Overflow the Aetherwell (Red)
Overflow the Aetherwell (Red) from $0.15
Deal 3 arcane damage to target hero. Surge - If this deals more than 3 damage, gain {r}{r}.
Autumn's Touch (Blue)
Autumn's Touch (Blue) $0.15
Spectral Manifestations (Red)
Spectral Manifestations (Red) from $0.10
Create a Spectral Shield token, then if you control no other Illusionist auras, put three +1{p} counters on it. Go again
Pick to Pieces (Red)
Pick to Pieces (Red) from $0.10
Stealth If you've played or activated an attack reaction this chain link, this gets +1{p} and "Damage that would be dealt by this can't be prevented."
Mighty Windup (Blue)
Mighty Windup (Blue) from $0.15
Instant -- Discard this: Create a Might token.
Lead with Speed (Red)
Lead with Speed (Red) from $0.10
Your next Brute or Warrior attack this turn gets +3{p}. Create an Agility token. Go again
Rawhide Rumble (Red)
Rawhide Rumble (Red) from $0.10
Beat Chest (As an additional cost to play this, you may discard a card with 6 or more {p}.) When this attacks a hero, if you've beaten chest this turn, intimidate them. (They banish face-down a random card from their hand. At the beginning of the end phase, return it to its owner's hand.)
Good Time Chapeau
Good Time Chapeau $0.15
Betsy Specialization (You may only have this in your deck if your hero is Betsy.) Action -- Destroy a Gold you control: Your next attack this turn gets "When this attacks a hero, wager a Might and a Vigor token with them." Go again (When the chain link resolves, if the attack hit, you create a Might and a Vigor token, otherwise they create one of each.) Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Deathly Delight (Yellow)
Deathly Delight (Yellow) from $0.10
Rune Gate (If you control Runechants equal to or greater than Deathly Delight's {r} cost, you may play it from your banished zone without paying its {r} cost.) When the combat chain closes, gain {g} equal to the number of heroes who have lost {g} this turn. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Vile Inquisition (Blue)
Vile Inquisition (Blue) from $0.10
You may play this from your banished zone. If you do, it costs {r}{r} less to play. Target hero banishes the top card of their deck. If it's blue, they lose 1{g}. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Tear Through the Portal (Red)
Tear Through the Portal (Red) from $0.10
Choose a red action card in your banished zone. It gets go again until end of turn. Go again
Shroud of Darkness
Shroud of Darkness from $0.10
If your hero would be dealt damage, you may banish this to prevent 2 of that damage. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Ram Raider (Red)
Ram Raider (Red) from $0.10
As an additional cost to play this, banish a random card from your hand. If a card with 6 or more {p} is banished this way, this gets go again. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Master Cog
Master Cog from $69.95
Legendary (You may only have 1 Master Cog in your deck.) When this is pitched, you may put a steam counter on an item you control with crank.
Sold out
Out Pace (Blue)
Out Pace (Blue) from $0.10
Boost This can't be defended by equipment.
Cogwerx Base Head
Cogwerx Base Head from $0.10
When this is equipped, put a steam counter on it. Once per turn Instant -- {r}, remove a steam counter from this: Shuffle a Mechanologist attack action card from your banished zone into your deck. Activate this ability only if you've boosted this turn.
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