Timestream : The Remnant
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Timestream Card Ideas: Part I (cards 1-50)
--click below for card ideas you wish to see
Part I : 1-50
Part II : 51-100
Part III : 101-150
Part IV : 151-200
Part V : 201-250


Timestream Card Ideas : Part I
(appx 220 currently online including cards above)
Card Title Card Type Cost E/R Ability
Maintenance Bug Utility 4F.1 At the start of each turn, in one phase, you may rearrange the order of your advance or obstacle cards once by linking 1 Power Cell to "MB."
Forced Manuevers Obstacle 4A 2/1 When "FM" comes into play, you may, in one phase, rearrange the order of your opponent's advances or obstacles.
Time Radar Utility 3F.2 As long as both "TR" and "Time Tracker" are in play, whenever a card is shifted, you may shift another different card for 1 Power Cell of any type.
Bounty Network Utility 3F.2 As long as both "BN" and "Bounty Hunter" are in play, whenever you target and destroy a card, you may double any Power Cell until the end of your next turn.
Battlements Utility 3F.3 As long as both "B" and "General Whitehorn" are in play, you man link up to 3 Power Cells to "B" to increase every obstacle character cards Energy by 1 for each Power Cell.
Temporal Locator Obstacle/Advance 3F.1 1/1 When "TL" comes into play, in any one phase, shift any 1 Advance and 1 Obstacle cards to the front of their rows, and then target them. Add "TL's" Energy to the card you own. After targeting completes, discard "TL" regardless of outcome.
Energy Generator Utility 3F While "EG" is in play, you gain 1 additional Power Cell of your choice for having 3 future cells in play, or 2 additional Power Cells of your choice for having 5 future cells in play.
Conspiracy Obstacle 2A.1 3/1 When "Deceiver" is played, any Power Cell sent to the void goes to your Power Cell inventory. Discard "Conspiracy" if another "Conspiracy" comes into play.
Chronos Rifle Advance/Obstacle -Weapon 2U 2/2 "CR" combines with any character card and they are treated as one card and share a combined E/R. When "CR" targets and sends to the void another card, you may discard "CR" to draw a card
Energy Conducter Utility 3A.2 You may link up to 6 Power Cells to "EC." At the start of your next turn, draw a card for every 3 Power Cells linked to "EC," and then disable those Power Cells and "EC" until the end of your next turn.
Universal Reactor Utility 3U When your opponent sends one of your Power Cells to the void, stack it here. You may discard 2 identical Power Cells stacked here to retrieve a card from the void that requires that type of Power Cell to play.
Bridge The Expanse Advance 3F.3A 1/1 "BTE" plays inside the event chain, but can only be targeted when there are no other advance cards in the phase. While "BTE" is in play, both players may target in that phase. When you play an Event Chain in the same phase discard "BTE."
Glimpse of the Future Advance 1A.1F 1/0 When "GotF" comes into play, you may target across any other phase till the end of the turn. Discard "GotF" at the end of the turn.
Energy Surge Advance/Obstacle -Neutral 1U 3/1 When "ES" comes into play, you may increase any 1 card's Energy by 5 for 1 turn, then either discard the increased card.
Lost Tribe Advance/Obstacle -Neutral 3A 1/4 "LT's" E/R is increased 1/1 for every unlinked Ancient Power Cell.
Grunt Mech Advance/Obstacle -Neutral 2F.1 2/2 "GM" is a level 1 mech.
Grenadier Mech Advance/Obstacle -Neutral 2F.1 3/1 "GM" is a level 1 mech. "GM" may target any card in the opposite phase.
Canon Mech Advance/Obstacle -Neutral 4F.1 5/1 "CM" is a level 2 mech. "CM" has target first ability.
The Human Factor Obstacle 5A.2 5/1 Send one of your opponent's Advance cards to the void and reaarange the remaining Advance cards in the same phase. "THF" does not uncombine cards or unlink cards.
Power Failure Obstacle 4F.3 1/3 Disable up to 5 of your opponent's Power Cells (you choose) or send all cards with shield in the title to the void.
New Found Technology Advance 6F.1 2/2 When you play "NFT", play any additional non-character Advance cards from your hand for 1 Power Cell each or search your draw deck for any Advance card and place it in your hand.
Creative Nature Advance 4A */* "CN" links to any Advance character and combine their E/R. They are now treated as one card. "CN's" Energy is equal to the number of Advances in this phase (including itself). "CN's" Resistance is equal to the number of Obstacles in this phase.
Ion Storm Obstacle 2U.1F 1/5 Disable any 3 Advance cards until the end of your opponent's next turn.
Meteor Shower Obstacle 3A.2 3/3 Disable all non-character cards until the end of your turn.
Genetic Safeguard Utility 3F As long as "GS" is in play, your character cards cannot be disabled.
Solidarity Advance 4 1/1 All Advance cards in one phase combine their E/R for one turn. Discard "S" at the end of your opponent's next turn.
Infection Obstacle 3A.1 2/4 Disable all your opponent's Advance character cards until the end of their next turn.
Disease Obstacle 3A.1 2/4 Disable all your opponent's Obstacle character cards until the end of your next turn.
Plague Obstacle 4A.4F 6/1 Disable all character cards until the end of your next turn. Remove "P" from the game when it is sent to the void.
The Fallen Angel Obstacle -Ship 4F.2 5/3 "TFA" combines with any obstacle character and they are treated as one card. When combined, "TFA" and linked card have an E/R of 7/5. They cannot have more cards link to them. If "TFA" is linked to "General Whitehorn," draw an Obstacle card from your draw deck.
The Vigilante Obstacle -Ship 3F.1 3/3 "TV" combines with any Obstacle character and they are treated as one card. When combined, "TV" and linked card have an E/R of 5/5. They cannot increase their E/R by linking Power Cells. If "TV" is linked to "Bounty Hunter" or "Time Tracker" their E/R is 7/7.
The Lazarus Advance -Ship 4F.2 3/5 "TL" combines with any Advance character and they are treated as one card with an E/R of 5/7. When targeted and defeated, do not send "TL" and linked card to the void. Instead, send "TL" and linked cards to the back of the phase row.
Space Mines Advance/Obstacle -Trap, Neutral 3F.1 7/1 When you play "SM", send any 1 character, ship, or weapon to the void.
Trickery Obstacle -Trap 3A.1 4/2 When you play "T", send any Utility card to the void.
Miraculous Signs Intervention 3U.3 When "MS" is played, send any 2 Utility cards to the void. Your opponent may discard 3 Power Cells to prevent this.
Atonement Intervention 12 Your opponent must void 4 cards from his hand or allow you to draw 3 cards from your draw deck.
Flanking Maneuver Advance/Obstacle 5A.1 If two of your character cards or 2 of your mech cards are in play, shift them to the same phase and you may discard 1 of your opponent's Utility cards.
Behind Enemy Lines Advance 4F.3 4/1 When "BEL" comes into play, either send 2 of your opponent's weapons or ships to the void or send 1 of their Utility cards to the void.
Nomads Advance/Obstacle -Neutral 3A.2 4/2 When "N" comes into play, send any 1 card with 'City' in the title back to its owner's hand. "N"s energy increases by 1 for every unlinked Ancient Power Cell in play.
Aftershock Intervention 13 Send any 1 of your opponent's Event Chain cards to the void. "A" does not unlock phases.
Earthquake Obstacle 5A.3 3/2 Send any 1 of your opponent's Event Chain cards to the middle of their draw deck. They may send 1 Power Cell to the void to prevent this. "E" does not unlock phases.
Force Blast Intervention 5 Send all your opponent's cards in one phase back to their hand. They may discard their hand to prevent this. If they have no cards in their hand, all the cards are sent to the void.
Forced Retreat Utility 3A.1 While "FR" is in play, every time you play a Mech, link 1 Power Cell to "FR" to send 1 of your opponent's cards outside the event chain back to their hand. There is a limit of 2 Power Cells linked per 1 Mech played.
Force Pistol Advance 2F 1/3 "FP" must be combined with a Mech. "FP" and Mech combine their E/R. When "FP" comes into play, send 1 of your opponent's cards outside the event chain back to their hand.
Force Rifle Advance 3F.1 2/2 "FR" must be combined with a Mech. "FR" and Mech combine their E/R. When "FP" and combined card target and destroy another card, you may send 1 of your opponent's cards outside the event chain back to their hand.
Battlefield Vortex Advance/Obstacle -Trap 2F.2A 1/3 When you play "BV", if there is a level 1 mech opposite "BV" in the same phase, discard "BV" to move the mech into your phase. The mech is now considered your card until the end of the game.
Joint Effort Advance/Obstacle 5F 2/2 When "JE" comes into play, take any 2 mechs (level 2 or lower), in the same phase, and combine their E/R with "JE". All 3 cards shift together to the back of the phase and now target and are targeted together.
Decantamination Chamber Utility 3F While "DC" is in play it protects all your characters from Radiation cards. All of your opponents Radiation cards currently in play are discarded.
Temporal Radiation Obstacle -Radiation 3F.1 2/2 When "TR" comes into play, it combines with any advance character. Any Advance character combined with "TR" cannot target.
Flux Radiation Obstacle -Radiation 3F.1 2/2 When "FR" comes into play, it combines with any advance character. Any Advance character combined with "FR" must be sent to and remain at the back of the phase row.
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