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Ability Text | Energon Ability | |
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Nightbird | Ally | A Rising Darkness | 3 | Start of Turn: You may steal 1 Energon from target player with 3+ Energon. | ||||||
Shawn Berger | Ally | A Rising Darkness | 3 | Start of Turn: You may discard 1 card, then draw 1 card. | ||||||
Facsimile Constructs | Ally | A Rising Darkness | 4 | Ongoing: +1 Power (Range 0) on your turn for each other Ally in play (including those controlled by other players). | ||||||
Marissa Faireborn | Ally | A Rising Darkness | 4 | Start of Turn: If you have 0 Energon, gain 2 Energon. | ||||||
Doctor Arkeville | Ally | A Rising Darkness | 5 | Ongoing: Pay 2 Power to buy Technology. Each Technology you play has +1 Power. | ||||||
The Machination | Ally | A Rising Darkness | 5 | Ongoing: Pay 2 less Power to buy or defeat Robots in the Matrix. | ||||||
Kyle Pennington | Ally | Autobot Core Set | 2 | Ongoing: Once during each player's turn, if you are Confronting or Assisting, target card you control has +1 Power. | ||||||
Military Transport | Ally | Autobot Core Set | 2 | Ongoing: Move 1 during your turn. | ||||||
Military Airstrike | Ally | Autobot Core Set | 3 | Start of Turn: You may destroy 1 card in your hand. | ||||||
Sparkplug Witwicky | Ally | Autobot Core Set | 3 | Start of Turn: Put 1 Starter from your discard pile into your hand. | ||||||
Verity Carlo | Ally | Autobot Core Set | 4 | Start of Turn: You may discard your hand and draw 4 cards. | ||||||
Spike Witwicky | Ally | Autobot Core Set | 5 | Ongoing: The first Courage you play during your turn has +2 Power. | ||||||
Sharkticons | Ally | Chaos Unleashed | 3 | |||||||
Wreck-Gar | Ally | Chaos Unleashed | 4 | |||||||
Skuxxoids | Ally | Chaos Unleashed | 5 | |||||||
Carly Witwicky | Ally | Dawn of the Dinobots | 3 | Ongoing: You spend 1 fewer Energon to activated Energon abilities that cost 2 ore more. | ||||||
Ammonites | Ally | Dawn of the Dinobots | 4 | Start of Turn: You may choose a target character within Range 1 to resolve an Ambush. If the Ambush is Blocked, discard this card and gain 1 Damage. | ||||||
Daniel Witwicky | Ally | Dawn of the Dinobots | 4 | Ongoing: The first Robot you play during each player's turn has +1 Power. If this card is discarded from play, draw 1 card. | ||||||
Insecticon Clones | Ally | Dawn of the Dinobots | 5 | Ongoing: Target card you control has +1 Power for each Robot you choose to reveal in your Vault. If you gained 2+ Power this turn with this Ally's ability, discard this card. | ||||||
Doubledealer | Ally | Infiltration Protocol | 3 | Ongoing: You may defeat non-Adversary Robots and buy Adversary Robots. Players may steal this card from you during their turn by spending 4 Power. | ||||||
Local Resistance Fighters | Ally | Infiltration Protocol | 3 | Ongoing: You may use this as your Assist during a battle. If you do, discard this card at the end of the battle. Assist: 2 Power at Range 1. This Assist remains faceup and always resolves first. | ||||||
Garnak | Ally | Infiltration Protocol | 4 | Ongoing: You may discard this card to Block an Attack against any character in the Matrix. When a Boss Reveal Attack would cause this Ally to be discarded, keep it in play instead. | ||||||
Mayhem | Ally | Infiltration Protocol | 4 | Ongoing - 1: Play the top card of your deck. | ||||||
Reapers | Ally | Infiltration Protocol | 5 | Ongoing - Gain 1 Damage and discard this card: You pay 3 less Power to battle an Adversary during your turn. | ||||||
Mercenaries | Ally | War on Cybertron | 3 | Pay 1 Energon: When battling during your turn, target card you control has +2 Power. Pay 2 Energon: During your turn, Attack (choose 1 option): Target player discards 1 random Mission they control OR 1 random card in hand. | ||||||
Spy Network | Ally | War on Cybertron | 3 | Start of Turn: Peek at 1 card in the Matrix, then you may flip it faceup or leave it. If it's a Scheme or Polity, you must flip it faceup. Ongoing: When you move onto a space occupied by an Adversary character, you may peek at that player's hand. | ||||||
Guardians | Ally | War on Cybertron | 4 | Ongoing: Your cards in hand that cost 4+ have Block. When you would discard a Block to avoid an Attack during your turn, you may choose to discard this Ally instead. (You must reveal the card that would have been discarded.) | ||||||
M.T.O. | Ally | War on Cybertron | 5 | Start of Turn: You may discard 1 card, then draw 1 or 2 cards. If you draw 2 cards with this ability, discard this Ally. | ||||||
Rust Giant | Ally - Robot | Clash of the Combiners | 3 | When battling during your turn, you may pay 1 Energon to play the top card of your deck. If you do this during a Confrontation, discard this card. | ||||||
Mistress of Flame | Ally - Robot | Clash of the Combiners | 4 | Target Robot you control during your turn has +1 Power. Discard this card: Target Robot you control has +4 Power instead. | ||||||
Decimus | Ally - Robot | War on Cybertron | 4 | Start of Turn: You may discard up to 2 cards (each with 1+ Power) to gain Energon equal to their total Power. If you discard 2 cards using this ability, also discard this Ally. | ||||||
Alpha Trion | Ally - Robot | War on Cybertron | 5 | Start of Turn: If you are on a Polity your faction commands, draw 1 card. Ongoing: You pay 2 less Power to buy Relics. | ||||||
Omega Supreme | Autobot Boss | A Rising Darkness | 10 | Reveal Attack: Discard each Ally you control. Then resolve an Ambush. Ongoing: Flight movement (diagonal) cannot be performed. When you move onto this card or a space adjacent to this card, gain 1 Damage. | ||||||
Optimus Prime | Autobot Boss | A Rising Darkness | 10 | Reveal Attack: Discard each Ally you control. Then resolve an Ambush. Start of Turn: Draw and resolve an Ambush. | ||||||
Arcee | Autobot Boss | A Rising Darkness | 6 | Reveal Attack: Reveal the top 2 cards of your deck and discard each one with cost 2+. Then resolve an Ambush. Ongoing: Cards played by Adversary players have Range 0 (not just the active player). | ||||||
Bumblebee | Autobot Boss | A Rising Darkness | 6 | Reveal Attack: Discard 1 card. Then resolve an Ambush. Start of Turn: Gain 1 Damage. | ||||||
Ironhide | Autobot Boss | A Rising Darkness | 8 | Reveal Attack: Gain 1 Damage. Discard 1 Ally you control. Then resolve an Ambush. Start of Turn: Discard 1 Starter card. | ||||||
Prowl | Autobot Boss | A Rising Darkness | 8 | Reveal Attack: Lose 1 VP for each Autobot Initiative in the Matrix. If none, gain 1 Damage. Then resolve an Ambush. Start of Turn: Lose 1 VP if you control 1+ Damage. If you control no Damage, gain 1 Damage instead. | ||||||
Rodimus Prime | Autobot Boss | Chaos Unleashed | 10 | |||||||
Perceptor | Autobot Boss | Chaos Unleashed | 6 | |||||||
Kup | Autobot Boss | Chaos Unleashed | 8 | |||||||
Optimus Maximus | Autobot Boss | Clash of the Combiners | 10 | Reveal Attack: Discard all Allies you control and gain 1 Damage, then discard 1 Starter. Ongoing: You cannot play a card with the same card type as another card you played this turn, except for Starters and Damage. | ||||||
Volcanicus | Autobot Boss | Clash of the Combiners | 12 | Reveal Attack: Discard all Allies you control, then gain 2 Damage. Start of Turn: All Adversary characters in this space gain 1 Damage. Ongoing: Volcanicus costs 1 more Power to defeat for each Adversary character not in this space. | ||||||
Chromia | Autobot Boss | Clash of the Combiners | 6 | Reveal Attack: Gain 1 Damage. If you are in this space, gain 2 Damage instead. Ongoing: Cards adjacent to this card cost 2 more Power to buy or defeat. You cannot Block attacks from Ambushes. | ||||||
Thunderclash | Autobot Boss | Clash of the Combiners | 8 | Reveal Attack: Discard 1 non-Starter, non-Basic card. Then resolve an Ambush. Ongoing: Energon abilities cost +1 Energon to activate. | ||||||
Grimlock | Autobot Boss | Dawn of the Dinobots | 10 | Reveal Attack: Discard all Allies you control. Then resolve an Ambush. Ongoing: The first time you play a Robot during your turn, resolve an Ambush. Dinobots cost 2 more Power to defeat. | ||||||
Fortress Maximus | Autobot Boss | Dawn of the Dinobots | 12 | Reveal Attack: Adversaries in this space gain 1 Damage and must move to an adjacent space. Then resolve and Ambush. [Ongoing;] Adversaries cannot enter this space. Autobots on this space cannot gain Damage or play Assists. | ||||||
Slash | Autobot Boss | Dawn of the Dinobots | 6 | Reveal Attack: Resolve an Ambush (this attack and the Ambush effect cannot be Blocked). Start of Turn: Gain 1 Damage. | ||||||
Sky Lynx | Autobot Boss | Dawn of the Dinobots | 8 | Reveal Attack: Discard 1 card with Move. Then resolve an Ambush. Ongoing: You cannot battle Robots in your space. Pay 2 additional Move to move onto a Boss. | ||||||
Impactor | Autobot Boss | Infiltration Protocol | 10 | Reveal Attack: Reveal your hand and discard all revealed Starter cards. Then resolve an Ambush. Start of Turn: Discard 1 card for each Autobot Robot in the Matrix (max 3). If none, gain 1 Damage. | ||||||
Roadbuster | Autobot Boss | Infiltration Protocol | 6 | Reveal Attack: Discard 1 Ally you control, then gain 1 Damage. Adversary players who didn't discard an Ally this way resolve an Ambush. Ongoing: Draw 1 fewer card at the end of your turn. | ||||||
Broadside | Autobot Boss | Infiltration Protocol | 8 | Reveal Attack: Reveal the top 2 cards of your deck and discard all revealed Decepticons. Then resolve an Ambush. Start of Turn: If you have 2+ Energon, gain 1 Damage. If you have 4+ Energon, gain 2 Damage instead. | ||||||
Superion | Autobot Boss | War on Cybertron | 10 | Reveal Attack: Discard all Allies you control, then discard 1 card for each Aerialbot in the Matrix. Start of Turn: Discard 1 card with Flight. If you have none, gain 2 Damage instead. | ||||||
Ultra Magnus | Autobot Boss | War on Cybertron | 10 | Reveal Attack: Gain 1 Damage for every 2 Adversary Robots or Bosses in the Matrix. Then resolve an Ambush. Ongoing: Other Adversaries cost 2 more Power to defeat and Polities cost 1 more Power to command. | ||||||
Blaster | Autobot Boss | War on Cybertron | 6 | Reveal Attack: Gain 1 Damage. If this is a Mini-Cassette in the Matrix, also discard 1 card. Ongoing: Adversary Robots cost 1 more Power to defeat and give no reward when defeated. | ||||||
Blurr | Autobot Boss | War on Cybertron | 6 | Reveal Attack: Discard 1 card with Move. Then resolve an Ambush. Start of Turn: Swap Blurr with an adjacent non-Site card not occupied by an Adversary character. Ongoing: Your Alt Mode has -1 Move. | ||||||
Springer | Autobot Boss | War on Cybertron | 8 | Reveal Attack: Flip (not Convert) your character card to another Mode and lose 1 Energon. Then resolve an Ambush. Start of Turn: Discard the top card of your deck. Ongoing: Pay +1 Energon to Convert. | ||||||
Windblade | Autobot Boss | War on Cybertron | 8 | Reveal Attack: Move to an adjacent space not occupied by this Boss, then gain 1 Damage. Start of Turn: Discard 1 card, then every Decepticon character on or adjacent to this card must resolve an Ambush. | ||||||
Let's Even the Odds | Autobot Initiative | A Rising Darkness | Ongoing: You pay 1 more Power to defeat Adversaries for each player in the game. When you place a legal Assist, gain 1 VP. To Thwart: If every non-active player placed a legal Assist this battle, thwart after this battle concludes. | |||||||
Not So Fast! | Autobot Initiative | A Rising Darkness | Ongoing: Non-Starter cards you play have 0 Move. To Thwart: Defeat an Autobot Robot or Boss with cost 4+. | |||||||
Robots in Disguise | Autobot Initiative | A Rising Darkness | Start of Turn: Flip all Robots in the Matrix facedown. To Thwart: Defeat or buy a Robot in a space adjacent this card. | |||||||
Running on Empty | Autobot Initiative | A Rising Darkness | Ongoing: Players cannot gain or spend Energon. To Thwart: Contribute 4 cards with cost 3+. For each card you contribute, gain 1 VP. | |||||||
Skywatch Alliance | Autobot Initiative | A Rising Darkness | Start of Turn: Discard 1 Robot from your hand. If none, gain 1 Damage instead. To Thwart: Contribute 4 different Starters. For each card you contribute, gain 1 VP ofr every non-Wrath card under this. | |||||||
This Time We Hit Back | Autobot Initiative | A Rising Darkness | Ongoing: When you defeat an Autobot, draw and resolve an Ambush. To Thwart: Block the Ambush triggered for this card. | |||||||
Tyrest Accord Violation | Autobot Initiative | A Rising Darkness | Ongoing: Robots you play are blank except for Move. While in this space, you may destroy 1 Robot you control. To Thwart: Destroy 1 Robot you control. | |||||||
Halonix Maximus | Autobot Initiative | Dawn of the Dinobots | On Reveal: Each player destroys 1 Ally. Ongoing: Technology cards you play have no inherent Power. To Thwart: Contribute 3 Technology cards of different costs. For each that you contribute, gain 1 VP. | |||||||
Wreck and Rule! | Autobot Initiative | Infiltration Protocol | Ongoing: When an Adversary is defeated, place a '+1 Power' token on each remaining Adversary in the Matrix. Their cost is increased by this amount. To Thwart: Defeat an Adversary with at least 2 '+1 Power' tokens on it. | |||||||
Damage | Basic | A Rising Darkness | 0 | Ongoing: When battling an Adversary, you must resolve 1 Assist. End of Game: For every 2 Damage you control, lose 1 VP. | ||||||
Damage - Short Circuit | Basic | A Rising Darkness | 0 | On your turn, play this card before any other card in your hand. -1 Power when battling Adversaries this turn. End of Game: For every 2 Damage you own, lose 1 VP. | ||||||
Rise Up! | Basic | A Rising Darkness | 2 | 1 | 1 | 1 | Flight You may Convert. | |||
Damage | Basic | Autobot Core Set | 0 | Ongoing: When battling an Adversary, you must resolve 1 Assist. End of Game: For every 2 Damage you control, lose 1 VP. | ||||||
Roll Out! | Basic | Autobot Core Set | 2 | 1 | 1 | 1 | You may Convert. Assist: +1 Power. | |||
Damage - Fear | Basic | Chaos Unleashed | 0 | On your turn, play this card before any other card in your hand. You cannot move onto a Boss this turn. End of Game: For every 2 Damage you own, lose 1 VP. | ||||||
Damage - Overclocked | Basic | Clash of the Combiners | 0 | Ongoing - Start of Turn: If you are in Bot Mode, discard 1 non-Damage card (does not stack). End of Game: For every 2 Damage you own, lose 1 VP. | ||||||
Damage - Stasis Lock | Basic | Dawn of the Dinobots | 0 | On your turn, play this card before any other card in your hand. You cannot spend Energon this turn. End of Game: For every 2 Damage you own, lose 1 VP. | ||||||
Damage - T-Cog Jam | Basic | Infiltration Protocol | 0 | On your turn, play this card before any other card in your hand. You cannot Convert. End of Game: For every 2 Damage you own, lose 1 VP. | ||||||
Damage - Blast Wound | Basic | War on Cybertron | 0 | Ongoing: Your Assists have -1 Power for every 2 Damage you control. End of Game: For every 2 Damage you own, lose 1 VP. | ||||||
Damage - Energy Leak | Basic | War on Cybertron | 0 | On your turn, play this card before any other card in your hand. Lose 1 Energon if you have 2 or more. End of Game: For every 2 Damage you own, lose 1 VP. | ||||||
Reinforcements | Basic | War on Cybertron | 2 | 1 | 1 | 1 | Block You may Convert. | 1 Command or Assist: +1 Power. | ||
Megatron (Alt) | Character - Autobot | A Rising Darkness | 1 | |||||||
Megatron (Bot) | Character - Autobot | A Rising Darkness | ||||||||
Arcee (Alt) | Character - Autobot | Autobot Core Set | 3 | |||||||
Arcee (Bot) | Character - Autobot | Autobot Core Set | ||||||||
Bumblebee (Alt) | Character - Autobot | Autobot Core Set | 2 | |||||||
Bumblebee (Bot) | Character - Autobot | Autobot Core Set | ||||||||
Ironhide (Alt) | Character - Autobot | Autobot Core Set | 2 | The first time you Convert to Bot mode this turn, +1 Power. When battling Adversaries, +1 Power. | ||||||
Ironhide (Bot) | Character - Autobot | Autobot Core Set | ||||||||
Jazz (Alt) | Character - Autobot | Autobot Core Set | 2 | |||||||
Jazz (Bot) | Character - Autobot | Autobot Core Set | ||||||||
Optimus Prime (Alt) | Character - Autobot | Autobot Core Set | 2 | |||||||
Optimus Prime (Bot) | Character - Autobot | Autobot Core Set | ||||||||
Ratchet (Alt) | Character - Autobot | Autobot Core Set | 2 | |||||||
Ratchet (Bot) | Character - Autobot | Autobot Core Set | ||||||||
Wheeljack (Alt) | Character - Autobot | Autobot Core Set | 2 | |||||||
Wheeljack (Bot) | Character - Autobot | Autobot Core Set | ||||||||
Blaster (Alt) | Character - Autobot | Chaos Unleashed | Avoid Ambushes. You may discard 1 non-Basic card to move to an adjacent space. When battling Adversaries, -1 Power. | |||||||
Blaster (Bot) | Character - Autobot | Chaos Unleashed | Robot cards you play have +2 Range. Mini-Cassettes you play also have +1 Move. | 1 Reduce the Power of target Robot controlled by any player by 1 or reduce the cost of a Boss in the Matrix by 1. Use duuring any player's turn. 2 Choose 1 card in your discard pile with cost 2-4 and play it. If it's a Mini-Cassette, it has +1 Power. | ||||||
Blurr (Alt) | Character - Autobot | Chaos Unleashed | 2 | When your character would be moved to another space by any affect, or when you move onto a Site that triggers an effect, you may discard 1 non-Damage card to ignore the effect. While battling Adversaries, -1 Power. | ||||||
Blurr (Bot) | Character - Autobot | Chaos Unleashed | The first Maneuver you play during this turn has +2 Power or +2 Move. | 1 Ignore Ambushes this turn (activate anytime). 2 Gain 1 Maneuver in the Matrix with cost 2-4. | ||||||
Rodimus Prime (Alt) | Character - Autobot | Chaos Unleashed | 2 | When you move onto a Site, you may Convert. While battling Adversaries, -1 Power. | ||||||
Rodimus Prime (Bot) | Character - Autobot | Chaos Unleashed | Once during each of your turns, you may activate a 1-cost Energon ability on targget card you control at no cost. | 1 Target character in your space may destroy 1 card in their discard pile. 2 Target characters in your space may draw 1 card. | ||||||
Wreck-Gar (Alt) | Character - Autobot | Chaos Unleashed | 2 | The first time you Convert to Alt Mode each turn, you may place 1 card from your discard pile on top of your deck. While battling Adversaries, -1 Power. | ||||||
Wreck-Gar (Bot) | Character - Autobot | Chaos Unleashed | Start of Turn: You may discard 1 non-damage, non-Starter card to return 1 Damage you control or in your discard pile to the stack. | 1 Your non-Starter, non-Basic cards in hand have Block this turn. 2 Gain 1 Robot or Technology card with cost 2-5 from the destroyed pile. | ||||||
Computron (Combiner) | Character - Autobot | Clash of the Combiners | 1 | 1 | Start of Turn: Lose 1 Energon. If you cannot, flip this card to Team mode. Each Technology you play has +1 Power or +1 Range or +1 Move (your choice). | 1 Don't discard cards in hand during your next End of Turn Phase. 2 Gain 1 Technology card in your space and put it into your hand or on top of your deck. | ||||
Computron (Team) | Character - Autobot | Clash of the Combiners | 1 | The next time you Convert this turn, lose 1 Energon (if any). You may access Team effects on your Starter cards. | ||||||
Superion (Combiner) | Character - Autobot | Clash of the Combiners | 1 | 1 | Start of Turn: Lose 1 Energon. If you cannot, flip this card to Team mode. Target card you control with Flight has +2 Power when battling. | 1 +2 Power (Range 0) 2 Draw 2 cards. Play 1 and discard the other. | ||||
Superion (Team) | Character - Autobot | Clash of the Combiners | 1 | The next time you Convert this turn, lose 1 Energon (if any). You may access Team effects on your Starter cards. | ||||||
Victorion (Combiner) | Character - Autobot | Clash of the Combiners | 1 | 2 | Start of Turn: Lose 1 Energon. If you cannot, flip this card to Team mode. Adversary players pay 2 more Power to buy cards or battle Robots in or adjacent to your space. | 1 Other characters in your space discard 1 non-Basic card or gain 1 Damage. 3 Gain 1 Relic in your space. | ||||
Victorion (Team) | Character - Autobot | Clash of the Combiners | 1 | The next time you Convert this turn, lose 1 Energon (if any). You may access Team effects on your Starter cards. | ||||||
Grimlock (Alt) | Character - Autobot | Dawn of the Dinobots | 1 | |||||||
Grimlock (Bot) | Character - Autobot | Dawn of the Dinobots | ||||||||
Sludge (Alt) | Character - Autobot | Dawn of the Dinobots | 1 | |||||||
Sludge (Bot) | Character - Autobot | Dawn of the Dinobots | ||||||||
Slug (Alt) | Character - Autobot | Dawn of the Dinobots | 1 | |||||||
Slug (Bot) | Character - Autobot | Dawn of the Dinobots | ||||||||
Snarl (Alt) | Character - Autobot | Dawn of the Dinobots | 1 | |||||||
Snarl (Bot) | Character - Autobot | Dawn of the Dinobots | ||||||||
Swoop (Alt) | Character - Autobot | Dawn of the Dinobots | 2 | |||||||
Swoop (Bot) | Character - Autobot | Dawn of the Dinobots | ||||||||
Bludgeon (Alt) | Character - Autobot | Infiltration Protocol | 1 | |||||||
Bludgeon (Bot) | Character - Autobot | Infiltration Protocol | ||||||||
Kup (Alt) | Character - Autobot | Infiltration Protocol | 2 | |||||||
Kup (Bot) | Character - Autobot | Infiltration Protocol | ||||||||
Perceptor (Alt) | Character - Autobot | Infiltration Protocol | ||||||||
Perceptor (Bot) | Character - Autobot | Infiltration Protocol | ||||||||
Springer (Alt) | Character - Autobot | Infiltration Protocol | 2 | |||||||
Springer (Alt) | Character - Autobot | Infiltration Protocol | 3 | |||||||
Springer (Bot) | Character - Autobot | Infiltration Protocol | ||||||||
Ultra Magnus (Alt) | Character - Autobot | Infiltration Protocol | 2 | |||||||
Ultra Magnus (Bot) | Character - Autobot | Infiltration Protocol | Each time you activate an Energon ability on a card you control, that card has +1 Power. | 2 Put 1 Robot in your space into your Vault. This is not defeating it. 2 Destroy 1 Robot in your Vault to gain power equal to its printed cost (Range 0). | ||||||
Elita-1 (Alt) | Character - Autobot | War on Cybertron | 3 | Spend 2 Move: Draw 1 card. While battling Adversaries, -1 Power. | ||||||
Elita-1 (Bot) | Character - Autobot | War on Cybertron | When you buy or gain an Autobot, place it on top of your deck. | 1 Target Autobot you control has +2 Power. 2 Target character in your space gains 1 Damage for each Autobot you control. | ||||||
Hot Rod (Alt) | Character - Autobot | War on Cybertron | 2 | Discard 1 non-Damage card: You may Convert. While battling Adversaries, -1 Power. | ||||||
Hot Rod (Bot) | Character - Autobot | War on Cybertron | When you battle an Adversary in the same turn it was revealed, target card has +1 Power. | 1 Confront: +2 Power. 2 Destroy up to 2 cards in your discard pile. | ||||||
Optimus Prime (Alt) | Character - Autobot | War on Cybertron | 2 | When you move onto a faceup Adversary, you may Convert before the Ambus OR draw 1 card. | ||||||
Optimus Prime (Bot) | Character - Autobot | War on Cybertron | Command or Confront: +1 Power for each card you control with cost 3+. | 1 Block an Attack against any character, anywhere in the Matrix. 2 Gain 1 VP or draw 2 cards while on a Polity under your command. | ||||||
Prowl (Alt) | Character - Autobot | War on Cybertron | 2 | Pay 1 Move: Peek at the card in your space or the top card of any deck. While battling Adversaries, -1 Power. | ||||||
Prowl (Bot) | Character - Autobot | War on Cybertron | When battling, each Maneuver you control has +2 Power. | 1 Draw 1 card or Mission, then replace it with another card in hand or Mission you control by placing it on top of that deck. 2 Gain 1 Maneuver in your space. | ||||||
Astrotrain (Alt) | Character - Decepticon | A Rising Darkness | 1 | |||||||
Astrotrain (Alt) | Character - Decepticon | A Rising Darkness | 2 | |||||||
Astrotrain (Bot) | Character - Decepticon | A Rising Darkness | ||||||||
Scrapper (Alt) | Character - Decepticon | A Rising Darkness | 2 | |||||||
Scrapper (Bot) | Character - Decepticon | A Rising Darkness | ||||||||
Shrapnel (Alt) | Character - Decepticon | A Rising Darkness | 1 | |||||||
Shrapnel (Bot) | Character - Decepticon | A Rising Darkness | ||||||||
Soundwave (Alt) | Character - Decepticon | A Rising Darkness | 2 | |||||||
Soundwave (Bot) | Character - Decepticon | A Rising Darkness | ||||||||
Starscream (Alt) | Character - Decepticon | A Rising Darkness | 2 | |||||||
Starscream (Bot) | Character - Decepticon | A Rising Darkness | ||||||||
Thundercracker (Alt) | Character - Decepticon | A Rising Darkness | 2 | |||||||
Thundercracker (Bot) | Character - Decepticon | A Rising Darkness | ||||||||
Cyclonus (Alt) | Character - Decepticon | Chaos Unleashed | 2 | Flight When you move, target character in your space may move with you. | ||||||
Cyclonus (Bot) | Character - Decepticon | Chaos Unleashed | You may activate this card's Energon abilities during any player's turn. If you do, draw 1 card, then discard 1 card. | 1 Target card any player controls has +2 Range. 2 Target card you control has +2 Power when battling Adversaries. | ||||||
Galvatron (Alt) | Character - Decepticon | Chaos Unleashed | +2 Power (Range 1). This Power can only be used for battling. Robots you control have +1 Move. | |||||||
Galvatron (Bot) | Character - Decepticon | Chaos Unleashed | You may battle non-Adversary Robots. When these Robots are defeated, place them in your Vault or your discard pile, then end your turn. | 1 Target Robot you control has +2 Power. 2 Conftront: +2 Power (Range 1). | ||||||
Nemesis Prime (Alt) | Character - Decepticon | Chaos Unleashed | 2 | When you flip an Adversary in your space faceup, gain 1 Energon and you may Convert prior to the Ambush. When battling Adversaries, -1 Power. | ||||||
Nemesis Prime (Bot) | Character - Decepticon | Chaos Unleashed | Each Autobot you play during your turn has +2 Power. | 1 You may buy 1 Adversary Robot this turn instead of battling it. 2 Block an Attack against you (during any turn) and/or draw 1 card (during your turn). | ||||||
Scourge (Alt) | Character - Decepticon | Chaos Unleashed | 2 | Flight The next Maneuver with 2+ Move you play this turn has +1 Power. | ||||||
Scourge (Bot) | Character - Decepticon | Chaos Unleashed | Each time you play a non-Starter, non-Basic card, you may flip a card in your space faceup. | 1 Peek at 1 card in the Matrix. If it's a Site, Boss, or Scheme, flip it faceup and you may Teleport to that space. 2 Reveal the top 2 cards of your deck. Play ` and discard the other. | ||||||
Bruticus (Combiner) | Character - Decepticon | Clash of the Combiners | 2 | 1 | Start of Turn: Lose 1 Energon. If you cannot, flip this to Team mode. Damage you control does not trigger the End of Game (unless Solo). | 1 Return up to 2 Damage you control to the stack, or give 1 Damage to target player in your space. 2 Draw 1 Ruim and place it in an empty space in the Matrix. Gain the reward as though you cleared it. | ||||
Bruticus (Team) | Character - Decepticon | Clash of the Combiners | 1 | The next time you Convert this turn, lose 1 Energon (if any). You may access Team effects on your Starter cards. | ||||||
Menasor (Combiner) | Character - Decepticon | Clash of the Combiners | 1 | Start of Turn: Lose 1 Energon. If you cannot, flip this to Team mode. You pay 3 less Power to defeat Robots. If its cost is 2-3, destroy it after gaining the reward. | 1 Destroy 1 card you control or in your discard pile. 2 Gain 1 card with cost 2-5 from the destroyed pile. | |||||
Menasor (Team) | Character - Decepticon | Clash of the Combiners | 1 | The next time you Convert this turn, lose 1 Energon (if any). You may access Team effects on your Starter cards. | ||||||
Predaking (Combiner) | Character - Decepticon | Clash of the Combiners | 1 | 2 | Start of Turn: Lose 1 Energon. If you cannot, flip this to Team mode. If you flip an Adversary faceup, +1 Power ad you avoid the Ambush (if any). | 1 Peek at 2 adjacent cards. If either are an Adversary, you may flip it faceup. X +X Power (max 3). | ||||
Predaking (Team) | Character - Decepticon | Clash of the Combiners | 1 | The next time you Convert this turn, lose 1 Energon (if any). You may access Team effects on your Starter cards. | ||||||
Razorclaw (Alt) | Character - Decepticon | Dawn of the Dinobots | 2 | |||||||
Razorclaw (Bot) | Character - Decepticon | Dawn of the Dinobots | ||||||||
Shockwave (Alt) | Character - Decepticon | Dawn of the Dinobots | 3 | |||||||
Shockwave (Bot) | Character - Decepticon | Dawn of the Dinobots | ||||||||
Devastator (Combiner) | Character - Decepticon | Infiltration Protocol | 1 | Start of Turn: Lose 1 Energon. If you cannot, flip this card to Team mode. +2 Power (Range 0) during your turn. | 1 Other characters in your space each gain 2 Damage. 2 Destroy a non-Boss card in your space, then gain a different card with cost 2-5 from the destroyed pile. | |||||
Devastator (Team) | Character - Decepticon | Infiltration Protocol | 1 | |||||||
Onslaught (Alt) | Character - Decepticon | Infiltration Protocol | 2 | |||||||
Onslaught (Bot) | Character - Decepticon | Infiltration Protocol | ||||||||
Sixshot (Alt) | Character - Decepticon | Infiltration Protocol | 1 | |||||||
Sixshot (Alt) | Character - Decepticon | Infiltration Protocol | ||||||||
Sixshot (Alt) | Character - Decepticon | Infiltration Protocol | 2 | |||||||
Sixshot (Alt) | Character - Decepticon | Infiltration Protocol | 3 | |||||||
Sixshot (Alt) | Character - Decepticon | Infiltration Protocol | 1 | |||||||
Sixshot (Bot) | Character - Decepticon | Infiltration Protocol | ||||||||
Skywarp (Alt) | Character - Decepticon | Infiltration Protocol | 2 | |||||||
Skywarp (Bot) | Character - Decepticon | Infiltration Protocol | ||||||||
Barricade (Alt) | Character - Decepticon | War on Cybertron | 2 | Adversary characters cannot buy a card in your space. Start of Turn: You may Convert. When battling Adversaries, -1 Power. | ||||||
Barricade (Bot) | Character - Decepticon | War on Cybertron | The first time you convert to Bot Mode during your turn, the card in your space costs 1 less Power to buy. | 1 Reveal the top 2 cards of target player's deck. If either is a Starter, gain +2 Power (Range 0). 2 Gain 1 card from the destroyed pile that is cost 2-4. | ||||||
Hun-Gurrr (Alt) | Character - Decepticon | War on Cybertron | 1 | The first time you Convert to Alt Mode this turn, you may give 1 Damage you control to target character in your space. | ||||||
Hun-Gurrr (Bot) | Character - Decepticon | War on Cybertron | When you clear a Ruin, immediately refill that space, then you may flip the card faceup. | 1 Destroy 1 card in your discard pile. 2 Clear a Ruin in your space. | ||||||
Megatron (Alt) | Character - Decepticon | War on Cybertron | 2 | The first time you battle during each of your turns, target card you control has +1 Power. | ||||||
Megatron (Bot) | Character - Decepticon | War on Cybertron | When you take command of a Polity, you may defeat any Adversary Robot in the Matrix. | 1 Target card you control has +1 Power for each Polity under your command. 2 Command: +3 Power or draw 1 card. | ||||||
Slipstream (Alt) | Character - Decepticon | War on Cybertron | 2 | Flight When you Convert to Bot Mode, you may Pay 1 Move: Place 1 card from your discard pile on top of your deck. | ||||||
Slipstream (Bot) | Character - Decepticon | War on Cybertron | When battling an Adversary not in your space, your cards with 2+ Range have +2 Power. | 1 Your Starter cards have +1 Range. 2 Draw 1 card or return up to 2 Damage you control to the stack. | ||||||
Unicron (Alt) | Character - Unicron | Chaos Unleashed | 2 | |||||||
Unicron (Bot) | Character - Unicron | Chaos Unleashed | ||||||||
Energon Embargo | Cooperative Scheme | Autobot Core Set | Ongoing: Players cannot activate Confront or Assist Energon abilities. To Thwart: Contribute 8 Energon. | |||||||
Mass Extermination | Cooperative Scheme | Autobot Core Set | Start of Turn: Discard 1 card with 1+ Power. To Thwart: Contribute 2 cards each with 2+ Power. | |||||||
Orbital Laser | Cooperative Scheme | Autobot Core Set | Start of Turn - Attack: Gain 1 Damage. If you have none, gain 2 instead. To Thwart: Contribute 2 cards each 2+ Move. | |||||||
Rising Darkness | Cooperative Scheme | Autobot Core Set | Ongoing: The Range value of all cards in reduced to 0. To Thwart: Contribute 4 cards of different costs. | |||||||
Stolen Power | Cooperative Scheme | Autobot Core Set | Ongoing: Pay 1 additional Energon to Convert (Converting costs a minimum of 1 Energon). To Thwart: Defeat an Adversary adjacent to this space. | |||||||
Armada Blockade | Cooperative Scheme | Chaos Unleashed | ||||||||
Race to the Matrix | Cooperative Scheme | Chaos Unleashed | ||||||||
Trial of the Quintessons | Cooperative Scheme | Chaos Unleashed | ||||||||
Cybertronium Depletion | Cooperative Scheme | Dawn of the Dinobots | Start of Turn: Discard 1 card with Move. If you have none, lose 1 Energon. To Thwart: Contribute cards with a combined printed Move value of 6+. | |||||||
Alpha-Scenario | Cooperative Scheme | Infiltration Protocol | Start of Turn: If you control 1+ Allies, gain 1 Damage. Ongoing: Allies you control have blank text. To Thwart: Contribute non-Starter cards with a combined printed Power of 6+. | |||||||
Centurion Droids | Cooperative Scheme | War on Cybertron | Reveal: Put all Polities under your Adversary's command. Start of Turn: Add a '+1 Power' token to the higheste level Polity not under your faction's command, increasing the cost to take command of it. To Thwart: Take command of 1 Polity with at least one '+1 Power' token on it. | |||||||
Death of Cybertron | Cooperative Scheme | War on Cybertron | Reveal and Start of Turn: Flip 1 facedown card in the Matrix faceup. If it's a non-Adversary card with cost 2-8, destroy it and replace it with a Ruin. To Thwart: Clear the last clearable Ruin in the Matrix of when 6+ Ruins are in the Matrix. | |||||||
Reactor Coolant Failure | Cooperative Scheme | War on Cybertron | Ongoing: If you move onto a Site, lose 2 Energon and gain 1 Damage. To Thwart: Contribute 3 Technology cards with different costs. | |||||||
Rust Worms | Cooperative Scheme | War on Cybertron | Ongoing: When you move onto a Site or Ruin, Attack: Destroy the top card of your deck. To Thwart: Contribute 3 Block cards (2 in Solo) from your discard pile that were discarded to Block an Attack. | |||||||
Saboteur | Cooperative Scheme | War on Cybertron | Start of Turn: Discard 1 card. To Thwart: Defeat the highest cost Adversary Robot in the Matrix without any Assists, then Contribute that card from your Vault during the same turn. | |||||||
The Rise | Cooperative Scheme | War on Cybertron | Reveal - All Players: Destroy all Missions in your Vault, then draw 1 Mission (if available). Ongoing: Bosses cost 1 more Power to defeat for each Mission you control. To Thwart: Contribute X Missions from your Vault, where X = the number of players. | |||||||
Devastator | Decepticon Boss | Autobot Core Set | 10 | [Reveal & Start of Turn:] Place all Constructicons in the Matrix and destroyed pile under this card. This Boss has +1 cost for each card under it. Start of Turn: Gain 1 Damage. If you are on or adjacent to this space, gain 2 Damage instead. | ||||||
Megatron | Decepticon Boss | Autobot Core Set | 10 | Reveal Attack: Discard each Ally you control. Then resolve an Ambush. Start of Turn: Reveal the top card of your deck. If it's cost is 3+, destroy it. | ||||||
Astrotrain | Decepticon Boss | Autobot Core Set | 6 | Reveal Attack: Draw and resolve 2 Ambushes. Ongoing: When you are Ambushed by a non-Boss Adversary, gain 1 Damage before drawing the Encounter. | ||||||
Soundwave | Decepticon Boss | Autobot Core Set | 6 | Reveal Attack: Discard 1 Ally you control. Then resolve an Ambush. Start of Turn: Gain 1 Damage. This boss cannot be defeated if any Mini-Cassette Decepticons are in the Matrix. | Gain 3 VP. | |||||
Blitzwing | Decepticon Boss | Autobot Core Set | 8 | Reveal Attack: Discard 1 Ally you control. Then resolve an Ambush. Ongoing: You pay 2 more Power to defeat other Decepticons. | ||||||
Starscream | Decepticon Boss | Autobot Core Set | 8 | Reveal Attack: Discard 1 Ally you control. Then resolve an Ambush. Start of Turn: Discard 1 non-Basic card. | ||||||
Galvatron | Decepticon Boss | Chaos Unleashed | 10 | |||||||
Nemesis Prime | Decepticon Boss | Chaos Unleashed | 10 | |||||||
Scourge | Decepticon Boss | Chaos Unleashed | 6 | |||||||
Snapdragon | Decepticon Boss | Chaos Unleashed | 6 | |||||||
Cyclonus | Decepticon Boss | Chaos Unleashed | 8 | |||||||
Straxus | Decepticon Boss | Chaos Unleashed | 8 | |||||||
Abominus | Decepticon Boss | Clash of the Combiners | 10 | Reveal Attack: Discard 1 Ally and gain 1 Damage, then destroy all faceup, non-Boss cards adjacent to this space. Start of Turn: Reveal 1 facedown card adjacent to this space. If it's not a Boss, destroy it and replace it with a Ruin. If no cards are destroyed this way, gain 1 Damage. | ||||||
Monstructor | Decepticon Boss | Clash of the Combiners | 12 | Reveal Attack: Discard 1 Ally you control and gain 2 Damage, then flip all facedown cards adjacent to this space faceup. Start of Turn: Gain 1 Damage. Ongoing: Monstructor costs 1 more Power to defeat for every 2 faceup cards adjacent to this space. | ||||||
Dreadwing | Decepticon Boss | Clash of the Combiners | 6 | Reveal Attack: Discard 1 card. If you are in this space, discard 2 cards instead. Start of Turn: Swap Dreadwing with another card in the Matrix occupied by an Adversary character, if any, who must then resolve an Ambush. | ||||||
Battletrap | Decepticon Boss | Clash of the Combiners | 8 | Reveal Attack: Discard the top 2 cards of your deck, theen gain 1 Damage. Then resolve an Ambush. Start of Turn: Discard 1 random card, then draw 1 card. If you discarded a Damage, also gain 1 Damage. | ||||||
Predaking | Decepticon Boss | Dawn of the Dinobots | 10 | Reveal Attack: Discard 1 Ally you control, then discard 1 card for each Predacon in the Matrix. Start of Turn: Gain 1 Damage. Then put a +1 Power token on all other Adversaries in the Matrix, increasing the cost to defeat them. | ||||||
Scorponok | Decepticon Boss | Dawn of the Dinobots | 12 | Reveal Attack: Gain 2 Damage if you have none. Otherwise, gain 1 Damage. Then resolve an Ambush. Start of Turn: Discard 1 random card, then resolve an Ambush. | ||||||
Bombshell | Decepticon Boss | Dawn of the Dinobots | 6 | Reveal Attack: Gain 1 Damage. Then resolve an Ambush. Start of Turn: If you are on an Adversary, move to an adjacent space (this does not cost Move). | ||||||
Skywarp | Decepticon Boss | Dawn of the Dinobots | 8 | Reveal Attack: Discard 1 card with Block (this Attack cannot be blocked). Then resolve an Ambush. Start of Turn: Resolve an Ambush, then swap this card with another, non-adjacent card in the Matrix not occupied by an Adversary player. | ||||||
Thunderwing | Decepticon Boss | Infiltration Protocol | 10 | Reveal: Put 5 Energon on this. YOu cannot confront this Boss while it has Energon on it. While in range of this space, you may Pay X Power: Steal 1 Energon for every 2 Power you spend. Start of Turn: Put 1 of your Eneergon on this card. If you cannot, gain 1 Damage. | ||||||
Brawl | Decepticon Boss | Infiltration Protocol | 6 | Reveal Attack: Gain 1 Damage. Then resolve an Ambush. Start of Turn: If you have 2+ Energon, discard 1 card. If you have 4+ Energon, discard 2 cards instead. | ||||||
Thundercracker | Decepticon Boss | Infiltration Protocol | 8 | Reveal Attack: Discard 1 Ally you control. Then resolve an Ambush. Ongoing: When Ambushed by a non-Boss Adversary, Attack: Lose 1 VP (before drawing the Encounter). | ||||||
Menasor | Decepticon Boss | War on Cybertron | 10 | Reveal Attack: Discard all Allies you control, then gain 1 Damage for each Stunticon in the Matrix. Start of Turn: All Adversary players discard 1 card OR gain 1 Damage. | ||||||
Shockwave | Decepticon Boss | War on Cybertron | 10 | Reveal Attack: Discard your hand, then redraw an equal number of cards -1. Then resolve an Ambush. Ongoing: When a space in the Matrix becomes empty, lose 1 Energon. If you have no Energon, gain 1 Damage instead. | ||||||
Dirge | Decepticon Boss | War on Cybertron | 6 | Reveal Attack: Gain 1 Damage. Then resolve an Ambush. Ongoing: You cannot destroy Damage or return it to the stack. | ||||||
Thrust | Decepticon Boss | War on Cybertron | 6 | Reveal Attack: Discard 1 non-Damage card. Then resolve an Ambush. Ongoing: You cannot Block attacks (including the Reveal Attack on this Boss). | ||||||
Octane | Decepticon Boss | War on Cybertron | 8 | Reveal Attack: Discard 1 Block. If you have none, gain 1 Damage. This Attack cannot be Blocked. Start of Turn: Gain 1 Damage. Ongoing: You cannot Contront Octane if any other Autobots are in this space. | ||||||
Turmoil | Decepticon Boss | War on Cybertron | 8 | Reveal Attack: Reveal the top of your deck. If it's a Starter, gain 1 Damage. Otherwise, discard it. Then resolve an Ambush. Start of Turn: Gain 1 Damage. If you are in this space, also resolve an Ambush. | ||||||
Black Shadow | Decepticon Phase-Sixer Boss | Infiltration Protocol | 12 | Reveal Attack: Move 1 space away from this space and gain 1 Damage. Ongoing: When you play a 2nd card during your turn, gain 1 Damage. When you play a 5th card during your turn, gain 1 additional damage. | ||||||
Overlord | Decepticon Phase-Sixer Boss | Infiltration Protocol | 12 | Reveal Attack: Reveal your hand, then discard all Robots. Then resolve an Ambush. Start of Turn: Gain 1 Damage. Ongoing: You cannot return Damage to the stack. | ||||||
Sixshot | Decepticon Phase-Sixer Boss | Infiltration Protocol | 12 | Reveal Attack: Discard each Ally you control. Then resolve an Ambush. | Start of Turn: Gain 1 Damage, then draw the top card of the Sixshot deck and resolve its effect. | |||||
All-Out Assault | Decepticon Scheme | Autobot Core Set | Ongoing: You must treat all battles against Adversaries as Confrontations. To Thwart: Block an attack against another player during any player's turn. | |||||||
Divided Loyalties | Decepticon Scheme | Autobot Core Set | Ongoing: Robots in the Matrix are treated as Adversaries. To Thwart: While in this space, pat 4 Energon. | |||||||
Hostage Crisis | Decepticon Scheme | Autobot Core Set | Place every Ally in ths Matrix and in play underneath this card as Hostages. If none, discard this card. Ongoing - Play 4 Power: Gain 1 random Ally under this space. When no Allies remain, destroy this card. | |||||||
Magnetized Core | Decepticon Scheme | Autobot Core Set | Ongoing: Each player's Alt Mode has 0 Move. To Thwart: Buy, gain, and/or defeat 2 cards in the Matrix in a single turn. | |||||||
Space Bridge to Cybertron | Decepticon Scheme | Autobot Core Set | Ongoing: You pay 2 more Power to defeat Adversaries. To Thwart: While in this space, resolve an Assist you placed. | |||||||
Trypticon Rises | Decepticon Scheme | Dawn of the Dinobots | Start of Turn: Destroy 1 non-Decepticon card adjacent to this space. Ongoing: You cannot buy or defeat cards adjacent to this space. Pay X Power: Put X Power token(s) on this. To Thwart: Contribute 10+ Power tokens. | |||||||
Conflagration | Decepticon Scheme | Infiltration Protocol | Ongoing: When you flip a card in your space faceup, gain 1 Damage. To Thwart: Contribute 4 cards from Vaults. For each you do, gain 1 VP and 1 card with cost 2+ from the destroyed pile. | |||||||
Evasive Maneuvers | Encounter | A Rising Darkness | Attack: Lose 2 Energon. Boss Reveal: Ambush hits all Adversaries. | Add 1 to the Adversary's cost, plus 1 additional for each card in your Vault. If you have no cards in your Vault, also gain 1 Damage. | ||||||
Evil Cannot Not Win | Encounter | A Rising Darkness | Attack: Lose 1 VP. Boss Reveal: Ambush hits all Adversaries. | Attack: Destroy 1 Maneuver you control. If you control none, gain 2 Damage. | ||||||
Help Is On the Way | Encounter | A Rising Darkness | Attack: Gain 1 Damage. Boss Reveal: Ambush hits all Adversaries. | Add X to the Adversary's cost, where X is the highest cost of a non-Boss card currently in the Matrix. | ||||||
Never Give Up | Encounter | A Rising Darkness | Attack: Gain 1 Damage. Boss Reveal: Ambush hits all Adversaries. | Attack: Destroy 1 card with cost 3+ you control. If you control none, gain 1 Damage. | ||||||
One Shall Stand, One Shall Fall | Encounter | A Rising Darkness | Attack: Destroy 1 Relic in your discard pile or one you control. If none, gain 2 Damage. Boss Reveal: Ambush hits all Adversaries. | Attack: Destroy 1 Technology you control. If you control none, gain 2 Damage. | ||||||
Others Will Rise | Encounter | A Rising Darkness | Attack: Lose 2 Energon. Boss Reveal: Ambush hits all Adversaries. | Attack: Destroy 1 Robot you control. If you control none, gain 2 Damage. | ||||||
Stick It In Neutral | Encounter | A Rising Darkness | Attack: Lose 1 VP. Boss Reveal: Ambush hits all Adversaries. | Add 3 to the Adversary's cost and each of the other players destroys 1 card in their discard pile. | ||||||
This Ends Here | Encounter | A Rising Darkness | Attack: Reveal the top card of your deck. If it's a Starter, gain 1 Damage. Otherwise, destroy it. Boss Reveal: Ambush hits all Adversaries. | Add 1 to the Adversary's cost, plus an additional 1 for each VP you have. If you have no VP, also gain 2 Damage. | ||||||
We Must Stand Our Ground | Encounter | A Rising Darkness | Attack: Destroy a non-Starter, non-Damage card you control If none, gain 1 Damage instead. Boss Reveal: Ambush hits all Adversaries. | Add 1 to the Adversary's cost for each Energon you control. If this is 2 or fewer, also gain 1 Damage. | ||||||
Autobots, Roll Out! | Encounter | Autobot Core Set | Attack: This Adversary cannot be battled this turn. Boss Reveal: Ambush hits all Adversaries. | Add 2 to the Adversary's cost for each Autobot Robot in the Matrix. If none, gain 2 Damage. | ||||||
Casualties of War | Encounter | Autobot Core Set | Attack: Lose 2 Energon. Boss Reveal: Ambush hits all Adversaries. | Attack: Destroy 1 Robot you control. If you control none, gain 2 Damage instead. | ||||||
Crushing Blow | Encounter | Autobot Core Set | Attack: Gain 1 Damage. Boss Reveal: Ambush hits all Adversaries. | Attack: Destroy 1 card with cost 3+ you control. If yo control none, gain 2 Damage instead. | ||||||
Dominance | Encounter | Autobot Core Set | Attack: Gain 1 Damage. Boss Reveal: Ambush hits all Adversaries. | Add 5 to the Adversary's cost. | ||||||
EMP | Encounter | Autobot Core Set | Attack: Destroy the top card of your deck. Boss Reveal: Ambush hits all Adversaries. | Attack: Destroy 1 Technology you control. If you control none, gain 2 Damage instead. | ||||||
Out of Gas | Encounter | Autobot Core Set | Attack: Lose 2 Energon. Boss Reveal: Ambush hits all Adversaries. | Reveal the top card of your deck. Lose Power equal to that card's cost. | ||||||
Outmaneuvered | Encounter | Autobot Core Set | Attack: Lose 1 VP. Boss Reveal: Ambush hits all Adversaries. | Attack: Destroy 1 Maneuver you control. If you control none, gain 2 Damage instead. | ||||||
Power Fluctuation | Encounter | Autobot Core Set | Attack: Destroy a random card in your discard pile. Boss Reveal: Ambush hits all Adversaries. | Add 1 to the Adversary's cost for each Energon you control. If you have none, gain 2 Damage instead. | ||||||
Underestimated | Encounter | Autobot Core Set | Attack: Discard 1 Relic in your hand or 1 you control. If you control none, gain 1 Damage instead. Boss Reveal: Ambush hits all Adversaries. | Add 3 to this card's cost and each of the other players draws 1 card from their deck. | ||||||
Undermined | Encounter | Autobot Core Set | Attack: This Adversary cannot be battled this turn. Boss Reveal: Ambush hits all Adversaries. | Add 3 to the Adversary's cost, plus an additional 1 for each card with cost 4+ you control. | ||||||
Uphill Battle | Encounter | Autobot Core Set | Attack: Lose 1 VP. Boss Reveal: Ambush hits all Adversaries. | Add 1 to the Adversary's cost for each VP you have. If you have none, gain 2 Damage instead. | ||||||
Back Up | Encounter | War on Cybertron | Attack: Gain 1 Damage. Boss Reveal: Ambush hits all Adversaries. | Add X to the Adversary's cost, where X is the highest cost of a non-Boss card currently in the Matrix. | ||||||
Desparate Measures | Encounter | War on Cybertron | Attack: Lose 2 Energon. Boss Reveal: Ambush hits all Adversaries. | Add 1 to the Adversary's cost, plus 1 additional for each card in your Vault. If your Vault is empty, also gain 2 Damage. | ||||||
Disarmed | Encounter | War on Cybertron | Attack: Destroy 1 Relic you control or in your discard pile. If you cannot, gain 2 Damage instead. Boss Reveal: Ambush hits all Adversaries. | Attack: Destroy 1 Technology you control. If you control none, gain 2 Damage instead. If Blocked, destroy the Block card (if any). | ||||||
Out of Control | Encounter | War on Cybertron | Attack: Lose 1 VP. If you have none, gain 1 Damage instead. Boss Reveal: Ambush hits all Adversaries. | Add 2 to the Adversary's cost, plus 1 additional for each Polity not under your faction's command. | ||||||
Outflanked | Encounter | War on Cybertron | Attack: Lose 1 VP. If you have none, discard 1 card instead. Boss Reveal: Ambush hits all Adversaries. | Attack: Destroy 1 Maneuver you control. If you control none, gain 2 Damage instead. If Blocked, destroy the Block card (if any). | ||||||
Power Boost | Encounter | War on Cybertron | Attack: Destroy 1 card with cost 2+ you control. If you control none, gain 1 Damage instead. Boss Reveal: Ambush hits all Adversaries. | Add 1 to the Adversary's cost for each Energon you control. If this is 2 or fewer, also gain 2 Damage. | ||||||
Ruination | Encounter | War on Cybertron | Attack: No Adversaries can be battled by any player this turn. Boss Reveal: Ambush hits all Adversaries. | Add 2 to the Adversary's cost, plus 1 additional for each Ruin in the Matrix. If there are no Ruins, also gain 2 Damage. | ||||||
The Cost of War | Encounter | War on Cybertron | Attack: Lose 2 Energon. Boss Reveal: Ambush hits all Adversaries. | Attack: Destroy 1 Robot you control. If you control none, gain 2 Damage instead. If Blocked, destroy the Block card (if any). | ||||||
The Jaws of Victory | Encounter | War on Cybertron | Attack: Reveal the top card of your desck. If it's a Starter, gain 1 Damage. Otherwise, destroy it. Boss Reveal: Ambush hits all Adversaries. | Discard all Assists from your teammates. If no teammate Assists were played, add 3 to the Adversary's cost. | ||||||
War of Attrition | Encounter | War on Cybertron | Attack: Gain 1 Damage. Boss Reveal: Ambush hits all Adversaries. | Attack: Destroy 1 card with cost 3+ you control. If you control none, gain 2 Damage instead. If Blocked, destroy th Block card (if any). | ||||||
Phase 1 - Infiltrate | Infiltration Protocol | Infiltration Protocol | Ongoing: Decepticons cannot Convert to Bot Mode. Objective: Buy and/or defeat 2 different non-Basic card types in a single turn. | |||||||
Phase 2 - Agitate | Infiltration Protocol | Infiltration Protocol | Start of Turn: If you do not control 1+ Allies, gain 1 Damage. Objective: During your turn, a combined 3+ Allies are either under Decepticon players' control and/or in the destroyed pile. | |||||||
Phase 3 - Escalate | Infiltration Protocol | Infiltration Protocol | Start of Turn: Reveal the top card of the main deck. If it's a Boss, place it in the Matrix. Otherwise, destroy it. Objective: Play 2+ Decepticons this turn, or any 3 different non-Starter card types. | |||||||
Phase 4 - Penetrate | Infiltration Protocol | Infiltration Protocol | Start of Turn: Flip a card in your space facedown. If it's already facedown, gain 1 Damage. Objective: When you flip a card in the Matrix faceup, if there are now no facedown cards in the Matrix. | |||||||
Phase 5 - Siege Mode | Infiltration Protocol | Infiltration Protocol | On Reveal: Place Metroplex Site faceup in the Matrix as if it were a Boss. Then shuffle 1 random Level III Autobot Boss into the top 5 cards of the main deck. Objective: Contribute non-duplicate cards while on Metroplex until there is a combined Power of 6+. For each card you contribute, gain 1 VP. | |||||||
Phase 6 - Ful Invasion | Infiltration Protocol | Infiltration Protocol | On Reveal: If an Autobot Boss is in the Matrix, all Adversary players gain 1 Damage. Otherwise, reveal and destroy the top card of the main deck until you reveal a Boss, then place it as usual. You cannot confront a Level III Autobot Boss while any Adversaries are in the Matrix. | Obective: Defeat a Level III Autobot Boss. | ||||||
Phase 1 - Infiltrate | Infiltration Scheme | Infiltration Protocol | Start of Turn: Flip all faceup Decepticons Robots in the Matrix facedown. For each you do, gain 1 Damage. ]To Thwart:] Flip 2+ Adversaries faceup in a single turn. | |||||||
Phase 2 - Agitate | Infiltration Scheme | Infiltration Protocol | Start of Turn: Destroy 1 Ally you control. If you do, gain 1 VP. Ongoing: Pay 1 more Power to buy cards, and 2 more Power to buy Allies. To Thwart: During your turn, there are 3+ Allies in the destroyed pile. | |||||||
Phase 3 - Escalate | Infiltration Scheme | Infiltration Protocol | Start of Turn: Reveal the top card of the main deck. If it's an Adversary, place it in the Matrix as if it were a Boss. Otherwise, destroy it. To Thwart: When there are no faceup Adversaries in the Matrix after defeating one this turn. | |||||||
Phase 4 - Penetrate | Infiltration Scheme | Infiltration Protocol | Ongoing: When a space is in the Matrix becomes empty during your turn, immediately refill it with a new card, and flip it faceup. During your End of Turn sequence, ignore the "refill the Matrix" step. To Thwart: Block an Ambush during your turn. | |||||||
Phase 5 - Siege Mode | Infiltration Scheme | Infiltration Protocol | On Reveal: Place Siege Armature Site faceup in the Matrix as if it were a Boss. Then shuffle 1 random Decepticon Phase-Sixer Boss into the top 5 cards of the main deck. To Thwart: Contribute non-deuplicate cards while on Siege Armature until there is a combined Power of 6+. For each card you contribute, gain 1 VP. | |||||||
Phase 6 - Ful Invasion | Infiltration Scheme | Infiltration Protocol | On Reveal: If a Decepticon Phase-Sixer Boss is in the Matrix, all Adversary players gain 1 Damage. Otherwise, reveal and destroy the top card of the main deck until you reveal a Boss, then place it as usual. Ongoing: You cannot confront a Decepticon Phase-Sixer Boss while other Adversaries are in the Matrix. To Thwart: Defeat a Decepticon Phase-Sixer Boss. | |||||||
Turn Sequence | Instructions | A Rising Darkness | ||||||||
Turn Sequence | Instructions | Autobot Core Set | ||||||||
Garrus-9 Prison Break - Setup | Instructions | Infiltration Protocol | There's been a prison break at the Garrus-9 Prison detention and rehabilitation facility! Both Autobot and Decepticon players must hunt down escaped Adversaries and return them to the facility. Once a combined 7 Robots or Bosses (regardless of faction) have been returned to the prison, the Scheme is thwarted! Garrus-9 Prison Break is a special, faction-neutral Scheme that can be included in any mode of play (Co-op, Competitive, TvT, or 1vM) and works with both Autobots and Decepticons. However, it is not intended for use when playing the Infiltration Phase Variant. | Setup: You can randomly shuffle this card into your main deck like you would any Scheme or Initiative, but for a more thematic setup, follow these steps: • If playing with Autobot players, use Overlord as your Level III Boss. If playing Decepticons, use Impactor. • After shuffling all your stacks, place Garrus-9 Prison Break on top of Stack 2 before combining them. Note: This special Scheme has the term "Boss" in the card type, meaning you must treat the card like a Boss for hte purproses of placement in the Matrix, destroying cards, and any end game conditions. Even if all Bosses are defeated, the game does not end if this Scheme has not been thwarted. | ||||||
Evade | Maneuver | A Rising Darkness | 2 | 2 | Flight Block If your character has Flight, you may return 1 Damage target player controls to the stack. | |||||
This Isn't Over | Maneuver | A Rising Darkness | 2 | 2 | 1 | If you are (or were) Ambushed this turn, draw 1 card. | 1 Return 1 Damage you control to the stack. | |||
Mass Displacement | Maneuver | A Rising Darkness | 3 | 2 | 2 | You may Convert. If you do, this card has +1 Power. | 1 Avoid an Ambush. | |||
Wingman | Maneuver | A Rising Darkness | 3 | Flight Block: If you Block for another player, gain 1 VP. | 2 Assist: +2 Power. If this is the only Assist received this battle, gain 1 VP. | |||||
Change of Plans | Maneuver | A Rising Darkness | 4 | 1 | 1 | 1 | If it's your turn, you may flip an adjacent card facedown, then flip a dfferent adjacent card faceup. If you flipped an Initiative/Scheme facedown, gain 1 Damage. | 1 Peek at the top 3 cards of the main deck and then return them in any order. | ||
Strafe | Maneuver | A Rising Darkness | 4 | 1 | 3 | 1 | Flight Each of the other characters in your row or column (choose 1) gains 1 Damage. | 1 Confront/Assist: +2 Power if you are at Range 1+ to the Adversary. | ||
Decepticons, Attack! | Maneuver | A Rising Darkness | 5 | 2 | 1 | 1 | You may Attack: Target character within range gains 1 Damage. If Blocked, draw 1 card. | 2 Confront: +1 Power for each Adversary played. | ||
To Punish and Enslave | Maneuver | A Rising Darkness | 5 | 3 | 1 | When you defeat an Adversary with cost 4+, you may Attack: Steal 1 Ally from the target player. | 3 Confront: +3 Power. | |||
Jump | Maneuver | Autobot Core Set | 2 | 1 | 1 | Flight Block: Gain 1 Energon. | 1 Move 1. | |||
Recon | Maneuver | Autobot Core Set | 2 | 2 | 1 | You may flip a card in an adjacent space faceup. | 1 Confront: Play the top card of your deck. | |||
Helping Hand | Maneuver | Autobot Core Set | 3 | 2 | 2 | Block: If you Block for another player, gain 1 VP. Assist: +2 Power. | ||||
Quick Change | Maneuver | Autobot Core Set | 3 | 1 | 1 | You may Convert. If this is the first card you play during your turn, discard your hand and draw 3 cards. | ||||
Charge | Maneuver | Autobot Core Set | 4 | 2 | 2 | Gain 1 Energon. | 2 +2 Power and Move 2. | |||
Heroic Effort | Maneuver | Autobot Core Set | 4 | 2 | 1 | +1 Power for each Adversary Boss in play. | 3 Confront: +2 Power for each Adversary Boss in play. | |||
Dodge | Maneuver | Autobot Core Set | 5 | 2 | 2 | 1 | Block: Draw 2 cards. | |||
More Than Meets the Eye | Maneuver | Autobot Core Set | 5 | 3 | You may Convert. | 1 Assist: +1 Power and Range 1. | ||||
Freefall | Maneuver | Chaos Unleashed | 2 | 1 | 1 | 2 | ||||
Pulled to Safety | Maneuver | Chaos Unleashed | 3 | 2 | 2 | |||||
Universal Greeting | Maneuver | Chaos Unleashed | 3 | 2 | 1 | |||||
Battle Plan | Maneuver | Chaos Unleashed | 4 | 2 | 1 | 1 | ||||
Team Effort | Maneuver | Clash of the Combiners | 2 | 1 | 2 | 1 | Flight Assist: After this battle, you may discard 1 card to return this card to your hand. | 2 Assist: +2 Power | ||
Combine and Attack! | Maneuver | Clash of the Combiners | 5 | 2 | 1 | 2 | You may Convert. If you Convert to Bot Mode this way, gain 1 Energon and this card has +2 Power. | 1 Confront: +1 Power. | ||
Combine! | Maneuver | Dawn of the Dinobots | 2 | 1 | 1 | You may Convert. If you do, gain 1 Energon. | 2 Confront: Target Starter has +2 Power. | |||
Orbital Bounce | Maneuver | Dawn of the Dinobots | 2 | 3 | Flight Block | 1 Peek at 2 cards in the Matrix, then flip 1 of them faceup. | ||||
Logic Puzzle | Maneuver | Dawn of the Dinobots | 3 | 1 | 1 | 1 | You may pick up 3 faceup (non-Boss) and/or facedown cards in the Matrix and peek at the them. Then secretly return them facedown to any empty space in the Matrix. | 1 Flip all adjacent cards faceup. | ||
Death From Above | Maneuver | Dawn of the Dinobots | 4 | 2 | 1 | 1 | Flight Block +1 Power for each other card you control with Flight. | 1 Target card has Flight. | ||
Me Smash Brains | Maneuver | Dawn of the Dinobots | 5 | 3 | You may Attack: Target character in your space may gain 2 Damage. If they choose not to, they must destroy 1 card in their hand. | 2 Defeat a Robot in your space. | ||||
Killshot | Maneuver | Infiltration Protocol | 4 | 2 | 2 | Confront: You may play this card after all cards (including Assists) are resolved and the Adversary is still not defeat. If this card defeats the Adversary this way, gain 1 VP. | 1 Assist: +1 Power. Gain 1 VP if the Adversary is defeated. | |||
Fivefold Maneuver | Maneuver | War on Cybertron | 2 | 1 | 2 | Flight Block: If used during another player's turn, you may discard any other cards in your hand and draw back an equal amount. | 1 Confront/Assist: +1 Power for each Adversary player. | |||
King of the Hill | Maneuver | War on Cybertron | 2 | 3 | You may Attack: Move target character(s) in your space to an adjacent space. | 2 Confront: Play the top card of your deck. | ||||
Deep Cover | Maneuver | War on Cybertron | 3 | 1 | 1 | 2 | Block: If not in Bot Mode, Convert to Bot Mode (for free). If you are in Alt Mode, you may draw 1 Mission, then discard 1 Mission you control. | 1 Teleport to any space, then you may Convert. | ||
First Strike | Maneuver | War on Cybertron | 3 | 2 | 1 | 1 | Command: If the Polity in your space is not under any faction's command, +3 Power. | 3 Remove 1 Command token from a Polity in your space. | ||
Entrenched | Maneuver | War on Cybertron | 4 | 3 | 1 | 1 | Block: Gain 1 Energon. If you are on a Ruin, gain 1 Energon or return 1 Damage you control to the stack. | 1 Block an Attack against all characters in your space. | ||
Sneak Attack | Maneuver | War on Cybertron | 4 | 2 | 2 | 1 | You may Convert OR Teleport to any space. | 1 Target character within range gains 1 Damage. | ||
Omega Formation | Maneuver | War on Cybertron | 5 | 2 | 2 | 2 | Flight You may discard the next Encounter card you draw this turn before resolving it. If you do, immediately draw and resolve another one. | 2 Assist: Play a second Assist, faceup, and resolve it. | ||
Overwhelming Force | Maneuver | War on Cybertron | 5 | 2 | 1 | 2 | +1 Power for each Robot and Ally you control. | 2 Confront or Command: +2 Power. | ||
Apex Armor | Relic | A Rising Darkness | 7 | You cannot gain Damage this turn. You may return up to 2 Damage you control to the stack. If you would put this card into your discard pile, you may put it into your Vault instead. | ||||||
Forge of Solus Prime | Relic | A Rising Darkness | 7 | Pay 2 less Power to buy your next card this turn. If that card is a Relic, pay 4 less instead. If you would put this card into your discard pile, you may put it into your Vault instead. | ||||||
Pearl of Bahoudin | Relic | A Rising Darkness | 7 | 2 | If it's your turn, characters in your space or adjacent to it move 1 space away from your space and gain 1 Damage. If you would put this card into your discard pile, you may put it into your Vault instead. | |||||
Enigma of Combination | Relic | A Rising Darkness | 8 | +1 Power for each non-Adversary Robot in the Matrix and for each Robot you control. If you would put this card into your discard pile, you may put it into your Vault instead. | ||||||
Spark Extractor | Relic | A Rising Darkness | 8 | Defeat target Robot (any faction) in your space. At the end of the game, if this card is not destroyed, lose 5 VP. | ||||||
Star Saber | Relic | A Rising Darkness | 8 | Gain 1 Damage. All other characters in your space gain 2 Damage each. If you would put this card into your discard pile, you may put it into your Vault instead. | ||||||
Phase Shifter | Relic | Autobot Core Set | 7 | You avoid all Ambushes you draw this turn. Block: Draw 2 cards. If you would put this card into your discard pile, you may put it into your Vault instead. | ||||||
Polarity Gauntlet | Relic | Autobot Core Set | 7 | You may flip a card in an adjacent space face up OR Gain 1 non-Robot card with a cost of 5 or less in an adjacent space. If you would put this card into your discard pile, you may put it into your Vault instead. | ||||||
Tox-En | Relic | Autobot Core Set | 7 | If this card is revealed in your space or you move onto it, lose 3 Energon. | ||||||
Matrix of Leadership | Relic | Autobot Core Set | 8 | Gain 1 Robot from the Matrix. If none, gain 2 Energon instead. If you would put this card into your discard pile, you may put it into your Vault instead. | ||||||
Resonance Blaster | Relic | Autobot Core Set | 8 | Defeat akk adjacent Adversaries with cost 5 or less. If you would put this card into your discard pile, you may put it into your Vault instead. | ||||||
Chimera Orb | Relic | Clash of the Combiners | 7 | Gain Energon equal to the Power on a card in your space with 1+ Power, then destroy that card. | 2 Gain 1 card with cost 2-5 from the destroyed pile. | |||||
Spark of Combination | Relic | Clash of the Combiners | 8 | You may Convert. You may discard any Robots you control. For each you discard, gain +3 Power. | 1: Team effects on your Starters are active while in Combiner mode. | |||||
Ore-1 | Relic | Dawn of the Dinobots | 7 | Peek at the top X cards of your deck, where X is the number of cards in your hand, then leave them or draw them. If you draw them, first discard your hand, then every other player must also discard and redraw their hand. Then destroy the top card of the main deck. | ||||||
Liegian Darts | Relic | Dawn of the Dinobots | 8 | 2 | 3 | You may target any number of characters within Range. Each target gains 1 Damage. Damage which would be put in their discard pile is placed on top of their deck instead. | ||||
Onyx Triptych | Relic | Infiltration Protocol | 7 | Choose 1: Peek at the top 3 cards of the main deck and arrange them in any order. OR Pay 2 less Power to defeat 1 Robot this turn. OR Put 1 Robot card from your Vault into your discard pile. | ||||||
Talisman | Relic | Infiltration Protocol | 8 | 2 | 1 | Block: All players avoid this Attack, then gain 1 Energon for each player who avoids the Attack this way. Technology you control have +2 Power, +1 Range, +1 Move, and Flight. | ||||
Force Field Generator | Relic | War on Cybertron | 7 | When played, gained, or bought, put this into play. Ongoing: You may discard this card from play to Block an Attack. | ||||||
Key to Vector Sigma | Relic | War on Cybertron | 7 | Ignore the Ongoing effects of Ruins this turn. The next time you move onto a Ruin this turn, you may clear it for no cost. If you do, refill that space immediately and flip the new card faceup. | ||||||
Photonic Crystal | Relic | War on Cybertron | 7 | You may activate 1 Energon ability on your character card or target card you control at no cost. When you place this card in your discard pile instead of your Vault, gain 1 Energon. | ||||||
Dark Spark | Relic | War on Cybertron | 8 | Gain 1 Robot from the destroyed pile. If there are none, gain 2 Energon instead. | ||||||
Sword of Primus | Relic | War on Cybertron | 8 | 5 | This card can only be used to battle. If you battle a Robot, you cannot Vault this card this turn. If you battle a Boss, you must Vault this card after the battle (if the game does not end). | |||||
Jetfire | Relic - Robot | Autobot Core Set | 8 | 4 | 2 | 2 | Flight If you would put this card into your discard pile, you may put it into your Vault instead. | |||
Starscream's Ghost | Relic - Robot | Chaos Unleashed | 7 | |||||||
Starscream's Ghost | Relic - Robot | Chaos Unleashed | 7 | |||||||
Rung | Relic - Robot | Chaos Unleashed | 8 | 2 | 3 | 1 | ||||
Crystal City | Relic - Site - Ruin | War on Cybertron | 8 | Ongoing: Pay +2 Move to move onto this space. You cannot activate Energon abilities while on this space. [Pay 5 Power (Range 0):] Clear this Ruin, then place this card in the destroyed pile. | ||||||
Blurr | Robot - Autobot | A Rising Darkness | 2 | 1 | 2 | Avoid all Ambushes you trigger this turn. | 1 +3 Move. | |||
Brawn | Robot - Autobot | A Rising Darkness | 2 | 1 | 1 | 1 | You may move target character 1 space. | 1 Assist: +2 Power. | ||
Cosmos | Robot - Autobot | A Rising Darkness | 2 | 1 | 2 | 1 | Flight Block: Peek at an adjacent card. | 1 Target player avoids an Ambush. | ||
Drift | Robot - Autobot | A Rising Darkness | 2 | 1 | 2 | Block +1 Power when battling Adversaries. | 2 If you defeated a Robot this turn, gain 1 VP. | |||
Blaster | Robot - Autobot | A Rising Darkness | 3 | 2 | 1 | Block +1 Power for each Maneuver in your discard pile. | 2 Gain 1 Maneuver from the Matrix or the destroyed pile. | |||
Cliffjumper | Robot - Autobot | A Rising Darkness | 3 | 2 | 2 | 1 | Peek at the top card of your deck. If it's a Starter, reveal it and then draw it. | 1 Discard up to 2 cards, then draw that many cards. | ||
Mirage | Robot - Autobot | A Rising Darkness | 3 | 1 | 1 | 1 | If it's your turn, flip an adjacent card faceup. You may Teleport to that space. | 1 Teleport to any space not occupied by another character. | ||
Hound | Robot - Autobot | A Rising Darkness | 4 | 1 | 1 | 2 | Pay 2 less Power to buy your next Ally this turn, and you may choose another player to gain it. | 2 Peek at a facedown card under any character. If its cost is 4 or less, gain it. | ||
Jazz | Robot - Autobot | A Rising Darkness | 4 | 2 | 2 | 1 | Block: You may move to an adjacent space. | 1 Gain 1 VP. | ||
Wheeljack | Robot - Autobot | A Rising Darkness | 4 | 1 | 3 | +1 Power for each Technology in target player's discard pile. | 2 Gain 1 Technology from the Matrix or destroyed pile. | |||
Hot Rod | Robot - Autobot | A Rising Darkness | 5 | 2 | 1 | 1 | +1 Power for each other Autobot you play or have played this turn. | 2 Confront: +3 Power. | ||
Kup | Robot - Autobot | A Rising Darkness | 5 | 3 | 1 | 1 | Block: Target player gains 1 Damage. | 2 Block an Attack against all characters in your space and gain 1 VP. | ||
Ratchet | Robot - Autobot | A Rising Darkness | 5 | 3 | 1 | Target player may destroy 1 card they control. | 2 Return up to 3 Damage controlled by target player in your space to the stack. | |||
Ultra Magnus | Robot - Autobot | A Rising Darkness | 5 | 2 | 3 | If it's your turn, you may Teleport to any other character's space in the Matrix. If you do, you may flip pthat card faceup or facedown. | 1 If you thwarted a Scheme or Initiative this turn, gain 1 VP and draw 1 card. | |||
Arcee | Robot - Autobot | Autobot Core Set | 2 | 1 | 1 | 3 | Block: Gain 2 Energon. | 1 Put 1 Maneuver from your discard pile on top of your deck. | ||
Brawn | Robot - Autobot | Autobot Core Set | 2 | 1 | 1 | 1 | +1 Power for each other Autobot you play or have played this turn. | 1 Draw 1 card. | ||
Mirage | Robot - Autobot | Autobot Core Set | 2 | 1 | 1 | 3 | Block: You may Teleport 1 space. | 1 You avoid 1 Ambush drawn this turn. | ||
Sideswipe | Robot - Autobot | Autobot Core Set | 2 | 1 | 2 | +2 Power if Sunstreaker is in play or in the Matrix. | 1 Draw 1 card. | |||
Bumblebee | Robot - Autobot | Autobot Core Set | 3 | 2 | 1 | Gain 1 Ally in this space. Block | 2 Target player(s) puts all Allies from their discard pile into play. | |||
Cliffjumper | Robot - Autobot | Autobot Core Set | 3 | 2 | 1 | 1 | Peek at the top card of your deck. Destroy it or leave it. | 1 Draw 1 card. | ||
Hound | Robot - Autobot | Autobot Core Set | 3 | 1 | 1 | 2 | +1 Power for each Maneuver you play or have played this turn. | 1 Assist: +2 Power. | ||
Sunstreaker | Robot - Autobot | Autobot Core Set | 3 | 2 | 2 | +1 Power if you are on a space with an Adversary. This card cannot be used to Assist. | 2 Players cannot Assist this turn. | |||
Jazz | Robot - Autobot | Autobot Core Set | 4 | 2 | 2 | 1 | Block: Draw 1 card and gain 1 Energon. | 1 +2 Power if you are on a Site. | ||
Prowl | Robot - Autobot | Autobot Core Set | 4 | 2 | 2 | 2 | If you thwart a Scheme this turn, gain 2 VP. | 1 Confront: +1 Power. | ||
Wheeljack | Robot - Autobot | Autobot Core Set | 4 | 1 | 3 | +1 Power for each Technology you play or have played this turn. | 1 Assist: +2 Power. | |||
Ironhide | Robot - Autobot | Autobot Core Set | 5 | 2 | 1 | 1 | Block Draw 2 cards. | 1 +1 Power for each Damage you control. | ||
Optimus Prime | Robot - Autobot | Autobot Core Set | 5 | 3 | 2 | 1 | You may put 1 Autobot from your discard pile on top of your deck. | 2 If you control another Autobot, gain 1 VP. | ||
Ratchet | Robot - Autobot | Autobot Core Set | 5 | 3 | 1 | You may destroy 1 card you control. | 1 Return up to 2 Damage controlled by any player in your space to the stack. | |||
Nautica | Robot - Autobot | Chaos Unleashed | 1 | 2 | ||||||
Eject | Robot - Autobot | Chaos Unleashed | 2 | 1 | 1 | 1 | ||||
Playback | Robot - Autobot | Chaos Unleashed | 2 | 1 | 2 | |||||
Greenlight | Robot - Autobot | Chaos Unleashed | 3 | 1 | 1 | 1 | ||||
Nautica | Robot - Autobot | Chaos Unleashed | 3 | 1 | 2 | |||||
Huffer | Robot - Autobot | Chaos Unleashed | 4 | 2 | 1 | |||||
Perceptor | Robot - Autobot | Chaos Unleashed | 4 | 2 | 3 | |||||
Scattershot | Robot - Autobot | Chaos Unleashed | 5 | 3 | 2 | 1 | ||||
Nightbeat | Robot - Autobot | Clash of the Combiners | 2 | 1 | 2 | You may peek at the card in your space or the top card of any deck. | 1 Discard the top card of target player's deck. | |||
Brainstorm | Robot - Autobot | Clash of the Combiners | 3 | 2 | 1 | 1 | Flight The next time you play a Technology, other characters in your space gain 1 Damage each. | 1 Put 1 Technology from your discard pile into your hand. | ||
Rotorstorm | Robot - Autobot | Clash of the Combiners | 4 | 2 | 1 | 2 | Flight, Block When you flip an Adversary faceup in your space, characters in your space avoid the Ambush. | 2 Assist: +2 Power. | ||
Hot Spot | Robot - Autobot | Clash of the Combiners | 5 | 3 | 1 | 1 | Block: Draw 1 card. Return the next Damage you gain this turn to the stack. | 2 Confront: +2 Power. | ||
Catilla | Robot - Autobot | Dawn of the Dinobots | 2 | 1 | 2 | +1 Power if you trigger an Ambush this turn. | 1 Flip up to 2 adjacent cards faceup. | |||
Wheelie | Robot - Autobot | Dawn of the Dinobots | 2 | 1 | 1 | 1 | Each player whose Autobot character is in your space moves their character 1 space. | 2 Play the top card of your deck. | ||
Sludge | Robot - Autobot | Dawn of the Dinobots | 3 | 2 | 1 | Block You may gain 1 Damage for +1 Power. | 1 Destroy 1 Damage in your discard pile. | |||
Swoop | Robot - Autobot | Dawn of the Dinobots | 3 | 1 | 1 | 2 | Flight Peek at 1 facedown card in the Matrix. | 1 Teleport to a card you peeked at this turn. | ||
Slug | Robot - Autobot | Dawn of the Dinobots | 4 | 2 | 1 | 1 | Block: Gain 1 VP. During your turn, you may move a character in your space to an adjacent space. | 3 Confront/Assist: +3 Power. | ||
Snarl | Robot - Autobot | Dawn of the Dinobots | 4 | 2 | 1 | During a Confrontation, if there are no Assists in play when Assists are resolved, gain +2 Power. | 2 Discard target Assist (may be used before Assists are resolved). | |||
Grimlock | Robot - Autobot | Dawn of the Dinobots | 5 | 3 | 1 | 1 | Other Dinobots you play have +2 Power. | 2 Gain 1 Dinobot Robot from the Matrix. | ||
Cloudburst | Robot - Autobot | Infiltration Protocol | 2 | 1 | 1 | 1 | Flight You may destroy 1 card you control. | 2 Confront/Assist: +2 Power. | ||
Steeljaw | Robot - Autobot | Infiltration Protocol | 2 | 1 | 2 | When spending this card's Move to enter a space, you may flip a card in that space faceup. | 1 Peek at 2 adjacent cards. If either are an Ally, reveal and gain 1 of them. | |||
Rack 'n' Ruin | Robot - Autobot | Infiltration Protocol | 3 | 2 | 1 | Block: Place this card on top of your deck. The next time you reveal an Adversary in your space, +2 Power. | 2 Confront: Peek at the top 2 cards of your deck, then play 1 and discard the other. | |||
Topspin | Robot - Autobot | Infiltration Protocol | 4 | 2 | 2 | Flight Each time you flip a card in your space faceup, you may Convert. | 1 Gain X move, where X is equal to the printed Move value on another card you control. | |||
Springer | Robot - Autobot | Infiltration Protocol | 5 | 2 | 1 | 2 | Block: You may Teleport 1 space. Gain 1 Autobot Robot from the destroyed pile. | 1 Each other Autobot you control has +1 Power. | ||
Ironfist | Robot - Autobot | War on Cybertron | 2 | 2 | 1 | Assist: +1 Range. | 2 Target character within range gain 2 Damage. | |||
Ramhorn | Robot - Autobot | War on Cybertron | 2 | 2 | 1 | Assist or Confront: +1 Power. | 1 Move target character in your space to an adjacent space. | |||
Rewind | Robot - Autobot | War on Cybertron | 2 | 1 | 1 | 1 | Block Peek at the top card of any deck. | 1 Draw 1 card. | ||
Afterburner | Robot - Autobot | War on Cybertron | 3 | 2 | 2 | Block +1 Power if you control 2 Damage. | 1 Block an Attack OR gain +2 Move. | |||
Air Raid | Robot - Autobot | War on Cybertron | 3 | 1 | 1 | 2 | Flight You may spend 1 Move from this card to Teleport to an adjacent space. | 2 Cancel a Boss Reveal Attack against all players. | ||
Firestar | Robot - Autobot | War on Cybertron | 3 | 1 | 1 | 2 | When you move onto a Site with this card's Move value, gain 1 Energon. | 1 Destroy 1 card you control. | ||
Bluestreak | Robot - Autobot | War on Cybertron | 4 | 2 | 1 | 2 | Block The next time you move onto a Ruin this turn, you may destroy 1 card in your discard pile. | 2 Reveal the top card of your deck. You may destroy it or play it. | ||
Chromia | Robot - Autobot | War on Cybertron | 4 | 2 | 3 | Peek at 1 card in the Matrix. If it's a Maneuver, you may reveal and gain it. | 1 Target Maneuver you control has +2 Move or +2 Power. | |||
Skydive | Robot - Autobot | War on Cybertron | 4 | 2 | 1 | 2 | Flight The next time you move onto a Ruin this turn, ignore its Ongoing effect. | 1 Clear a Ruin in your space, but gain no Energon reward. Instead, draw 1 card. | ||
Elita-1 | Robot - Autobot | War on Cybertron | 5 | 3 | 1 | 2 | Block: During your turn, you may play this card instead of discarding it, even during a Confrontation. | 3 No Assists can be played by your Adversaries during this battle. | ||
Optimus Prime | Robot - Autobot | War on Cybertron | 5 | 3 | 2 | 1 | Reveal: Place a "+1 Power" token on this card, increasing the cost to defeat it. When battling, +1 Power for each other Autobot controlled by any player. | 2 Command: +3 Power. | ||
Silverbolt | Robot - Autobot | War on Cybertron | 5 | 2 | 2 | 2 | Flight Target card any player controls other than this one has +2 Power this turn. | 1 Non-Starter cards you control have Flight. | ||
Laserbeak | Robot - Decepticon | A Rising Darkness | 2 | 1 | 3 | 1 | Flight Peek at 1 card in the Matrix or the top card of the main deck. | 1 Assist: +1 Power if you are at Range 1+ to the Adversary. | ||
Mixmaster | Robot - Decepticon | A Rising Darkness | 2 | 2 | 1 | Block Use a Site in the Matrix as though you were on that space. | X +X Power or +X Move. | |||
Ratbat | Robot - Decepticon | A Rising Darkness | 2 | 1 | 1 | 1 | Flight The next time you gain 1 Energon this turn, gain 1 additional Energon. | 1 Put 1 card from your discard pile into your hand. | ||
Ravage | Robot - Decepticon | A Rising Darkness | 2 | 1 | 1 | 1 | Block Put 1 card from your discard pile into target player's hand. | 1 Confront: +1 Power. | ||
Bombshell | Robot - Decepticon | A Rising Darkness | 3 | 2 | 2 | 1 | You may choose another character within range. That player must discard 1 card. | 1 Move up to 2 target characters up to 2 spaces each. | ||
Headstrong | Robot - Decepticon | A Rising Darkness | 3 | 1 | 1 | 1 | The next time you trigger an Ambush this turn, you may choose another character within Range to resolve it instead )they cannot resolve the same Ambush twice). | 1 Assist: +1 Power. | ||
Hook | Robot - Decepticon | A Rising Darkness | 3 | 1 | 2 | Reveal the top card of your deck. Destroy it or leave it. | 1 Gain 1 card with cost 3 or less from the destroyed pile. | |||
Skywarp | Robot - Decepticon | A Rising Darkness | 3 | 1 | 3 | 1 | Flight You may Teleport to any space with an Adversary Robot or Boss. | 2 You may spend Move as Power when battling Adversaries this turn. | ||
Scrapper | Robot - Decepticon | A Rising Darkness | 4 | 2 | 1 | 1 | Block: If you Block for another player, draw 1 card. | 2 If you defeated an Adversary this turn, gain 1 VP. | ||
Shrapnel | Robot - Decepticon | A Rising Darkness | 4 | 2 | 2 | Draw 1 card OR gain 1 Energon. | 2 Confront: +2 Power. | |||
Thundercracker | Robot - Decepticon | A Rising Darkness | 4 | 2 | 2 | 2 | Flight The next time you leave a space this turn, you may flip that card faceup. | 2 If you control 1+ Maneuver, gain 1 VP. | ||
Megatron | Robot - Decepticon | A Rising Darkness | 5 | 3 | 1 | The next time you defeat an Adversary during your turn, gain 1 VP. If that Adversary has cost 4+, gain 1 Energon as well. | 2 Move target character 1 space and draw 1 card. | |||
Onslaught | Robot - Decepticon | A Rising Darkness | 5 | 3 | 1 | 1 | Block: You may destroy 1 card in your discard pile. | 1 Target player must reveal their hand and place a legal Assist during this battle, if able. | ||
Soundwave | Robot - Decepticon | A Rising Darkness | 5 | 2 | 2 | Block You may peek at an adjacent card. Avoid the next Ambush you trigger this turn. | 1 Gain a card in your space with cost 3 or less. | |||
Starscream | Robot - Decepticon | A Rising Darkness | 5 | 1 | 2 | 2 | Flight +2 Power if you have no cards in hand and this card's cost is greater than any other card you control. | 1 Assist: If this battle fails to defeat the Adversary, gain 1 VP. | ||
Frenzy | Robot - Decepticon | Autobot Core Set | 2 | 2 | 1 Cards you control have Range 2 instead of their printed Range this turn. | |||||
Laserbeak | Robot - Decepticon | Autobot Core Set | 2 | 1 | 3 | 1 | Flight Block | 1 Assist: +1 Power. | ||
Ravage | Robot - Decepticon | Autobot Core Set | 2 | 1 | 2 | 1 | Block: Draw 1 card, then you may put 1 card from your hand into another player's hand. | 1 Confront: Play the top card of your deck. | ||
Rumble | Robot - Decepticon | Autobot Core Set | 2 | 2 | 1 | 2 Destroy a non-Boss card in your space. | ||||
Kickback | Robot - Decepticon | Autobot Core Set | 3 | 1 | 2 | 1 | Flight Block | 2 Gain 1 Ally from the Matrix. | ||
Scavenger | Robot - Decepticon | Autobot Core Set | 3 | 1 | 2 | Draw 1 card, then you may destroy 1 card in your hand. | 1 Draw 1 card, then you may destroy 1 card in your hand. | |||
Skywarp | Robot - Decepticon | Autobot Core Set | 3 | 2 | 3 | 1 | Flight Teleport to any space. | 1 Gain 1 face-up non-Adversary card with cost 3 or less in an adjacent space. | ||
Vortex | Robot - Decepticon | Autobot Core Set | 3 | 1 | 2 | 2 | Flight Peek at 1 face-down card adjacent to an Adversary. | 1 Target player discards 1 card. | ||
Brawl | Robot - Decepticon | Autobot Core Set | 4 | 2 | 1 | If you are on a Site, draw 2 cards. | 1 Draw an Encounter and resolve the Ambush against each other character in your space. | |||
Scrapper | Robot - Decepticon | Autobot Core Set | 4 | 2 | 1 | 1 | Block: If you Block for another player, gain 1 VP. | 2 Draw 2 cards. | ||
Shrapnel | Robot - Decepticon | Autobot Core Set | 4 | 2 | 2 | 1 | The first time you defeat an Adversary this turn, gain 1 VP. | 2 Confront: +2 Power. | ||
Bombshell | Robot - Decepticon | Autobot Core Set | 5 | 2 | 2 | 1 | You may move target character within range up to 1 space. | 1 Players cannot Assist this turn. | ||
Bonecrusher | Robot - Decepticon | Autobot Core Set | 5 | 2 | 2 | 2 | You avoid all Ambushes you draw this turn. | 1 Confront: +2 Power. | ||
Thundercracker | Robot - Decepticon | Autobot Core Set | 5 | 3 | 1 | 2 | Flight | 2 If you have 6 or more VP, gain 1 VP. | ||
Buzzsaw | Robot - Decepticon | Chaos Unleashed | 2 | 1 | 1 | 2 | ||||
Apeface | Robot - Decepticon | Chaos Unleashed | 3 | 2 | 1 | |||||
Runabout | Robot - Decepticon | Chaos Unleashed | 3 | 2 | 1 | 1 | ||||
Runamok | Robot - Decepticon | Chaos Unleashed | 3 | 2 | 1 | |||||
Cyclonus | Robot - Decepticon | Chaos Unleashed | 4 | 2 | 1 | 2 | ||||
Scourge | Robot - Decepticon | Chaos Unleashed | 4 | 2 | 1 | 1 | Flight Name a card type (Robot, Technology, etc), then flip an adjacent card faceup. If you reveal the announced type, draw 1 card. | 1 Repeat this card's game text effect. | ||
Galvatron | Robot - Decepticon | Chaos Unleashed | 5 | 3 | 1 | 1 | ||||
Blot | Robot - Decepticon | Clash of the Combiners | 2 | 2 | 1 | Block Other Robots you control this turn have +1 Move. | 1 Target player in your space gains 1 Damage. | |||
Snaptrap | Robot - Decepticon | Clash of the Combiners | 3 | 2 | 2 | Pay 2 less Power to defeat an Adversary Robot. | 2 Destroy 1 card in your discard pile. | |||
Sinnertwin | Robot - Decepticon | Clash of the Combiners | 4 | 2 | 1 | 2 | Block: Gain 1 Energon. Confront or Assist: +1 Power. | 1 Discard target Ally. | ||
Hun-Gurrr | Robot - Decepticon | Clash of the Combiners | 5 | 3 | 1 | 1 | When you clear a Ruin, this card gains +2 Power. | 2 Clear a Ruin in your space. | ||
Overkill | Robot - Decepticon | Dawn of the Dinobots | 2 | 2 | 1 | After defeating a Boss during your turn, if the total Power exceeded the necessary amount by 3 or more, gain 1 VP. | 2 Confront: +2 Power. | |||
Divebomb | Robot - Decepticon | Dawn of the Dinobots | 3 | 1 | 2 | 1 | Flight You may Attack: Target character within Range gains 1 Damage. | 1 Confront/Assist: +X Power where X is your range to the target. | ||
Rampage | Robot - Decepticon | Dawn of the Dinobots | 4 | 2 | 1 | 1 | Block You may destroy a Site in your space if 2+ characters are on it. If you do, all characters in that space gain 1 Damage (including you). | 1 Destroy 1 Damage you control or in your discard pile. | ||
Razorclaw | Robot - Decepticon | Dawn of the Dinobots | 5 | 2 | 1 | 2 | Block: If it's your turn, play the top card of your deck. Other Predacons you play have +1 Power. | 1 Gain 1 Predacon Robot from the Matrix. | ||
Shockwave | Robot - Decepticon | Dawn of the Dinobots | 5 | 2 | 2 | The next time a card leaves the Matrix during your turn, you may refill it immediately with any card from the destroyed pile (facedown). | 1 Peek at the top card of the deck. | |||
Carnivac | Robot - Decepticon | Infiltration Protocol | 2 | 1 | 2 | 1 | Block During your turn, you may Attack: Target character within range discards 1 card. If Blocked, discard this card. | 2 Target player discards 1 card. | ||
Swindle | Robot - Decepticon | Infiltration Protocol | 2 | 1 | 1 | 1 | Display each Robot from the destroyed pile. In any order you choose, each other player may gain 1 displayed card, and you gain those cards rewards. Destroy the rest. | 1 Buy 1 card from the destroyed pike for half its cost, rounded down. | ||
Blast Off | Robot - Decepticon | Infiltration Protocol | 3 | 1 | 1 | 2 | Flight The next time you are Ambushed this turn, you may Teleport to an adjacent space to avoid it. | 2 Assist: +2 Power. | ||
Long Haul | Robot - Decepticon | Infiltration Protocol | 4 | 1 | 1 | 3 | When you spend this card's Move to leave a space you may move a character in that space with you. | 2 Move all characters within Range to any corner space in the Matrix. | ||
Octopunch | Robot - Decepticon | Infiltration Protocol | 4 | 2 | 1 | Block: Draw 1 card. If you play this card while on a Site, it has +2 Power and +1 Range. | 4 Confront: +8 Power, then resolve 1 extra Boss Confrontation. | |||
Bludgeon | Robot - Decepticon | Infiltration Protocol | 5 | 3 | 1 | 1 | During your turn, you may Attack: Target player within range resolves an Ambush. | 1 Confront/Assist: Target Maneuver any player controls has +2 Power. | ||
Cutthroat | Robot - Decepticon | War on Cybertron | 2 | 1 | 1 | 1 | Flight You may flip 1 card within range faceup. | 1 Target card has +1 Range. | ||
Flamewar | Robot - Decepticon | War on Cybertron | 2 | 1 | 2 | This card may be played before any Damage cards in your hand. Target character in your space discards 1 card. | 2 Reveal the top card of target facedown deck. Discard it (if not a Boss) or leave it. | |||
Slugfest | Robot - Decepticon | War on Cybertron | 2 | 2 | 1 | Block If you are on a space with an Adversary card or character, you may discard 1 card. If you do, draw 1 card. | 1 Confront: +1 Power. | |||
Breakdown | Robot - Decepticon | War on Cybertron | 3 | 1 | 1 | 2 | Block You may place a '-1 Move' token on target character(s) in range, reducing their inherent Move. The tokens remain until the end of their next turn. | 2 Confront: +2 Power. | ||
Drag Strip | Robot - Decepticon | War on Cybertron | 3 | 1 | 1 | 2 | If you are on a Ruin, you may destroy 1 card you control. | 2 Put 1 card from your discard pile into your hand. | ||
Ramjet | Robot - Decepticon | War on Cybertron | 3 | 2 | 2 | Flight The next time you move onto a space with an Adversary character this turn, they gain 2 Damage and you gain 1 Damage. | 1 Move target character in your space to an adjacent space. | |||
Rippersnapper | Robot - Decepticon | War on Cybertron | 4 | 2 | 2 | 1 | Block: Gain 1 Energon. +1 Power when buying or battling cards with a printed cost of 4 or less. | 1 Assist: +1 Power. | ||
Slipstream | Robot - Decepticon | War on Cybertron | 4 | 2 | 1 | 2 | Flight Peek at 1 card in the Matrix. If it has Range 2+, you may reveal it and gain it. | X Command: +X Power. | ||
Sunstorm | Robot - Decepticon | War on Cybertron | 4 | 2 | 3 | Flight Target character in your space gains 1 Damage or 1 Energon (your choice). | 1 Target player gains X Energon. | |||
Barricade | Robot - Decepticon | War on Cybertron | 5 | 2 | 2 | 2 | Block: Draw 1 card. The next time you flip a Robot Adversary in your space faceup this turn, all characters in that space ignore the Ambush. | 2 Gain 1 non-Robot card with Block anywhere in the Matrix. | ||
Megatron | Robot - Decepticon | War on Cybertron | 5 | 3 | 2 | 1 | Reveal: Place a "+1 Power" token on this card, increasing the cost to defeat it. The next time you take command of a Polity this turn, gain 1 VP or draw 1 card. | 3 Take command of a Polity in your space if it is not under command. | ||
Motormaster | Robot - Decepticon | War on Cybertron | 5 | 3 | 1 | 2 | If there are 3+ Ruins in the Matrix, this card has +2 Power when battling. | 2 Destroy 1 Robot in your space and replace it with a Ruin. | ||
The Graveyard | Ruin | Chaos Unleashed | ||||||||
Blind Hazards | Ruin | Clash of the Combiners | Reveal: Characters in this space must move to an adjacent space. Ongoing: When you move onto this space during any player's turn, resolve an Ambush. Pay 4 Power: Clear this Ruin. | |||||||
Crushed Metal | Ruin | Clash of the Combiners | Reveal: Characters in this space must move to an adjacent space. Ongoing: When you move onto this space during any player's turn, discard 1 non-Damage card. Pay 3 Power: Clear this Ruin. | |||||||
Impenetrable Debris | Ruin | Clash of the Combiners | Reveal: Characters in this space must move to an adjacent space. Ongoing: Characters cannot move (or be moved by another effect) onto this space during any player's turn. This Ruin is not clearable by any effect. | |||||||
Load of Scrap | Ruin | Clash of the Combiners | Reveal: Characters in this space must move to an adjacent space. Ongoing: Pay +1 Move to move onto this space. You cannot Teleport to this space. Pay 2 Move: Clear this Ruin. | |||||||
Radioactive Zone | Ruin | Clash of the Combiners | Reveal and Start of Turn: Characters in this space gain 1 Damage. Ongoing: You may only move onto this space with Flight or Teleport. Pay 5 Power: Clear this Ruin. | |||||||
Hazardous Wreckage | Ruin | War on Cybertron | On Reveal: Characters in this space must move to an adjacent space. Ongoing: When you move onto this space during any player's turn, gain 1 Damage. Pay 3 Power: Clear this Ruin. | |||||||
Hidden Dangers | Ruin | War on Cybertron | On Reveal: Characters in this space must move to an adjacent space. Ongoing: When you move onto this space during any player's turn, resolve an Ambush. Pay 4 Power: Clear this ruin. | |||||||
Impassable Rubble | Ruin | War on Cybertron | On Reveal: Characters in this space must move to an adjacent space. Ongoing: You may only move onto this space with Flight or Teleport. If you do, gain 1 Damage. Pay 5 Power: Clear this Ruin. | |||||||
Pile of Scrap | Ruin | War on Cybertron | On Reveal: Characters in this space must move to an adjacent space. Ongoing: Pay +1 Move to move onto this space. You cannot Teleport onto this space. Pay 3 Move: Clear this Ruin. | |||||||
Toxic War Zone | Ruin | War on Cybertron | On Reveal: Characters in this space must move to an adjacent space and gain 1 Damage. Ongoing: Characters cannot move (or be moved by any effect) onto this space during any player's turn. This Ruin is not clearable by any effect. | |||||||
Garrus-9 Prison Break | Scheme - Boss - Special | Infiltration Protocol | Treat this card like a Boss until thwarted. Ongoing: You cannot enter this space while an Adversary is in the Matrix. You pay 2 more Power to defeat Robots. To Thwart: Contribute 7 Robots and/or Bosses from your Vault. For each one you contribute, gain 1 VP. If a Robot you contributed was defeated this turn, gain 2 VP instead. | |||||||
Attack of the Sweeps | Scheme - Special | Chaos Unleashed | ||||||||
Abandoned Energon Mine | Site | A Rising Darkness | Place 12 Energon from the general supply on this card. Pay 2 Power: Reveal the top card of the main deck. Gain Energon equal to the revealed card's cost. When empty, destroy this. | |||||||
Construction Site | Site | A Rising Darkness | Pay 3 Move: Return all Damage you control to the stack. Then, if no other non-Adversary player controls Damage, destroy this Site. | |||||||
Decepticon Command Bunker | Site | A Rising Darkness | Decepticons Only: Pay 1 less Energon to activate your Energon abilities. Autobots Only - Pay 7 Power: Destroy this site and gain 2 VP. | |||||||
Lunar Dome | Site | A Rising Darkness | Peek at any 1 card in the Matrix. Co-op: If it's an Adversary, Initiative, or Scheme, reveal it. Pay 1 Energon: Teleport to any card you peeked at this turn. | |||||||
Ore-13 Refinery | Site | A Rising Darkness | Place 9 Energon from the general supply on this card. Destroy the top card of your deck: Gain 3 Energon. When empty, destroy this. | |||||||
Power Plant | Site | A Rising Darkness | Pay 2 Move: Gain 1 Energon OR draw 1 card. | |||||||
Weapons Facility | Site | A Rising Darkness | Pay 2 Energon: Gain 1 Technology from the Matrix. | |||||||
Arctic | Site | Autobot Core Set | Pay 2 Move: Put 1 card from your discard pile on top of your deck. | |||||||
Autobot Base | Site | Autobot Core Set | Pay 2 Move: Return up to 2 Damage you control to the stack. Co-op: Pay 4 Move instead. | |||||||
City | Site | Autobot Core Set | Pay 2 Move: Gain 1 face-up Ally from the Matrix. If none, draw 1 card instead. | |||||||
Desert | Site | Autobot Core Set | Pay 3 Power: Gain the top card of the main deck. If it's an Adversary, destroy this Site, place the Adversary in this space instead, and resolve an Ambush. | |||||||
Energon Mine - Small | Site | Autobot Core Set | Place 8 Energon from the general supply on this card. Pay X Move: Gain X Energon from this card. When empty, destroy this. | |||||||
Energon Mine - Large | Site | Autobot Core Set | Place 12 Energon from the general supply on this card. Pay X Power: Gain X Energon from this card. When empty, destroy this. | |||||||
Military Base | Site | Autobot Core Set | Cards you play during your turn while on this Site have +1 Range. During other players' turns, your cards have +2 Range. | |||||||
Unicron's Head | Site | Chaos Unleashed | ||||||||
Unicron's Head | Site | Chaos Unleashed | ||||||||
Darkmount | Site | Clash of the Combiners | Start of Turn: Ignore Start of Turn effects that resolve after this one. Pay 1 Energon: Give 1 Damage you control to another player who has 3 or fewer (they gain it). | |||||||
Moonbase One | Site | Clash of the Combiners | Avoid Reveal Attacks and Ambushes from Adversary Bosses. Your cards have +1 Range. Pay 1 Move: Teleport to any space. | |||||||
Active Volcano | Site | Dawn of the Dinobots | Place 12 Energon from the general supply on this card. Destroy 1 non-Damage card you control: Gain 2 Energon from this card. Start of Turn: Gain 1 Damage if on or adjacent to this space. | |||||||
Dinobot Island | Site | Dawn of the Dinobots | Cards you control are blank, except for Damage. You cannot be attacked, targeted, or gain additional Damage. Start of Turn: Return 1 Damage you control to the stack OR gain 1 Energon. Then Teleport to an adjacent space. | |||||||
Tar Pits | Site | Dawn of the Dinobots | Pay 1 additional Move to move off this space. Pay 3 Move: Gain 1 card with cost 5 or less from the destroyed pile. | |||||||
Energy Stockpile | Site | Infiltration Protocol | Place 4 Energon from the general supply on this for each player in the game. Discard X cards: Gain X Energon. When empty, destroy this. | |||||||
Secret Lab | Site | Infiltration Protocol | Pay 1 Energon, 1 Move, and 1 Power: Swap any number of cards in your hand for an equal number of cards in your discard pile. | |||||||
Tunnel Network | Site | Infiltration Protocol | Pay 2 Move: Teleport to any space with a faceup card in the Matrix. Pay 6 Power: Destroy this card and gain 2 VP. | |||||||
Underwater Base | Site | Infiltration Protocol | Pay +1 Move to enter or leave this space (unless Teleporting), and you cannot use Flight to do so. You avoid all Attacks while on this Site. Start of Turn: Draw 1 card and your cards have -3 Range this turn. Also, you may ignore other start of Turn effects this turn. | |||||||
Maccadam's | Site | War on Cybertron | Pay 2 Power: Gain 2 Energon. Pay 2 Energon: Draw 1 card. Pay 2 Move: Give 1 non-Damage card you control to target player. They must place it on top of their deck unless it's a Mission. | |||||||
Mining Outpost | Site | War on Cybertron | Reveal: Put 12 Energon from the general supply on this. Pay X Move: Gain X Energon from this card. | |||||||
Rust Sea | Site | War on Cybertron | Ongoing: When on or adjacent to this space during any player's turn, Technology cards you control have 0 Power. The first time you move onto this space this turn, destroy 1 non-Damage card you control or 1 Damage in your discard pile. | |||||||
Smelting Pool | Site | War on Cybertron | You may buy 1 card from the destroyed pile. Pay 2 Power: Destroy 1 card in your Vault or discard pile. If you destroy 1 from your Vault, gain 1 VP and 3 Energon. | |||||||
Vector Sigma | Site | War on Cybertron | Pay 3 Energon or discard 1 Relic: Gain 1 Robot from the destroyed pile. If none, you may draw 2 cards instead. If you discarded the Key to Vector Sigma to pay for this effect, gain 1 VP. | |||||||
Metroplex | Site - Boss - Special | Infiltration Protocol | Ongoing: Pay 3 more Power to defeat Autobot Robots adjacent to this card. Autobot Bosses cannot be defeated. Autobots Only - Pay 2 Energon: Destroy all non-Boss cards in an adjacent space, then move this Site to that empty space. | |||||||
Siege Armature | Site - Boss - Special | Infiltration Protocol | Ongoing: You pay 2 more Power to defeat Decepticon Robots and 2 less Power to defeat Autobot Robots. Decepticon Bosses cannot be defeated. Decepticons Only - Pay 3 Power: Flip an adjacent card faceup or facedown. | |||||||
Iacon | Site - Polity | War on Cybertron | Ongoing: If this Polity is under your faction's command, pay 2 less Power to buy or defeat a card adjacent to this card. Pay 7 Power: Take command of this Polity. Pay 1 more Power for each Polity under your Adversary's command (including this one). | |||||||
Kalis | Site - Polity | War on Cybertron | Ongoing: If this Polity is under your faction's command, gain 1 Energon when you first move onto this space this turn. Pay 3 Power: Take command of this Polity. Pay 1 more Power for each Polity under your Adversary's command (including this one). | |||||||
Polyhex | Site - Polity | War on Cybertron | Start of Turn: If this Polity is under your faction's command, return 1 Damage you control to the stack. Pay 3 Power: Take command of this Polity. Pay 1 more Power for each Polity under your Adversary's command (including this one). | |||||||
Praxus | Site - Polity | War on Cybertron | Start of Turn: If this Polity is under your faction's command, draw 1 card. Pay 3 Power: Take command of this Polity. Pay 1 more for each Polity under your Adversary's command (including this one). | |||||||
Tarn | Site - Polity | War on Cybertron | Ongoing: If this Polity is under your Adversary's command, pay 1 more Power to buy or defeat a card adjacent to this card. Pay 5 Power: Take command of this Polity. Pay 1 more Power for each Polity under your Adversary's command (including this one). | |||||||
Vos | Site - Polity | War on Cybertron | Ongoing: If this Polity is under your faction's command, pay 1 less Power to buy or defeat a card adjacent to this card. Pay 5 Power: Take command of this Polity. Pay 1 more Power for each Polity under your Adversary's command (including this one). | |||||||
Bot | Sixshot Deck | Infiltration Protocol | Resolve an Ambush. | |||||||
Gun | Sixshot Deck | Infiltration Protocol | All Autobot characters on or adjacent to Sixshot gain 1 Damage. | |||||||
Offroad Vehicle | Sixshot Deck | Infiltration Protocol | Ongoing: Autobot players cannot play Assists (this card stays in place until the end of this turn). | |||||||
Spaceship | Sixshot Deck | Infiltration Protocol | Decepticon characters may Teleport to any space. Ongoing: Cards with Range 0 cannot be used to Confront/Assist in a battle against Sixshot (this card stays n play until the end of this turn). | |||||||
Tank | Sixshot Deck | Infiltration Protocol | Discard 1 card. | |||||||
Winged Wolf | Sixshot Deck | Infiltration Protocol | Move Sixshot to the nearest Autobot character not on a space with a Decepticon or a Scheme (if possible), then destroy the card in that space. Then resolve an Ambush against all Autobots in that space. | |||||||
Firepower | Starter | A Rising Darkness | 0 | 2 | 1 | |||||
Fix | Starter | A Rising Darkness | 0 | 1 | You may return 1 Damage controlled by any player in your space or an adjacent space to the stack. | 1 Destroy 1 Starter you control | ||||
Hunt | Starter | A Rising Darkness | 0 | 1 | You may flip a card in an adjacent space faceup. | |||||
Reserves | Starter | A Rising Darkness | 0 | 1 | If you control 3 or fewer Energon, gain 1 Energon. | |||||
Wrath | Starter | A Rising Darkness | 0 | 1 | 1 Confront: +1 Power for every 2 Wrath you control. | |||||
Courage | Starter | Autobot Core Set | 0 | 1 | 1 Confront: Play the top card of your deck. | |||||
Firepower | Starter | Autobot Core Set | 0 | 2 | 1 | |||||
Fix | Starter | Autobot Core Set | 0 | 1 | You may return 1 Damage controlled by any player in your space or an adjacent space to the stack. | 1 Destroy 1 Starter you control. | ||||
Patrol | Starter | Autobot Core Set | 0 | 1 | You may flip a card in an adjacent space face up. | |||||
Reserves | Starter | Autobot Core Set | 0 | 1 | If you control 3 or fewer Energon, gain 1 Energon. | |||||
Courage - Afterburner | Starter | Clash of the Combiners | 0 | 1 | Team: When you defeat an Adversary, you may destroy 1 non-Basic card you control. | 2 Combiner - Confront: +2 Power. | ||||
Courage - Air Raid | Starter | Clash of the Combiners | 0 | 1 | Team: +1 Power when battling Robots. | 2 Combiner - Confront: +2 Power. | ||||
Courage - Dust Up | Starter | Clash of the Combiners | 0 | 1 | Team: +1 Power when battling Robots. | 2 Combiner - Confront: +2 Power. | ||||
Courage - Firefight | Starter | Clash of the Combiners | 0 | 1 | Team: When you defeat an Adversary, you may destroy 1 non-Basic card you control. | 2 Combiner - Confront: +2 Power. | ||||
Courage - Jumpstream | Starter | Clash of the Combiners | 0 | 1 | Team: The next time you are Ambushed by an Adversary Robot this turn, you may Teleport and avoid it. | 2 Combiner - Confront: +2 Power. | ||||
Courage - Lightspeed | Starter | Clash of the Combiners | 0 | 1 | Team: +1 Move. | 2 Combiner - Confront: +2 Power. | ||||
Courage - Nosecone | Starter | Clash of the Combiners | 0 | 1 | Team: You may peek at an adjacent card. | 2 Combiner - Confront: +2 Power. | ||||
Courage - Pyra Magna | Starter | Clash of the Combiners | 0 | 1 | Team: Other Courage cards you play have +1 Power when buying Robots. | 2 Combiner - Confront: +2 Power. | ||||
Courage - Rust Dust | Starter | Clash of the Combiners | 0 | 1 | Team: +1 Move. | 2 Combiner - Confront: +2 Power. | ||||
Courage - Scattershot | Starter | Clash of the Combiners | 0 | 1 | Team: Other Courage cards you play have +1 Power when buying Technology. | 2 Combiner - Confront: +2 Power. | ||||
Courage - Silverbolt | Starter | Clash of the Combiners | 0 | 1 | Team: Other Courage cards you play have +1 Power when buying Maneuvers. | 2 Combiner - Confront: +2 Power. | ||||
Courage - Skyburst | Starter | Clash of the Combiners | 0 | 1 | Team: Block | 2 Combiner - Confront: +2 Power. | ||||
Courage - Skydive | Starter | Clash of the Combiners | 0 | 1 | Team: +1 Move and Flight. | 2 Combiner - Confront: +2 Power. | ||||
Courage - Slingshot | Starter | Clash of the Combiners | 0 | 1 | Team: +1 Range. | 2 Combiner - Confront: +2 Power. | ||||
Courage - Stormclash | Starter | Clash of the Combiners | 0 | 1 | Team: When you defeat an Adversary, you may destroy 1 non-Basic card you control. | 2 Combiner - Confront: +2 Power. | ||||
Courage - Strafe | Starter | Clash of the Combiners | 0 | 1 | Team: +1 Power when battling Robots. | 2 Combiner - Confront: +2 Power. | ||||
Wrath - Blast Off | Starter | Clash of the Combiners | 0 | 1 | Team: +1 Range. | 2 [Combiner - Confront;] +2 Power. | ||||
Wrath - Brawl | Starter | Clash of the Combiners | 0 | 1 | Team: When you defeat an Adversary, you may destroy 1 non-Basic card you control. | 2 [Combiner - Confront;] +2 Power. | ||||
Wrath - Divebomb | Starter | Clash of the Combiners | 0 | 1 | Team: +1 Range. | 2 Combiner - Confront: +2 Power. | ||||
Wrath - Headstrong | Starter | Clash of the Combiners | 0 | 1 | Team: You may discard 1 Starter to gain 1 Energon. | 2 Combiner - Confront: +2 Power. | ||||
Wrath - Onslaught | Starter | Clash of the Combiners | 0 | 1 | Team: Other Wrath cards you play have +1 Power when buying Robots. | 2 [Combiner - Confront;] +2 Power. | ||||
Wrath - Rampage | Starter | Clash of the Combiners | 0 | 1 | Team: When you defeat an Adversary, you may destroy 1 non-Basic card you control. | 2 Combiner - Confront: +2 Power. | ||||
Wrath - Razorclaw | Starter | Clash of the Combiners | 0 | 1 | Team: +1 Power when battling Robots. | 2 Combiner - Confront: +2 Power. | ||||
Wrath - Swindle | Starter | Clash of the Combiners | 0 | 1 | Team: You may scrap 1 Starter in your hand for 1 card in your discard pile. | 2 [Combiner - Confront;] +2 Power. | ||||
Wrath - Tantrum | Starter | Clash of the Combiners | 0 | 1 | Team - Pay 1 Energon: +1 Power. | 2 Combiner - Confront: +2 Power. | ||||
Wrath - Vortex | Starter | Clash of the Combiners | 0 | 1 | Team: +1 Power when battling Robots. | 2 [Combiner - Confront;] +2 Power. | ||||
Wrath - Bonecrusher | Starter | Dawn of the Dinobots | 0 | 1 | Team: When you defeat an Adversary, you may destroy a non-Basic card you control. | 2 Combiner - Confront: +2 Power. | ||||
Wrath - Hook | Starter | Dawn of the Dinobots | 0 | 1 | Team +1 Range. | 2 Combiner - Confront: +2 Power. | ||||
Wrath - Long Haul | Starter | Dawn of the Dinobots | 0 | 1 | Team: +1 Move. | 2 Combiner - Confront: +2 Power. | ||||
Wrath - Mixmaster | Starter | Dawn of the Dinobots | 0 | 1 | Team: You may discard 1 Starter to gain 1 Energon. | 2 Combiner - Confront: +2 Power. | ||||
Wrath - Scavenger | Starter | Dawn of the Dinobots | 0 | 1 | Team: Peek at an adjacent card in the Matrix. | 2 Combiner - Confront: +2 Power. | ||||
Wrath - Scrapper | Starter | Dawn of the Dinobots | 0 | 1 | Team: +1 Power when battling Robots. | 2 Combiner - Confront: +2 Power. | ||||
Artillery | Starter | War on Cybertron | 0 | 2 | 1 | 1 Confront: +1 Power. | ||||
Bold | Starter | War on Cybertron | 0 | 1 | 1 Pay 1 less Power the next time you buy a card in your space this turn. | |||||
Patch | Starter | War on Cybertron | 0 | 1 | You may return 1 Damage controlled by target character in your space or an adjacent space to the stack. | 1 Destroy 1 Starter you control or 1 Damage in your discard pile. | ||||
Resupply | Starter | War on Cybertron | 0 | 1 | If you have no Energon, gain 2 Energon. Otherwise, gain 1 Energon. | |||||
Scout | Starter | War on Cybertron | 0 | 1 | Flight You may flip a card in an adjacent space faceup. | |||||
Chameleon Mesh | Technology | A Rising Darkness | 2 | 1 | Block Avoid the next Ambush you trigger this turn. | 1 Put this card on top of your deck. | ||||
Rectifier Machine | Technology | A Rising Darkness | 2 | 2 | +1 Power for each Robot you control. | 1 Activate the Energon ability of target Robot in the Matrix. | ||||
Guided Missile | Technology | A Rising Darkness | 3 | 4 | 3 | This card's Power may only be used for battling Adversaries. If this card is played during your turn, destroy it at the end of your turn. | 1 Assist: Each character in target space gains 1 Damage. | |||
Power Up | Technology | A Rising Darkness | 3 | 2 | You may discard any number of cards. For each card discarded this way, gain 1 Energon. | 2 Confront: +2 Power, then destroy 1 random card in your discard pile. | ||||
Headmaster | Technology | A Rising Darkness | 4 | 2 | 1 | Block For each Ally you control, target Robot has +2 Power. | 2 Put a Robot from your Vault into your discard pile. | |||
Sonic Sword | Technology | A Rising Darkness | 4 | 2 | +1 Power when battling Adversaries. | 2 Confront: +2 Power. | ||||
Spacebridge | Technology | A Rising Darkness | 4 | 1 | 3 | +1 Power for each non-Adversary Robot in the Matrix. | 1 Teleport target character to any corner space in the Matrix. | |||
Mirror Response Mode | Technology | A Rising Darkness | 5 | Choose 1 card target player control.s This card becomes a copy of that card for the duration of this turn. | ||||||
Plasma Density Charge | Technology | A Rising Darkness | 5 | 2 | 1 | You may Attack: Target player destroys 1 card in their hand. If Blocked, destroy this card. | 2 Confront: +5 Power and destroy this card at the end of your turn. | |||
Ground Bridge | Technology | Autobot Core Set | 2 | 1 | 1 | Block: Gain 1 Energon and Teleport to any space. | 1 Teleport to any space. Other characters in your space may choose to Teleport with you. | |||
Repair Bay | Technology | Autobot Core Set | 2 | 1 | You may destroy 1 card you control. | 1 You may return 1 Damage controlled by any player in your space to the stack. | ||||
Energon Drill | Technology | Autobot Core Set | 3 | 1 | Gain 2 Energon. If you are on a Site, gain 3 Energon instead. | |||||
Galactic Positioning System | Technology | Autobot Core Set | 3 | 2 | 1 | Draw 1 card for each Adversary Boss in the Matrix. | ||||
Energy Swords | Technology | Autobot Core Set | 4 | 2 | Block: You may pay 2 Energon to keep this card in your hand after Blocking. | 1 Assist/Confront: +2 Power. | ||||
Teletraan I | Technology | Autobot Core Set | 4 | 2 | Peek at 1 face-down card in the Matrix. | 1 You and another player each draw 1 card. | ||||
Dropship | Technology | Autobot Core Set | 5 | 3 | You may move target character up to 2 spaces. | |||||
Force Dome | Technology | Autobot Core Set | 5 | 2 | 2 | Block: Draw 1 card. If you Block for another player, gain 1 VP instead. | 3 Gain 1 VP. | |||
The Minnow | Technology | Chaos Unleashed | 4 | 2 | 1 | 2 | ||||
The Revenge | Technology | Chaos Unleashed | 4 | 2 | 2 | 1 | ||||
Autobot Matrix of Leadership | Technology | Chaos Unleashed | X | 2 | 2 | |||||
Power Amplifier | Technology | Clash of the Combiners | 3 | 2 | Gain 2 Energon. If you are in Alt Mode, gain 3 Energon instead. | 2 Target card (other than this one) you control has +2 Power. | ||||
Stormfall Sword | Technology | Clash of the Combiners | 5 | 3 | Confront: +1 Power. | 1: Target adversaries in your space gain 1 Damage if they control 2 or fewer Damage. | ||||
Circuit Speeders | Technology | Dawn of the Dinobots | 2 | 1 | 2 | Block You may gain 1 Damage to gain 1 Energon and +2 Move. | 1 Confront/Assist: Gain 1 Damage for +2 Power. | |||
T-Cog Device | Technology | Dawn of the Dinobots | 3 | 2 | 1 | Target character within Range may Convert, ignoring additional costs, penalties, or effects that limit it. | 1 Target character within Range flips their character card to the other side. | |||
Kronosphere | Technology | Dawn of the Dinobots | 5 | 2 | 2 | The next time you flip an Adversary faceup, you may flip it facedown without resolving effects, then reclaim any Move, Energon, or game text you used to Search that space. | 2 Confront: Cancel this Confrontation (activate before Assists are resolved). | |||
Pretender Shell | Technology | Infiltration Protocol | 3 | 2 | Block You avoid Ambushes and cannot gain Damage this turn. | 1 Return 1 Damage you control to the stack. | ||||
High-Voltage Electric Cannon | Technology | Infiltration Protocol | 5 | 2 | 1 | You may gain X Damage (max 3, drawn) at a time to gain +X Power. If the game ends this turn due to Damage, lose 2 VP. | 1 Destroy 1 card you control. | |||
Anti-Personnel Mine | Technology | War on Cybertron | 2 | 3 | Flip a card in an adjacent space faceup. If it's not a Boss or Polity, destroy it, and each character in that space gains 1 Damage. | 2 Destroy 1 Adversary Robot in your space, then gain its reward. | ||||
Robosmasher | Technology | War on Cybertron | 2 | 2 | 1 | Block You may buy 1 Adversary Robot this turn. | 3 Gain 1 Adversary Robot in your space. | |||
Armor Plating | Technology | War on Cybertron | 3 | 2 | Block Ignore all Damage and Ambush effects on Ruins this turn. | 1 Block an Attack, then discard this card. | ||||
Cloaking Tech | Technology | War on Cybertron | 3 | 2 | Block: You may discard another card instead of this one. If you do, return this to your hand. Avoid Ambushes this turn. | 1 Block a Reveal Attack. | ||||
Auxiliary Power | Technology | War on Cybertron | 4 | 2 | Gain 2 Energon. | 2 Return up to 2 Damage any player controls to the stack. | ||||
Ionic Displacer Rifle | Technology | War on Cybertron | 4 | 2 | 2 | You may Attack (choose 1 option): Target character within range destroys 1 card of their choice in their discard pile OR gains 1 Damage. If Blocked, discard this card. | 1 Assist: +1 Power and +1 Range. | |||
Electro-Scrambler | Technology | War on Cybertron | 5 | 3 | 1 | You may Attack (choose 1 option): Target character within range discards 1 card of their choice OR gains 2 Damage. If you choose 2 Damage, discard this card. | 2 Discard target Assist. | |||
Gideon's Glue | Technology | War on Cybertron | 5 | 4 | This card can only be used to battle. Its Power has the Range of target card you control with Flight. | 1 Confront: All characters in target Adversary Boss's space gain 1 Damage. |