16 KiB
16 KiB
| 1 | Card Name | Cost | Type | Effect / Reminder Text | Power | Durability |
|---|---|---|---|---|---|---|
| 2 | Radio Tower | Basic Tower | Provides 1u (1 unit of bandwidth. Play only one Tower card each turn). | 2 | ||
| 3 | Radio Relay | 0 | Mecha Tower | (Radio Relay counts as a Mecha and a Tower. Play only one Tower card each turn.) Play this card only on a space with a Radio Tower. Destroy that tower. Provides 1u for each unit you control named Radio Relay (1 unit of bandwidth). | 0 | 2 |
| 4 | Mod Bot | 2 | Mecha | Sacrifice an adjacent Mecha you control: add that unit's durability to this Mecha. | 1 | 2 |
| 5 | Cap Gun | 1 | Mecha | Pierce (This unit ignores Armour counters when attacking). Reach (This unit may attack units with Flight). | 1 | 1 |
| 6 | Shortbow | 1 | Mecha | Pierce (This unit ignores Armour counters when attacking). Range 2 (This unit may attack any target within two spaces). | 1 | 1 |
| 7 | Longbow | 2 | Mecha | Pierce (This unit ignores Armour counters when attacking). Range 3 (This unit may attack any target within three spaces). | 1 | 1 |
| 8 | Bot-a-pult | 2 | Mecha | Reach (This unit may attack units with Flight). Sacrifice an adjacent Mecha you control: this Mecha gains Range 3 this turn (This unit may attack any target within three spaces this turn). | 2 | 2 |
| 9 | Stonewall | 1 | Mecha | This Mecha can't attack. When this Mecha moves, it can't move next turn. | 0 | 6 |
| 10 | Turtle | 2 | Mecha | Armour 1 (This unit enters the battlefield with one Armour counter. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). This Mecha may not attack and move in the same turn. | 2 | 3 |
| 11 | Dragon | 4 | Mecha | Armour 2 (This unit enters the battlefield with two Armour counters. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). This Mecha may not attack and move in the same turn. | 4 | 4 |
| 12 | Jager | 6 | Singleton Mecha | Armour 3 (This unit enters the battlefield with three Armour counters. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). Reach (This unit may attack units with Flight). | 6 | 6 |
| 13 | Insect Drone | 2 | Mecha | Flight (This unit can't be attacked except by units with Flight or Reach). | 1 | 1 |
| 14 | Wasp Drone | 3 | Mecha | Flight (This unit can't be attacked except by units with Flight or Reach). When this Mecha attacks, the target can't attack next turn. | 1 | 1 |
| 15 | Magpie Drone | 3 | Mecha | Flight (This unit can't be attacked except by units with Flight or Reach). When this Mecha attacks, the target must move next turn if possible. | 1 | 1 |
| 16 | Attack Orders | Command | One target Mecha you control can attack an extra time this turn. | |||
| 17 | Marching Orders | Command | One target Mecha you control can move an extra space this turn. | |||
| 18 | Ramp Orders | Command | One target Mecha you control gains Reach this turn (That unit may attack units with Flight). | |||
| 19 | Virus | Command | Sacrifice a Tower you control. If you do, one target Mecha an opponent controls can't attack this turn. | |||
| 20 | Tunnel Warfare | Command | Discard another card from your hand. If you do, one target Mecha you control can move an extra space this turn. | |||
| 21 | Road Works | Command | Play this card on the battlefield with 2 time counters on it (Remove one time counter at the beginning of each turn). At the beginning of your main phase, if there are no time counters on this card, Mechas on or adjacent to this command gain Speed 3 this turn (those units may move up to three spaces this turn). | |||
| 22 | Espionage | Command | Look at one target player's hand, then draw a card. | |||
| 23 | Ironhide | Command | Put two Armour counters on one target Mecha you control in your entry zone (If a unit would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). | |||
| 24 | Skipper | 2 | Mecha | Haste (this Mecha can move and attack on the same turn it's played). | 2 | 2 |
| 25 | Cruiser | 3 | Mecha | Haste (this Mecha can move and attack on the same turn it's played). | 3 | 3 |
| 26 | Corvette | 4 | Mecha | Haste (this Mecha can move and attack on the same turn it's played). | 4 | 4 |
| 27 | Cruise Missle | 1 | Mecha | Haste (this Mecha can move and attack on the same turn it's played). Pierce (This unit ignores Armour counters when attacking). After this Mecha attacks, destroy it. | 4 | 1 |
| 28 | Preparations | Command | One target Mecha you control gains haste this turn (that Mecha can move and attack as normal if you played it this turn). | |||
| 29 | Weapons Cache | Trigger Command | Draw two cards. | |||
| 30 | Drone Strike | Trigger Command | Deal 2 damage to any target unit (including Towers). | |||
| 31 | Jury Rigging | Trigger Command | You may play a Mecha that costs 2 or less from your hand in your entry zone (it can't move or attack this turn unless it has haste). | |||
| 32 | Heavy Fire | Trigger Command | Remove all Armour counters from one target unit. | |||
| 33 | Recall | Trigger Command | Return one target Mecha to it's owner's hand. | |||
| 34 | Hidden Cache | Command | If you discard this card, draw three cards. | |||
| 35 | EMP Blast | Command | Destroy all Towers (including Mecha Towers). | |||
| 36 | Sabotage | Command | Sacrifice a Tower you control. Destroy one target Mecha. | |||
| 37 | Reparations | Command | Play this command only when a mecha you control is destroyed. Destroy one target Mecha. | |||
| 38 | The Vise | 3 | Mecha | As long as this unit is in play, each player's maximum hand size is reduced by 2. | 4 | 4 |
| 39 | Rampart | 0 | Mecha Tower | Provides 1u (1 unit of bandwidth. Play only one Tower card each turn). This Mecha Tower can't move. Adjacent Mechas you control can't be targeted by attacks. | 0 | 2 |
| 40 | Turret | 0 | Mecha Tower | Provides 1u (1 unit of bandwidth. Play only one Tower card each turn). This Mecha Tower can't move. | 4 | 2 |
| 41 | Engineered Earthquake | Command | Deal 2 damage to all Mechas without Flight (Armour counters protect against this damage as normal). | |||
| 42 | Signal Blocker | 3 | Mecha | Flight (This unit can't be attacked except by units with Flight or Reach). The cost of adjacent Mechas is increased by 1. | 1 | 1 |
| 43 | Mineshaft | Command | Play this card on the battlefield with 2 time counters on it (Remove one time counter at the beginning of each turn). At the beginning of your draw phase, if there are no time counters on this card, draw one additional card this turn. | |||
| 44 | Potshot | 2 | Mecha | When a Tower you control is destroyed, deal 1 damage to one target unit an opponent controls. | 2 | 3 |
| 45 | Gutshot | 2 | Mecha | When a player plays a command, they must sacrifice one Tower they control. | 2 | 2 |
| 46 | Snapshot | Command | Return two Towers from your graveyard to the battlefield under your control. | |||
| 47 | Longshot | Singleton Command | Return two Commands from your graveyard to your hand. | |||
| 48 | Signal Jamming | Command | One target player discards their hand. | |||
| 49 | Nuclear Blast | Singleton Command | Destroy all units (Mechas and Towers). Each player discards their hand. Put the top 5 cards of your deck into your graveyard. | |||
| 50 | Preplanning | Command | Search you deck for 3 Towers, and place them on the battlefield. You can't play Towers for the rest of the game. | |||
| 51 | Rigged to Blow | Command | Attach this Command to one target Mecha you control in your entry zone. When that unit is destroyed, deal 2 damage to the Mecha that attacked it. | |||
| 52 | Interdiction | Command | Cancel any one card. (When a player plays a card, you may play this card to prevent it's effects, and that card is discarded.) | |||
| 53 | Salvage | Command | Sacrifice a Mecha you control. If you do, draw cards equal to it's durability. | |||
| 54 | Drill Mole | 2 | Mecha | This Mecha can't be attacked by units that cost more than 2. | 3 | 2 |
| 55 | Bear, The Unbreakable | Pilot | When a Mecha piloted by Bear, The Unbreakable is destroyed, return that Mecha to your hand. | +0 | +2 | |
| 56 | Demolisher | 1 | Mecha | This Mecha may attack units you control. This Mecha can't attack your opponents. When this Mecha destroys a unit, it gains 1 durability. This Mecha's power is equal to it's durability. | 0 | 1 |
| 57 | Donna, The Swift | Pilot | A Mecha piloted by Donna, The Swift has Speed 2. That Mecha can't move in any direction more than once per turn. | +1 | +0 | |
| 58 | Wind-Up Spider | 1 | Mecha | (No abilities.) | 2 | 1 |
| 59 | Wind-Up Koala | 1 | Mecha | (No abilities.) | 1 | 2 |
| 60 | Wind-Up Kangaroo | 2 | Mecha | (No abilities.) | 3 | 2 |
| 61 | Wind-Up Echidna | 2 | Mecha | (No abilities.) | 2 | 3 |
| 62 | Wind-Up Monkey | 3 | Mecha | (No abilities.) | 1 | 4 |
| 63 | Wind-Up Snake | 3 | Mecha | (No abilities.) | 4 | 1 |
| 64 | Wind-Up Mouse | 0 | Mecha | (No abilities.) | 1 | 1 |
| 65 | Wind-Up Cat | 1 | Mecha | (No abilities.) | 2 | 2 |
| 66 | Wind-Up Dog | 2 | Mecha | (No abilities.) | 3 | 3 |
| 67 | Wind-Up Bull | 3 | Mecha | (No abilities.) | 4 | 4 |
| 68 | Rocket Propulsion | Command | Discard another card from your hand. If you do, one target Mecha you control gains Flight this turn. | |||
| 69 | Reconnaissance | Command | Discard another card from your hand. If you do, one target Mecha you control gains Range 3 this turn. | |||
| 70 | Illegal Bullet | Command | Discard another card from your hand. If you do, one target Mecha you control gains Pierce this turn. | |||
| 71 | Radioless Carrier | 0 | Mecha | Flight (This unit can't be attacked except by units with Flight or Reach). Speed 2 (this mecha may move up to two spaces each turn). This Mecha can't moveor attack and loses Flight unless it's piloted. | 2 | 2 |
| 72 | Challenger Tank | 3 | Mecha | Armour 1 (This unit enters the battlefield with one Armour counter. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). Pierce (This unit ignores Armour counters when attacking). | 2 | 2 |
| 73 | Succubus | 2 | Mecha | Flight (This unit can't be attacked except by units with Flight or Reach). Pierce (This unit ignores Armour counters when attacking). | 2 | 1 |
| 74 | Chinashop Bull | 3 | Mecha | Haste (this Mecha can move and attack on the same turn it's played). Armour 1 (This unit enters the battlefield with one Armour counter. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). This Mecha must move and attack each turn. If it can't, destroy it. | 3 | 3 |
| 75 | Bugzapper | 2 | Mecha | Haste (this Mecha can move and attack on the same turn it's played). Reach (This unit may attack units with Flight). | 3 | 1 |
| 76 | Resonant Chord | 5 | Mecha | Discard a Mecha with the same name as this Mecha: Gain control of all adjacent units. | 5 | 3 |
| 77 | Harmonic Chord | 2 | Mecha | When this Mecha enters the battlefield, gain control of all units you own. | 0 | 5 |
| 78 | Pheonix | 5 | Mecha | Flight (This unit can't be attacked except by units with Flight or Reach). While this Mecha is in your graveyard, you may skip your draw step. If you do, return this Mecha from your graveyard to your hand. | 3 | 3 |
| 79 | Rumour Mill | Command | While this Command is in your damage zone, you may play it once per turn by discarding two cards as a cost. Draw a card. | |||
| 80 | Fallout Shelter | Command | If this card is put into your graveyard from your deck, shuffle your graveyard into your deck. Otherwise, draw a card. | |||
| 81 | Guard Dog | 2 | Mecha | Haste (this Mecha can move and attack on the same turn it's played). Speed 2 (this mecha may move up to two spaces each turn). | 1 | 1 |
| 82 | Auto-Repairer | 3 | Mecha | After this Mecha is attacked, if it survived, it gains 1 durability. | 3 | 2 |
| 83 | Trench Rats | 4 | Mecha | When this Mecha enters the battlefield, you may put another Mecha with the same name as this Mecha from your hand into your entry zone. | 1 | 1 |
| 84 | Unemployment | Command | Destroy one target pilot. | |||
| 85 | Spectre | 2 | Mecha | This Mecha's power and durability are reduced by the number of cards in your hand. | 5 | 5 |
| 86 | Ghost | 2 | Mecha | Flight (This unit can't be attacked except by units with Flight or Reach). If you have no cards in your hand, this Mecha gains +4 power. | 0 | 1 |
| 87 | Construction Crew | 5 | Mecha | When this Mecha enters the battlefield, search your deck for two Towers and put them into your hand. Then shuffle your deck. | 3 | 3 |
| 88 | Admiral Grace | Pilot | Piloted Mechas you control gain +1 power. | +0 | +0 | |
| 89 | Ada, The Ingenious | Pilot | A Mecha piloted by Ada, The Ingenious can't be targeted by your opponents. | +0 | +2 | |
| 90 | Sky Whale | 6 | Singleton Mecha | Flight (This unit can't be attacked except by units with Flight or Reach). Armour 2 (This unit enters the battlefield with two Armour counters. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). | 4 | 4 |
| 91 | Signal Booster | 2 | Mecha | Flight (This unit can't be attacked except by units with Flight or Reach). The cost of adjacent Mechas is decreased by 1 (a bandwidth cost can't be less than 0). | 1 | 1 |
| 92 | Lazer Cannon | 4 | Mecha | Armour 1 (This unit enters the battlefield with one Armour counter. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). Range 3 (This unit may attack any target within three spaces). This Mecha may not attack and move in the same turn. | 1 | 1 |
| 93 | Orbiter | 1 | Mecha | Flight (This unit can't be attacked except by units with Flight or Reach). This Mecha can only attack units with Flight. | 1 | 2 |
| 94 | Gambit | Command | Each player discards a card, then draws a card. | |||
| 95 | Gamble | Command | Each player discards a card from their hand. Then, choose a player at random. That player draws a card for each card discarded this turn. | |||
| 96 | Shiftformers, Mechas In Disguise | 4 | Mecha | Destroy this Mecha: place a Mecha from you hand that costs three or less on this Mecha's space. | 1 | 2 |
| 97 | Thunder Eel | 4 | Mecha | This Mecha may attack twice per turn. | 2 | 2 |
| 98 | Spinning Top | 3 | Mecha | When this Mecha moves, shuffle all player's decks. | 3 | 3 |
| 99 | Dig For Answers | Singleton Command | Draw three cards, then put two cards from your hand on top of your library. | |||
| 100 | Camouflage | Command | Attach this Command to one target Mecha you control in your entry zone, then choose a name of a Mecha on the battlefield. The target Mecha's name becomes the name of your choice as long as this Command is attached. | |||
| 101 | Grace's Rally Cry | Command | Search your deck for two Pilots with different names, and put them into your hand. Then, shuffle your deck. | |||
| 102 | Bear's Rally Cry | Command | Return up to two pilots with different names from your graveyard to your hand. | |||
| 103 | Ada's Rally Cry | Command | Attach this Command to a Pilot you control. Play with the top card of your deck revealed. If it's a Mecha, you may play it. | |||
| 104 | Jason's Rally Cry | Command | Attach this Command to a Pilot you don't control. That Pilot loses all abilities (including alterations to cost, power and durability). | |||
| 105 | Frequency Modulator | 2 | Mecha | This Mecha's power is equal to your remaining bandwidth. | 0 | 3 |
| 106 | Autonomous Cockpit | 0 | Singleton Mecha | (No abilities.) | 0 | 2 |
| 107 | Manly Combined Kamin | 3 | Mecha | This Mecha can't be played. You may attach up to two pilots to this Mecha. You may skip your draw step to set this Mecha's durability to 6. | 5 | 6 |
| 108 | Scrapyard Salvage | Command | Return up to two target Mechas from your graveyard to your hand. |