Liquid-Cooled Mayhem (Yellow)
Liquid-Cooled Mayhem (Yellow) from $0.20
Evo Upgrade - This costs {r} less to play for each Evo you have equipped.
Jump Start (Red)
Jump Start (Red) $0.15
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.)
Infuse Titanium (Red)
Infuse Titanium (Red) from $0.15
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
Heavy Artillery (Red)
Heavy Artillery (Red) from $0.20
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.
Fender Bender (Blue)
Fender Bender (Blue) from $0.15
Boost This gets +X{p}, where X is the number of equipment defending it.
Dive Through Data (Yellow)
Dive Through Data (Yellow) from $0.15
Boost When this hits, opt 1. (Look at the top card of your deck. You may put it on the bottom.)
Dive Through Data (Blue)
Dive Through Data (Blue) from $0.15
Boost When this hits, opt 1. (Look at the top card of your deck. You may put it on the bottom.)
Dissolving Shield (Blue)
Dissolving Shield (Blue) from $0.15
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.
Cognition Field (Blue)
Cognition Field (Blue) from $0.20
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
Bull Bar (Blue)
Bull Bar (Blue) from $0.20
Boost If you control a Hyper Driver, this gets overpower. (This can't be defended by more than 1 action card.)
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