Zero to Fifty (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.)
Teklo Base Head
Blade Break (When the combat chain closes, if this defended, destroy it.)
Teklo Base Arms
Blade Break (When the combat chain closes, if this defended, destroy it.)
Spring a Leak (Yellow)
Boost
When this hits a hero, remove all steam counters from an equipment, item, or weapon they control.
Spring a Leak (Red)
Boost
When this hits a hero, remove all steam counters from an equipment, item, or weapon they control.
Rev Up (Blue)
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.)
Quickfire (Red)
This costs {r} less to play for each Hyper Driver you control.
The next attack you boost this turn gets +4{p}.
Go again
Mini Forcefield (Yellow)
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 3 steam counters. At the start of your turn, destroy this unless you remove a steam counter from it.
Ward X, where X is the number of steam counters on this. (If your hero would be dealt damage, destroy this to prevent X of that damage.)
MetEx (Yellow)
Boost
When this hits, you may put an item with cost 0 or 1 from your hand into the arena.
Infuse Titanium (Red)
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
Heavy Artillery (Yellow)
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)
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.
Fender Bender (Blue)
Boost
This gets +X{p}, where X is the number of equipment defending it.
Dive Through Data (Yellow)
Boost
When this hits, opt 1. (Look at the top card of your deck. You may put it on the bottom.)
Bull Bar (Blue)
Boost
If you control a Hyper Driver, this gets overpower. (This can't be defended by more than 1 action card.)
Backup Protocol: YEL
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 -- {r}{r}, destroy this: Return a yellow Mechanologist attack action card from your graveyard to your hand.