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.
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.
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.


