Cards where: subtype includes automaton
Cards Images Table

Showing 51-66 of 66 cards (page 2 of 2)

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Powered Defender

3
Water

Class Bonus Level 2+ Taunt (While awake, this unit must be targeted before other units you control during your opponents’ attack declarations if able.)

Whenever Powered Defender is dealt damage, summon a Powercell token.

Power
1
Life
4
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Powered Sentinel

3
Fire

Class Bonus On Enter: Deal 3 damage to your champion and summon a Powercell token rested. (Apply this effect only if your champion’s class matches this card’s class.)

β€œIdeal for protection! Just keep away from farmland.”
β€” Gearstride Automatics Advertisement

Power
2
Life
3
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Powered Swordsman

4
Water

Class Bonus On Death: Summon a Powercell token. (Apply this effect only if your champion’s class matches this card’s class.)

β€œTired of pesky pirates? These portside units run on self-powered fuel cells that are fully waterproof!”
β€” Gearstride Automatics Advertisement

Power
2
Life
4
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Reconnaissance Scout

2
Wind

Fast Activation

Ranged 2

Class Bonus On Enter: Another target unit you control becomes distant. Prevent the next 1 damage that would be dealt to that unit this turn.

Power
1
Life
2
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Rococo, Explosive Maven

1
Fire

On Enter: If your influence is four or less, deal 2 damage to target champion. (A player's influence is equal to the total amount of cards in their hand and memory.)

Power
1
Life
1
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Rose, Eternal Paragon

4
Wind

Intercept, True Sight

Class Bonus Fast Activation (You may activate this card at fast speed.)

Level 2+ On Enter: You may change the target of an attack to Rose. If you do, Rose gets +1 until end of turn.

Power
2
Life
3
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Sable Remnant

2
Norm

Class Bonus Sable Remnant gets +1 .

Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Power
1
Life
1
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Seasprite Diver

4
Water

As long as an opponent has four or more cards in their graveyard, this card costs 1 less to activate.

On Enter: Banish target card in a graveyard.

Power
2
Life
3
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Shimmercloak Assassin

3
Wind

Stealth (This unit can't be targeted by attacks unless permitted by true sight.)

Power
2
Life
2
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Sirocco Operative

3
Wind

Class Bonus On Enter: Draw a card into your memory.

On Enter: If you control another Automaton ally, put a preparation counter on your champion.

Efficient and discreet, these automatons leave no more trace than a gentle gust of wind.

Power
1
Life
1
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Supply Drone

3
Norm

Class Bonus At the beginning of your recollection phase, materialize a Bullet card with memory cost 0 from your material deck. (Apply this effect only if your champion's class matches this card's class.)

Power
0
Life
4
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Throne Sentinel

2
Neos

Hindered, Taunt

On Enter: Token allies you control get +1 until end of turn. If you control three or more tokens, wake up Throne Sentinel.

2, β†·: Your champion gains spellshroud until end of turn.

Power
0
Life
4
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Vaporjet Shieldbearer

2
Water

Steadfast (This ally can retaliate while rested and doesn't rest to do so.)

Class Bonus On Hit: Look at the top card of your deck. You may put that card into your graveyard.

Automated portside insurance for pirates.

Power
1
Life
3
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Volda, Smolder's Spite

2
Fire

Level 2+ Fast Activation (You may activate this card at fast speed.)

Class Bonus On Enter: Until end of turn, damage dealt by fire element sources you control can't be prevented.

Power
1
Life
3
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Whirlwind Vizier

3
Wind

Class Bonus Whirlwind Vizier gets +1 . (Apply this effect only if your champion's class matches this card's class.)

3, β†·, Sacrifice Whirlwind Vizier: Destroy target non-Fractal phantasia.

Power
2
Life
2
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Winbless Rangefinder

2
Wind

On Enter: Another target unit you control becomes distant. If that unit is an Automaton ally, put a buff counter on it.

Class Bonus Floating Memory (While paying for a memory cost, you may banish this card from your graveyard to pay for 1 of that cost.)

Power
1
Life
1
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