| # | Rarity | Type | Price | Cost | E/R | Name | Text |
| 128 | * | Advance | * | 1.2F | 2/3 | 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). |
| 068 | * | Advance | * | 2F | 2/2 | Dr. Elisha Revere | Each turn you may link Power Cells to increase "Elisha's" E/R. Each Power Cell linked raises ENERGY value only (+1). |
| 115 | * | Advance | * | 1F | 1/3 | Nina Mink | You may link Power Cells to increase Nina Mink's E/R. Each Power Cell linked raises energy value (+1). |
| 066 | * | Advance | * | 2.2F | 1/4 | 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. |
| 071 | * | Advance | * | 1A | 1/1 | Night of Rest | As long as "NOR" is in play you are IMMUNE to the ABILITY of the OBSTACLE card "DECEIVER." |
| 069 | * | Advance | * | 1.3A | 5/4 | Prophetic Words | When "PW" comes into play, you may shift 1 of your opponent's OBSTACLE cards (outside the EVENT CHAIN) to another PHASE. |
| 062 | * | Advance | * | 2F | 3/1 | Sonic Blast | When "SB" comes into play you may draw 1 additional card this turn. |
| 064 | * | Advance | * | 2 | 2/4 | Age Matrix | When "AM" comes into play you may send 2 of your opponent's OBSTACLE cards back to their hand. |
| 067 | * | Advance | * | 1.2A | 2/3 | Map of Age | When "MOA" comes into play, you may play 1 additional POWER CELL from your hand this turn. |
| 063 | * | Advance | * | 2.2F | 4/4 | Hostile Crowd | "C" can LINK to any ADVANCE card outside the EVENT CHAIN. "C" renders the LINKED card IMMUNE to "ALL" cards. The LINKED card can still Target. Your opponent must TARGET "C" first. |
| 060 | * | Advance | * | 1.3F | 4/2 | Book of Knowledge | When "BOK" 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. |
| 061 | * | Advance | * | 1.2A | 1/1 | Discovery | When "D" 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. |
| 078 | * | Obstacle | * | 3F | 1/4 | General Whitehorn | Player may LINK Power Cells to increase "GW's" E/R. Each Power Cell linked raises ENERGY value ONLY (+1). |
| 080 | * | Obstacle | * | 3A | 2/2 | Lexa Price | Player may LINK Power Cells to increase "LP's" E/R. Each Power Cell linked raises ENERGY value ONLY (+1). |
| 081 | * | Obstacle | * | 1.3F | 2/3 | Time Tracker | Player may LINK Power Cells to increase "TT's" E/R. Each Power Cell linked raises ENERGY value ONLY (+1). |
| 073 | * | Obstacle | * | 1.3A | 3/3 | Bounty Hunter | Player may LINK Power Cells to increase "BH's" E/R. Each Power Cell linked raises ENERGY value ONLY (+1). |
| 074 | * | Obstacle | * | 2F | 1/4 | Enforcer Battalion | Player may LINK Power Cells to increase "EB's" E/R. Each Power Cell linked raises ENERGY value ONLY (+1). |
| 072 | * | Obstacle | * | 1.1A | 1/1 | 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. |
| 082 | * | Obstacle | * | 2A | 2/1 | High Mountain | When "HM" comes into play you may disable UP TO 3 of opponent's POWER CELLS until end of his next turn. You choose which 3. Opponent may send 1 power Cell to his VOID to counter the effects of "HM." |
| 075 | * | Obstacle | * | 2.2A | 5/5 | Collapse Age | If your opponent's PHASE 1 EVENT CHAIN is empty play "CA" on it. CA becomes your FRONT ROW OBSTACLE card. Your opponent must VOID "CA" before playing his PHASE 1 EVENT CHAIN card. |
| 085 | * | Obstacle | * | 3A | 2/2 | Great Expanse | When "GE" comes into play, you may send to the VOID any ADVANCE card outside the "EVENT CHAIN." |
| 077 | * | Obstacle | * | 1.2F | 4/3 | Temporal Eraser | When "TE" comes into play you may shift 1 of your opponents' OBSTACLE cards (even those within the EVENT CHAIN) to another PHASE. |
| 083 | * | Obstacle | * | V1 | 2/3 | Tracking Device | You must sacrifice 1 POWER CELL to play TRACKING DEVICE. "TD" targets 1 of opponent's ADVANCE cards (2/2 or greater), outside the "EVENT CHAIN" and sends it to his VOID. |
| 084 | * | Obstacle | * | 1.2A | 4/2 | 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 into play. |
| 079 | * | Obstacle | * | 1.2A | 2/3 | Temporal Sickness | When "TS" comes into play your opponent must fan out his hand (OPONENT DO NOT SHOW YOUR HAND). You remove 1 card from opponent's hand and place it in his VOID. |
| 076 | * | Obstacle | * | 1.2F | 2/3 | Plasma Shield | LINK "PS" to any OBSTACLE card outside the "EVENT CHAIN." Cards COMBINE their E?R and become one. "PS" has TARGET FIRST ability. |
| 086 | * | Obstacle | * | 2A | 2/3 | Lost In Age | When played "LIA" disables all of your opponent's "LINKED" or "UNLINKED" Power Cells (whichever is greater) until the end of his next turn. |
| 051 | * | Intervention | * | Resurrection | Search your VOID and return any 2 cards from your Void back into your hand, except another "RESURRECTION" card. | ||
| 052 | * | Intervention | * | V1 | Phenomenon | You may shift 2 of your opponent's ADVANCE cards from one PHASE to another. You send 1 card from your hand to your VOID to pay for "PHENOMENON." | |
| 087 | * | Intervention | * | 3F | Phase Shift | You may shift 1 of your ADVANCE cards to another BLUE PHASE. Or you may shift 1 of your OBSTACLE cards to another RED PHASE. | |
| 056 | * | Event Chain Phase 1 | * | 1.1A | 1/1 | 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. |
| 057 | * | Event Chain Phase 2 | * | 1.2A | 2/2 | City of Hope | When "CITY OF HOPE" comes into play you may search your VOID and return 1 card to your hand. |
| 058 | * | Event Chain Phase 3 | * | 2.3F | 3/4 | Data Cell | When Data Cell is played opponent must disable all remaining unlinked Power Cells until the end of their next turn. |
| 059 | * | Event Chain End Game | * | 4.4F | 4/5 | 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! |
| 053 | * | Power Cell | * | Universal Matrix | |||
| 054 | * | Power Cell | * | Ancient Matrix | |||
| 055 | * | Power Cell | * | Future Matrix |