Innate.
Gain 10 Block.
Exhaust.
Lose 1 Orb Slot.
Gain 2 Strength.
Gain 2 Dexterity.
Gain 2 Orb Slots.
Channel 1 random Orb.
Channel 1 Frost for each enemy.
Exhaust.
Gain 6 Block.
Transform all Status cards in your Hand into Fuel.
Channel 1 Dark.
Trigger the passive ability of all Dark Orbs.
Double your Energy.
Exhaust.
ALL players gain 
.
Exhaust. The first time you play a
0
Attack each turn,
return it to your Hand. Gain 13 Block.
Add 2 Wounds into your Discard Pile.
Deal 5 damage.
If you have played fewer than 3 cards this turn, draw 1 card.
Channel 1 Plasma.
Gain 6 Block.
Channel 2 Frost.
Gain 5 Block.
Channel 1 Glass.
At the end of your turn, if you have Frost, deal 6 damage to ALL enemies.
The first time you draw a Status card each turn, draw 2 cards.
At the start of your turn, trigger the passive ability of your rightmost Orb.
Deal 10 damage.
Apply 2 Weak.
Channel 1 Dark.
Draw 2 cards.
Add a Burn into your Discard Pile.
Deal 9 damage twice.
Channel 2 Glass.
Deal 7 damage to a random enemy twice.
Deal 13 damage.
Draw 1 card.
When a Status card is created, reduce this card's cost to 0
this turn. Exhaust a card.
Next turn, gain 
. Deal 7 damage.
Draw 4 cards.
Discard all cards drawn this way that do not cost 0
. Gain 11 Block.
Channel 1 Dark.
Draw 3 cards.
Whenever you create a Status, deal 5 damage to ALL enemies.
Whenever you play a Power, Channel 1 Lightning.
Whenever you play a Power, gain
. Deal 24 damage.
If this kills an enemy, gain 

. Gain 2 Focus this turn for each unique Orb you have.
Exhaust.
Deal 12 damage.
The next Power you play costs 0
. Channel X Lightning.
Deal 3 damage.
Trigger all Lightning against the enemy.
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.