Bright Lights + Round the Table

Last modified 06 October 2023

General Notes

Bright Lights contains 251 cards (1 Fabled, 7 Legendary, 46 Majestic, 56 Rares, 129 Commons, 12 Tokens, 9 Marvels)

Bright Lights becomes legal for tournaments on its official release date: 6 October 2023

Cards that can appear in the token-slot, and are not part of a player’s limited card-pool:

  • Expansion-slot cards (EVO235 to EVO249)
  • Legendary- and fabled-rarity cards
  • Cold-foil cards
  • Extended-art cards
  • Non-young hero cards

Icons

  • {r} Resource Point
  • {p} Power
  • {d} Defense Value
  • {h} Life
  • {i} Intellect

Returning Cards (EVO)

Welcome to Rathe

  • Fyendal's Spring Tunic

Arcane Rising

  • Hyper Driver (red)
  • Maximum Velocity (red)
  • Over Loop (red/yel/blu)
  • Teklo Foundry Heart

Dynasty

  • Crankshaft (red/yel/blu)
  • Jump Start (red/yel/blu)

Returning Cards (TCC)

Welcome to Rathe

  • Cranial Crush (blu)
  • Crazy Brew (blu)
  • Disable (yel)
  • Energy Potion (blu)
  • Leg Tap (red/yel)
  • Potion of Strength (blu)
  • Sigil of Solace (red)
  • Timesnap Potion (blu)

Arcane Rising

  • Over Loop (red)
  • Throttle (red/yel/blu)
  • Zero to Sixty (red)
  • Zipper Hit (red/yel)

Crucible of War

  • Bittering Thorns (yel)
  • Chokeslam (yel/blu)
  • Coax a Commotion (red)
  • Edge of Autumn
  • Flying Kick (red)
  • Ira, Crimson Haze
  • Salt the Wound (yel)

Everfest

  • Healing Potion (blu)
  • Life of the Party (red)

Dynasty

  • Blessing of Qi (red/blu)
  • Crouching Tiger
  • Flex Claws (red/yel)
  • Pouncing Qi (red)
  • Predatory Streak (yel/blu)
  • Tearing Shuko
  • Qi Unleashed (red) [as Qi Unbound (red)]

Bright Lights

  • Firewall (red/yel/blu)
  • Liquid-Cooled Mayhem (red/blu)
  • Mechanical Strength (red/blu)
  • Proto Base Arms
  • Proto Base Chest
  • Proto Base Head
  • Proto Base Legs
  • Under Loop (red)

Returning Tokens

New Keywords

Ambush (While this is in your arsenal, you may defend with it.)

  • Ambush is a static-ability keyword.
  • Ambush allows you to defend with the card from arsenal, but only if defending with it would otherwise be legal.

Crank (As this enters the arena, you may remove a steam counter from it. If you do, gain an action point.)

  • Crank is a static-ability keyword.
  • You can only gain action points during your own action phase. You may still Crank an item and remove a steam counter, but you do not gain the action point if it isn’t during your action phase.

Modular (This may be equipped to any equipment zone. It has the subtype of the zone it's equipped to.)

  • Modular is a static-ability keyword.
  • Modular does not allow you to equip any other heroes equipment zones, only your own.
  • Equipment zones include the Arms, Chest, Head, and Legs zones. The weapon zones are not considered equipment zones. You can not equip a card using the Modular ability as though it were an off-hand or quiver equipment etc.

Protect (You may defend any hero attacked by an opponent with this.)

  • Protect is a static-ability keyword.
  • You are considered to have protected if you defend an attack with a card with Protect.
  • When a hero is attacked, first they declare their defending cards (if any), then you may declare any cards with Protect to add as defending cards for them.
  • You may not add a card with Protect as a defending card if it would violate any restrictions for defending. E.g. If the defending player has already defended with a card from hand against an attack with dominate, you can not add a card with Protect as a defending card for them.
  • Cards the defending hero declares and cards with Protect become defending cards at the same time and are considered to defend together for the purposes of rules and effects e.g. Unity.
  • If you defend an attack against another hero using a card with Protect from hand, it does not meet the condition for Reprise because you are not considered the defending hero.
  • You are considered to control a card with Protect when it is a defending card.

Scrap (As an additional cost to play this, you may banish an item or equipment from your graveyard.)

  • Scrap is a static-ability keyword.
  • Scrap is optional. You must declare whether you will pay the additional cost before paying any other costs (i.e. before pitching).
  • The card that is banished to pay a Scrap cost is considered scrapped.
  • You can not pay a Scrap cost if you can not banish an item or equipment from your graveyard.

Evo Upgrade

(Evo Upgrade - [...] for each Evo you have equipped)

(Evo Upgrade - [...] where X is the number of Evos you have equipped.)

  • Evo Upgrade is an ability label keyword.
  • Evo Upgrade effects count the number of cards you have equipped that have the subtype Evo.
  • Effects such as Teklovossen, the Mechropotent, increase the count by 4, even though it is not an Evo that is equipped.

Galvanize (Galvanize - When this defends, you may destroy an item you control. If you do, [...])

  • Galvanize is an ability label keyword.
  • You may only destroy one item each time this triggers.

Tower (Tower - If this has 13 or more {p}, [...])

  • Tower is an ability label keyword.

Block

  • Block is a type.
  • Block cards can not be played.
  • Block cards can not defend from arsenal, unless otherwise specified.
  • Block cards are not defense reactions. They are declared as defending cards as if they were any other type of card with a defense value during the defense step of combat. Defense reactions are played during the reaction step of combat.

Bright Lights Card Notes

Master Cog

Mechanologist Resource - Gem

(YEL)

Legendary

When this is pitched, you may put a steam counter on an item you control with crank.

  • If you pitch this to play an item with crank, you may put a steam counter on it while it is on the stack. If the item would enter the arena with steam counters, it gains that many steam counters plus the one you added by pitching this.
  • If you pitch this to activate an ability or play a card that puts an item with crank into the arena, you may not put a steam counter on that item. This is because Master Cog’s triggered effect will resolve before that item is put into the arena. E.g. You can’t pitch this for Maxx’s ability and put the steam counter on the Hyper Driver token you haven’t created yet.

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Mechanologist - Heroes / Weapons / Base Equipment

Dash I/O | Dash, Database

Mechanologist Hero | Mechanologist Hero - Young

4{i} 36{h} | 4{i} 18{h}

You may look at the top card of your deck at any time.

Once per turn, you may play a Mechanologist item with cost 0 or 1 from the top of your deck as though it were an instant. It costs an additional {r} to play.

  • Looking at the top of your deck is a static ability that affects the game rules, allowing you to look at the top of your deck as though it were standard private information to you. You don’t need to have priority to look at the top of your deck.
  • When any player would look at, or reveal cards from the top of your deck, those cards are still considered to be in the same order on the top of your deck, until they are explicitly moved somewhere else. E.g. If you opt 3, while looking at the top 3 cards of your deck, it does not change what card is on the top of your deck; you can not look at the 4th card as though it were on top of your deck unless you then put those 3 cards on the bottom as part of the opt ability.
  • You can only attempt to play a Mechanologist item with cost 0 or 1 from the top of your deck if you are able to look at it first. If another effect prevents you from looking at that card, you can not play it.
  • While you may look at the top of your deck at any time, you may only play that card when you have priority.
  • An action card played as though it were an instant does not cost an action point and can be played whenever the player has priority, otherwise it is still considered to be an action card.
  • If you play the top card of your deck, you may not look at the next top card of your deck until you have finished playing the card. I.e. you cannot use information about the next card to determine how you want to play the card.
  • If you resolve an effect that changes the top card of your deck, you may not look at the next top card of your deck until you have finished resolving the entire layer of the effect. I.e. you cannot use information about the next card to determine how to resolve the remainder of the effects.

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Symbiosis Shot

Mechanologist Weapon - Gun (2H)

2{p}

Dash Specialization

Action -- Remove a steam counter from this: Attack

Whenever a Mechanologist item enters the arena under your control, if this has fewer than 6 steam counters, you may put a steam counter on this.

  • You can attack with this any number of times each turn, as long as you have the resources (i..e action points, and steam counters).
  • If two or more Mechanologist items enter the arena under your control simultaneously, this triggers for each of those items.
  • The number of steam counters is checked at the time the trigger resolves on the stack. If this has 5 steam counters and is triggered twice, it will only gain 1 steam counter after the triggers resolve.
  • If you gain control of a Mechanologist item that is already in the arena, this does not trigger.
  • If you are Dash or Dash, Inventor Extraordinaire, and you start the game by putting an item in the arena, this triggers and you may put a steam counter on this.
  • A Gun is not a Pistol.

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Maxx 'The Hype' Nitro | Maxx Nitro

Mechanologist Hero | Mechanologist Hero - Young

4{i} 40{h} | 4{i} 20{h}

Once per Turn Action -- {r}{r}: Create a Hyper Driver token with 2 steam counters. Activate this ability only if you've boosted this turn.

Hyper Drivers you control get crank.

  • The Hyper Driver token you create this way enters the arena with 2 steam counters.
  • Hyper Drivers that enter the arena under your control are considered to have Crank. This includes Hyper Driver tokens you create, Hyper Drivers that resolve on the stack, and Hyper Drivers that are put into the arena from effects.
  • If you gain control of a Hyper Driver after it has entered the arena, it has crank while you control it, but you cannot use crank to remove a steam counter from it and gain an action point.
  • You are considered to have boosted if you have paid the boost cost to play a card (i.e. banished a card from the top of your deck). The banished card does not have to be a Mechanologist card for you to be considered to have boosted.
  • You can crank Hyper Drivers that enter the arena outside of your action phase, but you only gain action points if you crank them during your own action phase.

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Banksy

Mechanologist Weapon - Wrench (2H)

3{p}

Maxx Specialization

Once per Turn Action -- {r}: Attack. Activate this ability only if you've cranked this turn.

When this hits a hero, put a steam counter on an item you control with crank.

  • You are considered to have cranked only if you have used the crank effect to remove a steam counter from an item.
  • A Wrench is not a Gun.
  • A Wrench is not a Pistol.

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Teklovossen, Esteemed Magnate | Teklovossen

Mechanologist Hero | Mechanologist Hero - Young

4{i} 40{h} | 4{i} 20{h}

You may play Evos from your banished zone.

Once per Turn Instant -- {r}{r}{r}: You may play your next Evo this turn as though it were an instant. When you do, draw a card.

  • You only draw a card if you played an Evo as an instant due to Teklovossen’s activated ability. You do not draw a card from activating the ability and not playing an Evo this way.
  • Once you play an Evo as an instant using this activated ability’s effect, the effect triggers. When the trigger resolves you draw a card. There is priority between playing the Evo as an instant and drawing the card.
  • An action card played as though it were an instant does not cost an action point and can be played whenever the player has priority, otherwise it is still considered to be an action card.
  • If you’ve transformed into Teklovossen, the Mechropotent, this is no longer your hero and no longer allows you to play Evos from your banished zone (or activate this hero’s ability).

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Teklo Leveler

Mechanologist Weapon - Gun (2H)

2{p}

If you have 1 or more Evos equipped, this gets "Once per Turn Action -- {r}{r}{r}: Attack,"

2 or more, this costs {r}{r} less to activate,

3 or more, this gets go again,

4 or more, this gets +1{p}.

  • Each condition of “x or more” is evaluated independently. If you have 4 or more Evos equipped, all of the conditions are met and you will get all of the effects.
  • This is a static ability. If the number of Evos you have equipped changes, it changes what effects the card generates. E.g. if you go from 4 to 3 Evos equipped, this will no longer get +1{p}. If you go from 3 to 2 Evos equipped, this will no longer get go again.
  • A Gun is not a Pistol.

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Singularity // Teklovossen, the Mechropotent

Mechanologist Action - Construct // Shadow Mechanologist Demi-Hero Equipment - Evo

(RED) 6{r} 3{d} // 6{p} 6{d} 3{i} *{h}

Legendary Teklovossen Specialization

Transform your hero, your weapon, and 4 Evos you have equipped into Teklovossen, the Mechropotent. It enters the arena with {h} equal to the hero it transformed from.

//

Action -- {r}{r}{r}, banish 2 cards from your soul: Attack

Whenever this attacks a hero, they discard a card.

Your Mechanologist attack action cards get go again.

This counts as having 4 Evos equipped.

Battleworn

  • You must be able to transform all of your hero, your weapon, and 4 Evos you have equipped, or none at all. If you can not transform, this is simply put into your graveyard.
  • Teklovossen, the Mechropotent’s base life is determined by the life total of your hero when Singularity resolves.
  • All cards underneath Teklovossen, the Mechropotent are considered cards in its soul.
  • If you would put a card under Teklovossen, the Mechropotent, it is considered to be put into its soul.
  • Teklovossen, the Mechropotent is considered a single object and is not considered equipped. However, for the purposes of effects that care about how many Evos you have equipped, Teklovossen, the Mechropotent counts as having 4 Evos equipped.
  • Teklovossen, the Mechropotent increases the equipped Evo count by 4, even though it is not an Evo that is equipped.
  • When you transform your hero into Teklovossen, the Mechropotent, it becomes your hero for the rest of the game. If Teklovossen, the Mechropotent is destroyed, banished, or otherwise leaves the arena, and you have no hero, you lose the game.
  • Effects that put a -1{d} counter on an equipment may target and put the counter on Teklovossen, the Mechropotent.
  • If Teklovossen, the Mechropotent defends an attack with Phantasm, the Phantasm does not trigger because Teklovossen, the Mechropotent is not an attack action card.

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Hyper-X3

Mechanologist Equipment - Head

1{d}

Whenever you banish a Hyper Driver from boosting, put it under this.

Once per turn, when a Hyper Driver is put under this, if there are 3 or more Hyper Drivers under this, draw a card.

Battleworn

  • Cards under this are not considered to be in the arena. You cannot target any cards under this for the purposes of effects. E.g. They can not be targeted with Construct Nitro Mechanoid.
  • If you transform this card into another card, all of the cards under this also go underneath the card you transform into.

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Adaptive Plating

Mechanologist Equipment

1{d}

Modular

Action -- 0: Equip this to another equipment zone.

Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d} until end of turn.

Blade Break

  • This may be equipped to any of the arms, chest, head, or legs zone during the start-of-game procedure.
  • During the start-of-game procedure, each player privately selects their equipment and weapons, and then each player equips their selected equipment and weapons starting with the first turn player.
  • You can not equip this to a zone that already has something equipped to it. You may still activate its ability even if there are no valid zones to equip to (the effect just fails).
  • When this is not in the arena (including when it is underneath another card) its activated ability is not functional and you cannot activate it to equip it to another zone.
  • You cannot equip this to an equipment zone your opponent controls.

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Cogwerx Base Head

Mechanologist Equipment - Base Head

When this is equipped, put a steam counter on it.

Once per turn Instant -- {r}, remove a steam counter from this: Shuffle a Mechanologist attack action card from your banished zone into your deck. Activate this ability only if you've boosted this turn.

  • You are considered to have boosted if you have paid the boost cost to play a card (i.e. banished a card from the top of your deck). The banished card does not have to be a Mechanologist card for you to have considered to have boosted.
  • The card you choose to shuffle from your banished zone into your deck is known to all players.

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Cogwerx Base Chest

Mechanologist Equipment - Base Chest

When this is equipped, put a steam counter on it.

Once per turn Instant -- {r}, remove a steam counter from this: Gain {r}{r}. Activate this ability only if you've boosted this turn.

  • You are considered to have boosted if you have paid the boost cost to play a card (i.e. banished a card from the top of your deck). The banished card does not have to be a Mechanologist card for you to have considered to have boosted.

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Cogwerx Base Arms

Mechanologist Equipment - Base Arms

When this is equipped, put a steam counter on it.

Once per turn Instant -- {r}, remove a steam counter from this: Your next Mechanologist attack this turn gets +1{p}. Activate this ability only if you've boosted this turn.

  • You are considered to have boosted if you have paid the boost cost to play a card (i.e. banished a card from the top of your deck). The banished card does not have to be a Mechanologist card for you to have considered to have boosted.
  • If you activate this ability in response to an attack with boost on the stack, the +1{p} bonus will be applied to the next attack you play this turn.

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Cogwerx Base Legs

Mechanologist Equipment - Base Legs

When this is equipped, put a steam counter on it.

Once per turn Instant -- {r}, remove a steam counter from this: Gain 1 action point. Activate this ability only if you've boosted this turn.

  • You are considered to have boosted if you have paid the boost cost to play a card (i.e. banished a card from the top of your deck). The banished card does not have to be a Mechanologist card for you to have considered to have boosted.

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Teklo Base Head | Teklo Base Chest | Teklo Base Arms | Teklo Base Legs

Mechanologist Equipment - Base Head

1{d}

Blade Break

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Proto Base Head | Proto Base Chest | Proto Base Arms | Proto Base Legs

Mechanologist Equipment - Base Head

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Mechanologist - Evo Equipment

Notes for all Evo Equipment:

  • This is a deck-card. It can be included in your deck at the start of the game, but you can not start the game with this equipped.
  • This is considered both an action/instant AND an equipment for the purposes of rules and effects. E.g. overpower, piercing, Warmongers Diplomacy, Stony Woottonhog, etc.
  • When this is not equipped, you may defend with this card from hand as normal. If you do, effects on it do not resolve/trigger, and it is not considered an equipment “you control” for the purposes of T-Bone etc.
  • You may play these cards, even if you don’t have the required components to transform. If you do not have the respective base equipped when this resolves, nothing is transformed into this and this is not equipped - this just goes to the graveyard upon resolution.
  • When you transform a base into this, that base (and any cards under that base) become cards underneath this. When this is transformed into another card, all of the cards under this also go underneath the card this transforms into. I.e. this and all the cards underneath it are transformed and go underneath the new card.
  • When a base goes underneath this, it becomes a “new” object. Any counters on it are removed and any effects that applied to it no longer apply - they do not transfer onto this.
  • When you transform a defending base into this, the defending base is removed from the chain link to be put under this, and this goes straight back to the respective equipment zone. If a defending base with Battleworn/Temper/Blade Break is transformed before the chain link closes, the respective effect will not trigger because that base no longer exists anymore (it’s under this).

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Evo Steel Soul Memory

Mechanologist Action Equipment - Evo Base Head

(BLU) 4{r} 3{d}

If you have a base head equipped, transform it into this, then equip this.

When this transforms from or into an Evo with a different name, your hero gets +1{i} until end of turn. If that Evo is a hero, instead this triggers twice.

Temper

  • This has the base subtype. It CAN be transformed into another evo.
  • This only triggers when it transforms from/into an Evo. It does not trigger if it transforms from an equipment with just the Base subtype and no Evo subtype.
  • When this triggers twice, it means two triggered-layers are put onto the stack instead of one.

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Evo Steel Soul Processor

Mechanologist Action Equipment - Evo Base Chest

(BLU) 4{r} 3{d}

If you have a base chest equipped, transform it into this, then equip this.

When this transforms from or into an Evo with a different name, gain {r}{r}{r}. If that Evo is a hero, instead this triggers twice.

Temper

  • This has the base subtype. It CAN be transformed into another evo.
  • This only triggers when it transforms from/into an Evo. It does not trigger if it transforms from an equipment with just the Base subtype and no Evo subtype.
  • When this triggers twice, it means two triggered-layers are put onto the stack instead of one.

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Evo Steel Soul Controller

Mechanologist Action Equipment - Evo Base Arms

(BLU) 4{r} 3{d}

If you have a base arms equipped, transform it into this, then equip this.

When this transforms from or into an Evo with a different name, you may put an attack action card with 6{p} from your graveyard into your deck fifth from the top. If that Evo is a hero, instead this triggers twice.

Temper

  • This has the base subtype. It CAN be transformed into another evo.
  • This only triggers when it transforms from/into an Evo. It does not trigger if it transforms from an equipment with just the Base subtype and no Evo subtype.
  • Fifth from the top means that there are exactly four cards above the card in the deck. If there are fewer than four cards in your deck, put the card on the bottom of your deck.
  • When this triggers twice, it means two triggered-layers are put onto the stack instead of one.

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Evo Steel Soul Tower

Mechanologist Action Equipment - Evo Base Legs

(BLU) 4{r} 3{d}

If you have a base legs equipped, transform it into this, then equip this.

When this transforms from or into an Evo with a different name, gain 1 action point. If that Evo is a hero, instead this triggers twice.

Temper

  • This has the base subtype. It CAN be transformed into another evo.
  • This only triggers when it transforms from/into an Evo. It does not trigger if it transforms from an equipment with just the Base subtype and no Evo subtype.
  • When this triggers twice, it means two triggered-layers are put onto the stack instead of one.
  • You can’t gain action points if it isn’t your action phase.

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Evo Circuit Breaker

Mechanologist Instant Equipment - Evo Head

(RED) 0{r} 0{d}

If you have a base head equipped, transform it and X Hyper Drivers you control into this, then equip this. If you do, the next time you would be dealt damage this turn, prevent twice X of that damage.

Whenever you boost, you may destroy a card under this. If you do, shuffle 2 attack action cards from your banished zone into your deck.

  • This does not have the base subtype. It can NOT be transformed into another Evo.
  • You choose the value of X when this card resolves. If you do not control that many Hyper Drivers, you do not transform anything, and you do not equip this (and therefore don’t prevent any damage).
  • You only control Hyper Drivers when they are on the stack or in the arena. Hyper Drivers under other permanents are not considered to be controlled by you.
  • Hyper Driver tokens are considered cards, and can be destroyed for the triggered effect if they are under this.
  • You may only destroy one card each time this triggers. You may not destroy multiple cards from a single trigger to gain the effect multiple times.
  • If you destroy a card under this for the triggered effect, you must shuffle 2 attack action cards from your banished zone into your deck. If you only have 1, you must shuffle that 1 into your deck.
  • The card(s) you choose to shuffle from your banished zone into your deck is known to all players.

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Evo Atom Breaker

Mechanologist Instant Equipment - Evo Chest

(RED) 0{r} 0{d}

If you have a base chest equipped, transform it and X Hyper Drivers you control into this, then equip this. If you do, the next time you would be dealt damage this turn, prevent twice X of that damage.

Whenever you boost, you may destroy a card under this. If you do, gain {r}{r}.

  • This does not have the base subtype. It can NOT be transformed into another evo.
  • You choose the value of X when this card resolves. If you do not control that many Hyper Drivers, you do not transform anything, and you do not equip this (and therefore don’t prevent any damage).
  • You only control Hyper Drivers when they are on the stack or in the arena. Hyper Drivers under other permanents are not considered to be controlled by you.
  • Hyper Driver tokens are considered cards, and can be destroyed for the triggered effect if they are under this.
  • You may only destroy one card each time this triggers. You may not destroy multiple cards from a single trigger to gain the effect multiple times.

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Evo Face Breaker

Mechanologist Instant Equipment - Evo Arms

(RED) 0{r} 0{d}

If you have a base arms equipped, transform it and X Hyper Drivers you control into this, then equip this. If you do, the next time you would be dealt damage this turn, prevent twice X of that damage.

Whenever you boost an attack action card, you may destroy a card under this. If you do, the attack gets +2{p}.

  • This does not have the base subtype. It can NOT be transformed into another evo.
  • You choose the value of X when this card resolves. If you do not control that many Hyper Drivers, you do not transform anything, and you do not equip this (and therefore don’t prevent any damage).
  • You only control Hyper Drivers when they are on the stack or in the arena. Hyper Drivers under other permanents are not considered to be controlled by you.
  • Hyper Driver tokens are considered cards, and can be destroyed for the triggered effect if they are under this.
  • You may only destroy one card each time this triggers. You may not destroy multiple cards from a single trigger to gain the effect multiple times.

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Evo Mach Breaker

Mechanologist Instant Equipment - Evo Legs

(RED) 0{r} 0{d}

If you have a base legs equipped, transform it and X Hyper Drivers you control into this, then equip this. If you do, the next time you would be dealt damage this turn, prevent twice X of that damage.

Whenever you boost, you may destroy a card under this. If you do, create a Quicken token.

  • This does not have the base subtype. It can NOT be transformed into another evo.
  • You choose the value of X when this card resolves. If you do not control that many Hyper Drivers, you do not transform anything, and you do not equip this (and therefore don’t prevent any damage).
  • You only control Hyper Drivers when they are on the stack or in the arena. Hyper Drivers under other permanents are not considered to be controlled by you.
  • Hyper Driver tokens are considered cards, and can be destroyed for the triggered effect if they are under this.
  • You may only destroy one card each time this triggers. You may not destroy multiple cards from a single trigger to gain the effect multiple times.
  • The Quicken token will not trigger from the boosted card because it is already considered to have been played.

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Evo Command Center

Mechanologist Action Equipment - Evo Head

(YEL) 3{r} 3{d}

If you have a base head equipped, transform it into this, then equip this.

Once per Turn Instant -- Destroy a card under this: Your next weapon attack this turn gets "When this hits, draw a card."

Blade Break

  • This does not have the base subtype. It can NOT be transformed into another evo.
  • If you’re attacking with a weapon, and you activate this, its effect does not apply to the current weapon attack, it applies to your next weapon attack this turn.

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Evo Engine Room

Mechanologist Action Equipment - Evo Chest

(YEL) 3{r} 3{d}

If you have a base chest equipped, transform it into this, then equip this.

Once per Turn Instant -- Destroy a card under this: Your next weapon attack this turn costs {r} less to activate.

Blade Break

  • This does not have the base subtype. It can NOT be transformed into another evo.
  • If you’re attacking with a weapon, and you activate this, its effect does not apply to the current weapon attack, it applies to your next weapon attack this turn.

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Evo Smoothbore

Mechanologist Action Equipment - Evo Arms

(YEL) 3{r} 3{d}

If you have a base arms equipped, transform it into this, then equip this.

Once per Turn Instant -- Destroy a card under this: Your next weapon attack this turn gets +1{p}.

Blade Break

  • This does not have the base subtype. It can NOT be transformed into another evo.
  • If you’re attacking with a weapon, and you activate this, its effect does not apply to the current weapon attack, it applies to your next weapon attack this turn.

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Evo Thruster

Mechanologist Action Equipment - Evo Legs

(YEL) 3{r} 3{d}

If you have a base legs equipped, transform it into this, then equip this.

Once per Turn Instant -- Destroy a card under this: You may attack an additional time with target weapon this turn.

Blade Break

  • This does not have the base subtype. It can NOT be transformed into another evo.

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Evo Tekloscope

Mechanologist Action Equipment - Evo Head

(BLU) 3{r} 2{d}

If you have a base head equipped, transform it into this, then equip this.

Your Teklo Blaster attacks can target any opposing hero.

Battleworn

  • This does not have the base subtype. It can NOT be transformed into another evo.
  • When you have this equipped, your Teklo Blaster attacks can attack anyone in a multiplayer format.

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Evo Energy Matrix

Mechanologist Action Equipment - Evo Chest

(BLU) 3{r} 2{d}

If you have a base chest equipped, transform it into this, then equip this.

Your Teklo Blaster costs {r} less to activate for each opposing hero.

Battleworn

  • This does not have the base subtype. It can NOT be transformed into another evo.

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Evo Scatter Shot

Mechanologist Action Equipment - Evo Arms

(BLU) 3{r} 2{d}

If you have a base arms equipped, transform it into this, then equip this.

Your Teklo Blaster gets +1{p} for each opposing hero.

Battleworn

  • This does not have the base subtype. It can NOT be transformed into another evo.

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Evo Rapid Fire

Mechanologist Action Equipment - Evo Legs

(BLU) 3{r} 2{d}

If you have a base legs equipped, transform it into this, then equip this.

Your Teklo Blaster attacks get go again.

Battleworn

  • This does not have the base subtype. It can NOT be transformed into another evo.

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Evo Sentry Base Head

Mechanologist Action Equipment - Evo Base Head

(RED) 2{r} 2{d}

If you have a base head equipped, transform it into this, then equip this.

Battleworn

  • This has the base subtype. It CAN be transformed into another evo.

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Evo Sentry Base Chest

Mechanologist Action Equipment - Evo Base Chest

(RED) 2{r} 2{d}

If you have a base chest equipped, transform it into this, then equip this.

Battleworn

  • This has the base subtype. It CAN be transformed into another evo.

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Evo Sentry Base Arms

Mechanologist Action Equipment - Evo Base Arms

(RED) 2{r} 2{d}

If you have a base arms equipped, transform it into this, then equip this.

Battleworn

  • This has the base subtype. It CAN be transformed into another evo.

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Evo Sentry Base Legs

Mechanologist Action Equipment - Evo Base Legs

(RED) 2{r} 2{d}

If you have a base legs equipped, transform it into this, then equip this.

Battleworn

  • This has the base subtype. It CAN be transformed into another evo.

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Evo Data Mine

Mechanologist Action Equipment - Evo Head

(YEL) 0{r} 2{d}

If you have a base head equipped, transform it into this, then equip this.

Once per Turn Instant -- Destroy a card under this: Draw a card, then put a card from your hand on top of your deck.

Blade Break

  • This does not have the base subtype. It can NOT be transformed into another evo.

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Evo Battery Pack

Mechanologist Action Equipment - Evo Chest

(YEL) 0{r} 2{d}

If you have a base chest equipped, transform it into this, then equip this.

Once per Turn Instant -- Destroy a card under this: Put a steam counter on an item you control with crank.

Blade Break

  • This does not have the base subtype. It can NOT be transformed into another evo.

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Evo Cogspitter

Mechanologist Action Equipment - Evo Arms

(YEL) 0{r} 2{d}

If you have a base arms equipped, transform it into this, then equip this.

Once per Turn Instant -- Destroy a card under this: Put an item with cost 0 or 1 from your hand into the arena.

Blade Break

  • This does not have the base subtype. It can NOT be transformed into another evo.
  • You may activate this ability (paying all costs) and not put an item into the arena. Either by not having a valid item in your hand, or "failing to find" a valid item even if you have one in your hand.

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Evo Charging Rods

Mechanologist Action Equipment - Evo Legs

(YEL) 0{r} 2{d}

If you have a base legs equipped, transform it into this, then equip this.

Once per Turn Instant -- Destroy a card under this: Create a Quicken token.

Blade Break

  • This does not have the base subtype. It can NOT be transformed into another evo.

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Evo Zoom Call

Mechanologist Instant Equipment - Evo Head

(YEL) 0{r} 0{d}

If you have a base head equipped, transform it into this, then equip this.

When this is equipped, you may banish a card from your hand. If you do, draw a card.

  • This does not have the base subtype. It can NOT be transformed into another evo.

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Evo Buzz Hive

Mechanologist Instant Equipment - Evo Chest

(YEL) 0{r} 0{d}

If you have a base chest equipped, transform it into this, then equip this.

When this is equipped, gain {r}.

  • This does not have the base subtype. It can NOT be transformed into another evo.

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Evo Whizz Bang

Mechanologist Instant Equipment - Evo Arms

(YEL) 0{r} 0{d}

If you have a base arms equipped, transform it into this, then equip this.

When this is equipped, up to 1 target attack gets +1{p}.

  • This does not have the base subtype. It can NOT be transformed into another evo.

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Evo Zip Line

Mechanologist Instant Equipment - Evo Legs

(YEL) 0{r} 0{d}

If you have a base legs equipped, transform it into this, then equip this.

When this is equipped, up to 1 target attack gets go again.

  • This does not have the base subtype. It can NOT be transformed into another evo.

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Mechanologist - Evo Upgrade

Annihilator Engine

Mechanologist Action - Attack

(RED) 6{r} 6{p} 3{d}

If you have 1 or more Evos equipped, this gets "When this hits a hero, destroy all cards defending this,"

2 or more, this costs {r}{r}{r} less to play,

3 or more, this gets overpower,

4 or more, this gets +3{p}.

  • Each condition of “x or more” is evaluated independently. If you have 4 or more Evos equipped, all of the conditions are met and you will get all of the effects.
  • This is a static ability. If the number of Evos you have equipped changes, it changes what effects the card generates. E.g. if you go from 4 to 3 Evos equipped, this will no longer get +3{p}.
  • This ability is not functional while this card is defending on the combat chain.

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Terminator Tank

Mechanologist Action - Attack

(RED) 6{r} 6{p} 3{d}

If you have 1 or more Evos equipped, this gets "When this hits a hero, they discard a card,"

2 or more, this costs {r}{r}{r} less to play,

3 or more, this gets overpower,

4 or more, this gets +3{p}.

  • Each condition of “x or more” is evaluated independently. If you have 4 or more Evos equipped, all of the conditions are met and you will get all of the effects.
  • This is a static ability. If the number of Evos you have equipped changes, it changes what effects the card generates. E.g. if you go from 4 to 3 Evos equipped, this will no longer get +3{p}.
  • This ability is not functional while this card is defending on the combat chain.

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War Machine

Mechanologist Action - Attack

(RED) 6{r} 6{p} 3{d}

If you have 1 or more Evos equipped, this gets "When this hits a hero, destroy all cards in their arsenal,"

2 or more, this costs {r}{r}{r} less to play,

3 or more, this gets overpower,

4 or more, this gets +3{p}.

  • Each condition of “x or more” is evaluated independently. If you have 4 or more Evos equipped, all of the conditions are met and you will get all of the effects.
  • This is a static ability. If the number of Evos you have equipped changes, it changes what effects the card generates. E.g. if you go from 4 to 3 Evos equipped, this will no longer get +3{p}.
  • This ability is not functional while this card is defending on the combat chain.

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Demolition Protocol

Mechanologist Action - Attack

(RED) 3{r} 7{p} 3{d}

Evo Upgrade - When this attacks a hero, remove all steam counters from up to X equipment, items, and/or weapons they control, where X is the number of Evos you have equipped.

  • This only triggers when you attack a hero.
  • You may choose 0 up to and including X, where X is the number of Evos you have equipped.

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Pulsewave Protocol

Mechanologist Action - Attack

(YEL) 3{r} 6{p} 3{d}

Evo Upgrade - When this attacks a hero, they reveal X cards from their hand, where X is the number of Evos you have equipped. Choose an action card with {d} less than X, then add it to this chain link as a defending card.

  • This only triggers when you attack a hero.
  • The player that is attacked chooses what cards to reveal. If they have less than X cards in their hand, they reveal all of their cards.
  • You may not choose an action card revealed this way if it does not have the {d} property.
  • When a card is added to the chain link as a defending card, it is considered to have defended for the purposes of effects (e.g. Galvanize).

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Meganetic Protocol

Mechanologist Action - Attack

(BLU) 3{r} 5{p} 3{d}

Evo Upgrade - The defending hero must defend this with X equipment they control with -1{d} counters if able, where X is the number of Evos you have equipped.

  • If the defending hero controls more than X equipment with -1{d} counters, they choose X of those equipment to defend with. If they control less, they must defend with all of those cards.
  • If the defending hero controls an equipment with a -1{d} counter, defending on another chain link, they can not use that to defend with.

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Steel Street Enforcement

Mechanologist Block

(BLU) 1{d}

Evo Upgrade - While this is defending, it gets +X{d}, where X is the number of Evos you have equipped.

  • If this is not defending, it does not get +X{d}.
  • This is a static ability. If the number of Evos you have equipped changes, it changes the value of X while this is defending.

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Heavy Artillery

Mechanologist Action - Attack

(RED/YEL/BLU) 3{r} 6/5/4{p} 3{d}

Evo Upgrade - The defending hero can't defend this with attack action cards with cost less than X, where X is the number of Evos you have equipped.

  • Attack action cards with cost equal to, or greater than X may be used to defend this, as well as any card that is not an attack action card.
  • If a card would be added as a defending card, and it is an attack action card with cost less than X, it would fail to be added as a defending card (e.g. Amulet of Havencall).
  • This is a static ability. If the number of Evos you have equipped changes, it changes the cost restriction for the defending cards. It will not retroactively remove defending cards if they don’t meet the restriction anymore.

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Liquid-Cooled Mayhem

Mechanologist Action - Attack

(RED/YEL/BLU) 4{r} 6/5/4{p} 3{d}

Evo Upgrade - This costs {r} less to play for each Evo you have equipped.

  • If the number of Evos you have equipped changes after you’ve played this card, you do not retroactively gain {r} or have to pay {r} for the difference in cost to play this.

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Mechanical Strength

Mechanologist Action - Attack

(RED/YEL/BLU) 3{r} 5/4/3{p} 3{d}

Evo Upgrade - This gets +X{p}, where X is the number of Evos you have equipped.

  • This is a static ability. If the number of Evos you have equipped changes, it changes the value of X while it is in the arena. This ability is not functional while this card is defending on the combat chain.

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Mechanologist - Items

Grinding Gears

Mechanologist Action - Item

(BLU) 0{r}

Crank

This enters the arena with a steam counter. At the start of your turn, destroy this unless you remove a steam counter from it.

Action -- 0: Target hero destroys the top card of their deck.

  • Removing a steam counter is optional. If you choose not to remove a steam counter, it is simply destroyed.
  • This activated ability is not limited to once per turn. You may activate this as many times as you want as long as you have the action points.

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Prismatic Lens

Mechanologist Action - Item

(YEL) 1{r}

Crank

This enters the arena with a steam counter. At the start of your turn, destroy this unless you remove a steam counter from it.

Once per Turn Instant -- 0: Reveal the top card of your deck. Put a Mechanologist item of the same color from your banished zone on top of your deck.

  • Removing a steam counter is optional. If you choose not to remove a steam counter, it is simply destroyed.
  • Color refers to the color bar at the top of a card. If a card doesn’t have a pitch value, it does not have a color.
  • If you can not reveal a card, or the revealed card has no color, you can not put any card from your banished zone on top of your deck.

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Quantum Processor

Mechanologist Action - Item

(YEL) 1{r}

Crank

This enters the arena with a steam counter. At the start of your turn, destroy this unless you remove a steam counter from it.

Once per Turn Instant -- 0: Put a Mechanologist item with cost 0 or 1 from your hand into the arena.

  • Removing a steam counter is optional. If you choose not to remove a steam counter, it is simply destroyed.
  • You may activate this ability (paying all costs) and not put an item into the arena. Either by not having a valid item in your hand, or "failing to find" a valid item even if you have one in your hand.

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Stasis Cell

Mechanologist Action - Item

(BLU) 0{r}

When this enters or leaves the arena, activated abilities of target equipment can't be activated until the end of its controller's next turn.

Action -- Put this on the bottom of its owner's deck: Choose an equipment. It can't defend this turn. Go again

  • If this enters or leaves the arena after the target equipment has been activated, it does not negate any of the existing activated abilities on the stack of that equipment.
  • If the controller of the equipment changes, the effect still lasts until the end of the original controller's next turn.
  • When the activated ability resolves, If the equipment is already defending, it is not retroactively removed from the combat chain as a defending card.
  • The first ability is a triggered ability, players gain priority and can respond to it before it resolves

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Tick Tock Clock

Mechanologist Action - Item

(RED) 0{r}

Crank

This enters the arena with a steam counter. At the start of your turn, destroy this and it deals 1 damage to you unless you remove a steam counter from it.

When a Mechanologist attack action card you control hits a hero, destroy this and up to 2 other items in the arena. Then deal X damage to them, where X is the number of items destroyed this way.

  • Removing a steam counter is optional. If you choose not to remove a steam counter, it is simply destroyed and you are dealt 1 damage.
  • You may choose 0, 1, or 2 items other than this to be destroyed.
  • X includes both this (Tick Tock Clock) and the other items that are destroyed. E.g. A maximum of 3 damage.

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Fuel Injector

Mechanologist Action - Item

(BLU) 0{r}

Instant -- Put this on the bottom of its owner's deck: Gain {r}

  • If this is controlled by a player other than its owner, the cost of its activated ability puts it on the bottom of its owner’s deck, not the controlling player’s deck.

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Med Kit

Mechanologist Action - Item

(BLU) 0{r}

Action -- Put this on the bottom of its owner's deck: Gain 2{h}

  • If this is controlled by a player other than its owner, the cost of its activated ability puts it on the bottom of its owner’s deck, not the controlling player’s deck.

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Steam Canister

Mechanologist Action - Item

(BLU) 0{r}

Instant -- Put this on the bottom of its owner's deck: Put a steam counter on an item you control with crank.

  • If this is controlled by a player other than its owner, the cost of its activated ability puts it on the bottom of its owner’s deck, not the controlling player’s deck.
  • You may put a steam counter on an item with crank while it is on the stack. If the item would enter the arena with steam counters, it gains that many steam counters plus the one you added by activating this.

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Polarity Reversal Script

Mechanologist Action - Item

(RED) 1{r}

Crank

This enters the arena with a steam counter. At the start of your turn, destroy this unless you remove a steam counter from it.

Action cards get -1{d} while defending your Mechanologist attack action cards.

  • Removing a steam counter is optional. If you choose not to remove a steam counter, it is simply destroyed.
  • If a defending action equipment has Temper and its {d} is reduced to 0 (with this effect applied), it will be destroyed when the combat chain closes.
  • If this card is removed from the arena, existing defending cards no longer get -1{d}.

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Penetration Script

Mechanologist Action - Item

(YEL) 1{r}

Crank

This enters the arena with a steam counter. At the start of your turn, destroy this unless you remove a steam counter from it.

Your Mechanologist attack action cards get +1{p}.

  • Removing a steam counter is optional. If you choose not to remove a steam counter, it is simply destroyed.
  • You control your attack action cards when they are defending on the combat chain, therefore they get the +1{p} while defending.
  • If this card is removed from the arena, existing attack action cards no longer get +1{p}.

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Security Script

Mechanologist Action - Item

(BLU) 1{r}

Crank

This enters the arena with a steam counter. At the start of your turn, destroy this unless you remove a steam counter from it.

Your Mechanologist attack action cards get +1{d}.

  • Removing a steam counter is optional. If you choose not to remove a steam counter, it is simply destroyed.
  • You do not control attack action cards when they are in your hand, therefore they do not get the +1{d} while in hand.
  • If this card is removed from the arena, existing attack action cards no longer get +1{d}.

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Backup Protocol: RED/Backup Protocol: YEL/Backup Protocol: BLU

Mechanologist Action - Item

(RED/YEL/BLU) 0{r}

Crank

This enters the arena with a steam counter. At the start of your turn, destroy this unless you remove a steam counter from it.

Instant -- {r}{r}, destroy this: Return a red/yellow/blue Mechanologist attack action card from your graveyard to your hand.

  • Removing a steam counter is optional. If you choose not to remove a steam counter, it is simply destroyed.
  • You choose which Mechanologist attack action card to put from your graveyard into your hand at the time this ability resolves.

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Boom Grenade

Mechanologist Action - Item

(RED/YEL/BLU) 0{r}

Crank

This enters the arena with a steam counter. At the start of your turn, destroy this unless you remove a steam counter from it.

When a Mechanologist attack action card you control hits a hero, destroy this and deal 4/3/2 damage to them.

  • Removing a steam counter is optional. If you choose not to remove a steam counter, it is simply destroyed.
  • Boom Grenade is considered to be the source that deals the damage from its triggered effect, not the attack action card that hit.
  • If another effect destroys this while its triggered layer is already on the stack, the trigger will still deal damage.

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Dissolving Shield

Mechanologist Action - Item

(RED/YEL/BLU) 0{r}

Crank

This enters the arena with 3/2/a steam counter(s). At the start of your turn, destroy this unless you remove a steam counter from it.

Instant -- Remove a steam counter from this: Prevent the next 1 damage that would be dealt to you this turn. If this has no steam counters, destroy it.

  • Removing a steam counter is optional. If you choose not to remove a steam counter, it is simply destroyed.
  • This activated ability is not limited to once per turn. You may activate this as many times as you want as long as you have the steam counters.

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Hadron Collider

Mechanologist Action - Item

(RED/YEL/BLU) 1{r}

Crank

This enters the arena with 4/3/2 steam counters. At the start of your turn, destroy this unless you remove a steam counter from it.

When you boost an attack, destroy this. If you do, the attack gets +X{p}, where X is the number of steam counters on this.

  • Removing a steam counter is optional. If you choose not to remove a steam counter, it is simply destroyed.
  • The triggered effect is not optional, you must destroy this when you boost an attack. The attack gaining +X{p} is conditional on destroying it from this triggered effect. I.e. you don’t double up on value when you double boost with Twin Drive.

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Mini Forcefield

Mechanologist Action - Item

(RED/YEL/BLU) 1{r}

Crank

This enters the arena with 4/3/2 steam counters. At the start of your turn, destroy this unless you remove a steam counter from it.

Ward X, where X is the number of steam counters on this.

  • Removing a steam counter is optional. If you choose not to remove a steam counter, it is simply destroyed.
  • If this has 0 steam counters on it, it has Ward 0. This prevention effect is active when there is any damage that would be dealt to your hero. When it applies this is destroyed, and the damage amount is not reduced (because it prevents 0 damage).

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Overload Script

Mechanologist Action - Item

(RED) 0{r}

Crank

This enters the arena with a steam counter. At the start of your turn, destroy this unless you remove a steam counter from it.

Your Mechanologist attack action cards get overpower.

  • Removing a steam counter is optional. If you choose not to remove a steam counter, it is simply destroyed.
  • If a Mechanologist attack action is already defended by two or more action cards, and then gains overpower, the defending action cards are not retroactively removed.

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MHz Script

Mechanologist Action - Item

(YEL) 0{r}

Crank

This enters the arena with a steam counter. At the start of your turn, destroy this unless you remove a steam counter from it.

Your Mechanologist attack action cards get go again.

  • Removing a steam counter is optional. If you choose not to remove a steam counter, it is simply destroyed.
  • If you play a Mechanologist attack action card and then put MHz Script into the arena before the Link step of combat, the card will get go again and will generate an action point for you. The combat steps go: Layer step (when you play), Attack step (when you attack), Defend step (when they defend), Reaction step (either can play reactions), Damage step (calculate and apply damage), Resolution step (resolve triggered effects), Link step (gain action point from go again, play another attack).

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Autosave Script

Mechanologist Action - Item

(BLU) 0{r}

Crank

This enters the arena with a steam counter. At the start of your turn, destroy this unless you remove a steam counter from it.

Your Mechanologist attack action cards get "When this hits, put it on the bottom of its owner's deck."

  • Removing a steam counter is optional. If you choose not to remove a steam counter, it is simply destroyed.
  • If you play a Mechanologist attack action card and then put Autosave Script into the arena before the damage step of combat, the card will trigger on-hit. If you put Autosave Script into the arena after the damage step of combat, the card will not retroactively trigger, even if it had hit.

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Mechanologist - Scrap / Galvanize

Hyper Scrapper

Mechanologist Action - Attack

(BLU) X{r} 2{p} 3{d}

As an additional cost to play this, banish X items from your graveyard.

When this attacks, it gets +X{p}. If 3 or more Hyper Drivers were banished to play this, gain {r}{r}{r} {r}{r}{r} and this gets go again.

  • You choose the value of X when you play this card. You may choose X=0.
  • Banishing X items is a mandatory additional cost. If you can’t banish X items from your graveyard (for the chosen value of X), you can not play this card.
  • When this attacks (not when it’s played), the effect triggers and gives it +X{p}.

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Scrap Trader

Mechanologist Action

(RED) 0{r} 2{d}

Scrap

Scrap

Gain {r}{r} for each card this scrapped.

  • When you play this card, you choose if you want to scrap 0, 1, or 2 times.
  • If you do not have an item or equipment in your graveyard, you can not scrap to play this card. If you do not have 2 items and/or equipment in your graveyard you can not scrap twice.

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Hydraulic Press

Mechanologist Action - Attack

(RED/YEL/BLU) 3{r} 6/5/4{p} 3{d}

Scrap

When this attacks, if it scrapped a card, this gets overpower.

  • If you do not have an item or equipment in your graveyard, you can not scrap to play this card.

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Ratchet Up

Mechanologist Action - Attack

(RED/YEL/BLU) 1{r} 5/4/3{p} 2{d}

If an item you control has been destroyed this turn, action cards get -1{d} while defending this.

Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.

  • If an item is destroyed after this has been defended, the defending action cards will retroactively get -1{d}.
  • The -1{d} applies until the combat chain is completely closed. If a defending action equipment has Temper and its {d} is reduced to 0 (with this effect applied), it will be destroyed when the combat chain closes.
  • This triggers when this becomes a defending card on the combat chain. When the triggered effect resolves, you choose whether to destroy an item you control.

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Scrap Hopper

Mechanologist Action - Attack

(RED/YEL/BLU) 0{r} 3/2/1{p} 3{d}

Scrap

When this attacks, if it scrapped a card, create a Quicken token.

  • If you do not have an item or equipment in your graveyard, you can not scrap to play this card.

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Soup Up

Mechanologist Action - Attack

(RED/YEL/BLU) 0{r} 4/3/2{p} 2{d}

If an item you control has been destroyed this turn, this gets go again.

Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.

  • If an item you control is destroyed before the link step of combat, the card will get go again and will generate an action point for you. The combat steps go: Layer step (when you play), Attack step (when you attack), Defend step (when they defend), Reaction step (either can play reactions), Damage step (calculate and apply damage), Resolution step (resolve triggered effects), Link step (gain action point from go again, play another attack).
  • This triggers when this becomes a defending card on the combat chain. When the triggered effect resolves, you choose whether to destroy an item you control.

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Torque Tuned

Mechanologist Action - Attack

(RED/YEL/BLU) 2{r} 6/5/4{p} 2{d}

If an item you control has been destroyed this turn, this gets overpower.

Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.

  • If this is already defended by two or more action cards, and then an item you control is destroyed, this gains overpower but the defending action cards are not retroactively removed.
  • This triggers when this becomes a defending card on the combat chain. When the triggered effect resolves, you choose whether to destroy an item you control.

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Cognition Field

Mechanologist Block

(RED/YEL/BLU) 3/2/1{d}

Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.

  • This triggers when this becomes a defending card on the combat chain. When the triggered effect resolves, you choose whether to destroy an item you control.

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Infuse Alloy

Mechanologist Action - Attack

(RED/YEL/BLU) 0{r} 4/3/2{p} 2{d}

Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.

  • This triggers when this becomes a defending card on the combat chain. When the triggered effect resolves, you choose whether to destroy an item you control.

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Infuse Titanium

Mechanologist Action - Attack

(RED/YEL/BLU) 3{r} 7/6/5{p} 2{d}

Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.

  • This triggers when this becomes a defending card on the combat chain. When the triggered effect resolves, you choose whether to destroy an item you control.

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Junkyard Dogg

Mechanologist Action - Attack

(RED/YEL/BLU) 3{r} 6/5/4{p} 3{d}

Scrap

When this attacks, if it scrapped a card, this gets +1{p}.

  • If you do not have an item or equipment in your graveyard, you can not scrap to play this card.

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Scrap Compactor

Mechanologist Action - Attack

(RED/YEL/BLU) 0{r} 3/2/1{p} 3{d}

Scrap

When this attacks, if it scrapped a card, you may play your next Evo this turn as though it were an instant.

  • If you do not have an item or equipment in your graveyard, you can not scrap to play this card.
  • An action Evo played as though it were an instant is still considered an action card.

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Scrap Harvester

Mechanologist Action - Attack

(RED/YEL/BLU) 3{r} 6/5/4{p} 3{d}

Scrap

When this attacks, if it scrapped a card, put a steam counter on an item you control with crank.

  • If you do not have an item or equipment in your graveyard, you can not scrap to play this card.

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Scrap Prospector

Mechanologist Action - Attack

(RED/YEL/BLU) 0{r} 3/2/1{p} 3{d}

Scrap

When this attacks, if it scrapped a card, gain {r}.

  • If you do not have an item or equipment in your graveyard, you can not scrap to play this card.

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Mechanologist - Standard

Heist

Mechanologist Action - Attack

(RED) 2{r} 5{p} 3{d}

Boost

When this hits a hero, you may put an item with cost 0 or 1 from any banished zone into the arena under your control.

  • You can not choose a card from any banished zone if it is face-down (private). Only face-up (public) cards can be chosen.
  • The owner of the item is considered the player who started the game with that item, but you are considered to be the controller while it is in the arena. When it is destroyed or banished, it goes to the owner’s graveyard or banished zone.
  • Items with cost X are considered to have X=0.

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Moonshot

Mechanologist Action - Attack

(YEL) XX{r} 3{p} 3{d}

Play this only if you've boosted this turn. As an additional cost to play this, destroy X Hyper Drivers you control.

When this attacks, it gets +3{p} for each Hyper Driver destroyed this way.

If this has 10 or more {p}, it gets overpower.

  • You choose the value of X when you play this card. You may choose X=0.
  • The cost to play this is twice the value of X (e.g. X+X).
  • You are considered to have boosted if you have paid the boost cost to play a card (i.e. banished a card from the top of your deck). The banished card does not have to be a Mechanologist card for you to have considered to have boosted.
  • You must be able to destroy X Hyper Drivers you control. If you do not control X Hyper Drivers for the chosen value of X, you can not play this.

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Steel Street Hoons

Mechanologist Action - Attack

(BLU) 3{r} 3{p} 2{d}

Boost

If an item you control has been destroyed this turn, this gets +2{p}.

Galvanize - When this defends, you may destroy an item you control. If you do, this gets +2{d}.

  • If an item is destroyed after this has been played, it will retroactively get the +2{p}.
  • This triggers when this becomes a defending card on the combat chain. When the triggered effect resolves, you choose whether to destroy an item you control.

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Twin Drive

Mechanologist Action - Attack

(RED) 2{r} 5{p} 3{d}

Boost

Boost

  • When you play this card, you choose if you want to boost 0, 1, or 2 times (before you pay any costs). You cannot boost, then look at the top of your deck to decide if you want to boost a second time.
  • If you do not have any cards in your deck, you can not boost this card. If you do not have 2 cards in your deck, you can not boost this card twice.
  • If you banish a Mechanologist card with both boost costs, you do not gain two action points from go again. You may still only gain 1 action point from any amount of go again on a card.
  • Boosting twice will trigger effects that trigger whenever you boost.E.g. for the purposes of Hyper X-3.
  • Boosting twice will increase the total number of times you’ve boosted this combat chain/turn by 2. (e.g. for the purposes of Maximum Velocity).

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Magnetic Lockwave

Mechanologist Action

(BLU) XXX{r} 3{d}

Target hero chooses X equipment they control, then you choose 1 from among them. That hero must defend your attacks this turn with that equipment if able.

Go again

  • You choose the value of X when you play this card. You may choose X=0. If you do this card has no effect (but you still get an action point from go again).
  • The cost to play this is thrice the value of X (e.g. X+X+X).
  • If the target hero has less than X equipment, they must choose all of their equipment.
  • The target hero may choose any equipment they control, even if it doesn’t have the {d} property.
  • The chosen equipment can not defend if it does not have the {d} property, or if it is already defending on a chain link. You may close the combat chain to “reset” an equipment and allow it to defend again.

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System Failure

Mechanologist Action

(YEL) 1{r} 2{d}

Remove all steam counters from target equipment, item, or weapon. If 2 or more steam counters are removed this way, deal 2 damage to its controller.

  • You may target an equipment, item, or weapon, even if it has 0 steam counters on it.

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System Reset

Mechanologist Action

(YEL) X{r} 3{d}

Banish X Mechanologist items you control with cost 0 or 1, then return them to the arena under their owners' control.

  • You choose the value of X when you play this card. You may choose X=0. If you do, you do not banish nor return any cards.
  • If you control an item owned by another player, if you banish it, it will return under the control of its owner, not you.
  • Items that are banished and return to the arena are considered new cards. They lose any steam counters on them, and then return to the arena (and may have a new set of steam counters on them).
  • You choose the order that the cards are banished, then you choose the order that the cards return.
  • Token items that are banished cease to exist when they are banished and do not return to the arena.

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Fabricate

Mechanologist Instant

(RED) 0{r}

Choose 2;

Equip a base equipment with Proto in its name from your inventory.

Evo permanents you control get +1{d} this turn.

Put this under an Evo permanent you control.

You may banish an Evo from your hand. If you do, draw a card.

  • You choose the modes when you play this card.
  • You may not choose the same mode more than once.
  • You must choose exactly two modes.
  • Your inventory comprises all of the cards in your card-pool that you did not start the game with. In Bright Lights limited formats, any number of token-rarity cards (such as the Proto suite of equipment) can be added to your card-pool.
  • If you pick the first mode, you may only equip the equipment if the respective equipment zone is empty (and has nothing equipped to it), and only if you have a Proto in your inventory. You may only equip a Proto to its respective equipment zone.
  • If you pick the fourth mode, you may banish the card upon resolution of this card, not when it is played.

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Bull Bar

Mechanologist Action - Attack

(RED/YEL/BLU) 2{r} 5/4/3{p} 3{d}

Boost

If you control a Hyper Driver, this gets overpower.

  • If this is already defended by two or more action cards, and then you gain control of a Hyper Driver, this gains overpower but the defending action cards are not retroactively removed.

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Spring a Leak

Mechanologist Action - Attack

(RED/YEL/BLU) 2{r} 5/4/3{p} 3{d}

Boost

When this hits a hero, remove all steam counters from an equipment, item, or weapon they control.

  • You may choose an equipment, item, or weapon, even if it has 0 steam counters on it.

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Big Shot

Mechanologist Action - Attack

(RED) 3{r} 6{p} 3{d}

If you've boosted 2 or more times this turn, this gets +2{p}.

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Burn Rubber

Mechanologist Action - Attack

(RED) 3{r} 5{p} 3{d}

If you've boosted 2 or more times this turn, this gets +2{p} and can't be defended by equipment.

  • Action equipment and instant equipment are still considered equipment and may not defend this if you’ve boosted 2 or more times. This includes action equipment and instant equipment from hand.

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Smash and Grab

Mechanologist Action - Attack

(RED) 3{r} 5{p} 3{d}

If you've boosted 2 or more times this turn, this gets +2{p} and "When this hits a hero, gain control of an item they control."

  • The owner of the item is considered the player who started the game with that item, you are considered to be the controller while it is in the arena. When it is destroyed or banished, it goes to the owner’s graveyard or banished zone.

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Gigawatt

Mechanologist Action

(RED/YEL/BLU) 1{r} 2{d}

Your next Mechanologist attack this turn gets +4/3/2{p}.

Go again

  • This applies to both attack action cards and weapon attacks.

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Firewall

Mechanologist Block

(RED/YEL/BLU) 4/3/2{d}

When this defends, reveal the top card of your deck. If it's an Evo, put it on top of your deck. Otherwise, put it on the bottom.

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Zero to Fifty

Mechanologist Action - Attack

(RED/YEL/BLU) 0{r} 3/2/1{p} 3{d}

Boost

  • What’s next, Zero to Forty?

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Razzle Dazzle

Mechanologist Action - Attack

(RED/YEL/BLU) 1{r} 4/3/2{p} 3{d}

Boost

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Full Tilt

Mechanologist Action - Attack

(RED/YEL/BLU) 2{r} 5/4/3{p} 3{d}

Boost

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Gas Guzzler

Mechanologist Action - Attack

(RED/YEL/BLU) 3{r} 6/5/4{p} 3{d}

Boost

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Big Bertha

Mechanologist Action - Attack

(RED/YEL/BLU) 3{r} 6/5/4{p} 3{d}

Boost

When this is banished from boosting, put a steam counter on a Hyper Driver you control.

  • If this is banished from anything other than boosting, it does not trigger.

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Rev Up

Mechanologist Action - Attack

(RED/YEL/BLU) 3{r} 6/5/4{p} 3{d}

If you control a Hyper Driver, this costs {r} less to play.

Boost

  • Effects that increase costs are applied before effects that decrease costs.
  • If you don’t control a Hyper Driver when this is played, and then gain control of a Hyper Driver after this is played, you do not retroactively gain {r}.

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Data Link

Mechanologist Action - Attack

(RED/YEL/BLU) 0{r} 3/2/1{p} 3{d}

Boost

When this hits, opt 1.

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Dive Through Data

Mechanologist Action - Attack

(RED/YEL/BLU) 1{r} 4/3/2{p} 3{d}

Boost

When this hits, opt 1.

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Sprocket Rocket

Mechanologist Action - Attack

(RED/YEL/BLU) 0{r} 3/2/1{p} 3{d}

Boost

If an item or equipment was banished from boosting this, this gets +1{p}.

  • If any item or equipment is banished from paying the boost cost for this, this gets the +1{p}. The banished card does not have to be a Mechanologist card.
  • Cards that were banished from paying the boost cost of other cards do not count toward this effect.

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Dumpster Dive

Mechanologist Action - Attack

(RED/YEL/BLU) 1{r} 4/3/2{p} 3{d}

Boost

If an item or equipment was banished from boosting this, this gets +1{p}.

  • If any item or equipment is banished from paying the boost cost for this, this gets the +1{p}. The banished card does not have to be a Mechanologist card.
  • Cards that were banished from paying the boost cost of other cards do not count toward this effect.

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Expedite

Mechanologist Action - Attack

(RED/YEL/BLU) 0{r} 3/2/1{p} 3{d}

Boost

When this hits, you may put an item with cost 0 or 1 from your hand into the arena.

  • You may resolve this trigger and choose not to put an item into the arena. Either by not having a valid item in your hand, or "failing to find" a valid item even if you have one in your hand.

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MetEx

Mechanologist Action - Attack

(RED/YEL/BLU) 1{r} 4/3/2{p} 3{d}

Boost

When this hits, you may put an item with cost 0 or 1 from your hand into the arena.

  • You may resolve this trigger and choose not to put an item into the arena. Either by not having a valid item in your hand, or "failing to find" a valid item even if you have one in your hand.

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Out Pace

Mechanologist Action - Attack

(RED/YEL/BLU) 1{r} 4/3/2{p} 3{d}

Boost

This can't be defended by equipment.

  • This can not be defended by either equipment existing in the arena and action equipment cards (e.g. Evo cards) from hand.

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Lay Waste

Mechanologist Action - Attack

(RED/YEL/BLU) 2{r} 5/4/3{p} 3{d}

Boost

This can't be defended by equipment.

  • This can not be defended by either equipment existing in the arena and action equipment cards (e.g. Evo cards) from hand.

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Fender Bender

Mechanologist Action - Attack

(RED/YEL/BLU) 1{r} 4/3/2{p} 3{d}

Boost

This gets +X{p}, where X is the number of equipment defending it.

  • The number of equipment defending this includes both equipment existing in the arena and action equipment cards (e.g. Evo cards) from hand, that are defending this.

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Panel Beater

Mechanologist Action - Attack

(RED/YEL/BLU) 2{r} 5/4/3{p} 3{d}

Boost

This gets +X{p}, where X is the number of equipment defending it.

  • The number of equipment defending this includes both equipment existing in the arena and action equipment cards (e.g. Evo cards) from hand, that are defending this.

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Under Loop

Mechanologist Action - Attack

(RED/YEL/BLU) 1{r} 4/3/2{p} 3{d}

Boost

When this hits, put it on the bottom of its owner's deck.

  • Putting this card on the bottom of the deck does not close the combat chain.
  • When this card is removed from the chain link, Last Known Information is used to determine whether it has go again and if the attacker will gain an action point or not.

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Gas Up

Mechanologist Action

(RED/YEL/BLU) 1{r} 2{d}

The next attack you boost this turn gets +4/3/2{p}.

You may put a Hyper Driver from your banished zone into the arena.

Go again

  • This effect applies once and only to the next attack you boost. E.g. even if you boost twice with Twin Drive, this only applies once.
  • Putting a Hyper Driver into the arena is optional.

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Quickfire

Mechanologist Action

(RED/YEL/BLU) 2{r} 2{d}

This costs {r} less to play for each Hyper Driver you control.

The next attack you boost this turn gets +4/3/2{p}.

Go again

  • Effects that increase costs are applied before effects that decrease costs.
  • If you don’t control a Hyper Driver when this is played, and then gain control of a Hyper Driver after this is played, you do not retroactively gain {r}.

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Re-Charge!

Mechanologist Action

(RED/YEL/BLU) 1{r} 2{d}

Put a steam counter on a Hyper Driver you control.

The next attack you boost this turn gets +4/3/2{p}.

Go again

  • If you control a Hyper Driver on the stack, you may put a steam counter on it while it is on the stack. If the Hyper Driver would enter the arena with steam counters, it gains that many steam counters plus the one you added by resolving this.

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Teklonetic Force Field

Mechanologist Block

(RED/YEL/BLU) 3/2/1{d}

When this defends an attack with overpower, this gets +2{d}.

  • If the attack does not have overpower when this defends, but gains overpower after this card defends, this does not trigger and will not get the +2{d}.

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Expansion Slot

Shriek Razors

Assassin Equipment - Arms

1{d}

While this is in your graveyard, at the start of your turn, you may destroy 2 Silvers you control. If you do, equip this.

Attack Reaction -- {r}{r}, destroy this: Target attack action card defending an Assassin attack gets -1{d}.

Battleworn

  • Shriek Razors’ activated ability is an Attack Reaction, and can only be activated in the Reaction step of combat.
  • You cannot activate Shriek Razors’ ability if there are no attack action cards defending an Assassin attack for it to target.
  • If the Assassin attack changes to a non-Assassin attack before this ability resolves (e.g. Uzuri’s ability), the effect fails and does nothing.
  • Any -1{d} counters are removed from the Shriek Razors when it goes to the graveyard. If it is then equipped, it will not have any -1{d} counters on it.
  • Shriek Razors’ triggers and resolves during the start of turn phase. There is no priority and it can not be responded to.

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Already Dead

Assassin Action - Attack

(RED) 2{r} 6{p} 3{d}

Contract - You are contracted to banish opponents' non-action cards. Whenever you complete this contract, create a Silver token.

When this hits a hero, banish the top card of their deck and a defending card.

  • To banish an opponent's cards, you must be the one instructed by an effect to do the banishing. If an opponent is instructed by an effect to banish a card, it does not complete the contract because YOU are not banishing an opponent’s card.
  • This contract can be completed any number of times, as long as this is face-up in the arena.
  • Banishing multiple non-action cards at the same time completes this contract that many times. (e.g. the contract is completed with each non-action card banished).
  • A non-action card is any card that does not have the “action” type.
  • When you hit a hero with this, you choose the defending card to banish. You may choose any defending card on any chain link of the combat chain, not just this chain link.

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Smashing Performance

Brute Action - Attack

(YEL) 3{r} 6{p}

When this attacks, draw a card then discard a random card. If a card with 6 or more {p} is discarded this way, destroy a random item in the arena.

  • Items in the arena mean any item that is in any zone in the arena and not a sub-card of another permanent (i.e. not under another card).

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Tectonic Rift

Guardian Action

(BLU) X{r} 2{d}

Create X Seismic Surge tokens.

Go again

  • You choose the value of X when you play this card. You may choose X=0. If you do this card has no effect (but you still get an action point from go again).

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Wax Off

Ninja Defense Reaction

(BLU) 0{r} 2{d}

If you've played Wax On this turn, create a Zen State token.

  • You may play Wax On and Wax Off on the same chain link. The condition of Wax Off is met, even if Wax On did not resolve as a layer on the stack before Wax Off.

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Emboldened Blade

Warrior Action

(BLU) 0{r} 3{d}

Turn a face-down card in any arsenal face-up. If it's a defense reaction, destroy it and your next weapon attack this turn gets +1{p}.

Go again

  • This effect is mandatory. If the only face-down card in any arsenal is your own, you must turn it face-up, and if it’s a defense reaction, you must destroy it (you still get the +1{p} if you do though).

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Intoxicating Shot

Ranger Action - Arrow Attack

(BLU) 0{r} 4{p} 3{d}

Riptide Specialization

When this hits a hero, they create a Courage and Quicken token.

  • The hero hit by this is the player that creates the Courage and Quicken token.

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Sonata Fantasmia

Runeblade Action

(BLU) XX{r} 3{d}

Viserai Specialization

Create X Runechant tokens.

If X is 6 or greater, target hero discards 3 random cards.

  • You determine the value of X when you play this card.
  • The cost to play this is twice the value of X (e.g. X+X).
  • If X is 6 or greater, you create the Runechants before the target hero discards the cards. There is no priority between creating the Runechants and the discard effect.

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Contest the Mindfield

Wizard Action - Aura

(BLU) 2{r} 2{d}

All heroes get -1{i}.

At the start of your turn, destroy this.

  • Players draw up to their intellect at the end of their turn. If you play this on your turn, you will typically draw one less card than usual. Then at the end of your opponent's turn, they’d typically draw one less card. Then this would be destroyed at the start of your turn.
  • You may have more cards in your hand than your hero's intellect - you do not have to discard cards until you match your intellect.

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Phantom Tidemaw

Illusionist Instant - Aura

(BLU) 0{r}

Whenever an Illusionist card you control is destroyed, put a +1{p} counter on this.

Phantasm

Ward 1

  • Tokens are considered cards with the token type. If an Illusionist token card is destroyed (e.g. Spectral Shield) it will trigger Phantom Tidemaw.
  • You control cards that are in the arena, including permanents, and cards attacking or defending on the combat chain. Cards destroyed by phantasm or spectra effects trigger this effect.
  • The +1{p} counters do not modify anything about Phantom Tidemaw until an effect gives this a base power value (e.g. Luminaris or Iris of Reality etc.).

---------------------------------------------------------------

Tome of Imperial Flame

Draconic Action

(RED) 0{r}

Draw a card. If you are Royal, instead draw 2 cards.

You may pitch 2 red cards. If you don't, banish your hand.

Go again

  • There is no priority between drawing the cards and pitching red cards.
  • Pitching two red cards is optional. Even if you have two red cards, you may choose to banish your hand instead.
  • If you choose to pitch 2 red cards, you must pitch exactly 2 red cards. You can not pitch 1 red card and then banish your hand, nor can you pitch additional cards as part of this pitch effect.
  • When you pitch cards this way, you may still trigger effects due to pitching (Dromai etc.) and you still gain the resources from pitching (e.g. you would gain 2 resources).

---------------------------------------------------------------

Dust from the Chrome Caverns

Draconic Illusionist Action - Ash

(RED) 0{r} 3{d}

Material - While this is under a permanent other than Cromai, that permanent has phantasm.

  • When this resolves as a layer on the stack, it becomes a permanent in the arena under the player’s control.
  • If a Dust from the Chrome Caverns is transformed into a dragon, it is put underneath that dragon and the dragon gains Phantasm unless the dragon is named Cromai.
  • While this is underneath a card, it can not be targeted by effects and is not considered to be controlled by any player.
  • If the card on top of this is destroyed or otherwise removed from the arena, this is put into the owner’s graveyard.

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Warband of Bellona

Light Warrior Equipment - Head

2{d}

Action -- {r}{r}, destroy this: The next time you attack this turn, you may charge your hero's soul. If a yellow card is charged this way, draw a card. Go again

Temper

  • This has an optional additional cost. You do not have to charge your soul to play this.
  • Charging a yellow card in any way other than this card's optional effect does not meet the condition of its second ability.

---------------------------------------------------------------

Slay

Shadow Instant

(RED) 0{r}

Destroy target angel ally.

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Round the Table: TCC x LSS Card Notes

Professor Teklovossen cards

Professor Teklovossen

Mechanologist Hero - Young

4{i} 20{h}

Evos cost {r} less to play for each opposing hero.

You may play Evos from your banished zone.

  • If you play an Evo from your Banished Zone with Professor Teklovossen’s effect, you must still pay costs as normal. If the Evo is an action, you must pay an action point. If it has a resource cost, you must pay for those resources.

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Teklo Blaster

Mechanologist Weapon - Gun (2H)

2{p}

Once per Turn Action -- {r}{r}{r}: Attack

---------------------------------------------------------------

Evo Tekloscope

Mechanologist Action Equipment - Evo Head

(BLU) 3{r} 2{d}

If you have a base head equipped, transform it into this, then equip this.

Your Teklo Blaster attacks can target any opposing hero.

Battleworn

  • This does not have the base subtype. It can NOT be transformed into another evo.

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Evo Energy Matrix

Mechanologist Action Equipment - Evo Chest

(BLU) 3{r} 2{d}

If you have a base chest equipped, transform it into this, then equip this.

Your Teklo Blaster costs {r} less to activate for each opposing hero.

Battleworn

  • This does not have the base subtype. It can NOT be transformed into another evo.

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Evo Scatter Shot

Mechanologist Action Equipment - Evo Arms

(BLU) 3{r} 2{d}

If you have a base arms equipped, transform it into this, then equip this.

Your Teklo Blaster gets +1{p} for each opposing hero.

Battleworn

  • This does not have the base subtype. It can NOT be transformed into another evo.

---------------------------------------------------------------

Evo Rapid Fire

Mechanologist Action Equipment - Evo Legs

(BLU) 3{r} 2{d}

If you have a base legs equipped, transform it into this, then equip this.

Your Teklo Blaster attacks get go again.

Battleworn

  • This does not have the base subtype. It can NOT be transformed into another evo.

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Apocalypse Automaton

Mechanologist Action - Attack

(RED) 3{r} 6{p} 3{d}

Play this only if you have 1 or more Evos equipped.

Evo Upgrade - This attacks up to X target opposing heroes, where X is the number of Evos you have equipped.

  • You may only target heroes with Apocalypse Automaton. You cannot target anything other than heroes.
  • If an effect requires you to target something other than a hero (e.g. Arc Light Sentinel), Apocalypse Automaton ignores that requirement because it cannot target anything other than a hero.
  • If an effect restricts you from targeting a hero (e.g. an effect that says “hero can not be targeted this turn.”), Apocalypse Automaton can not target that hero.
  • You may choose to target 0 opposing heroes. If you do, the combat chain closes because there are no valid attack targets, and Apocalypse Automaton is cleared and goes to the graveyard.
  • Damage for each target hero is calculated separately, based on the defending cards that have been declared for that hero.
  • If you attack 2 or more heroes using Apocalypse Automaton, during the Defend step each hero in clockwise order declares the defending cards for themselves, starting with the player left of the attacker. Once a player has declared defending cards for themselves, players in clockwise order may add defending cards (e.g. with Protect), and then you move onto the next player declaring defending cards for themselves etc.
  • If an effect would trigger for Apocalypse Automaton dealing damage or hitting a hero, it triggers for each hero it deals damage to or hits. E.g. If you play Pummel on Apocalypse Automaton, each hero hit would discard a card.

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Brevant, Civic Protector cards

Brevant, Civic Protector

Guardian Hero - Young

4{i} 20{h}

You may have any number of Chivalry in your deck.

Whenever you protect another hero, create a Might token.

  • You are not limited to 3 per deck for classic constructed, or 2 per deck for blitz or UPF, for cards with the name Chivalry.
  • Protecting another hero means using the protect ability of a card to declare it as a defending card when another player’s hero is being attacked.

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Hammer of Havenhold

Guardian Weapon - Hammer (1H)

3{p}

Once per Turn Action -- {r}{r}{r}: Attack

If you have a Chivalry in your pitch zone, this gets +1{p}.

  • This card was printed with a minor typo “Chivarly” instead of the correct name of “Chivalry”

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Bastion of Duty

Guardian Equipment - Off-Hand

2{d}

Protect

Temper

  • You still may use this to defend attacks against your own hero.
  • You may use this to defend attacks against opposing heroes, but only after that hero has finished declaring any defending cards (or lack thereof), and only if it would not make the set of defending cards illegal to defend with (e.g. dominate limits the number of defending cards from hand).
  • Defending another hero using this card means you’ve considered to have protected that hero, and will trigger effects that are conditional on you protecting.

---------------------------------------------------------------

Civic Peak

Guardian Equipment - Head

2{d}

Whenever this defends, another target hero draws a card.

Temper

  • This triggers whenever it defends, not just the first time it defends in a game.
  • This is a targeted effect. You may only target players to your left and right in UPF.
  • You may not target yourself to draw the card.

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Civic Duty

Guardian Equipment - Chest

2{d}

Whenever this defends, create a Vigor token under another hero's control.

Temper

  • This triggers whenever it defends, not just the first time it defends in a game.
  • This is not a targeted effect. You choose the player upon resolution of the triggered effect. You may choose any hero in UPF, not just the player’s to the left and right of you.
  • You may not choose yourself to create the Vigor token for.

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Civic Guide

Guardian Equipment - Arms

2{d}

Whenever this defends, create a Might token under another hero's control.

Temper

  • This triggers whenever it defends, not just the first time it defends in a game.
  • This is not a targeted effect. You choose the player upon resolution of the triggered effect. You may choose any hero in UPF, not just the player’s to the left and right of you.
  • You may not choose yourself to create the Might token for.

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Civic Steps

Guardian Equipment - Legs

2{d}

Whenever this defends, create a Quicken token under another hero's control.

Temper

  • This triggers whenever it defends, not just the first time it defends in a game.
  • This is not a targeted effect. You choose the player upon resolution of the triggered effect. You may choose any hero in UPF, not just the player’s to the left and right of you.
  • You may not choose yourself to create the Quicken token for.

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Boulder Drop

Guardian Action - Attack

(YEL/BLU) 3{r} 6/5{p} 3{d}

Crush - When this deals 4 or more damage to a hero, they put a card from their hand on top of their deck.

  • The opponent chooses which card they put from their hand on top of their deck.

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Chivalry

Guardian Block

(BLU) 3{d}

Protect

  • You still may use this to defend attacks against your own hero.
  • You may use this to defend attacks against opposing heroes, but only after that hero has finished declaring any defending cards (or lack thereof), and only if it would not make the set of defending cards illegal to defend with (e.g. dominate limits the number of defending cards from hand).
  • Defending another hero using this card means you’ve considered to have protected that hero, and will trigger effects that are conditional on you protecting.

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Colossal Bearing

Guardian Action - Attack

(RED) 4{r} 8{p} 3{d}

Tower - If this has 13 or more {p}, it gets "When this hits a hero, destroy an equipment they control with 1 or less {d}."

  • If you increase the {p} of this to 13 or more before the damage step of combat, the card will trigger on-hit. If you increase the power after the damage step of combat, the card will not retroactively trigger, even if it had hit.

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Crash Down

Guardian Action - Aura

(RED/YEL) 3{r} 3{d}

At the start of your turn, destroy this, then the next Guardian attack action card you play this turn gets +6/5{p}.

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Earthlore Empowerment

Guardian Action - Aura

(RED/YEL) 3{r} 3{d}

At the start of your turn, destroy this, then the next Guardian attack action card you play this turn costs {r} less to play and gets +5/4{p}.

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Lay Down the Law

Guardian Action - Attack

(RED) 3{r} 7{p} 3{d}

Tower - If this has 13 or more {p}, non-equipment cards get -1{d} while defending this.

  • If you increase the {p} of this to 13 or more after this has been defended, the defending non-equipment cards will retroactively get -1{d}.

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Smack of Reality

Guardian Action - Attack

(RED) 5{r} 9{p} 3{d}

Tower - If this has 13 or more {p}, it gets "When this hits a hero, destroy all aura tokens they control."

  • If you increase the {p} of this to 13 or more before the damage step of combat, the card will trigger on-hit. If you increase the power after the damage step of combat, the card will not retroactively trigger, even if it had hit.
  • This on-hit only applies to aura tokens. If a card is not an aura or a token, it will not be destroyed by this effect.

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Melody, Sing-along cards

Melody, Sing-along

Bard Hero - Young

4{i} 20{h}

Whenever you play a song, create Copper tokens equal to the number of other heroes in the game.

  • Other heroes means all heroes except yourself.

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Jinglewood, Smash Hit

Bard Weapon - Lute (2H)

2{p}

Once per Turn Action -- {r}{r}{r}: Target opposing hero chooses and creates a Might, Quicken, or Vigor token. You create a Copper token. Go again

Action -- 0: Attack. When this hits, destroy it.

  • The targeted hero is the one that chooses and creates the chosen token.

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Nom de Plume

Bard Equipment - Head

0{d}

Action -- Destroy this: Each hero draws a card. Go again

  • All heroes left in the game draw a card, including yourself.

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Heart-throb

Bard Equipment - Chest

0{d}

Action -- Destroy this: Each hero creates a Vigor token. Go again

  • All heroes left in the game create a Vigor token, including yourself.

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Fiddle-dee

Bard Equipment - Arms

0{d}

Action -- Destroy this: Each hero creates a Might token. Go again

  • All heroes left in the game create a Might token, including yourself.

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Quickstep

Bard Equipment - Legs

0{d}

Action -- Destroy this: Each hero creates a Quicken token. Go again

  • All heroes left in the game create a Quicken token, including yourself.

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Crowd Control

Bard Block

(RED/YEL/BLU) 4/3/2{d}

When this defends, you may pay {r}{r}{r}. If you do, it gets +1{d} for each opposing hero.

  • The number of opposing heroes is the number of heroes that are not in your party that are left in the game.

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Encore

Bard Action

(YEL) 1{r} 2{d}

Return a Bard attack action card from your graveyard to your hand.

Go again

  • The card you choose to put into your hand is known to all players.

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Final Act

Bard Action - Attack

(RED) 1{r} 1{p} 3{d}

When this attacks, it gets +X{p} where X is twice the number of cards in all pitch zones.

  • The value of X considers the number of cards in ALL pitch zones, not just your pitch zone.
  • This is a triggered effect and the value of X is determined on resolution. If additional cards are added to pitch zones, the value of X will not retroactively change.

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Interlude

Bard Instant

(RED/YEL/BLU) 0{r}

Choose a hero. The next time they would be dealt damage this turn, prevent 3/2/1 of that damage. If you prevent damage to another hero this way, create a Copper token.

  • You may choose any hero, including yourself, or heroes that are not to your left or right.
  • As part of preventing the damage, you create a Copper token. There is no priority between preventing the damage and creating the Copper token.

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Song of Jack-be-Quick

Bard Action - Song

(BLU) 0{r} 3{d}

Create a Quicken token under each other hero's control.

  • Each other hero means all heroes except yourself.

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Song of Sweet Nectar

Bard Action - Song

(BLU) 0{r} 3{d}

Each other hero gains 1{g}.

  • Each other hero means all heroes except yourself.

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Song of the Rosen Matador

Bard Action - Song

(BLU) 0{r} 3{d}

Create a Vigor token under each other hero's control.

  • Each other hero means all heroes except yourself.

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Song of the Shining Knight

Bard Action - Song

(BLU) 0{r} 3{d}

Create a Might token under each other hero's control.

  • Each other hero means all heroes except yourself.

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Song of the Wandering Mind

Bard Action - Song

(BLU) 0{r} 3{d}

Each other hero draws a card.

  • Each other hero means all heroes except yourself.

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Song of Yesteryears

Bard Action - Song

(BLU) 0{r} 3{d}

Each other hero puts an attack action card from their graveyard on the bottom of their deck.

  • Each other hero means all heroes except yourself.
  • Players choose a card from their graveyard and put it on the bottom of their deck clockwise around the table. The chosen card is known to all players.

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Ira, Crimson Haze cards

Mask of Three Tails

Ninja Equipment - Head

0{d}

Instant -- Destroy this: Draw a card. Activate this ability only if you've hit 3 or more times this combat chain.

  • You’re considered to have hit 3 or more times this combat chain if, during this combat chain, you’ve dealt {p} damage with attacks and/or created hit effects 3 or more times. Dealing damage with Hurl or Flick Knives is considered 1 hit.
  • You do not have to have hit on each chain link in a row for this condition to be met.

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Blood Scent

Ninja Equipment - Chest

1{d}

Instant -- Destroy this: Gain {r}. Activate this only if you've attacked with a Crouching Tiger this turn.

Battleworn

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Pouncing Paws

Ninja Equipment - Legs

1{d}

Instant -- Destroy this: Create a Crouching Tiger in your banished zone. You may play it this turn.

Battleworn

  • If you do not play the Crouching Tiger this turn, it remains in the banished zone for the rest of the game and can not be played in subsequent turns with this effect.

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Bittering Thorns

Ninja Action - Attack

(RED/YEL) 1{r} 4/3{p} 2{d}

When this hits, your next attack this turn gets +1{p}.

Go again

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Flying Kick

Ninja Action - Attack

(RED/BLU) 2{r} 5/3{p} 3{d}

When this is played as chain link 3 or higher, it gets +2{p}.

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Growl

Ninja Action - Attack

(RED/YEL) 0{r} 3/2{p} 2{d}

When this attacks, the next Crouching Tiger you play this combat chain gets +1{p}.

Go again

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Mauling Qi

Ninja Action - Attack

(RED) 1{r} 5{p} 3{d}

Combo - When this hits, if Crouching Tiger was the last attack this combat chain, deal 1 damage to each opposing hero.

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Qi Unbound (Qi Unleashed)

Ninja Action - Attack

(RED) 2{r} 3{p} 3{d}

Combo - If Crouching Tiger was the last attack this combat chain, this gets +4{p}.

  • The card Qi Unleashed was originally printed in the set Dynasty. Due to a proofing error, Qi Unbound was printed with an old internal development name, instead of its correct and final name Qi Unleashed. This card (Qi Unbound) is to be treated as though it has the correct name (Qi Unleashed).

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Tiger Eye Reflex

Ninja Block

(YEL/BLU) 3/2{d}

Ambush

When this defends, create a Crouching Tiger in your banished zone. You may play it during your next turn.

  • If you do not play the Crouching Tiger on your next turn, it remains in the banished zone for the rest of the game and can not be played in subsequent turns with this effect.

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Token-specific Notes

Hyper Driver

Mechanologist Token - Item

When this has no steam counters, destroy it.

Once per turn, when you boost a card, remove a steam counter from this and gain {r}.

  • A Hyper Driver token is considered a Hyper Driver for effects that just specify “Hyper Driver”.
  • The effect that creates a Hyper Driver token specifies how many steam counters it enters the arena with (if any).
  • If a Hyper Driver token would be put into any zone outside the arena (e.g. the graveyard or banished zone) it ceases to exist and is removed from the game.

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Might

Generic Token - Aura

At the start of your turn, destroy this, then your next attack this turn gets +1{p}.

  • Might triggers and resolves during the start of turn phase. There is no priority and it can not be responded to.

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Vigor

Generic Token - Aura

At the start of your turn, destroy this and gain {h}.

  • Vigor triggers and resolves during the start of turn phase. There is no priority and it can not be responded to.

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