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HeroTitleHPKeywordsGame TextFlavor TextSpellSetQty26.0423
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Absolute ZeroCold Snap-Ongoing,
Limited
At the start of your turn, Absolute Zero deals each non-Hero Target 1 Cold Damage."This is just like whack-a-mole, but with stupider targets."
-Absolute Zero, Freedom Five #247
-Base2Absolute Zero
3
Absolute ZeroCoolant Blast-OngoingPower: Absolute Zero deals 1 non-Hero Target X Cold Damage, where X = the amount of Fire Damage that has been dealt to Absolute Zero since the end of your last turn."Once in a while, you just gotta improvise!"
-Absolute Zero, The Ice-Man Cometh #3
-Base2Absolute Zero
4
Absolute ZeroCryo Chamber-Equipment,
Limited
Cold Damage dealt to Absolute Zero is increased by 1.
Fire Damage dealt to Absolute Zero is reduced by 1.
Power: Absolute Zero deals himself 5 Fire Damage. Destroy this card.
"Better bored in here than dead out there."
-Ryan Frost, Freedom Four Annual #2
-Base2Absolute Zero
5
Absolute ZeroFocused Apertures-Equipment,
Limited
Increase Cold Damage dealt by Absolute Zero by 1.Dr. Stinson's upgrades to the team's equipment led to much greater efficiency in combat.-Base3Absolute Zero
6
Absolute ZeroFrost-Bound Drain-One-ShotAbsolute Zero deals 1 non-Hero Target 3 Cold Damage.
Absolute Zero deals himself 3 Fire Damage.
"Too cold? Welcome to my life."
-Absolute Zero, The Ice-Man Cometh #7
-Base3Absolute Zero
7
Absolute ZeroFueled Freeze-One-ShotDestroy up to 3 Ongoing cards.
Absolute Zero deals each non-Hero Target X Cold Damage, where X = the number of Ongoing cards destroyed by this card.
"Time for all of you to cool down!"
-Absolute Zero, Freedom Five #203
-Base2Absolute Zero
8
Absolute ZeroGlacial Structure-OngoingPower: Draw 3 cards. Destroy this card."It's always nice to take a moment for quiet reflection."
-The Argent Adept, Freedom Five #641
-Base2Absolute Zero
9
Absolute ZeroHoarfire-One-ShotAbsolute Zero deals 1 Target 2 Cold Damage.
Absolute Zero deals a second Target 2 Fire Damage.
Absolute Zero deals himself 1 Cold Damage and 1 Fire Damage.
"This is gonna hurt you so much more than it will hurt me!"
-Absolute Zero, Science & Progress One-Shot
-Base2Absolute Zero
10
Absolute ZeroImpale-OngoingPlay this card next to a non-Hero Target.
At the start of your turn, Absolute Zero deals that Target 2 Cold Damage.
If the Target leaves play, destroy this card.
Legacy: "You're out of line, Frost!"
Absolute Zero: "I'm just getting started."
-A Day in the Life: Absolute Zero
-Base2Absolute Zero
11
Absolute ZeroIsothermic Transducer-Equipment,
Limited,
Module
When Absolute Zero is dealt Fire Damage, Absolute Zero deals 1 Target that much Cold Damage.Tachyon: "But the laws of thermodynamics have more to do with-"
Absolute Zero: "Look lady, all I know is fire gets all weird around me."
-Freedom Four Annual #7
-Base4Absolute Zero
12
Absolute ZeroModular Realignment-One-ShotSelect 1 Equipment card from your trash and put it either into your hand or into play.
Absolute Zero deals himself 1 Fire Damage and 1 Cold Damage.
"Aw, hell. Don't shut down on me now!"
-Absolute Zero, Freedom Five #392
-Base4Absolute Zero
13
Absolute ZeroNull-Point Calibration Unit-Equipment,
Limited,
Module
When Absolute Zero would take Cold Damage, he regains that many HP instead.Cold is all a matter of perspective.-Base4Absolute Zero
14
Absolute ZeroOnboard Module Installation-One-ShotYou may draw a card.
Search your deck for a Module card and put it into your hand. Shuffle your deck.
You may play a card.
"What to wear, what to wear…"
-Absolute Zero, Freedom Five Annual #4
-Base4Absolute Zero
15
Absolute ZeroSub-Zero Atmosphere-OngoingAny Villain card which would act at the end of the Villain turn instead acts at the start of the Villain turn."What's the matter…cold feet?"
-Absolute Zero, Freedom Five #142
-Base2Absolute Zero
16
Absolute ZeroThermal Shockwave-Ongoing,
Limited
Power: Absolute Zero deals up to 3 Targets 1 Cold Damage each.
Absolute Zero deals himself X Fire Damage, where X = the total amount of Cold Damage dealt by Absolute Zero this turn.
By opening all of the apertures in his suit to let in the scorching air, Absolute Zero can produce quite a chilling effect.-Base2Absolute Zero
17
The Argent AdeptAkpunku's Drum-Equipment,
Instrument
Power: Activate the Accompany text of a Rhythm card and the Perform text of a Melody card."How can this mere mortal counter my despair?!"
-Gloomweaver, Nightmist #21
-Infernal Relics1Argent Adept, The
18
The Argent AdeptAlacritous Subdominant-Ongoing,
Harmony
Perform: One Player may play 1 card now.
Accompany: You may use a Power now. If you do, destroy this card.
"Whoa! I'm keeping you around!"
-Tachyon, Virtuoso of the Void #4
-Infernal Relics2Argent Adept, The
19
The Argent AdeptArcane Cadence-One-ShotReveal the top 5 cards of your deck.
Put 1 of them in your hand, 1 on the top of your deck, 1 on the bottom of your deck, 1 in your trash, and play 1.
"Time for a little improvisation!"
-The Argent Adept, Virtuoso of the Void #22
-Infernal Relics4Argent Adept, The
20
The Argent AdeptCedistic Dissonant-Ongoing,
Harmony
Perform: Destroy an Instrument. If you do, destroy any 1 card in play, other than a Character card.
Accompany: Discard 2 cards. Draw 3 cards.
"Power for power. Be no more."
-The Argent Adept, Nightmist #61
-Infernal Relics2Argent Adept, The
21
The Argent AdeptCounterpoint Bulwark-Ongoing,
Rhythm
Perform: Select up to 2 Targets. Until the start of your next turn, reduce Damage dealt to those Targets by 1.
Accompany: One Player may draw 1 card now.
"Once again, evil mindlessly strives for nothing."
-The Argent Adept, Virtuoso of the Void #17
-Infernal Relics2Argent Adept, The
22
The Argent AdeptDrake's Pipes-Equipment,
Instrument
Power: Activate the Perform text of up to 2 different Melody cards."Ah, the pipes! My specialty!"
-Anthony Drake, Toll of Destiny#5
-Infernal Relics1Argent Adept, The
23
The Argent AdeptEydisar's Horn-Equipment,
Instrument
Power: Activate the Perform text of a Melody card and the Accompany text of a Harmony card."The call which heralds your destruction!"
-The Argent Adept, Mother Earth One-Shot
-Infernal Relics1Argent Adept, The
24
The Argent AdeptInspiring Supertonic-Ongoing,
Harmony
Perform: One Player may use a Power now.
Accompany: The Argent Adept regains 2 HP.
"Strike swiftly!"
-The Argent Adept, Burying the Blade #5
-Infernal Relics2Argent Adept, The
25
The Argent AdeptInstrumental Conjuration-One-ShotSearch your deck or trash for an Instrument card and put it into play. If you searched your deck, shuffle your deck.
You may draw a card.
"Virtuosos of the Ages, lend me your strength!"
-The Argent Adept, Mother Earth One-Shot
-Infernal Relics4Argent Adept, The
26
The Argent AdeptInventive Preparation-Ongoing,
Rhythm
Perform: Each Player may look at the top card of their Hero deck, then replace it or discard it.
Accompany: One Player, other than you, may play 1 card now.
"He's noisy, but effective."
-The Visionary, Burying the Blade #5
-Infernal Relics2Argent Adept, The
27
The Argent AdeptMusaragni's Harp-Equipment,
Instrument
Power: Activate the Perform text of a Harmony card and the Accompany text of a Harmony card."Its strings can play as quietly as a mouse, or as loud as a lion!"
-The Argent Adept, Prime Wardens #2
-Infernal Relics1Argent Adept, The
28
The Argent AdeptPolyphoric Flare-One-ShotThe Argent Adept deals himself 2 Energy Damage. If he takes Damage this way, you may use a Power now."Augh!"
-Siege-Breaker, Vengeance #4
-Infernal Relics2Argent Adept, The
29
The Argent AdeptRhapsody of Vigor-Ongoing,
Melody
Perform: Up to 5 Targets regain 1 HP each."Prepare yourselves. The worst is yet to come."
-The Argent Adept, Freedom Five Annual #10
-Infernal Relics2Argent Adept, The
30
The Argent AdeptSarabande of Destruction-Ongoing,
Melody
Perform: Destroy 1 Ongoing or Environment card."Your base machinations shall fail!"
-The Ardent Adept, Ra: God of the Sun #179
-Infernal Relics2Argent Adept, The
31
The Argent AdeptScherzo of Frost and Flame-Ongoing,
Melody
Perform: The Argent Adept deals 1 Target 1 Cold Damage, then deals 1 Target 1 Fire Damage."A touch of the elements to keep foes at bay."
-The Argent Adept, Prime Wardens #17
-Infernal Relics2Argent Adept, The
32
The Argent AdeptSilver Shadow-One-ShotActivate an Accompany text.
You may either draw a card or play a card now.
"Now is the time for bold actions!"
-The Argent Adept, Prime Wardens #1
-Infernal Relics2Argent Adept, The
33
The Argent AdeptSyncopated Onslaught-Ongoing,
Rhythm
Perform: Select up to 2 Targets. Until the start of your next turn, increase Damage dealt by those Targets by 1.
Accompany: The Argent Adept deals 1 Target 1 Sonic Damage.
"To me, heroes! We shall win this day!"
-The Argent Adept, Freedom Five #629
-Infernal Relics2Argent Adept, The
34
The Argent AdeptTelamon's Lyra-Equipment,
Instrument
Power: Activate the Perform text of a Harmony card and the Accompany text of a Rhythm card."I only hope that more virtuoso instruments have survived the ages…"
-Anthony Drake, Toll of Destiny #4
-Infernal Relics1Argent Adept, The
35
The Argent AdeptVernal Sonata-One-ShotEach Hero Target regains 1 HP.
Each Player may take 1 card other than Vernal Sonata from their trash and put it on top of their deck.
"Our allies come in all shapes and sizes."
-Tempest, Prime Wardens #6
-Infernal Relics4Argent Adept, The
36
The Argent AdeptXu's Bell-Equipment,
Instrument
Power: Activate the Perform text of a Rhythm card and the Accompany text of either a Rhythm card or a Harmony card."Hey, you can't touch that! It's a priceless artifact!"
-Dr. Blake Washington, Toll of Destiny #1
-Infernal Relics1Argent Adept, The
37
BunkerAdhesive Foam Grenade-One-ShotEnvironmental cards cannot be played until the start of your next turn.Not all heavy weapons do massive damage.-Base3Bunker
38
BunkerAmmo Drop-Ongoing,
Limited
Whenever a Villain card is destroyed, you may draw a card, even if a Mode card says you cannot."Awww, Just what I always wanted!"
-Bunker, A Day in the Life: Bunker
-Base3Bunker
39
BunkerAuxiliary Power Source-EquipmentAt the start of your turn, you may destroy this card to use an additional power this turn.
Power: Draw 3 cards. Destroy this card.
"I'm gonna need more juice!"
-Bunker, Freedom Five #410
-Base3Bunker
40
BunkerDecommissioned Hardware-One-ShotSelect 1 Equipment card in your trash and put it into play.Many models of the personal armament exo-chassis were developed, but there has only ever been one Bunker.-Base3Bunker
41
BunkerExternal Combustion-One-ShotBunker deals himself 2 Fire Damage and deals each non-Hero Target 3 Fire Damage."Burn it up!"
-Bunker, The Indestructible Bunker #68
-Base3Bunker
42
BunkerFlak Cannon-Equipment,
Limited
Power: Bunker deals 1 Target 3 Projectile Damage."Stand down before I'm forced to put you down!"
-Bunker, Freedom Five #412
-Base3Bunker
43
BunkerGatling Gun-Equipment,
Limited
At the start of your turn, Bunker deals 1 Target 2 Projectile Damage.
At the end of your turn, discard 1 card or destroy this card.
"I provide my own suppressive fire."
-Bunker, One Man Army #1
-Base2Bunker
44
BunkerGrenade Launcher-Equipment,
Limited
Power: Bunker deals 1 Target 2 Projectile Damage.
Bunker may deal a second Target 2 Projectile Damage.
Bunker may deal a third Target 1 Projectile Damage.
"When the smoke cleared, all that was left was that giant army robot!"
-Citizen Dare, Sunrise #16
-Base3Bunker
45
BunkerHeavy Plating-Equipment,
Limited
Reduce Damage dealt to Bunker by 1."Go ahead. Take your best shot."
-Bunker, The Indestructible Bunker #29
-Base3Bunker
46
BunkerMaintenance Unit-EquipmentPower: Bunker regains 2 HP."Yeah, I could use a tune-up."
-Bunker, Freedom Five #151
-Base3Bunker
47
BunkerOmni-Cannon-Equipment,
Limited
At the start of your turn, you may put up to 3 cards from your hand beneath this card.
Power: Destroy all cards beneath this card. Bunker deals 1 Target X Energy Damage, where X = 2 times the number of cards destroyed.
"Gotta remember to look away when he starts charging up that beam cannon."
-Absolute Zero, Freedom Five Annual #5
-Base2Bunker
48
BunkerRecharge Mode-Ongoing,
Mode
When this card enters play, destroy all other Mode cards.
You cannot play cards or use powers. You may draw an additional card during your draw phase. Reduce Damage dealt to Bunker by 1. At the start of your turn, you may destroy this card.
Tachyon: "I've got a spare D-Cell!"
Bunker: "I doubt that'll cut it."
-Freedom Five #410
-Base3Bunker
49
BunkerTurret Mode-Ongoing,
Mode
When this card enters play, destroy all other Mode cards.
You cannot play or draw cards. You may use an additional power during your power phase. Increase Damage dealt by Bunker by 1. At the start of your turn, you may destroy this card.
BUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDA-Base3Bunker
50
BunkerUpgrade Mode-Ongoing,
Mode
When this card enters play, destroy all other Mode cards.
You may play an additional card during your play phase. You cannot use powers. At the start of your turn, you may destroy this card.
"It's all about the right tools for the job. And by tools, I mean guns."
-Bunker, Freedom Five #290
-Base3Bunker
51
Captain CosmicAugmented Ally4ConstructPlay this card next to a hero character card.
At the start of that hero's turn, their player may discard a card. If they do, they may use a power immediately.
"I am used to fighting with you, my friend, but not with me as well!"
-Haka, Prime Wardens #30
Wrath of the Cosmos3Captain Cosmic
52
Captain CosmicAutonomous Blade4ConstructPlay this card next to a hero target.
The first time that target deals damage each turn, this card deals 1 target 2 energy damage.
"Stand and fight or give up now! You cannot escape justice."
-Captain Cosmic, Conflux #2
Wrath of the Cosmos3Captain Cosmic
53
Captain CosmicConservation of EnergyOne-ShotDestroy any number of construct cards.
You may either draw X cards or play X cards, where X = the number of construct cards destroyed this way plus 1.
"Let's try this again. But, you know, different this time."
Captain Cosmic, Thorathian War One-Shot
Wrath of the Cosmos2Captain Cosmic
54
Captain CosmicConstruct CataclysmOne-ShotDestroy all construct cards.
Captain Cosmic either deals 1 target X irreducible energy damage, or deals up to X targets 3 energy damage each, where X = the number of construct cards destroyed this way.
"Incoming! Er, heads down, team..."
-Captain Cosmic, Freedom Five #599
Wrath of the Cosmos2Captain Cosmic
55
Captain CosmicCosmic Crest4Construct, LimitedCaptain Cosmic and all construct cards are immune to energy damage.
Power: Up to 3 contructs cards regain 2 hp each.
"Who put me in charge? No one. But someone must stand for the world."
-Captain Cosmic, Conflux #6
Wrath of the Cosmos2Captain Cosmic
56
Captain CosmicCosmic Weapon4ConstructPlay this card next to a hero character card. That hero gains the following power:
Power: This hero deals 1 target 3 energy damage.
"This temporary blade will last longer than the foes we face!"
-Fanatic, Prime Wardens #41
Wrath of the Cosmos3Captain Cosmic
57
Captain CosmicDestructive ResponseOngoing, LimitedThe first time a construct card is destroyed each turn, Captain Cosmic may deal up to 3 targets 1 energy damage each."Certainly are a lot of you...Well, come and get me."
-Capatain Cosmic, Freedom Five #472
Wrath of the Cosmos2Captain Cosmic
58
Captain CosmicDynamic Siphon4ConstructPlay this card next to a hero character card.
Whenever this card is dealt damage, that hero may use a power.
"A duet? We will play the anthems of the heavens!"
-The Argent Adept, Prime Wardens #39
Wrath of the Cosmos3Captain Cosmic
59
Captain CosmicEnergy Bracers4ConstructPlay this card next to a hero character card.
Reduce damage dealt to that hero character card by 1.
"I will not fight for their homeworld, but I will fight for the good of the galaxy."
-Tempest, Thorathian War One-Shot
Wrath of the Cosmos3Captain Cosmic
60
Captain CosmicHarsh OffenseOne-ShotReveal the top 3 cards of your deck.
Captain Cosmic deals 1 target X energy damage, where X = the number of construct cards revealed this way times 2. Discard all cards revealed this way.
"You bring the worst out in me. I shall return the favor."
-Captain Cosmic, Prime Wardens #21
Wrath of the Cosmos3Captain Cosmic
61
Captain CosmicPotent DisruptionOne-ShotDestroy 1 construct card.
Captain Cosmic deals 1 target energy damage equal to the hp of the destroyed construct card plus 1.
"You foolish Earthlings! You will fall before the might of EEYYEAYAEERRGHH!!"
-Empyreon, Cosmic Concurrence #15
Wrath of the Cosmos3Captain Cosmic
62
Captain CosmicSustained InfluenceOngoingWhenever a construct card is destroyed, you may destroy this card to put that construct back into play."Destroying pure energy is about as difficult as it sounds, actually."
-Captain Cosmic, Freedom Five #382
Wrath of the Cosmos3Captain Cosmic
63
Captain CosmicUnflagging AnimationOngoing, LimitedAt the end of your turn, Captain Cosmic deals himself 1 irreducible psychic damage.
At the start of your turn, you may move 1 construct card from your trash into play. Then, you may destroy this card.
"My friends? Oh, I suspect they will be here soon enough. These will have to do for now."
-Captain Cosmic, Conflux #4
Wrath of the Cosmos2Captain Cosmic
64
Captain CosmicVitality Conduit4ConstructPlay this card next to a target.
After each time this card is dealt damage, that target regains 2 hp.
"You should really make better friends. Friends are the best."
-Setback, Justice Comics #437
Wrath of the Cosmos3Captain Cosmic
65
Captain CosmicWounding Buffer4ConstructPlay this card next to a hero character card.
The first time that hero character card is dealt damage by a target each turn, this card deals the source of that damage 2 energy damage.
"YOUCH! Glad you got the worse of it, you blue dummy."
-Parse, Cosmic Concurrence #14
Wrath of the Cosmos3Captain Cosmic
66
Chrono-Ranger"By Any Means"-Ongoing,
Bounty
Play this card next to a non-Hero Target.
Increase Damage dealt to that Target by 1.
When that Target leaves play, destroy this card.
"Jim, this one's bigger than anything you've seen before. Make some friends."
-Con, Freedom Five Annual #10
-Shattered Timelines1Chrono-Ranger
67
Chrono-Ranger"Dead or Alive"-Ongoing,
Bounty
Play this card next to a non-Hero Target.
At the start of your turn, Chrono-Ranger regains a HP.
When that Target leaves play, draw 1 card and destroy this card.
"Got one that's right up your alley. Or shooting range, I suppose."
-Con, Draw!
-Shattered Timelines1Chrono-Ranger
68
Chrono-Ranger"Just Doin' My Job"-One-ShotEach Player may discard 1 card. Draw X cards, where X = the number of cards discarded this way.
Chrono-Ranger may deal 1 Target 1 Projectile Damage.
"He emptied his pistol, tipped his hat, and walked through a portal as it closed."
-Tachyon, Freedom Five Annual #10
-Shattered Timelines4Chrono-Ranger
69
Chrono-Ranger"Kill on Sight"-Ongoing,
Bounty
Play this card next to a non-Hero Target.
When that Target leaves play, draw 3 cards and destroy this card.
"Another hunter, yes, but this one is as much monster as he is man."
-Con, Temporal Targets #1
-Shattered Timelines1Chrono-Ranger
70
Chrono-Ranger"No Executions"-Ongoing,
Bounty
Play this card next to a non-Character card Target.
When that target would be destroyed, put it on the bottom of its deck instead. Then destroy this card.
"Feel free to use any methods necessary, but we want this one alive."
-Con, Into the Sunset #1
-Shattered Timelines1Chrono-Ranger
71
Chrono-Ranger"The Ultimate Target"-Ongoing,
Bounty
Play this card next to a non-Hero Target.
Increase Damage dealt by Chrono-Ranger to that Target by 1.
The first time that Target deals Damage each turn, you may use a Power.
"Go make him pay for your arm!"
-Con, The Last Hunt#1
-Shattered Timelines1Chrono-Ranger
72
Chrono-Ranger"The Whole Gang"-Ongoing,
Bounty
Play this card next to a non-Hero Target.
When that Target leaves play, you may destroy a Target with 4 or fewer HP. Then, destroy this card.
"You're sending me after a posse, now?"
-Chrono-Ranger, The Sentinels #17
-Shattered Timelines1Chrono-Ranger
73
Chrono-RangerBounty Board-One-ShotMove all Bounty cards from your trash into your hand.
Chrono-Ranger may deal 1 Target 1 Projectile Damage.
"That's it. Everything's fine, Con. I'm done here."
-Chrono-Ranger, Draw!
-Shattered Timelines2Chrono-Ranger
74
Chrono-RangerCompounded Bow-EquipmentPower: Chrono-Ranger deals 1 Target 1 Projectile Damage and 1 Damage of a type of your choice."I'd waste bullets as soon as waste words."
-Chrono-Ranger, Temporal Targets #4
-Shattered Timelines1Chrono-Ranger
75
Chrono-RangerDanny-Boy-EquipmentPower: Chrono-Ranger deals up to X Targets 2 Fire Damage each, where X = the number of Bounty cards in play."You might want to take a step back. Danny can get a bit…rowdy."
-Chrono-Ranger, Temporal Targets #3
-Shattered Timelines1Chrono-Ranger
76
Chrono-RangerDisplaced Armory-One-ShotSearch your deck or trash for an Equipment card and put it into play. If you searched your deck, shuffle your deck.
Chrono-Ranger may deal 1 Target 1 Projectile Damage.
"Now you sit tight there a second. I've got just th' thing for you."
-Chrono-Ranger, Mystery Comics #293
-Shattered Timelines4Chrono-Ranger
77
Chrono-RangerEye on the Prize-One-ShotChrono-Ranger may deal 1 Target 1 Projectile Damage.
You may draw a card.
You may play a card.
"You may take this moment to reconsider. I'll give you that much."
-Chrono-Ranger, Draw!
-Shattered Timelines4Chrono-Ranger
78
Chrono-RangerHunter and Hunted-Ongoing,
Limited
Increase Damage dealt to and by Chrono-Ranger by the number of Bounty cards in play.
Power: Destroy this card.
"Time to put you down, varmint!"
-Chrono-Ranger, The Last Hunt #6
-Shattered Timelines3Chrono-Ranger
79
Chrono-RangerJim's Hat-EquipmentYou may play an additional card during your play phase.
At the start of your turn, you may destroy a Bounty card.
"You don't take a man's gun, and you certainly don't touch his hat."
-Chrono-Ranger, Time Cataclysm
-Shattered Timelines1Chrono-Ranger
80
Chrono-RangerNeuro-Toxin Dart Thrower-EquipmentPower: Chrono-Ranger deals 1 Target 1 Toxic Damage. Reduce Damage dealt by that Target by 1 until the start of your next turn."I know it's not a pistol, but it's fancy! And highly effective!"
-Con, The Last Hunt #3
-Shattered Timelines1Chrono-Ranger
81
Chrono-RangerRanger's Mark-One-ShotPut a Bounty card into play from your trash.
Chrono-Ranger may deal 1 Target 1 Projectile Damage.
"Now I've got you, you mangy critter…"
-Chrono-Ranger, The Last Hunt #2
-Shattered Timelines3Chrono-Ranger
82
Chrono-RangerSudden Contract-One-ShotSearch your deck for a Bounty card and put it into play. Shuffle your deck.
Chrono-Ranger may deal 1 Target 1 Projectile Damage.
"Well, this is awful unexpected."
-Chrono-Ranger, Nightmare World #4
-Shattered Timelines4Chrono-Ranger
83
Chrono-RangerTemporal Grenade-EquipmentPower: Chrono-Ranger deals up to 3 Targets 1 Energy Damage each. You may destroy 1 Ongoing or Environment card. Destroy this card."Don't interfere with nothin' beyond your scope."
-Chrono-Ranger, Temporal Targets #5
-Shattered Timelines2Chrono-Ranger
84
Chrono-RangerTerrible Tech-Strike-One-ShotChrono-Ranger deals 1 Target 2 Melee Damage.
Chrono-Ranger deals 1 Target 1 Projectile Damage.
"Thunder and mud! Enough is enough!"
-Chrono-Ranger, Draw!
-Shattered Timelines3Chrono-Ranger
85
Chrono-RangerThe Masadah-EquipmentPower: Chrono-Ranger deals 1 Target X Irreducible Energy Damage, where X = the number of Bounty cards in play."As much as I prefer my six-gun this is a fine piece of work."
-Chrono-Ranger, Temporal Targets #2
-Shattered Timelines1Chrono-Ranger
86
Expatriette"Prejudice"-Equipment,
Gun
Power: Expatriette deals 1 Target 2 Projectile Damage.
Up to 2 Ammo cards may be in play next to this card at a time.
"…And one for ruin!"
-Expatriette, Double-Tap #1
-Rook City1Expatriette
87
Expatriette"Pride"-Equipment,
Gun
Power: Expatriette deals 1 Target 2 Projectile Damage. If "Prejudice" is in play, you may use its Power now.
Up to 2 Ammo cards may be in play next to this card at a time.
"One for wrath..."
-Expatriette, Double-Tap #1
-Rook City1Expatriette
88
ExpatrietteArsenal Access-One-ShotReveal cards from the top of your deck until you reveal 2 Equipment cards. Put one of them either into play or into your hand.
Shuffle the rest of the revealed cards into your deck.
"Hmmm… What to wield, what to wield?"
-Expatriette, Terminal Ballistics #8
-Rook City3Expatriette
89
ExpatrietteAssault Rifle-Equipment,
Limited,
Gun
Power: Expatriette deals up to 3 Targets 2 Projectile Damage each.
Only 1 Ammo card may be in play next to this card at a time.
"Aw, you missed me! I won't miss you."
-Expatriette, Terminal Ballistics #11
-Rook City3Expatriette
90
ExpatrietteFlak Jacket-Equipment,
Limited
If Expatriette would be dealt 3 or more Damage from a single source, prevent all of it and destroy this card."I swear, Boss! We got her this time!"
-An Enforcer, Justice Comics #634
-Rook City3Expatriette
91
ExpatrietteHairtrigger Reflexes-Ongoing,
Limited
Whenever a non-Hero Target enters play, Expatriette may deal that Target 1 Projectile Damage."Get out of there! She can't shoot all of you!"
-Blade Battalion Commander, Burying the Blade #2
-Rook City2Expatriette
92
ExpatrietteHollow Points-Equipment,
Ammo
Play this card next to a Gun card.
Increase the Damage of that card's Power by 2.
After that Power is used, destroy this card.
"Eat lead, metalmouth!"
-Expatriette, Double-Tap #2
-Rook City2Expatriette
93
ExpatrietteIncendiary Rounds-Equipment,
Ammo
Play this card next to a Gun card.
Increase the Damage of that card's Power by 1 and change its type to Fire.
After that Power is used, destroy this card.
"I've yet to meet anyone that can outsmart a bullet."
-Expatriette, Emigrant's Song #4
-Rook City2Expatriette
94
ExpatrietteLiquid Nitrogen Rounds-Equipment,
Ammo
Play this card next to a Gun card.
Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn.
After that Power is used, destroy this card.
"The power of the sun, mother? Let's cool you down."
-Expatriette, Emigrant's Song #5
-Rook City2Expatriette
95
ExpatrietteQuick Draw-One-ShotSearch your trash of your deck for either "Pride" or "Prejudice" and put it into play.
If you searched your deck, shuffle your deck.
"If you can't go from unarmed to pulling the trigger in under two seconds, you're too slow for this business."
-Expatriette, Double-Tap #2
-Rook City3Expatriette
96
ExpatrietteReload-One-ShotTake an Ammo card from your trash and put it into play or into your hand."No, I'm not out of my mind. Just out of bullets!"
-Expatriette, Terminal Ballistics #3
-Rook City3Expatriette
97
ExpatrietteRPG Launcher-One-ShotDestroy 1 Ongoing or Environment card.
If you do, Expatriette deals up to 2 Targets 2 Fire Damage each.
"Hah! And you thought you were hunting me!"
-Expatriette, Emigrant's Song #3
-Rook City3Expatriette
98
ExpatrietteShock Rounds-Equipment,
Ammo
Play this card next to a Gun card.
When that card's Power is used to Damage a Target, Expatriette deals each non-Hero Target 1 Lightning Damage.
After that Power is used, destroy this card.
"How do you like me now, Twitchy?"
-Expatriette, Terminal Business #4
-Rook City2Expatriette
99
ExpatrietteSpeed Loading-Ongoing,
Limited
At the start of your turn, you may take 1 Ammo card from your trash and put it on the top of your deck.
At the start of your turn, you may play 1 Ammo card.
"The peace within a warrior's mind can make time stand still."
-Mr. Fixer, Rook City Renegades #2
-Rook City2Expatriette
100
ExpatrietteSubmachine Gun-Equipment,
Limited,
Gun
Power: Expatriette deals each non-Hero Target 1 Projectile Damage.
Only 1 Ammo card may be in play next to this card at a time.
"Fastest way to eat up all those extra bullets!"
-Expatriette, Freedom Five Annual #10
-Rook City3Expatriette