Pre-Constructed Deck Singles

Earthlore Empowerment (Red)
$0.75
At the start of your turn, destroy this, then the next Guardian attack action card you play this turn costs {r} less to play and gets +5{p}.

Crash Down (Red)
$0.75
At the start of your turn, destroy this, then the next Guardian attack action card you play this turn gets +6{p}.

Bastion of Duty
$0.75
Protect (You may defend any hero attacked by an opponent with this.)
Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)

Brevant, Civic Protector
$0.75
You may have any number of Chivalry in your deck.
Whenever you protect another hero, create a Might token.

Evo Rapid Fire
$0.75
If you have a base legs equipped, transform it into this, then equip this. (Put it under this in your legs zone.)
Your Teklo Blaster attacks get go again.
Battleworn (When the combat chain closes, if this defended, put a -1{d} counter on it.)

Evo Scatter Shot
$0.75
If you have a base arms equipped, transform it into this, then equip this. (Put it under this in your arms zone.)
Your Teklo Blaster gets +1{p} for each opposing hero.
Battleworn (When the combat chain closes, if this defended, put a -1{d} counter on it.)

Evo Energy Matrix
$0.75
If you have a base chest equipped, transform it into this, then equip this. (Put it under this in your chest zone.)
Your Teklo Blaster costs {r} less to activate for each opposing hero.
Battleworn (When the combat chain closes, if this defended, put a -1{d} counter on it.)

Evo Tekloscope
$0.75
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.)

Aether Crackers
$0.65
When an attack you control hits a hero, you may destroy this. If you do, deal 1 arcane damage to them.

Crazy Brew
$0.55
Action -- Destroy this: Roll a 6 sided die. On;
1 or 2 - Lose 2{g}. Go again
3 or 4 - Gain 2{g}. Go again
5 or 6 - Gain {r}{r}, gain 2 action points, and your next attack this turn gets +2{p}.

Civic Guide
$0.55
Whenever this defends, create a Might token under another hero's control.
Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)

Civic Duty
$0.55
Whenever this defends, create a Vigor token under another hero's control.
Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)

Civic Peak
$0.55
Whenever this defends, another target hero draws a card.
Temper (When the combat chain closes, if this defended, put a -1{d} counter on it, then if it has 0{d}, destroy it.)

Star Fall
$0.55
Once per Turn Action -- {r}: Attack
If you've played a Lightning card this turn, this card's attacks get +1{p} and go again.