01

Resources and turn structure

A normal turn begins with a five-card draw and three Energy. Block normally expires on your next turn, so every point should answer a real threat.

  • Unspent Energy is usually lost at end of turn.
  • Draw improves access to key cards but needs enough Energy to convert it into plays.
  • Exhaust can improve consistency by removing low-impact cards for the fight.
02

Scaling beats large health bars

Strength, Dexterity, Focus, Poison, Doom and character-specific engines convert setup turns into increasingly efficient later turns.

  • Multi-hit attacks multiply Strength gains.
  • Focus improves every active orb at once.
  • Powers are most valuable when played early enough to trigger repeatedly.
03

Sequence for maximum value

The same hand can produce very different results depending on order.

  • Apply Vulnerable before the largest attack.
  • Play draw before committing the last Energy when it can reveal a better line.
  • Count enemy damage and lethal before choosing partial block.