Bright Lights Singles

Mechanical Strength (Yellow)
from $0.20
Evo Upgrade - This gets +X{p}, where X is the number of Evos you have equipped.

Liquid-Cooled Mayhem (Yellow)
from $0.20
Evo Upgrade - This costs {r} less to play for each Evo you have equipped.

Jump Start (Red)
$0.15
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.)

Infuse Titanium (Red)
from $0.15
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.

Heavy Artillery (Red)
from $0.20
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.

Fender Bender (Blue)
from $0.15
Boost
This gets +X{p}, where X is the number of equipment defending it.

Evo Charging Rods
from $0.15
If you have a base legs equipped, transform it into this, then equip this. (Put it under this in your legs zone.)
Once per Turn Instant -- Destroy a card under this: Create a Quicken token.
Blade Break (When the combat chain closes, if this defended, destroy it.)

Dive Through Data (Yellow)
from $0.15
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)
from $0.15
Boost
When this hits, opt 1. (Look at the top card of your deck. You may put it on the bottom.)

Dissolving Shield (Blue)
from $0.15
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 unless you remove a steam counter from it.
Instant -- Remove a steam counter from this: Prevent the next 1 damage that would be dealt to you this turn. If this has no steam counters, destroy it.

Cognition Field (Blue)
from $0.20
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.

Bull Bar (Blue)
from $0.20
Boost
If you control a Hyper Driver, this gets overpower. (This can't be defended by more than 1 action card.)
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Evo Steel Soul Processor (Marvel)
$26.95
If you have a base chest equipped, transform it into this, then equip this.
When this transforms from or into an Evo with a different name, gain {r}{r}{r}. 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.)
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Evo Circuit Breaker (Marvel)
$29.95
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.

Zero to Fifty (Yellow)
from $0.15
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.)

Teklonetic Force Field (Blue)
from $0.15
When this defends an attack with overpower, this gets +2{d}.

Spring a Leak (Yellow)
from $0.20
Boost
When this hits a hero, remove all steam counters from an equipment, item, or weapon they control.