A | B | C | D | E | F | G | H | I | J | K | ||
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1 | Hero | Title | HP | Keywords | Game Text | Flavor Text | Spell | Set | Qty | 26.0 | 423 | |
2 | Absolute Zero | Cold 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 | - | Base | 2 | Absolute Zero | ||
3 | Absolute Zero | Coolant Blast | - | Ongoing | Power: 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 | - | Base | 2 | Absolute Zero | ||
4 | Absolute Zero | Cryo 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 | - | Base | 2 | Absolute Zero | ||
5 | Absolute Zero | Focused 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. | - | Base | 3 | Absolute Zero | ||
6 | Absolute Zero | Frost-Bound Drain | - | One-Shot | Absolute 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 | - | Base | 3 | Absolute Zero | ||
7 | Absolute Zero | Fueled Freeze | - | One-Shot | Destroy 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 | - | Base | 2 | Absolute Zero | ||
8 | Absolute Zero | Glacial Structure | - | Ongoing | Power: Draw 3 cards. Destroy this card. | "It's always nice to take a moment for quiet reflection." -The Argent Adept, Freedom Five #641 | - | Base | 2 | Absolute Zero | ||
9 | Absolute Zero | Hoarfire | - | One-Shot | Absolute 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 | - | Base | 2 | Absolute Zero | ||
10 | Absolute Zero | Impale | - | Ongoing | Play 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 | - | Base | 2 | Absolute Zero | ||
11 | Absolute Zero | Isothermic 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 | - | Base | 4 | Absolute Zero | ||
12 | Absolute Zero | Modular Realignment | - | One-Shot | Select 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 | - | Base | 4 | Absolute Zero | ||
13 | Absolute Zero | Null-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. | - | Base | 4 | Absolute Zero | ||
14 | Absolute Zero | Onboard Module Installation | - | One-Shot | You 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 | - | Base | 4 | Absolute Zero | ||
15 | Absolute Zero | Sub-Zero Atmosphere | - | Ongoing | Any 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 | - | Base | 2 | Absolute Zero | ||
16 | Absolute Zero | Thermal 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. | - | Base | 2 | Absolute Zero | ||
17 | The Argent Adept | Akpunku'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 Relics | 1 | Argent Adept, The | ||
18 | The Argent Adept | Alacritous 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 Relics | 2 | Argent Adept, The | ||
19 | The Argent Adept | Arcane Cadence | - | One-Shot | Reveal 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 Relics | 4 | Argent Adept, The | ||
20 | The Argent Adept | Cedistic 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 Relics | 2 | Argent Adept, The | ||
21 | The Argent Adept | Counterpoint 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 Relics | 2 | Argent Adept, The | ||
22 | The Argent Adept | Drake'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 Relics | 1 | Argent Adept, The | ||
23 | The Argent Adept | Eydisar'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 Relics | 1 | Argent Adept, The | ||
24 | The Argent Adept | Inspiring 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 Relics | 2 | Argent Adept, The | ||
25 | The Argent Adept | Instrumental Conjuration | - | One-Shot | Search 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 Relics | 4 | Argent Adept, The | ||
26 | The Argent Adept | Inventive 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 Relics | 2 | Argent Adept, The | ||
27 | The Argent Adept | Musaragni'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 Relics | 1 | Argent Adept, The | ||
28 | The Argent Adept | Polyphoric Flare | - | One-Shot | The 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 Relics | 2 | Argent Adept, The | ||
29 | The Argent Adept | Rhapsody 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 Relics | 2 | Argent Adept, The | ||
30 | The Argent Adept | Sarabande 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 Relics | 2 | Argent Adept, The | ||
31 | The Argent Adept | Scherzo 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 Relics | 2 | Argent Adept, The | ||
32 | The Argent Adept | Silver Shadow | - | One-Shot | Activate 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 Relics | 2 | Argent Adept, The | ||
33 | The Argent Adept | Syncopated 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 Relics | 2 | Argent Adept, The | ||
34 | The Argent Adept | Telamon'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 Relics | 1 | Argent Adept, The | ||
35 | The Argent Adept | Vernal Sonata | - | One-Shot | Each 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 Relics | 4 | Argent Adept, The | ||
36 | The Argent Adept | Xu'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 Relics | 1 | Argent Adept, The | ||
37 | Bunker | Adhesive Foam Grenade | - | One-Shot | Environmental cards cannot be played until the start of your next turn. | Not all heavy weapons do massive damage. | - | Base | 3 | Bunker | ||
38 | Bunker | Ammo 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 | - | Base | 3 | Bunker | ||
39 | Bunker | Auxiliary Power Source | - | Equipment | At 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 | - | Base | 3 | Bunker | ||
40 | Bunker | Decommissioned Hardware | - | One-Shot | Select 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. | - | Base | 3 | Bunker | ||
41 | Bunker | External Combustion | - | One-Shot | Bunker deals himself 2 Fire Damage and deals each non-Hero Target 3 Fire Damage. | "Burn it up!" -Bunker, The Indestructible Bunker #68 | - | Base | 3 | Bunker | ||
42 | Bunker | Flak 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 | - | Base | 3 | Bunker | ||
43 | Bunker | Gatling 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 | - | Base | 2 | Bunker | ||
44 | Bunker | Grenade 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 | - | Base | 3 | Bunker | ||
45 | Bunker | Heavy Plating | - | Equipment, Limited | Reduce Damage dealt to Bunker by 1. | "Go ahead. Take your best shot." -Bunker, The Indestructible Bunker #29 | - | Base | 3 | Bunker | ||
46 | Bunker | Maintenance Unit | - | Equipment | Power: Bunker regains 2 HP. | "Yeah, I could use a tune-up." -Bunker, Freedom Five #151 | - | Base | 3 | Bunker | ||
47 | Bunker | Omni-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 | - | Base | 2 | Bunker | ||
48 | Bunker | Recharge 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 | - | Base | 3 | Bunker | ||
49 | Bunker | Turret 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 | - | Base | 3 | Bunker | ||
50 | Bunker | Upgrade 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 | - | Base | 3 | Bunker | ||
51 | Captain Cosmic | Augmented Ally | 4 | Construct | Play 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 Cosmos | 3 | Captain Cosmic | |||
52 | Captain Cosmic | Autonomous Blade | 4 | Construct | Play 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 Cosmos | 3 | Captain Cosmic | |||
53 | Captain Cosmic | Conservation of Energy | One-Shot | Destroy 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 Cosmos | 2 | Captain Cosmic | ||||
54 | Captain Cosmic | Construct Cataclysm | One-Shot | Destroy 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 Cosmos | 2 | Captain Cosmic | ||||
55 | Captain Cosmic | Cosmic Crest | 4 | Construct, Limited | Captain 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 Cosmos | 2 | Captain Cosmic | |||
56 | Captain Cosmic | Cosmic Weapon | 4 | Construct | Play 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 Cosmos | 3 | Captain Cosmic | |||
57 | Captain Cosmic | Destructive Response | Ongoing, Limited | The 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 Cosmos | 2 | Captain Cosmic | ||||
58 | Captain Cosmic | Dynamic Siphon | 4 | Construct | Play 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 Cosmos | 3 | Captain Cosmic | |||
59 | Captain Cosmic | Energy Bracers | 4 | Construct | Play 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 Cosmos | 3 | Captain Cosmic | |||
60 | Captain Cosmic | Harsh Offense | One-Shot | Reveal 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 Cosmos | 3 | Captain Cosmic | ||||
61 | Captain Cosmic | Potent Disruption | One-Shot | Destroy 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 Cosmos | 3 | Captain Cosmic | ||||
62 | Captain Cosmic | Sustained Influence | Ongoing | Whenever 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 Cosmos | 3 | Captain Cosmic | ||||
63 | Captain Cosmic | Unflagging Animation | Ongoing, Limited | At 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 Cosmos | 2 | Captain Cosmic | ||||
64 | Captain Cosmic | Vitality Conduit | 4 | Construct | Play 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 Cosmos | 3 | Captain Cosmic | |||
65 | Captain Cosmic | Wounding Buffer | 4 | Construct | Play 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 Cosmos | 3 | Captain 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 Timelines | 1 | Chrono-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 Timelines | 1 | Chrono-Ranger | ||
68 | Chrono-Ranger | "Just Doin' My Job" | - | One-Shot | Each 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 Timelines | 4 | Chrono-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 Timelines | 1 | Chrono-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 Timelines | 1 | Chrono-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 Timelines | 1 | Chrono-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 Timelines | 1 | Chrono-Ranger | ||
73 | Chrono-Ranger | Bounty Board | - | One-Shot | Move 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 Timelines | 2 | Chrono-Ranger | ||
74 | Chrono-Ranger | Compounded Bow | - | Equipment | Power: 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 Timelines | 1 | Chrono-Ranger | ||
75 | Chrono-Ranger | Danny-Boy | - | Equipment | Power: 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 Timelines | 1 | Chrono-Ranger | ||
76 | Chrono-Ranger | Displaced Armory | - | One-Shot | Search 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 Timelines | 4 | Chrono-Ranger | ||
77 | Chrono-Ranger | Eye on the Prize | - | One-Shot | Chrono-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 Timelines | 4 | Chrono-Ranger | ||
78 | Chrono-Ranger | Hunter 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 Timelines | 3 | Chrono-Ranger | ||
79 | Chrono-Ranger | Jim's Hat | - | Equipment | You 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 Timelines | 1 | Chrono-Ranger | ||
80 | Chrono-Ranger | Neuro-Toxin Dart Thrower | - | Equipment | Power: 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 Timelines | 1 | Chrono-Ranger | ||
81 | Chrono-Ranger | Ranger's Mark | - | One-Shot | Put 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 Timelines | 3 | Chrono-Ranger | ||
82 | Chrono-Ranger | Sudden Contract | - | One-Shot | Search 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 Timelines | 4 | Chrono-Ranger | ||
83 | Chrono-Ranger | Temporal Grenade | - | Equipment | Power: 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 Timelines | 2 | Chrono-Ranger | ||
84 | Chrono-Ranger | Terrible Tech-Strike | - | One-Shot | Chrono-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 Timelines | 3 | Chrono-Ranger | ||
85 | Chrono-Ranger | The Masadah | - | Equipment | Power: 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 Timelines | 1 | Chrono-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 City | 1 | Expatriette | ||
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 City | 1 | Expatriette | ||
88 | Expatriette | Arsenal Access | - | One-Shot | Reveal 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 City | 3 | Expatriette | ||
89 | Expatriette | Assault 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 City | 3 | Expatriette | ||
90 | Expatriette | Flak 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 City | 3 | Expatriette | ||
91 | Expatriette | Hairtrigger 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 City | 2 | Expatriette | ||
92 | Expatriette | Hollow 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 City | 2 | Expatriette | ||
93 | Expatriette | Incendiary 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 City | 2 | Expatriette | ||
94 | Expatriette | Liquid 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 City | 2 | Expatriette | ||
95 | Expatriette | Quick Draw | - | One-Shot | Search 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 City | 3 | Expatriette | ||
96 | Expatriette | Reload | - | One-Shot | Take 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 City | 3 | Expatriette | ||
97 | Expatriette | RPG Launcher | - | One-Shot | Destroy 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 City | 3 | Expatriette | ||
98 | Expatriette | Shock 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 City | 2 | Expatriette | ||
99 | Expatriette | Speed 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 City | 2 | Expatriette | ||
100 | Expatriette | Submachine 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 City | 3 | Expatriette |
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