Twin Drive
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.)
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.)
Steel Street Enforcement
Evo Upgrade - While this is defending, it gets +X{d}, where X is the number of Evos you have equipped.
Emboldened Blade
Turn a face-down card in any arsenal face-up. If it's a defense reaction, destroy it and your next weapon attack this turn gets +1{p}.
Go again
Heist
Boost
When this hits a hero, you may put an item with cost 0 or 1 from any banished zone into the arena under your control.
Warband of Bellona
Action -- {r}{r}, destroy this: The next time you attack this turn, you may charge your hero's soul. If a yellow card is charged this way, draw a card. Go again
Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Terminator Tank
If you have 1 or more Evos equipped, this gets "When this hits a hero, they discard a card,"
2 or more, this costs {r}{r}{r} less to play,
3 or more, this gets overpower,
4 or more, this gets +3{p}.
Pulsewave Protocol
Evo Upgrade - When this attacks a hero, they reveal X cards from their hand, where X is the number of Evos you have equipped. Choose an action card with {d} less than X, then add it to this chain link as a defending card.
Hyper Scrapper
As an additional cost to play this, banish X items from your graveyard.
When this attacks, it gets +X{p}. If 3 or more Hyper Drivers were banished to play this, gain {r}{r}{r} {r}{r}{r} and this gets go again.
Already Dead
Contract - You are contracted to banish opponents' non-action cards. Whenever you complete this contract, create a Silver token.
When this hits a hero, banish the top card of their deck and a defending card.
War Machine
If you have 1 or more Evos equipped, this gets "When this hits a hero, destroy all cards in their arsenal,"
2 or more, this costs {r}{r}{r} less to play,
3 or more, this gets overpower,
4 or more, this gets +3{p}.
Evo Steel Soul Tower
If you have a base legs equipped, transform it into this, then equip this.
When this transforms from or into an Evo with a different name, gain 1 action point. If that Evo is a hero, instead this triggers twice.
Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Penetration Script
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 +1{p}.
Fabricate
Choose 2;
Equip a base equipment with Proto in its name from your inventory.
Evo permanents you control get +1{d} this turn.
Put this under an Evo permanent you control.
You may banish an Evo from your hand. If you do, draw a card.
Adaptive Plating
Modular (This may be equipped to any equipment zone. It has the subtype of the zone it's equipped to.)
Action -- 0: Equip this to another equipment zone.
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d} until end of turn.
Blade Break (When the combat chain closes, if this defended, destroy it.)
Tome of Imperial Flame
Draw a card. If you are Royal, instead draw 2 cards.
You may pitch 2 red cards. If you don't, banish your hand. (You gain resource points from pitching this way.)
Go again
Tick Tock Clock
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 and it deals 1 damage to you unless you remove a steam counter from it.
When a Mechanologist attack action card you control hits a hero, destroy this and up to 2 other items in the arena. Then deal X damage to them, where X is the number of items destroyed this way.