Chain: Gain (+2)
Permanent Power.
1st slot: Generate Defence equal to damage this item dealt to health.
5th slot: Gain +5 Power for each Focus the opponent generated this turn.
Does not attack. Transfer power to items in the 4th and 5th slots.
No Ability. Helmet and pan... Whose battle ground is this?
Does not attack. Transfer Power to ALL items on your board.
Continuous: Junks will go to your hand instead of your deck.
No Ability. Property of G. Freeman.
Chain: Gain +(3)* Power.
Generate '1' Focus
Use Focus: Generate (4)* Defence.
Use Focus: Remove all additional power from opponent's highest boosted item.
Summon Pigeons with this card's Power on opponent's empty slots. Each pigeon deals damage equal to this card's power.
Consumable Restore health equal to Power x1.
Add 1 Sandbag to your hand.
For each Chain item used, gain (+2)* Power.
Generate 1 Focus. On Merge: Restore (10)* Health.
On Merge: Gain (2) Tokens.
Whenever your Defence breaks, deal (3)* damage to opponent.
Start of Combat: Generate (4)* Defence.
If empty, move to the next slot for once.
Start of Combat: Give +2 Power to adjacent items.
Chain: Generate (3)* Defence.
Chain: Gain (+2)* Permanent Power.
Chain Gain (+4)* Power. Remove 1 Focus from opponent.
Chain Generate 2 Focus.
Chain: Generate (2)* Defence for each Chain item in play.
Use Focus: Gain (+6)* Power. Ignore Defence.
Start of Combat: Generate 1 Focus. Transfer its Power to the item on the 1st slot. "