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1Card NameCostTypeEffect / Reminder TextPowerDurability
2Rampart0Mecha TowerProvides 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.02
3Turret0Mecha TowerProvides 1u (1 unit of bandwidth. Play only one Tower card each turn). This Mecha Tower can't move.42
4Engineered EarthquakeCommandDeal 2 damage to all non-flying Mechas (Armour counters protect against this damage as normal).
5Interdictor3MechaFlight (This unit can't be attacked except by units with Flight or Reach). The cost of all enemy Mechas is increased by 1 (including Mechas in their hand).11
6MineshaftCommandPlay 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.
7Potshot3MechaWhen a Tower you control is destroyed, deal 1 damage to one target unit an opponent controls.23
8Gutshot3MechaWhen a player plays a command, they must sacrifice one Tower they control.22
9SnapshotCommandReturn two Towers from your graveyard to the battlefield under your control.
10HeadshotCommandReturn two Commands from your graveyard to your hand.
11Signal JammingCommandOne target player discards their hand.
12Nuclear BlastCommandDestroy all units (Mechas and Towers). Each player discards their hand. Each player puts the top 5 cards of their deck into their graveyard.
13PreplanningCommandSearch you deck for 5 Towers, and place them on the battlefield. You can't play Towers for the rest of the game.
14Rigged to BlowCommandAttach 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.