Glaring Impact (Yellow)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
Panel Beater (Yellow) from $0.10
Boost This gets +X{p}, where X is the number of equipment defending it.
Over Loop (Yellow)
Over Loop (Yellow) $0.10
Boost When this hits, put it on the bottom of its owner's deck.
Over Loop (Red)
Over Loop (Red) $0.10
Boost When this hits, put it on the bottom of its owner's deck.
Over Loop (Blue)
Over Loop (Blue) $0.10
Boost When this hits, put it on the bottom of its owner's deck.
Jump Start (Yellow)
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)
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)
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)
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)
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)
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.)
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