All for One’s retrieval targets
In the Claw Defect build, All for One returns zero-Energy cards from the discard pile. It does not search the draw pile, retrieve exhausted cards or turn expensive cards into free ones. When the order is safe, play those useful zero-cost cards first, then All for One, then play the returned cards. Playing All for One into an empty discard pile spends two Energy mostly for its attack. The same card later in the turn can provide another attack sequence without requiring another deck cycle.
Replay support versus another Claw
A deck with existing Claws may gain more from replaying them than from adding another copy that must be drawn separately. Hologram and Feral provide other forms of access, so compare the amount of replay the deck already has with its need for defense and draw. The upgrade raises All for One’s damage from ten to fourteen. It does not reduce the cost or improve the retrieval effect. Upgrading a Claw can improve the shared growth of later Claw plays; upgrading Hologram can improve repeated retrieval. Choose according to the bottleneck in the actual deck.
Returned cards still occupy hand space. Avoid spending the turn on a large retrieval while ignoring the enemy’s attack. TURBO can help pay for All for One, but its added Void creates a later draw and Energy problem.






