Adrenaline Rush (Yellow)
Adrenaline Rush (Yellow) $0.10
When you play this, if you have less {g} than an opposing hero, this gets +3{p}.
Adrenaline Rush (Red)
Adrenaline Rush (Red) $0.10
When you play this, if you have less {g} than an opposing hero, this gets +3{p}.
Adrenaline Rush (Blue)
Adrenaline Rush (Blue) $0.10
When you play this, if you have less {g} than an opposing hero, this gets +3{p}.
Tribute to the Legions of Doom (Blue)
Tribute to the Legions of Doom (Blue) from $0.10
As an additional cost to play this, banish a random card from your hand. If a card with 6 or more {p} is banished this way, this gets +2{p}. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Searing Ray (Yellow)
Searing Ray (Yellow) from $0.10
If you have a yellow card in your pitch zone, this gets +2{p}.
Searing Ray (Blue)
Searing Ray (Blue) from $0.10
If you have a yellow card in your pitch zone, this gets +2{p}.
Rift Skitter (Yellow)
Rift Skitter (Yellow) from $0.10
Rune Gate (If you control Runechants equal to or greater than Rift Skitter's {r} cost, you may play it from your banished zone without paying its {r} cost.) Go again Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Rift Skitter (Blue)
Rift Skitter (Blue) from $0.10
Rune Gate (If you control Runechants equal to or greater than Rift Skitter's {r} cost, you may play it from your banished zone without paying its {r} cost.) Go again Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Glaring Impact (Yellow)
Glaring Impact (Yellow) from $0.10
As an additional cost to play this, you may charge your hero's soul. (Put a card from your hand face-up under your hero card.) If a yellow card is charged this way, this gets overpower. (This can't be defended by more than 1 action card.)
Glaring Impact (Blue)
Glaring Impact (Blue) from $0.10
As an additional cost to play this, you may charge your hero's soul. (Put a card from your hand face-up under your hero card.) If a yellow card is charged this way, this gets overpower. (This can't be defended by more than 1 action card.)
Defender of Daybreak (Yellow)
Defender of Daybreak (Yellow) from $0.10
When this defends a Shadow attack, non-equipment Light cards get +1{d} this combat chain.
Defender of Daybreak (Blue)
Defender of Daybreak (Blue) from $0.10
When this defends a Shadow attack, non-equipment Light cards get +1{d} this combat chain.
Break of Dawn (Yellow)
Break of Dawn (Yellow) from $0.10
The next time a Shadow source would deal damage this turn, prevent 3 of that damage.
Break of Dawn (Blue)
Break of Dawn (Blue) from $0.10
The next time a Shadow source would deal damage this turn, prevent 2 of that damage.
Rev Up (Yellow)
Rev Up (Yellow) 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.)
Razzle Dazzle (Blue)
Razzle Dazzle (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.)
Quickfire (Yellow)
Quickfire (Yellow) from $0.10
This costs {r} less to play for each Hyper Driver you control. The next attack you boost this turn gets +3{p}. Go again
Quickfire (Blue)
Quickfire (Blue) from $0.10
This costs {r} less to play for each Hyper Driver you control. The next attack you boost this turn gets +2{p}. Go again
Panel Beater (Yellow)
Panel Beater (Yellow) from $0.10
Boost This gets +X{p}, where X is the number of equipment defending it.
Over Loop (Yellow)
Over Loop (Yellow) $0.10
Boost When this hits, put it on the bottom of its owner's deck.
Amazon American Express Apple Pay Bancontact Diners Club Discover Google Pay iDEAL JCB Maestro Mastercard PayPal Shop Pay Union Pay Visa