Timestream : The Remnant
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Timestream Card Ideas: Part II (cards 51-100)
--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 II
(appx 220 currently online including cards above)
Card Title Card Type Cost E/R Ability
GR 27-C Obstacle 5F.1U.2 6/6 "GR 27-C" is a level 3 mech. When "GR 27-C" comes into play, discard all other level 3 mechs in play. "GR 27-C" gains 1/1 (E/R) for every Advance card in the same phase, and he gains 2/2 (E/R) for every Event Chain card in that phase.
Isle of Patmos Phase 1 Event Chain 5A.1 1/2 Search your draw deck for any Advance or Obstacle card, show it to your opponent and place it in your hand. Reshuffle your deck.
Divine Revelation Paradoxx 2U.2 Roll 1 six-sided die, with the resulting number, draw that many cards off the top of your opponent's draw deck. Look at the cards, reshuffle them in any order, and place them on top of opponent's deck without showing him the cards or order.
Time Alteration Intervention 5F.2A.2 Search your opponent's draw deck. Pull out any card, reshuffle their deck, and then place the card on bottom.
Spy Cam Obstacle 1F.1A 1/1 When "SC" comes into play, reveal your opponent's hand.
Sneak Attack Advance/Obstacle -Trap 2 1/1 "SA" plays on a character card. Combine "SA"s E/R with the character. Character gains Target First ability. Send "SA" to the void at the end of your turn.
Opposing Force Obstacle 3A.2F.2 4/4 "OF" gains an additional bonus of 1/1 (E/R) for every obstacle card in the same phase.
Bit II Advance 6F 5/5 You may link Power Cells to "BII". For every 2 Power Cells linked to "BII", you may increase any advance character's Resistance by 1.
Stolen Technology Obstacle 8 6/3 When you play "ST", if "Bit I" or "Bit II" are in play, send every copy of that card to the void. Link 4F Power Cells to "ST" to void any non-character advance card. (Ability can only be used once per turn)
Solid Evidence Advance/Obstacle 1A.1F.1U.3 1/3 When "SE" comes into play send to the void all other copies of the card in play. If "SE" is played as an Advance, all your phases raise Resistance by 2. If "SE" is played as an obstacle, all opponent's phases lose 2 Resistance.
Desperation Paradoxx 4U.2F.2A If your opponent has at least two phases locked when "D" comes into play, search your opponent's draw deck and void pile for their Timestream card and place all copies on the bottom of their draw deck.
Evidence of Mercy Intervention 12 Search your draw deck and retrieve 1 Event Chain card, not including the Timestream, then reshuffle your deck.
Judgement Seat Intervention 3U Draw 1 card for each of your Event Chain cards in play.
Sacrificial Lamb Advance 4 2/2 When "SL" comes into play, sacrifice one Advance (other than "SL") card to the void to send any one of your opponent's Obstacle cards to their void.
Forgiveness Advance 0 4/4 When "F" comes into play, remove all 'Curses' from any one Advance character.
Curse of Delay Obstacle 1A 2/2 When "CoD" come into play, send one character bearing a 'Curse' to the void.
Curse of Apathy Obstacle 2A.2F "CofA" combines with any Advance character and decreases their Energy by 4.
Curse of Temptation Obstacle 2A.2F "CofT" combines with any Advance character and decreases their Resistance by 4.
Curse of Sin Obstacle 2A.2F "CofS" combines with any Advance character and decreases their E/R 4/4.
Consequences Intervention 3A Remove all combined cards from a character and send them to the void.
Thadius' Deflector Advance 3F 3/3 "TD" can combine with any advance card outside the event chain. They are treated as one card and combine their E/R. If "TD" combines with "Thadius Revere", no Obstacle card with target first ability may use that ability on "TD" and "TD" gains target first ability.
To Late Advance 6 1/1 When "TL" comes into play, send any Obstacle card bearing a card with 'Weight' in the title to the void.
Weight of Guilt Advance 3 "WoG" combines with any Obstacle character and reduces their E/R by 2/2.
Weight of Ignorance Advance 7 "WofI" combines with any Obstacle character and reduces their energy to 0.
Weight of Disobedience Advance 4 "WofD" combines with any Obstacle character and reduces their resistance by 3.
Mistake of the Past Obstacle 2A.3F 6/2 "MotP" must be played in Phase 1. Void any 1 of your opponent's Advance cards from Phases 2 or 3.
Evil Weaponry Obstacle 3F.1A 4/1 Void any advance card that is not a character or disable an Advance character and all combined cards for 1 turn. "EW" ignores cloaking.
Food Crate Utility 2
Ancient Weapon Obstacle 3A.2 6/2 "AW" must be played on an Obstacle character. Spot an Obstacle character and void an "Ammo Crate" to reduce an Advance character's resistance to 0.
Supplies Advance 3F.3A 1/1 While "S" is in play, when you play an "Ammo Crate" or "Food Crate" from hand, you may play an additional Power Cell this turn or heal (re-enable) up to 3 Power Cells.
Sabotage Obstacle 2A.1 4/1 Send "S" to the void to void any 1 "Ammo Crate" or "Food Crate".
Divine Supplement Advance 2F.2 0/3 When "DS" comes into play, void a "Food Crate" from play to unlink two Power Cells.
Mech Armor Utility 7 "MA" protect's all Mechs from being voided unless targeted by another card in the same phase.
Counterattack Defense 5 "C" must be played during your opponent's turn. Void the targeting card and all combined cards.
Secret Weapon Defense 10 "SW" must be played during your opponent's turn. When targeted, void all cards opposite the targeted card.
Weapons Stash Utility 5 Void 1 Power Cell to play a Weapon from your void. You may visit your void a second time during your turn to do this. Limit 1 retrieval with "WS" per turn.
Scrap Pile Utility 5 Void 3 cards from your hand or 1 Power Cell to take any mech into your hand from your void. You may visit your void a second time during your turn to do this. Limit 1 retrieval with "SP" per turn.
Time Ambassador Obstacle 3F.1 5/5 You may link 2 Power Cells to "TA" to prevent him from being discarded when targeted.
Ancient Plague Intervention 5A.5 If your opponent has 10 cards in their hand, make them discard their hand.
UWC Representative Obstacle 5F.2 5/6 You may link Power Cells to "UWCR". For every 2 Power Cells linked to "UWCR", raise its energy by 3.
Viral Strain Paradoxx 4F.2A Roll 1 six-sided die. If a 1 or 2, there is no effect. If 3 or 4, opponent must discard 1/2 their hand. 5 or 6, opponent must discard top 3 cards of their deck to the void.
Temporal Lapse Obstacle 1A.1 1/1 When "TL" comes into play, switch any two cards in play, outside the event chain, with each other. (Both cards must be your own or both must be your opponent's. They must also both be the same card type.)
City of Ephesus Phase 1 Event Chain 2A.1 2/2 Each advance character card at "CoE" gains an E/R bonus of 3/3.
Bit V1.0 Advance 5F 5/4 You may link Power Cells to "Bit"; for every 3 Power Cells, you may increase any Advance character's resistance by 1.
Ammo Crate Utility 2A Discard "AC" to add 1 Energy to any card.
New Creation Intervention 0 When you play "NC" return any Advance character card to play at no cost. (This includes the card 'Prodigy')
Fading Memory Intervention V2.8* When you play "FM" void two cards off the top of your draw deck and void 1 of your opponent's Event Chain cards. To play "FM", link 8 Power Cells of the matching type: Phase 1-A 2-F 3-U. (When unlocking a Phase void cost is tripled.)
Overkill Obstacle 3U 9/1 When you play "O", draw 3 cards from your deck. You may keep only 1 in hand. Void or play the other 2 cards immediately.
Refocused Advance 2U 2/2 When you play "R" you may shift any two Advance cards to another phase.
Backstabber Obstacle 1U.3 5/2 You may link Power Cells to "B" and increase its Resistance by 0/1 for every 2 Power Cells. "B" has target first ability. If "B" targets a Character, it ignores all linked cards including "Cloaking".
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