lightning.
Whenever you play a Power, Channel 1 Lightning.
Channel 1 Plasma.
Exhaust a card.
Next turn, gain 
. Double your Energy.
Exhaust.
Exhaust ALL your Status cards.
Deal 8 damage to a random enemy for each card Exhausted.
Channel 1 Lightning.
Evoke your rightmost Orb twice.
Another player Channels Plasma.
Exhaust.
Deal 9 damage.
Put the next card you play this turn on top of your Draw Pile.
Gain Block equal to the number of cards in your Discard Pile.
Deal 26 damage to ALL enemies.
Lose 3 Focus.
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
Channel 1 random Orb.
At the start of your turn, add a random Common card into your Hand.
Deal 7 damage to a random enemy twice.
Deal 6 damage to ALL enemies.
Draw 1 card.
Gain 9 Block.
Deal 10 damage.
Reduce this card's cost to 0
. Deal 3 damage for each
previously spent this turn. Deal 12 damage.
The next Power you play costs 0
. Gain 5 Block.
At the start of your turn, trigger the passive ability of your rightmost Orb.
Channel 2 Dark.
At the end of your turn, Evoke your leftmost Orb.
Shuffle ALL your cards into your Draw Pile.
Draw 4 cards.
Exhaust.
Deal 5 damage twice.
Play a random Attack from your Draw Pile.
Deal 6 damage.