Erfh: Information Age: Virtual Booster
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Mechanics | Turfs | Transport | Faces and Places | Skeleton | Motifs Chart |
15 random cards from the set.
You could alternatively have a booster in the usual rarity pattern.
You could alternatively have a booster in the usual rarity pattern.
At the beginning of your upkeep, you may sacrifice Nobel Prize and pay . If you do, score three victory points. (When you have 10 or more victory points, you win the game.)
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Camouflage Plains (Projects and abilities by opponents that control a Plains can't target Desert Warrior. This can't be blocked if defending player controls a Plains.)
2/2
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At the beginning of your upkeep, you may sacrifice Assassination Conspiracy. If you do, destroy target agent and score a victory point. (When you have 10 or more victory points, you win the game.)
Devise (, Reveal Assassination Conspiracy from your hand: It is fast until end of turn.) |
Ride (Idle, : Exile an agent you control and put a level counter on Sailboat. You may pay at any time to reverse this.)
Level 1-2: 2/1 Islandwalk Level 3+: 3/2 Islandwalk 1/1
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Camouflage Human (Projects and abilities by opponents that control a Human can't target Drakul-r. This can't be blocked if defending player controls a Human.)
Whenever a Human agent dies, put a +1/+1 counter on Drakul-r. , Remove a +1/+1 counter from Drakul-r: Regenerate Drakul-r. Proof of concept
3/3
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At the beginning of your precombat main phase, generate for each victory point you have.
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Whenever you draw a card, you may put a credit counter on Online Banking.
Remove a credit counter from Online Banking: Generate one energy of any motif or neutral. |
Flight (This can block only agents with flight. This can only be blocked by agents with flight or anti-flight.)
Inform 2 (Whenever Aerial Patrol attacks and isn't blocked, draw two cards.) 4/3
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Whenever a player deploys a project, you may search your hand, junkyard, and/or stockpile for a card with the same name as that project and exile it. If you searched your stockpile this way, shuffle it. You may deploy that card for as long as it remains exiled.
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Equipped agent gets +1/+0 and has first strike.
Equip |
At the beginning of your upkeep, you may sacrifice Dogma. If you do, destroy target agent or agenda and score a victory point. (When you have 10 or more victory points, you win the game.)
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Ride (Idle, : Exile an agent you control and put a level counter on Rocket Pod. You may pay at any time to reverse this.)
Level 1-2: 2/4 Anti-flight (This can block agents with flight.) Level 3+: 4/5 Anti-flight, first strike 2/3
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At the beginning of your upkeep, you may sacrifice Arms Race. If you do, score two victory points and may search your stockpile for an object card and draw that card. Then shuffle your stockpile. (When you have 10 or more victory points, you win the game.)
Devise (, Reveal Arms Race from your hand: It is fast until end of turn.) |
: Generate .
Agents occupying Wet Marsh have swampwalk. 2/5
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When Project Manager enters the field, choose a motif.
Projects of the chosen motif you deploy cost less to deploy. 2/1
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Nobel Prize
(mythic)
Desert Warrior
(common)
Assassination Conspiracy
(common)
Sailboat
(common)
Drakul-r
(mythic)
Victory Party
(rare)
Online Banking
(uncommon)
Aerial Patrol
(uncommon)
Meme of the Month
(uncommon)
Colt Revolver
(common)
Dogma
(common)
Rocket Pod
(common)
Arms Race
(common)
Wet Marsh
(common)
Project Manager
(common)
Victory
(token)