Timestream : The Remnant
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Timestream Card Ideas: Part V(cards 201-250)
--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 V
(appx 220 currently online including cards above)
Card Title Card Type Cost E/R Ability
Time Is Spent Utility 2F.2 While "TisS" is in play, your opponent may not shuffle his entire void into his draw deck. "TisS" may not be send to the void or removed from the game.
Time Net Utility 3F.1 If any amount of cards more than 1 are being sent to your void, link 2 power cells to "TN" to send 1 of those cards to the bottom of your draw deck instead.
Exchange Advance 2F.1 2/2 If any amount of cards more than 1 are being sent to your void, you may link 1 power cell to "E" and void a card from hand to take 1 card being voided into your hand instead.
Modern Day Saul Intervention 1A.3F Choose any 1 of your opponent's Obstacle characters. That card is now an Advance character and must be shifted to any of their Advance card positions. Linked cards are sent to the void.
Crosshairs Advance/Obstacle 2A.1 2/1 While "C" is in play, all front row cards in this phase may target across this phase whether empty or locked unless they are disabled.
Sniper Rifle Advance/Obstacle -Weapon 3F.1 2/1 "SR" must combine with any character card, they combine their E/R. Combined character may target across any empty or locked phase his is in if he is in the front row position.
Tazer Mech Advance/Obstacle 3F.1 3/2 "TM" is a level 2 mech. At any time during your turn you may disable "TM" until the end of your turn to disable 1 card in the phase opposite "TM". After "TM" has done this twice, it must be sent to the void.
Second Wave Advance 3F.2A 2/2 When you play "SW", all cards that are disabled may be enabled immediately before you start targeting.
Third Wave Advance 1A.1 1/1 Play "TW" anytime after you have targeted once to enact the rest of its text. When you play "TW" you may choose any 3 cards to re-enable.
Cross Circuit Advance 2 1/1 When "CC" comes into play you may unlink up to 3 Power Cells.
New Circuitboard Advance 5F.1 1/2 When you play "NC" it must be played on an Advance Mech. You may discard "NC" and the Mech to return any 1 Intervention card to your draw deck (even those removed from the game); then skip any targeting, play no more cards, and end your turn.
Longshot Advance 3F.3A 2/2 When you play "L" you must void 3 cards from the top of your deck. For each card sent to the void by "L"s text, send one card from your opponent's area to the void. This excludes Event Chain cards. Limit 1 per deck.
Zealot Determination Advance 4A 1/1 "ZD" must be played in Phase 1. While "ZD" is in play, no Obstacle cards may be played inside the Event Chain in Phase 1. Discard "ZD" to play "Massada" from your hand or void for free.
Massada Phase 1 Event Chain 3A.1 1/5 You may discard "M" during your turn. When "M" is sent to the void, you may discard any card from hand to remove 1 of your opponent's cards from the game (limit of 1).
Jewish Revolt Advance/Obstacle 4A.2 4/3 When "JR" comes into play, you may look at the top 3 cards of your opponent's draw deck. Send 1 to the void and place the others back on top of their deck in any order. Do not show your oponent the cards.
Entrenched Advance/Obstacle 3A.2F 1/3 "E" must be combined with a Character card or Mech. When "E" comes into play you may look at the top 3 cards of your opponent's deck. Send 2 of these cards to the bottom of their draw deck and put the other in your opponent's hand.
Oblivion Obstacle 2F.2 2/4 While "O" is in play, neither player may shuffle their entire void back into their draw deck.
Time Fallout Obstacle 4F.4 2/5 When you play "TF", removed all cards from one of your opponent's phases and place them on the bottom of their draw deck. "TF" cannot target. (limit 1 "TF" per deck)
A Broken Timeline Obstacle 2F.2 3/3 When you play "BT", you may play "Time Fallout" from hand for 1/2 its cost, combining it with "BT". "BT" may only target when combined with "Time Fallout". When "BT" targets, its E/R is 5/8.
Shattered Orb Obstacle 2U.1 5/2 While "SO" is in play, your opponent may not skip your turn. When you play "SO", you may play "A Broken Timeline" from your void and combine it with "SO". If "SO", "A Broken Timeline", and "Time Fallout" are combined, they have an E/R of 10/10 and target as one.
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