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)