Deal 7 damage.
Channel 1 Lightning.
Gain 4 Focus.
At the start of your turn, lose 1 Focus.
Evoke your rightmost Orb 4 times.
Deal 5 damage for each Channeled Orb.
Gain 2 Orb Slots.
Channel 1 random Orb.
Gain 7 Block.
Next turn, gain
. Deal 6 damage.
Channel 1 Frost.
Gain 6 Block.
Transform all Status cards in your Hand into Fuel.
Deal 7 damage.
Draw 1 card for each unique Orb you have.
At the start of your turn, gain 2 Block for each unique Orb you have.
Channel 1 Frost.
Draw 1 card.
Channel 1 Dark.
Trigger the passive ability of all Dark Orbs.
Gain 5 Block.
Gain 1 Focus.
Double your Energy.
Exhaust.
Evoke your rightmost Orb twice.
ALL players gain 
.
Exhaust. Gain 13 Block.
Add 2 Wounds into your Discard Pile.
Deal 9 damage.
Gain 1 Focus this turn.
Gain 1 Block.
Permanently increase this card's Block by 3.
Exhaust.
Gain 5 Block.
Channel 1 Glass.
Deal 4 damage 3 times.
Add a Slimed into your Discard Pile.
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
At the start of your turn, add a random Common card into your Hand.
Gain 3 Block.
Put a card from your Discard Pile into your Hand.
Exhaust.
Another player Channels Plasma.
Exhaust.
The first time you draw a Status each turn, draw 2 cards.
Gain 9 Block.
Gain 4 Block.
At the start of the next 2 turns, Channel 1 Lightning.
At the start of your turn, trigger the passive ability of your rightmost Orb.
At the start of your turn, draw 1 additional card.
Deal 10 damage.
Reduce this card's cost to 0
. Deal 9 damage.
Put the next card you play this turn on top of your Draw Pile.
Deal 7 damage to a random enemy twice.
Exhaust a card.
Next turn, gain 
. Deal 7 damage.
Draw 4 cards.
Discard all cards drawn this way that do not cost 0
. Deal 11 damage to ALL enemies.
Evoke all of your Orbs.
The next Power you play is played an additional time.
Exhaust.
Draw 3 cards.
Whenever you create a Status, deal 5 damage to ALL enemies.
At the start of your turn, Channel 1 Glass.
Gain Block equal to the number of cards in your Discard Pile.
Whenever you play a Power, Channel 1 Lightning.
Deal 6 damage.
Whenever you play a Power, gain
. Deal 6 damage to ALL enemies.
Draw 1 card.
Gain 2 Focus this turn for each unique Orb you have.
Exhaust.
Whenever you Evoke Lightning, deal 6 damage to each enemy hit.
Whenever you create a Status, Channel 1 random Orb.
Add a random Power into your Hand. It's free to play this turn.
Exhaust.
Channel 1 Lightning.