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.

Crash Down (Yellow)
$1.00
At the start of your turn, destroy this, then the next Guardian attack action card you play this turn gets +5{p}.

Chokeslam (Yellow)
$1.00
Crush - When this deals 4 or more damage to a hero, their attack action cards can't gain {p} during their next action phase.

Lay Down the Law (Red)
$1.00
Tower - If this has 13 or more {p}, non-equipment cards get -1{d} while defending this.

Smack of Reality (Red)
$1.00
Tower - If this has 13 or more {p}, it gets "When this hits a hero, destroy all aura tokens they control."

Civic Peak
$1.00
Whenever this defends, another target hero draws a card.
Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)

Hammer of Havenhold
$2.00
Once per Turn Action -- {r}{r}{r}: Attack
If you have a Chivarly in your pitch zone, this gets +1{p}.

Brevant, Civic Protector
$2.00
You may have any number of Chivalry in your deck.
Whenever you protect another hero, create a Might token.

Firewall (Blue)
$1.00
When this defends, reveal the top card of your deck. If it's an Evo, put it on top of your deck. Otherwise, put it on the bottom.

Firewall (Yellow)
$1.00
When this defends, reveal the top card of your deck. If it's an Evo, put it on top of your deck. Otherwise, put it on the bottom.

Zipper Hit (Yellow)
$1.00
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.)

Throttle (Yellow)
$1.00
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.)

Firewall (Red)
$1.00
When this defends, reveal the top card of your deck. If it's an Evo, put it on top of your deck. Otherwise, put it on the bottom.

Zipper Hit (Red)
$1.00
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.)

Zero to Sixty (Red)
$1.00
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.)

Liquid-Cooled Mayhem (Red)
$1.00
Evo Upgrade - This costs {r} less to play for each Evo you have equipped.

Evo Rapid Fire
$2.00
If you have a base legs equipped, transform it into this, then equip this. (Put it under this in your legs zone.)
Your Teklo Blaster attacks get go again.
Battleworn (When the combat chain closes, if this defended, put a -1{d} counter on it.)

Evo Scatter Shot
$2.00
If you have a base arms equipped, transform it into this, then equip this. (Put it under this in your arms zone.)
Your Teklo Blaster gets +1{p} for each opposing hero.
Battleworn (When the combat chain closes, if this defended, put a -1{d} counter on it.)

Evo Energy Matrix
$2.00
If you have a base chest equipped, transform it into this, then equip this. (Put it under this in your chest zone.)
Your Teklo Blaster costs {r} less to activate for each opposing hero.
Battleworn (When the combat chain closes, if this defended, put a -1{d} counter on it.)

Evo Tekloscope
$2.00
If you have a base head equipped, transform it into this, then equip this. (Put it under this in your head zone.)
Your Teklo Blaster attacks can target any opposing hero.
Battleworn (When the combat chain closes, if this defended, put a -1{d} counter on it.)