Build, Draft & Battle in this Digital Tabletop CCG
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Action Packed Hat Stack
Armor - Head
+2 Max AP
+3 Shield
AP Generator II
Board Item - Generator
+4 Max AP
10 HP
AP Generator III
+5 Max AP
15 HP
AP Generator XXXX
(unique, you may only have one in play) At the start of your Turn Adds X AP on top of your Max. Where X is the number of Generators you have in play. (including this one)
7 HP
Armor Set I Chest
Armor - Chest
Armor Set I Feet
Armor - Feet
Armor Set I Helm
+1 Shield
+2 Attack
Armor Set II Chest
+10 Shield
Armor Set II Feet
+4 Shield
Armor Set II Helm
All Actions for this Champion cost 1AP less to play. If a cost would be reduced below 1 it is instead 1.
Armor Set I Legs
Armor - Legs
+2 Shield
+1 Attack
Attack Burst I
Action - Any
Target Champion, Range 4. That Champion gets +12 attack, until end of Turn.
Back Alley Blade
Weapon - 1H
+7 Attack
Battle Stomp
Deal 5 Damage to each adjacent space.
Blazer Sword
+4 Attack
Block
Reflex - Any
Block Target Champion Ability.
Charge
Move up to 2 spaces then Deal 8 Damage to Target Champion, Range 1.
Charge Thrust
Deal X+10 Damage to Target Champion, Range 2.
Dart
Move this Champion up to Range 2.
Deflect
Target a Basic Attack or any Action Card, Range 2. Change the Target to a new Target Champion, Range 2. If the action has more than one target it now has one.
Double Take
Draw a Card, then choose and Discard a Card.
Eagle Power
This Champion get +14 Attack, until end of Turn.
Electrified Pit
Board Item - Trap
When an Enemy Champion enters within 1 Space, it loses 10 HP and this trap is destroyed.
Entangle
Target Champion gets -3 Move, for 3 Turns.
Fire Ball I
Deal 4 Damage to up to 2 Target Champions, Range 3.
Fire Ball II
Deal 8 Fire Damage to up to 2 Target Champions, Range 3.
Fire Ball III
Deal 10 Fire Damage to up to 3 Target Champions, Range 3.
Fire Bolt
Deal 5 Fire Damage, Range 3.
Flame Shot
Deal 10 Fire Damage to Target Champion, Range 3.
Flame Strike I
Deal 8 Fire Damage to Target, Range 1. Target Champions also takes 1 HP Damage for 2 Turns.
Flame Strike II
Deal 5 Fire Damage to Target, Range 2. Target Champion also takes 2 HP Damage for 3 Turns.
Flame Strike III
Deal 9 Fire Damage to up to 2 Targets, Range 3. Target Champions also takes 3 HP Damage for 2 Turns.
Fractoid Blaster
Weapon - Ranged
Friction Fuser
Weapon - 2H
When this Champion Deals HP Damage it Heals 2 HP.
+6 Attack
Frost Bolt
Deal 5 Frost Damage to Target, Range 3.
Frost Nova
Deal 5 Frost Damage to Target Champion, Range 2. Target Champion is Immobile until your next Turn. (Immobile: Unable to Move)
Frost Strike I
Deal 5 Frost Damage to Target Champion, Range 1. That Champion gets -1 Moves for 2 Turns.
Frost Strike II
Deal 9 Frost Damage to Target Champion, Range 1. That Champion gets -2 Moves for 2 Turns.
Galatic Helm
Prevent the first 2 Damage from each source.
Green Drink
Item - Potion
One time use, discarded at end of Turn.
Hat Trick
Draw 3 Cards.
Heal I
Heal Target Champion for 10 HP, Range 3.
Health Drink
+14 HP
Health Drink II
+24 HP
Helm of Might
Ice Storm
Target any Tile in Range 2. Then, Target up to 3 Champions in adjacent spaces. Each Target takes 10 Frost Damage.
J34 M.A.X. Scope
Item - Trinket
Lasts 3 Basic Attacks.
Laser Sight Helm
Lighting I
Deal 8 Damage to Target Champion, Range 5.
Magic Shield I
Prevent the next 5 Damage to Target Champion, Range 1.
Magic Shield II
Prevent the next 7 Damage to Target Champion, Range 2.
Magic Shield III
Prevent the next 10 Damage to Target Champion, Range 2.
Master Fire Ball
Target a Tile, Range 4. Deal 10 Damage to each Champion in adjacent spaces and including Target Tile.
Master Flame Strike
Deal 16 Fire Damage, Range 2.
Master Frost Strike
Deal 16 Frost Damage to Target Champion, Range 2. Target Champion is Frozen until your next Turn. (Frozen: Unable to do anything)
Master Magic Shield
Prevent the next 8 Damage to up to 3 target Champions, Range 3.
Melee Throw I
Block Target Action, Range 2. Deal 5HP Damage to the Champion source of the Acton.
Negate
Cancel Target Action.
Nova Blast
Deal X+10 Damage to Target Champion, Range 3.
Occlude
Cancel Target Action Card that is dealing Damage.
Orb of the Flame
Item - Orb
Basic Attack deals an additional 5 Fire Damage. Lasts 3 Basic Attacks.
Outer Realm Strike
Deal X+3 Damage to up to 2 Targets, Range 2.
Parry
Negate One Basic Attack, Range 2.
Parry+
Negate One Basic Attack, Range 2. The Attacking Champion will not be able to Attack on its next turn.
Pherox Crystal Ball
Lasts until this Champions loses HP.
+8 Attack
Red Drink
+10 Attack
Red Hot Fork
When this Champion deals Damage with a Basic Attack it deals an additional 5 Fire Damage.
Redirect
Safe Haven
Board Item - Building
If a friendly Champion is in the same space at the start of your turn, that Champion heals 5 HP. (up to Max HP)
12 HP
Shield I
Item - Shield
Lasts for 2 Damage Sources.
+5 Shield
Shield J34 M.A.X.
Basic Attacks deal no Damage to this Champion. Lasts for 2 Basic Attacks.
Shield Master I
Target Champion gets +10 Shield, until end of turn, Range 2.
Shoes of Speed
Slingshot M.A.X.
When this Champion uses the Basic Attack it takes 2 HP Damage.
Smitty West
Solomon's Coin Flip
Target any Attack or Action that is dealing Damage, Range 2. Take a 50/50 chance. If you win: All Damage is Prevented and the Champion becomes Actionless for the next 2 Turns. If you lose: All Damage is Doubled instead. (Actionless: Only able to Move)
Span of Flames
Target a Tile, Range 4. Deal 10 Fire Damage to each Champion in an adjacent space, including Target Tile.
Speed Drank
Lasts until Hit.
Sure Shot
This Champion gets +6 Attack for 2 Turns.
Sword
Sword II
Sword Stab I
Deal 7 Damage to Target Champion, Range 1.
Sword Storm
Deal 10 Damage to Target Champion, Range 1.
Sword Swipe I
Deal 6 Damage to up to 3 Champions, Range 1.
Taunt
Target Champion that is Attacking, Range 2. Force Attacking Champion to Attack this Champion instead.
Tower of Thought
At the beginning of your turn Draw an additional Card.
24 HP
Wildfire
Target a Tile, Range 3. Deal 8 Damage to each Champion in adjacent spaces of Target Tile. Each Champion also takes 2 HP Damage for 2 Turns.
X Blocks the Spot
Bock any one Action that requires X AP, Range 3. At the beginning of your next turn gain X AP, where X is the amount of AP used to pay for the Blocked Action.