All Cards Collection
We have dropped all the set cards in one convenient collection so you can search by class and/or rarity across all Flesh and Blood singles cards.
Blessing of Salvation (Red)
from $0.10
If a card has been put into your hero's soul this turn, you may play this as though it were an instant.
Gain 3{g}
Blessing of Salvation (Blue)
from $0.10
If a card has been put into your hero's soul this turn, you may play this as though it were an instant.
Gain 1{g}
Battlefield Breaker (Red)
from $0.10
If you've banished a card with 6 or more {p} this turn, this gets +1{p}.
Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Zero to Fifty (Yellow)
from $0.10
Boost (As an additional cost to play this, you may banish the top card of your deck. If it's a Mechanologist card, this gets go again.)
Zero to Fifty (Blue)
from $0.10
Boost (As an additional cost to play this, you may banish the top card of your deck. If it's a Mechanologist card, this gets go again.)
Teklonetic Force Field (Blue)
from $0.10
When this defends an attack with overpower, this gets +2{d}.
Spring a Leak (Red)
from $0.10
Boost
When this hits a hero, remove all steam counters from an equipment, item, or weapon they control.
Smash and Grab
from $0.10
If you've boosted 2 or more times this turn, this gets +2{p} and "When this hits a hero, gain control of an item they control."
Scrap Prospector (Red)
from $0.10
Scrap (As an additional cost to play this, you may banish an item or equipment from your graveyard.)
When this attacks, if it scrapped a card, gain {r}.
Rev Up (Blue)
from $0.10
If you control a Hyper Driver, this costs {r} less to play.
Boost (As an additional cost to play this, you may banish the top card of your deck. If it's a Mechanologist card, this gains go again.)
Heavy Artillery (Yellow)
from $0.10
Evo Upgrade - The defending hero can't defend this with attack action cards with cost less than X, where X is the number of Evos you have equipped.
Hadron Collider (Blue)
from $0.10
Crank (As this enters the arena, you may remove a steam counter from it. If you do, gain an action point.)
This enters the arena with 2 steam counters. At the start of your turn, destroy this unless you remove a steam counter from it.
When you boost an attack, destroy this. If you do, the attack gets +X{p}, where X is the number of steam counters on this.
Dissolving Shield (Blue)
from $0.10
Crank (As this enters the arena, you may remove a steam counter from it. If you do, gain an action point.)
This enters the arena with a steam counter. At the start of your turn, destroy this unless you remove a steam counter from it.
Instant -- Remove a steam counter from this: Prevent the next 1 damage that would be dealt to you this turn. If this has no steam counters, destroy it.
Data Link (Yellow)
from $0.10
Boost
When this hits, opt 1. (Look at the top card of your deck. You may put it on the bottom.)
Cognition Field (Yellow)
from $0.10
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
Bull Bar (Yellow)
from $0.10
Boost
If you control a Hyper Driver, this gets overpower. (This can't be defended by more than 1 action card.)