Defect Build

Defect Big Turn Finish 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.

Defect artwork

Opening Plan

Build the first working version

Take the multiplier only after the deck has a good effect to repeat or evoke. Echo Form needs a protected setup turn.

Draft Rule

Know when the package is real

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

How the pieces connect

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

Turn order that makes the package work

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.

  1. Echo Form card artworkEcho Form

    Set the multiplier a turn early: from now the first card each turn plays twice.

  2. Double Energy card artworkDouble Energy

    Fund the burst: play it first so Echo Form doubles it, leaving a huge Energy pool.

  3. Multi-Cast card artworkMulti-Cast

    Convert Energy to damage: evoke the rightmost Orb once per Energy for the payoff.

  4. Dualcast card artworkDualcast

    Cheaper line: when Energy is tight, a flat two-evoke still closes the turn.

Core Cards

The four cards that define the shell

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.

Relic Signals

Relics that make the lane stronger

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.

Emotion Chip relic icon

Emotion Chip

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

Use the next page for the next decision