Evo Tekloscope
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.)
Crankshaft (Yellow)
Crankshaft (Yellow) $1.00
Boost When this is banished from boosting, put a steam counter on a Hyper Driver you control.
Cognition Field (Red)
Cognition Field (Red) $1.00
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
Big Bertha (Yellow)
Big Bertha (Yellow) $1.00
Boost When this is banished from boosting, put a steam counter on a Hyper Driver you control.
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Evo Circuit Breaker (Marvel)
Evo Circuit Breaker (Marvel) $54.00
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. 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.
Teklo Base Head
Teklo Base Head $1.00
Blade Break (When the combat chain closes, if this defended, destroy it.)
Teklo Base Arms
Teklo Base Arms $1.00
Blade Break (When the combat chain closes, if this defended, destroy it.)
Spring a Leak (Yellow)
Spring a Leak (Yellow) $1.00
Boost When this hits a hero, remove all steam counters from an equipment, item, or weapon they control.
Spring a Leak (Red)
Spring a Leak (Red) $1.00
Boost When this hits a hero, remove all steam counters from an equipment, item, or weapon they control.
Rev Up (Blue)
Rev Up (Blue) $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.)
Quickfire (Red)
Quickfire (Red) $1.00
This costs {r} less to play for each Hyper Driver you control. The next attack you boost this turn gets +4{p}. Go again
Mini Forcefield (Yellow)
Mini Forcefield (Yellow) $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 3 steam counters. At the start of your turn, destroy this unless you remove a steam counter from it. Ward X, where X is the number of steam counters on this. (If your hero would be dealt damage, destroy this to prevent X of that damage.)
MetEx (Yellow)
MetEx (Yellow) $1.00
Boost When this hits, you may put an item with cost 0 or 1 from your hand into the arena.
Infuse Titanium (Red)
Infuse Titanium (Red) $1.00
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
Heavy Artillery (Red)
Heavy Artillery (Red) $1.00
Evo Upgrade - The defending hero can't defend this with attack action cards with cost less than X, where X is the number of Evos you have equipped.
Gas Up (Blue)
Gas Up (Blue) $1.00
The next attack you boost this turn gets +2{p}. You may put a Hyper Driver from your banished zone into the arena. Go again
Fender Bender (Blue)
Fender Bender (Blue) $1.00
Boost This gets +X{p}, where X is the number of equipment defending it.
Dive Through Data (Yellow)
Dive Through Data (Yellow) $1.00
Boost When this hits, opt 1. (Look at the top card of your deck. You may put it on the bottom.)
Dive Through Data (Blue)
Dive Through Data (Blue) $1.00
Boost When this hits, opt 1. (Look at the top card of your deck. You may put it on the bottom.)
Crankshaft (Red)
Crankshaft (Red) $1.00
Boost When this is banished from boosting, put a steam counter on a Hyper Driver you control.
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