Bare Fangs (Blue)
Bare Fangs (Blue) $1.00
When this attacks, draw a card then discard a random card. If a card with 6 or more {p} is discarded this way, this gets +2{p}.
Adrenaline Rush (Yellow)
Adrenaline Rush (Yellow) $1.00
When you play this, if you have less {g} than an opposing hero, this gets +3{p}.
Adrenaline Rush (Red)
Adrenaline Rush (Red) $1.00
When you play this, if you have less {g} than an opposing hero, this gets +3{p}.
Adrenaline Rush (Blue)
Adrenaline Rush (Blue) $1.00
When you play this, if you have less {g} than an opposing hero, this gets +3{p}.
Tribute to the Legions of Doom (Blue)
Tribute to the Legions of Doom (Blue) $1.00
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 +2{p}. Blood Debt (While this is in your banished zone, at the beginning of your end phase, lose 1{g}.)
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.
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 (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
Over Loop (Yellow)
Over Loop (Yellow) $1.00
Boost When this hits, put it on the bottom of its owner's deck.
Over Loop (Red)
Over Loop (Red) $1.00
Boost When this hits, put it on the bottom of its owner's deck.
Over Loop (Blue)
Over Loop (Blue) $1.00
Boost When this hits, put it on the bottom of its owner's deck.
Infuse Titanium (Yellow)
Infuse Titanium (Yellow) $1.00
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
Gas Guzzler (Yellow)
Gas Guzzler (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.)
Full Tilt (Blue)
Full Tilt (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.)
American Express Diners Club Discover JCB Klarna Maestro Mastercard PayPal Union Pay Visa