I ain't got the dexterity for this.
Really great concise design
Neat thing! Beat it in two. The two separate resources make for fun multi-dimensional decisionmaking. Always fun to see what happens to the deckbuilder design space when a different mechanic becomes central - in this case, meta-scaling.
On that front, the non-scaling payload cards (i.e. axolotl, map, mole) feel like a trap to me. Maybe they help you out at the start, but they only bog you down near the end of the game. May some sort of action-card-specific synergies are in order? "The next action card you play is played twice"? "Action cards are free this turn"?
More broadly, I think the game could use some more diversity of viable strategies. Right now I suspect all winning decks are roughly the same-- one or two big, pumped-up scoriums that you try to play as often as possible. There's decent flexibility even within that, but it'd be nice to have some other win conditions. Something with action cards? Lots of smaller scoriums?
Anywho, fun game! Looking forward to see where you go with it!