All Cards Collection
We have dropped all the set cards in one convenient collection so you can search by class and/or rarity across all Flesh and Blood singles cards.

Mini Forcefield (Yellow)
from $0.10
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)
from $0.10
Boost
When this hits, you may put an item with cost 0 or 1 from your hand into the arena.

Mechanical Strength (Yellow)
from $0.10
Evo Upgrade - This gets +X{p}, where X is the number of Evos you have equipped.

Liquid-Cooled Mayhem (Yellow)
from $0.10
Evo Upgrade - This costs {r} less to play for each Evo you have equipped.

Jump Start (Red)
$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.)

Infuse Titanium (Red)
from $0.10
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.

Gas Up (Blue)
from $0.10
The next attack you boost this turn gets +2{p}.
You may put a Hyper Driver from your banished zone into the arena.
Go again

Fender Bender (Blue)
from $0.10
Boost
This gets +X{p}, where X is the number of equipment defending it.

Dive Through Data (Yellow)
from $0.10
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)
from $0.10
Boost
When this hits, opt 1. (Look at the top card of your deck. You may put it on the bottom.)

Dissolving Shield (Blue)
from $0.10
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)
from $0.10
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.

Bull Bar (Blue)
from $0.10
Boost
If you control a Hyper Driver, this gets overpower. (This can't be defended by more than 1 action card.)

Autosave Script
from $0.10
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.
Your Mechanologist attack action cards get "When this hits, put it on the bottom of its owner's deck."