Dark Orb targeting
A Dark Orb’s Evoke deals its stored damage to the enemy with the lowest current HP. It does not automatically choose the boss, the enemy under the cursor, or the target of a separate attack in the same turn. Growing a large Orb therefore solves damage without necessarily solving target selection.
Imagine two enemies, one with little HP and one with a large reserve. Evoking a heavily charged Dark Orb immediately can spend the large hit on the smaller target. A direct attack that removes the small enemy first can leave the Orb available for the survivor. Compare that sequence with the health lost while waiting; preserving the Orb is not worth dying to an attack now.
Dark Orb growth and Evoke
Darkness Channels a Dark Orb and triggers Dark passive effects. The passive increases stored damage; it does not deal that amount to an enemy immediately. Shadow Shield and Null combine a Dark source with another effect, helping the setup turn contribute more than a future promise.
An Evoke effect cashes out the stored result. Draw and defense are valuable because a deck that cannot find its Evoke card may keep storing damage while the enemy continues attacking. The best next reward can be access to the existing finisher rather than another way to make the Orb larger.
Rightmost Orb position
Dualcast and Multi-Cast target the rightmost Orb in the main-branch card text. Loop triggers the rightmost Orb’s passive. Consuming Shadow instead Evokes the leftmost Orb at end of turn. These references are deliberately different; do not treat every Orb effect as acting on the same position.
Before playing Dualcast, inspect which Orb occupies the stated position. If it is Frost, the effect supplies defensive value rather than the Dark burst you expected. A mixed Orb line can be useful, but only when the current card reaches the Orb you intended to use.
Loop timing
Consuming Shadow adds Dark Orbs and then supplies an end-of-turn Evoke. That can create recurring value, but the queue will change as other cards Channel more Orbs. Recheck the leftmost Orb after altering the line instead of assuming a setup that worked on the previous turn still does the same thing.
Gold-Plated Cables adds a passive trigger to the rightmost Orb. It can help a charged Orb’s development in the appropriate position; it does not itself provide a targeted attack or manually select an Evoke recipient.
Multi-enemy fights
Direct damage can remove a low-health distraction before the Dark hit. Area damage can clear a group that would otherwise consume several different attacks. Defensive cards buy time, but an endlessly growing Orb is not a solution if each attempted cash-out goes into a target that should have died cheaply.
The Frost guide covers defense beside an Orb finisher, while the Lightning guide covers a different targeting pattern. Choose the package that solves the current encounter rather than making every fight wait for the same Dark sequence.
