Description

This mod causes all cards to transform into orbs. It also adds some custom cards with a temporary orb slot mechanic called Orbit.

To compensate for the power of storing cards, whenever a card becomes an orb, an associated negative status is added to your discard pile.

Specific Interactions

End of turn: A copy of the card is played. (With the exception of powers, cards that exhaust, and X-Cost cards.)

Evoked: The card itself is played and goes to the appropriate place (hand, discard, exhaust, etc) as normal.

Dualcast/Multi-Cast: After evoking once, the card plays a copy for each additional evoke.

Recursion: The channeled orb acts normally except when evoked, it is a copy and acts as such.

X-Cost Cards: Uses the amount of energy you had when the card was first added as an orb.

Notes

Effects that immediately change another card (claw, apotheosis, etc.) do not work on Card Orbs. However, effects that persist (strength, corruption, etc.) should affect cards played through Card Orbs. Effectively, Card Orbs are not cards themselves and lock the cards they’re holding out of play until they are evoked.

Card Orbs that are removed without being evoked also remove their stored card from play.

Due to the way actions are queued, Card Orbs play their stored cards after all other orbs trigger their end of turn passive. Though Card Orbs are technically triggered in the normal order. This results in situations such as: an orb channeled with a Card Orb not activating its passive or a Consume Card Orb removing a Defend Card Orb and the defend is played anyway.

Orbit evokes orbs from left to right (Cards in Card Orbs play after normal orbs as stated above). I have noticed that Card Orbs play from left to right and normal orbs evoke from right to left.

If you notice any bugs or have any suggestions, please let me know! Using this mod with other mods may cause issues (especially related to orbs or the way cards are played) as it was made for the base game.