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It's also worth noting that the defect is the easiest of the 3 classes to deal with only 3 energy on; Charge Battery is a decent block card that generates energy for next turn, he has lots of 0 cost cards, and All For One gets stupid powerful if you have a lot of 0 cost cards. You can generate plasma orbs with a few cards as well for extra energy.
defect can also go infinte like how silent does but he has a vastly difrent aproch to it.
unlike silent who has tones of energy genration + card draw and low cost cards and uses this to cycle through her deck sevral times in a row, defect revoves around cards that cost nothing (like claw, go for the eyes and beam cell) and the card all for one and lots of seching (seek) and recyleing (hologram/rebound).
how it works is you go throgh your deck dumping as many zero costs in the discard as posible (easy as you play them as they apear + skim and scrape mill your deck like crasy) untill you draw into all for one, once played all for one adds every zero cost card in the discard pile back into your hand alowing you to spam play a tone of cards each turn you can play all for one.
zero cost defect benfits from not needing as much set up as orb/power defect and has access to both vunrable and weaken (beam cell/go for the eyes respectivly) and also some absurd scaling damige with claw (gains damige for rest of combat for each claw used) once you get 3 or so claws in a functional zero cost build its bacaly gg, and like silent it has synergy with relics like kuni/shurakin/oramental fan, throw in some plasma + double energy and you bacaly never end your your turn, (with unceasing top its even more insane)
40 odd card deck all upgraded at the start of each fight :D
So I really want 2 shops in act 1 if possible, for try to have a lot of these good card. Way more than ironclad/silent where sometimes I just never goes to a shop on act 1. You can check the video for knowing which card are good.