Draw a card. If you are Royal, instead draw 2 cards.
You may pitch 2 red cards. If you don't, banish your hand. (You gain resource points from pitching this way.)
Go again
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.)
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.)
If you have 1 or more Evos equipped, this gets "When this hits a hero, destroy all cards in their arsenal,"
2 or more, this costs {r}{r}{r} less to play,
3 or more, this gets overpower,
4 or more, this gets +3{p}.
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 a steam counter. At the start of your turn, destroy this and it deals 1 damage to you unless you remove a steam counter from it.
When a Mechanologist attack action card you control hits a hero, destroy this and up to 2 other items in the arena. Then deal X damage to them, where X is the number of items destroyed this way.
Whenever an Illusionist card you control is destroyed, put a +1{p} counter on this.
Phantasm (When this is defended by a non-Illusionist attack action card with 6 or more {p}, destroy this and close the combat chain.)
Ward 1 (If your hero would be dealt damage, destroy this to prevent 1 of that damage.)
Contract - You are contracted to banish opponents' non-action cards. Whenever you complete this contract, create a Silver token.
When this hits a hero, banish the top card of their deck and a defending card.
Action -- {r}{r}, destroy this: The next time you attack this turn, you may charge your hero's soul. If a yellow card is charged this way, draw a card. Go again
Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
If you have a base legs equipped, transform it into this, then equip this.
When this transforms from or into an Evo with a different name, gain 1 action point. If that Evo is a hero, instead this triggers twice.
Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Modular (This may be equipped to any equipment zone. It has the subtype of the zone it's equipped to.)
Action -- 0: Equip this to another equipment zone.
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d} until end of turn.
Blade Break (When the combat chain closes, if this defended, destroy it.)
If you have 1 or more Evos equipped, this gets "When this hits a hero, they discard a card,"
2 or more, this costs {r}{r}{r} less to play,
3 or more, this gets overpower,
4 or more, this gets +3{p}.
As an additional cost to play this, banish X items from your graveyard.
When this attacks, it gets +X{p}. If 3 or more Hyper Drivers were banished to play this, gain {r}{r}{r} {r}{r}{r} and this gets go again.
Play this only if you've boosted this turn. As an additional cost to play this, destroy X Hyper Drivers you control.
When this attacks, it gets +3{p} for each Hyper Driver destroyed this way.
If this has 10 or more {p}, it gets overpower.
If you have a base arms equipped, transform it into this, then equip this.
When this transforms from or into an Evo with a different name, you may put an attack action card with 6{p} from your graveyard into your deck fifth from the top. If that Evo is a hero, instead this triggers twice.
Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)
Boost
If an item you control has been destroyed this turn, this gets +2{p}.
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
Viserai Specialization (You may only have this in your deck if your hero is Viserai.)
Create X Runechant tokens.
If X is 6 or greater, target hero discards 3 random cards.