Trade In (Blue)
Trade In (Blue) $0.20
When this attacks, you may discard a card. If you do, draw a card. If this was played from arsenal, it gets go again.
Rising Power (Blue)
Rising Power (Blue) from $0.20
If you've drawn a card this turn, this gets +1{p}.
Rally the Rearguard (Red)
Rally the Rearguard (Red) $0.20
Once per Turn Instant -- Discard a card: This gets +3{d}. Activate this ability only while this is defending.
Pack Hunt (Blue)
Pack Hunt (Blue) $0.20
When this attacks, intimidate. (Target hero banishes face-down a random card from their hand. At the beginning of the end phase, return it to its owner's hand.)
Command Respect (Yellow)
Command Respect (Yellow) from $0.20
When this hits a hero, if this has {p} greater than its base, destroy a card in their arsenal. (This has 5 base {p}.)
Bare Fangs (Blue)
Bare Fangs (Blue) $0.20
When this attacks, draw a card then discard a random card. If a card with 6 or more {p} is discarded this way, this gets +2{p}.
Adrenaline Rush (Yellow)
Adrenaline Rush (Yellow) $0.20
When you play this, if you have less {g} than an opposing hero, this gets +3{p}.
Adrenaline Rush (Red)
Adrenaline Rush (Red) $0.20
When you play this, if you have less {g} than an opposing hero, this gets +3{p}.
Adrenaline Rush (Blue)
Adrenaline Rush (Blue) $0.20
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) $0.20
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}.)
Glaring Impact (Blue)
Glaring Impact (Blue) $0.20
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) $0.20
When this defends a Shadow attack, non-equipment Light cards get +1{d} this combat chain.
Defender of Daybreak (Blue)
Defender of Daybreak (Blue) $0.20
When this defends a Shadow attack, non-equipment Light cards get +1{d} this combat chain.
Break of Dawn (Yellow)
Break of Dawn (Yellow) $0.20
The next time a Shadow source would deal damage this turn, prevent 3 of that damage.
Break of Dawn (Blue)
Break of Dawn (Blue) $0.20
The next time a Shadow source would deal damage this turn, prevent 2 of that damage.
Rev Up (Yellow)
Rev Up (Yellow) from $0.20
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 $0.25
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 $0.20
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 $0.25
This costs {r} less to play for each Hyper Driver you control. The next attack you boost this turn gets +2{p}. Go again
Over Loop (Yellow)
Over Loop (Yellow) $0.20
Boost When this hits, put it on the bottom of its owner's deck.
Amazon American Express Apple Pay BLIK Diners Club Discover EPS Google Pay JCB Maestro Mastercard Multibanco MobilePay PayPal Przelewy24 Shop Pay Twint Union Pay USDC Visa