More balanced and better-designed than in Spire 1. Frost + temporary focus is the strongest plan; with no Act 4 pressure, setup is much easier. Defect wants small decks, draw consistency, and orb scaling. Temp focus from Hot Fix, Focus Strike, and Synchronize loops in your second deck cycle for massive value. Considered the second or third strongest character overall. Orb slots + focus are multiplicative — more slots means exponentially more passive damage and block.
13 cards
S-tier cards form Defect's frost/focus engine. The strategy is simple: channel frost orbs, gain focus (temporary or permanent), and let passive orb damage and block outscale every encounter. Orb slot cards multiply the value of every focus point.






10ブロックを得る。
0-cost innate 10 block, exhaust. Don't trade HP for setup — slam this in Act 1 for free safety every fight. Enables safe setup on turn 1 when you need to play powers or channel orbs.






オーブスロットを2得る。
+2 orb slots. S tier because it's multiplicative with focus. More orb slots = exponentially more value from every focus point. One Capacitor with Hot Fix is often stronger than Defragment alone.






敵1体につきフロスト1を生成する。
0-cost channel 1 frost per enemy, exhaust. Upgrade removes exhaust. In multi-enemy fights = block a million HP. AoE block generation at Common rarity is absurd value.






フロスト1を生成する。 カードを1枚引く。
1 energy channel frost + draw 1 (draw 2 upgraded). The core frost card for consistency. Frost + draw in one card means it never falls off. Less punished than in Spire 1 for playing early.






ダーク1を生成する。 すべてのダークオーブの自動効果を発動する。
1 energy channel 1 dark orb, trigger all dark orb passives. Insane single-target scaling for boss fights. Upgrade triggers passives twice. Solves endgame damage entirely with dark orb stacking.






集中力1を得る。
+1 focus (+2 upgraded). Made Rare in Spire 2, making it harder to find. But one Defragment is enough to outscale most encounters. The king of permanent focus — only permanent source besides potions.






1ブロックを得る。 このカードのブロック値が永続的に3増加する。
Gain block that permanently increases by 3 every fight. By late game it reads 'cannot take damage.' Combos incredibly with Echo Form to double the permanent scaling. S tier for long-run consistency.






6ブロックを得る。 フロスト2を生成する。
2 energy for 6 block + channel 2 frost. Nerfed by 1 block from Spire 1 — nobody cares. Still the premium defensive card. Two frost orbs provide ongoing block every turn.






このターン、集中力2を得る。
0-cost +2 focus (3 upgraded). The best temp focus card at Common rarity — absurdly strong tempo play. Loop in your second deck cycle with draw consistency. Don't need draw order since orbs are already deployed.






オーブスロットを1個得る。 カードを1枚引く。このカードのコストが1増加する。
0-cost +1 orb slot, draw 1, +1 cost to self. Free orb slot that replaces itself in hand. No downside first play. S tier — always take it when offered.






このターン、生成中のオーブ1種類につき、集中力2を得る。
1 energy gain 2 temp focus per unique orb type, exhaust (upgrade: doesn't exhaust). Can hit 4-8 focus in diverse orb builds. With frost + dark + lightning + glass = 8 focus per play. Makes orbs block everything.






毎ターン、最初にプレイするカードをもう一度プレイする。
3 energy: first card each turn is played twice. Still THE best card in the class. Double powers for permanent scaling. Double frost for double block. Double everything. Carries scaling fights entirely.
15 cards
A-tier cards provide excellent value through damage, defense, or utility. They complement the frost/focus engine with additional scaling options, energy generation, or AoE solutions. Many are strong early game picks that remain relevant throughout the run.






生成されたオーブ1つにつき、5ダメージを与える。
1 energy deal 5 damage per orb channeled (buffed from 4). Scales well with orb slot builds. As fights get longer and temp focus fills your orb bar, Barrage becomes a boss killer.






次にHPを失う時、それを1回無効化する。
2 energy prevent next HP loss. Less critical without Heart's 67 damage turn, but still blocks Act 1 statue (27 damage). Excellent survivability power.






7ブロックを得る。 次のターン、[energy:1]を得る。
7 block, gain 1 energy next turn. Premium block at Common rarity. Stops hallway chip damage. The delayed energy helps setup turns. Never falls off.






6ダメージを与える。 フロスト1を生成する。
1 energy deal 6 damage + channel 1 frost. Deal 6 now, block 2 for the rest of the fight. Solid dual-purpose Common that's always worth playing.






5ダメージを与える。 このターン、プレイしたカードが3枚未満の場合、カードを1枚引く。
0 energy deal 5 damage, draw 1 if fewer than 3 cards played. Solid tempo card. Don't double it with Echo Form — double something better. Good for early turns.






5ブロックを得る。 グラス1を生成する。
1 energy gain 5 block + channel 1 glass orb. Glass is a new orb type for AoE damage. Evoked glass deals massive AoE. Decent scaling option for multi-enemy encounters.






ターン終了時、フロストを生成中の場合、すべての敵に6ダメージを与える。
1 energy: end of turn, if you have a frost orb, deal 6 to all enemies. Condition is always met in frost builds. 6 AoE from turn 1 with zero effort.






3ブロックを得る。 捨て札からカードを1枚手札に加える。
3 block + retrieve a card from discard pile. Pull Boot Sequence, powers, Turbo, or Go for the Eyes. Flexible utility that adapts to any situation.






19ダメージを与える。 フロスト3を生成する。
3 energy deal 19 damage + channel 3 frost. Early game slam for big damage. Three frost orbs provide ongoing block. Solid for both offense and defense.






ターン開始時、右端にあるオーブの自動効果を発動する。
Start of turn trigger rightmost orb passive. Temp focus isn't active at start of turn, so output is slightly lower. One Loop is enough. Top of A tier for dark orb combos.






ターン開始時、追加でカードを1枚引く。
1 energy draw +1 card per turn. Line up Hot Fix and other temp focus cards more consistently. Draw engine power that smooths every turn.






10ダメージを与える。 脱力2を付与する。 ダーク1を生成する。
2 energy deal 10, apply 2 Weak + channel 1 dark orb. Weakness is good for damage prevention. Dark orb kills bosses. Multi-purpose card.





右端のオーブを4回解放する。
Ancient: trigger rightmost orb passive 4 times. Insane with dark orbs for burst damage. Block 20+ with frost orbs. One of the strongest Ancient boons.






すべての敵に11ダメージを与える。 すべてのオーブを解放する。
1 energy deal 11 to all, evoke all orbs. Evoke frost for burst block + glass for AoE damage. Depends on focus level but incredibly powerful with setup.
18 cards
B-tier cards have clear niches or serve as Act 1 bridges. They aren't core to the frost/focus strategy but can provide value in specific situations or deck configurations.






18ダメージを与える。 このカードの0[energy:1]のコピーを1枚捨て札に加える。
2 energy deal 18 damage, add a 0-cost copy to discard. Slow boss scaling but big early numbers. The 0-cost copy provides ongoing value.






7ダメージを与える。 ライトニング1を生成する。
1 energy deal 7 + channel 1 lightning. Worse than Spire 1 since there's less rush damage needed. Hallways don't kill as hard. Low A or B.






オーブスロットを1個失う。 筋力2を得る。 敏捷2を得る。
2 energy: -1 orb slot, +2 strength, +2 dexterity. Reprogram rework. Losing an orb slot is negligible or sometimes positive. Early game stat boost.






6ブロックを得る。 手札にあるすべての状態異常を燃料に変化させる。
1 energy 6 block, transform a status card into Fuel (energy/draw). Status cards exist in the game. Top of B for status management.






7ダメージを与える。 生成中のオーブ1種類につきカードを1枚引く。
1 energy deal 7, draw 1 per unique orb type. With glass orbs now available, drawing 3-4 is more realistic.






ターン開始時、ランダムなパワーを1枚手札に加える。
3 energy: add a random power each turn. Boss scaling that solo-solves long fights. More time to setup in Spire 2 makes this more viable. Top of A in some metas.






13ブロックを得る。 負傷を2枚捨て札に加える。
1 energy 13 block + add 2 Wounds to discard. Power Through from Ironclad. Status package enabler. Care about redrawing Wounds later.






すべての敵に26ダメージを与える。 集中力3を失う。
Deal 26 to all, lose 3 focus. Better in Spire 2 since more fights are killed by it outright. Skip if you can — it breaks boss fights if your focus can't recover.






毎ターン、最初に状態異常を引いた時、カードを2枚引く。
1 energy: first status drawn this turn, draw 2 extra. Works with Fight Through and Turbo. Status generation enabler.






9ブロックを得る。
1 energy 9 block. Big number for a simple card. Full block in hallway fights. Top B for pure defense.






4ブロックを得る。 次のターン開始時、ライトニング1を生成する。(2ターン持続)
1 energy 4 block + channel 1 lightning. Slow block with passive damage. Lightning for chip damage over time.






24ダメージを与える。 プラズマ3を生成する。
5 energy deal 24 + channel 3 plasma. Unplayable for a long time, but when you can play it, the plasma orbs generate massive energy. Less necessary than Spire 1. Top B.






10ダメージを与える。 このカードのコストを0[energy:1]にする。
1 energy deal 10, reduce cost to 0. Loopable 0-cost damage card after first play. Decent for builds that need repeatable damage.






すべてのカードを山札に混ぜてシャッフルする。 カードを4枚引く。
0 energy shuffle discard into draw, draw 4, exhaust. Don't play if you want Echo Form — it pushes it further away. Can reset a bad hand. Bottom B.






13ダメージを与える。 カードを1枚引く。 状態異常を作成するたび、このターン、このカードのコストは0[energy:1]になる。
2 energy deal 13 + draw 1. Costs 0 when a status is created. With Turbo combo for free damage + draw. Can contribute to infinite loops.






次にプレイするパワーは2回プレイされる。
Next power you play is played twice, exhaust. Situational but insanely powerful with Echo Form, Defragment, or Creative AI.






パワーをプレイするたび、[energy:1]を得る。
When you play a power, gain 1 energy. Cheats energy for power-heavy turns. No Heat Sinks equivalent but still valuable. Top B.






すべての敵に6ダメージを与える。 カードを1枚引く。
1 energy deal 6 to all + draw 1. Weak AoE in Spire 1 but AoE is more needed now. Damage + draw is always welcome.
15 cards
C-tier cards are generally skippable. They belong to weaker archetypes (zero-cost spam, status package) or have conditions too clunky to reliably trigger. Only take these in desperation or very specific builds.






10ダメージを与える。 捨て札にあるすべての0[energy:1]のカードを手札に加える。
2 energy: retrieve all 0-cost cards from discard. The 'zero-cost paradox' — you need 0-cost cards in your discard BEFORE playing this. Draw order dependent and requires heavy deck building commitment.





集中力4を得る。 ターン開始時、集中力1を失う。
Ancient: +4 focus, -1 focus per turn. Temp focus is already plentiful from Hot Fix and Synchronize. No Artifact to negate the downside. Trade boss relic if this is offered.






ランダムなオーブを1個生成する。
1 energy channel 1 random orb. Random is bad — you want specific orbs. Could channel 2 orbs instead for the same energy.






ダーク2を生成する。 ターン終了時、左端のオーブを解放する。
2 energy channel 2 dark, evoke leftmost orb. Eats your existing orbs. Weird anti-synergy with orb-stacking strategies.






状態異常をすべて廃棄する。廃棄したカード1枚につき、ランダムな敵1体に8ダメージを与える。
Exhaust all status cards, deal 8 per exhausted. Need a bridge card for status generation. Turbo alone isn't enough. Too many setup pieces needed.






プラズマ1を生成する。
1 energy channel 1 plasma. Recursion is gone and Recycle is nerfed. Less potential for infinite energy loops.






右端のオーブをX回解放する。
X energy: evoke rightmost orb X times. Less mega dark orb potential. ChemX helps but the card is situational.






カードを2枚引く。 火傷を1枚捨て札に加える。
0 energy draw 2, add Burn to discard. Burns brick future turns. Need Hot Fix consistency to offset the downside.






ライトニング1を生成する。 フロスト1を生成する。 ダーク1を生成する。
2 energy channel 1 lightning + 1 frost + 1 dark, exhaust. Jack of all trades, master of none. Triggers Synchronize well but expensive.






9ダメージを2回与える。 グラス2を生成する。
3 energy deal 9x2 + channel 2 glass. Clunky cost for mediocre output. Bottom of C.






カードを1枚廃棄する。 次のターン、[energy:2]を得る。
1 energy exhaust, gain +2 energy next turn. Worse than Recycle. Delayed energy is often too slow when you need it now.






7ダメージを与える。 カードを4枚引く。 この方法で引いたカードのうち、コストが0[energy:1]でないものを捨てる。
Deal 7 + draw 4, discard non-zero-cost cards. Can discard Defragment or Echo Form. The zero-cost paradox strikes again.






状態異常を作成するたび、すべての敵に5ダメージを与える。
When you create a status card, deal 5 to all. How do you reliably generate status cards in your deck? Too conditional.






ターン開始時、グラス1を生成する。
1 energy: start of turn channel 1 glass orb. Delayed AoE that builds over time. Top of C for glass orb builds.






パワーをプレイするたび、ライトニング1を生成する。
When you play a power, channel 1 lightning. No Heat Sinks equivalent for card draw. Lightning alone isn't enough scaling.
4 cards
D-tier cards provide negligible value or actively harm your deck. Skip these unless you have literally no other option.






3ダメージを与える。 この戦闘中、すべての《爪》のダメージが2増加する。
Deal 3 damage, +2 to all Claws played. The eternal meme card. Desperation pick only — the damage scaling is too slow and requires too many copies to function.






毎ターン、コスト0[energy:1]のアタックをプレイするたび、そのカードを手札に戻す(1ターンにつき1枚まで)。
2 energy: first 0-cost attack played returns to hand. Echo Form except bad — only works with 0-cost attacks. Too narrow to build around.






4ダメージを3回与える。 粘液を1枚捨て札に加える。
Deal 4 damage 3x, add Slime to draw pile. Status bridge card with embarrassingly low damage numbers. D tier.






ランダムな敵1体に7ダメージを2回与える。
Deal 7 damage 2x to random enemies. Inconsistent with random targeting. When you need AoE, you need it to hit everything reliably.
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