A fast 1v1 duel over one shared pool of energy. Siphon it with poker-style combos, defend when you're the target, and drain your rival's pool to nothing.
Both rivals begin with an equal share of one shared pool. Energy is never created or destroyed. When you win an exchange, it flows from the loser into the winner. The total never changes.
Your orb glows brighter as it fills and dims toward grey as it drains. Drain your rival's orb to nothing — hold the entire pool — and you win the rite on the spot. It's a tug-of-war, not a health bar. To win, you must take it all.
On your turn you strike your rival with a combo from your hand, and they get to answer. Win the exchange and you siphon from them; lose it and the energy flows the other way.
One rival sits across the shared pool. Every strike you make lands on them. There is no target to pick.
Select cards from your seven-card hand to form a poker-style combo. The stronger the combo, the more energy it siphons.
They defend, counter, or take the hit. Energy moves, you both draw back up to seven, and play passes on.
Combos work like poker, with one twist: straights and flushes only need three or more cards, not five. A combo's siphon power is its card values multiplied by the strength below.
Also in the deck: Single ×1.0 · Two Pair ×1.3 · Four of a Kind ×2.0. Weakest to strongest, the multiplier climbs.
Being attacked is not the end. It's a chance to flip the flow. When a combo is aimed at you, you have three ways to respond.
Play a stronger combo. Win the clash and you siphon them instead.
Nullify, halve, or reflect the strike with the right Major Arcana.
Let it land and keep your cards for a better moment.
The orbs you hold quietly strengthen every combo you play. An orb whose element matches a suit in your combo hits far harder. Line your suits up with your orbs and your strikes bite deep.




Resonance: match an orb's element to a suit in your combo for a bigger boost. Hold more matching orbs and the bonus stacks.
Majors break the normal rules. Some are counters you save for when you're attacked; others empower your next strike or refill your hand. Eight of the 22 are dealt into each game, so no two matches play the same.
The instant you drain your rival's orb to nothing — holding all the energy in play — you seize the rite and win.
Lose exchanges and your energy drains into your rival. Run dry and you're out. Defend before it's too late.

Soul Siphon is in open beta. Jump into a table against bots or friends.