Frost defense and damage options
Coolheaded supplies Frost and draw. Glacier combines immediate Block with multiple Frost Orbs. Cold Snap adds an attack while Channeling Frost. These cards contribute in different ways during setup, which matters when an enemy is attacking before the Orb line is established.
Hailstorm deals area damage at the end of the turn if Frost is present. Its condition is possession of Frost, not a reward for each Frost Orb. Several Frost sources make the condition easier to preserve, but filling every slot with Frost does not make one Hailstorm trigger once per slot.
Orb position and short-term Block
Dualcast targets the rightmost Orb in this game’s current main-branch text. Loop also refers to the rightmost Orb. Check the queue before playing either rather than importing the first game’s visual assumptions. Evoking Frost may supply the Block needed now, but Evoking the last Frost can also remove Hailstorm’s condition.
The choice is encounter-specific. Preventing a lethal attack is more important than preserving a small damage trigger. When defense is already enough, retaining the Orb may produce more recurring value across later turns. Count the actual incoming attack instead of Evoking automatically.
Upgrades and setup
Coolheaded’s upgrade improves draw, helping it replace itself while moving toward other cards. Defragment improves Focus and makes supported Orbs stronger. Capacitor adds slots, but slots without enough generation are not immediate defense. Choose the upgrade or new card that changes the deck’s current bottleneck.
Chill responds to enemy count and can establish Frost quickly in a group. The card’s Exhaust behavior also matters when planning later cycles. Keep an immediate defensive card for a poor opening draw rather than relying entirely on having all Powers and Orbs ready together.
Finishing longer fights
A Dark Orb can provide a separate damage plan while Frost buys time. Darkness improves that direction; an Evoke effect cashes it out. A direct attack or a Lightning package can instead cover earlier damage. Hailstorm helps against groups, but a slow single-target fight may require something stronger.
Shatter converts the Orb line into immediate effects and changes what remains afterward. Inspect the resulting defensive gap before committing. If the attack does not finish the combat, the next hand may need to rebuild Frost under pressure. More passive Block is useful only while it keeps pace with the encounter.
A five-card Orb deck
Baalorlord’s recorded five-card victory finishes with Darkness+, Dualcast+, Zap+, Shadow Shield+ and Defend+. It is an Ascension 1 run under v0.103.2, with historical Fiddle and Swift draws. Current Fiddle prevents mid-turn draw, so use the study’s current Energy and Orb-order comparisons before adopting the recorded package.

Coolheaded
Hailstorm













