Searing Ray (Blue)
Searing Ray (Blue) $1.00
If you have a yellow card in your pitch zone, this gets +2{p}.
Rift Skitter (Yellow)
Rift Skitter (Yellow) $1.00
Rune Gate (If you control Runechants equal to or greater than Rift Skitter's {r} cost, you may play it from your banished zone without paying its {r} cost.) Go again Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Rift Skitter (Blue)
Rift Skitter (Blue) $1.00
Rune Gate (If you control Runechants equal to or greater than Rift Skitter's {r} cost, you may play it from your banished zone without paying its {r} cost.) Go again Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
Glaring Impact (Yellow)
Glaring Impact (Yellow) $1.00
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) $1.00
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) $1.00
When this defends a Shadow attack, non-equipment Light cards get +1{d} this combat chain.
Defender of Daybreak (Blue)
Defender of Daybreak (Blue) $1.00
When this defends a Shadow attack, non-equipment Light cards get +1{d} this combat chain.
Break of Dawn (Yellow)
Break of Dawn (Yellow) $1.00
The next time a Shadow source would deal damage this turn, prevent 3 of that damage.
Break of Dawn (Blue)
Break of Dawn (Blue) $1.00
The next time a Shadow source would deal damage this turn, prevent 2 of that damage.
Teklonetic Force Field (Yellow)
Teklonetic Force Field (Yellow) $1.00
When this defends an attack with overpower, this gets +2{d}.
Teklonetic Force Field (Red)
Teklonetic Force Field (Red) $1.00
When this defends an attack with overpower, this gets +2{d}.
Scrap Prospector (Yellow)
Scrap Prospector (Yellow) $1.00
Scrap (As an additional cost to play this, you may banish an item or equipment from your graveyard.) When this attacks, if it scrapped a card, gain {r}.
Scrap Harvester (Yellow)
Scrap Harvester (Yellow) $1.00
Scrap (As an additional cost to play this, you may banish an item or equipment from your graveyard.) When this attacks, if it scrapped a card, put a steam counter on an item you control with crank.
Scrap Compactor (Yellow)
Scrap Compactor (Yellow) $1.00
Scrap (As an additional cost to play this, you may banish an item or equipment from your graveyard.) When this attacks, if it scrapped a card, you may play your next Evo this turn as though it were an instant.
Rev Up (Yellow)
Rev Up (Yellow) $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.)
Razzle Dazzle (Yellow)
Razzle Dazzle (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.)
Razzle Dazzle (Red)
Razzle Dazzle (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.)
Razzle Dazzle (Blue)
Razzle Dazzle (Blue) $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.)
Quickfire (Yellow)
Quickfire (Yellow) $1.00
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) $1.00
This costs {r} less to play for each Hyper Driver you control. The next attack you boost this turn gets +2{p}. Go again
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