DashTCG

Name Template Lore Text
Abyssal Debt Collector Champion It arrives with ledgers written in star-noise and ink that refuses to stay on the page. The Foundry’s casting marks on its mask look like erased faces—accounts settled by forgetting. **Effect:** When you deploy this Champion, choose up to **2** Stage 1 Champion cards in your discard. - Put 1 into your hand. - Deploy the other in **Defense Mode**. It can’t attack this turn.
Adaptive Targeting Lens Charm A thin, glossy lens that floats into place with a magnetic click. It paints weak points in cyan and magenta, turning instinct into a clean line of aim. **Requirement:** Deploy only if you control a Neon Champion. **Effect:** The attached Champion gets **+3 ATK**. Once per turn, when the attached Champion attacks: draw 1 card, then discard 1 card.
Aerie Swooper Champion Cast into the Arena with frost still clinging to its feathers, the Aerie Swooper dives through the Foundry’s updrafts like a thrown blade. It never lands where the eye expects—only where the wind already decided it would be. **Effect:** When you deploy this Champion, you may switch it to **Defense Mode**. If you do, draw 1 card, then discard 1 card.
Aileron Blades Charm Thin fins of polished alloy that catch the Arena’s smallest gusts. They don’t make you stronger—they make every strike arrive from the angle you didn’t guard. **Requirement:** Deploy only if you control a Gale Champion. **Effect:** The attached Champion gets **+2 ATK**. Once per turn, when the attached Champion attacks **alone**: it gets **+4 ATK** for that battle.
Airstream Vanguard Champion They take the first step into danger so the rest can move freely. In their wake, the wind forms a corridor—straight, sharp, and unforgiving. **Effect:** When you deploy this Champion, you may switch it to **Defense Mode**. Once per turn, when you switch a Champion’s mode: this Champion gets **+3 ATK** for its next battle this turn.
Arena: Foundry Spillways Charm Beneath the arena’s rusted arches, molten runoff courses through iron spillways, hissing as it meets the bloodstained grates below. Combatants fight on narrow catwalks suspended over rivers of fire, where a single misstep means being claimed by the foundry’s hunger. The crowd does not cheer for skill alone—they wait for the roar of the furnaces to decide who is worthy to be reforged in flame. **Play only if:** Both players have at least 1 card in deck. **Effect:** Once per turn, when a player deploys a Champion: that player may reveal the top card of their deck. If it shares an element with the deployed Champion, they draw it. Otherwise, they put it on the bottom of their deck.
Arena: Tidal Rotunda Charm A circular basin of stone and glass where every step echoes like a wave. When fighters are swept away, the Arena learns from the retreat—and redraws the next line of attack. **Play only if:** Both players control at least 1 Champion. **Effect:** Once per turn, when a Champion is returned to its owner’s hand: that Champion’s controller may draw 1 card, then discard 1 card.
Ashline Opportunist Champion Where the ash falls thickest, she walks without coughing. Ashline Opportunists prowl the smoldering ruins, trading water for secrets and secrets for survival. In a land that burns and buries the past each dawn, she profits from whatever the fire forgets. **Requirement:** Your opponent controls more Champions than you. **Effect:** When you deploy this Champion, deal **2** damage to your opponent.
Ashmark Duelist Champion A simple fighter with a clean blade and a fresh casting scar down the forearm. The Arena doesn’t need legends every match—just someone willing to step forward. *Steel first. Story later.*
Backwash Leviathan Champion It surfaces where the Arena’s waterline should not exist—an impossible swell of sea cast into stone and sand. When it exhales, the fight rewinds a step, and someone is suddenly far from where they meant to stand. **Effect:** When you deploy this Champion, choose 1 opponent’s Champion. Return it to its owner’s hand. If that Champion was **Stage 1**, draw 1 card, then discard 1 card.
Backwash Return Charm The sea doesn’t argue. It simply takes a step backward—and drags the battlefield with it. **Requirement:** You control a Tide Champion. **Effect:** Choose 1 **Stage 1** Champion. Return it to its owner’s hand. If it was a Champion you controlled, draw 1 card, then discard 1 card.
Bedrock Resolve Charm When the ground remembers its weight, even the fiercest blow becomes a passing tremor. **Effect:** Choose 1 Champion you control. It gets **+6 DEF** for this battle.
Blazestep Trainee Champion Fresh from the casting flare, the Trainee’s boots still glow at the seams. They lunge forward on instinct alone, chasing the echo of the furnace that forged them. **Effect:** If you attacked with a Champion this turn, this Champion gets **+2 ATK** until end of turn.
Brineveil Tactician Champion From behind curtains of salt-spray and ghostly mist, the Brineveil Tactician charts the tide of every battle before the first blade is drawn. She reads the ocean’s currents as others read maps, guiding allies through fog and fury while her enemies founder in unseen shoals. Where her banner rises, the sea itself seems to conspire—swallowing war cries in brine and delivering victory on a silent, patient wave. **Effect:** When you deploy this Champion, choose 1 opponent’s Champion. It gets **-5 ATK** until end of next turn.
Cauterize Ward Ward When steel and spell fail, the Ward answers with fire. It sears shut mortal wounds and burning curses alike, cauterizing flesh as readily as fate. Those who bear its mark survive—but they carry the scent of smoke long after the battle fades. **Requirement:** You control an Ember Champion. **Effect:** When a Champion you control would be retired by battle, you may reveal this Ward. Prevent that retirement, then deal **1** damage to your opponent.
Chart the Shoals Charm You don’t need a perfect map—just the next safe step. The shoals shift, but the chart remembers the pattern of danger. **Requirement:** You control a Tide Champion. **Effect:** Look at the top 3 cards of your deck. Put 1 into your hand and put the rest on the bottom of your deck in any order.
Cinder Alley Scrapper Champion Dragged through the Foundry with soot still in their lungs, the Scrapper fights like every swing might be the last breath they get. *All heat. No hesitation.*
Cinder Snap Charm A whip-crack of heat splits the air. Lesser steel gives up at once—slagging into harmless sparks before it can find a target. **Requirement:** You control an Ember Champion. **Effect:** Choose 1 **Stage 1** Champion with **12 or less DEF**. Retire it.
Cinder-Run Duelist Champion In the inferno city of Pyraxis, streets flow with magma beneath latticed iron bridges and towers glow like banked coals against a smoke-choked sky. Cinder-Run Duelists are its couriers, enforcers, and daredevils—racing along emberlit rooftops and across heat-split plazas where a single misstep means oblivion. Their blades are quenched in furnace-hearts at the city’s core, and every duel is fought to the rhythm of erupting foundries. To face one is not merely to cross steel, but to challenge the burning will of the city itself. **Effect:** Once per turn, when this Champion attacks: it gets **+3 ATK** for that battle.
Cinderbolt Flash Charm A straight line of heat that doesn’t arc or linger—just a sharp answer delivered before the question finishes forming. **Requirement:** You control an Ember Champion. **Effect:** Deal **2** damage to your opponent. If you attacked with a Champion this turn, deal **3** damage instead.
Cinderbolt Savant Champion He doesn’t throw fire—he measures it. A spark here, a gust there, and suddenly the whole fight is burning on his terms. **Effect:** When you deploy this Champion, deal **1** damage to your opponent. Once per turn, when you play an **Instant** Charm: choose 1 Champion you control. It gets **+3 ATK** for its next battle this turn.
Circuit-Scrap Tinkerer Champion In the gutters beneath the neon spires, the Circuit-Scrap Tinkerer listens for the faint hum of discarded dreams. With nimble fingers and a soldering iron that never cools, she coaxes shattered drones and fried processors back into defiant life. To her, every spark is a second chance—and every heap of scrap, a future waiting to be rewired. **Effect:** When you deploy this Champion, look at the top 2 cards of your deck. Put 1 into your hand and put the other on the bottom of your deck.
Citadel-Quake Behemoth Champion When the Foundry casts stone this large, the Arena’s floor remembers being bedrock. Each breath is a landslide; each step leaves a rune-lit fracture that refuses to close. **Effect:** When you deploy this Champion, switch it to **Defense Mode**. When this Champion is attacked while in Defense Mode: if the attacker is **Stage 1** and this Champion isn’t retired in that battle, retire the attacker.
Cloudline Skirmisher Champion The Cloudline Skirmishers fight in bursts of speed—appearing in a blade’s reflection, then gone with the next gust. The Foundry’s casting marks glint across their greaves like thin arcs of lightning. **Effect:** Once per turn, when this Champion attacks: if you returned a card to your hand this turn, it gets **+4 ATK** for that battle.
Coalspike Raider Champion Cast from a furnace-mouth with iron splinters still lodged in its gauntlets, the Raider fights like the Arena owes it a debt—one it intends to collect in broken shields. **Effect:** When you deploy this Champion, if your opponent controls more Champions than you, this Champion gets **+3 ATK** for its first battle this turn.
Crosscurrent Duelmaster Champion He fights with the air itself—forcing opponents to swing into nothing while his own strikes ride the next gust forward. **Effect:** When this Champion retires a Champion by battle, it may attack 1 additional time this turn. (Only once per turn.)
Crosswind Step Charm They do not fight the wind—they borrow it. With a single sidelong step, the duelist slips through the gale, reappearing where blades cannot follow. To master the Crosswind Step is to trust that the storm itself will carry you where you must be. **Requirement:** You control a Gale Champion. **Effect:** Choose 1 Champion you control. It gets **+5 ATK** for this battle. If it is Stage 1, you may return it to your hand after that battle.
Debt to the Rift Charm No bargain with the Rift is ever paid in coin. It lends you power in whispers and collects in echoes—memories first, then names, then the spaces where your shadow used to fall. When the debt comes due, even the light forgets you were ever there. **Requirement:** Release 1 Champion. **Effect:** Choose 1 Stage 1 Champion card in your discard. Deploy it to your field. It can’t attack this turn.
Diagnostic Burst Charm When the core ruptured, it did not explode—it revealed. A cascade of searing light mapped every flaw, every hidden corruption, across steel and flesh alike. In the span of a heartbeat, the truth surged outward, and nothing imperfect survived the diagnosis. **Requirement:** You control a Gear. **Effect:** Draw 1 card, then discard 1 card. Then choose 1 Champion you control; it gets **+4 ATK** for this battle.
Dustgranite Sentry Champion It was poured from the Foundry like wet stone and hardened mid-step. Now it stands in the Arena’s choke points, a quiet promise that some ground will not be taken. *Hold the line.*
Dustwall Bastionling Champion Raised from the crumbling ramparts of forgotten cities, Dustwall Golemlets are born where siege and sand become indistinguishable. Though small, each carries the stubborn memory of the fortress it once guarded, standing unyielding against wind and blade alike. When shattered, they do not die—they simply settle, waiting for the next call to rise. *A small wall with a stubborn heart—where it stands, the Arena’s wind learns to stop.*
Ebbing Reversal Charm When the tide of battle surges too far, the sea remembers its ancient rhythm. Steel and spell alike are dragged backward, undone by the patient pull of retreating waters. For every advance, there comes an ebb—and in that hush, fate rewrites itself. **Requirement:** An opponent’s Champion declared an attack this turn. **Effect:** Choose that attacking Champion. It gets **-7 ATK** for that attack.
Echo-Salt Cutpurse Champion He steals more than coin. In the split-second between breaths, he lifts names, promises, and the last good thought before a mistake. The void clings to his knife like dried salt. **Effect:** When you deploy this Champion: if you have fewer cards in hand than your opponent, your opponent discards 1 card.
Firewall Protocol Ward When the first breach shattered the Citadel’s archives, the Arcanists swore it would never happen again. Firewall Protocol was born—a lattice of living flame and sentient code that incinerates intruders down to their intentions. It does not merely bar entry; it remembers every assault and burns hotter for the next. **Requirement:** You control a Neon Champion. **Effect:** When your opponent plays a Charm card, you may reveal this Ward. They may discard 1 card. If they don’t, negate that Charm’s effect.
Flarecut Feint Charm They say the first lesson of the Ember Duelists is this: the brightest blaze is never the true strike. A sudden arc of flame draws every eye—and every shield—just long enough for the real cut to land in the shadow of its afterglow. By the time the fire gutters out, the feint has already claimed its due. **Requirement:** You control a Champion with **15 or more ATK**. **Effect:** Choose 1 Champion you control. It gets **+5 ATK** for this battle. After that battle, deal **1** damage to you.
Foamshore Lurer Champion In the hush between waves, it beckons with a lantern made of sea-glass and mirage. Warriors step toward it—and find their footing gone. **Effect:** When you deploy this Champion, you may choose 1 opponent’s Champion and switch it to **Defense Mode**.
Forgefront Loneblade Champion Forged for duels, not formations, the Loneblade burns hottest when no ally stands beside it. The Foundry etched a single line down its armor—a reminder that some victories are meant to be taken alone. **Effect:** When this Champion attacks, if it is your only attacking Champion, it gets **+5 ATK** for that battle.
Forgefront Marauder Champion Where the battle lines met the burning horizon, the Forgefront Marauder strode through ash and cinder, hammer slung across his back like a banner of war. He was forged as much as the blades he carried—tempered in siege-fire, quenched in blood, and sharpened by endless conquest. To hear his anvil ring amid the chaos was to know that by dawn, only one side would remain standing. **Effect:** When you deploy this Champion, it gets **+4 ATK** for its first battle this turn. When this Champion retires a Champion by battle, deal **1** damage to your opponent. (Only once per turn.)
Foundry Overlook Charm From the Foundry Overlook, the entire valley glows like a furnace at dusk, rivers of molten steel threading between blackened spires. Generations of artificers have stood upon its iron balcony, swearing their oaths to flame and forge. They say the mountain does not sleep—it listens, and it remembers every hammer strike. **Play only if:** Both players control at least 1 Champion. **Effect:** Once per turn, when a Champion is retired, its controller may draw 1 card, then discard 1 card.
Foundry-Blade Initiate Champion Drawn half-formed from a furnace-lit rift, the Initiate’s first breath is ash and challenge. Some claim they were once a street duelist on a forgotten world; others say the Foundry forges them fresh each time, hammering instinct into steel. In the Arena, hesitation burns away quickly. **Effect:** When you deploy this Champion, it gets **+2 ATK** for its first battle this turn. If this Champion retires an **Attack Mode** Champion this turn, it deals **+1** damage to your opponent.
Gearjam Pulse Ward A burst of counter-frequency turns precision hardware into dead weight. Servos stutter, locks seize, and the whole assembly falls quiet. **Requirement:** Your opponent plays a **Gear** Charm card. **Effect:** Reveal this Ward. Your opponent may discard 1 card. If they don’t, negate that Gear’s effect, then **retire** that Gear.
Glassreef Medica Champion Along the knife-bright shores where the sea hardens into crystal, the Glassreef Medica walks barefoot over splintered tides. She coaxes healing from coral grown like stained glass, sealing wounds with shards that glimmer but never cut. It is said the reef remembers every drop of blood spilled upon it—and lends her its memory to mend what war has broken. **Effect:** When you deploy this Champion, you may return 1 Charm card from your discard to your hand.
Grasp from Beyond Charm A whisper slips through the veil, thin as a needle and cold as the void between stars. From the darkness beyond sight, something reaches—not with malice, but with a hunger older than creation. Its touch is weightless at first, like a drifting shadow, until it tightens and pulls. Those taken are not devoured… merely claimed. **Requirement:** You have fewer cards in hand than your opponent. **Effect:** Your opponent discards 1 card. Then you may discard 1 card. If you do, draw 1 card.
Grave-Seal Mandate Ward Stamped into the air with ash-black authority, the Mandate declares the dead off-limits—no returns, no exceptions, no appeals. **Requirement:** An opponent’s effect would return a card from their discard to their hand or deploy a card from their discard. **Effect:** Reveal this Ward. Negate that effect. Then your opponent discards 1 card.
Grave-Snare Glyph Ward Carved into the earth with bone-dust and bitter ash, the Grave-Snare Glyph waits where the living dare not look. It drinks the tremor of approaching footsteps and answers with clutching hands of cold soil. Those who trigger its mark are claimed not by death, but by the jealous memory of the dead. **Requirement:** You have 3 or more cards in your discard. **Effect:** When your opponent deploys a Stage 2 or Stage 3 Champion, you may reveal this Ward. That Champion gets **-6 ATK** until end of turn.
Grave-Thread Harvester Champion Where others see a battlefield, the Grave-Thread Harvester sees a tapestry waiting to be rewoven. It draws pale filaments from the fallen, stitching sinew to shadow and memory to bone. In its wake, the dead do not rest—they rise, bound by threads no blade can sever. **Effect:** When you deploy this Champion, you may discard 1 card. If you do, return 1 Stage 1 Champion card from your discard to your hand.
Graveshade Courier Champion It carries messages nobody wants delivered—regrets, debts, last words. When it falls, the contents scatter into your hands like cold ash. **Effect:** When this Champion is retired, draw 1 card, then discard 1 card.
Graveyard Trawler Champion It drags a net of shadow behind it, scooping loose memories and broken steel alike from the Arena floor. **Effect:** When you deploy this Champion, put the top card of your deck into your discard.
Grim Dividend Broker Champion It promises you a return on loss. In the fine print—written in star-noise—you realize you were always the collateral. **Effect:** When you deploy this Champion, you may discard 1 card. If you do, choose 1 Stage 1 Champion card in your discard and deploy it in **Defense Mode**. It can’t attack this turn.
Harborcurrent Mediator Champion They don’t stop fights with force—they stop them with timing, stepping in only when the tide says the next swing will cost too much. **Effect:** When you deploy this Champion, you may return 1 **Stage 1** Champion to its owner’s hand. If you control a Champion of a **different element** and you returned an opponent’s Champion this way, draw 1 card.
Harborlight Escort Champion A lantern on a spear, a prayer in the fog—Harborlight Escorts guide allies through misdirection and undertow. Their Foundry marks glow sea-glass blue, as if lit from underwater. **Effect:** Once per turn, when you play a Charm card: this Champion gets **+2 DEF** until end of turn.
Hard Reset Protocol Ward A single injected command string and the Arena’s cleverest tricks forget how to resolve. For a heartbeat, everything returns to raw physics and honest steel. **Requirement:** Your opponent plays an **Instant** Charm card. **Effect:** Reveal this Ward. Your opponent may discard 1 card. If they don’t, negate that Charm’s effect.
Heat-Haze Screen Ward When the desert air begins to shimmer, veterans know to lower their blades and trust their instincts. The Heat-Haze Screen rises like a trembling veil, bending light and swallowing arrows in a mirage of wavering silhouettes. Those who stand behind it become rumors in the glare—felt as a presence, but never quite seen until it is far too late. **Requirement:** You control an Ember Champion. **Effect:** When your opponent attacks directly, you may reveal this Ward. Prevent that damage.
Holo-Emitter Module Charm The Holo-Emitter Module hums with captive starlight, projecting battlefields where none exist and masking truths too dangerous to face. Armies have marched into phantoms born from its crystalline core, striking at ghosts while the true threat closes in. In the right hands, it is not merely a tool of deception—but a lens through which reality itself can be rewritten. **Requirement:** Deploy only if you control a Neon Champion. **Effect:** Once per turn, when you deploy a Stage 1 Champion: draw 1 card, then discard 1 card.
Holo-Map Scout Champion The Holo-Map Scout charts paths through shifting frontiers where terrain rewrites itself at dawn. With a prism projector at their wrist, they trace futures across the air, revealing routes only visible in fractured light. Wherever the map flickers into being, a new horizon follows. **Requirement:** You played a Gear this turn. **Effect:** When you deploy this Champion, look at the top 3 cards of your deck. Put 1 into your hand and put the rest on the bottom of your deck in any order.
Impact Dampener Sigil Ward Projected in layered hexes of prismatic light, the Sigil hums at the edge of visibility, ready to swallow the worst of a strike. **Effect:** When you would take damage, you may reveal this Ward. Prevent up to **2** of that damage.
Jetstream Dueler Champion They ride the screaming jetstreams where lesser wings would shear apart, blades flashing in the high blue silence. To a Jetstream Dueler, gravity is merely a suggestion and the sky a shifting battlefield of vapor and velocity. By the time thunder reaches the ground, their contest has already been decided. **Effect:** Once per turn, when this Champion attacks: you may return 1 other Champion you control to your hand. If you do, this Champion gets **+4 ATK** for that battle.
Jetwash Screen Ward A sudden curtain of pressured air and glittering mist. Strikes that would have landed cleanly instead skid off into spray. **Requirement:** You control a Gale Champion. **Effect:** When your opponent attacks directly, you may reveal this Ward. Prevent **1** of that damage. Then you may switch 1 Champion you control to **Attack Mode**.
Kelpcoil Drifter Champion From the Foundry’s spillways it came smelling of brine, wrapped in kelp like a traveler’s cloak. It moves like surf around rock—never where you try to pin it, always where it needs to be. **Effect:** When you deploy this Champion, look at the top card of your deck. You may put it on the bottom of your deck.
Keystone Ward Ward At the heart of the citadel stands the Keystone Ward, a monolith carved from the first stone ever laid. Its sigils drink in siege-fire and spellcraft alike, turning fury into silence. So long as the Ward endures, no enemy may claim the ground it anchors. **Requirement:** You control a Gravel Champion. **Effect:** When a Champion you control would be retired by battle, you may reveal this Ward. Prevent that retirement. That Champion gets **-4 ATK** until end of turn.
Kilnspire Brawler Champion Some fighters arrive with titles. The Kilnspire Brawler arrives with bruised knuckles and a grin that says the Foundry didn’t finish the job. Heat ripples off his shoulders like a threat. **Effect:** When you deploy this Champion, it gets **+3 ATK** for its first battle this turn.
Latchwire Runner Champion A courier built for alleyways and antenna forests, sprinting between signal shadows. When the Foundry casts it, its limbs spark with magenta afterimages—as if reality is buffering to keep up. **Effect:** While you control a Gear, this Champion gets **+2 ATK**.
Mirehold Sapper Champion He plants ward-stakes into wet stone and listens for the ground’s answer. When the Foundry casts him, it leaves a ring of compacted earth—perfect footing for traps, and terrible footing for anyone else. **Effect:** When you deploy this Champion, you may set 1 Ward from your hand face-down.
Mistbound Countercurrent Ward Where the sea drowns itself in fog, the Mistbound Countercurrent flows unseen, a hidden tide that moves against all others. Sailors who trust their charts over their instincts find their vessels turned backward, drifting toward shores they already fled. It is said the current remembers every betrayal whispered upon its waters—and always carries them home. **Requirement:** You have less Vitality than your opponent. **Effect:** When an opponent’s Champion retires one of your Champions by battle, you may reveal this Ward. Return that opponent Champion to its owner’s hand.
Neon Sift Charm A quick scan through the Foundry’s afterimages—highlighting what’s usable, tagging what’s not, and tossing the rest back into the noise. **Requirement:** You control a Neon Champion. **Effect:** Look at the top 5 cards of your deck. You may reveal a **Gear** Charm card or a **Ward** card from among them and put it into your hand. Put the rest on the bottom of your deck in any order.
Null-Horizon Lich Champion The Foundry cast it from a place where stars end and ledgers begin. It speaks in clauses and cold gaps, turning sacrifice into certainty—and certainty into loss. **Effect:** When you deploy this Champion, each player discards 1 card. Then you may choose 1 Stage 1 Champion card in your discard and deploy it in **Defense Mode**. It can’t attack this turn. Once per turn, when you **Release** a Champion: draw 1 card, then discard 1 card.
Null-Sigil Intercept Ward When the Null-Sigil ignites, even prophecy forgets its own name. Spells unravel mid-incantation, their runes devoured by a silence older than magic itself. Those who bear the mark do not counter fate—they erase its permission to act. **Requirement:** You have 4 or more cards in your discard. **Effect:** When your opponent plays a Charm card, you may reveal this Ward. Negate that Charm’s effect.
Overclocked Ignition Charm When the core runs hotter than prophecy permits, the brave call it progress. Overclocked Ignition is the moment a machine outpaces its maker, burning through limits etched in steel and fear alike. Sparks become stars in miniature, and for a heartbeat, invention outruns consequence. **Requirement:** You attacked with a Champion this turn. **Effect:** Choose 1 Champion you control. It gets **+6 ATK** for this battle. If it retires a Champion in that battle, deal **2** damage to your opponent.
Packed Earth Charm They tamped the soil down with bloodied boots and broken blades, daring the land to remember who claimed it last. Beneath the hardened crust, roots twist like buried fingers, patient and unyielding. Packed earth does not forget the weight of war—it only waits for rain to soften its grip. **Requirement:** You control a Ward. **Effect:** Choose 1 Champion you control. It gets **+7 DEF** for this battle.
Patchbay Apprentice Champion They learn by plugging the wrong cable into the wrong port and surviving the feedback. Every mistake leaves a neon afterimage—and a better instinct. **Effect:** When you deploy this Champion, look at the top 2 cards of your deck. Put 1 on top of your deck and put the other on the bottom.
Pocket Drone Handler Champion A whistle of coded static, a flick of the wrist—then a palm-sized drone snaps into orbit, tracing prismatic Foundry-marks through the air like a targeting reticle. **Effect:** While you control a **Gear**, this Champion gets **+2 DEF**.
Prismatic Overseer Champion Its visor reflects a dozen possible battlefields at once. With each step, the Foundry’s casting marks on its plating refract into clean tactical lines—like the Arena has been rendered and optimized. **Effect:** When you deploy this Champion, look at the top 5 cards of your deck. You may reveal a **Gear** Charm card or a **Ward** card from among them and put it into your hand. Put the rest on the bottom of your deck in any order. Once per turn, when you play a Gear: choose 1 Champion. It gets **+4 ATK** for its next battle this turn.
Prismline Quartermaster Champion Where others see scrap, the Quartermaster sees loadouts. In a blink of neon light, it sorts the Arena’s chaos into something you can actually win with. **Effect:** When you deploy this Champion, look at the top 4 cards of your deck. You may reveal a **Gear** Charm card from among them and put it into your hand. Put the rest on the bottom of your deck in any order. If you control a Champion of a **different element**, you may set 1 Ward from your hand face-down.
Pyraxis Furnace Champion Champion A duelist crowned by the Foundry’s own flare, each step ringing like a hammer on anvil. The air around them warps with heat shimmer and oath-smoke, as if the Arena itself is being reforged mid-fight. **Effect:** When you deploy this Champion, deal **2** damage to your opponent. Once per turn, when this Champion retires a Champion by battle: deal **2** damage to your opponent.
Quarryborn Sentinel Champion Carved from the living heart of the mountain, the Quarryborn Sentinel stands where pick meets stone and dares the world to strike first. Veins of crystal pulse beneath its granite hide, echoing the ancient songs of the deep earth. It does not sleep, for the mountain remembers every wound—and so does its guardian. **[Requirement]** Release 1 Champion. **[Effect]** When you deploy this Champion, you may search your deck for 1 Ward, reveal it, and set it face-down in your Charm/Ward Zone, then shuffle your deck.
Quicksteel Bayonet Charm A simple attachment favored by veterans: clamp it on, point it forward, and let momentum do the rest. In the Foundry’s light, its edge glows as if it remembers hotter wars. **Requirement:** Deploy only if you control an Ember Champion. **Effect:** The attached Champion gets **+3 ATK**. Once per turn, when the attached Champion retires a Champion by battle: deal **1** damage to your opponent.
Rampart Delver Champion They scale the city’s highest walls not to defend them, but to listen to what the stone remembers. Beneath every rampart lies a buried secret—forgot sieges, sealed gates, and cracks where enemies once slipped through. The Rampart Delver knows that the strongest fortress is only as secure as the stories buried in its foundation. **Effect:** When you deploy this Champion, you may set 1 Ward from your hand face-down. Once per turn, when you reveal a Ward: this Champion gets **+3 DEF** until end of turn.
Rampart Supplymaster Champion He hands out rope, rations, and runes with the same calm efficiency. In the Arena, a well-timed ward-stone is worth more than a speech. **Effect:** When you deploy this Champion, you may set 1 Ward from your hand face-down. If you control a Champion of a **different element**, draw 1 card, then discard 1 card.
Reefline Captain Champion He calls the cadence of the tide like a drill sergeant calls a march. One signal, and allies brace; another, and enemies find themselves turned the wrong way. **Effect:** When you deploy this Champion, switch 1 Champion’s mode. If you control a Champion of a **different element**, draw 1 card, then discard 1 card.
Rift Tax Charm Every tear in reality demands its due. The Rift Tax is not paid in coin alone, but in memories siphoned, years unmade, and names erased from ledgers of fate. Those who cross the fracture without tribute soon learn that the void always collects—with interest. **Requirement:** You have 2 or more cards in your discard. **Effect:** Your opponent discards 1 card. If they can’t, deal **3** damage to them instead.
Rift-Broker Adept Champion It bargains in edges and endings—offering you the exact piece you need, as long as you’re willing to let something else fall into the dark. **Effect:** When you deploy this Champion, you may discard 1 card. If you do, return 1 **Stage 1** Champion card from your discard to your hand. If you control a Champion of a **different element**, this Champion gets **+4 ATK** for its first battle this turn.
Rift-Hung Scavenger Champion Rift-Hung Scavengers haunt the edges of torn realities, clinging to the splintered seams where worlds bleed into one another. They feed not on flesh alone, but on the unstable energies that seep from these cosmic wounds. Wherever the sky fractures and the ground forgets its shape, their ragged silhouettes gather—patient, starving, and eternal. **Effect:** When this Champion is retired, you may return 1 Stage 1 Champion card from your discard to your hand.
Riftblade Initiate Champion The blade hums with a promise the wielder barely understands. Each cut leaves a thin seam in the air, as though the world might split wider if pressed. **Effect:** While you have 3 or more cards in your discard, this Champion gets **+2 ATK**.
Riftfuel Exchange Charm Power flows easiest when something else is let go. The Exchange flares violet as it converts presence into potential. **Requirement:** Release 1 Champion. **Effect:** Draw 2 cards.
Saltwash Recall Charm The sea takes what it wants—sometimes even a battle in progress. With a hard pull of undertow, the target is yanked back to safer water, leaving only foam where certainty used to stand. **Requirement:** You control a Tide Champion. **Effect:** Choose 1 **Stage 1** Champion. Return it to its owner’s hand.
Seaglass Buckler Charm A shield of hardened surf and crystal memory. When it catches a blow, the impact spreads through the glass like a calm ripple instead of a break. **Requirement:** Deploy only if you control a Tide Champion. **Effect:** The attached Champion gets **+2 DEF**. Once per turn, when the attached Champion is switched to **Defense Mode**: it gets **+4 DEF** for its next battle this turn.
Seamist Skipper Champion Between fogbanks and foam, it ferries allies through danger by never being where the enemy expects the shore to be. **Effect:** When you deploy this Champion, if you control a Champion of a **different element**, you may switch 1 Champion’s mode.
Searing Follow-Through Charm The first strike split shield and bone—but it was the second that sealed the tale. Flames trailed the warrior’s blade, hungry for the path already carved. Where others saw victory, she saw only the need to make certain nothing rose again. **Requirement:** A Champion you control retired a Champion by battle this turn. **Effect:** Choose 1 Champion you control. It gets **+5 ATK** for this battle. If it retires a Champion in that battle, deal **1** damage to your opponent.
Shadespun Acolyte Champion It learned its prayers from the space between worlds. Every word it speaks leaves a small absence behind—something missing, something traded. **Effect:** When you deploy this Champion, you may discard 1 card. If you do, draw 1 card.
Signalbroker Engineer Champion In the neon arteries of the megacity, the Signalbroker Engineer listens to the language of machines as if it were prayer. She buys, bends, and barters encrypted frequencies, turning battlefield chatter and corporate secrets into currency. Where others see static, she hears opportunity—and rewrites the signal to favor the highest bidder. **Effect:** When you deploy this Champion, look at the top 4 cards of your deck. You may reveal a **Gear** Charm card from among them and put it into your hand. Put the rest on the bottom of your deck in any order.
Signalflow Architect Champion Blueprints spill from her sleeves like living code, rearranging the Arena’s sightlines in luminous wireframes. **Effect:** When you deploy this Champion, draw 1 card, then discard 1 card.
Silttrap Barrier Ward Where the river runs thick with silt, the Barrier waits—an unseen snare beneath placid waters. Armies have marched into its shallows, only to be swallowed by the sucking mire as the current hardens to stone around them. What appears a gentle crossing is, in truth, the river’s patient hunger made manifest. **Requirement:** You control no Champions. **Effect:** When an opponent’s Champion declares an attack, you may reveal this Ward. If that attacker is **Stage 1**, retire it.
Skyshear Courier Champion They ride the knife-edge winds where mountains dare not rise, bearing sealed words between cities that never meet the ground. Storms part at their passing, as if the sky itself respects their sworn routes. It is said a Skyshear Courier would sooner drop their own shadow than the message bound to their back. **Effect:** When this Champion retires a Champion by battle, it may attack 1 additional time this turn. (Only once per turn.)
Skyvault Archon Champion When the Foundry casts a champion from open sky, the Arena answers with sudden silence. The Skyvault Archon drifts on invisible pressure fronts, its wings catching light that isn’t there a moment before. **Effect:** When you deploy this Champion, draw 1 card, then discard 1 card. Once per turn, when this Champion attacks: you may switch 1 opponent’s Champion’s mode.
Slateback Bruiser Champion A brawler shaped from slate and stubbornness, its casting marks look like hairline cracks filled with prismatic light. It doesn’t learn patterns—only endures them. *No finesse. No fear. Just the weight of a mountain deciding to swing.*
Slipstream Edgecutter Champion A blur of blades and borrowed wind, skating on micro-eddies that only exist for a heartbeat. When a Gear locks in, the Arena can barely track the angle of attack. **Effect:** While you control a Gear, this Champion gets **+2 ATK**.
Slipstream Rescue Charm When the sky fractures into screaming currents of wind and aether, only the Slipstream Rescue dare to fly. Their skimmers ride the narrow seams between storms, snatching the lost from certain oblivion in the blink of an eye. To see their contrails cutting through the chaos is to know that hope still moves faster than the tempest. **Requirement:** An opponent’s Champion declared an attack this turn. **Effect:** Choose 1 Champion you control that is being attacked. Return it to your hand. (That attack ends.)
Solo Gale Striker Champion It waits for the field to thin before committing—one clean line through open sky, no allies to slow the wind. **Effect:** When this Champion attacks alone, it gets **+3 ATK** for that battle.
Starless Pagekeeper Champion It collects the moments people would rather forget and files them where light can’t reach. Sometimes, it lends you one back—at a price. **Effect:** When you deploy this Champion, if you have **2 or more** cards in your discard, draw 1 card, then discard 1 card.
Static Latch Ward When the storm first learned to bite, it left behind the Static Latch—an unseen clasp of crackling force that binds metal to metal and will to will. Inventors prize it as a marvel of arcane engineering, though few understand that it hungers for tension, feeding on every spark of conflict. Once fastened, it tightens with every surge, locking its target in a cage of living lightning. **Requirement:** You control a Gear. **Effect:** When your opponent deploys a Champion, you may reveal this Ward. That Champion gets **-5 ATK** until end of turn.
Stonebrace Sentinel Champion Summoned with grit still grinding between its plates, the Sentinel plants itself and dares the world to move it. *It does not advance. It does not retreat. It remains.*
Stoneplate Rig Charm Forged from quarry-forged slabs and riveted with the patience of dwarven masons, the Stoneplate Rig grinds forward where softer engines fail. Its armored hull drinks the fury of falling boulders while its drills bite deep into the bones of the earth. Wherever it anchors, mountains tremble and hidden riches are forced into the light. **Requirement:** Deploy only if you control a Gravel Champion. **Effect:** Once per turn, when a Champion you control would be retired by battle: you may discard 1 card. If you do, it isn’t retired and it gets **-6 ATK** until end of turn.
Stonepulse Surge Charm For a heartbeat, the earth rises to meet the blow—then answers with force of its own. **Requirement:** You control a Gravel Champion. **Effect:** Choose 1 Champion you control. It gets **+4 ATK** and **+6 DEF** for this battle.
Storyboard Spire Theater Charm Within its prismatic halls, sketches step off the page and rehearse their battles before the curtain of reality rises. **Play only if:** Both players control a Champion. **Effect:** Once per turn, when a Stage 1 Champion is deployed: its controller may have it "rehearse." If they do, that Champion gets **+2 ATK** for its first battle this turn. If it retires a Champion in that battle, draw 1 card, then discard 1 card.
Street-Signal Runner Champion It runs the neon backstreets where the air tastes like ozone and data. When the Foundry cast it, its footsteps left brief HUD glyphs on the ground—routes only it can see. **Effect:** When you deploy this Champion, reveal the top card of your deck. If it is a **Gear** Charm card, put it into your hand. Otherwise, put it on the bottom of your deck.
Tailwind Reposition Charm A single breath at the right moment can turn a charge into a stumble, or a retreat into a launch. The Foundry’s wind doesn’t care about plans—only angles. **Requirement:** You control a Gale Champion. **Effect:** Choose 1 Champion you control. Switch its mode. - If switched to **Attack Mode**, it gets **+4 ATK** for its first battle this turn. - If switched to **Defense Mode**, it gets **+6 DEF** for the next battle it’s in this turn.
Thermal Glide Rookie Champion They haven’t mastered the currents yet—only the instinct to lean into the lift and survive the landing. **Effect:** After this Champion battles, you may switch it to **Defense Mode**.
Thermal Updraft Adept Champion She reads the Arena’s heat shimmer like scripture, stepping onto invisible columns of warm air to drift out of reach. Spectators swear her silhouette jitters a half-second ahead of where she truly stands. **Effect:** When you deploy this Champion, you may switch 1 other Champion to **Attack Mode** or **Defense Mode**.
Tidebreak Defender Champion With shield braced like a harbor wall, the Defender lets each assault crash and recede, studying the rhythm of the strike. *Stand fast. Let the wave spend itself.*
Tideglass Bulwark Ward Forged where the sea devours the shore, the Tideglass Bulwark stands as both bastion and warning. Its crystalline walls shimmer with the memories of every wave that has struck and shattered upon it. Sailors swear the fortress does not resist the ocean’s fury—it learns from it, growing stronger with each storm. **Requirement:** You control a Tide Champion. **Effect:** When an opponent’s Champion declares an attack, you may reveal this Ward. That attacker gets **-6 ATK** for that attack.
Titancheck Inscription Ward Etched into the Arena floor in hurried strokes, the Inscription flares only when something far too large steps across it. **Requirement:** An opponent deploys a Stage 3 Champion. **Effect:** Reveal this Ward. That Champion gets **-8 ATK** until end of turn.
Undercurrent Marshal Champion He moves pieces as if shifting tides beneath the surface, a quiet hand that decides who stands exposed and who finds safe footing. **Effect:** When you deploy this Champion, switch 1 Champion’s mode.
Undertow Dismissal Charm A clean pull from beneath the surface—no struggle, no spectacle. One moment the attacker commits, the next they’re gone, dragged back to where the tide decides they belong. **Requirement:** An opponent’s Champion declared an attack this turn. **Effect:** Return that attacking Champion to its owner’s hand. If that Champion was **Stage 1**, you may draw 1 card, then discard 1 card.
Undertow Screen Ward They raised the Undertow Screen along the reef’s edge, a veil of woven kelp and whispering wards that shimmered like heat above deep water. Ships that sailed too near found their hulls dragged by unseen hands, their crews lulled by the hush of distant tides. For beneath its wavering surface sleeps a current older than storms, patient and always hungry. **Requirement:** You have 5 cards in hand. **Effect:** When an opponent’s Champion declares an attack, you may reveal this Ward. That attacker gets **-8 ATK** for that attack.
Unearthed Momentum Charm The void is generous in the moment after loss—when the ground is still warm and the memory of victory hasn’t settled. If you reach in fast enough, you can pull something back out. **Requirement:** Release 1 Champion. **Effect:** Choose 1 **Stage 2** Champion card in your discard. Deploy it in **Defense Mode**. It can’t attack this turn.
Updraft Deflection Ward When the tempest turns skyward, the wise turn with it. Updraft Deflection bends the fury of the gale into a spiraling ascent, lifting blades, bolts, and curses harmlessly into the clouds. Those who master the wind need no shield—only a single, well-timed breath. **Requirement:** You control exactly 1 Champion. **Effect:** When an opponent’s Champion declares an attack, you may reveal this Ward. Choose 1 Champion you control. It gets **+6 DEF** for this battle. If it isn’t retired in that battle, you may draw 1 card, then discard 1 card.
Wardbound Mason Champion Every stone he lays bears a faint prismatic scar—the Foundry’s mark sealing cracks before they form. **Effect:** While you control a face-down Ward, this Champion gets **+3 DEF**.
Wind-Skimmer Boots Charm Wind-Skimmer Boots are stitched with sky-silk and lined with feathers taken from the high aeries where the wind never rests. Those who wear them do not simply run—they borrow the breath of the horizon, skimming a hand’s width above stone and sea alike. It is said the boots remember every gust they have ridden, and in moments of peril, they lean toward escape before their wearer even thinks to flee. **Requirement:** Deploy only if you control a Gale Champion. **Effect:** Once per turn during your Battle Phase: discard 1 card. Choose 1 Champion you control with **12 or less ATK**. That Champion may attack **1 additional time** this turn. (A Champion can’t gain more than 1 additional attack per turn this way.)
Windlane Aspirant Champion Fresh-cast and eager, the Aspirant runs the wind-lanes painted by the Foundry’s own draft marks—safe routes through danger for those who know how to read the air. **Effect:** When you deploy this Champion, you may switch 1 Champion you control to **Defense Mode**.
Withering Margin Charm The void doesn’t break you with impact—it erodes the space where your strength used to stand, leaving only a thin, trembling outline. **Effect:** Choose 1 opponent’s Champion. It gets **-7 ATK** until end of turn. If you have fewer cards in hand than your opponent, it gets **-9 ATK** instead.