Erfh: Information Age
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Showing 59 active cards, of 158 total
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1/1
When Ardent Supporter enters the field, you gain 1 pop for each victory point you have.
2/2
Ride
(Idle,
: Exile an agent you control and put a level counter on Bulldozer. You may pay
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



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
3/3
Equipped agent gets +1/+0 and has first strike.
Equip
Equip

Fan Club President gets +X/+X, where X is the number of victory points you have.
2/2
Whenever equipped agent attacks a Terrain, it can be blocked only by agents occupying it.
Equip
Equip

Ride
(Idle,
: Exile an agent you control and put a level counter on Glider. You may pay
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



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
0/1
Ride
(Idle,
: Exile an agent you control and put a level counter on Motorcycle. You may pay
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.)



Level 1: 2/2 Haste
Level 2+: 3/3 Speed (Can't be blocked except by agents with speed or blockade.)
1/1
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.)

Appoint agent or paragon
Appointee has aegis.
When Person of the Year enters the field, put three +1/+1 or loyalty counters on appointee.
Appointee has aegis.
When Person of the Year enters the field, put three +1/+1 or loyalty counters on appointee.
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



Level 1-2: 2/4 Anti-flight (This can block agents with flight.)
Level 3+: 4/5 Anti-flight, first strike
2/3
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



Level 1-2: 2/1 Islandwalk
Level 3+: 3/2 Islandwalk
1/1
Equipped agent has "
: Draw a card, then discard a card."
Equip

Equip

Ride
(Idle,
: Exile an agent you control and put a level counter on Spear Tank. You may pay
at any time to reverse this.)
Level 1-2: 4/6. Trample.
: Spear Tank deals 2 damage to target agent or player.
Level 3+: 6/6. Trample.
: Spear Tank deals 6 damage to target agent or player.



Level 1-2: 4/6. Trample.

Level 3+: 6/6. Trample.

2/6
At the beginning of your precombat main phase, generate
for each victory point you have.

Whenever an agent becomes tapped, you may gain 1 pop.
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
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.)
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.)


Agents occupying Remote Fort get +0/+1.
2/5
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.)
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.)
Inform 2 (Whenever Aerial Patrol attacks and isn't blocked, draw two cards.)
4/3
Abort target project that targets a project you control.
Draw a card.
Draw a card.
During the Banana Appeal of 2015, the Banana Republic was able to turn things around without slipping up.
(
: Generate
.)
Agents occupying Deep Eddy have islandwalk.


Agents occupying Deep Eddy have islandwalk.
2/5
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
(
, Reveal Funded Research from your hand: It is fast until end of turn.)
Devise


Abort target project.
Devise
(
, Reveal Mental Challenge from your hand: It is fast until end of turn.)
Devise


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.)
2/1
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
(
, Reveal Top Internet Domain from your hand: It is fast until end of turn.)
Devise


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.)
Devise


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.)
Devise


Bomb Threat deals 3 damage to target agent, player, or Terrain.
Devise
(
, Reveal Bomb Threat from your hand: It is fast until end of turn.)
Devise


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.
Whenever a Human agent dies, put a +1/+1 counter on Drakul-r.


Proof of concept
3/3
First strike
Devise
(
, Reveal Waivered Recruit from your hand: It is fast until end of turn.)
Devise


1/1


Agents occupying Wet Marsh have swampwalk.
2/5
Generate 

.





Agents occupying High Slopes get +1/+0.
2/4
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
(
, Reveal Media Sensation from your hand: It is fast until end of turn.)
Devise


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.
Deathtouch
Devise
(
, Reveal Religious Terrorist from your hand: It is fast until end of turn.)
Devise


1/1


Whenever an agent attacks you or Dangerwood Grove, it loses flight until end of turn.
Agents occupying Dangerwood Grove get +0/+1.
3/6
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
less to deploy. Then score two victory points. (When you have 10 or more victory points, you win the game.)

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.)
3/3


Whenever an agent occupying Lush Jungle blocks, you may gain 2 pop.
2/5
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.
Remove a credit counter from Online Banking: Generate one energy of any motif or neutral.
When Project Manager enters the field, choose a motif.
Projects of the chosen motif you deploy cost
less to deploy.
Projects of the chosen motif you deploy cost

2/1
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.)
[+]: Conquer target land.
[-]: Reform target government.
[-]: Rise to dictatorship.
[-]: Reform target government.
[-]: Rise to dictatorship.
5
+3: Monetize 2. (Create two
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".

-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".
Dangerously Rich
4
+1: Create a
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.)

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.)
A computer whiz who created the best, most successful virtual reality engine that brings realistic-looking holographic avatars into reality.
4
+2: The next event project you deploy this turn costs
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.

-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.
2/3
+1: Create a
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.

-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.
Mookmad looks mad
Makes his god look bad
Makes his god look bad
3

























Show frames: C W U B R G M L
Show rarities: C U R M T
Or view by sections
Erfh: Information Age: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Turfs | Transport | Faces and Places | Skeleton | Motifs Chart |
2013-12-18 11:13:49 by Alex