Clé Printed

Hero and equipment (6/6)

Clé, The Assembler
Your Constructs have +1 Armour (They prevent 1 damage from all instances of damage they would take)
You may Move your Constructs using your
When your entire life has already been decided for you, defying it becomes the logical answer.
80
Engineer Hero
Gravity Module
Once per turn Target Construct you control Lasts another turn and loses all Shield
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Construct Evo
Machine Translocator
All Constructs you control may Move 1
Continue
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Construct Evo
Plasma-Powered Wrench
Target Construct you control may attack an additional time this turn
Once per turn Attack Pattern projectile
4
Construct Evo
Power Charger
You or target Construct you control gains Shield 3 (It prevents the next 3 damage it would take this turn)
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Reactive Construct Evo
Turret Disassembler
Sacrifice a Construct Block 4 (Prevent the next 4 damage you would take this initiative)
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Reactive Construct Evo

Main deck (60/60)

Gun Sentry v3
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern projectile
3
Turret Construct
Gun Sentry v3
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern projectile
3
Turret Construct
Gun Sentry v3
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern projectile
3
Turret Construct
Gun Sentry v2
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern projectile
2
Turret Construct
Gun Sentry v2
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern projectile
2
Turret Construct
Gun Sentry v2
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern projectile
2
Turret Construct
Gun Sentry v1
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern projectile
1
Turret Construct
Gun Sentry v1
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern projectile
1
Turret Construct
Gun Sentry v1
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern projectile
1
Turret Construct
Mining Drill v3
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern melee3
Every piece of junk can be refurbished.
3
Turret Construct
Mining Drill v3
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern melee3
Every piece of junk can be refurbished.
3
Turret Construct
Mining Drill v3
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern melee3
Every piece of junk can be refurbished.
3
Turret Construct
Mining Drill v2
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern melee3
Every piece of junk can be refurbished.
2
Turret Construct
Mining Drill v2
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern melee3
Every piece of junk can be refurbished.
2
Turret Construct
Mining Drill v2
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern melee3
Every piece of junk can be refurbished.
2
Turret Construct
Mining Drill v1
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern melee3
Every piece of junk can be refurbished.
1
Turret Construct
Mining Drill v1
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern melee3
Every piece of junk can be refurbished.
1
Turret Construct
Mining Drill v1
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern melee3
Every piece of junk can be refurbished.
1
Turret Construct
Commander Beacon
Has 1 and Armor 1 (It prevents 1 damage from all instances of damage it would take)
All other Constructs you control have +1 Damage
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Turret Construct
Commander Beacon
Has 1 and Armor 1 (It prevents 1 damage from all instances of damage it would take)
All other Constructs you control have +1 Damage
--
Turret Construct
Commander Beacon
Has 1 and Armor 1 (It prevents 1 damage from all instances of damage it would take)
All other Constructs you control have +1 Damage
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Turret Construct
Failure Prognosis
All Constructs you control gain Shield 2 and can Attack an additional time this turn (They prevent the next 2 damage they would take this turn)
The key to reducing failure rate is to not have failures at all.
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Support Reaction
Failure Prognosis
All Constructs you control gain Shield 2 and can Attack an additional time this turn (They prevent the next 2 damage they would take this turn)
The key to reducing failure rate is to not have failures at all.
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Support Reaction
Failure Prognosis
All Constructs you control gain Shield 2 and can Attack an additional time this turn (They prevent the next 2 damage they would take this turn)
The key to reducing failure rate is to not have failures at all.
--
Support Reaction
Focused Spark Generator
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern melee5
2
Turret Construct
Focused Spark Generator
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern melee5
2
Turret Construct
Focused Spark Generator
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern melee5
2
Turret Construct
High Caliber Sentry
Has 1 that Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern projectile
4
Construct Action
High Caliber Sentry
Has 1 that Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern projectile
4
Construct Action
High Caliber Sentry
Has 1 that Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern projectile
4
Construct Action
Psy Bade Launcher
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern blink2wide
2
Turret Construct
Psy Bade Launcher
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern blink2wide
2
Turret Construct
Psy Bade Launcher
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Once per turn Attack Pattern blink2wide
2
Turret Construct
Quick Deploy Sentry
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Can be played as an Instant
Once per turn Attack Pattern projectile
2
Turret Construct
Quick Deploy Sentry
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Can be played as an Instant
Once per turn Attack Pattern projectile
2
Turret Construct
Quick Deploy Sentry
Has 1 and Lasts 1 turn (It expires at the start of the next turn, destroying it)
Can be played as an Instant
Once per turn Attack Pattern projectile
2
Turret Construct
Add Parts v3
Reroute (This may be played by a construct you control)
Gain Shield 4 (Prevent the next 4 damage you would take this turn)
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Support Reaction
Add Parts v3
Reroute (This may be played by a construct you control)
Gain Shield 4 (Prevent the next 4 damage you would take this turn)
--
Support Reaction
Add Parts v3
Reroute (This may be played by a construct you control)
Gain Shield 4 (Prevent the next 4 damage you would take this turn)
--
Support Reaction
Emergency Patch v3
Reroute (This may be played by a construct you control)
Block 5 (Prevents the next 5 damage you would take this initiative)
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Support Reaction
Emergency Patch v3
Reroute (This may be played by a construct you control)
Block 5 (Prevents the next 5 damage you would take this initiative)
--
Support Reaction
Emergency Patch v3
Reroute (This may be played by a construct you control)
Block 5 (Prevents the next 5 damage you would take this initiative)
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Support Reaction
Energize v3
Reroute (This may be played by a construct you control)
You gain +3 Damage with Construct Attacks this turn
Continue
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Support Action
Energize v3
Reroute (This may be played by a construct you control)
You gain +3 Damage with Construct Attacks this turn
Continue
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Support Action
Energize v3
Reroute (This may be played by a construct you control)
You gain +3 Damage with Construct Attacks this turn
Continue
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Support Action
Overcharged Batteries v3
Upgrade (Put this under its target until it is destroyed)
If target Construct you control would Expire, instead destroy this and it gains Shield 3 (It prevents the next 3 damage it would take this turn)
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Support Action
Overcharged Batteries v3
Upgrade (Put this under its target until it is destroyed)
If target Construct you control would Expire, instead destroy this and it gains Shield 3 (It prevents the next 3 damage it would take this turn)
--
Support Action
Overcharged Batteries v3
Upgrade (Put this under its target until it is destroyed)
If target Construct you control would Expire, instead destroy this and it gains Shield 3 (It prevents the next 3 damage it would take this turn)
--
Support Action
Overcharged Batteries v2
Upgrade (Put this under its target until it is destroyed)
If target Construct you control would Expire, instead destroy this and it gains Shield 2 (It prevents the next 2 damage it would take this turn)
--
Support Action
Overcharged Batteries v2
Upgrade (Put this under its target until it is destroyed)
If target Construct you control would Expire, instead destroy this and it gains Shield 2 (It prevents the next 2 damage it would take this turn)
--
Support Action
Overcharged Batteries v2
Upgrade (Put this under its target until it is destroyed)
If target Construct you control would Expire, instead destroy this and it gains Shield 2 (It prevents the next 2 damage it would take this turn)
--
Support Action
Rebalance Weapons v3
Upgrade (Put this under its target until it is destroyed)
Target Construct you control gains +3 Damage
--
Support Action
Rebalance Weapons v3
Upgrade (Put this under its target until it is destroyed)
Target Construct you control gains +3 Damage
--
Support Action
Rebalance Weapons v3
Upgrade (Put this under its target until it is destroyed)
Target Construct you control gains +3 Damage
--
Support Action
Reinforce Structure v3
Reroute (This may be played by a construct you control)
Gain Shield 5 (Prevent the next 5 damage you would take this turn)
Continue
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Support Action
Reinforce Structure v3
Reroute (This may be played by a construct you control)
Gain Shield 5 (Prevent the next 5 damage you would take this turn)
Continue
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Support Action
Reinforce Structure v3
Reroute (This may be played by a construct you control)
Gain Shield 5 (Prevent the next 5 damage you would take this turn)
Continue
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Support Action
Rotary Barrel v3
Reroute (This may be played by a construct you control)
You may Attack an additional time this turn, and your next Construct Attack this turn gains +3 Damage
Continue
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Support Action
Rotary Barrel v3
Reroute (This may be played by a construct you control)
You may Attack an additional time this turn, and your next Construct Attack this turn gains +3 Damage
Continue
--
Support Action
Rotary Barrel v3
Reroute (This may be played by a construct you control)
You may Attack an additional time this turn, and your next Construct Attack this turn gains +3 Damage
Continue
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Support Action