← All reports

Healthcare Sector - Complete Deck Balance Report

Generated: January 15, 2026. Data tables refreshed against the live card files; see "Implementation Status" below.


Executive Summary

The Healthcare sector contains 62 cards across all rarities (up from 54 at last count), featuring a diverse blend of offensive, defensive, and utility effects with a strong thematic focus on Bleed synergies, healing mechanics, and risk-reward tradeoffs.

This document was originally a balance audit with concrete change proposals (deletions, nerfs, buffs, and 6 new Rare card designs). Nearly all of those proposals have since shipped - see Implementation Status for what landed, what evolved further than proposed, and what's still open.


Rarity Distribution

Rarity Count Percentage
Common 20 32.3%
Uncommon 28 45.2%
Rare 13 21.0%
Curse 1 1.6%

The original report flagged "only 8 Rare cards" as a concern for late-game power fantasy. That's resolved - Rare count is up to 13 (21.0% of the sector, vs. 14.8% before), driven by the 6 new end-game Rares this report proposed.


Card Type Breakdown

Type Count Percentage
Attack 27 43.5%
Defend 13 21.0%
Skill 22 35.5%

Roughly the same shape as before (was 44.4% / 25.9% / 29.6%) - still Attack-leaning with a healthy Skill presence.


Energy Cost Distribution

Cost Count Cards
0 9 Backroom Deal, Coffee Crash, Golden Parachute, Infinite Hustle, Overtime Shift, R&D Subsidy, Reality Check, Risk Assessment, Server Overclock
1 34 Majority of deck (54.8%)
2 17 Bio Medicine Research, Class Action Suit, Clinical Trial, Efficiency Filter, Funding Cuts, Government Stimulus, Hostile Takeover, Ironclad Policy, Malpractice Suit, Pandemic Boost, Patent Extension, Premium Bleed, Premium Hike, Preventative Care, Stock Buyback, Terminal Diagnosis, Wellness Initiative
3 2 Hemorrhagic Collapse, Regulatory Stranglehold

Cost Analysis

Metric Value
Average Cost 1.19
Median Cost 1
Mode 1

Average cost crept up slightly from 1.09 to 1.19, mostly from the new 3-cost Rares (a new cost tier that didn't exist before).


Complete Card Database

Common Cards (20)

Card Name Type Cost Effect Flags
Asset Liquidation Attack 1 Deal 8 Damage. If Winning, deal 16 instead. -
Backroom Deal Skill 0 Gain 2 energy. Lose 15 Liquidity. Exhaust
Bedside Manner Skill 1 User regains 6 Solvency. -
Blood Draw Attack 1 Deal 7 Damage. Regain 3 Solvency. -
Chronic Malady Attack 1 Deal 4 Damage. Apply 2 Bleed. -
Distraction Skill 1 Gain 2 Block. -
FDA Filing Defend 1 Gain 6 Block. Draw 1. -
Generic Rx Attack 1 Deal 4 Damage. Apply 3 Bleed. -
Incomplete Form Attack 1 Deal 8 Damage. Next Turn: Lose 1 energy. -
Injection Attack 1 Deal 9 Damage. -
Insurance Defend 1 Gain 5 Block. -
Insurance Claim Defend 1 Gain 3 Block per Bleed on Target. -
Overtime Shift Skill 0 Gain 1 energy. Lose 3 Liquidity. -
Patent Extension Defend 2 Double Block. Apply 2 Bleed. -
Placebo Shot Attack 1 Deal 3 Damage. Apply 2 Bleed. -
Predictive Pricing Attack 1 Deal 8 Damage. If Target has >3 cards, deal 16 instead. -
Quick Fix Defend 1 Gain 10 Block. Next Turn: Lose 1 energy. -
Risk Assessment Attack 0 Gain 4 Block. Draw 1 Card. -
Standard Consultation Attack 1 Deal 7 Damage. Gain 4 Block. -
Sterile Shield Defend 1 Gain 8 Block. -

Uncommon Cards (28)

Card Name Type Cost Effect Flags
Bio Medicine Research Skill 2 User increases Max Solvency by 5 and regains 5 Solvency. Exhaust
Campaign Donation Skill 1 Target's cards cost +1 energy next turn. Exhaust
Claim Denied Defend 1 Gain 10 Block. Remove 3 Bleed. -
Clinical Trial Defend 2 Gain 12 Block. Regain 4 Solvency. -
Closed-Door Meeting Skill 1 Deal 5 Damage. Gain 1 Influence per 4 cards in hand. -
Coffee Crash Skill 0 Draw 2. Next Turn: Lose 1 energy. Exhaust
Efficiency Filter Skill 2 Apply Efficiency Filter (enemy takes damage per card played). -
Emergency Triage Skill 1 Regain 5 Solvency. Deal 50% of amount as Damage. Exhaust
Family Legacy Defend 1 Gain 3 Block per turn number. -
Funding Cuts Attack 2 Deal 10 Damage. Target loses 1 energy next turn. -
Government Stimulus Skill 2 Gain 1 Cash Flow. Regain 8 Solvency. Exhaust
Home Remedy Skill 1 Regain 10 Solvency. Decrease all negative effects by 2. -
Hostile Takeover Attack 2 Deal 12 Damage. Next Turn: Steal 1 energy. -
Injunction Skill 1 Target cannot Attack next turn. Exhaust
Layoffs Attack 1 Target discards 2. Deal 5 Damage per discarded card. -
Legal Loophole Attack 1 Deal 6 Damage. If the target has Bleed, deal 12 instead. -
Malpractice Suit Skill 2 Regain 12 Solvency. Target loses Liquidity equal to amount regained. -
Mandatory Fun Attack 1 Deal 12 Damage. Target discards 1. -
Non-Compete Attack 1 Deal 6 Damage. Give Target 'Standard Contract'. -
Performance Review Attack 1 Deal 2 Damage. Apply 5 Glitch. -
Premium Hike Attack 2 Deal 10 Damage. If Target has Bleed, deal 20 instead. -
Preventative Care Defend 2 Gain 15 Block. -
R&D Subsidy Skill 0 Draw 2. Lose 3 Liquidity. Exhaust
Reality Check Attack 0 Enemy loses 5 Hype (applying Weak if negative). -
Server Overclock Skill 0 Gain 2 energy. Lose 10 Liquidity. Exhaust
Technicality Defend 1 Gain 12 Block. If Target has Block, deal 8 Damage. -
Unchecked Math Attack 1 Deal 10 Damage. Lose 4 Liquidity. -
Undeclared Side Effect Attack 1 Deal 12 Damage. Next Turn: Skip Draw Phase. -

Rare Cards (13)

Card Name Type Cost Effect Flags
Burnout Protocol Attack 1 Deal Damage equal to Liquidity lost this combat × 2 (max 50). Lose 5 Liquidity. Exhaust
Class Action Suit Attack 2 Deal 5 Damage per Bleed on Target. -
Golden Parachute Defend 0 Gain 45 Block. Regain 22 Solvency (usable at <30% Solvency). Exhaust
Hemorrhagic Collapse Attack 3 Deal 12 Damage + 3x Bleed on Target. Consume Bleed. Exhaust
Infinite Hustle Skill 0 If 5+ cards played this turn: Gain 2 energy and Draw 2. Else: Draw 1. Exhaust
Ironclad Policy Defend 2 Gain 15 Block. If 20+ Block, it does not expire. -
Pandemic Boost Skill 2 Gain 5 Hype. Next Card costs 0. Exhaust
Premium Bleed Attack 2 Deal 7 Damage. Apply 3 Premium Bleed. Exhaust
Quarterly Growth Attack 1 Deal Damage equal to 50% of current Block. -
Regulatory Stranglehold Skill 3 Target loses 1 energy. Apply 3 Influence. Exhaust
Stock Buyback Skill 2 Regain 15 Solvency. Deal Damage equal to amount regained. -
Terminal Diagnosis Attack 2 Target loses Liquidity equal to 40% of Missing Solvency (min 8). -
Wellness Initiative Skill 2 Regain 8 Solvency. Gain 1 permanent Block for every 5 Solvency regained this combat. -

Curse Cards (1)

Card Name Type Cost Effect Flags
Standard Contract Skill 1 Useless document (dead card). -

Implementation Status

The original version of this report ended with concrete recommendations: cards to delete, cards to rework, balance nerfs/buffs, and 6 fully-specified new Rare cards. Checked each against the current card files:

✅ Fully implemented as proposed

🔁 Implemented, but evolved past the original proposal

❌ Not done / still open

Sections removed from this report

The original "Key Synergies," "Statistical Analysis (DPE/BPE)," "Archetype Viability Matrix," and "New End-Game Card Designs" sections were removed here. They were either:

  1. Already shipped (the 6 new card designs - see above), or
  2. Stale categorizations that would need a fresh pass given 8 new cards added since (Distraction, Risk Assessment, Reality Check, and others aren't categorized into any archetype/synergy bucket from the old analysis, and re-deriving accurate DPE/BPE/archetype tables for the current 62-card list is a real design-analysis task, not something to recompute from a script).

If a fresh synergy/archetype pass is wanted, it should start from the card list above rather than the old 54-card baseline.