Evoke
Card effect
Consume your rightmost Orb and use its Evoke effect.
Evoking consumes an Orb and fires its Evoke effect, usually a bigger version of its passive.
Lightning bursts random enemies, Frost grants Block, Dark unloads its stored damage on the enemy with the least HP, Plasma gives Energy, Glass hits everyone.
The Orb consumed is your rightmost, the one in play longest; new Orbs enter on the left.
Channeling into a full row Evokes that same rightmost Orb automatically.
Dualcast, Multi-Cast and Quadcast trigger the Evoke effect repeatedly and only remove the Orb on the final repeat, so a Dark Orb pays out two or four times.
Consuming Shadow is the exception: it Evokes your leftmost, newest Orb at end of turn.
Named by
Cards with Evoke
Named by
Notes
Evoke cards: Dualcast (twice), Multi-Cast (X times, X+1 upgraded), Quadcast (4 times), Shatter (every Orb twice plus 7 damage to all).
Payoffs: Thunder adds 6 damage per enemy hit by an Evoked Lightning, Consuming Shadow Channels 2 Dark and Evokes one each turn.
Dark orb: it grows every turn it sits and pays out only on Evoke, so keep it on the right and cast Dualcast when the number is large.
Frost: Evokes are emergency Block when a full row is about to push one out.
Changes by version
Internal playtest notes are from before the Early Access release. Names and numbers in them can differ from the game today.
Other card effects

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