Timestream : The Remnant
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Timestream: The Remnant
Alpha 2nd Print Run Series Booster Spoiler List


# Rarity Type Price Cost E/R Name Text
021 Uncommon Advance $ .25 V1 1/1 Healing To play Healing you must sacrifice the top card of your draw deck and put it in your void. This will restore all disabled power cells.
023 Uncommon Advance $ .25 3 1/2 Energy Source You may play 1 additional card (from your hand) with an E/R of 2/2 or less at no cost to you.
024 Rare Advance $ .25 1.4A 1/4 Ancient Myst Play AM on top of your Phase 2: Event Chain, city card. AM becomes your front row advance card. AM protects your City Card from teh ability of Hostile Crowd.
039 Uncommon Obstacle $ .50 5 2/1 Ruptured Earth When RE comes into play, you choose 1 of your opponent's Power Cells and slide it back into the middle of his draw deck. They'll find it later. . . maybe.
041 Rare Obstacle $ .75 2.3F 4/4 Hostile Crowd Play Hostile Crowd on top of your opponent's Phase 2 Event Chain city card. Hostile Crowd becomes your front row obstacle card. Opponent must void Hostile Crowd before locking phase 2 or playing the final Timestream card.
042 Rare Intervention $2.00 3.3F Event Horizon Not even light can escape the event horizon of the void. Your opponent must discard 2 cards from his hand and send them to his void. Opponent chooses cards.
043 Rare Obstacle $2.00 3.4A E/R Band of Thieves Upon appearance Band of Thieves catches your opponent off guard. Target 2 of your opponent's Power Cells (you choose) and send them to his void.
044 Uncommon Advance $ .25 2.4F E/R Global Shield Link Global Shield to any advance card outside the event chain. Global Shield adds (+2) resistance to every card in front of it.
045 Rare Advance $ .50 1.2A 2/3 Data Archive Play Data Archive on top of your phase 3 event chain Data Cell card. Data Archive becomes your front row advance card. Data Archive protects your Data Cell from the ability of the obstacle card Data Drain.
046 Rare Intervention $4.00 2U Orb of Time At the end of your turn you can play Orb of Time. Orb of Time skips your opponent's turn and returns play to you.
047 Rare Obstacle $1.00 2.3A 2/1 Vortex When Vortex comes into play, you may search your void and return any 1 obstacle card back into your hand.
048 Uncommon Obstacle $ .25 2.2F 4/2 Aftershock When Aftershock is targeted and sent to the void, a shock wave sends opponent's targeting advance card to his void as well.
049 Advance $1.50 1.4F 3/1 Escape You may shift 2 of your opponent's OBSTACLE cards from one phase to another. "Escape" has target first ability.
088 Rare Intervention $4.00 5A Plasma Ray Plasma Ray vaporizes (sends to the void) all of your opponent's obstacle cards in any one phase. Even obstacle cards inside the event chain.
089 Rare Advance $1.00 V3 9/9 Prodigy In order to play Prodigy you must send 3 cards from your hand to your void.
090 Rare Event Chain Phase 2 $ .50 V1 1/1 City of Sacrifice In order to play City of Sacrifice you must sacrifice (send to your void) the top card from your draw deck.
091 Obstacle $1.50 1.3F 5/2 Captured When "C" comes into play, you may send to the void any advance card outside the "Event Chain." "C" has target first ability.
092 Uncommon Advance $ .25 4F 3/2 Breach the Void When Breach the Void comes into play, you may search your void and return any 1 advance card back into your hand.
093 Rare Intervention $4.00 1F Power Drain When Power Drain comes into play, you may use your opponent's unlinked Power Cells in addition to your own to play cards from your hand.
094 Rare Scipture Card 1 $1.00 Raising the Dead Acts 10:39-49
095 Rare Scripture Card 2 $1.00 Angel of the Lord Acts 5:19-23
096 Rare Scripture Card 3 $1.00 Faith John 20:29-31
097 Rare Scripture Card 4 $1.00 Signs and Miracles Acts 8:11-13
098 Rare Scripture Card 5 $1.00 The Road to Damascus Acts 9:3-6
099 Rare Scripture Card 6 $1.00 Healing Words Acts 3:6-8
100 Rare Scripture Card 7 $1.00 Tongues of Fire Acts 2:2-5
101 Rare Advance $2.00 2F 2/4 Simon Locke Player may link Power Cells to increase Simon Locke's E/R. Each Power Cell linked raises energy value (+1).
102 Rare Intervention $4.00 4F Ion Blast Ion Blast vaporizes (sends to the void) all of your opponent's advance cards in any one phase outside the event chain.
104 Common Power Cell $ .10 Ancient Age
105 Common Power Cell $ .10 Future Age
106 Common Power Cell $ .10 Universal Age
107 Rare Intervention $4.00 3F Restore Power When Restore Power comes into play, you may search your void and return any 1 Power Cell card back into play.
108 Rare Intervention $4.00 0 Link Power Link Power enables you to double your current Power Cells for 1 turn. At the end of your turn Link Power is exhausted and is sent to your void.
109 Rare Obstacle $1.00 1.3A 4/5 Bounty Hunter Player may link Power Cells to increase Bounty Hunter's E/R. Each Power Cell linked raises energy value (+1).
110 Rare Advance $1.50 1.3F 3/2 Sonic Blast When Sonic Blast comes into play, you may void 1 of your opponent's obstacle cards (outside the event chain) and you may draw 1 additional card.
111 Rare Advance $ .50 1.2F 4/3 Book Of Knowledge When Book of Knowledge comes into play you may draw 2 additional cards from your deck. You may keep only 1 of the 2 cards. The other is sent to your void.
112 Rare Obstacle $1.00 3F 2/4 Time Tracker Player may link Power Cells to increase Time Tracker's E/R. Each Power Cell linked raises energy value (+1).
113 Rare Obstacle $1.00 2A 2/4 Lost In Age When play, Lost in Age disables all of your opponent's linked or unlinked Power Cells (which ever is greater) until the end of their next turn.
114 Rare Obstacle $1.00 1.2F 4/4 Temporal Eraser When Temporal Eraser comes into play, you may shift 1 of your opponent's obstacle cards (even those within the evnt chain) to another phase.
115 Rare Advance $1.00 2F 3/3 Nina Mink You may link Power Cells to increase Nina Mink's E/R. Each Power Cell linked raises energy value (+1).
116 Rare Advance $1.00 1.2A 2/2 Discovery When Discovery comes into play you may retrieve the top card from your void and return it into play at no cost. Or you may choose to return the card to your hand.
117 Rare Event Chain Phase 3 $ .50 2.3F 4/5 Data Cell When Data Cell is played opponent must disable all remaining unlinked Power Cells until the end of their next turn.
118 Rare Obstacle $1.50 1.1A 4/4 Stormfront Disable (turn over) 2 of your opponent's advance cards in any one phase outside the event chain. Cards are disabled until the end of his next turn. Remaining enabled cards may be targeted. Stormfront has target first ability.
119 Rare Event Chain Phase 1 $1.00 1A 2/1 Apostolic Age When Apostolic Age is sent to the void, a devastating chain reaction annihilates all obstacle cards opposite Apostolic Age. Even those within the event chain.
120 Rare Obstacle $1.00 3A 3/4 Great Expanse When Great Expanse comes into play, you may send to the void any advance card outside the event chain.
121 Rare Obstacle $1.00 3F 3/4 Enforcer Battalion Player may link Power Cells to increase Enforcer Battalion's E/R. Each Power Cell linked raises energy value (+1).
122 Rare Advance $1.00 3.2F 5/5 Cloaking Cloaking can link to any advance card outside the event chain. Cloaking renders the linked card immune to all cards. The linked card can still target. Your opponent must target Cloaking first.
123 Rare Obstacle $1.50 2.2A 4/4 Deceiver Upon appearance Deceiver convinces your opponent to cough up one of his Power Cells. Opponent sends 1 Power Cell (your choice) to his void. You search your void. If a Power Cell exists, return it to play.
124 Rare Intervention $4.00 15 Shockwave When Shockwave comes into play, you may target any 1 advance card (even inside the event chain) of your opponent and send it to his void. Shockwave can unlock a phase.
125 Rare Obstacle $1.00 3.3A 7/7 Collapse Age If your opponent's phase 1 event chain is empty, play Collapse Age on it. Collapse Age becomes your front row obstacle card. Your opponent must void Collapse Age before playing his phase 1 event chain card.
126 Rare Advance $1.00 3.2F 3/5 Force Field Link Force Field to any advance card outside the event chain. Cards combine their E/R and become one. Force Field has target first ability.
127 Rare Obstacle $1.00 2.3F 4/4 Plasma Shield Link Plasma Shield to any obstacle card outside the event chain. Cards combine their E/R and become one. Plasma Shield has target first ability.
128 Rare Advance $1.00 1.2F 4/4 Thadius Revere Each turn you may link Power Cells to Thadius Revere and increase his energy & resistance. For each Power Cell linked raise Thadius Revere's E/R (+1/+1).
129 Rare Obstacle $1.00 4F 3/5 General Whitehorn Player may link Power Cells to increase General Whitehorn's E/R. Each Power Cell linked raises energy value (+1).
130 Rare Event Chain End Game $ .50 4.5F 7/8 Timestream Timestream is the final card played within the center of the game board. It activates a portal back to the year 3026. YOU WIN!
131 Rare Obstacle $1.00 2.2A 3/3 Data Drain Play Data Drain on top of your opponent's phase 3 event chain Data Cell card. Data Drain becomes your front row obstacle card. Opponent must void Data Drain before locking phase 3 or playing the final Timestream card.
132 Advance $1.00 3.2F 5/6 Ion Shield Link "IS" to and advance card outside the "event chain." Cards combine their E/R and become one. "IS" has target first ability.
133 Advance $1.50 3.3F 7/7 Oasis When "Oasis" comes into play you may draw 2 additional cards this turn.
134 Intervention $1.00 5 Power of Prayer Place "PoP" on top of any Event Chain card you have in play. YOur opponent may not target that event chain card during his next turn.
135 Obstacle $1.25 2.3F 6/3 Impostor When "Impostor" comes into play, draw 3 cards off the top of your opponent's draw deck. If any of the cards are Power Cells send them to his void. All other cards are added to his hand.
136 Event Chain Phase 2 $.50 1.3A 3/3 City of Honor When "City of Honor" comes into play you may search your VOID and return 1 card to your hand.
137 Advance/Obstacle $1.00 2.3F 5/5 Mimic Play "Mimic" in any advance or obstacle phase (Outside the event chain). "Mimic" has target first ability.
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