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If destroyed, put Zombie back on your hand. |
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If Endless Minions lose combat, return them to your hand. |
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Ranged weapon. Play onto any creature. |
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With discreet lasershark tattoo. |
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Cybernetic Enhancements |
+1d6 |
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Thing |
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Play onto a creature. Its attack count as being ranged. |
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Action: Return Ninja to your hand, and draw a card. |
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Discard a weapon to prevent this card's destruction. |
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Any creature may be played onto this creature. (Other equipment may not be played onto it.) |
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If T-Rex doesn't attack in a turn, destroy a random unit on your side. |
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Play whenever one of your creatures is attacked. Return it to your hand and replace it with another creature from your hand. |
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If Rust Monster is involved in a combat, destroy any non-ranged weapons used by its opponent, after combat. Gets +1d20 against robots, cyborgs and the like. |
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Attack every creature in play with 1d10. |
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Play onto a creature, ranged weapons have no benefit against this creature. |
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Ranged weapon. Play onto a creature. |
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If Vampire is destroyed, you may destroy a creature you control to prevent the destruction. |
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Action: Pick a creature. It cannot attack and its card text is blank, until the start of your next turn. |
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Play onto a creature. Action: Attack one creature with 1d8. |
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Play onto a creature. Anyone hit by a phaser loses all their equipment, at the end of combat. |
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After Mayo Elemental attacks, return it to the defending player's hand. |
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Destroy all futuristic equipment in play. |
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Destroy all medieval equipment in play. |
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Treat Shapeshifter as a copy of whatever creature it is facing. |
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When Clone enters play, name a card in play. Treat Clone as a copy of that card. |
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Return any creature from the graveyard to play under your control. |
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Cannot attack. Discard from play to destroy any attacking creature that lacks a ranged weapon. |
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Action: Look at one player's hand. |
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Cannot attack. Your other creatures cannot be attacked. |
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Attack one creature with 1d30. |
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You may include up to three of your other creatures as part of formation. Roll all their dice. If Formation loses, they all suffer the consequences of defeat. |
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Remove this card and one other from the game. |
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When you play Great Cthulhu, discard your hand and destroy all other Things you control. |
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Treat archers as having a ranged attack. |
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Enemy units cannot attack Nymph. |
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Ranged weapons may not be used. Roll 1d6 at the start of your turn; on a 6, the fog dissipates. |
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Action: Remove a creature from play. It is returned at the end of your next turn. |
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Creeping Flesh Fungus cannot be destroyed by a creature. Every turn, you must destroy one creature in play. |
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Play onto a creature. Ranged weapon. |
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When Sparkling Vortex is destroyed, draw three cards. |
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All units on your side gain +3 Attack. |
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Action: Put another Robot Drone in play. |
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If Memory Leech damages a player directly, they must discard a card at random or take 10 damage. |
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Action: Take one card out of the discard pile, and put it in your hand. |
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Whenever a player rolls a 1, that player loses 5 life. |
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