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The tricky thing:
Permanent power and temporary power get multiplied with each other, hence cards only get real good much later (A12+). They start of borderline useless, but end up as total powerhouses much later down the line. ^^
It's tricky because permanent power is gained by converting a chunk of temporary power, aka you can even lower your total card power for the ongoiing ascension.
Extra charges are nice to have, extra card exp is actually useful, and extra card power is generally the best of the card related properties.
The one thing you should shy away from: card charge % in the expedition shop, i know you can't even see it in A6... but it's considered a total waste of precious expedition tokens.
The one thing you can NEVER have to much of:
Pet damage. Because more pet damage means both more cleared waves in expeditions (real good), AND more temporary card power gained from all expeditions.
PS:
"Clover" is a good soul shop purchase as well, because it helps with gaining expedition shop tokens, and those are always in demand. Soul shop upgrades to shy away from: everything related to confection (worms/ poop/ larva, confection, etc), because after a certain point confection hits a harsh diminishing return wall.