| # | Rarity | Type | Price | Cost | E/R | Name | Text |
| 010 | 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. |
| 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 | $8.00 | 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. |
| 053 | Common | Power Cell | $ .10 | Universal Matrix | |||
| 054 | Common | Power Cell | $ .10 | Ancient Matrix | |||
| 055 | Common | Power Cell | $ .10 | Future Matrix | |||
| 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. |
| 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. |
| 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. | |
| 103 | Ultra Rare | Advance | $10.00 | 1.3A | 4/5 | City of Faith | When City of Faith comes into play you may search your void and return 1 card to your hand. |
| 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. | |
| 108 | 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. | |
| 108 | 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. | |
| 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. |
| 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 | $1.50 | 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 | $2.50 | 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 | $5.00 | 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. |