Soul Strip's Void Element: The Card-Draw Archetype

Void element cards from Soul Strip

Soul Strip has five elements. Four of them do exactly what you’d expect — Fire burns, Ice blocks, Shadow poisons, Holy heals. And then there’s Void.

Void doesn’t have a clear damage type. It doesn’t protect you. What it does is draw cards — a lot of cards — and turn every hit into Poison through a debuff called Hex.

The Design Problem

I needed a fifth element that wasn’t “another damage type.” Fire already owned direct damage with Burn. Shadow had damage-over-time through Poison. Adding another damage element would blur the lines between them.

The gap was in action economy. Every turn in Soul Strip gives you 5 cards and 3 energy. Most elements use those resources efficiently — play your best 3 cards, end turn, repeat. Nobody was trying to see more cards.

That’s what Void does. It breaks the 5-card-3-energy constraint by drawing extra cards and generating energy mid-turn.

Hex: The Bridge Mechanic

Every single Void card applies Hex — either directly or through level-up bonuses. All 13 of 13.

Hex is a debuff that stacks on enemies and decrements by 1 each turn. While active, every damage instance dealt to the hexed enemy also applies 1 stack of Poison. Hex doesn’t deal damage by itself. It amplifies every other source of damage by converting hits into Poison.

This creates a natural bridge between Void and Shadow. A pure Void deck still gets Poison ticking through Hex, without needing Shadow cards. But if you mix Void + Shadow, the Poison stacking becomes absurd — every hit applies Poison from Hex and any direct Poison from Shadow cards.

13 Cards, Three Roles

Card Draw Engine (5 cards)

Void Insight — the innate draw card that starts every Void turn

The core of any Void build. These cards cycle through your deck faster than the game expects:

  • Void Insight (1 energy) — Draw 2, gain 1 energy. Innate, so it’s always in your opening hand. Effectively a free cycle that leaves you up 1 card.
  • Void Dancer (1 energy) — Draw 2, apply Hex. The workhorse — card advantage plus debuff in one card.
  • Foresight (1 energy) — Draw 1, gain 1 energy. A smaller cycle card.
  • Void Exchange (0 energy) — Discard 1, gain 1 energy, apply Hex. Zero-cost resource converter. Turns dead cards into energy and debuffs.
  • Soul Collector (1 energy, Power) — Permanent buff: draw 1 card every time you exhaust a card. Turns the exhaust mechanic into a draw engine.

Damage Dealers (5 cards)

Void’s damage cards aren’t flashy, but they work efficiently with Hex:

  • Void Pulse (1 energy) — 4 damage, Hex 1. Bread-and-butter attack. Low damage, but each hit also stacks Poison through Hex.
  • Spectral Blade (1 energy) — 10 damage, Hex 1. Ethereal + Exhaust. High single-hit damage that disappears after use.
  • Chaos Bolt (1 energy, Cursed) — 7 damage x 2 hits, Hex 1. Strong multi-hit, but curse penalty gives you Vulnerable.
  • Succubus (1 energy, Cursed) — 5 damage x 3 hits, Hex 1. Three hits means 3 Poison stacks from Hex. Curse penalty: take 2 damage yourself.
  • Void Strike (2 energy) — 12 damage, Hex 2. Heavy hitter with double Hex stacks.

Finishers (3 cards)

  • Void Maelstrom (X energy) — Spend all remaining energy. 5 damage, applies Vulnerable + Hex. Exhaust. Flexible closer.
  • Void Resonance (2 energy, Power) — Permanent buff: draw 1 additional card every turn. Stacks with other draw sources.
  • Void Sovereign (3 energy, Legendary) — 15 damage, 2 Hex, 2 Vulnerable. The element’s finisher. Drop this on a hexed enemy and watch the Poison stack.

Void Storm: The Synergy

Like every element in Soul Strip, Void has an elemental synergy that triggers when you play 2 or more Void cards in a single turn.

Void Storm draws 1 card per extra Void card played after the second.

Play 2 Void cards, draw 1. Play 3, draw 2. Play 4, draw 3.

This creates a positive feedback loop. You draw Void cards, play them, trigger Void Storm, draw more Void cards, play those too. Combined with Void Insight and Void Dancer’s built-in draw effects, a mid-game Void build can see 10+ cards in a single turn.

The ceiling is high, but it depends on deck density. If half your deck is Void, the storm keeps rolling. If you only have 3-4 Void cards mixed into a larger deck, the synergy fires less often.

Cursed Cards: The Risk Layer

Chaos Bolt — 14 damage for 1 energy, if you can handle the Vulnerable

Two of Void’s 13 cards are cursed — Chaos Bolt and Succubus. Cursed cards are stronger than their rarity suggests, but come with a penalty every time you play them.

Chaos Bolt hits twice for 7 each (14 total at base), making it one of the best damage-per-energy cards in the game. The catch: it applies Vulnerable to you, so the enemy’s next hit deals 50% more damage.

Succubus hits three times for 5 each (15 total), and each hit stacks Poison through Hex. Three hits = 3 Poison stacks per turn. The catch: you take 2 damage every time you play it.

Both penalties shrink as you level up the card (15% reduction per level), so a max-level Succubus barely hurts you. The question is whether you survive long enough to get there.

Building a Void Deck

The ideal Void draft priority:

  1. Void Insight — guaranteed opening draw, effectively free
  2. Void Exchange — 0-cost enabler that converts dead cards
  3. Soul Collector or Void Resonance — sustained draw for longer fights
  4. Chaos Bolt or Succubus — damage + multi-hit Hex stacking
  5. Void Sovereign — finisher for Act 2-3 bosses

Void pairs best with:

  • Shadow — Hex + direct Poison = double Poison stacking. The strongest hybrid in the game.
  • Fire — Multi-hit cards (Chaos Bolt, Succubus) amplify Inferno synergy bonus damage.

Avoid heavy Holy splashes — Holy’s defensive cards don’t contribute to the draw engine, and the energy is better spent cycling.

Try It

Void is available in the Soul Strip demo. The full game has all 13 Void cards across 4 rarity tiers.