Cards and variants
Your deck starts with 10 cards from the Solar lineage: 5 Solar Shots, 4 Carapaces and 1 Ignition. After each combat you pick 1 of 3 cards (or skip).
Types
- Attack: deals damage.
- Skill: shield, draw, status.
- Power: a permanent effect until the end of combat (e.g. Living Furnace, Star Heart).
- Status: bad cards enemies shuffle into your deck (Whisper, Static).
An X cost spends all your Energy. Exhaust removes the card from combat. Fleeting cards vanish if they’re still in your hand at the end of the turn.
Two ways to upgrade a card
| Evolved | Corrupted | |
|---|---|---|
| How to get it | Nursery, events | Rewards, Wild Routes, events, Nexus-7 smuggling |
| Power | ~+40% or lower cost | ~+85%, and even stronger at higher Corruption stages |
| Cost | None | Generates Corruption every time it’s played (+2 common, +3 uncommon, +4 rare) |
A card is never Evolved and Corrupted at the same time. Corrupting an Evolved card replaces the evolution.
Smaller deck = better deck
A lean deck draws your best cards more often. Skipping rewards and removing cards at Nexus-7 are decisions just as important as taking new cards.