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All for One card artwork
DefectAttackRare

All for One

All for One is an archetype card, not generic value; it becomes premium only when zero-cost density turns one recursion into a whole extra turn.

Curated Decision Signal

Fast Card Decision Snapshot

All for One is not a blind take. Use this strip to see the keep signal, the trap case, and the real breakpoint before you read the full detail page.

ReviewedMarch 28, 2026
Keep signal

All for One is an archetype card, not generic value; it becomes premium only when zero-cost density turns one recursion into a whole extra turn.

Overrate risk

The usual mistake is reading the ceiling and ignoring the shell.

Real breakpoint

The extra damage on upgrade matters because All for One still has to be a live attack on the turn it buys the recursion.

Pass signal

Skip it in normal orb decks with only a few stray free cards and no reason to build around them.

Base Cost2
Upgrade Cost2
TargetAny Enemy
PoolDefect

Editorial Strategy Notes

All for One is an archetype card, not generic value; it becomes premium only when zero-cost density turns one recursion into a whole extra turn.

Editorial PassMarch 28, 2026
When It Is Worth Taking
  • Take it once your Defect deck already has enough zero-cost cards that the discard pile is a real second hand.
When It Is Not Worth Taking
  • Skip it in normal orb decks with only a few stray free cards and no reason to build around them.
Upgrade Breakpoints
  • The extra damage on upgrade matters because All for One still has to be a live attack on the turn it buys the recursion.
Common Fits
  • FTL, Overclock, zero-cost attacks, and any shell that repeatedly empties cheap cards and wants them back immediately.
Common Trap Fits
  • It is weak in slow power decks where the discard pile is full of cards you were never going to replay that turn anyway.

Decision Breakdown

Card Decision Breakdown

The short panel above is the fast answer. This section slows the judgment down: where the card is live, where it is bait, and which next decision actually changes the call.

Why Pick It

All for One is an archetype card, not generic value; it becomes premium only when zero-cost density turns one recursion into a whole extra turn. Take it once your Defect deck already has enough zero-cost cards that the discard pile is a real second hand. Best homes include FTL, Overclock, zero-cost attacks, and any shell that repeatedly empties cheap cards and wants them back immediately. When that support already exists, All For One stops being theoretical upside and starts changing the next few fights immediately.

Why Skip It

Skip it in normal orb decks with only a few stray free cards and no reason to build around them. It is weak in slow power decks where the discard pile is full of cards you were never going to replay that turn anyway. All For One drops fast once the run no longer needs the exact job it was drafted to solve, which is where a premium-looking text box turns into dead weight.

Breakpoint

The extra damage on upgrade matters because All for One still has to be a live attack on the turn it buys the recursion. That breakpoint only matters if it changes smith priority, turn sequencing, or the damage math you expect to face next. If that shift is not changing a real decision right now, the premium story is mostly cosmetic.

Best Shells

The clean homes are FTL, Overclock, zero-cost attacks, and any shell that repeatedly empties cheap cards and wants them back immediately. All For One wants a shell that can cash the upside on the same turn or the same cycle it matters. Those decks convert the text into tempo, stability, or a faster kill clock instead of waiting several fights for the promise to come true.

Bad Shells

It is weak in slow power decks where the discard pile is full of cards you were never going to replay that turn anyway. Those are the shells that make All For One look stronger in draft than it feels in play. All For One either arrives too early, lands too late, or asks for support the run never actually built.

Route Context

Route context matters because All For One is only premium when it fixes the next failure point instead of adding one more nice idea to a deck that already has too many ideas. The next check is Open Defect Guide. Use the guide to judge whether All for One is a real zero-cost shell payoff or just a stray synergy fantasy. If the call is still close after that, use Run Combo Damage Calculator. Check how much real extra damage your zero-cost loop produces when All for One resolves. If the next rooms are asking a different question, verify the line before you spend draft equity, a smith, or route safety on it.

Example Line

Take it once your Defect deck already has enough zero-cost cards that the discard pile is a real second hand. The support package already includes FTL, Overclock, zero-cost attacks, and any shell that repeatedly empties cheap cards and wants them back immediately. The extra damage on upgrade matters because All for One still has to be a live attack on the turn it buys the recursion. That is the version of the run where All For One stops being speculative and starts changing what you can safely do in the next room or at the next campfire.

Common Misread

The usual mistake is reading the ceiling and ignoring the shell. Skip it in normal orb decks with only a few stray free cards and no reason to build around them. It is weak in slow power decks where the discard pile is full of cards you were never going to replay that turn anyway. All For One gets overrated when players remember the best-case output but forget how rarely the current deck actually produces that state.

Maintenance Signals

Who Maintains This Page

Curated detail pages should not be anonymous. This block tells you who maintains the human review layer, when it was checked, and why only selected entries carry this extra judgment.

Maintained bySTS2 Calculator Card Review Desk

Only curated high-value card pages get a human-written review layer and maintenance signals. The rest stay plain reference pages on purpose.

Responsible editorSTS2 Calculator Site Operator

Final site operator and responsible editor. Final contact for corrections, rights notices, and maintenance triage via [email protected].

Last reviewedMarch 28, 2026

The curated summary, pairings, traps, and next-step routes for this card were checked on the date shown here.

Revision noteVisible update

All For One was rechecked in the current curated card review cycle. The core decision signal, the main trap case, and the first linked follow-up page were all confirmed on this pass.

Patch verifiedCurrent curated card-review cycle

This page is rechecked when card text, upgrade delta, or the surrounding draft environment moves enough to make the old note dishonest.

Applies toAll for One as a curated card detail page inside the maintained live-site card set.

The page is meant to answer when this card is worth taking, when it is a trap, and which deeper page should come next.

DisclaimerCurated evaluation, not universal draft truth.

A strong card still fails in the wrong shell. Use the card database, guides, and calculators when context does more work than the card text itself.

Upgrade Comparison

The comparison stays stacked from top to bottom, so the card text is easy to read on both desktop and mobile.

Base

Cost 2

Deal 10 damage.
Put ALL 00 Energy cards from your Discard Pile into your Hand.
Damage
10

Upgraded

Cost 2

Deal 14 damage.
Put ALL 00 Energy cards from your Discard Pile into your Hand.
Damage
14

What Changes on Upgrade

  • Damage10 → 14

Card Details

Printed metadata matters because search filters are only useful when the labels are clean.

Keywords
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Tags
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Upgrade Snapshot

Damage: 10 -> 14