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Zephyr Needle Right (1st Ed) - Cold Foil
$90.00
Once per Turn Action - [1 Resource]: Attack. Go again
If Zephyr Needle is defended by a card with [Defense] greater than Zephyr Needle's [Power], destroy Zephyr Needle when the combat chain closes.

Zero to Fifty (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.)

Zero to Fifty (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 Fifty (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.)

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.)

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.)

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.)