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.
Maxx 'The Hype' Nitro
$1.00
Once per Turn Action -- {r}{r}: Create a Hyper Driver token with 2 steam counters. Activate this ability only if you've boosted this turn.
Hyper Drivers you control get crank. (As it enters the arena, you may remove a steam counter from it. If you do, gain an action point.)
Evo Circuit Breaker
$2.00
If you have a base head equipped, transform it and X Hyper Drivers you control into this, then equip this. If you do, the next time you would be dealt damage this turn, prevent twice X of that damage. (Put the transformed cards under this in your head zone.)
Whenever you boost, you may destroy a card under this. If you do, shuffle 2 attack action cards from your banished zone into your deck.
Big Bertha (Blue)
$1.00
Boost
When this is banished from boosting, put a steam counter on a Hyper Driver you control.
Boom Grenade (Yellow)
from $1.00
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.
When a Mechanologist attack action card you control hits a hero, destroy this and deal 3 damage to them.
Boom Grenade (Blue)
$1.00
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.
When a Mechanologist attack action card you control hits a hero, destroy this and deal 2 damage to them.
Teklo Trebuchet 2000
$2.00
When this attacks, the next attack you boost this combat chain gets +2{p}.**Boost**
Cogwerx Zeppelin (Yellow)
from $1.00
When this hits a hero, you may {t} a cog you control. If you do, create a Golden Cog token.
Twice per Turn Instant -- {t} a cog you control: This gets +1{p}.
Evo Magneto
from $1.00
If you have a base arms equipped, transform it into this, then equip this. (Put it under this in your arms zone.)
When this defends, you may destroy a card under it. If you do, gain control of target item with cost 0 or 1 controlled by the attacking hero.
Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Misfire Dampener
from $2.00
Instant -- Destroy this: Prevent the next 1 arcane damage that would be dealt to you this turn. If you've boosted this turn, instead prevent the next 2.
Blade Break (When the combat chain closes, if this defended, destroy it.)
Ghost Protocol: Mainframe
$2.00
If this was banished from boosting this turn, you may play this from your banished zone.**Evo Upgrade** - This gets +1{p} for each Evo you have equipped.
Meganetic Lockwave
from $1.00
Target hero chooses X equipment they control, then you choose 1 from among them. That hero must defend your attacks this turn with that equipment if able.
Go again
Rev Up (Red)
$1.00
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.)