Mechanical Strength (Yellow)
Mechanical Strength (Yellow) from $1.00
Evo Upgrade - This gets +X{p}, where X is the number of Evos you have equipped.
Liquid-Cooled Mayhem (Yellow)
Liquid-Cooled Mayhem (Yellow) $1.00
Evo Upgrade - This costs {r} less to play for each Evo you have equipped.
Jump Start (Red)
Jump Start (Red) $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.)
Infuse Titanium (Red)
Infuse Titanium (Red) $1.00
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
Heavy Artillery (Red)
Heavy Artillery (Red) $1.00
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)
Fender Bender (Blue) $1.00
Boost This gets +X{p}, where X is the number of equipment defending it.
Evo Charging Rods
Evo Charging Rods from $1.00
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)
Dive Through Data (Yellow) $1.00
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)
Dive Through Data (Blue) $1.00
Boost When this hits, opt 1. (Look at the top card of your deck. You may put it on the bottom.)
Dissolving Shield (Blue)
Dissolving Shield (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 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)
Cognition Field (Blue) $1.00
Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.
Bull Bar (Blue)
Bull Bar (Blue) $1.00
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)
Evo Steel Soul Processor (Marvel) $40.00
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)
Evo Circuit Breaker (Marvel) $44.00
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)
Zero to Fifty (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.)
Teklonetic Force Field (Blue)
Teklonetic Force Field (Blue) $1.00
When this defends an attack with overpower, this gets +2{d}.
Teklo Base Legs
Teklo Base Legs $1.00
Blade Break (When the combat chain closes, if this defended, destroy it.)
Teklo Base Chest
Teklo Base Chest $1.00
Blade Break (When the combat chain closes, if this defended, destroy it.)
Teklo Base Arms
Teklo Base Arms $1.00
Blade Break (When the combat chain closes, if this defended, destroy it.)
Spring a Leak (Yellow)
Spring a Leak (Yellow) $1.00
Boost When this hits a hero, remove all steam counters from an equipment, item, or weapon they control.
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