CardName: Android 1.0 Cost: 1 Type: Object Agent - Electronic Bot Pow/Tgh: 0/3 Rules Text: When Android 1.0 enters the field, if it was devised this turn, put a +1/+1 counter on it. Devise {2} ({2}, Reveal Android 1.0 from your hand: It is fast until end of turn.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Anonymous Citizen Cost: 1 Type: Agent - Anon Citizen Pow/Tgh: 1/1 Rules Text: Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Ardent Supporter Cost: 3 Type: Agent - Anon Citizen Pow/Tgh: 2/2 Rules Text: When Ardent Supporter enters the field, you gain 1 pop for each victory point you have. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Bulldozer Cost: 5 Type: Agent - Vehicle Pow/Tgh: 3/3 Rules Text: Ride {2} (Idle, {2}: Exile an agent you control and put a level counter on Bulldozer. You may pay {2} at any time to reverse this.) Level 1-2: 5/3 When Bulldozer attacks a Terrain, it gets +2/+0 and trample until end of turn. Level 3+: 6/4 Trample Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Colt Revolver Cost: 3 Type: Object - Equipment Pow/Tgh: / Rules Text: Equipped agent gets +1/+0 and has first strike. Equip {2} Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Deconstructicon Cost: 2 Type: Agent - Bot Pow/Tgh: 2/2 Rules Text: When Deconstructicon dies, generate {c}{c}. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Email Server Cost: 2 Type: Object - Electronic Pow/Tgh: / Rules Text: At the beginning of each upkeep, if Email Server is untapped, that player draws a card. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Fan Club President Cost: 6 Type: Agent - Anon Citizen Pow/Tgh: 2/2 Rules Text: Fan Club President gets +X/+X, where X is the number of victory points you have. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: GPS Cost: 2 Type: Object - Equipment Pow/Tgh: / Rules Text: Whenever equipped agent attacks a Terrain, it can be blocked only by agents occupying it. Equip {1} Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Garbage Compactor Cost: 2 Type: Object Pow/Tgh: / Rules Text: {T}, Sacrifice Garbage Compactor: Tuck all cards from target player's junkyard. (To tuck a card, put it at the bottom of its owner's stockpile.) Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Glider Cost: 2 Type: Agent - Vehicle Pow/Tgh: 0/1 Rules Text: Ride {1} (Idle, {1}: Exile an agent you control and put a level counter on Glider. You may pay {2} at any time to reverse this.) Level 1-2: 2/1 Flight (This can block only agents with flight. This can only be blocked by agents with flight or anti-flight.) Level 3+: 3/2 Flight Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Han Currency Cost: 3 Type: Delayed Object - Money Pow/Tgh: / Rules Text: (Delayed permanents enter tapped.) {t}: Generate {u} or {g}. Sacrifice Han Currency: Generate one energy of any motif. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Heroma Currency Cost: 3 Type: Delayed Object - Money Pow/Tgh: / Rules Text: (Delayed permanents enter tapped.) {t}: Generate {u} or {b}. Sacrifice Heroma Currency: Generate one energy of any motif. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Irrigation Dam Cost: 3 Type: Object - Resource Development Pow/Tgh: / Rules Text: Whenever developed land becomes tapped, Irrigation Dam gets a fuel counter. {T}, Remove X fuel counters from Irrigation Dam: Generate X {wu}. [Develop {1}] Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Khandi Currency Cost: 3 Type: Delayed Object - Money Pow/Tgh: / Rules Text: (Delayed permanents enter tapped.) {t}: Generate {b} or {w}. Sacrifice Khandi Currency: Generate one energy of any motif. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Kinuitz Currency Cost: 3 Type: Delayed Object - Money Pow/Tgh: / Rules Text: (Delayed permanents enter tapped.) {t}: Generate {g} or {w}. Sacrifice Kinuitz Currency: Generate one energy of any motif. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Mosiwatu Currency Cost: 3 Type: Delayed Object - Money Pow/Tgh: / Rules Text: (Delayed permanents enter tapped.) {t}: Generate {r} or {g}. Sacrifice Mosiwatu Currency: Generate one energy of any motif. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Motorcycle Cost: 2 Type: Agent - Vehicle Pow/Tgh: 1/1 Rules Text: Ride {0} (Idle, {0}: Exile an agent you control and put a level counter on Motorcycle. You may pay {2} at any time to reverse this.) Level 1: 2/2 Haste Level 2+: 3/3 Speed (Can't be blocked except by agents with speed or blockade.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Nobel Prize Cost: 6 Type: Agenda Pow/Tgh: / Rules Text: At the beginning of your upkeep, you may sacrifice Nobel Prize and pay {6}. If you do, score three victory points. (When you have 10 or more victory points, you win the game.) Flavour Text: Set/Rarity: Erfh: Information Age Mythic CardName: Nord Currency Cost: 3 Type: Delayed Object - Money Pow/Tgh: / Rules Text: (Delayed permanents enter tapped.) {t}: Generate {b} or {r}. Sacrifice Nord Currency: Generate one energy of any motif. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Person of the Year Cost: 4 Type: Agenda Mod - Fame Phase Pow/Tgh: / Rules Text: Appoint agent or paragon Appointee has aegis. When Person of the Year enters the field, put three +1/+1 or loyalty counters on appointee. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Rico Currency Cost: 3 Type: Delayed Object - Money Resource Pow/Tgh: / Rules Text: (Delayed permanents enter tapped.) {t}: Generate {w} or {u}. Sacrifice Rico Currency: Generate one energy of any motif. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Rocket Pod Cost: 4 Type: Agent - Vehicle Pow/Tgh: 2/3 Rules Text: Ride {2} (Idle, {2}: Exile an agent you control and put a level counter on Rocket Pod. You may pay {2} 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 Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Sailboat Cost: 2 Type: Agent - Vehicle Pow/Tgh: 1/1 Rules Text: Ride {1} (Idle, {1}: Exile an agent you control and put a level counter on Sailboat. You may pay {2} at any time to reverse this.) Level 1-2: 2/1 Islandwalk Level 3+: 3/2 Islandwalk Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Sandfolk Currency Cost: 3 Type: Delayed Object - Money Pow/Tgh: / Rules Text: (Delayed permanents enter tapped.) {t}: Generate {w} or {r}. Sacrifice Sandfolk Currency: Generate one energy of any motif. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Seafolk Currency Cost: 3 Type: Delayed Object - Money Pow/Tgh: / Rules Text: (Delayed permanents enter tapped.) {t}: Generate {r} or {u}. Sacrifice Seafolk Currency: Generate one energy of any motif. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Smartphone Cost: 1 Type: Object - Equipment Pow/Tgh: / Rules Text: Equipped agent has "{t}: Draw a card, then discard a card." Equip {1} Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Songmali Currency Cost: 3 Type: Delayed Object - Money Pow/Tgh: / Rules Text: (Delayed permanents enter tapped.) {t}: Generate {g} or {b}. Sacrifice Songmali Currency: Generate one energy of any motif. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Spear Tank Cost: 5 Type: Agent - Vehicle Pow/Tgh: 2/6 Rules Text: Ride {1} (Idle, {1}: Exile an agent you control and put a level counter on Spear Tank. You may pay {2} at any time to reverse this.) Level 1-2: 4/6. Trample. {3}: Spear Tank deals 2 damage to target agent or player. Level 3+: 6/6. Trample. {6}: Spear Tank deals 6 damage to target agent or player. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Victory Party Cost: 5 Type: Agenda Pow/Tgh: / Rules Text: At the beginning of your precombat main phase, generate {1} for each victory point you have. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Viral Video Cost: 4 Type: Object Pow/Tgh: / Rules Text: Whenever an agent becomes tapped, you may gain 1 pop. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Amnesty Cost: 2w Type: Fast Event - Morality Pow/Tgh: / Rules Text: Play target exiled card without paying its energy cost. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Communal Plan Cost: w Type: Fast Event - Group Pow/Tgh: / Rules Text: Choose one-- • Gain 3 pop. • Withdraw target agenda. • Target agent gets +0/+3 until end of turn. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Confiscate Cost: 4ww Type: Agenda Mod - Tyranny Phase Pow/Tgh: / Rules Text: Appoint permanent You control appointee. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Desert Warrior Cost: 1ww Type: Agent - Sandfolk Soldier Pow/Tgh: 2/2 Rules Text: 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.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Dogma Cost: 2w Type: Agenda Pow/Tgh: / Rules Text: 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.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Early Carriage Cost: 1w Type: Transport Object - Carriage Pow/Tgh: 3/2 Rules Text: Trample Ride 1 (Tap and lag any number of creatures you control with total power 1 or more: This also becomes an agent until end of turn.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Founding Pioneers Cost: 2w Type: Agent - Rico Explorer Pow/Tgh: 2/2 Rules Text: {3}, {t} this and another agent: Look at the top three cards of your stockpile. Put up to one land card from among them onto the field tapped, then tuck the rest. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Judgment Day Cost: 3ww Type: Event - Morality Pow/Tgh: / Rules Text: You and your allies sacrifice all agents. Exile all other agents. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Lowest Denominator Cost: 2ww Type: Agenda Pow/Tgh: / Rules Text: All agents lose all abilities and have base power and toughness X/Y, where X is the lowest power among all agents and Y is the lowest toughness among all agents. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Manifest Destiny Cost: 1w Type: Agenda Pow/Tgh: / Rules Text: At the beginning of your upkeep, you may sacrifice Manifest Destiny. If you do, score a victory point and search your stockpile for a land card for each agent you control and draw those cards. Then shuffle your stockpile. (When you have 10 or more victory points, you win the game.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Noct-Nil, Immune Diplmoat Cost: 1ww Type: Famous Agent - Sandfolk Politician Pow/Tgh: 0/2 Rules Text: {1}{w}, {t}, Pay 1 pop, Sacrifice an agent: Noct-Nil, Immune Diplmoat is indestructible until end of turn. Draw a card. Flavour Text: Dozens of her closest confidants, agents, and whistleblowers would disappear from various peculiar causes during her scandals. Set/Rarity: Erfh: Information Age Rare CardName: Preserve Cost: 1w Type: Fast Event - Life Pow/Tgh: / Rules Text: Tap target permanent. You gain 3 pop. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Remote Fort Cost: 1w Type: Land - Terrain Pow/Tgh: 2/5 Rules Text: {t}: Generate {w}. Agents occupying Remote Fort get +0/+1. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Rescue Drone Cost: 1w Type: Fast Agent - Drone Pow/Tgh: 1/2 Rules Text: Flight (This can block only agents with flight. This can only be blocked by agents with flight or anti-flight.) Homebound (This creature can't attack.) When Rescue Drone enters, return up to one target agent you control to its owner's hand. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Rising Population Cost: 1w Type: Event - Group Pow/Tgh: / Rules Text: Create two {w} 1/1 Citizen agents. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Security Force Cost: 1w Type: Agent - Rico Militia Pow/Tgh: 1/4 Rules Text: Blockade (This can block agents with speed.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Social Justice Warrior Cost: 1ww Type: Agent - Rico Troll Pow/Tgh: 2/2 Rules Text: As Social Justice Warrior enters the field, choose an motif, agent type, or number. Each agent who has the chosen motif or agent type or converted energy cost of the chosen number can't attack unless its controller pays {2} or 2 pop. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Syphon Funnel Cost: x1w Type: Fast Event - Entropy Pow/Tgh: / Rules Text: Syphon X pop from target opponent. (That player loses X pop and you gain X pop.) Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Weston Posse Cost: 2ww Type: Agent - Rico Militia Pow/Tgh: 2/2 Rules Text: Militia agents you control have vigilance. When Weston Posse enters the field, create two {w} 1/1 Militia agents. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: World Peace Cost: 1w Type: Agenda Pow/Tgh: / Rules Text: At the beginning of your upkeep, you may sacrifice World Peace. If you do, score a victory point and until your next turn, agents can't attack. (When you have 10 or more victory points, you win the game.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Aerial Patrol Cost: 3uu Type: Agent - Nord Pilot Pow/Tgh: 4/3 Rules Text: 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.) Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Appeal Cost: 1u Type: Fast Event - Logic Pow/Tgh: / Rules Text: Abort target project that targets a project you control. Draw a card. Flavour Text: During the Banana Appeal of 2015, the Banana Republic was able to turn things around without slipping up. Set/Rarity: Erfh: Information Age Uncommon CardName: Brain Surgery Cost: Xuu Type: Event - Psyche Pow/Tgh: / Rules Text: Target player discards X cards at random. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Burst of Knowledge Cost: X2u Type: Fast Event - Psyche Pow/Tgh: / Rules Text: Target player draws X cards. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Curious Detective Cost: 2u Type: Agent - Nord Spy Pow/Tgh: 1/2 Rules Text: Maneuver (This agent can't be blocked by agents with power greater or equal to this agent's toughness.) Inform 1 (Whenever Curious Detective attacks and isn't blocked, draw one cards.) Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Deep Eddy Cost: 2u Type: Land - Island Terrain Pow/Tgh: 2/5 Rules Text: ({t}: Generate {u}.) Agents occupying Deep Eddy have islandwalk. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Dejavu Cost: 2uu Type: Event - Psyche Pow/Tgh: / Rules Text: Target player takes an extra turn after this one. Flavour Text: Set/Rarity: Erfh: Information Age Mythic CardName: Fact or Fiction Cost: 3u Type: Fast Event - Program Pow/Tgh: / Rules Text: Reveal the top five cards of your stockpile. An opponent separates those cards into two piles. Draw one pile and tuck the other. (To tuck a card, put it at the bottom of its owner's stockpile.) Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Food for Thought Cost: 1u Type: Agenda Pow/Tgh: / Rules Text: Whenever you opt or draw one or more cards, gain 1 pop. {1}{u}: Opt 1. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Funded Research Cost: 1u Type: Agenda Pow/Tgh: / Rules Text: At the beginning of your upkeep, you may sacrifice Funded Research. If you do, you draw two cards and score a victory point. (When you have 10 or more victory points, you win the game.) Devise {2} ({2}, Reveal Funded Research from your hand: It is fast until end of turn.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Guild Dragoon Cost: 2uu Type: Agent - Hacker Pow/Tgh: 2/2 Rules Text: *Alter Ego* -- When Guild Dragoon enters the field, create a {u} 0/1 Magician Avatar agent clone. When Guild Dragoon attacks, if you control a Magician agent, it gains [aegis] and can't be blocked until end of turn. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Mental Challenge Cost: u Type: Event - Program Pow/Tgh: / Rules Text: Abort target project. Devise {u} ({u}, Reveal Mental Challenge from your hand: It is fast until end of turn.) Flavour Text: Set/Rarity: Erfh: Information Age Mythic CardName: Navy Seal Cost: 2u Type: Agent - Seafolk Soldier Pow/Tgh: 2/1 Rules Text: Camouflage Island (Projects and abilities by opponents that control a Island can't target Navy Seal. This can't be blocked if defending player controls a Island.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Scholar Plan Cost: u Type: Fast Event - Program Pow/Tgh: / Rules Text: Choose one-- • Opt 2. • Withdraw target event project. • Target agent gains flight until end of turn. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Top Internet Domain Cost: 1u Type: Agenda Pow/Tgh: / Rules Text: At the beginning of your upkeep, you may sacrifice Top Internet Domain. If you do, score a victory point and gain 1 pop for each agent on the field. (When you have 10 or more victory points, you win the game.) Devise {1} ({1}, Reveal Top Internet Domain from your hand: It is fast until end of turn.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Annihilation Cost: 2bb Type: Event - Force Pow/Tgh: / Rules Text: Destroy all agents. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Arms Race Cost: 2b Type: Agenda Pow/Tgh: / Rules Text: 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 {2} ({2}, Reveal Arms Race from your hand: It is fast until end of turn.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Assassination Conspiracy Cost: 1b Type: Agenda Pow/Tgh: / Rules Text: 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 {2} ({2}, Reveal Assassination Conspiracy from your hand: It is fast until end of turn.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Bomb Threat Cost: b Type: Event - Force Pow/Tgh: / Rules Text: Bomb Threat deals 3 damage to target agent, player, or Terrain. Devise {2} ({2}, Reveal Bomb Threat from your hand: It is fast until end of turn.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Dominant Plan Cost: b Type: Fast Event - Entropy Pow/Tgh: / Rules Text: Choose one-- • Destroy target tapped agent. • Target player discards a card. • Target agent gets +2/+0 until end of turn. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Drakul-r Cost: 3bb Type: Famous Agent - Vampire Noble Pow/Tgh: 3/3 Rules Text: 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. {b}{b}, Remove a +1/+1 counter from Drakul-r: Regenerate Drakul-r. Flavour Text: Proof of concept Set/Rarity: Erfh: Information Age Mythic CardName: Guild Necromancer Cost: 2bb Type: Agent - Hacker Pow/Tgh: 3/1 Rules Text: *Alter Ego* -- When Guild Necromancer enters the field, create a {b} 2/2 Undead Avatar agent clone. If damage would be dealt to Guild Necromancer, that damage is dealt to an Undead agent you control instead. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Jeopardize Cost: b Type: Fast Event - Psyche Pow/Tgh: / Rules Text: Target opponent tucks a card from er hand. If e doesn't, Jeopardize deals 2 damage to er. (To tuck a card, put it at the bottom of its owner's stockpile.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Mookmad's Terrorists Cost: 1bb Type: Agent - Sandfolk Fanatic Pow/Tgh: 2/2 Rules Text: Whenever Mookmad's Terrorists attacks and isn't blocked, you may sacrifice it. If you do, destroy target agent or land. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Ransom Cost: 1b Type: Pow/Tgh: / Rules Text: Target opponent tucks two cards from er hand unless e sacrifices an agent. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Roaming Bands Cost: 2bb Type: Agent - Khandi Warrior Pow/Tgh: 3/2 Rules Text: When Roaming Bands enters the field, expand. (Reveal the top card of your stockpile. If it's a land card, draw it. Else this gets a +1/+1 counter and put the card on top or bottom of your stockpile.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Speedy Gonzo Cost: 1b Type: Agent - Khandi Driver Pow/Tgh: 2/1 Rules Text: Speed (Can't be blocked except by agents with speed or blockade.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Strike Drone Cost: 3b Type: Agent - Drone Pow/Tgh: 2/1 Rules Text: Flight (This can block only agents with flight. This can only be blocked by agents with flight or anti-flight.) {3}{b}, Sacrifice Strike Drone: Destroy target nonbasic land. Strike Drone deals 1 damage to each agent controlled by that land's controller. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Sturdy Stallion Cost: 3b Type: Transport Agent - Horse Pow/Tgh: 3/2 Rules Text: Speed (Can't be blocked except by agents with speed or blockade.) Sturdy Stallion gets +1/+1 as long as it is ridden. Ride 1 (Tap and lag any number of creatures you control with total power 1 or more: This also becomes an agent until end of turn.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Syphon Psyche Cost: 2b Type: Event - Psyche Pow/Tgh: / Rules Text: Target opponent discards a card. Syphon 2 pop from that player. (That player loses 2 pop and you gain 2 pop.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Teeny Runner Cost: 1b Type: Agent - Songmali Spy Pow/Tgh: 2/1 Rules Text: Maneuver (This agent can't be blocked by agents with power greater or equal to this agent's toughness.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Waivered Recruit Cost: b Type: Agent - Nord Soldier Pow/Tgh: 1/1 Rules Text: First strike Devise {2} ({2}, Reveal Waivered Recruit from your hand: It is fast until end of turn.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Wet Marsh Cost: 2b Type: Land - Terrain Pow/Tgh: 2/5 Rules Text: {t}: Generate {b}. Agents occupying Wet Marsh have swampwalk. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Art Teacher Cost: 1r Type: Agent - Seafolk Artist Pow/Tgh: 1/2 Rules Text: Art and Artist projects you deploy cost {1} less to deploy. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Chan Poster Cost: 2r Type: Agent - Seafolk Troll Pow/Tgh: 4/2 Rules Text: Provoke 2 (Whenever this agent attacks, you may have up to two target agents defending player controls untap and block it if able.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Creative Juice Cost: 1r Type: Fast Event - Art Pow/Tgh: / Rules Text: Generate {r}{r}{r}. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Creative Plan Cost: r Type: Fast Event - Art Pow/Tgh: / Rules Text: Choose one-- • Withdraw target object. • Target agent gains speed until end of turn. • Imagine 1. (Exile the top one cards of your stockpile. Until end of turn, you may deploy them.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Field of Dreams Cost: 4r Type: Agenda Pow/Tgh: / Rules Text: Agents you control have haste. {2}{r}{r}: Target agenda or object also becomes an agent with base power and toughness equal to its converted energy cost. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Hammie's Fanatic Cost: r Type: Agent - Seafolk Fanatic Pow/Tgh: 1/1 Rules Text: Sacrifice Hammie's Fanatic: Target agent or paragon gains aegis until end of turn. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: High Slopes Cost: 1rr Type: Land - Terrain Pow/Tgh: 2/4 Rules Text: {t}: Generate {r}. Agents occupying High Slopes get +1/+0. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Leave Cost: r Type: Fast Event - Time Pow/Tgh: / Rules Text: Tuck target agent. Its controller draws a card. (To tuck a card, put it at the bottom of its owner's stockpile.) Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Magnum Opus Cost: 2rr Type: Event - Art Pow/Tgh: / Rules Text: Search your stockpile for a card and draw it. Then shuffle your stockpile. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Media Sensation Cost: r Type: Agenda Pow/Tgh: / Rules Text: At the beginning of your upkeep, you may sacrifice Media Sensation. If you do, score a victory point and agents can't block this turn. (When you have 10 or more victory points, you win the game.) Devise {2} ({2}, Reveal Media Sensation from your hand: It is fast until end of turn.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Meme of the Month Cost: 3rr Type: Agenda Pow/Tgh: / Rules Text: 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. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Nostalgia Cost: 1r Type: Fast Event - Psyche Pow/Tgh: / Rules Text: Draw target event card in your junkyard. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Portrayze, Ghost Biographer Cost: 1rr Type: Famous Agent - Seafolk Artist Pow/Tgh: 2/2 Rules Text: When an agent dies, you may imagine 1. (Exile the top one cards of your stockpile. Until end of turn, you may deploy them.) Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Propose Cost: r Type: Fast Event - Design Pow/Tgh: / Rules Text: Reveal the top two cards of your stockpile. An opponent chooses one of them. Draw that card and trash the rest. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Religious Terrorist Cost: 1r Type: Agent - Mosiwatu Fanatic Rebel Pow/Tgh: 1/1 Rules Text: Deathtouch Devise {2} ({2}, Reveal Religious Terrorist from your hand: It is fast until end of turn.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Asesmbly Line Cost: G Type: Agenda Mod - Scaling Phase Pow/Tgh: / Rules Text: Appoint Industry Whenever appointee is tapped for energy, its controller generates {g}. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Bribery Cost: 2g Type: Agenda Mod - Corruption Phase Pow/Tgh: / Rules Text: Appoint agent You control appointee. At the beginning of your upkeep, sacrifice Bribery unless you pay {3}. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Dangerwood Grove Cost: 2g Type: Land - Terrain Pow/Tgh: 3/6 Rules Text: {t}: Generate {g}. Whenever an agent attacks you or Dangerwood Grove, it loses flight until end of turn. Agents occupying Dangerwood Grove get +0/+1. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Economic Bubble Cost: 2g Type: Agenda Pow/Tgh: / Rules Text: At the beginning of your upkeep, you may sacrifice Economic Bubble. If you do, choose a card type. Until end of turn, projects of the chosen card type cost {3} less to deploy. Then score two victory points. (When you have 10 or more victory points, you win the game.) Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Government Bailout Cost: 2g Type: Agenda Pow/Tgh: / Rules Text: At the beginning of each upkeep, that player taps an untapped land. If a land is tapped this way, put a credit counter on Government Bailout. Remove X credit counters from Government Bailout: Generate X {c}. Flavour Text: Set/Rarity: Erfh: Information Age Mythic CardName: Industrial Plan Cost: g Type: Fast Event - Design Pow/Tgh: / Rules Text: Choose one-- • Untap target agent. • Deploy a land card. • Target agent can't attack this turn unless its controller pays {2}. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Jungle Guerrilla Cost: 2gg Type: Agent - Songmali Rebel Pow/Tgh: 3/3 Rules Text: Camouflage Forest (Projects and abilities by opponents that control a Forest can't target Jungle Guerrilla. This can't be blocked if defending player controls a Forest.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Lush Jungle Cost: 1g Type: Land - Terrain Pow/Tgh: 2/5 Rules Text: {t}: Generate {g}. Whenever an agent occupying Lush Jungle blocks, you may gain 2 pop. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Mafia Tactics Cost: 1g Type: Fast Event - Entropy Pow/Tgh: / Rules Text: Put a -1/-1 counter on target agent. Then syphon 1 pop from its controller. (That player loses 1 pop and you gain 1 pop.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Online Banking Cost: 2g Type: Agenda Pow/Tgh: / Rules Text: 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. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Overexhaust Cost: 2g Type: Fast Event - Entropy Pow/Tgh: / Rules Text: Tap and sap target agent. (Sapped cards don't untap and untlag during its controller's next untap step.) Draw a card. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Project Manager Cost: 1g Type: Agent - Kinuitz Advisor Pow/Tgh: 2/1 Rules Text: When Project Manager enters the field, choose a motif. Projects of the chosen motif you deploy cost {1} less to deploy. Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Real Estate Boom Cost: 2g Type: Agenda Pow/Tgh: / Rules Text: At the beginning of your upkeep, you may sacrifice Real Estate Boom. If you do, score two victory points and until end of turn, whenever you tap a land for energy, generate one energy of any type that land generated (in addition to the energy the land produces). (When you have 10 or more victory points, you win the game.) Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Regreenable Cost: gg Type: Fast Mod Agenda - Earth Phase Pow/Tgh: / Rules Text: Mod permanent Modded permanent is {g} in addition to its other motifs. Modded permanent has "When this is trashed, create three clone agents as {g} 0/1 Tree." Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Robot Factory Cost: 3g Type: Agent - Bot Pow/Tgh: 3/5 Rules Text: Homebound (This creature can't attack.) {2}{g}: Robot Factory loses homebound until end of turn. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Trojan Nanovirus Cost: 1g Type: Agent - Virus Pow/Tgh: 1/1 Rules Text: {G}, {t}: Tap target agent or Electronic. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Sneaky Spy Cost: 2bu Type: Agent - Nord Spy Pow/Tgh: 2/4 Rules Text: Inform 1 (Whenever Sneaky Spy attacks and isn't blocked, draw one cards.) _Intrusion_ -- Whenever Sneaky Spy attacks and isn't blocked, deploy up to one fast event card from your hand without paying its energy cost. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Akbar, Martial Dictator Cost: 3bw Type: Paragon - Akbar Pow/Tgh: /5 Rules Text: [+]: Conquer target land. [-]: Reform target government. [-]: Rise to dictatorship. Flavour Text: Set/Rarity: Erfh: Information Age Mythic CardName: Aleksandru the Great Cost: 2bw Type: Famous Agent - Heroma Soldier Pow/Tgh: 5/4 Rules Text: Vanishing 5 (This permanent enters with 5 time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Your other agents get +1/+1. {1}{b}{w}, Remove a time counter from Aleksandru the Great: Gain control of target land as long as Aleksandru the Great is on the field. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Camel Brigade Cost: 1bw Type: Agent - Sandfolk Cavalry Pow/Tgh: 3/2 Rules Text: Trample, conquer (When this deals combat damage to an opponent, gain control of target land e controls until end of turn. Untap and unlag it. ) Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Infantry Barracks Cost: 1bw Type: Object - Development Pow/Tgh: / Rules Text: {T} this and developed land: Create a {bw} 1/1 Soldier agent. [Develop {2}] Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Khandi Attendant Cost: bw Type: Agent - Rico Pow/Tgh: 2/2 Rules Text: Whenever an agent leaves the field, syphon 1 pop from its controller. (That player loses 1 pop and you gain 1 pop.) Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Rex Luxor Cost: 3gb Type: Paragon - Luxor Pow/Tgh: /4 Rules Text: [+3]: Monetize 2. (Create two {c} Money objects with "Sacrifice this: Generate one energy of any motif.") [-4]: Sacrifice X Moneys. Destroy all nonland permanents with converted energy cost of X or less. [-10]: Sacrifice X Moneys. You get an emblem with "At the beginning of your upkeep, each opponent loses X pop". Flavour Text: Dangerously Rich Set/Rarity: Erfh: Information Age Mythic CardName: Wong Sei Hoi, Conspirator Cost: 3gb Type: Famous Agent - Han Gangster Pow/Tgh: 3/4 Rules Text: Whenever Wong Sei Hoi, Conspirator attacks, create a {b} 1/1 Gangster agent with Bane (destroy any agents that this damages). {3}{g}: Target agent you control fights target agent you don't control. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Amuseum the Amused Cost: 2ug Type: Paragon - Amuseum Pow/Tgh: /4 Rules Text: [+1]: Create a {u} 2/1 Illusion agent with virtuality. (When it's targeted, sacrifice it.) [0]: Until your next turn, whenever an agent attacks you or a permanent you control, you may draw a card. [-7]: You get an emblem with "Agents you control get +1/+1 and have aegis and learning." (When it deals damage to a player, you may draw a card.) Flavour Text: A computer whiz who created the best, most successful virtual reality engine that brings realistic-looking holographic avatars into reality. Set/Rarity: Erfh: Information Age Mythic CardName: Amuseum's Hacks Cost: 2uug Type: Agenda Pow/Tgh: / Rules Text: Play with the top card of your stockpile revealed. You may deploy the top card of your stockpile if it's a nonland card. Projects you deploy from the top of your stockpile cost {2} less to deploy. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Life Simulator Cost: 2gguu Type: Agenda - Science Technology Pow/Tgh: / Rules Text: [Cumulative Upkeep {2}] Whenever you pay Life Simulator's cumulative upkeep, create a {g/u} 0/0 Avatar agent clone with "This agent undergoes +1/+1 for each Avatar agent you control". Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Nilus Dorvalts, Supreme Hacker Cost: 1ug Type: Famous Agent - Nord Engineer Pow/Tgh: 2/3 Rules Text: You may spend {c} as though it were {u} or {g}. {t}: Generate {c}{c}. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Hammie's Crescendo Cost: 4ru Type: Event - Sonic Pow/Tgh: / Rules Text: Exile the top card of your stockpile. Exile the top card of your stockpile. If the last card exiled has converted energy cost greater than the previous card exiled this way, repeat this process. Draw all cards exiled this way. Flavour Text: Set/Rarity: Erfh: Information Age Mythic CardName: Karabunga, Hit Producer Cost: 2ru Type: Famous Agent - Han Artist Pow/Tgh: 2/3 Rules Text: Prowess Whenever you deploy a project with converted energy cost greater than the last project you deployed this turn, opt 1, then draw a card. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: MC Hammie Cost: 1ru Type: Paragon - Hammie Pow/Tgh: 2/3 Rules Text: [+2]: The next event project you deploy this turn costs {1} less for each agent on the field. [-3]: Reveal your hand. For each motif energy symbol in energy costs of cards revealed this way, draw a card. Then discard two cards. [-9]: Draw seven cards. Until end of turn, you may discard a land card rather than pay a project's energy cost. Flavour Text: Set/Rarity: Erfh: Information Age Mythic CardName: The Great Meme War Cost: 2ur Type: Scene - Aethernet Pow/Tgh: /3 Rules Text: [+1]: Exile up to one target event card from any junkyard. You may copy that card and deploy the copy without paying its power costs. [-8]: **Climax** -- Choose any number of event cards in all exiles. You may copy them and deploy the copies without paying their power costs. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Abdul-Jabbar, Servant of the Compeller Cost: 4wr Type: Famous Agent - Sandfolk Fanatic Pow/Tgh: 3/3 Rules Text: When Abdul-Jabbar, Servant of the Compeller enters the field, gain control of all Fanatic agents. When Abdul-Jabbar, Servant of the Compeller enters the field, you may sacrifice any number of agents. Put a +1/+1 counter on it for each agent sacrificed this way. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Mookmad, Almighty Prophet Cost: 2wr Type: Paragon - Mookmad Pow/Tgh: /3 Rules Text: [+1]: Create a {w} 1/1 Fanatic agent with first strike. [-2], Sacrifice an agent you control: Destroy target permanent. [-8], Sacrifice X agents you control: Mookmad deals X+X damage to each other player. You gain X+X pop. Flavour Text: Mookmad looks mad Makes his god look bad Set/Rarity: Erfh: Information Age Mythic CardName: Nirvana Cost: Wr Type: Agenda Pow/Tgh: / Rules Text: At the beginning of your upkeep, if your hand is empty, gain 3 pop and mill 3. Flavour Text: Set/Rarity: Erfh: Information Age Uncommon CardName: Burncold Estate Cost: Type: Land Pow/Tgh: / Rules Text: {T}, Pay 1 pop: Generate {R} or {u}. {1}, {T}, Sacrifice Burncold Estate: Draw a card. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Coldtree Estate Cost: Type: Land Pow/Tgh: / Rules Text: {T}, Pay 1 pop: Generate {u} or {g}. {1}, {T}, Sacrifice Coldtree Estate: Draw a card. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Darkfire Estate Cost: Type: Land Pow/Tgh: / Rules Text: {T}, Pay 1 pop: Generate {b} or {r}. {1}, {T}, Sacrifice Darkfire Estate: Draw a card. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Firegrass Estate Cost: Type: Land Pow/Tgh: / Rules Text: {T}, Pay 1 pop: Generate {r} or {g}. {1}, {T}, Sacrifice Firegrass Estate: Draw a card. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Frontier Cost: Type: Basic Land - Frontier Pow/Tgh: / Rules Text: Flavour Text: Set/Rarity: Erfh: Information Age Common CardName: Grasssky Estate Cost: Type: Land Pow/Tgh: / Rules Text: {T}, Pay 1 pop: Generate {g} or {w}. {1}, {T}, Sacrifice Grasssky Estate: Draw a card. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Heropolis Cost: Type: Famous Delayed Land - City Pow/Tgh: / Rules Text: (Delayed permanents enter tapped.) {t}: Generate {u/b}. {u}{b}, {t}, Tap two agents you control: Deploy an event card from your hand without paying its energy cost. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Hong Kyo Cost: Type: Famous Delayed Land - City Pow/Tgh: / Rules Text: (Delayed permanents enter tapped.) {T}: Generate {u/g}. {2}{u}{g}, {t}, Return an agent you control to its owner's hand: Put a +1/+1 counter on each agent you control. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Industry Cost: Type: Basic Land - Industry Pow/Tgh: / Rules Text: Flavour Text: Set/Rarity: Erfh: Information Age Basic CardName: Jadengrad Cost: Type: Famous Delayed Land - City Pow/Tgh: / Rules Text: (Delayed permanents enter tapped.) {t}: Generate {b/g}. {1}{g}{b}, {t}, Sacrifice an agent: Search your stockpile for a land card and put it onto field. Then shuffle your stockpile. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Luxor's Penthouse Cost: Type: Land Pow/Tgh: / Rules Text: {t}: Generate {c}. {2}{g}{b}, {t}, Exile a paragon card from a junkyard: Create a {b} X/X Clone agent, where X is the exiled card's base loyalty. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Meccasalem Cost: Type: Famous Delayed Land - City Pow/Tgh: / Rules Text: (Delayed permanents enter tapped.) {t}: Generate {r/W}. {2}{r}{w}, {t}, Skip your next draw step: Gain 10 pop. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Nova Franko Cost: Type: Famous Delayed Land - City Pow/Tgh: / Rules Text: (Delayed permanents enter tapped.) {T}: Generate {u/r}. {X}{x}{u}{r}, {T}, Discard a card: Opt X, then draw a card. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Pristine Plains Cost: Type: Land - Plains Pow/Tgh: / Rules Text: Pristine Plains cannot be the target of abilities of Lands. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Residence Cost: Type: Basic Land - Residence Pow/Tgh: / Rules Text: Flavour Text: Set/Rarity: Erfh: Information Age Basic CardName: School Cost: Type: Basic Land - School Pow/Tgh: / Rules Text: Flavour Text: Set/Rarity: Erfh: Information Age Basic CardName: Skullsun Estate Cost: Type: Land Pow/Tgh: / Rules Text: {T}, Pay 1 pop: Generate {B} or {w}. {1}, {T}, Sacrifice Skullsun Estate: Draw a card. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Skywater Estate Cost: Type: Land Pow/Tgh: / Rules Text: {T}, Pay 1 pop: Generate {w} or {u}. {1}, {T}, Sacrifice Skywater Estate: Draw a card. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Stage Cost: Type: Basic Land - Stage Pow/Tgh: / Rules Text: Flavour Text: Set/Rarity: Erfh: Information Age Basic CardName: Stronghold Cost: Type: Basic Land - Stronghold Pow/Tgh: / Rules Text: Flavour Text: Set/Rarity: Erfh: Information Age Basic CardName: Sunburn Estate Cost: Type: Land Pow/Tgh: / Rules Text: {T}, Pay 1 pop: Generate {W} or {r}. {1}, {T}, Sacrifice Sunburn Estate: Draw a card. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Treeskull Estate Cost: Type: Land Pow/Tgh: / Rules Text: {T}, Pay 1 pop: Generate {G} or {b}. {1}, {T}, Sacrifice Treeskull Estate: Draw a card. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Waterdark Estate Cost: Type: Land Pow/Tgh: / Rules Text: {T}, Pay 1 pop: Generate {u} or {b}. {1}, {T}, Sacrifice Waterdark Estate: Draw a card. Flavour Text: Set/Rarity: Erfh: Information Age Rare CardName: Victory Cost: Type: Point - Victory Pow/Tgh: / Rules Text: When you have 10 or more victory points, you win the game. Flavour Text: Set/Rarity: Erfh: Information Age Token