Rev Up (Yellow)
Rev Up (Yellow) $1.00
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 (Yellow)
Razzle Dazzle (Yellow) $1.00
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.)
Razzle Dazzle (Red)
Razzle Dazzle (Red) $1.00
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.)
Razzle Dazzle (Blue)
Razzle Dazzle (Blue) $1.00
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.)
Ratchet Up (Yellow)
Ratchet Up (Yellow) $1.00
If an item you control has been destroyed this turn, action cards get -1{d} while defending this. Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
Ratchet Up (Red)
Ratchet Up (Red) $1.00
If an item you control has been destroyed this turn, action cards get -1{d} while defending this. Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
Ratchet Up (Blue)
Ratchet Up (Blue) $1.00
If an item you control has been destroyed this turn, action cards get -1{d} while defending this. Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
Quickfire (Yellow)
Quickfire (Yellow) $1.00
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) $1.00
This costs {r} less to play for each Hyper Driver you control. The next attack you boost this turn gets +2{p}. Go again
Panel Beater (Yellow)
Panel Beater (Yellow) $1.00
Boost This gets +X{p}, where X is the number of equipment defending it.
Panel Beater (Red)
Panel Beater (Red) $1.00
Boost This gets +X{p}, where X is the number of equipment defending it.
Panel Beater (Blue)
Panel Beater (Blue) $1.00
Boost This gets +X{p}, where X is the number of equipment defending it.
Over Loop (Yellow)
Over Loop (Yellow) $1.00
Boost When this hits, put it on the bottom of its owner's deck.
Over Loop (Red)
Over Loop (Red) $1.00
Boost When this hits, put it on the bottom of its owner's deck.
Over Loop (Blue)
Over Loop (Blue) $1.00
Boost When this hits, put it on the bottom of its owner's deck.
Mini Forcefield (Blue)
Mini Forcefield (Blue) $1.00
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. Ward X, where X is the number of steam counters on this. (If your hero would be dealt damage, destroy this to prevent X of that damage.)
MHz Script
MHz Script $1.00
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 a steam counter. At the start of your turn, destroy this unless you remove a steam counter from it. Your Mechanologist attack action cards get go again.
Lay Waste (Yellow)
Lay Waste (Yellow) $1.00
Boost This can't be defended by equipment.
Lay Waste (Blue)
Lay Waste (Blue) $1.00
Boost This can't be defended by equipment.
Jump Start (Yellow)
Jump Start (Yellow) $1.00
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.)
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