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I especially found One For All + Search too powerful.. almost absurd
Buffer is bugged - it nulls the damage correctly to zero but other cards will still trigger as if you still took damage, as in you took damage - but it was zero.
Bird faced urn (Heals +2 HP per power used)
Mummified hand (Change a random card's cost to 0 when playing a power)
Creative AI (Add a random Power Card to your hand at the start of your turn)
Power Storms ( Channel 1 Lightning orb when a Power is played)
Self Repairs (Heal 10 HP at the end of combat)
And a bunch of other random powers I can't remember off the top of my head. But yeah, seems like Mummified hand is the hands down, best Relic for this dude. I don't think it was at all possible for me to lose.
That's fine. I was running out of cards to use, since Powers disappear for the combat they're used on lol
1) Creative AI. This card is insane, gives you bonus Powers every turn which easily grows out of control.
2) Amplify and Echo Form. These multiply your powers (any card for Echo form but Powers are mostly the strongest) which adds up extremely quickly.
3) +Focus cards and +Orb Slot cards. The former increase the efficacy of your orbs, the latter increases the number you can hold. With a bunch of focus and orb slots, you can stack Frost to block basically all incoming damage and deal heavy damage with stacked Lightning.
4) Buffers. These straight-up counteract instances of damage and are extremely powerful, especially if you're stacking a bunch of them
5) Channelling Frost. I've found these to be the most interesting Orb type because you can weave in whatever damage while you just soak all damage.
6) The Power that channels Lightning when you play Powers can get pretty crazy when you've got Creative AI running. The Power that channels Lightning when you take hits can also get pretty crazy, especially when you've got Buffers and +Focus.
7) Cards that deal damage based on channeled Frost or Channeled Lightning are easy to stack and deal a ton of damage. There's also one that deals damage based on Powers played, and Force Field is a strong block that's free once you've played 4 powers.
Most other stuff is worth ignoring. Dark orbs are like lightning but worse, and Plasma Orbs give you energy (which can be nice) but don't really work well with anything else that works well with the other orbs since they don't scale on Focus and you want to keep your orb slots small to shuffle them through quickly for the most energy gain.
There's also probably a deck that maxes out on 0-cost cards and the stuff that works explicitly with them but I haven't been able to make it work yet.