Channel
Card effect
Channeling an Orb puts it into your first empty slot. If you have no empty slots, your first Orb is automatically Evoked to make room.
Channeling creates an Orb and places it in your first empty Orb slot.
Slots are a fixed row: the Defect starts with 3, the other characters with 0.
The first time a character with no slots Channels, the game grants 1 slot so the Orb has somewhere to go. Slots cap at 10.
If every slot is full, the Orb that has been out longest, the rightmost one, is Evoked automatically to make room, then the new Orb enters on the left.
While an Orb sits in a slot it triggers its passive each turn: Lightning damages random enemies, Frost gives Block, Dark stores damage for its Evoke, Plasma gives Energy, Glass hits all enemies and decays.
Losing slots Evokes nothing; the newest Orbs are simply removed.
Named by
4 relics1 potion, 4 powers
Cards with Channel

Ball Lightning
Attack
1
Deal 7 damage.
Channel 1 Lightning.
Channel 1 Lightning.

Chaos
Skill
1
Channel 1 random Orb.

Chill
Skill
0
Channel 1 Frost for each enemy.
Exhaust.
Exhaust.

Cold Snap
Attack
1
Deal 6 damage.
Channel 1 Frost.
Channel 1 Frost.

Consuming Shadow
Power
2
Channel 2 Dark.
At the end of your turn, Evoke your leftmost Orb.
At the end of your turn, Evoke your leftmost Orb.

Coolheaded
Skill
1
Channel 1 Frost.
Draw 1 card.
Draw 1 card.

Darkness
Skill
1
Channel 1 Dark.
Trigger the passive ability of all Dark Orbs.
Trigger the passive ability of all Dark Orbs.

Fusion
Skill
1
Channel 1 Plasma.
Exhaust.
Exhaust.

Glacier
Skill
2
Gain 6 Block.
Channel 2 Frost.
Channel 2 Frost.

Glasswork
Skill
1
Gain 5 Block.
Channel 1 Glass.
Channel 1 Glass.

Ice Lance
Attack
3
Deal 19 damage.
Channel 3 Frost.
Channel 3 Frost.

Ignition
Skill
1
Another player Channels Plasma.
Exhaust.
Exhaust.

Lightning Rod
Skill
1
Gain 4 Block.
At the start of the next 2 turns, Channel 1 Lightning.
At the start of the next 2 turns, Channel 1 Lightning.

Meteor Strike
Attack
5
Deal 24 damage.
Channel 3 Plasma.
Channel 3 Plasma.

Null
Attack
2
Deal 10 damage.
Apply 2 Weak.
Channel 1 Dark.
Apply 2 Weak.
Channel 1 Dark.

Rainbow
Skill
2
Channel 1 Lightning.
Channel 1 Frost.
Channel 1 Dark.
Exhaust.
Channel 1 Frost.
Channel 1 Dark.
Exhaust.

Refract
Attack
3
Deal 9 damage twice.
Channel 2 Glass.
Channel 2 Glass.

Shadow Shield
Skill
2
Gain 11 Block.
Channel 1 Dark.
Channel 1 Dark.

Spinner
Power
1
At the start of your turn, Channel 1 Glass.

Storm
Power
1
Whenever you play a Power, Channel 1 Lightning.

Tempest
Skill
X
Channel X Lightning.

Trash to Treasure
Power
1
Whenever you create a Status, Channel 1 random Orb.

Zap
Skill
1
Channel 1 Lightning.
Named by
Notes
Zap is the starter (Channel 1 Lightning) and Dualcast the starter Evoke. Channel sources: Ball Lightning, Cold Snap, Coolheaded, Glacier, Darkness, Chaos, Rainbow, Chill (1 Frost per enemy), Storm (per Power played), Spinner (Glass each turn), Trash to Treasure (per Status created), Consuming Shadow (2 Dark). Slot-hungry plays like Meteor Strike (3 Plasma), Ice Lance (3 Frost) and Tempest (X Lightning) rely on the auto-Evoke to cash Orbs out.
Other card effects

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