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.
Glaring Impact (Yellow)
from $0.10
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.)
Glaring Impact (Blue)
from $0.10
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)
from $0.10
When this defends a Shadow attack, non-equipment Light cards get +1{d} this combat chain.
Defender of Daybreak (Blue)
from $0.10
When this defends a Shadow attack, non-equipment Light cards get +1{d} this combat chain.
Break of Dawn (Yellow)
from $0.10
The next time a Shadow source would deal damage this turn, prevent 3 of that damage.
Break of Dawn (Blue)
from $0.10
The next time a Shadow source would deal damage this turn, prevent 2 of that damage.
Rev Up (Yellow)
from $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.)
Razzle Dazzle (Blue)
from $0.10
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)
from $0.10
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)
from $0.10
This costs {r} less to play for each Hyper Driver you control.
The next attack you boost this turn gets +2{p}.
Go again
Panel Beater (Yellow)
from $0.10
Boost
This gets +X{p}, where X is the number of equipment defending it.
Jump Start (Yellow)
$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 (Yellow)
from $0.10
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
Gas Guzzler (Yellow)
from $0.10
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.)
Gas Guzzler (Blue)
from $0.10
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.)
Full Tilt (Yellow)
from $0.10
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.)
Full Tilt (Blue)
from $0.10
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.)