Steel Type Card Listing
steelworks:
requires the launcher to be steel type, 100 % success
The launcher's type level is modified by 1, has a passive effect in the hand (+1 power on steel launched attacks, )
(steel, type, passive effect)
bolt thrower:
3 physical power, 100 % success
(steel, physical, offensive)
willpower:
works as a reaction against a prohibition card, 100 % success
the launcher puts 2 cards offensive above their deck
reduces the launcher's prohibition to change types by 4 turns, reduces the launcher's prohibition to change types by 4 turns, removes 4 turns from the launcher's draw prohibition'
(steel, reaction, manipulation)
steel skin:
works as a parry against a blood card, 85 % success
The launcher gets 1 steel skin cards in their hand, The launcher can't draw during 2 turns
(steel, parry)
metalic insensitivity:
works as a parry against a stat card, 85 % success
The launcher gets 1 metalic insensitivity cards in their hand, The launcher can't draw during 2 turns
(steel, parry)
lock-on:
100 % success
the launcher has a 100 % chance of becoming +1 in success for up to 4 turns
(steel, stat)
windmill:
100 % success
the launcher has a 100 % chance to take 1 card wind from their deck
(steel, manipulation)
plasma flash:
100 % success
the launcher has a 50 % chance of becoming +1 in special attack, for up to 2 turns, the launcher has a 50 % chance of switching his type
the target has a 50 % chance of becoming -1 in special defense, for up to 2 turns, the target has a 50 % chance of becoming +1 in burning, for up to 1 turns, the target has a 50 % chance of switching his type
(steel, offensive)
steel symbol
100 % success
The launcher gets 2 steel symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(steel, minor symbol, passive effect)
iron hand
100 % success
The launcher has a 50 % chance of becoming +1 in physical attack, for about 1 turns
has a passive effect in the hand
(+3 power on hand launched attacks, )
(steel, hand, passive effect)
immunity against poison:
works as a parry against a "poison" card
requires the launcher to be "steel" type, 85 % success
The launcher gets 1 "immunity against poison" cards in their hand, The launcher can't draw during 1 turns,
(steel, parry)
defensive blade:
Level 1
works as a reaction against a contact card
2 physical power, can hit up to 4 times, has a level 1 critical hit, 90 % success
(steel, weapon, reaction, physical, offensive, multi-hit)
energetic accumulator:
Level 1
works as a reaction against a electric card, 100 % success
the launcher has a 100 % chance of becoming +1 in special attack, for up to 4 turns
(steel, reaction, stat)
steal nerve:
Level 1
100 % success
the launcher has a 100 % chance of becoming -2 in critical failure, for up to 8 turns
(steel, stat)
steel armour:
Level 1
100 % success
the launcher has a 100 % chance of becoming +2 in physical defense, -2 in dodge, for up to 8 turns
(steel, stat)
red laser:
Level 1
3 magical power, 100 % success
the target has a 10 % chance of becoming -1 in success for up to 1 turns
(steel, ray, magical, offensive)
shear:
Level 1
100 % success
the target has a 100 % chance to put 2 card grass into their exile, the target puts 2 cards grass below their deck.
(steel, double try, manipulation, offensive)
bird mirror:
Level 1
works as a parry against a flying card, 100 % success
the target has a 100 % chance of becoming -8 in dodge, for up to 2 turns
(steel, mirror, parry, stat, offensive)
steel shield:
Level 1
works as a parry against a sword card, 8 physical power, 100 % success
has a passive effect in the hand (+1 power on weapon launched attacks, -1 power on ground received attacks)
(steel, weapon, shield, parry, physical, offensive, passive effect)
lightning rod:
Level 1
works as a parry against a electric card, 85 % success
The launcher gets 1 lightning rod cards in their hand, The launcher can't draw during 2 turns
(steel, parry)
mechanical grease:
Level 1
100 % success
the launcher puts 1 cards steel above their deck.
has a passive effect in the hand (+1 power on steel launched attacks, +1 power on fire received attacks)
(steel, manipulation, passive effect)
tracks map
Level 1
100 % success
The launcher puts 4 cards railway above their deck.
(steel, manipulation)
grease throw:
Level 2
works following the number of mechanical grease cards in the launcher's hand, 100 % success
the target has a 100 % chance to take 1 card mechanical grease in the launcher's hand
(steel, manipulation, offensive)
steal sword:
Level 3
5 physical power, has a level 1 critical hit, 100 % success
the target has a 5 % chance of becoming +1 in fear, for up to 1 turns
(steel, weapon, sword, physical, offensive)
grease blood:
Level 3
works following the number of bleeding cards in the launcher's hand, 100 % success
the launcher has a 100 % chance to put 1 card bleeding into their exile, The launcher gets 1 mechanical grease cards in their hand
(steel, blood, manipulation)
blue laser:
Level 4
6 magical power, 100 % success
the target has a 10 % chance of becoming -1 in success for up to 2 turns, the target has a 20 % chance of becoming +1 in burning, for up to 1 turns
(steel, ray, magical, offensive)
magnet:
Level 4
100 % success
the launcher has a 100 % chance to take 1 card steel from their deck
(steel, manipulation)
pearcing armour:
Level 5
100 % success
the target has a 100 % chance of becoming -2 in physical defense, for up to 4 turns
(steel, stat, offensive)
screech:
Level 5
100 % success
the target has a 100 % chance of becoming -2 in special defense, for up to 4 turns
(steel, sound, stat, offensive)
mirror throw:
Level 5
works following the number of mirror cards in the launcher's hand
4 physical power, has a level 1 critical hit, 90 % success
the launcher has a 100 % chance to put 1 card mirror into their exile
(steel, physical, offensive, manipulation)
mirror gallery:
Level 5
100 % success
Changes the environment to mirror gallery (+3 power on mirror launched attacks, +2 power on ray launched attacks, +1 power on grass launched attacks, -2 power on dark launched attacks, -1 power on bug launched attacks)
(steel, environment)
railway:
Level 5
100 % success
the launcher puts 2 cards steel above their deck.
has a passive effect in the hand (+1 power on ground received attacks)
(steel, manipulation, passive effect)
steel wing:
Level 6
8 physical power, has a level 1 critical hit, 100 % success
100 % chance of changing the launcher's type into flying
(steel, contact, physical, offensive, type)
lubricating:
Level 6
100 % success
the launcher has a 100 % chance of becoming +1 in success for up to 4 turns
The launcher gets 1 mechanical grease cards in their hand
(steel, stat)
magnet bomb:
Level 8
10 physical power, never fails
(steel, explosion, physical, offensive, unmissable)
plasma thrower:
Level 8
12 magical power, 80 % success
the launcher has a 100 % chance of becoming +1 in burning, for up to 2 turns
the target has a 20 % chance of becoming -1 in success for up to 4 turns
the target has a 40 % chance of becoming +1 in burning, for up to 2 turns
(steel, magical, offensive, status)
miniaturization:
Level 10
100 % success
the launcher has a 100 % chance of becoming -2 in physical attack, -4 in physical defense, +6 in dodge, for up to 8 turns
(steel, stat)
thermic regulation:
Level 12
100 % success
the launcher has a 100 % chance of becoming -2 in burning, -2 in freezing, for up to 8 turns
(steel, status)
railway construction:
Level 12
works following the number of steel cards in the launcher's hand, 100 % success
The launcher gets 1 railway cards in their hand
(steel)
mirror's repair:
Level 15
follows the number of mirror cards in the launcher's exile, 100 % success
the launcher has a 100 % chance to take 1 card mirror from their exile
(steel, critical risk, manipulation)
explosion of plasma:
Level 20
30 magical power, 100 % success
, the launcher suffers 50 % of the damages caused to the target
the launcher has a 100 % chance of becoming +2 in burning, for up to 4 turns
the target has a 100 % chance of becoming -2 in success for up to 8 turns
the target has a 100 % chance of becoming +2 in burning, for up to 4 turns
(steel, explosion, critical risk, magical, offensive, stat, status)
grease cannon:
Level 25
works following the number of mechanical grease cards in the launcher's hand, 3 magical power, 100 % success
the target has a 50 % chance of becoming +1 in critical failure, for up to 2 turns
the target has a 100 % chance to take 1 card mechanical grease in the launcher's hand
(steel, magical, offensive, manipulation)
train whistle:
Level 28
works following the number of railway cards in the launcher's hand, 5 magical power, 100 % success
(steel, sound, magical, offensive)
sparkling ray:
Level 30
works following the number of mirror cards in the launcher's hand, 6 magical power, 100 % success
the target has a 30 % chance of becoming -1 in success for up to 1 turns
(steel, ray, magical, offensive)
piston shot:
Level 32
works following the number of mechanical grease cards in the launcher's hand
5 physical power, 100 % success
(steel, physical, offensive)
train tackle:
Level 42
works following the number of railway cards in the launcher's hand
10 physical power, has a level 1 critical hit, has a level -1 critical failiure, 100 % success
the launcher suffers 10 % of the damages caused to the target
the launcher has a 100 % chance to put 1 card railway into their exile
(steel, tackle, contact, physical, offensive, manipulation)