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coordinated assault

any member 5 dmg one shot

sentinel tactics

additional power each turn you deal dmg

coordinated assault

any member 5 dmg one shot

team communication

draw 4, play 1

second chance

6 HP rez

unique capabilities

play signature, draw 1, play 1

dark delusions

wraith 2+ idealist 3 dmg one shot

blackout

2 dmg + 2 aoe

team communication

draw 4, play 1

horrifying dichotomy

Dr 3+ Writhe 3 dmg one shot

hippocratic oath

signature: medico heals instead of deals, 1x3 heal at


end of turn

horrifying dichotomy

Dr 3+ Writhe 3 dmg one shot

good hero, bad hero

3 heal on lowest member, mainstay 3 dmg nuke

human shield

ongoing, may redirect hero dmg to mainstay, discard


2 or destroy at start of turn

positive energy

1 aoe heal, idealist 2 dmg one shot

dark delusions

2+3 dmg one shot

good hero, bad hero

3 heal on lowest member, mainstay 3 dmg nuke

coordinated assault

any member 5 dmg one shot

unique capabilities

play signature, draw 1, play 1

restorative burst

1 aoe heal, 3 HP rez

sentinel tactics

additional power each turn you deal dmg

horrifying dichotomy

3+3 dmg one shot

dark delusions

2+3 dmg one shot

restorative burst

1 aoe heal, 3 HP rez

aura of vision

signature: 1 player draw 1 card at start of turn

positive energy

1 aoe heal, idealist 2 dmg one shot

callginous form

signature: first time writhe is hit per turn, reflect to


highest HP villain minus 2

team communication

draw 4, play 1

human shield

ongoing, may redirect hero dmg to mainstay, discard


2 or destroy at start of turn

blackout

2 dmg + 2 aoe

fling into darkness

3 +4 dmg one shot

restorative burst

1 aoe heal, 3 HP rez

positive energy

1 aoe heal, idealist 2 dmg one shot

telekenetic wallop

3x3 dmg one shot

second chance

6 HP rez

durasteel chains

signature: +1-1 dmg

fling into darkness

3+4 dmg one shot

telekenetic wallop

3x3 dmg one shot

unique capabilities

play signature, draw 1, play 1

second chance

6 HP rez

karmic retribution
looking up
fumbling fool
plucky break
cause and effect
uncharmed life
fumbling fool
exceeded expectaitons
exceeded expectaitons
cash out
cash out
high risk behavior
surprising fortune
woops, sorry
reckless rush
exceeded expectaitons
cause and effect
turn of events
turn of events
reckless rush
uncharmed life
karmic retribution
fumbling fool
looking up

plucky break
cash out
silver lining
woops, sorry
high risk behavior
karmic retribution
woops, sorry
silver lining
friendly fire
looking up
surprising fortune
reckless rush
wrong time and place
friendly fire
reckless rush
plucky break

remove 1 (U), heal 2 OR if over 7 (U), lose 7 (U), deal 7 dmg

Dr Medico

ongoing power: add 3 (U), deal 3 dmg. At start of turn if over


10 (U) take 3 dmg

13

discard top card of each deck, add or lose (H) (U)

remove 2 (U) and draw 1, deal 2. If 0 (U), heal 3

destroy 1 ongoing or environment, deal (U) dmg to self and 1


target
ongoing: remove 2 (U) to redirect dmg to setback. Power:
destroy this card and heal 3
discard top card of each deck, add or lose (H) (U)
3 dmg to (U) removed targets
3 dmg to (U) removed targets
draw card per (U) removed, each hero heals 2 if players
discard (H)-1 cards
draw card per (U) removed, each hero heals 2 if players
discard (H)-1 cards
ongoing, at start of turn, +- 1(U), +1 dmg transfer per 3(U)
between setback and villains
ongoing power: remove 2 (U) heal 2 1 player draw 3
destroy 1 another hero card. Destroy 1 ongoing or
environment. +- 3(U)
3 dmg to target and self, +2 (U)
3 dmg to (U) removed targets
destroy 1 ongoing or environment, deal (U) dmg to self and 1
target
remove (H) (U), each player may use power. Deal self 2 dmg
remove (H) (U), each player may use power. Deal self 2 dmg
2 dmg to target and self, +2 (U)
ongoing: remove 2 (U) to redirect dmg to setback. Power:
destroy this card and heal 4
remove 1 (U), heal 2 OR if over 7 (U), lose 7 (U), deal 7 dmg
discard top card of each deck, add or lose (H) (U)
ongoing power: add 3 (U), deal 3 dmg. At start of turn if over
10 (U) take 3 dmg

remove 2 (U) and draw 1, deal 2. If 0 (U), heal 5


draw card per (U) removed, each hero heals 2 if players
discard (H)-1 cards
ongoing, on death retore to (U) hp and lose (U)
destroy 1 another hero card. Destroy 1 ongoing or
environment. +- 3(U)
ongoing, at start of turn, +- 1(U), +1 dmg transfer per 3(U)
between setback and villains
remove 1 (U), heal 2 OR if over 7 (U), lose 7 (U), deal 7 dmg
destroy 1 another hero card. Destroy 1 ongoing or
environment. +- 3(U)
ongoing, on death retore to (U) hp and lose (U)
ongoing, whenever a hero deals an enermy damage, you
may deal setback 2 dmg and gain 2 (U)
ongoing power: add 3 (U), deal 3 dmg. At start of turn if over
10 (U) take 3 dmg
ongoing power: remove 2 (U) heal 2 1 player draw 2
4 dmg to target and self, +2 (U)
ongoing: first time each turn hero take dmg, redirect to
setback OR to target at cost of (DMG) (U)
ongoing, whenever a hero deals an enermy damage, you
may deal setback 2 dmg and gain 2 (U)
5 dmg to target and self, +2 (U)
remove 2 (U) and draw 1, deal 2. If 0 (U), heal 4

The
Idealist

Mainstay

Writhe

Setback

11

14

14

31

14

pack

14

Obsidian
Field

planet life
0

theif

Trex
Obsidian
Field
pack
planet life
theif
lava
pack
lava
eruption
Trex

5
0
11
0
0
1
10

4 dmg to each hero


steals equipment, kill before start of turn
at end of turn, deals 2 dmg to lowest hp
+1 dmg deallt, you may discard 2 cards to destroy this card
5 melee dmg to second highest target
+1 dmg deallt, you may discard 2 cards to destroy this card
at end of turn, deals 2 dmg to lowest hp
4 dmg to each hero
steals equipment, kill before start of turn
2 dmg to each hero
at end of turn, deals 2 dmg to lowest hp
2 dmg to each hero
at start of turn, deal every target 7 fire dmg. At start of their turn skip rest of turn
to destroy this card. When destroyed play field from trash
5 melee dmg to second highest target

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