Adrenaline Rush (Blue)
Adrenaline Rush (Blue)
When you play this, if you have less {g} than an opposing hero, this gets +3{p}.
$0.20
Tribute to the Legions of Doom (Blue)
Tribute to the Legions of Doom (Blue)
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}.)
$0.20
Glaring Impact (Blue)
Glaring Impact (Blue)
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.)
$0.20
Defender of Daybreak (Yellow)
Defender of Daybreak (Yellow)
When this defends a Shadow attack, non-equipment Light cards get +1{d} this combat chain.
$0.20
Defender of Daybreak (Blue)
Defender of Daybreak (Blue)
When this defends a Shadow attack, non-equipment Light cards get +1{d} this combat chain.
$0.20
Break of Dawn (Yellow)
Break of Dawn (Yellow)
The next time a Shadow source would deal damage this turn, prevent 3 of that damage.
$0.20
Break of Dawn (Blue)
Break of Dawn (Blue)
The next time a Shadow source would deal damage this turn, prevent 2 of that damage.
$0.20
Rev Up (Yellow)
Rev Up (Yellow)
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.)
$0.20
Razzle Dazzle (Blue)
Razzle Dazzle (Blue)
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.)
$0.20
Quickfire (Yellow)
Quickfire (Yellow)
This costs {r} less to play for each Hyper Driver you control. The next attack you boost this turn gets +3{p}. Go again
$0.20
Quickfire (Blue)
Quickfire (Blue)
This costs {r} less to play for each Hyper Driver you control. The next attack you boost this turn gets +2{p}. Go again
$0.20
Over Loop (Yellow)
Over Loop (Yellow)
Boost When this hits, put it on the bottom of its owner's deck.
$0.20
Over Loop (Red)
Over Loop (Red)
Boost When this hits, put it on the bottom of its owner's deck.
$0.20
Over Loop (Blue)
Over Loop (Blue)
Boost When this hits, put it on the bottom of its owner's deck.
$0.20
Infuse Titanium (Yellow)
Infuse Titanium (Yellow)
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
$0.20
Gas Guzzler (Yellow)
Gas Guzzler (Yellow)
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.)
$0.20
Full Tilt (Blue)
Full Tilt (Blue)
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.)
$0.20
Twin Twisters - Yellow
Twin Twisters - Yellow
$0.20
Seek Horizon - Blue
Seek Horizon - Blue
$0.20
Come to Fight - Yellow
Come to Fight - Yellow
$0.20