1Echo Form
The first card you play each turn is played an extra time.
Open card and upgrade details →Defect Build
Defect closes fights with turns that multiply one good effect. Echo Form, Double Energy, and strong evoke turns are the cards that make that window lethal instead of decorative.

Opening Plan
Take the multiplier only after the deck has a good effect to repeat or evoke. Echo Form needs a protected setup turn.
Draft Rule
The finish must fit in one hand. Energy, Orb position, and the card being copied all need to line up before the package is real.
Synergy
Double Energy funds a large Multi-Cast, while Dualcast provides a cheaper two-evoke line. Echo Form repeats the first card of the turn, so correct card order can multiply either the resource setup or the final evoke.
How To Play It
A rough sequence for the deck's key turn. Real runs shuffle the order, but this is how the pieces are meant to chain: set the engine, then spend into the payoff.
Echo FormSet the multiplier a turn early: from now the first card each turn plays twice.
Double EnergyFund the burst: play it first so Echo Form doubles it, leaving a huge Energy pool.
Multi-CastConvert Energy to damage: evoke the rightmost Orb once per Energy for the payoff.
DualcastCheaper line: when Energy is tight, a flat two-evoke still closes the turn.
Core Cards
These are engine markers, not four mandatory picks. The tier label follows the current character board; an unranked card can still be the narrow piece that completes this shell.
1The first card you play each turn is played an extra time.
Open card and upgrade details →
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1Relic Signals
These relics improve the package, but they are not entry tickets. Draft a working deck first and treat the relic as a reason to lean harder into a line that already functions.

If you lost HP during the previous turn, trigger the passive ability of all Orbs at the start of your turn.
Open relic details →Keep Planning