---
# System prepended metadata

title: CARDS

---

{%hackmd @themes/dracula %}
[RETURN TO HUB](https://hackmd.io/@ForestCranked/Bkq1X8LgT)

# **OBLIVIOR (Yellow)**
A corporation of hitmen who seek the Arms of Argus in order for actual combat.

### **TERMINOLOGY**
Hit: Placed on a Fighter due to the effects of certain OBLIVIOR cards. When a Fighter with Hit is killed, Fighters on the side of the card that placed that Hit activate their Hit effects.

##### *OBLIVIOR Hitman*
Common Yellow Fighter
2C
Group: OBLIVIOR
200/400
On Cast: A target enemy Fighter gains a Hit. On Hit Finish: this card gains 100 Health.

##### *Leagues, OBLIVIOR CEO*
Legendary Yellow Fighter
3C6Y
Group: OBLIVIOR
500/300
When this card is cast, place a Hit on a target enemy Fighter. Whenever a Hit is placed on an enemy Fighter: Draw a card. When a Hit is carried out: Draw a card, then Mark a target enemy Fighter.
"Psychopath? I call it 'thinking differently.'"

##### *Leagues’ Bodyguard*
Rare Yellow Fighter
1W3Y
1000/200
On Hit finish, this card gains Defender and all OBLIVIOR Legendary cards gain 200 Health.

### **Actions**

##### *Bounty Accepted*
Common Yellow Action
2Y
Group: OBLIVIOR
Mark a target Fighter, then place a Hit on all Marked enemy Fighters. Search your deck for an OBLIVIOR Fighter.

##### *God Wept*
Legendary Yellow Action
5C7Y
Mark all enemy Fighters with a Hit on them, then your fighters gain 100 Health and Power for every Fighter Marked this way.
*"Yet another body was found dumped in a gutter. More at-" Leagues shut off the TV. **They were onto him.***

##### *OBLIVIOR’s Arrival*
Epic Yellow Action
3C5Y
Only play if you have 1 or less Hits on enemy Fighters. Search 3 rare or lower OBLIVIOR Fighters that, in total, cost 10 or less Studs from your deck. They cost nothing to play.

# **The United Remnants (Green)**
Groups of remnants from previous wars on Argus who want the Arms of Argus so that they can drive the other three factions out.

### **Fighters**
##### *Crockett, United Remnant Commander*
Legendary Green Fighter
Group: United Remnants
4C7G
500/700
When this card is cast, choose between: 
All allied United Remnants Fighters gain 100 Health per allied United Remnants Fighters.
OR
Add an Ambush Artillery to your hand. If you have 4 or more allied United Remnants Fighters, add another.

##### *Ambush Artillery*
Token Colorless Fighter
2C
Group: United Front
200/300
Inert in play. Can only be cast if there's another allied United Remnants Fighter already on the board. When your enemy casts a Fighter, this card deals its own power in damage to that Fighter, then loses 50 Power. This effect ignores Stealth, but will only deal 100 damage to Fighters with Stealth. If this card reaches 0 Power, Obliterate it.

# **Cult of The Moon (Red)**
A cult that worships the (sentient) moon of Argus, wanting to sacrifice the Arms of Argus. The moon plots their demise.

### **TERMINOLOGY**
Moonward: Same as normal.
Sacrifice X: Destroy X allied Fighters to trigger an effect.

### **Fighters**

##### *Aeris, Cult Leader*
Legendary Red Fighter
Group: Cult of The Moon
5C5R
300/500
Moonward. When this card attacks: add a Lunar Ritual to your hand.

### **Actions**

##### *Lunar Ritual*
Token Red Action
1C
Inert in all zones. Sacrifice 1. If this is done, deal 300 damage to a target fighter. All allied fighters gain 100 Health.

# **Timekeepers (Blue)**
The only actual natives of Argus in the conflict, they keep the big ass clock tower in check and keep the other factions from getting to the Armory.

### **TERMINOLOGY**
Rewind: Undo the last transformation and/or Power/Health change to the affected fighter.

Accelerate X: You can't easily see the future, so Accelerated Fighters are placed into stasis until we reach the time they were accelerated to. Accelerated Fighters can't have their health/power changed and are immune to effects for X turns. At the end of these X turns, everything that was prevented by Accelerate happens to the Accelerated Fighter.

##### *Morris, Lead Timekeeper*
Legendary Blue Fighter
3B5C
800/500
When Cast: Accelerate 3 a target allied Fighter. Whenever an allied Fighter is affected by Rewind or Accelerate, this Fighter gains 100 Power.

##### *Temporal Tailor*
Rare Blue Fighter
3C3B
300/400
Once per turn, When this Fighter is affected by Rewind or Accelerate, add a Temporal Tapestry to your hand.
*Keeping up complete temporal stasis obliterates the body of even an experienced time mage. So they came up with a solution.*

### **Actions/Terrains**

##### *Temporal Tapestry*
Token Colorless Action
2C
Inert in discard. Lose 500 Life, then Suspend a target fighter for a turn.
“A portable(?) time stop, in a tapestry.”

##### *Timekeeper’s Requiem*
Epic Blue Terrain
5C4B
When cast: put 12 counters on this card. At the end of your turn, if you don’t have/control a Zeitgeist, remove a counter from this card then give yourself a random Zeitgeist card. It costs nothing to play. When this card runs out of counters, Destroy it.

##### *Tempus Dissipavit*
Terrarian of: Timekeeper’s Requiem
Token Blue Fighter
Group: Terrarians
3C
Whenever you animate a terrarian: give yourself an inert Zeitgeist from its pack, it has 200/100 and costs nothing to cast. On start of turn: destroy all Zeitgeists given this way that are in play.