Raw Meat
Raw Meat from ¥100
If you control an Agility token, this gets +1{d}. If you control a Might token, this gets +1{d}. Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Rally the Rearguard (Red)
Rally the Rearguard (Red) ¥100
Once per Turn Instant -- Discard a card: This gets +3{d}. Activate this ability only while this is defending.
Pack Hunt (Blue)
Pack Hunt (Blue) ¥100
When this attacks, intimidate. (Target hero banishes face-down a random card from their hand. At the beginning of the end phase, return it to its owner's hand.)
Overcome Adversity
Overcome Adversity from ¥100
This may only defend an attack if the attack's controller has destroyed an Agility token this turn. Blade Break (When the combat chain closes, if this defended, destroy it.)
Confront Adversity
Confront Adversity from ¥100
This may only defend an attack if the attack's controller has destroyed a Vigor token this turn. Blade Break (When the combat chain closes, if this defended, destroy it.)
Command Respect (Yellow)
Command Respect (Yellow) ¥100
When this hits a hero, if this has {p} greater than its base, destroy a card in their arsenal. (This has 5 base {p}.)
Bare Fangs (Blue)
Bare Fangs (Blue) ¥100
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) ¥100
When you play this, if you have less {g} than an opposing hero, this gets +3{p}.
Adrenaline Rush (Red)
Adrenaline Rush (Red) ¥100
When you play this, if you have less {g} than an opposing hero, this gets +3{p}.
Adrenaline Rush (Blue)
Adrenaline Rush (Blue) ¥100
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) ¥100
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) ¥100
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) ¥100
When this defends a Shadow attack, non-equipment Light cards get +1{d} this combat chain.
Defender of Daybreak (Blue)
Defender of Daybreak (Blue) ¥100
When this defends a Shadow attack, non-equipment Light cards get +1{d} this combat chain.
Break of Dawn (Yellow)
Break of Dawn (Yellow) ¥100
The next time a Shadow source would deal damage this turn, prevent 3 of that damage.
Break of Dawn (Blue)
Break of Dawn (Blue) ¥100
The next time a Shadow source would deal damage this turn, prevent 2 of that damage.
Rev Up (Yellow)
Rev Up (Yellow) ¥100
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) ¥100
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) ¥100
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) ¥100
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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