Deal 3 damage.
Increase the damage of ALL Claw cards by 2 this combat.
The first time you play a
0
Attack each turn,
return it to your Hand. Gain 6 Block.
Channel 2 Frost.
Channel 1 Frost.
Draw 1 card.
Draw 2 cards.
Add a Burn into your Discard Pile.
Deal 10 damage.
Put ALL 0
cards from your Discard Pile into your Hand. Prevent the next time you would lose HP.
Gain 1 Orb Slot.
Draw 1 card. Increase this card's cost by 1.
Gain 4
.
Exhaust. Gain 4 Focus.
At the start of your turn, lose 1 Focus.
Evoke your rightmost Orb 4 times.
Deal 3 damage for each
previously spent this turn. Deal 3 damage.
If the enemy intends to attack, apply 1 Weak.
Deal 3 damage.
Apply 1 Vulnerable.
Deal 5 damage.
If you have played fewer than 3 cards this turn, draw 1 card.
Gain 6 Block.
Add a Dazed into your Discard Pile.
Deal 13 damage.
Draw 1 card.
Whenever you create a Status, reduce this card's cost to 0
until played. Innate.
Gain 10 Block.
Exhaust.
Gain 3 Block.
Put a card from your Discard Pile into your Hand.
Exhaust.
Draw 3 cards.
ALL players gain 
.
Exhaust. Another player Channels Plasma.
Exhaust.
Deal 7 damage.
Channel 1 Lightning.
Deal 6 damage.
Channel 1 Frost.
Channel 1 Frost for each enemy.
Exhaust.
Gain 1 Block.
Permanently increase this card's Block by 3.
Exhaust.
Deal 19 damage.
Channel 3 Frost.
At the start of your turn, draw 1 additional card.
Deal 24 damage.
Channel 3 Plasma.
Shuffle ALL your cards into your Draw Pile.
Draw 4 cards.
Exhaust.
Whenever you create a Status, Channel 1 random Orb.
Gain 1 Focus.
Gain 6 Block.
Transform all Status cards in your Hand into Fuel.
Deal 3 damage.
Trigger all Lightning against the enemy.
At the start of your turn, add a random Common card into your Hand.
Deal 7 damage to a random enemy twice.
Deal 5 damage for each Channeled Orb.
Deal 9 damage.
Gain 1 Focus this turn.
Deal 4 damage 3 times.
Add a Slimed into your Discard Pile.
Gain 9 Block.
Gain 4 Block.
At the start of the next 2 turns, Channel 1 Lightning.
Gain 
.
Add a Void into your Discard Pile. Lose 1 Orb Slot.
Gain 2 Strength.
Gain 2 Dexterity.
Gain 2 Orb Slots.
Gain 13 Block.
Add 2 Wounds into your Discard Pile.
The first time you draw a Status each turn, draw 2 cards.
Gain 11 Block.
Channel 1 Dark.
Whenever you create a Status, deal 5 damage to ALL enemies.
At the start of your turn, gain 2 Block for each unique Orb you have.
Ethereal.
The first card you play each turn is played an extra time.
Evoke your rightmost Orb X times.
Deal 11 damage to ALL enemies.
Evoke all of your Orbs.
The next Power you play is played an additional time.
Exhaust.
Evoke your rightmost Orb twice.
At the start of your turn, trigger the passive ability of your rightmost Orb.
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.
Gain 7 Block.
Next turn, gain
. Deal 7 damage.
Draw 1 card for each unique Orb you have.
Gain 2 Focus this turn.
Exhaust.
Deal 5 damage twice.
Play a random Attack from your Draw Pile.
Channel 1 Dark.
Trigger the passive ability of all Dark Orbs.
Double your Energy.
Exhaust.
Gain 5 Block.
Channel 1 Glass.
Deal 10 damage.
Apply 2 Weak.
Channel 1 Dark.
Deal 9 damage twice.
Channel 2 Glass.
Whenever you play a Power, Channel 1 Lightning.
Deal 24 damage.
If this kills an enemy, gain 

. Gain 2 Focus this turn for each unique Orb you have.
Exhaust.
Channel X Lightning.
Whenever you Evoke Lightning, deal 6 damage to each enemy hit.
Add a random Power into your Hand. It's free to play this turn.
Exhaust.
Deal 18 damage.
Add a 0
copy of this card into your Discard Pile. Channel 2 Dark.
At the end of your turn, Evoke your leftmost Orb.
Deal 26 damage to ALL enemies.
Lose 3 Focus.
Channel 1 Lightning.
Channel 1 Frost.
Channel 1 Dark.
Exhaust.
At the start of your turn, Channel 1 Glass.
Channel 1 Lightning.
Deal 10 damage.
Reduce this card's cost to 0
. Deal 6 damage to ALL enemies.
Draw 1 card.
Channel 1 random Orb.
Channel 1 Plasma.
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
Exhaust a card.
Next turn, gain 
. Deal 7 damage.
Draw 4 cards.
Discard all cards drawn this way that do not cost 0
. Whenever you play a Power, gain
. Deal 12 damage.
The next Power you play costs 0
. At the start of your turn, add a random Power into your Hand.
Exhaust ALL your Status cards.
Deal 8 damage to a random enemy for each card Exhausted.
Channel Lightning equal to the Lightning already Channeled this combat.
Exhaust.
Gain 5 Block.
Deal 6 damage.