Harness Lightning (Yellow)
Harness Lightning (Yellow) $1.00
Lightning Flow - If you've played a Lightning card this turn, deal 2 arcane damage to target hero.
Fry (Yellow)
Fry (Yellow) $1.00
Go again
Concuss (Blue)
Concuss (Blue) $1.00
When this hits a hero, if this has {p} greater than its base, they discard a card. (This has 4 base {p}.)
Strong Wood (Yellow)
Strong Wood (Yellow) $1.00
Earth Bond - If an Earth card was pitched to play this, this gets +1{p}.
Log Fall (Yellow)
Log Fall (Yellow) $1.00
Earth Bond - If an Earth card was pitched to play this, this gets overpower. (This can't be defended by more than 1 action card.)
Bracken Rap (Yellow)
Bracken Rap (Yellow) $1.00
Earth Bond - When this attacks, if an Earth card was pitched to play this, create a Might token.
Strong Wood (Red)
Strong Wood (Red) $1.00
Earth Bond - If an Earth card was pitched to play this, this gets +1{p}.
Log Fall (Red)
Log Fall (Red) $1.00
Earth Bond - If an Earth card was pitched to play this, this gets overpower. (This can't be defended by more than 1 action card.)
Concuss (Red)
Concuss (Red) $1.00
When this hits a hero, if this has {p} greater than its base, they discard a card. (This has 6 base {p}.)
Bracken Rap (Red)
Bracken Rap (Red) $1.00
Earth Bond - When this attacks, if an Earth card was pitched to play this, create a Might token.
Fist Pump (Rainbow Foil)
Fist Pump (Rainbow Foil) $3.00
Whenever you banish a Hyper Driver from boosting, target wrench you control gets +1POWER this turn.Battleworn (When the combat chain closes, if this defended, put a -1DEFENSE counter on it.)
Puffer Jacket (Rainbow Foil)
Puffer Jacket (Rainbow Foil) $5.00
Non-token Hyper Drivers you control enter the arena with an additional steam counter.Temper (When the combat chain closes, if this defended, put a -1DEFENSE counter on it, then if it has 0DEFENSE, destroy it.)
Breaker Helm Protos (Rainbow Foil)
Breaker Helm Protos (Rainbow Foil) $8.00
When this defends, you may discard a Hyper Driver. If you do, draw a card and this gets +1DEFENSE until end of turn.Tempter (When the combat chain closes, if this defended, put a -1DEFENSE counter on it, then if it has 0DEFENSE, destroy it.)
Twintek Charging Station (Rainbow Foil)
Twintek Charging Station (Rainbow Foil) $9.00
The next attack you boost this turn gets +3POWER.You may shuffle a Hyper Driver from your graveyard into your deck. If you do, gain [1 Resource].Go again
Twintek Charging Station
Twintek Charging Station $6.00
The next attack you boost this turn gets +3POWER.You may shuffle a Hyper Driver from your graveyard into your deck. If you do, gain [1 Resource].Go again
Clamp Press (Rainbow Foil)
Clamp Press (Rainbow Foil) $6.00
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 2 steam counters. At the start of your turn, destroy this unless you remove a steam counter from it.Wrenches you control get +2POWER.
Clamp Press
Clamp Press $2.00
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 2 steam counters. At the start of your turn, destroy this unless you remove a steam counter from it.Wrenches you control get +2POWER.
Construct Bank Breaker
Construct Bank Breaker $2.00
If you have a wrench weapon equipped, transform it and 3 Hyper Drivers you control into Bank Breaker, then equip Bank Breaker. (Flip this and put the transformed cards under it.)Go again
Breakwater Undertow (Rainbow Foil)
Breakwater Undertow (Rainbow Foil) $2.00
Attack Reaction -- Destroy this: Target Pirate ally attack gets go again. When the combat chain closes, destroy the ally.Blade Break (When the combat chain closes, if this defended, destroy it.)
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