So I just beat A20 heart with Defect so I wanted to share my thoughts about his cards and relics.
Act 1 – Cards (Floor 1)
Rarity: Starter
Upgrade Priority: Low
Upgrade: Gain 8 block
Synergies well with: (no notable synergies for that card)
Editors Note: (No note for defend and strikes)
Rarity: Starter
Upgrade Priority: High (Early), Low (Late)
Upgrade: Costs 0
Synergies well with: Darkness, Doom and Gloom
Editors Note: Great to evoke Dark Orbs which stacked a lot of damage, also evoking Plasma twice can be useful if you have enough card draw cards, or very high cost cards like Sunder, Meteor Strike, Creative Ai etc. Evoking a Frost Orb can sometimes reduce great amount of damage.
Rarity: Starter
Upgrade Priority: Very Low
Upgrade: Deal 9 damage
Synergies well with: (no notable synergies for that card)
Editors Note: (No note for defend and strikes)
Rarity: Starter
Upgrade Priority: High (Early), Low (Late)
Upgrade: Costs 0
Synergies well with: Hologram, Thunder Strike, Focus
Editors Note: Lightning+, Hologram, Lightning+ is a great combo if you got Hologram early and draw it on the same turn, its still good if you draw Hologram after, later Lightning+ still a good use because it has no cost, and scales with Focus.
Rarity: Common
Upgrade Priority: Medium (Early), Low (Late)
Upgrade: Deal 10 damage
Synergies well with: Thunder Strike, Focus
Editors Note: Nothing much to say about it, good early damage, combined with damage of lightning.
Rarity: Common
Upgrade Priority: Situtional
Upgrade: Deal 6 damage
Synergies well with: Potion of Capacity, Essence of Dark, Capacitor, Inserter, Runic Capacitor, Strength
Editors Note: Great if you have a lot of orb slots and of course enough cards to Channel those orbs, upgrade it at the earliest possiblity if its so.
Rarity: Common
Upgrade Priority: Medium (Early), Very Low (Late)
Upgrade: Deal 4 damage, apply 2 vulnerable
Synergies well with: Barrage, Thunder Strike, Claw
Editors Note: Good to combine it with your attack cards like Ball Lightning, Cold Snap, Meteor Strike etc. It also ridicilously increase damage dealt with cards like Barrage and Thunder Strike.
Rarity: Common
Upgrade Priority: High (Early), Medium (Late)
Upgrade: Gain 10 block
Synergies well with: (no notable synergies for that card)
Editors Note: Allows you to make setup for next turn while keeping you safe during current turn, one of the best block cards since it effectively grants Energy.
Rarity: Common
Upgrade Priority: Low
Upgrade: Deal 5 damage
Synergies well with: All for One, Beam Cell, Nunchaku, Kunai
Editors Note: Zero cost attack card with scaling damage as its used more often during combat, pick either 3+ of them on your run or don’t pick any at all, synergies best with All for One, and Strength is less efficient on it.
Rarity: Common
Upgrade Priority: Medium (Early), Very Low (Late)
Upgrade: Deal 9 damage
Synergies well with: Blizzard, Focus
Editors Note: Frost version of Ball Lightning, a mix offense/defense, can be combined together with Dualcast early to efficiently gain Block.
Rarity: Common
Upgrade Priority: Low
Upgrade: Deal 10 damage
Synergies well with: Rainbow, Chaos
Editors Note: A source of card draw combined with damage, more unique orbs channeled, more its efficient.
Rarity: Common
Upgrade Priority: Very Low (Early), High (Late)
Upgrade: Draw 2 cards
Synergies well with: Blizzard, Turbo, Claw, Beam Cell, Go for the Eyes, Focus
Editors Note: A source of card draw combined with block from frost orbs, more efficient as you have more source of Energy on your deck, or 0 cost cards.
Rarity: Common
Upgrade Priority: Medium
Upgrade: Deal 4 damage, apply 2 weak
Synergies well with: (no notable synergies for that card)
Editors Note: Another 0 cost card which is the only source of weak from cards for Defect, an upgraded Go for the Eyes are perfect against aggressive mobs, weakening them for 2 turns.
Rarity: Common
Upgrade Priority: Very High
Upgrade: Gain 5 block, Exhaust
Synergies well with: Lightning, Dualcast, Claw, Go for the Eyes, Charge Battery, Aggregate, Turbo
Editors Note: Worthful 5 block coming with the ability to use the same cards again and again like they weren’t discarded, can be combined with Charge Battery for +2 extra Energy next turn, and synergies well with any 0 cost card, or energy sources like Aggregate/Turbo.
Rarity: Common
Upgrade Priority: Medium
Upgrade: Gain 12 block
Synergies well with: (no notable synergies for that card)
Editors Note: Solid source of block that is a lot more efficient than any other block source for Defect.
Rarity: Common
Upgrade Priority: Low
Upgrade: Deal 12 damage
Synergies well with: Aggregate, Turbo
Editors Note: Helps setup card for next turn, while dealing fair damage, can be used before Energy sources to gain additional energy next turn aswell, it doesn’t synergy with cards that has Exhaust keyword. Honestly can be synergied with most of other cards of Defect, except Powers and Exhausts.
Rarity: Common
Upgrade Priority: Very High (Early), Medium (Late)
Upgrade: Costs 0
Synergies well with: Darkness, Doom and Gloom, Fusion, Hologram,
Editors Note: When used to evoke and channel a dark orb, it channels the new dark orb by evoked Dark Orb’s stacked damage, meaning it synergies well with Dark Orbs, Hologram + Plasma can be a good energy source combined with Recursion, it also good to evoke Frost Orbs, efficiently gaining block while not giving up on passive block.
Rarity: Common
Upgrade Priority: Very Low
Upgrade: Gain +3 additional block
Synergies well with: Creative Ai, Hello World
Editors Note: Great block source if on a deck containing Creative Ai and Hello World, or a lot of cards initially.
Act 1 – Cards (Floor 2)
Rarity: Common
Upgrade Priority: Low
Upgrade: Gain 8 block
Synergies well with: Kunai, Calipers
Editors Note: Good block source if you are on a fight that you can scale with Kunai, or save the block with Calipers, or being in a fight that doesn’t lasts too long.
Rarity: Common
Upgrade Priority: Medium
Upgrade: Deal 20 damage
Synergies well with: Beam Cell, Rebound, Hologram
Editors Note: Attack card that scales well on long fights, can be combined with Rebound to use it at less cost next turn, or Hologram to return it to your hand, Beam Cell is good to reinforce its damage aswell.
Rarity: Common
Upgrade Priority: High
Upgrade: Deal 9 damage
Synergies well with: (no notable synergies for that card)
Editors Note: One of the few good area of effect damage Defect has, especially as a common card, and with the card draw addition, its really good late as it is in early too.
Rarity: Common
Upgrade Priority: Medium (Early), High (Late)
Upgrade: Gain 3 energy
Synergies well with: Double Energy, Tempest, Multicast, Ice Cream
Editors Note: One of the best energy sources for defect, however drawing Void can hurt you on many perspectives, having Ice Cream can remove the downside of drawing Void a lot. Also, it synergies well with Double Energy, and very high cost cards like Meteor Strike.
Rarity: Uncommon
Upgrade Priority: Situtional
Upgrade: For every 5 card
Synergies well with: Double Energy, Bottled Lightning, Hello World, Ice Cream
Editors Note: The bigger your deck is, more efficient Aggregate is, abusing Hello World can highly increase amount of cards in your deck during combat, and if you have bottled the Aggregate, you can gain up to 9-10 energy on a 50+ card deck, on first turn.
Rarity: Uncommon
Upgrade Priority: Very High (Early), Medium (Late)
Upgrade: Gain 15 block
Synergies well with: Frost Orbs
Editors Note: Auto-Shields is a great defend source that can be crucial, however it anti-synergies with most of Defect’s kit, Loop triggering passive of Frost Orb at the start of your turn is one of the primary examples, and its useless to combine with Echo Form aswell.
Rarity: Uncommon
Upgrade Priority: Situtional
Upgrade: Equal to 3 times the frost channeled
Synergies well with: Glacier, Coolheaded, Recursion, Cold Snap, Chaos, Rainbow, Chill, Frozen Core
Editors Note: Blizzard is a card with no scaling limit as long as you keep fighting, its upgrade its mostly situtional, upgrade it if you have too much frost channels, or leave it if you don’t. Best synergy it has is with Glacier and Frozen Core, can be used with Beam Cell to increase its damage.
Rarity: Uncommon
Upgrade Priority: Medium
Upgrade: Gain 13 block
Synergies well with: Anchor, Hologram
Editors Note: An unupgraded Boot Sequence acts like an Anchor, free 10 block during first turn, but its even better because if enemy doesn’t intend to attack you can discard it and use later, or get it back with Hologram.
Rarity: Uncommon
Upgrade Priority: High
Upgrade: Deal 11 damage, apply 3 lock-on
Synergies well with: Lightning Orb, Dark Orb
Editors Note: Great attack card with balanced damage, it can increase the amount of damage you can deal with your Dark and Lightning Orbs.
Rarity: Uncommon
Upgrade Priority: Medium
Upgrade: Gain 3 orb slot
Synergies well with: Frozen Core, Tempest, Force Field, Heatsinks, Focus
Editors Note: Increases the max amount of orbs you can channel, good to combine with Tempest, and scales well with Focus.
Rarity: Uncommon
Upgrade Priority: Medium
Upgrade: Channel 2 random orbs
Synergies well with: Compile Driver
Editors Note: RNG card that can surprisingly help you during fights, one of the few sources to channel Plasma.
Rarity: Uncommon
Upgrade Priority: Very High (Early), Medium (Late)
Upgrade: Innate
Synergies well with: Blizzard, Focus
Editors Note: Acts like a mini-boot sequence when upgraded, great source for Blizzard damage or gaining block since it costs 0.
Rarity: Uncommon
Upgrade Priority: Situtional
Upgrade: Gain 3 focus
Synergies well with: Potion of Capacity, Capacitor, Inserter, Runic Capacitor
Editors Note: Great source of focus since its a Skill and not a Power, meaning that can be used multiple times during a single combat, can hurt you too much during fights without enough Orb Slots.
Rarity: Uncommon
Upgrade Priority: Situtional
Upgrade: Trigger the passive ability of all dark orbs
Synergies well with: Hologram, Echo Form, Gold-Plated Cables, Loop
Editors Note: Best source to channel Dark Orbs, its upgrade is too good only if you have atleast 1 more other Darkness card, combining it with Hologram or Echo Form can increase the passive damage of Dark Orbs a lot.
Rarity: Uncommon
Upgrade Priority: High
Upgrade: Gain 2 focus
Synergies well with: Echo Form, Amplify, Force Field, Heatsinks
Editors Note: Fair source of focus, can be combined with Echo Form or Amplify to double the amount of Focus can be gained from it.
Rarity: Uncommon
Upgrade Priority: Medium (Early), Low (Late)
Upgrade: Deal 14 damage
Synergies well with: Necromicon
Editors Note: Good AoE damage and a source to channel Dark Orbs. With Necromicon, you can double the amount of damage and Dark Orb Channeled with this card.
Rarity: Uncommon
Upgrade Priority: Situtional
Upgrade: Gain 2 focus
Synergies well with: Tempest, Multi-cast, Reinforced Body, Meteor Strike, Ice Cream
Editors Note: Has a very strong synergy with X cost cards, energy sources and Ice Cream and any card that costs a lot i.e: Meteor Strike.
Act 1 – Cards (Floor 3)
Rarity: Uncommon
Upgrade Priority: High
Upgrade: Gain 16 block
Synergies well with: Hologram, Machine Learning, Creative Ai, Hello World
Editors Note: A good way to defense yourself while saving important cards in your hand for next turn, can be used together with Hologram+ (if its in your hand.) to retain your hands two turns straight. Also synergies with card draws/card creates like Machine Learning, Creative Ai, Hello World which will fill your hand after retain, creating room for more combos.
Rarity: Uncommon
Upgrade Priority: Low
Upgrade: Deal 6 damage, less than 4 cards
Synergies well with: All for One
Editors Note: A low damage card is often good if has an early use during combat, drawing it after using few cards during your turn renders it a less useful.
Rarity: Uncommon
Upgrade Priority: Situtional
Upgrade: Gain 16 block
Synergies well with: All for One, Creative Ai, Power Cards
Editors Note: Great on decks that heavily relies on power cards to be effective, its free after you use 4 power cards during a combat, and once its free All for One can return it to your hand from your discard pile, upgrade it if you have atleast 3 power cards in your deck.
Rarity: Uncommon
Upgrade Priority: Medium
Upgrade: Costs 1
Synergies well with: Multi-cast, Ice Cream, Loop
Editors Note: One of few sources to channel Plasma, can effectively grant you more energy which will you need during combats.
Rarity: Uncommon
Upgrade Priority: Very High (Early), Very Low (Late)
Upgrade: 3 permanent block increase
Synergies well with: Calipers, Strange Spoon
Editors Note: Get it if you ever see it on Act 1, and try to use on every single possiblity to increase its block, synergies crazily well with Calipers and Strange Spoon.
Rarity: Uncommon
Upgrade Priority: High
Upgrade: Gain 10 block
Synergies well with: Blizzard, Focus
Editors Note: A total amount of 11 block with default starting focus when not upgraded, one of the cards you surely want if you lack of enough frost channel sources.
Rarity: Uncommon
Upgrade Priority: Low
Upgrade: Draw 2 cards
Synergies well with: Mummified Hand, Force Field, Power Cards
Editors Note: One of the must-be cards on a deck that heavily relies on power cards, with Mummified Hand you can create an infinite loop via power cards during your turn.
Rarity: Uncommon
Upgrade Priority: Low
Upgrade: Innate
Synergies well with: Force Field, Stack, Aggregate
Editors Note: Another RNG card which synergies so good with Stack, but can hurt you during long combats by adding cards to your deck you don’t need.
Rarity: Uncommon
Upgrade Priority: High
Upgrade: Trigger the passive ability of your next orb 2 times
Synergies well with: Force Field, Amplify, Heatsinks, Frost Orb, Dark Orb, Plasma
Editors Note: Has a lot of synergies with any Orb, can increase Dark Orb‘s damage quickly, or grant you passive block via Frost Orb‘s, or more energy at the start of your turn via Plasma‘s, not really recommended on Lightning Orb‘s unless you have Electrodynamics.
Rarity: Uncommon
Upgrade Priority: Low
Upgrade: Deal 14 damage
Synergies well with: Beam Cell
Editors Note: Heavily counters any enemy with high amount of block, i.e: Guardian, Spheric Guardian.
Rarity: Uncommon
Upgrade Priority: Medium
Upgrade: Draw 3 cards
Synergies well with: Medical Kit
Editors Note: Card draw source that merely hurts you, can be combined with energy sources to maximize the amount of cards you can play during your turn.
Rarity: Uncommon
Upgrade Priority: Situtional
Upgrade: Costs 0
Synergies well with: Meteor Strike
Editors Note: Can help you to get rid of cards you don’t want during a combat, or cards that costs too much that you can’t afford to get free energy such as Meteor Strike.
Rarity: Uncommon
Upgrade Priority: Medium (Early), Situtional (Late)
Upgrade: Gain 9 block
Synergies well with: Chemical X, Double Energy, Turbo, Aggregate, Calipers, Ice Cream
Editors Note: Crazily synergies with energy sources and/or Calipers. Even when you don’t have them still a good standalone block card.
Rarity: Uncommon
Upgrade Priority: Very Low
Upgrade: Lose 2 focus
Synergies well with: Claw, Rip and Tear, Artifact
Editors Note: This is a skill, not a power, so you can use it multiple times during combat. However it can really hurt you if you rely on frost orbs to gain block instead of flat blocks from cards. Thats an okay card in Claw-type decks. Focus lose can be prevented by Artifact.
Rarity: Uncommon
Upgrade Priority: Medium
Upgrade: Deal 9 damage
Synergies well with: Reprogram, Vajra
Editors Note: a good damage card compared to its cost, scaless well with Strength.
Rarity: Uncommon
Upgrade Priority: Medium
Upgrade: Deal 9 damage, draw 4 cards
Synergies well with: Claw
Editors Note: Can be used to draw 0 cost cards like Claw, similar to All for One, but instead of discard pile its relevant with draw pile.
Rarity: Uncommon
Upgrade Priority: High
Upgrade: Heal 10 HP.
Synergies well with: Amplify, Echo Form, Force Field, Heatsinks
Editors Note: Using it with Amplify/Echo Form can help you regain a lot of HP after a fight, sometimes using it rather than block cards may not be viable though and would worth waiting until its best opportunity.
Rarity: Uncommon
Upgrade Priority: Low (Early), High (Late)
Upgrade: Draw 4 cards
Synergies well with: (no notable synergies for that card)
Editors Note: Viable way to draw cards, however since its only usage is drawing cards, it may not be that good without energy sources, especially during Act 1.
Act 1 – Cards (Floor 4)
Rarity: Uncommon
Upgrade Priority: High
Upgrade: Channel 2 lightning
Synergies well with: Self-Repair, Force Field, Heatsinks, Electrodynamics, Meat on the Bone
Editors Note: Have a huge synergy with cards/relics that helps you regain health. Static Discharge has huge impact together with Electrodynamics, and also against enemies who attacks a lot of times i.e: Hexaghost, Book of Stabbing, Corrupt Heart, Byrds.
Rarity: Uncommon
Upgrade Priority: Situtional
Upgrade: Innate
Synergies well with: Force Field, Power Cards
Editors Note: Another card that you need on a deck contains many Power Cards. It makes it really easier to channel enough Lightning, upgrade it if you have enough power cards to benefit from it, so you can get it earlier during a combat, Lantern can help to afford it when its upgraded.
Rarity: Uncommon
Upgrade Priority: Very High (Early), Medium (Late)
Upgrade: Deal 32 damage
Synergies well with: Hologram, Necromicon
Editors Note: A ridiculously overpowered when you get it on Act 1, upgrade it at earliest possiblity to get a free kill on any enemy without using any energy. Its not that effective against elites but against Sentries only.
Rarity: Uncommon
Upgrade Priority: Situtional
Upgrade: Channel X+1 lightning
Synergies well with: Chemical X, Capacitor, Electrodynamics, Turbo, Double Energy, Aggregate
Editors Note: Can fill up your orb slots with lightning when having enough energy, a must-be card in a deck which contains a lot of energy and/or orb slot sources, upgrade it if you don’t have that much energy to make it efficient.
Rarity: Uncommon
Upgrade Priority: Medium
Upgrade: Costs 0
Synergies well with: Force Field, Heatsinks, Strange Spoon
Editors Note: Despite being an uncommon card, that can add a Rare power card to your hand which makes it really efficient, Strange Spoon can allow you to discard it and use multiple times during a combat to get more power cards.
Rarity: Rare
Upgrade Priority: Low
Upgrade: Deal 14 damage
Synergies well with: Any 0 cost card
Editors Note: You can recall Claw, Overclock and many other 0 cost cards with All for One while dealing a fair amount of damage to an enemy, combining it with Hologram can be destructive with a combo of: 0 cost cards + All for One + 0 cost cards again + hologram to get All for One back, All for One to get 0 cost cards back + 0 cost cards.
Rarity: Rare
Upgrade Priority: Situtional
Upgrade: 2 power cards played twice
Synergies well with: Power Cards
Editors Note: Using a Self-Repair twice can magnificiently restore HP, and it synergies with Any power card out there, making it a very important card for decks that has many power cards on it.
Rarity: Rare
Upgrade Priority: High
Upgrade: Gain 5 focus
Synergies well with: Force Field, Heatsinks, Artifact
Editors Note: A great source of focus, however it starts getting less efficient as combat is longer, so negating the debuff with Artifact can be a good idea, Amplify or Echo Form doesn’t really goes well with it without Artifact since it will double the amount of focus you lose per turn.
Rarity: Rare
Upgrade Priority: High
Upgrade: Next 2 times
Synergies well with: Force Field, Heatsinks, Amplify, Echo Form, Fossilized Helix
Editors Note: Beyond good against enemies whom attacks once but deals massive damage i.e: Giant Head. Since its a power card and not a skill, you should be careful while using it to save the amount of damage preventation you can obtain.
Rarity: Rare
Upgrade Priority: Low
Upgrade: Deal 15 damage
Synergies well with: Biased Cognition, Strange Spoon
Editors Note: Core Surge is one of the few cards in game that will give you Artifact, because of that reason it is great to combine with Biased Cognition to negate the Focus debuff.
Rarity: Rare
Upgrade Priority: Medium
Upgrade: Costs 2
Synergies well with: Force Field, Heatsinks, Power Cards
Editors Note: Creative Ai is the card you want the most after Act 2/3 because of its ability to generate infinite amount of Power cards, it gets stronger as combats are longer because it will generate more Power cards.
Rarity: Rare
Upgrade Priority: Very Low
Upgrade: Ethereal
Synergies well with: Power Cards
Editors Note: Echo Form is the card you want on later stages of game. Ability to use a card twice each turn is not something to underestimate, like duplicating a Self-Repair, Buffer, or even another Echo Form can be crucial.
Rarity: Rare
Upgrade Priority: Low
Upgrade: Channel 3 lightning
Synergies well with: Force Field, Heatsinks, Lightning Orbs
Editors Note: A must-be card on a deck that heavily relies on Lightning to deal damage, upgrading it isn’t really necessary since you can use it one time per combat, Electrodynamics will help you a lot against horde of enemies i.e: Byrds, Slimes.
Rarity: Rare
Upgrade Priority: Situtional
Upgrade: Evoke orbs
Synergies well with: Capacitor, Potion of Capacity, Essence of Dark, Runic Capacitor
Editors Note: Gets better as you have more channeled orbs on orb slots, upgrade is very efficient and get it if you manage to get more than 5 orb slots during a combat, and of course channeled any orb at them.
Rarity: Rare
Upgrade Priority: High (Early), Very Low (Late)
Upgrade: Deal 34 damage
Synergies well with: Necromicon
Editors Note: Its good either when you got it so early that combats end before you need that focus, or you got ridiculous amount of focus anyway so you don’t care about losing 3 focus and you care about dealing the damage only. Has a huge synergy with Necromicon.
Rarity: Rare
Upgrade Priority: Low (Early), High (Late)
Upgrade: Innate
Synergies well with: Force Field, Heatsinks
Editors Note: Increases your card draw amount per turn, must be upgraded later since it will be harder to draw in a deck containing many cards.
Rarity: Rare
Upgrade Priority: Situtional
Upgrade: Deal 30 damage
Synergies well with: Double Energy, Turbo, Snecko Oil, Snecko Eye, Necromicon
Editors Note: A source for insane amount of damage aswell as channeling a lot of Plasma, however its ridiculously high cost makes it really hard (or sometimes impossible) to use without Snecko Eye or energy sources.
Rarity: Rare
Upgrade Priority: Low
Upgrade: X+1 times
Synergies well with: Chemical X, Double Energy, Turbo, Aggregate, Ice Cream, Dark Orbs, Frost Orbs, Plasma
Editors Note: Multi-casting a stacked Dark Orb can make you quickly win the fight, or Multi-casting a Frost Orb can save your life, aswell as Multi-casting a Plasma can give you very high amount of Energy, upgrading it is unnecessary most of time since you you need a lot of energy to put in to use most of time.
Rarity: Rare
Upgrade Priority: High
Upgrade: Exhaust
Synergies well with: Focus, Echo Form, Blizzard, Thunder Strike
Editors Note: Allows you to use power of all elements, one of the best cards to put in to double use with Echo Form, scales crazily with Focus, also it increases damage dealt with Blizzard and/or Thunder Strike aswell on every use.
Rarity: Rare
Upgrade Priority: Medium
Upgrade: Draw 6 cards
Synergies well with: Frozen Eye
Editors Note: Reboot is a card that has very complex uses, since it shuffles cards in your hand to Draw Pile, and not to Discard Pile, it makes a lot of possible combines, you can plan your next moves easier with Frozen Eye.
Rarity: Rare
Upgrade Priority: High
Upgrade: 2 cards
Synergies well with: Bottled Lightning
Editors Note: Seek can change the course of a combat, with Seek you can get cards that you want to your hand on a quick and easier way, Confusion won’t affect cost of cards brought to your hand by Seek, good to put power cards in to use on earlier stages of combats like Defragment or Echo Form.
Rarity: Rare
Upgrade Priority: High
Upgrade: Deal 9 damage for each
Synergies well with: Tempest, Lightning, Electrodynamics, Static Discharge, Strength, Necromicon
Editors Note: Thunder Strike is the card that what a lightning deck wants much, its damage doesn’t only scales with lightning channeled per combat, but aswell as Strength.
Act 2 – Relics
- Mummified Hand is a great relic for Defect which has synergies with any Power Card.
- Letter Opener can increase your damage output a lot since Defect loves spamming Skill cards as Defect aswell as Power Cards.
- Shuriken & Kunai is a great pick-up on decks containing multiple Beam Cell/Claw/Go for the Eye(s) on it.
- Bird-Faced Urn is an another relic which Defect loves, you can recover lots of HP during a single combat with the help of Bird-Faced Urn.
- Runic Capacitor is good if you have enough orb channel sources, also it synergies efficiently with Barrage and Frozen Core.
- I probably didn’t mention about Inserter enough, it is one of the relics you really want, especially with the card Consume.
- Snecko Eye is beyond good when you have Meteor Strike on your deck, or high cost cards like Hyperbeam, Sunder etc.
- Enchiridion synergies with Bird-Faced Urn and overally good on Defect, you will have a guaranteed 2 heal per combat which will payback its costs.
By abdush