(appx 220 currently online including cards above) |
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| Card Title | Card Type | Cost | E/R | Ability |
| Anonmity | Obstacle | 4F.3 | 4/1 | "A" can target any Character card outside the event chain, the target's Resistance is -5. "A" has target first ability. |
| Solitude | Advance | 3A.1 | 3/1 | Link "S" to any Character card. "S" and Character card are treated as one card. They are ignored by Obstacle cards when Obstacles target "S". |
| Vision of Eternity | Intervention | 1-AFU | When you play "VOE", you may also play an additional Event Chain card from your hand. (This does not include the "Timestream" card) This card must use 1 of each Power Cell type. | |
| Burst Matrix Green | Power Cell | This card is worth 2 Future Cells. | ||
| Burst Matrix Yellow | Power Cell | This card is worth 2 Ancient Cells. | ||
| Temporal Vortex | Obstacle | 3A.2U | 5/6 | When "TV" comes into play, shift up to 3 cards to different phases. Your opponent may discard 2 Power Cells to prevent this. "TV" ignores the card "Cloaking". |
| Change In History | Intervention | 1A | When "CIH" comes into play, both you and your opponent must return your hands to your draw decks, reshuffle your decks, and draw a new hand of 7 cards. | |
| Fold In Time | Advance | 5A.3U | 2/1 | Shift all obstacle cards in one phase to the phase across from "FIT". |
| Carved In Time | Utility | 2A.2F | "CinT" plays to your Power Cell area. If "Orb of Time" is used, send 2 of your Power Cells to the void to cancel it. | |
| Power Pack: Energy Pack | Utility | 1F | "PP:EP" plays to your Power Cell area. During your opponent's targeting phase, link 3 Power Cells and void "PP:EP". Roll die, divide by 2, and increase a Character's Resistance by result. | |
| Power Pack: Battery Pack | Utility | 1F | "PP:BP" plays to your Power Cell area. During your opponent's targeting phase, link 2 Power Cells and void "PP:BP", to raise a Character's Resistance by 1. | |
| C.T.A. | Advance/Obstacle -Weapon | 4F.2 | 3/1 | "CTA" combines with any Mech or Character card. These combined cards are now treated as one; they can target any card in any phase except the one. They can still be targeted in this phase. |
| Dummy Fuse | Advance/Obstacle -Trap | 3 | 1/1 | When "DF" is targeted and destroyed, disable up to 2 of your opponent's linked Power Cells. |
| Explosive Fuse | Advance/Obstacle -Trap | 5 | 3/1 | When "EF" is targeted and destroyed, send 1 of your opponent's Power Cells to the void. |
| Guerilla Warfare | Advance/Obstacle | 4A.2 | 5/2 | When "GW" comes into play, disable 4 of your opponent's Power Cells or void a Level 2 or 3 Mech to send 2 of your opponent's Power Cells to their void. |
| Sniper Mech | Advance/Obstacle | 3F.1 | 3/1 | When "SM" comes into play, send any 1 Mech card that is protecting other cards to the void. "SM" is a level 2 Mech. |
| Lost Data | Obstacle -Trap | 3F.3 | 1/2 | Play "LD" in your opponent's empty Phase 3. "LD" must be sent to the void or removed from Phase 3 completely, before your opponent can play out their Phase 3 Event Chain card. |
| Data Error | Obstacle -Trap | 4F.3 | 1/3 | Play "DE" on top of your opponent's Phase 3 Event Chain card. "DE" reduces the Event Chain card's Resistance by 3. |
| Power Mech A | Obstacle / Power Cell | 2F.1 | 3/1 | "PM" is a level 1 Mech. You may play "PM" as an Ancient Power Cell; it is still considered a Mech, but you cannot have cards played on it. If "PM" is played as an Obstacle, you may protect two unlinked Power Cells from being discarded by combining them with "PM" until the start of your next turn. |
| Power Mech B | Advance / Power Cell | 2F.1 | 3/1 | "PM" is a level 1 Mech. You may play "PM" as a Future Power Cell; it will still be considered a Mech, but it cannot have cards played on it. If "PM" is played as an Advance, you may protect two unlinked Power Cells from being disabled by combining them with "PM" until the start of your next turn. |
| Kamikaze Mech | Obstacle | 3F | 1/1 | "KM" is a level 1 mech. You may link Power Cells to "KM" to raise its Energy by 1 for each Power Cell. If "KM" is sent to the void, any Power Cells linked to "KM" are not disabled. |
| Rolling Mech | Advance/Obstacle | 3F.2 | 3/3 | "RM" is a level 2 Mech. "RM" has target first ability. "RM" may target twice a turn. |
| Flying Mech | Advance/Obstacle | 3F.2 | 3/3 | "FM" is a level 2 Mech. "FM" has taret first ability. You may link 2 Power Cells to shift "FM" to another phase, but must be placed at the back of the row. You may link 2 Power Cells to shift "FM" to the front of the phase row. |
| Bomber Mech | Advance/Obstacle | 4F.2 | 6/1 | "BM" is a level 3 Mech. When "BM" comes into play, discard all other level 3 Mechs that are in play. Link 3 Power Cells to "BM" to target any card in any phase. After target is done, discard "BM" and disable the 3 Power Cells until the end of your next turn. |
| Stealth Mech | Advance/Obstacle | 10F.2 | 7/5 | "SM" is a level 3 Mech. "SM" has target first ability. Each time "SM" targets and sends a card to the void, disable up to 2 of your opponent's Power Cells. If "SM" is sent to the void all player's Power Cells are re-enabled. |
| SL-15D | Advance | 7F.2 | 8/8 | "SL-15D" is a level 3 Mech. When "SL-15D" comes into play, void all other level 3 Mechs in play. Link Power Cells to "SL-15D" to disable enemy Obstacle cards until the end of their next turn at a cost of 2 Power Cells for every disabled card. When you use this ability, disable "SL-15D" before the targeting phase until the end of your next turn. |
| Mech Drop Ship | Advance/Obstacle -Ship | 5F.1 | 3/3 | When you play "MDS", you may place any 2 Mechs from your hand upside down on "MDS". During any turn you may put these cards into play by paying their cost. Cards on "MDS" cannot be targeted, target, or be shifted. They are discarded with "MDS" when it is sent to the void, and they don't count towards your total hand. |
| Unknown Race | Obstacle -Neutral | 3U.1 | 6/3 | When "UR" comes into play, no player can target until the end of their next turn. "UR"s E/R gains 1/1 for every unlinked Universal Power Cell. |
| Stun Discs | Advance -Weapon | 3F | 3/1 | "SD" combines with any Advance Character, they combine their E/R. If Character is targeted and is going to be sent to the void, discard "SD" to send the Character to the back of the phase row and disable the targeting card. |
| Uprising | Advance | 5A | 2/2 | When "U" comes into play all your Neutral cards that are in the front of a row may target an additional time this turn. |
| Power Mongrels | Obstacle -Trap | 3F | 2/2 | While "PM" is in play, whenever your opponent links all their Power Cells, during your turn, you may link 1 Power Cell to "PM" to disable 2 of your opponent's Power Cells until the end of your next turn. You may only link 3 Power Cells at a time to "PM". |
| Nuclear Radiation | Obstacle | 6F.2 | 7/1 | When "NR" comes into play, all Advance cards opposite "NR" cannot target until it is shifted to another phase or voided. |
| Final Judgement | Advance | 6A.3 | 6/3 | When "FJ" comes into play, place the top 3 cards from your draw deck and your void under "FJ". During your targeting phase remove all 6 of your cards from the game to remove all Obtacles opposite "FJ" from the game. |
| Time Reaper | Obstacle | 6A | 5/4 | When "TR" sends another card to the void, you must place the top card of your void (even if you have already been to the void) face-down under "TR". When at least 3 cards have been placed under "TR", you may choose 1 of the cards and put it in your hand. The other cards, along with "TR", must be removed from the game. |
| Time Manipulator | Utility | 3F.3A | At the start of your turn, before you draw, you may place the top card of your draw deck on "TM". When you are targeted or are targeting, void one card from "TM" to increase any cards E/R by 1/1. | |
| Rushed | Obstacle | 5A.3 | 1/3 | While "R" is in play, at the start of your turn, discard the top card of your opponent's draw deck. |
| Delayed | Obstacle | 5A.3 | 1/3 | While "D" is in play, at the start of your turn, return any 1 of your opponent's Advance or Obstacle cards to their hand. |
| Frozen In Time | Obstacle -Trap | 4F.3 | 3/3 | While "FinT" is in play, your opponent and you cannot play down any cards in this phase until "FinT" is removed from this phase. |
| Jump Start | Advance | 3F.2 | 3/2 | When "JS" comes into play you may place the top card of your draw deck in play free of cost. If, for any reason, you cannot play that card, send it to the void. |
| Sonic Beam | Advance | 4F.1 | 4/4 | When "SB" comes into play you may discard 1 of your opponent's Obstacle cards in play and shift 1 of your opponent's obstacle cards in play. |
| Volunteers | Advance -Neutral | 4A | 8/10 | |
| The Great Sea | Advance | 4A.4F | 7/7 | Whenever "GS" sends another card to the void, stack it under "GS". "GS" gains 1/1 (E/R) for every card stacked beneath it. If "GS" is about to be sent to the void, remove 3 cards stacked below it to your opponent's hand to prevent "GS" from being sent to the void. |
| Thug | Obstacle -Neutral | 4A | 10/6 | |
| Casting Lots | Paradoxx | 3U.1 | Roll 1 six sided die, on a 1-2, pull an Advance or Obstacle from your void. If the result is 3-5, pull an intervention from your void. On a 6, draw to cards from your draw deck. | |
| Acid Rains | Obstacle | 2A.3 | 5/1 | While "AR" is in play, all Advance cards opposite "AR" have a resistance of -2. This does not effect Event Chain cards. |
| Cleansing Rain | Advance | 2A.3 | 3/3 | While "CR" is in play, all Advance cards in this phase increase their resistance by 2. This does not effect Event Chain cards. |
| Turn of Tide | Advance/Obstacle | 2A.1 | 2/2 | When "TofT" comes into play, if any phases have an Advance and an Obstacle in a possible Stalemate, shift either the Advance or Obstacle to another phase. |
| Fortifications | Advance | 2A.1 | 2/3 | "F" plays on your Phase 2 Event Chain card, they combine their E/R and are treated as one card. |
| Data Backup | Advance | 2F.1 | 2/1 | "DB" plays on your Phase 3 Event Chain card, they combine their E/R and are treated as one card. |
| 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". |