Timestream : The Remnant
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Timestream Card Ideas: Part IV (cards 151-200)
--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 IV
(appx 220 currently online including cards above)
Card Title Card Type Cost E/R Ability
Stepping Forward Advance 4F.4 1/1 When "SF" comes into play, search your draw deck and place 1 copy of the "Timestream" card in your hand. If none exists, forfeit your turn.
Falling Down Advance 3A 5/2 When "FD" comes into play, send 2 Advance cards to the void to combine "FD" with nay Advance card in play. They combine their E/R and are treated as one card.
Support Mech Advance/Obstacle 4F.2 2/1 "SM" is a level 2 Mech. You may link Power Cells to "SM" to raise the E/R (by 1/1 for each Power Cell linked) of a Mech in the front row of the same phase.
Transforming Mech Advance/Obstacle 2F.4 2/2 "TM" is a level 1 Mech. "TM" must combine to a Mech. "TM" and combined card combine their E/R and are treated as one card. If "TM" cannot combine, send it to your hand.
Storage Ship Utility -Ship 5F.3 While "SS" is in play, you may have up to a maximum of 12 cards in your hand at the end of your turn. Discard "SS" to draw a card.
Space Station Utility 4F.1 While "SS" is in play, you may hold 1 additional card in your total hand at the end of your turn.
Docking Bay Utility 5F.1 While "DB" is in play, if a Ship is sent to the void, place it under "DB" instead. During your turn, you may play any Ship from under "DB" by paying the first half of it's cost and disabling "DB" until the end of your next turn.
Bounty Hunter Obstacle -Ship 5F.4 5/4 When "BR" comes into play, disable 4 of your opponent's Power Cells until the end of their next turn. They may discard one Advance card in play or 2 from hand to prevent this.
Into the Timestream Advance 1A.1F 2/1 When you play "IT" you may discard your hand and draw 7 new cards.
Direction Advance 3A 2/3 When you play "D", the front row card of this phase may target twice this turn instead of once.
Direct Orders Advance 2A.4 4/4 While "DO" is in play, this phases front row card may target twice each turn instead of once.
Control Advance/Obstacle 4A.6 6/2 While "C" is in play, no cards may be played in the phase row across from it.
Ray of Light Advance 2A.1 3/3 When "ROL" comes into play, you may disable 2 of your opponent's Advances in one phase. "ROL" has target first ability.
Words of Power Advance 3A.1 3/3 When "WOP" comes into play, you may play a Power Cell from your void.
The Final Word Intervention 4F.4 When you play "TFW", your opponent may not play their Timestream card until the end of your next turn. If opponent has their Timestream card in their hand, at the end of your next turn, they may put it into play for free if they have one of each phase in play.
Bad Advice Obstacle -Trap 3A.1 4/1 When "BA" comes into play, you must return one of your opponent's Advance cards back to their hand.
Harmful Intent Obstacle 2A.1 3/2 When "HI" comes in to play, the Front Row Advance card opposite "HI" must be sent to the back of its phase. If it is the only card in the phase, send it to your opponent's void.
It Never Happened Intervention 5.V6 In order to play "INH" you must pay the power cell cost and then void 6 cards from your hand. When you play "INH", the last card played is removed from the game and its ability is undone. "INH" may be played during your opponent's turn but then must be removed from the game.
Counterattack Advance/Obstacle 3A.1 5/3 If your opponent targeted one of your cards last turn, you may play "C" for free in the phase in which targeting took place. If "C" is targeted and not sent to the void its Energy is raised by 1 until sent to the void. "C" has target first ability.
Breakdown Intervention 4A.3F When "B" is played you may choose to send all Mechs, Weapons, Ships, or Utilities in play to their owner's void. You may only pick 1 of the 4 options.
Frontal Assault Obstacle 2A.2 3/4 When "FA" sends an opponent's card to the void, you may discard "FA" to make your opponent send 2 cards from their hand to the void.
The Unforseen Advance/Obstacle -Neutral 3A.3F */* "U's" Energy is the same as the number of cards in your opponent's hand, and "U's" Resistance is equal to the number of cards in your hand.
Spiritual Training Advance 1A */* "ST" must be combined with any Advance character. Each time "ST" targets, raise the characters E/R by 1/1. (Limit of 4/4 bonus) There may only be 1 "ST" per character, and character does not lose bonus if "ST" is discarded.
Unhealthy Growth Obstacle 1A */* "UG" must be combined with an Obstacle character. Each turn raise the character's E/R by 1/1. (Limit of 5/5 bonus) When "UG" reaches the limit, the next time it's character is involved in a target, send "UG", it's character and all combined cards to the void. Limit 1 "UG" per character.
Rookie Advance 2A 2/3 Each time "R" sends a card to the void, "R" gains an Energy/Resistance bonus of 1/1. (Limit of 6/6 bonus) "R" has target first ability.
New Programming Advance/Obstacle 4F */* "NP" must be combined with a Mech. Each time "NP" sends a card to the void it gains an Energy/Resistance bonus of 2/2. (Limit of 4/4 bonus) Limit 1 "NP" per Mech.
Experience Advance 3A */* "E" must combine with an Advance character. Each time "E" is involved in a target, all Obstacles opposite "E" lose an Energy/Resistance of 1/1. (Limit of -3/-3) Limit 1 "E" per character.
Overuse Obstacle 2A.1 */* "O" must combine with a Mech, Ship, or Weapon. Each time "O" is involved in a target, it reduces the combined cards' Resistance by 1. Limit 1 "0" per card.
Potential Advance 3A */* "P" must combine with an Advance character. Once "P" and combined card send 3 cards to the void by targeting, combined card gains an E/R bonus of 4/4. (Limit of 4/4 bonus) Limit 1 "P" per character.
Data Capsule Phase 3 Event Chain 2F.2 4/3 When "DC" comes into play, you may place 1 Advance Character from your hand or your void to the front row of this phase for free.
Predestination Advance 4F 2/1 When "P" comes into play, put the top card of your opponent's draw deck into play without enacting it's text. You may choose where to place the card.
Battered Defenses Obstacle 3A 1/3 When "BD" comes into play, Unlink all your opponent's power cells.
City of Love Phase 2 Event Chain 1.4A 1/4 When "CofL" comes into play, either return 2 Advances from your void to your hand or return 1 Intervention from your Void to your hand.
Space Traders Obstacle -Neutral 3F.2 4/4 When "ST" comes into play, you may exchange one card from your hand for one card of the same type in your Void.
Black Market Obstacle -Neutral 3A.1 3/3 When "BM" comes into play, you may exchange any one card from your Draw Deck for one card of the same type from your Void.
Search and Rescue Advance 2F.2A 4/3 When "SandR" comes into play, you may exchange two cards from your Draw Deck or hand for one card from the Void.
Time Exchange Utility 4F.2 While "TE" is in play, you may send three cards from your hand or the top of your draw deck to play one card from your void. If you cannot pay the cards cost, return it to the bottom of your void.
Clones Advance/Obstacle 6F.1 */* "C" takes on the text and attributes of the card it is stacked directly behind.
Deja Vu Paradoxx 5F "DV" repeats the abilities of the last card played. Roll 1 six-sided die, if the result is 6, send "DV" to the void. On any other roll, remove "DV" from the game.
Grenades Obstacle -Weapon 3A.1 2/1 "G" must be linked to either a Mech or Obstacle Character. They do not combine E/R. Discard "G", when targeting with linked card, to reduce the Resistance of any 3 touching cards in this phase by 4. If any of those cards are reduced to a Resistance of 0 or below, send them to the void.
Rip In Time Obstacle 2U.2 */* When "RinT" is targeted, send it to the void. When "RinT" targets, roll 1 six-sided die. On a roll of: 1, shift targeted card to phase 1; 2, phase 2; 3, phase 3; 4, to owner's hand; 5, to owner's draw deck; 6, to owner's void. If card is placed in the same phase as before, place it a the back of the row.
Clashing Dimension Obstacle 3F 12/1 "CD" plays to the front row of any phase. "CD" has target first ability. At the end of the turn, send "CD" to the void.
Alternate Dimension Obstacle 4F.1 13/3 "AD" plays to the front row of any phase. When "AD" targets, it targets the first 2 Advances opposite and must compare against the 2 Advances combined E/R. "AD" has target first ability.
Natural Immunity Advance 3A 1/3 "NI" must be combined with an Advance character. "NI" and combined card share a combined E/R and cannot be disabled. (limit of 1 "NI" per deck)
Young Thadius Advance 3A.2 2/6 When "YT" comes into play, send all copies of "Thadius Revere" to the void. You may link power cells to "YT" to increase his Energy by 1 per linked power cell. "YT" may not be disabled.
Stepping Up Advance 2F.2 3/1 When "SU" comes into play, send the top 2 cards of your draw deck to the void and then draw 1 card.
Throwing Off Obstacles Advance 3A.3 3/2 When "TOO" comes into play, you may send 2 of your own Obstacle cards to the void to draw a card. You may only do this once.
First Aid Advance 1A 1/1 If any Advance card is going to be disabled, discard "FA" to prevent this. "FA" cannot be disabled. If "FA" is targeted and send to the void, the targeting card may target a second time this turn.
Unfinished Work Intervention 2A.1U Play "UW" on any character card. That card may not be removed from the game. "UW" cannot be targeted. If the character card is going to be sent to the void, discard "UW" and place the character card back into owner's hand.
Dimensional Break Paradoxx 3F.1 When you play "DB", roll 1 six-sided die, and choose 1 phase for the results to affect. On a roll of . . . 1, shift all cards in the affected phase to phase 1; 2, phase 2; 3, phase 3; 4, their owner's hand; 5, to their owner's draw deck; 6, to the void.
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