[HD 3] Cardlist

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Greywing
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[HD 3] Cardlist

Postby Greywing » Tue Jun 17, 2014 10:20 am

This topic will list the cards currently in HD3. Lists will be alphabetical, seperated by cardtype (ships - structs - actions).
For as long as the game is in alpha, this list will be incomplete. The plan is to gradually add in the cardset from HDx, alongside new features, this way i have some more variation in the work that is still to do on HD3. The plan is that eventually, the wiki will take over when it comes to having a list of cards in HD3, but that might not be before the entire HDx set has been added to HD3.

Note : this topic is closed to that i can add cards at one race per post, without other posts getting inbetween them. If you want to discuss the cards or changes in HD3, start a new topic, or use a topic that already exists about this subject.

The purpose of this list is to show the differences between HD3 and HDx. There are a few things i'm going to tackle when it comes to balance, but most changes will be mechanical (to make things less complex, to deal with the fact that HDx didn't support actual passives, to fix bugs). The balance changes that i am making at this point are -as usual- not final, they are also broad, so fine-tuning might still be needed. Since i'm focussing on mechanics over content right now, i'm not too bothered with the lack of balance fine-tuning. As long as the cardset in HD3 is not complete, there likely is little point in trying to fine-tune the balance between cards.

A big change in HD3 that affects cards has to do with abilities : on one hand, there are now more ability classes (passives, played, autos, auras, actis, exits, action) and on the other hand, cards are no longer limited to one ability per class (for now with the exception of both action and acti abilities).

Passives will be listed on the card as single words, sometimes accompanied by a number. The card lists below will do this as well, so here is the detailed explanation of the passive abilities that are currently in game :
Fast : this ship can attack the turn it enters play.
Resist X : this ship ignores up to X damage received from any source.
Retaliation X : everytime this ship is attacked by another ship, it deals X damage to that ship. Retaliation doesn't count as an attack and thus doesn't trigger retaliation itself.
Shield X : while this card has shields left, any non-damage ability from an opposing source that would affect this card, instead doesn't affect it and causes it to lose one shield. This card enters play with X shields.
Assemble X : while assemble is larger than zero, this card can't be played. While in hand, assemble is lowered by one at the start of each of the card's owner's turns. This card must spend X more turn(s) in hand before it can be played.
Recover X : When this card is destroyed or leaves play, instead of going to the scrapyard, it will go to [the top of // a random spot in // the bottom of] its owner's deck.
Restore X : while restore is larger than zero, if this ship would be destroyed, it's instead restored to its default stats. With the exception of played abilities, this card will be treated as if it had just entered play when restore triggers, the card also never leaves play during this process. Restore is lowered by one, everytime it's triggered.
Immobile : this ship can't participate in combat phases while it has this ability. Other abilities that can enable ships to attack will not have an effect on this ship while immobile is present.
Unblockable : during combat phases, this ship will deal its damage to the opposing base, even if there's a blocker in front of it.
Siege : if this ship doesn't attack during a combat phase, it will deal X damage to opposing base. This passive does not activate during this ship's first turn in play.
Cerberus : when this ship attacks during a combat phase, it will deal its damage to its blocker and to the neighbours of that blocker.
Multistrike X : when this ship attacks during a combat phase, it will attack X times in succession.
Unstable : this card self-destructs at the end of owner's turn.
Hydra : when this ship attacks during a combat phase, it will deal its damage to all opposing ships.
Overpower : when this ship destroys its blocker during a combat phase, any remaining damage is dealt to the opposing base.
Randomstrike X : when this ship attacks during a combat phase, it will attack X times in succession, choosing a random opposing ship for each attack. If no ships are left, it will attack the opposing base.
Ethereal : during a combat phase, half of the damage (rounded down) this ship receives from blockers, is passed onto its owner's base.
Cloaked : this card its stats and abilities are hidden from opponents.
Unwavering : this card is immune to disable, removal and instant destruction effects
Draw damage X : this ship draws all damage and HP modifying effects aimed at its owner's base onto itself, up to X damage or HP effects until this abil expires
Mitigate X : damage dealt to this ship that's higher than X after resistance, will be reduced to X
SVC - NULLL games.
Found a bug or have a question? PM me or post on the forum.
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Greywing
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Re: [HD 3] Cardlist

Postby Greywing » Tue Jun 17, 2014 10:48 am

Human card set

* Akata : HU cruiser (uncommon), 4/30, costs 4
play : repairs all allies for 4 HP
acti : repairs one target ship for 5 HP (costs 1)
* Aladayr's Phoenix : HU battleship (legendary), 12/40, costs 9+2
pass : restore 1
play : deals 2 damage to all opposing ships and base
acti : deals 3 damage to all opposing ships and base (costs 3)
* Amiaru : HU science ship (uncommon), 2/20, costs 3
play : owner draws a card
acti : if the top card in scrap is a structure, gain 2 base HP (costs 1)
* Breaker : HU destroyer (common), 8/24, costs 6+1
pass : retaliate 2
play : deals 4 damage to blocker
* Chaos Moth : HU/MT soldier (elite), 4/24, costs 3+2
play : gains 1 attack and 1 defense for each allied MT ship in play
acti : repairs on target ship for 3 HP (costs 2)
* Chimera : HU cruiser (common), 3/40, costs 5+1
play : all allied fighter class ships gain 1 attack and 1 defense
acti : target ship gains 1 attack (costs 3)
* Crusher : HU/RV destroyer (elite), 8/24, costs 4+3
play : deals 4 damage to blocker
acti : destroy blocker, instead of attacking this turn, if blocker has 8 or less defense (costs 0)
* Dataminer : HU/TM cruiser (elite), 4/25, costs 2+2
play : if blocked, gains 5 defense
auto : if blocker has more attack than this ship, this ship gains 1 attack. Similar for defense (1)
* Deflector Field : HU support (uncommon), 4/32, costs 5
pass : retaliate 2
play : return blocker to the top of its owner's deck
* Delta Fighter : HU fighter (common), 4/8, costs 0
pass : fast
* Firewing : HU fighter (elite), 5/20, costs 2
play : deals 3 damage to blocker and its neighbours
auto : repairs for 3 HP
* Flare Chaser : HU industrial (common), 2/20, costs 2
play : generates 1 solar
acti : generates 1 solar, instead of attacking this turn (costs 0)
* Guardian Akata : HU/CA cruiser (elite), 4/30, costs 2+2
play : increases base HP by 5
acti : target ship gains 3 defense (costs 1)
* Hiraga : HU battleship (elite), 12/34, costs 8+2
pass : retaliate 4
acti : deals 3 damage to one target ship (costs 1)
* Hiroto : HU battleship (elite), 8/44, costs 8+2
pass : resist 2
play : enables all allied ships to attack this turn
* Karasu : HU fighter (elite), 5/15, costs 2
acti : becomes unblockable until the start of your next turn (costs 2)
* Kimiko : HU science ship (common), 2/24, costs 4
play : increases base HP by 1 for every 2 cards in scrap
acti : look at the top 2 cards of your deck, move all but one to the bottom of your deck (costs 1)
* Nagato : HU fighter (uncommon), 5/16, costs 2
pass : fast
pass : resist 1
acti : gains 1 attack (costs 4)
* Pulsar : HU destroyer (common), 6/28, costs 6+1
pass : resist 2
* Shield Booster : HU support (common), 0/36, costs 3
auto : transfers up to 4 HP form self to owner's base
auto : repairs for 2 HP
acti : transfers up to 3 HP form self to target ship (costs 1)
* Siege Engine : HU battleship (elite), 10/44, costs 9+2
pass : immobile
pass : siege 6
acti : destroys the struct behind itself to enable itself to attack (costs 0)
* Solar Engineer : HU cruiser (uncommon), 4/36, costs 4
play : repairs all allies for 1 HP for each structure owner has
acti : generates 1 solar, dark, nebular or dimensional (costs 0)
* Tarogi : HU support (common), 1/15, costs 2
play : repairs owner's base for 3 HP
auto : repairs all allies for 1 HP
acti : repairs one target ship for 3 HP
* Troy : HU carrier (elite), 4/40, costs 7+1
acti : launches a 4/8 delta fighter in target empty slot (costs 1)
* Vector : HU fighter (common), 3/12, costs 1
pass : fast
auto : deals 1 damage to opponent
acti : self-destructs to disable target ship and deal 3 damage to it
* Venom : HU support (uncommon), 2/14, costs 2
pass : shield 5
acti : lowers one target ship's attack by 1 (costs 1)
* Vulture : HU support (common), 2/20, costs 2
acti : disables target ship for one turn (costs 2)
* Wyvern : HU/RV carrier (elite), 5/50, costs 5+3
play : repairs all allies for 3 HP
auto : repairs neighbouring ships for 2 HP
acti : enable target ship to attack (costs 2)

* Antisolar Plant : HU/CA energy struct (uncommon), costs 0
play : generates 1 solar and 1 dark
auto : generates 1 solar
acti : generates 1 dark (costs 1)
* Artillery Turret : HU offensive struct (common), costs 4
play : increase base HP by 5
acti : deals 4 damage to one target ship (costs 0)
* Crystal Antistar : HU energy struct (elite), costs 0+3
auto : generates 1 solar, dark and nebular
* Crystal Plant : HU/XY energy struct (uncommon), costs 0
play : the allied ship in front of this card gains 4 defense
auto : generates 1 solar
acti : generates 1 nebular (costs 1)
* Flare Spire : HU energy struct (common), costs 1
play : increase base HP by 8
auto : generates 1 solar
auto : deals 1 damage to opponent
* Power plant : HU energy struct (common), costs 0
play : generates 1 solar
auto : generates 1 solar
acti : generates 1 solar, owner's base loses 2 HP (costs 0)
* Restoration Field : HU defensive struct (common), costs 3
play : repairs all allies for 4 HP
auto : repairs a random allied ship for 4 HP
* Rocket Battery : HU offensive struct (common), costs 2
play : increase base HP by 5
auto : deals 2 damage to a random opposing ship
acti : deals 1 damage to all opposing ships (costs 1)
* Shield Generator : HU defensive struct (common), costs 2
play : increase base HP by 5
aura : provides 1 base resist whil in play
acti : repairs owner's base for 1 HP (costs 2)
* Solar Buoy : HU/RV energy struct (uncommon), costs 0
play : repairs owner's base for 7 HP
auto : generates 1 solar and 1 gravitational
* Solar Citadel : HU energy struct (elite), costs 1
play : repairs all allies for 4 HP
auto : generates 2 solar
* Solar Gate : HU/TM energy struct (uncommon), costs 0
play : increase base HP by 4
auto : generates 1 solar and 1 dimensional
* Solar Harvester : HU energy struct (common), costs 0
play : increase base HP by 10
auto : generates 1 solar
acti : self-destructs to deal 4 damage to target ship
* Solar Plant : HU energy struct (common), costs 0
play : generates 1 solar
auto : generates 1 solar
* Sun Spire : HU/CC energy struct (uncommon), costs 0
play : generates 1 solar and 1 fusion
auto : generates 1 solar
acti : generates 1 fusion (costs 1)

* 4th Moon of Xyth : HU resource action (elite), costs 0
actn : receive X solar, equal to the number of structures you own. if there are no copies of this card in your deck, this card is placed at the bottom of your deck
* Bombardment : HU damage action (elite), costs 3
actn : deal X damage to all opposing ships, where X is the number of ships owned by the current opponent
* Chainguns : HU modding action (common), costs 2
actn : target ship gains 4 attack
* Cruise Missile : HU damage action (common), costs 3
actn : deal 12 damage to one target ship
* Defensive Formation : HU modding action (common), costs 1
actn : target ship you own and its neighbours each gain 6 defense, but can't attack for one turn
* EMP Missile : HU warfare action (common), costs 1
actn : disable one target ship for one turn
* Emergency Repair : HU repair action (uncommon), costs 1
actn : repair target ship, its gains 1 attack and 1 defense
* New Intel : HU card action (uncommon), costs 3
actn : if opponent has more cards in hand than you, gain 3 solar. draw a card
* Sneak Attack : HU damage action (elite), costs 3
actn : target ship you own deals X damage, equal to its attack, to opponent and is immobilized for one turn
* Solar Storm : HU warfare action (uncommon), costs 3
actn : disable all ships in play for one turn
* Star Battery : HU resource action (common), costs 1
actn : receive 2 solar and increase your base's solar generation by 1
* Torpedo : HU damage action (uncommon), costs 5
actn : destroy target structure
* War Deployment : HU warfare action (common), costs 2
actn : enable all your ships to attack
SVC - NULLL games.
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Re: [HD 3] Cardlist

Postby Greywing » Fri Oct 10, 2014 1:14 pm

Ca'anian card set

* Aelynn'Ador : CA carrier (elite), 3/50, costs 7+1
acti : launches a 3/9 Battle dorgan in target slot (costs 1)
* Anti Screen : CA support (uncommon), 0/40, costs 3
pass : retaliate (all)
* Antimatter Cargo : CA industrial (common), 3/7, costs 3
auto : gains 1 attack and 1 defense
acti : self-destructs to generate X + 2 dark, where X is this ship's remaining defense, divided by 2. (costs 0)
* Animatter Engineer : CA science ship (common), 4/40, costs 5
play : if owner has more cards in scrap than in deck, owner draws a card.
auto : generats 1 dark
acti : change the type of energy this card generates to dark, solar, nebular or fusion (costs 0)
* Assault Dorgan : CA fighter (common), 5/10, costs 1
play : deals 2 damage to opponent
acti : gains 1 attack and 2 defense (costs 5)
* Battle Dorgan : CA fighter (common), 3/9, costs 0
play : deals 2 damage to opponent
* Cerberus Dorgan : CA/CC fighter (elite), 4/15, costs 2+2
pass : cerberus
play : deals 1 damage to blocker and its neighbours
auto : repairs for 2
* Crystal Dorgan : CA/XY fighter (elite), 5/15, costs 1+1
play : generates 1 dark and 1 nebular
auto : deals 2 damage to opponent
acti : self-destructs to increase owner's base HP by 8 (costs 0)
* Dark Deflector : CA/HU support (elite), 0/40, costs 2+2
aura : whenever this ship receives damage from an opposing source, the amount of damage it deals to the opposing base each turn increases by 1 (max 5)
auto : deals 1 damage to opponent
* Dark Sentinel : CA cruiser (uncommon), 0/40, costs 4
auto : blocker's defense is lowered by 3
acti : deals 2 damage to target ship and repairs 2 HP (costs 1)
* Darkwing : CA/HU fighter (elite), 5/22, costs 1+1
play : lowers the attack by 2 of blocker and its neighbours
acti : repairs 3 (costs 1)
* Energy Shield : CA/XY support (eltie), 0/20, costs 2+2
pass : shield 3
play : drains all energy from all stocks and gains defense equal to the energy drained
acti : generates 1 dark and 1 nebular, loses 4 HP (costs 0)
* Exion'Exus : CA destroyer (uncommon), 8/25, costs 7+1
auto : repairs for 3 HP
acti : deals 2 damage to one target ship or base (costs 1)
* Freighter : CA industrial (common), 3/40, costs 5
play : opponent loses up to 3 random energy
acti : generates 2 dark, loses 4 HP (costs 0)
* Guardian : CA cruise (uncommon), 4/25, costs 4
pass : resist 2
play : neighbours gain 4 defense
acti : this ship gains 1 resistance. the cost of this ability goes up by 2 (costs 6)
* Modified Freighter : CA/HU industrial (elite), 3/40, costs 2+2
play : repairs owner's base for 6 HP
acti : generates 1 dark and 1 solar, loses 4 HP (costs 0)
* Neyon'Moru : CA battleship (legend), 6/45, costs 9+1
pass: fast
pass : cerberus
acti : repairs 4 HP (costs 1)
* Plasma Screen : CA support (common), 0/40, costs 3
acti : deals 5 damage to one target ship, loses 5 defense (costs 0)
* Rift Warden : CA/RD destroyer (elite), 8/20, costs 4+3
pass : resist 2
play : neighbours gain 3 defense
acti : target ship loses 1 defense, this ship gains 1 defense (costs 2)
* Support Node : CA/MT support (elite), 2/8, costs 2+1
play : all allies gain 8 defense
* Tarynn'Ixia : CA battleship (elite), 10/40, costs 8+2
pass : resist 3
acti : repairs 4 HP (costs 1)
* Thogrom Bomber : CA fighter (uncommon), 7/15, costs 3
play : deals 4 damage to a random opposing ship
acti : deals 7 damage to one target ship, instead of attacking this turn (costs 0)
* Unstable Freighter : CA industrial (common), 3/40, costs 4
auto : repairs for 2 HP
acti : self-destructs to deal damage to blocker and its neighbours, equal to own defense, divided by 3
* Void Diver : CA battleship (elite), 8/50, costs 8+2
play : disables blocker and its neighbours
acti : repairs 8 HP, top card of owner's deck is scrapped (costs 0)
* Void Engine : CA/HU battleship (legend), 10/45, costs 6+6
pass : resist 2
pass : retaliate 2
auto : repairs for 3 HP
acti : deals 3 damage to one target ship (costs 1)
* Warfare Thogrom : CA support (common), 5/15, costs 3
auto : blockers attack is lowered by 1

* Adelan device : CA offensive structure (elite), costs 7+3
play : increases base HP by 8
acti : destroy target structure, this ability is disabled for one turn (costs 6)
* Antifusor : CA energy structure (common), costs 0
play : generates 1 dark
auto : generates 1 dark
acti : generates 1 dark, one random allied ship's defense is lowered by 1 (costs 0)
* Antimatter Field : CA defensive structure (common), costs 2
play : increases base HP by 5
aura : provides 1 base retaliation while in play
* Antimatter plant : CA energy structure (common), costs 0
play : increases base HP by 10
auto : generates 1 dark
acti : self-destructs to increase target ship's defense by 5 (costs 0)
* Antimatter storage : CA energy structure (common), costs 0
play : generates 1 dark
auto : generates 1 dark
* Crystalline Fusor : CA/XY energy structure (uncommon), costs 0
play : increase base HP by 4
auto : generates 1 dark and 1 nebular
* Dark Energy Field : CA defensive structure (uncommon), costs 2
play : increases base HP by 5
aura : provides 1 base resist while in play
acti : provides 1 additional base resist for 1 turn (costs 2)
* Dark Energy Tower : CA energy structure (common), costs 1
play : increases base HP by 9
auto : generates 1 dark
auto : opponent loses up to 1 random energy
* Dark Obelisk : CA energy structure (elite), costs 1
play : opponent loses up to 5 random energy
auto : generates 2 dark
* Dark Spire : CA/CC energy structure (uncommon), costs 0
play : increases base HP by 8
auto : generates 1 dark
acti : generates 1 fusion (costs 1)
* Inversion monolith : CA/MT energy structure (uncommon), costs 0
play : increase base HP by 5
auto : generates 1 dark and 1 entropic
* Massive Antigate : CA energy structure (elite), costs 0+3
play : generates 1 dark, 1 gravitational and 1 dimensional
* Railgun turret : CA offensive structure (uncommon), costs 3
play : increases base HP by 6
acti : deals 2 damage to one target ship or base (costs 1)
* Solarfusor : CA/HU energy structure (uncommon), costs 0
play : increases base HP by 4
auto : generates 1 dark and 1 solar

* 3rd Moon of Xyth : CA resource action (elite), costs 2
action : opponent loses X random, energy, equal to twice the number of ships you control. If there are no copies of this card left in your deck, this card is placed at the bottom of your deck.
* Anti Shield : CA damage action (elite), costs 2
action : lower the HP of the opposing base by 8
* Antimatter bomb : CA damage action (uncommon), costs 7
action : destroy target ship. the owner of that ship gains half od the ship's energy cost (rounded up)
* Antimatter weaponry : CA modding action (uncommon), costs 2
action : all allied ships gain 1 attack
* Dark Bolt : CA damage action (uncommon), costs 2
action : deal 8 damage to target ship, repair your base for 8 HP
* Dark Energy : CA resource action (common), costs 1
action : opponent loses 6 random energy
* Energize : CA resource action (uncommon), costs 0
action : all your ships lose 2 defense. receive 2 dark for each affected ship
* Fortify : CA modding action (uncommon), costs 1
action : target ship gains 1 resistance and 6 defense
* Fusion Drain : CA/CC resource action (uncommon), costs 1
action : receive 2 dark and 2 fusion. opponent loses 4 random energy
* Repair : CA repair action (common), costs 1
action : repair your base for 20 HP
* Reverse Knowledge : CA repair action (uncommon), costs 3
action : increase your base HP by X, equal to the number of cards in your scrap + 4
* Shield link : CA repair action (common), costs 3
action : repair all your ships and base for X, where X is the number of ships you have +1
* Siege anchor : CA/RV modding action (elite), costs 2+1
action : target ship you own gains X retaliation and defense, equal to that ship's attack, then that ship loses all attack
* Void armor : CA modding action (uncommon), costs 3
action : target ship you own loses 2 attack and gains defense equal to half its current maximum defense
* Weaken : CA modding action (common), costs 2
action : lower the attack of target ship by 5 and the defense by 5
SVC - NULLL games.
Found a bug or have a question? PM me or post on the forum.
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Re: [HD 3] Cardlist

Postby Greywing » Mon Nov 17, 2014 1:52 pm

Xyloxi card set

* Aether Spark : XY fighter (elite), 4/12, costs 2
aura : any ship that deals damage to this ship loses 1 attack and 1 defense
* Amber Xyloxi : XY/RV warrior (elite), 8/32, costs 5+3
play : repairs owner base for 4 HP
play : increases base HP by 4
acti : repairs owner's base for 4 HP, this ship gets -1/-1 (costs 0)
* Amethyst Xyloxi : XY warrior (uncommon), 7/28, costs 6+1
play : increases base HP by 5
auto : repairs for 4 HP
auto : repairs owner's base for 1 HP
* Chyriax : XY commander (legend), 12/45, costs 10+2
play : all allies gain 1 shield
auto : repairs for 3 HP
acti : all allies gain 1 defense
* Crystal Avatar : XY/RV commander (legend), 8/50, costs 6+6
play : repairs owners base for 15 HP
aura : gains 2 defense whenever a ship is destroyed
auto : repairs for 2 HP
acti : target ship gains 3 defense (costs 0)
* Crystal Core : XY fighter (common), 3/11, costs 0
acti : self-destructs to increase target ship's defense by 3 (costs 0)
* Crystal Engineer : XY scientist (common), 3/36, costs 4
play : increases base HP by X, equal to 2x the number of allied structures
auto : generates 1 nebular
acti : change the type of energy this card generates to nebular, solar, dark, or gravitational (costs 0)
* Crystal Nagato : XY/HU fighter (elite), 5/17, costs 1+1
pasv : fast
pasv : resist 2
acti : gains 1 defense (costs 2)
* Crystal Wraith : XY commander (elite), 10/40, costs 8+2
play : scraps the top card of opponent's deck
acti : gains 1 shield and repairs 5 HP, instead of attacking this turn (costs 0)
* Dark Xyloxi : XY/CA soldier (elite), 5/30, costs 3+2
play : increases base HP by 4
acti : generates 1 nebular and dark, this ship gets -1/-1 (costs 0)
* Data Spark : XY fighter (uncommon), 0/15, costs 1
auto : attack becomes equal to the number of cards in owner's hand
* Emerald Xyloxi : XY solider (common), 6/25, costs 4
play : increases base HP by 4
acti : repairs one target ship for 4 HP, this ship gets -1/-1 (costs 0)
* Entropic Emerald : XY/MT soldier (elite), 6/25, costs 3+2
play : increases base HP by 4
auto : generates 1 nebular or 1 entropic
acti : repairs 4 HP, owner's base loses 4 HP (costs 0)
* Flux Mage : XY/TM warrior (elite), 6/28, costs 4+3
play : increases base HP by 6
auto : deals 3 damage to all players
acti : target ship gains 1 attack and loses 1 defense (costs 0)
* Nebula Scout : XY industrial (common), 1/17, costs 1
auto : generates 1 nebular
acti : gains 1 attack and defense (costs 4)
* Opaline Xyloxi : XY fighter (uncommon), 3/16, costs 2
play : increases base HP by 4
acti : gains 1 attack and 1 defense, owners base loses 3 HP (costs 0)
* Rogue Diver : XY figher (common), 4/16, costs 2
play : gains defense equal to the number of cards in owner's scrap
acti : self-destructs to increase owner's base HP by X, equal to the number of cards in owner's scrap + 4 (costs 0)
* Ruby Xyloxi : XY warrior (uncommon), 7/24, costs 5
play : increases base HP by 5
acti : deals 3 damage to one target ship, this ship gets -1/-1 (costs 0)
* Sapphire Xyloxi : XY soldier (common), 6/24, costs 4
play : increases base HP by 4
acti : target ship gains 1 attack and 1 defense, this ship gets -1/-1 (costs 0)
* Shimmering Xyloxi : XY fighter (common), 4/16, costs 3
pasv : shield 2
acti : gains 1 shield, owner's base loses 2 HP (costs 0)
* Solar Xyloxi : XY/HU solider (elite), 4/24, costs 3+2
pasv : fast
acti : generates 1 nebular and 1 solar, instead of attacking this turn (costs 0)
* Spark : XY fighter (uncommon), 1/1, costs 1
aura : any ship that deals damage to this ship, is destroyed
* Terror Mage : XY commander (elite), 12/40, costs 9+2
pasv : shield 2
play : blocker loses 2 attack and 2 defense
acti : lowers the attack of target ship by 2 and the defense by 2, this ship gets -1/-1 (costs 0)
* Terror Spark : XY fighter (elite), 1/1, costs 1
pasv : shield 5
acti : deals 10 damage to one target ship, loses 10 defense (costs 0)
* Thunder Mage : XY commander (elite), 12/36, costs 10+2
play : deals 5 damage to blocker
acti : deals 3 damage to all opposing ships and base, instead of attacking this turn (costs 0)
* Wavebreaker : XY/RV fighter (elite), 3/25, costs 3+2
pasv : multistrike 2
play : repairs base for 1 HP for each XY and RV ally
aura : gains 1 attack and 1 defense whenever an opponent deploys a structure

* Crystal Monolith : XY/MT energy structure (uncommon), costs 0
play : generates 1 nebular and 1 entropic
auto : generates 1 nebular
acti : generates 1 entropic (costs 1)
* Crystal Tree : XY shipyard (elite), costs 5
play : increases base HP by 7
acti : launches a 3/11 crystal core in target empty slot (costs 1)
* Dark Crystalline Fusor : XY energy structure (elite), costs 0+3
play : increases base HP by 8
auto : generates 1 nebular
acti : generates 1 dark and fusion (costs 1)
* Data Spire : XY/TM warfare structure (elite), costs 2+2
auto : if opponent has more cards in hand than owner, a random ally gains 2 attack, else 4 defense
* Grav Crystal : XY/RV energy structure (uncommon), costs 0
play : increases base HP by 4
auto : generates 1 nebular and gravitational
* Nebula Harvester : XY energy structure (common), costs 0
play : generates 1 nebular
auto : generates 1 nebular
acti : generates 1 nebular, a random allied ship is dealt 2 damage (costs 0)
* Nebula Shard : XY energy structure (common), costs 0
play : increases base HP by 10
auto : generates 1 nebular
acti : self-destructs to deal 1 damage to all opposing ships (costs 0)
* Nebula Spire : XY defensive structure (elite), costs 2
auto : repairs owners base for 3 HP
acti : target ship gains 1 attack and 1 defense (costs 2)
* Nebular Guard Tower : XY energy structure (elite), costs 1
play : increases base HP by 12
auto : generates 2 nebular
* Prismatic Spire : XY energy structure (common), costs 0
play : increases base HP by 10
auto : generates 3 random
* Shard Tree : XY energy structure (common), costs 1
play : increases base HP by 8
auto : generates 1 nebular
auto : deals 1 damage to a random opposing ship
* Solar Tree : XY/HU energy structure (uncommon), costs 0
play : generates 1 nebular and solar
auto : generates 1 nebular
acti : generates 1 solar (costs 1)
* Thunder Shard : XY offensive structure (uncommon), costs 4
play : increases base HP by 5
acti : lowers the attack of target ship by 1 and the defense by 1 (costs 1)
* Towering Crystal : XY energy structure (common), costs 0
play : generates 1 nebular
auto : generates 1 nebular

* 2nd Moon of Xyth : XY repair action (elite), costs 0
actn : your base gains HP, equal to the number of XY ships and structures you control. If this is the last copy of this card in the deck, it's place at the bottom of the deck.
* Control Feedback : XY damage action (uncommon), costs 3
actn : deal X damage to opponent, equal to twice the number of ships and structure that player owns
* Crystal Affinity : XY modding action (common), costs 2
actn : all opposing ships lose 1 defense and all allied ships receive 1 defense
* Crystal Aura : XY modding action (common), costs 1
actn : target ship gains 2 attack and 4 defense, base loses 4 HP
* Crystal Cloud : XY modding action (elite), costs 0
actn : sacrifice target ship you own to give your other ships 1 attack and 2 defense
* Crystal Shield : XY warfare action (common), costs 1
actn : grants 5 base resist and 5 base retaliation for 1 turn
* Crystal Synergy : XY modding action (elite), costs 5
actn : all your ships and base gain X defense, equal to the number of XY ships you control
* Crystalline Void : XY warfare action (common), costs 5
actn : target ship and its neighbours are disabled for 1 turn and lose 1 attack and 1 defense
* Dark Crystal : XY/CA resource action (uncommon), costs 1
actn : receive 2 nebular and 2 dark. opponent loses 4 random energy
* Data Crystal : XY card action (common), costs 2
actn : draw a card (if your hand is not yet full) and increase base HP by 10
* Disrupt : XY card action (uncommon), costs 2
actn : opponent discards up to 1 random card
* Lightning Arc : XY damage action (common), costs 2
actn : deal 7 damage to one target ship and to opponent
* Nebular Crystal : XY resource action (common), costs 0
actn : increase your base HP by 8 and your base's nebular generation by 1
* Prismatic Crystal : XY resource action (common), costs 1
actn : generate 1 of each energy type
* Shard Storm : XY damage action (uncommon), costs 3
actn : deal 4 damage to all opposing ships and 4 to opponent
* Spire Fusion : XY/CC repair action (elite), costs 1+1
actn : all structures you own are destroyed, repair your base for up to X HP, equal to 10 times the number of destroyed structures
SVC - NULLL games.
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Greywing
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Re: [HD 3] Cardlist

Postby Greywing » Tue Jan 06, 2015 12:21 pm

Caes'cix card set

* Assault Drone : CC fighter (common), 5/7, costs 0
pasv : fast
* Berserker : CC soldier (uncommon), 6/20, costs 4
pasv : unblockable
* Breaker Drone : CC soldier (uncommon), 3/30, costs 4
acti : immobilizes all other ships owner controls for one turn, to gain 2 attack and 2 defense for each affected ship for one turn (costs 0)
* Cerberus Drone : CC fighter (uncommon), 3/14, costs 3
pasv : cerberus
acti: gains 1 attack (costs 6)
* Core Praetor : CC/MT soldier (elite), 4/25, costs 6
play : drains up to 1 dimensional to gain 1 attack for each energy drained and enable self to attack
acti : scraps the top card of owner's deck to gain 1 attack and 1 defense (costs 0)
* Diamon Praetor : CC commander (elite), 8/30, costs 6+2
play : drains one of each energy type from owner to repair base for 2 HP for each energy drained
acti : repairs X HP, equal to the number of other ships owner controls (costs 1)
* Drone Bomber : CC/CA soldier (elite), 5/25, costs 3+1
pasv : fast
play : deals 3 damage to opponent
acti : deals 5 damage to opponent, loses 5 defense (costs 0)
* Drone Carrier : CC carrier (elite), 6/32, costs 7+1
acti : launches a 5/7 assault drone in target empty slot (costs 1)
* Evolving Soldier : CC soldier (uncommon), 3/20, costs 3
auto : if unblocked, gains 2 attack, else 2 defense
* Fusion Engineer : CC scientist (common), 5/32, costs 4
play : deals damage to opponent, equal to the number of allied structures.
auto : generates 1 fusion
acti : change the type of energy this card generates to fusion, dark, entropic or dimensional (costs 0)
* Interceptor : CC fighter (common), 4/18, costs 2
pasv : fast
acti : target ship is disabled for one turn, but deals its damage to this ship (costs 1)
* Leviathan : CC commander (uncommon), 7/30, costs 6+1
play : deals 3 damage to blocker
auto : repairs owner's base for 2 HP
acti : repairs 3 HP (costs 1)
* Nebula Grazer : CC/XY support (elite), 3/24, costs 2+2
play : increases base HP by 5
auto : generates 1 fusion
acti : repairs one target ship for 3 HP (costs 1)
* Oppressor : CC warrior (elite), 7/32, costs 6
play : disables blocker
acti : lowers the attack of target ship by 1 (costs 3)
* Overseer : CC commander (elite), 6/32, costs 6
acti : target ship gains 2 attack and 2 defense, but can't attack for one turn (costs 0)
* Queen Alvaranthine : CC commander (legend), 12/45, costs 9+2
play : all other allies gain 2 attack and 2 defense
auto : repairs for 3 HP
auto : a random ally gains 1 attack
* Salvager : CC industrial (common), 2/13, costs 1
aura : generates 2 fusion whenever a ship is destroyed
acti : self-destructs to generate 1 fusion
* Seraphine The Enslaved : CC/MT commander (legend), 9/45, costs 6+6
play : disables blocker and its neighbours
auto : deals 2 damage to all players
acti : destroy target allied structure to gain 2 attack (costs 0)
* Shatterer : CC fighter (uncommon), 10/2, costs 2
pasv : unstable
* Shield Drone : CC support (common), 3/40, costs 4
acti : repairs base for 8 HP, loses 8 defense (costs 0)
* Shield Praetor : CC/CA soldier (elite), 4/32, costs 6
play : drains up to 2 dark to repair all allied ships for 2 HP for each energy drained
auto : repairs neighbouring ships for 4 HP
* Siege Praetor : CC/HU warrior (elite), 7/24, costs 7
play : drains up to 2 solar to deal 2 damage to opponent for each energy drained
acti : deals damage equal to its attack to target ship. if that ship survives, it retaliates for its attack (costs 2)
* Soldier Drone : CC fighter (common), 6/20, costs 3
pasv : fast
auto : repairs for 1 HP
* Support Drone : CC support (common), 2/16, costs 2
auto : repairs for 2 HP
acti : repairs target ship for 2 HP (costs 1)
* Swarm leader : CC soldier (common), 4/24, costs 4
play : gains 1 attack and 1 defense for each allied copy of it in play
auto : repairs for X, equal to the number of allied copies of this card + 1
* Trasher : CC soldier (common), 6/15, costs 2
play : destroys 1 random opposing structure and 1 random allied structure.
* Waverider : CC/RV fighter (elite), 4/20, costs 1+1
play : gains 1 attack and 1 defense if opponent has more ships than owner
auto : becomes unblockable for 1 turn if blocked by a ship with 7 or more attack
* Wild Berserker : CC/MT soldier (elite), 6/20, costs 1+1
pasv : fast
auto : deals 1 damage to owner

* Crystal Furnace : CC/XY energy structure (uncommon), costs 0
play : increases base HP by 7
auto : generates 1 fusion
acti : generates 1 nebular (costs 1)
* Dark Fusor : CC/CA energy structure (uncommon), costs 0
play : generates 1 fusion and 1 dark
auto : generates 1 fusion
acti : generates 1 dark (costs 1)
* Decay Fusor : CC energy structure (common), costs 0
auto : generates 1 fusion
acti : generates 2 fusion, deals 2 damage to base. damage dealt increases by 2 after each activation
* Fused Gravimorph : CC energy structure (elite), costs 0+3
play : repairs owner's base for 5 HP
auto : generates 1 fusion
acti : generates 1 gravitational and 1 entropic (costs 1)
* Fusion Furnace : CC energy structure (elite), costs 1
play : deals 5 damage to a random opposing ship
auto : generates 2 fusion
* Fusion Plant : CC energy structure (common), costs 0
play : deals 3 damage to a random opposing ships
auto : generates 1 fusion
acti : self-destructs to repair all allied ships for 2
* Fusion Spire : CC energy structure (common), costs 0
play : generates 1 fusion
auto : generates 1 fusion
* Hivemind Fusor : CC energy structure (common), costs 1
play : increases base HP by 10
auto : generates 1 fusion
auto : repairs a random allied ship for 1 HP
* Shield Spire : CC defensive structure (elite), costs 3
play : increases base HP by 16
auto : increases base HP by 1
* Slave Spire : CC/RV energy structure (uncommon), costs 0
play : increases base HP by 4
auto : generates 1 fusion and 1 gravitational
* Support Spire : CC defensive structure (common), costs 2
play : increases base HP by 10
auto : repairs all allies for 1 HP
acti : repairs one target ship for 3 HP (costs 1)
* Technomind : CC/TM energy structure (uncommon), costs 1+1
play : randomly generates 1 fusion or dimensions for every 2 cards in scrap
auto : generates 1 fusion and 1 dimensional

* Aladayr Open Gate : CC damage action (elite), costs 1
action : repair your base for X HP and deal X damage to opponent, equal to half the number of Caes'cix ships and structures you own. If there are no copies of this card in your deck, this card is placed at the bottom of your deck.
* Berserk : CC ability action (elite), costs 4
action : target ship you own becomes unblockable and has its attack and defense halved
* Clone : CC repair action (elite), costs 3
action : target a ship you own, if there's a copy of it left in your deck, the target is restored to its default stats and the copy discarded
* Datacide : CC damage action (uncommon), costs 5+1
action : target ship you own deals its damage to opponent and is destroyed. Opponent discards the top card of their deck.
* Duel : CC damage action (common), costs 2
action : the allied and opposing ship with the highest attack destroy each other
* Fusion Bolt : CC damage action (common), costs 3
action : deal 10 damage to opponent
* Fusion Capacitor : CC resource action (common), costs 1
action : receive 2 fusion and increase your base's fusion generation rate by 1
* Fusion Jet : CC damage action (uncommon), costs 4
action : deal X damage to one target ship, equal to the amount of fusion energy you have + 5
* Lifelink : CC repair action (common), costs 1
action : sacrifice target ship you own to repair your base for that ship's remaining defense, or for 20, whichever amount is highest
* Mass Regeneration : CC repair action (uncommon), costs 3
action : repair all allied ships for 4
* Relentless Assault : CC warfare action (elite), costs 8+2
action : gain 1 additional combat phase
* Sabotage : CC warfare action (uncommon), costs 4
action : return target ship to the top of its owner's deck
* Sacrifice : CC damage action (common), costs 3
action : target ship you own becomes unstable. destroy the opposing structure in front of that ship
* Searching Thoughtlines : CC repair action (common), costs 3
action : repair your base for 5 hp for each card in opponent's hand
SVC - NULLL games.
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Re: [HD 3] Cardlist

Postby Greywing » Fri Feb 06, 2015 11:10 am

Rivi'i card set

* Archeon The Fortress : RV titan (legendary), 15/50, costs 10+2
pasv : resist 1
play : destroys 1 random opposing and 1 random allied structure
acti : destroy target structure, this ability is disable for 1 turn (costs 6)
* Artillery Cruiser : RV cruiser (uncommon), 6/37, costs 6
auto : repairs for 2 hp
acti : deals 2 damage to one target ship or base (costs 1)
* Artillery Frigate : RV fighter (common), 4/20, costs 3
pasv : shield 1
acti : deals 2 damage to one target ship or base (costs 1)
* Battle Carrier : RV carrier (elite), 4/45, costs 7+1
acti : launches a 4/8 nano fighter in target empty slot (costs 1)
* Battlecruiser : RV cruiser (common), 5/25, costs 4
play : deals 2 damage to blocker
acti : gains 2 attack and 4 defense, instead of attacking this turn (costs 0)
* Cargoship : RV industrial (common), 3/15, costs 1
exit : generates 2 grav
acti : generates 1 grav, instead of attacking this turn (costs 0)
* Datanought : RV/TM battleship (elite), 8/32, costs 6+4
pasv : shield 2
play : owner draws a card
acti : scraps the top card of owner's deck to gain 1 attack and 1 defense (costs 0)
* Dreadnought : RV battleship (elite), 12/40, costs 8+2
play : deals 3 damage to blocker and its neighbours
aura : when this damages an opponent during a combat phase, it destroys the structure in front of self
* Fuel Tanker : RV industrial (uncommon), 3/20, costs 2
play : enables neighbours to attack
acti : self-destructs to deal damage to target ship, equal to own defense (costs 0)
* Gravimetric Engineer : RV science ship (common), 5/30, costs 4
play : gains 2 defense for each allied structure in play
auto : generates 1 grav
acti : change the type of energy this card generates to gravimetric, nebular, entropic or elemental (costs 0)
* Hammerhead : RV destroyer (uncommon), 8/24, costs 7+1
play : deals 3 damage to blocker
acti : destabilizes self to destroy the ship in front of self (costs 0)
* Hydranought : RV/MT battleship (elite), 3/36, costs 6+4
pasv : hydra
acti : repairs 3 hp (costs 1)
* Hypernought : RV/HU battleship (elite), 12/40, costs 6+4
pasv : retaliate 4
acti : deals 2 damage to target ship and 2 damage to that ship's owner (costs 2)
* Megalodon : RV destroyer (uncommon), 10/30, costs 6+2
play : disables neighbours for one turn, gains 1 attack for each affected ship.
acti : gains overpower for 1 turn (costs 3)
* Nano Fighter : RV fighter (common), 4/8, costs 0
auto : repairs owner's base for 1 hp
* Nanobot Carrier : RV carrier (common), 2/40, costs 6
play : repairs all allies for 2 hp
auto : repairs all allies for 2 hp
* Nanobot Leeches : RV fighter (uncommon), 1/10, costs 3
auto : gains 1 attack and 1 defense
acti : self-destructs to lower the attack and defense of all opposing ships by X, equal to this ship's current defense, divided by the number of opposing ships (costs 0)
* Recycler : RV cruiser (uncommon), 4/25, costs 4
play : gains defense equal to the number of cards in owner's scrap + 1
aura : gains 1 attack whenever a ship is destroyed
acti : repairs 2 hp (costs 1)
* Scrap Warden : RV/MT support (elite), 2/30, costs 2+1
play : randomly generates 1 grav or entropic for every 2 cards in scrap.
play : gains defense equal to the number of cards in owner's scrap + 1
acti : repairs owner's base for 4 hp, loses 4 defense (costs 0)
* Scylior : RV fighter (elite), 4/16, costs 1
auto : becomes unblockable for 1 turn if there's an opposing structure in front of self
acti : destroys target allied structure to gain 2 attack (costs 0)
* Shield Frigate : RV support (uncommon), 4/20, costs 2
pasv : shield 3
play : repairs owner's base for 4 hp
aura : provides 1 base resist
acti : repairs 3 hp (costs 1)
* Siege Cruiser : RV cruiser (common), 7/25, costs 4
pasv : siege 5
auto : deals 2 damage to opponent
* Support Carrier : RV carrier (common), 2/40, costs 5
auto : repairs a random allied ship for 2 hp
acti : target ship gains 1 attack and 1 defense, but this ship can't attack for one turn (costs 0)
* Terrornought : RV/XY battleship (elite), 10/40, costs 6+4
play : repairs owner's base for 2 hp
play : increases base hp by 2
aura : whenever this damages an opponent during a combat phase, opponent discards up to 1 card

* Antigrav Shield : RV defensive structure (common), costs 2
play : increases base hp by 5
aura : provides 1 base resist
aura : provides 1 base retaliation
* Antigrav Vault : RV/CA energy structure (uncommon), costs 0
play : generates 1 grav and 1 dark
auto : generates 1 grav
acti : generates 1 dark (costs 1)
* Flak Turret : RV offensive structure (common), costs 2
play : increases base hp by 5
auto : deals 3 damage to a random opposing ship
* Grav Current Buoy : RV energy structure (common), costs 0
play : generates 1 grav
auto : generates 1 grav
* Grav Flux Amplifier : RV energy structure (common), costs 1
play : increases base hp by 10
auto : generates 1 grav
auto : deals 1 damage to a random opposing ship
* Grav Fusion Buoy : RV/CC energy structure (uncommon), costs 0
play : increases base hp by 4
auto : generates 1 grav and 1 fusion
* Grav Tide Generator : RV warfare structure (uncommon), costs 2
play : repairs owner's base for 5 hp
auto : if owner has less than 1 combat phase, owner will have 1 combat phase
acti : enable target ship to attack (costs 2)
* Grav Wave Farm : RV energy structure (common), costs 0
play : repairs owner's base for 5 hp
auto : generates 1 grav
acti : self-destructs to repair owner's base for 8 hp (costs 0)
* Grav Wave Hub : RV energy structure (common), costs 0
play : generates 1 grav
auto : generates 1 grav
acti : generates 1 grav, one random allied ship won't attack this turn (costs 0)
* Nanobot Tower : RV defensive structure (uncommon), costs 2
play : increases base hp by 4
play : repairs all allies for 2 hp
auto : repairs up to 3 allied ships for up to 3 hp each
* Obfuscation Tower : RV/XY warfare structure (elite), costs 3+3
play : increases base hp by 4
acti : opponent draws 1 less card next turn, this ability is disabled for one turn (costs 4)
* Rift Tracer : RV/RD energy structure (uncommon), costs 0
play : generates 1 grav and 1 elemental
auto : generates 1 grav
acti : generates 1 elemental (costs 1)
* Salvage Yard : RV energy structure (common), costs 1
play : increases base hp by 4
aura : generates 2 grav whenever a ship or structure is destroyed
* Shield Bastion : RV energy structure (elite), costs 1
play : repairs owner's base for 10 hp
auto : generates 2 grav
* Siege Commandtower : RV warfare structure (elite), costs 5
play : increases base hp by 5
auto : all allies gain 1 attack, owner's base loses 2 hp for each affect ship
* Siege Laser : RV offensive structure (uncommon), costs 3
play : increases base hp by 5
acti : deals 2 damage to target ship and 2 damage to that ship's owner
* Unstable Grav Rift : RV energy structure (elite), costs 0+3
play : generates 1 grav, entropic and elemental
* Wave Convertor : RV/XY energy structure (uncommon), costs 0
play : generates 1 grav and 1 nebular
auto : generates 1 grav
acti : generates 1 nebular (costs 1)

* Ambush : RV damage action (uncommon), costs 3
actn : destroy target ship, reduce the number of combat phases you have to zero. requires you to control one or more ships
* Assault : RV modding action (elite), costs 1
actn : target ship you own can attack this turn and gains 4 attack
* Charge : RV modding action (common), costs 1
actn : target ship you own can attack this turn, gains 9 attack, but becomes unstable
* Combat Support : RV card action (uncommon), costs 2
actn : draw a card and repair your base for 14 hp
* Eject : RV damage action (common), costs 1
actn : sacrifice target structure you own to deal 2 damage to all opposing ships
* Emergency Fuel : RV warfare action (uncommon), costs 1
actn : all your ships can attack this turn. if you have fewer than 1 combat phase, you will have 1 combat phase this turn
* Enynantia Open Gate : RV modding action (elite), costs 2
actn : all your Rivi'i ships gain 2 attack and 2 defense. if there are no copies of this card in your deck, this card is placed at the bottom of your deck
* Fleet Repairs : RV repair action (uncommon), costs 3
actn : repair each ship you own for X, equal to half that ship's maximum defense. lose 1 combat phase
* Grav Blind Spot : RV warfare action (common), costs 0
actn : disable one target ship for one turn
* Mass Refurbish : RV repair action (common), costs 3
actn : repair all your ships and base for X, where X is the number of ships you have + 2
* Nanobot Swarm : RV modding action (uncommon), costs 2
actn : all opposing ships lose 2 attack
* Plasma Blaser : RV modding action (common), costs 1
actn : target ship gains 5 attack and loses 5 defense. this can't lower the target's defense below 1
* Plasma Stream : RV damage action (common), costs 2
actn : deal 7 damage to one target ship and to opponent
* Ram : RV damage action (common), costs 2
actn : target ship you own deals X damage, equal to its remaining defense, to its blocker, and is destroyer
* Ravage : RV damage action (uncommon), costs 4
actn : deal 5 damage to all opposing ships
* Recall : RV warfare action (common), costs 1
actn : sacrifice target ship or structure you own to generate X grav, equal to the target's cost
* Shatter : RV damage action (uncommon), costs 7+1
actn : destroy target structure and deal 7 damage to the ship in front of it and 7 damage to the structure's owner
* Tidal Wave : RV modding action (elite), costs 6
actn : all opposing ships lose 2 defense and all allied ships receive 4 defense
SVC - NULLL games.
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Re: [HD 3] Cardlist

Postby Greywing » Mon Mar 02, 2015 10:51 am

Mith'ri'aeil card set

* Abomination : MT soldier (uncommon), 3/24, costs 3+1
acti : absorb target allied ship to gain X attack and repair X HP, equal to the targeted ship's attack (costs 0)
* Adaptomorph : MT fighter (common), 5/14, costs 3
auto : gains 1 attack and 1 defense, when blocked
* Assaulter : MT/RV warrior (elite), 7/32, costs 4+2
play : deals 4 damage to opponent
auto : deals 2 damage to opponent
* Combat leech : MT fighter (common), 4/8, costs 0
auto : when owners has less energy than opponent, generates 1 entropic
* Combat node : MT support (uncommon), 3/5, costs 3
play : all other allies gain 2 attack
auto : a random ally gains 1 attack
* Devourer : MT soldier (uncommon), 3/40, costs 3+1
acti : deals 10 damage to one target ship, loses 10 defense (costs 1)
* Elemental morph : MT/RD support (elite), 1/5, costs 3+2
play : drains all energy from all stocks and gains defense equal to the energy drained
auto : generates 1 entropic and 1 elemental
auto : loses 4 defense
* Energy leech : MT industrial (common), 2/10, costs 1
aura : when this damaged an opponent during a combat phase, it drains 1 energy
auto : when unblocked, generates 1 entropic
* Enslaved Soldier : MT/CC soldier (elite), 6/20, costs 2+1
pasv : fast
auto : repairs for 2 hp
* Entromorph : MT fighter (common), 1/10, costs 1
play : gains between 2 and 6 attack and defense
acti : gains between 1 and 2 attack and defense (costs 6)
* Entropic channeler : MT commander (elite), 4/40, costs 6+3
auto : repairs for 3 hp
acti : gains 1 attack, drains energy from owner equal to this ship's attack. entropic will be drained first (costs 0)
* Entropic engineer : MT scientist (common), 4/36, costs 4
play : turns all opponent's energy into random energy
auto : generates 1 entropic
acti : change the type of energy this card generates to entropic, fusion, gravitational or elemental (costs 0)
* Failed symbiont : MT/RV support (elite), 4/20, costs 2+1
play : lowers the attack by 1 of blocker and its neighbours
auto : deals 3 damage to owner
acti : self-destructs to deal 3 damage to all opposing ships (costs 0)
* Grasping morph : MT warrior (uncommon), 8/28, costs 5+3
auto : blocker's attack is lowered by 1 and its defense by 1
* Hungering morph : MT commander (elite), 8/36, costs 4+2
pasv : immobile
auto : deals 2 damage to opponent
acti : owner's base loses 3 hp, enables itself to attack (costs 0)
* Hydramorph : MT fighter (uncommon), 1/20, costs 3
pasv : hydra
auto : repairs for 1 HP
acti : self-destructs to deal 1 damage to all opposing ships (costs 0)
* Infective growth : MT fighter (uncommon), 1/18, costs 2
auto : gains 1 attack and 1 defense
acti : target ship loses 3 defense, this ship loses 3 defense (costs 0)
* Leech swarm : MT soldier (elite), 3/24, costs 3+1
pasv : randomstrike 3
auto : repairs a random allied ship for 3 hp
* Mutated triax : MT commander (elite), 8/32, costs 6+3
play : lowers the attack by 2 of blocker and its neighbours
acti : deals 2 damage to target ship and 2 damage to that ship's owner (costs 2)
* Mutating vector : MT/HU fighter (elite), 4/14, costs 1+1
play : generates 1 entropic and 1 solar
auto : gains 1 attack and 1 defense, when blocked
* Negator : MT soldier (common), 5/24, costs 3+1
play : opponent loses up to 4 random energy
auto : repairs for 2 hp
* Persistent morph : MT soldier (common), 5/32, costs 4+2
pasv : resist 3
acti : repairs 5 hp, owner's base loses 5 hp (costs 0)
* Plague morph : MT soldier (common), 5/25, costs 4+1
play : deals 3 damage to opponent
exit : all opposing ships lose 1 attack and 1 defense
* Shield node : MT support (uncommon), 3/20, costs 3
pasv : resist 1
play : all allies gain 1 shield
auto : resistance is set to X, equal to the number of allied copies of this card in play
* Shielding Morph : MT support (common), 0/32, costs 3
pasv : immobile
aura : provides 1 base resist
auto : repairs for 4 hp
* Shifting Morph : MT soldier (uncommon), 1/30, costs 4+1
acti : instead of attacking, copy the attack and automatic ability of target ship (costs 2)
* Tackler morph : MT fighter (common), 3/15, costs 1
play : disables blocker
play : blocker loses 1 attack and 1 defense
* Triax node : MT fighter (common), 4/16, costs 2+1
auto : deals 1 damage to a random opposing ship
acti : self-destructs to generate energy, equal to its cost (costs 0)
* Unstable mutator : MT warrior (uncommon), 7/25, costs 4+2
auto : loses 1 attack
acti : target ship loses 1 attack, this ship gains 1 attack (costs 1)
* Voidbringer : MT commander (legend), 10/40, costs 8+3
play : deals 8 damage to opponent
auto : deals 3 damage to owner
auto : gains 2 attack and 2 defense
acti : repairs 3 (costs 1)

* Entropic monolith : MT energy structure (common), costs 0
play : lowers opponent's base hp by 4
auto : generates 1 entropic
acti : self-destructs to drain 4 energy from opponent (costs 0)
* Morpholith : MT energy structure (common), costs 0
play : generates 1 entropic
auto : generates 1 entropic
* Mind morpholith : MT energy structure (common), costs 0
play : generates 1 entropic
auto : generates 1 entropic
acti : generates 1 entropic, one random allied ship won't attack this turn (costs 0)
* Fusion monolith : MT/CC energy structure (uncommon), costs 0
play : generates 1 entropic and 1 fusion
auto : generates 1 entropic
acti : generates 1 fusion (costs 1)
* Wave morpholith : MT/RV structure (uncommon), costs 0
play : increases base hp by 4
auto : generates 1 entropic and 1 gravimetric
* Solar monolith : MT/HU energy structure (uncommon), costs 0
play : increases base HP by 5
auto : generates 1 entropic and 1 solar
* Rift monolith : MT/RD structure (uncommon), costs 0
play : generates 1 entropic and 1 elemental
auto : generates 1 entropic
acti : generates 1 elemental (costs 0)
* Entropy node : MT energy structure (common), costs 1
play : lowers opponent's base hp by 4
auto : generates 1 entropic and 1 random
* Entropic link : MT energy structure (uncommon), costs 1
play : increases base HP by X, equal to 1 times the number of allied ships
aura : generates 1 entropic and 1 random whenever owner launches a ship
* Obscure megalith : MT energy structure (elite), costs 1
play : lowers opponent's base hp by 7
auto : generates 2 entropic
* Siege monolith : MT/RV offensive structure (elite), costs 1+1
play : increases base hp by 5
acti : deals 2 damage to target ship and 2 damage to that ship's owner (costs 2)
* Solar technolith : MT energy structure (elite), costs 0+3
play : increases base HP by 5
auto : generates 1 entropic
acti : generates 1 solar and 1 dimensional (costs 1)
* Armored growth : MT defensive structure (elite), costs 3
play : increases base HP by 10
auto : a random ally gains 1 attack and 2 defense
* Growth spire : MT defensive structure (uncommon), costs 3
play : increases base HP by 10
auto : repairs all allies for 1 HP
acti : repairs one target ship for 3 HP (costs 1)
* Leech hive : MT shipyard (elite), costs 5
play : lowers opponent's base hp by 3
acti : launches a 4/8 combat leech in target empty slot (costs 1)
* Chaos maw : MT warfare structure (elite), costs 5
auto : drains all energy from all stocks, when 100 or more has been drained, this self-destructs
exit : generates 4 entropic
acti : repair target ship and that ship's base for 3 (costs 1)

* Shield transfer : MT/HU resource action (uncommon), costs 0
actn : receive 2 entropic and 2 solar, lose 2 base HP
* Energy shell : MT resource action (uncommon), costs 1
actn : receive 10 random energy
* Regrowth : MT repair action (uncommon), costs 1
actn : repair target ship, it gains 2 defense
* Eaxiltrix open gate : MT global aura (elite), costs 1
actn : every time owner launches a mith'ri'aeil ship, that ship gains up to 1 attack and 3 defense
* Energy warp : MT resource action (uncommon), costs 2
actn : all opponent's energy is turned into random energy
* Gravimorphing : MT/RV modding action (elite), costs 1+1
actn : target ship you own gains 4 attack and X defense, equal to the sum of the max defense of its neighbours, who are destroyed
* Mutate : MT modding action (common), costs 2
actn : target ship gains 6 attack and loses 6 defense. this can't lower the target's defense below 1
* Infect : MT modding action (elite), costs 2
actn : all opposing ships lose 1 attack and 4 defense
* Entropic regeneration : MT repair action (common), costs 2
actn : repair all allied ships for 6 hp
* Weapon morph : MT modding action (common), costs 3
actn : target ship loses all attack, but gains 3 defense for each point of attack lost
* Chaos bolt : MT damage action (uncommon), costs 5
actn : deal 5 damage to opponent. there's X% chance of an opposing structure being destroyed, equal to 20 times the number of opposing structures
* Chaotic burst : MT damage action (common), costs 5
actn : destroy target ship, that ship's attack and defense are randomly divided over that ship's allies
* Mass mutation : MT modding action (uncommon), costs 4+2
actn : all your ships gain between 1 and 4 attack and defense
* Space warp : MT warfare action (elite), costs 8+2
actn : lose 12 hp, take another turn after this one
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Re: [HD 3] Cardlist

Postby Greywing » Sun Apr 05, 2015 2:09 pm

Technomancer card set

* Attack Barrier : TM fighter (uncommon), 4/20, costs 3
play : deals 4 damage to blocker and its neighbours
aura : provides 2 base resist
* Data Node : TM fighter (common), 2/10, costs 1
exit : opponent draws 1 fewer cards next turn
acti : gains 2 attack and 2 defense, but owner draws 1 fewer card next turn (costs 0)
* Data Shard : TM fighter (common), 0/11, costs 0
play : attack becomes equal to the number of cards in owner's hand
auto : attack becomes equal to the number of cards in owner's hand
* Echo Image : TM cruiser (common), 4/24, costs 4
pasv : recover (random)
play : creates an ethereal copy of itself in a random empty slot
* Equalizer Ghost : TM fighter (common), 3/7, costs 1
play : if opponent has more ships than owner, gains 4 attack, else 8 defense
auto : if opponent has more ships than owner, gains 2 attack, else 4 defense
* Ethereal Fighter : TM fighter (uncommon), 5/12, costs 2
pasv : unblockable
pasv : ethereal
pasv : recover (random)
acti : gains 1 defense (costs 3)
* Flickering Ghost : TM destroyer (common), 7/27, costs 5+1
pasv : shield 3
auto : loses 1 attack and 1 defense
acti : scraps the top card of owner's deck to gain 2 attack and 2 defense (costs 0)
* Ghost Screen : TM/HU support (elite), 0/30, costs 3+2
pasv : immobile
play : disables blocker and its neighbours
auto : disables blocker and its neighbours, loses defense equal to the sim of the attack of the affected ships
* Magistralis : TM/RD battleship (legendary), 10/44, costs 6+6
play : blocker loses 4 defense
auto : repairs all allies for 2 HP
acti : target allied ship can use its activatable ability (costs 3)
* Mind Virus : TM/HU cruiser (elite), 4/40, costs 3+2
play : generates 1 dimensional and 1 solar
aura : when this damages an opponent during a combat phase, a random card in opponent's hand has its major cost increased by 1
* Mirror Shield : TM support (common), 0/40, costs 4
pasv : immobile
pasv : retaliate 8
acti : this ship gains 1 retaliation (costs 6)
* Prime Technomancer : TM battleship (legendary), 12/40, costs 9+2
auto : deals damage to opponent, equal to the number of cards in opponent's hand + 1
acti : lowers the attack of target ship by 2 (costs 2)
* Radar Silhouette : TM support (uncommon), 1/1, costs 4
play : attack and defense are set equal to those of blocker
auto : attack and defense are set equal to those of blocker
* Scanner Ghost : TM support (uncommon), 1/1, costs 1
play : disables blocker
auto : disables blocker
* Shimmering Ghost : TM/RD destroyer (elite), 6/32, costs 4+3
pasv : shield 3
play : deals 5 damage to opponent
acti : repairs 3 HP (costs 1)
* Stabilizer Ghost : TM cruiser (common), 4/20, costs 2
play : gains 2 attack and 2 defense if opponent has more cards in hand than owner
auto : if blocker has more attack than this ship, this ship gains 1 defense, similar for defense (1)
* Techno Architext : TM carrier (elite), 4/40, costs 7+1
acti : launches a 0/11 data shard in target empty slot (costs 1)
* Techno Assaulter : TM cruiser (uncommon), 5/30, costs 5
auto : lowers opposing base HP by 2
acti : deals 2 damage to one target ship or base (costs 2)
* Techno Elementalist : TM/RD battleship (elite), 8/36, costs 6+4
play : neighbours gain 1 attack and 1 defense
acti : target ship gains 2 defense, this ship gains 2 defense (costs 1)
* Techno Engineer : TM science ship (common), 4/36, costs 4
play : repairs owner's base for 2 times the number of cards in owner's hand
auto : generates 1 dimensional
acti : change the type of energy this card generates to elemental, solar, fusion or dimensional
* Techno Exarch : TM destroyer (uncommon), 6/28, costs 6+1
acti : disables target ship for one turn (costs 2)
* Techno leech : TM/MT soldier (elite), 4/20, costs 2+2
aura : when this damages an opponent during a combat phase, it gains 2 attack and 2 defense
acti : repairs owner's base for 3 HP, loses 3 defense
* Techno Magister : TM cruiser (common), 3/30, costs 5
play : neighbours gain 1 attack and 1 defense
acti : target ship gains 1 attack and 1 defense (costs 2)
* Techno Mimic : TM support (elite), 1/10, costs 3
acti : copy the attack, defense and all abilities from target ship, replacing all abilities on this ship (costs 5)
* Tchnocrat : TM cruiser (uncommon), 5/30, costs 5
auto : a random ally gains 1 attack and 1 defense
acti : target ship gains 2 defense, this ship gains 2 defense (costs 3)
* Tchnonihilus : TM cruiser (elite), 4/40, costs 5
acti : remove the activatable ability from target ship, instead of attacking this turn (costs 4)
* Tchnosavant : TM battleship (elite), 8/36, costs 8+2
play : neighbours gain 3 attack
auto : repairs for 3 HP
* Technoseer : TM cruiser (common), 5/25, costs 5
play : removes cloak from all opposing ships
acti : the ship with the lowest cost in owner's hand becomes cloaked (costs 5)
* Technowall : TM support (elite), 0/40, costs 5
pasv : immobile
aura : sets base mitigation to 7.

* Chaos Mind : TM/MT energy structure (uncommon), costs 0
play : increases base HP by 4
auto : generates 1 dimensional and 1 entropic
* Dimensional Wave Hub : TM/RV energy structure (uncommon), costs 0
play : repairs owner's base for 8 HP
auto : generates 1 dimensional and 1 gravimetric
* Elemental Techocrystal : TM energy structure (elite), costs 0+3
auto : generates 1 dimensional, nebular and elemental
* Flux Fusiongate : TM/CC energy structure (uncommon), costs 0
play : generates 1 dimensional and 1 fusion
auto : generates 1 dimensional
acti : generates 1 fusion (costs 1)
* Grand Technolith : TM energy structure (elite), costs 1
play : increases base HP by 10
auto : generates 2 dimensional
* Hacker Gate : TM offensive structure (uncommon), costs 3
play : deals 2 damage to a random opposing ship.
auto : deals 2 damage to a random opposing ship.
acti : disables target ship for one turn (costs 4)
* Recall Gate : TM energy structure (common), costs 0
play : generates 1 dimensional
auto : generates 1 dimensional
acti : generates 2 dimensional, the top 2 cards of owner's deck are scrapped
* Rift Echogate : TM/RD energy structure (uncommon), costs 0
play : generates 1 dimensional and 1 elemental
auto : generates 1 dimensional
acti : generates 1 elemental (costs 1)
* Technogate : TM energy structure (common), costs 0
play : generates 1 dimensional
auto : generates 1 dimensional
* Technospire : TM energy structure (common), costs 0
play : increases base HP by 8
auto : generates 1 dimensional
acti : self-destructs to disable target ship and deal 3 damage to it (costs 0)
* Virus Barrier : TM defensive structure (elite), costs 2
play : all allies gain 3 defense
auto : repairs owner's base for 2 HP
acti : repairs one target ship for 3 HP (costs 1)
* Virus Spire : TM energy structure (common), costs 1
play : lowers opponent's base HP by 3
auto : generates 1 dimensional
auto : deals 1 damage to opponent

* 1st Moon of Xyth : TM globa aura (elite), costs 1
actn : every time owner deploys a TM structure, owner's base gains 2 resistance for one turn
* Advance Knowledge : TM repair action (common), costs 2
actn : repair your base for X HP, equal to the number of cards in your deck
* Data echo : TM warfare action (common), costs 4
actn : return target ship or structure to the top of its owner's deck
* Data feedback : TM damage action (common), costs 2
actn : deal X damage to opponent, equal to 3 times the number of cards in opponent's hand
* Data recall : TM card action (uncommon), costs 4
actn : the top action card in your scrap is shuffled into your deck
* Data shield : TM modding action (elite), costs 3
actn : target ship gains X attack and defense, equal to the number of cards in your hand.
* Demonology : TM/RD action (elite), costs 3
actn : all allied ships gain 1 defense and 1 attack. TM and RD ships gain twice this amount
* EM Pulse : TM warfare action (elite), costs 7+1
actn : opponent skips their main phase
* Lost Knowledge : TM card action (uncommon), costs 4
actn : the top 2 cards of opponent's deck are scrapped
* Mind hack : TM warfare action (elite), costs 4
actn : all cards in opponent's hand their major cost is increased by 1
* Mind wipe : TM card action (uncommon), costs 5
actn : opponent discards up to 3 random cards
* Shield channel : TM damage action (uncommon), costs 3
actn : deal 10 damage to opponent, repair your base for 10 HP
* Techno Drain : TM resource action (common), costs 0
actn : deal 6 damage to target ship you own, receive 3 dimensional
* Techno mirror : TM modding action (uncommon), costs 2
actn : attack and defense of target ship you own become the same as the attack and defense of its blocker
* Techno Quasar : TM damage action (elite), costs 4
actn : Lower the defense of target ship by 15
* Techno Scan : TM warfare action (common), costs 3
actn : lower the attack of target ship by 2 and the defense by 3, the affected ship is disabled and uncloaked
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Re: [HD 3] Cardlist

Postby Greywing » Tue Apr 28, 2015 9:25 am

Rift Demon card set

* Chaos demon : RD soldier (uncommon), 4/30, costs 5
pasv : randomstrike 1
acti : gains between 1 and 2 attack and defense (costs 5)
* Dark demon : RD soldier (common), 6/24, costs 4
play : opponent loses up to 5 random energy
* Fusion demon : RD soldier (uncommon), 5/25, costs 4
pasv : unblockable
* Grav demon : RD soldier (uncommon), 4/20, costs 6
pasv : cerberus
* Greater Chaos demon : RD warrior (uncommon), 0/36, costs 8+2
play : attack becomes equal to 16 minutes the number of cards in owner's and opponent's hands
auto : attack becomes equal to 16 minutes the number of cards in owner's and opponent's hands
* Greater Dark demon : RD warrior (uncommon), 8/32, costs 8+2
play : opponent loses up to 8 random energy
aura : when this damages an opponent during a combat phase, it drains 2 energy
* Greater Fusion demon : RD commander (uncommon), 6/40, costs 7+2
auto : repairs for 3 hp
acti : becomes unblockable until the start of your next turn (costs 2)
* Greater Grav demon : RD warrior (elite), 4/32, costs 10+2
pasv : hydra
acti : repairs 4 hp (costs 1)
* Greater Nebula demon : RD commander (elite), 8/36, costs 8+2
play : increases base hp by 8
auto : repairs all allies for 3 hp
* Greater Rift demon : RD titan (legendary), 16/48, costs 12+4
pasv : resist 2
pasv : retaliate 2
play : generates 16 random energy.
* Greater Solar demon : RD warrior (elite), 8/30, costs 8+2
pasv : fast
acti : deals 3 damage to one target ship (costs 1)
* Greater Techno demon : RD commander (elite), 8/36, costs 8+2
play : lowers the attack by 2 of blocker and its neighbours
acti : gains 2 shields and repairs 4 hp, instead of attacking this turn (costs 0)
* Lesser Chaos demon : RD fighter (uncommon), 1/1, costs 2
play : attack and defense become equal to the number of ships in play
auto : attack and defense become equal to the number of ships in play
* Lesser Dark demon : RD fighter (common), 4/12, costs 1
play : deals 2 damage to opponent
acti : instead of attacking this turn, blockers defense is lowered by 3.
* Lesser Fusion demon : RD fighter (uncommon), 3/15, costs 2
pasv : unblockable
* Lesser Grav demon : RD fighter (common), 2/15, costs 1
play : gains 1 attack for each non-energy structure opponent controls
auto : deals damage to opponent, equal to 2 times the number of non-energy structure opponent controls
* Lesser Nebula demon : RD fighter (uncommon), 2/20, costs 2
play : increases base hp by 4
auto : repairs for 3
* Lesser Rift demon : RD soldier (uncommon), 3/24, costs 3
play : generates 3 random energy
acti : target a structure you own to generate 1 energy of that structure's major race's energy type
* Lesser Solar demon : RD fighter (common), 4/12, costs 1
pasv : fast
auto : deals 1 damage to opponent
* Lesser Techno demon : RD fighter (common), 1/15, costs 1
play : if unblocked, becomes fast
aura : when this damages an opponent during a combat phase, it gains 1 attack and 1 defense
* Nebula demon : RD soldier (common), 4/30, costs 4
play : increases base hp by 5
acti : repairs one target ship for 5 hp, this ship gets -1/-1
* Rift battery : RD industrial (elite), 0/32, costs 4
pasv : immobile
auto : repairs owner's base for 1 hp
acti : increase the amount this card repairs by 1 (costs 2)
* Rift demon : RD warrior (elite), 8/24, costs 6+2
pasv : resist 1
pasv : retaliate 1
play : generates 8 random energy
* Rift spark : RD fighter (common), 4/8, costs 0
acti : self-destructs to deal 4 damage to target ship
* Solar demon : RD soldier (common), 6/24, costs 4
play : deals 5 damage to opponent
* Techno demon : RD soldier (common), 6/25, costs 5
pasv : shield 2
play : 1 random ship or structure in owner's hand becomes cloaked

* Dark Rift : RD/CA energy structure (uncommon), costs 0
auto : generates 1 elemental
auto : opponents loses up to 1 random energy
acti : generates 1 dark (costs 1)
* Demonic Rift : RD shipyard (elite), costs 5
play : increases base hp by 5
acti : launches a 4/8 rift spark in target empty slot (costs 1)
* Dimensional link : RD defensive structure (elite), costs 3
play : increases base hp by 5
auto : a random ally gains 1 attack and 1 defense
* Dimensional Rift : RD/TM energy structure (uncommon), costs 0
play : increases base hp by 4
auto : generates 1 elemental and 1 dimensional
* Elemental Rift : RD energy structure (elite), costs 1
play : generates 3 random energy
auto : generates 2 elemental
* Energy Rift : RD energy structure (uncommon), costs 2
play : generates 2 elemental
auto : generates 2 elemental
* Entropic Rift : RD/MT energy structure (uncommon), costs 0
play : lowers opponent's base hp by 5
auto : generates 1 elemental
acti : generates 1 entropic (costs 1)
* Feedback link : RD warfare structure (uncommon), costs 4
auto : drains 1 random energy from opponent for each ship they control
* Fused star Rift : RD energy structure (elite), costs 0+3
play : repairs owners base for 5 HP
auto : generates 1 elemental
acti : generates 1 solar and 1 fusion (costs 1)
* Fusion Rift : RD/CC energy structure (uncommon), costs 0
play : increases base hp by 10
auto : generates 1 elemental
acti : generates 1 fusion (costs 1)
* Gravitational Rift : RD/RV energy structure (uncommon), costs 0
play : repairs owner's base for 5 hp
auto : generates 1 elemental
auto : repairs owner's base for 1 hp
acti : generates 1 gravitational (costs 1)
* Lesser Rift : RD energy structure (common), costs 0
play : generates 1 elemental
auto : generates 1 elemental
acti : self-destructs to deal 1 damage to all opposing ships
* Nebular Rift : RD/XY energy structure (uncommon), costs 0
auto : generates 1 elemental
auto : deals 1 damage to a random opposing ship
acti : generates 1 nebular (costs 1)
* Solar Rift : RD/HU energy structure (uncommon), costs 0
auto : generates 1 elemental
auto : deals 1 damage to opponent
acti : generates 1 solar (costs 1)

* Black Channeler : RD warfare action (elite), costs 6
actn : disable all opposing ships for one turn
* Chaotic Channeler : RD/MT resource action (elite), costs 2+1
actn : drain all energy from all stocks
* Crystal Channeler : RD/XY card action (elite), costs 3+2
actn : the top card in your scrap is shuffled into your deck. repair your base for X, equal to the number of cards in scrap + 2
* Dark Channeler : RD/CA repair action (elite), costs 4+2
actn : repair each ship you own for X, equal to 2 times the attack of that ship's blocker
* Dimensional Channeler : RD/TM card action (elite), costs 4+2
actn : draw a card, if it's a ship or structure, it will be cloaked. All your ships in play gain 1 shield
* Elemental Channeler : RD repair action (common), costs 1
actn : repair your base for 5 HP for each ship you wontrol. lose one combat phase
* Energy burst : RD warfare action (uncommon), costs 4
actn : target ship and its neighbours are disable for 1 turn and lose 1 attack
* Energy vortex : RD resource action (elite), costs 0
actn : all ships in play lose 1 defense. receive 1 elemental energy for each affected ship
* Fusion Channeler : RD/CC damage action (elite), costs 1+1
actn : deal X damage to one target ship, equal to half the sum of elemental and fusion energy you have
* Gravimetric Channeler : RD/RV repair action (elite), costs 3+1
actn : set base mitigation to 5 for one turn, and gain 2 base HP for each opposing ship
* Overload : RD warfare action (uncommon), costs 2
actn : target ship's attack and defense are halved
* Rift bolt : RD damage action (common), costs 4
actn : deal 15 damage to one target ship
* Solar Channeler : RD/HU damage action (elite), costs 5+3
actn : the top card of opponent's deck is scrapped. deal damage to opponent, equal to the cost of the scrapped card +2
* White Channeler : RD repair action (elite), costs 0
actn : repaur your base for 1.5 times the amount of elemental energy you have. consumes all your elemental energy
* Ytrilia Open gate : RD global aura (elite), costs 1
actn : every time owner deploys a rift demon structure, the ship in front of that structure gains 1 shield
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Re: [HD 3] Cardlist

Postby Greywing » Tue May 05, 2015 2:57 pm

Artifact / Relic card set

* Alpha battleship : AR battleship (elite), 10/40, costs 11
pasv : recover (rnd)
* Alpha cruiser : AR cruiser (uncommon), 5/30, costs 6
auto : repairs for 3
* Alpha destroyer : AR destroyer (uncommon), 8/30, costs 8
auto : deals 2 damage to opponent
* Alpha fighter : AR fighter (uncommon), 5/12, costs 2
pasv : fast
* Ancient engineer : AR science ship (uncommon), 1/30, costs 5
play : drains 1 of each energy type from owner to gain 1 attack and defense for each type drained
acti : generates 1 energy of the type(s) owner has fewest of (costs 2)
* Ancient planetcracker : AR destroyer (elite), 7/28, costs 8
pasv : overpower
acti : gains 1 attack and loses 2 defense (costs 0)
* Arcane voidsplitter : AR titan (legend), 15/50, costs 15
pasv : immobile
auto : repairs for 4
auto : the cost of this card's acti goes down by 1
acti : remove the immobile passive from this card (costs 15)
* Derelict battleship : AR battleship (common), 10/30, costs 7
auto : drains 2 random energy from owner or is destroyed
* Echo fighter : AR fighter (common), 4/4, costs 0
pasv : fast
pasv : unstable
* Excession : AR battleship (elite), 5/50, costs 11
pasv : hydra
auto : deals 2 damage to a random opposing ship
* Ghost ship : AR destroyer (elite), 7/24, costs 3
play : deals 5 damage to owner
* Glorious starcrusher : AR battleship (elite), 10/36, costs 12
play : if opponent has more ships than owner, gains 2 attack, else 4 defense
acti : immobilizes all other ships owner controls for one turn to gain 1 attack and 1 defense for each affected ship for one turn
* Greater prismatic demon : AR commander (elite), 16/32, costs 0
play : drains 2 of each energy type from owner or is destroyed
auto : repairs for 4
acti : deals 4 damage to one target ship (costs 2)
* Lesser prismatic demon : AR fighter (common), 1/1, costs 1
play : gains 1 attack and defense for each energy type owner has in stock
* Lost carrier : AR carrier (elite), 4/36, costs 8
acti : launches a 4/4 echo fighter in target empty slot (costs 0)
* Prismatic demon : AR warrior (uncommon), 8/16, costs 0
play : drains 1 of each energy type from owner or is destroyed
auto : repairs for 2
acti : deals 2 damage to one target ship (costs 1)
* Prismatic spark : AR industrial (common), 1/1, costs 1
auto : generates 2 random energy
acti : increase the amount of energy this card generates by 1, the cost of this ability goes up by 1 (costs 1)
* Relic Fighter : AR fighter (uncommon), 4/10, costs 3
auto : repairs for 9

* Ancient convertor : AR energy structure (common), costs 0
auto : drains 5 random energy from owner or is destroyed
auto : generates 1 of each energy type
* Data cube : AR warfare structure (elite), costs 3
auto : repairs owner's base for 1 hp for each card in opponent's hand
acti : draw a card if your hand is empty (costs 6)
* Pantheon : AR warfare structure (uncommon), costs 4
play : increases base hp by 5
auto : a random ally gains 1 attack
acti : repairs owner's base for 1 hp for each artifact ship owner controls (costs 3)
* Reliquary : AR energy structure (uncommon), costs 3
play : all allies gain 1 attack and 1 defense
auto : generates 2 random energy
* Science lab : AR energy structure (common), costs 0
play : increases base hp by 8
auto : generates 2 random energy
acti : target a structure you own to generate 1 energy of that structure's major race's energy type (costs 0)
* Sensor cluster : AR warfare structure (uncommon), costs 2
play : increases base hp by 5
acti : target ship gains 1 attack and 1 defense (costs 3)
* Spectralis core : AR energy structure (elite), costs 3
auto : generates 1 random energy
acti : generates 1 of each energy type, owner's base loses 8 HP

* Ancient torpedo : AR damage action (uncommon), costs 3
actn : destroy target non-energy structure
* Chain reaction : AR resource action (uncommon), costs 5
actn : deal 10 damage to one target ship and to all copies of it that its owner has
* Dark fission vault : AR resource action (common), costs 0
actn : increase your base's dark energy generation rate by 1
* Dimensional sail : AR resource action (common), costs 0
actn : increase your base's dimensional energy generation rate by 1
* Elemental spark : AR resource action (common), costs 0
actn : increase your base's elemental energy generation rate by 1
* Entropic siphon : AR resource action (common), costs 0
actn : increase your base's entropic energy generation rate by 1
* Flare : AR damage action (common), costs 1
actn : deal 5 damage to one target ship and to opponent
* Fusion phaser : AR resource action (common), costs 0
actn : increase your base's fusion energy generation rate by 1
* Gravitational buoy : AR resource action (common), costs 0
actn : increase your base's gravitational energy generation rate by 1
* Lost mine : AR damage action (elite), costs 6
actn : destroy 1 random opposing ship
* Nebular flux driver : AR resource action (common), costs 0
actn : increase your base's nebular energy generation rate by 1
* Nulll void : AR resource action (elite), costs 5
actn : drain all energy from opponent
* Prismatic generator : AR resource action (common), costs 0
actn : increase your base's random energy generation rate by 1
* Shielding relic : AR repair action (uncommon), costs 2
actn : repair your base for 20 hp and gain 1 base resistance for 1 turn
* Solar refractor : AR resource action (common), costs 0
actn : increase your base's solar energy generation rate by 1
* Spectralis channeler : AR resource action (elite), costs 3
actn : drain all your energy. for every 2 drained, gain 3 random energy
* Spectrum core : AR resource action (elite), costs 2
actn : increase your base's energy generation of a type your base doesn't yet generate by 1. this action is shuffled into your deck if it increased your base's energy generation
* Titan shield : AR repair action (elite), costs 3
actn : increase base HP by 20
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Re: [HD 3] Cardlist

Postby Greywing » Wed Dec 23, 2015 4:02 pm

Cards now have wiki pages, and there are a number of card lists on the wiki as well.

This is the card overview pages, from where all lists can be reached : http://nulll-void.com/games/wiki/doku.p ... nual:cards

Note that the in-game wiki links don't yet point to these new pages. This will be handled once i'm sure the wiki pages are all okay.
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