Fanon:DCoW Heroes

DCoW Heroes is a Diep.io-based Card Game that uses the format of iOS game, PvZ Heroes and translates it into Diep.io and messes with the mechanics a bit.

''Note: More cards are always being added. This page is NOT finished and probably won't ever be.''

''Also Note: Close the Table of Contents everytime you visit. It lengthens the page and is annoying.''

Types
Just like in PvZ Heroes, there are 'Types' of cards. Type determines what Heroes can play what cards. Each Hero has two Types of cards they can put into their 40 card deck. The four types are:


 * Mega: Mega Cards focus on getting stronger as the game continues, and buffing what you've already played. Its representation color is dark gray.
 * Sneaky: Sneaky Cards are dangerous but risky. They have a knack for being invisible, moving around to avoid combat, and being generally a pain. Its representation color is black.
 * Guardian: Guardian Cards are powerful on defense, and work well to keep everyone alive. They can group up with another card in a lane for double power, and can take quite the brunt of pain. Its representation color is brown.
 * Arcane: Arcane Cards are unique. They hold many Drones, Tricks, and Cult tanks beneath the category that can fill up and amass a huge army quickly if not handled fast. Its representation color is a dark purple.
 * Spiritual: A niche class of cards that involves not buffing your power, but nullifying the enemy. They have a lot of removal cards, and act as a passive, more middle-ground between Arcane and Mega. Spirit tribe cards are exclusive to this type. Its representation color is yellow.
 * Smarty: Smarty Cards are powerful in a team, and have a lot of card draw. Smarty is a very control based class, with it having a strong mid to late game, with small amounts of early game rush potential. The Science tribe can mainly be found here, but is also in many other Types. Its representation color is white.

Heroes


Now that we have the Types out of the way, let's look at the Heroes. Heroes can have two Types of cards in their decks, and cannot use cards of other Types. Some Heroes are better for certain decks than others. Every Hero in DCoW Heroes is a prominent user on the wikia, adjusted to Diep.io and with new names. Hero images are spread around the Mechanics area.

NOTE: This area will look messy for a bit. Some heroes are still users while some have already done the revamp.


 * ZathusTheMageV: Sneaky and Arcane.
 * Teamerz: Sneaky and Mega.
 * BeniTehCobCannon: Mega and Guardian.
 * Agent Chap: Guardian and Sneaky.
 * ItsNoobWikia: Mega and Arcane.
 * Pentavian: Guardian and Arcane.
 * Septuar: Mega and Spiritual.
 * DiepEpicBattle: Sneaky and Spiritual.
 * RavenKing: Guardian and Spiritual.
 * UltraReconKing: Arcane and Spiritual.
 * Cloudburster: Mega and Smarty.
 * Professor Doctor Tuck: Sneaky and Smarty.
 * StickmanKing: Guardian and Smarty.
 * Ursuul: Arcane and Smarty.
 * TOTMGsRock: Spiritual and Smarty.

Signature Superpowers
Each Hero gets 3 Hero Powers. Each Hero has its own 'Signature Superpower' which only THAT Hero can use. The other two are select Superpowers, 1 from each of their Types. There are 15 non-Signature superpowers, 3 of each Type, so a Hero gets its Signature Power, and one from each Type that it is made up, totaling three per Hero. All Superpowers are listed below, and then at the bottom of the list, I will show what three powers each Hero has. All Hero Powers cost 1 Tankit to use. Each time your Block Meter activates, you get one. You can either use it when you get it, or save it for later.


 * Summoning: ZathusTheMageV's Signature Superpower. Summon in a random card that costs 3 Tankit or less in a selected lane.
 * Galvanize: Teamerz's Signature Superpower. Move a unit. It does a Bonus Attack.
 * Bolster: BeniTehCobCannon's Superpower. All allies get +1 Health and +1 Attack.
 * Lifeline: Chapsteck's Superpower. An ally gets +2 Health, +2 Attack, and Frenzy.
 * Absorption: ItsNoobWikia's Superpower. No allies can be hurt this turn.
 * Conception!: Graviatar's Superpower. Add three random cards from the entire game into your hand.
 * Tornado: Diepmon's Superpower. Swap the position of two allies or two enemies. Cannot swap an ally and an enemy.
 * Decimate: DiepEpicBattle's Superpower. Destroy all enemies with four Attack or more.
 * Electrify!: RavenKing's Superpower. Paralyze all enemies in the three middle lanes.
 * Suffocate: UltraReconKing's Superpower. Destroy all enemies with two Attack or less.
 * Overload: Cloudburster's Superpower. An ally does 3 Bonus Attacks.
 * Shockwave: AM Waves' Superpower. Bounce all enemies in the three middle lanes.
 * Undestroyable: StickmanKing's Superpower. You hero cannot be hurt this turn.
 * Purge: Ursuul's Superpower. Destroy the two enemies with the highest Attack.
 * Fortune: TOTMGsRock's Superpower. Deal 2 damage to a unit. Gets +1 Tankit each turn for the rest of the game.

Hero Powers

 * Power Strike: Mega Power. Deal 3 damage to 2 units.
 * Vitality: Mega Power. Heal your hero for 8 health.
 * Liquidate: Mega Power. Destroy a damaged enemy and draw a card.
 * Airflow: Sneaky Power. Bounce an enemy.
 * Conceal: Sneaky Power. Hide an enemy until next combat phase. If it has a When Played or When Revealed effect, it will do it again.
 * Godfather: Summon two Snipers in random lanes.
 * Articulate: Guardian Power. All allies and your Hero get healed for 3.
 * Inspire: Guardian Power. A selected ally does a Bonus Attack.
 * Stonewall: Guardian Power. An ally gets +2 Health and Armored 1.
 * Hypnotize: Arcane Power. Destroy a random enemy and add a copy of that card to your hand.
 * Mirror: Arcane Power. Create a copy of a selected ally in another open space.
 * Panzer's Curse: Arcane Power. For all allies your enemy kills this turn, they lose that much Tankit next turn.
 * Swapout: Spiritual Power. Shuffle a selected card from your hand back into your deck, and draw a card.
 * Seance: Summon a random unit Spirit unit. The unit can only belong to the Spirit tribe, no other tribes.
 * Polymorph: Spiritual Power. Transform an enemy with the highest Attack into a unit that costs 2 Tankit or less.
 * Blackmail: Smarty Power. Paralyze an enemy unit.
 * Telekinesis: Smarty Power. Draw two cards.
 * Nullify: Smarty Power. All enemies get -1/-1.

Heroes and Their Powers

 * ZathusTheMageV: Summoning, Conceal, Panzer's Curse
 * Teamerz: Galvanize, Power Strike, Godfather
 * BeniTehCobCannon: Bolster, Liquidate, Articulate
 * Chapsteck: Lifeline, Airflow, Inspire
 * ItsNoobWikia: Absorption, Vitality, Mirror
 * Graviatar: Conception!, Stonewall, Panzer's Curse
 * Diepmon: Tornado, Missile Strike, Seance
 * DiepEpicBattle: Decimate, Godfather, Swapout
 * RavenKing: Electrify!, Articulate, Polymorph
 * UltraReconKing: Chronological Suffocation, Hypnotize, Seance
 * Cloudburster: Overload, Vitality Telekinesis
 * AM Waves: Shockwave, Conceal, Nullify
 * StickmanKing: Undestroyable, Stonewall, Blackmail
 * Ursuul: Purge, Hypnotize, Telekinesis
 * TOTMGsRock: Fortune, Polymorph, Nullify

Cards
Cards are strange. There are four card rarities, and each card has three stats: Health, Attack, and Cost (By the way, cost is measured in Tankit, kind of like Mana is in Hearthstone, etc.). Each card also falls under one of the five Types.

Cards are also divided into 'Tribes'. Don't think two much of Tribes. They basically determine what Cards can do what to each other. Say a card 'Gives +1 Attack to all Polygon cards', then all ally cards in the Polygon Tribe get +1 Attack, stuff like that.

Cards also can have special effects, listed on them. Some cards may do a Bonus Attack when placed, or maybe they have 'Strikethrough'. I will go over what all of this means eventually.

There can be 40 cards in a deck, no more no less. You can have up to four copies of each card in your deck, no more than that.

Lanes and the Playing Field
The playing field is made up of five lanes. Unlike PvZ Heroes, all lanes are the same (in PvZ Heroes, the first lane is 'high ground', and the fifth lane is the 'water lane'. We won't do that here). When the Battle Phase initiates, the battle will go from left to right (Tanks in the first lane attack first, and it goes right from there). That's really all there is to it. One Unit Card can be placed per lane, unless a Card has the 'Team Up' effect, in which another card can be placed in the same lane as it.

Card Specials
Some cards have specific specialties. Here are the general ones not specific to any one card.


 * Strikethrough: Cards with Strikethrough hit all Units in the lane, and the Hero themselves for the Attack of the unit with Strikethrough.
 * Team Up: Units with Team Up can be placed in a lane regardless if there's another unit there. Likewise, units without Team Up can be placed into a lane if there is a Unit with Team Up already there. It allows you to get more cards down at once, and allows some cards to defend others.
 * Bullseye: Units with this ability do NOT charge the Enemy Hero's Block Meter when they hit. (We'll get into Block Meters in a bit)
 * Anti-Hero: When there is no enemy unit in the lane, and this Unit can hit the Enemy Hero directly, they're Attack increases by the listed amount of Anti-Hero they have. If the enemy does play a Unit here, the card with Anti-Hero's attack goes back down. Basically, if it can attack the enemy hero directly, it does more damage to them.
 * Armored: Decreases damage taken by the listed amount. Say a card has Armored 1, and an enemy with 1 Attack tries to attack it. The card with Armored 1 takes 0 damage, because at least 2 damage is needed to get passed the Armored 1 effect. Armored can be any value, not just 1.
 * Frenzy: When a unit with Frenzy kills an enemy, it attacks again. Frenzy will not activate if the unit dies in the Combat Phase.

Other Terminology is listed here:


 * Bonus Attack: When a card does a second attack before or after the Battle Phase. Bonus Attacks after combat will not occur if the unit that does a Bonus Attack after combat dies from the combat.
 * Paralyzed: The unit that is Paralyzed will not attack next combat phase.
 * Bounce: To bounce means to return the card to the person who played it's hand.
 * Heal: Just keep in mind, Healing is much different than getting +1 Health. Healing increases a unit or hero's current health up, while getting +1 Health means increasing both Current AND MAX HEALTH by +1.
 * Teleporting In Before Combat: Your enemy will know a card has been played (symbolized by a cyan glow on the tile), but will not know what until right before the combat phase.

Block Meters
Every time a Hero gets hit, they're Block Meter charges by an amount. Once the Block Meter reaches eight, the Hero takes no damage from the attack that made it reach 8, and it resets to 0. How much the Block Meter charges is determined by the intensity of the attack.


 * Being hit for 1-2 damage will make it go up by 1.
 * Being hit for 3-4 damage will make it go up by 2.
 * Being hit for 5+ damage will make it go up by 3.
 * Being hit by a unit with Bullseye will make it not go up at all.

This is unlike PvZ Heroes, where every attack raises it a random amount between 1-3. I figured my system was more fair and not RNG deciding who wins.

Tribes
I said not to worry about Tribes, but here I go more in-depth. Tribes are not as determinative as Types are. Tribes just list WHAT a card is, and basically, what works together well. They are listed below. A card can have two Tribes, but Tricks can have 3, because 'Trick' is considered a Tribe, not just a card denomination.

All Tribes: Tank, Polygon, Drone, Spirit, Pirate, Cult, and Trick.

Tanks are usually spread between all of them, as well as Drones. Polygons are mainly Guardian, Pirate is mainly Sneaky, and Cult is mainly Arcane. Tricks are pretty spontaneous.

Tricks and Card Denominations
There are two card denominations: Unit Cards, and Trick Cards.

-Unit Cards are basically a playable unit. They have Health, Attack, and Cost, and can be killed. Played in lanes, and can have up to two Tribes.

-Tricks are like 'Spells'. They are used, but are not a Unit themselves. They trigger an EFFECT when played. Some Tricks may SPAWN Units, but is not a Unit itself. Take the 'Wormhole' card for example. It triggers an effect that kills an enemy card of the user's choice with 3 Attack or more. Tricks can have three Tribes, as Trick itself is considered a Tribe, so its the usual 'up to 2' of a regular Unit Card, but +1 since Trick is always a Tribe of a Trick card.

Card Layout
Cards are landscape rectangles. The Cost is in a box on the top right, the Health is in a heart on the bottom left, and the Attack is in a circle on the bottom right. A picture of the unit is in the middle. The symbol of the Attack thing changes depending on effects. If the unit has Strikethrough, instead of a circle, it is a cyan arrow with the number in it. If it has Bullseye, the symbol is a green scope with the number in it. If the unit has Anti-Hero, it is a purple sword with the number in it. The number becomes green while Anti-Hero is active.

The outline of the card is determined by card rarity. Common Cards have a light blue outline, Rare Cards an orange outline, Epic Cards a purple outline, and Legendary Cards a rainbow outline. The interior background of the card is the color of the Type the unit or trick is. Mega is gray, Sneaky is black, Guardian is brown, Arcane is dark purple, Spiritual is yellow, and Smarty is white.

Trick cards are shaped like ovals instead of rectangles, and have the cost in the top-right and the image in the middle.

For both cards denominations, effects are not shown anywhere on the actual cards, for clarity, just like in PvZ Heroes. When 'Appearance' comes up on the cards in the Cards section, that means the appearance on the cards themselves. Trick Cards will only be told apart from Units by having the Trick Tribe, so look out for that.

Battle Phases
There are four phases: Player 1 Units, Player 2, Player 1 Tricks, Combat.

Player 1 can only play Units to start. Then Player 2 goes, and they can play Units and Tricks. Then Player 1 can play Tricks after to counter what Player 2 did reactively.

What use of Tricks does Player 1 have if Player 2 hasn't done anything yet. BASICALLY, PvZ Heroes does this, and it works fine, so... yeah.

Rarity
And lastly, card rarity. There are four card rarities, and all they really do is determine how rare the card is to come across. Its also how 'special' and powerful they are and/or can be.

Common, Rare, Epic, and Legendary.

Now that that's all out of the way, let's get into the meat and potatoes... the CARDS.

Basic Tank

 * Health: 2
 * Attack 1
 * Cost: 1
 * Tribe: Tank
 * Specials: None.
 * Rarity: Common.
 * Appearance: A Basic Tank looking up and to the right.

Twin

 * Health: 1
 * Attack: 1
 * Cost: 1
 * Tribe: Tank
 * Specials: When played, does a Bonus Attack.
 * Rarity: Common.
 * Appearance: A Twin tank looking to the top-right.

Machine Gun

 * Health: 2
 * Attack: 1
 * Cost: 2
 * Tribe: Tank
 * Specials: Shots hit in the lane it's in, and the lanes to the left and right.
 * Rarity: Common.
 * Appearance: A Machine Gun looking to the top-right.

Smasher

 * Health: 2
 * Attack: 2
 * Cost: 2
 * Tribe: Tank
 * Specials: Only attacks when damaged or killed.
 * Rarity: Common.
 * Appearance: A Smasher tank.

Wormhole

 * Tribe: Trick
 * Effect: Destroy a selected enemy with 3 or more Attack.
 * Cost: 3
 * Rarity: Common.

Ravager

 * Health: 6
 * Attack: 0
 * Cost: 3
 * Tribe: Tank
 * Specials: Gets +2 Attack every time it's hit.
 * Rarity: Rare.
 * Appearance: A tank with two arms curled in front of it, sleeping (it has closed eyes and z's above it). When awoken from the first attack it takes, it gets angry eyes and raises it's arms angrily.

Streamliner

 * Health: 4
 * Attack: 1
 * Cost: 4
 * Tribe: Tank
 * Specials: When played, does 3 Bonus Attacks.
 * Rarity: Epic.
 * Appearance: A Streamliner tank facing to the top right.

Teammate

 * Health: 3
 * Attack: 1
 * Cost: 3
 * Tribe: Tank
 * Specials: At the start of each turn, all Mega Type cards get +1 Health and +1 Attack.
 * Rarity: Rare.
 * Appearance: A tank with tall open black ovals (representing eyes), left arm in front of it's bottom-front, and the right arm holding a flag.

Tri-Shot

 * Health: 5
 * Attack: 1
 * Cost: 5
 * Tribe: Tank
 * Specials: Attacks here, and the lanes next to it.
 * Rarity: Common.
 * Appearance: A Tri-Shot tank looking to the top-right.

Spike

 * Health: 2
 * Attack: 4
 * Cost: 3
 * Tribe: Tank
 * Specials: None.
 * Rarity: Rare.
 * Appearance: A Spike tank.

Show Host

 * Health: 1
 * Attack: 1
 * Cost: 3
 * Tribe: Tank
 * Specials: Upon placement, all allies get +1 Health and +1 Attack.
 * Rarity: Common.
 * Appearance: A tank with a microphone held in front of it in one hand, and waving with the other. Has a Superman hair cut.

Sprayer

 * Health: 5
 * Attack: 2
 * Cost: 6
 * Tribe: Tank
 * Specials: When killed, do 2 damage in the lane it's in, and the lanes next door.
 * Rarity: Epic.
 * Appearance: A Sprayer tank, looking to the top-right.

Champion

 * Health: 1
 * Attack: 1
 * Cost: 2
 * Tribe: Tank
 * Specials: Gets +1 Health and +1 Attack each time an enemy unit enters the lane.
 * Rarity: Common.
 * Appearance: A tank with a helmet (and feather), and big buff looking arms flexing downward.

Viking

 * Health: 6
 * Attack: 0
 * Cost: 6
 * Tribe: Tank
 * Specials: Add up all enemy and ally's attack, and divide by two (rounded up). This tank gets that much Attack.
 * Rarity: Epic.
 * Appearance: A Tri-Angle, but the front barrel is replaced by a Lance. Also, a smaller tank shape is at its side with an axe blade.

Mini Master

 * Health: 1
 * Attack: 1
 * Cost: 1
 * Tribe: Drone, Tank
 * Specials: Gets +1 Health and +1 Attack each turn.
 * Rarity: Common.
 * Appearance: A mini Factory tank. Each turn, it gets 1 more Minion around it, adding effect while on the field.

Factory

 * Health: 4
 * Attack: 0
 * Cost: 5
 * Tribe: Drone, Tank
 * Specials: When played, turn two allies into 2/2 Minions.
 * Rarity: Rare.
 * Appearance: A Factory tank facing to the right, surrounded by four Minions.

Minion

 * Health: 2
 * Attack: 2
 * Cost: Token (Token cards cannot be collected as a card, only gotten on the field from other cards)
 * Tribe: Drone
 * Specials: When this hits an enemy, draw a card.
 * Rarity: Token.
 * Appearance: A Minion facing to the right.

Drone Fighter

 * Health: 1
 * Attack: 1
 * Cost: 3
 * Tribe: Drone
 * Specials: Gets +1 Health and +1 Attack when the enemy plays a card.
 * Rarity: Common.
 * Appearance: A Drone with a trapezoid on the back, and horns coming out of the sides leading into the point.

Satellite Cannon

 * Tribe: Trick
 * Effect: Deal 5 damage to an enemy unit.
 * Cost: 5.
 * Rarity: Common.

Pierce Cannon

 * Health: 1
 * Attack: 5
 * Cost: 4
 * Tribe: Tank
 * Specials: Strikethrough
 * Rarity: Common.
 * Appearance: A tank with a Hunter barrel, and two thinner barrels creeping up the side. Fires lasers.

Slasher

 * Health: 3
 * Attack: 2
 * Cost: 5
 * Tribe: Tank
 * Specials: When this hits the Enemy Hero, deal 1 damage to all enemy units.
 * Rarity: Rare.
 * Appearance: An Auto 5, but each Auto Turret is replaced by an Auto Turret circle with a lance.

Triplet

 * Health: 5
 * Attack: 3
 * Cost: 6
 * Tribe: Tank
 * Specials: Every turn, deal 1 damage to a selected target.
 * Rarity: Rare.
 * Appearance: A Triplet tank facing to the top-right.

Fallen Knight

 * Health: 3
 * Attack: 2
 * Cost: 4
 * Tribe: Tank
 * Specials: Armored 1. Anti-Hero 2.
 * Rarity: Rare.
 * Appearance: A Fallen Knight facing to the top left. Not created by me, the idea and its art can be seen in the comment section of this page.

Fallen Booster

 * Health: 8
 * Attack: 6
 * Cost: 8
 * Tribe: Tank
 * Specials: When played, summon a Fallen Knight.
 * Rarity: Epic.
 * Appearance: A Fallen Booster, facing to the top-right.

Fallen Overlord

 * Health: 6
 * Attack: 3
 * Cost: 8
 * Tribe: Tank
 * Specials: When played, summon a Fallen Knight. Every turn, all 'Crashers' get +1/+1.
 * Rarity: Epic.
 * Appearance: A Fallen Overlord.

Butcher

 * Health: 4
 * Attack: 3
 * Cost: 5
 * Tribe: Tank
 * Specials: Strikethrough.
 * Rarity: Rare.
 * Appearance: A Basic Tank with two Auto Turrets that have two lances each.

Hull

 * Health: 1
 * Attack: 0
 * Cost: 2
 * Tribe: Tank
 * Specials: Next turn, becomes a Tank tribe card that costs 6 Tankit or less.
 * Rarity: Rare.
 * Appearance: A cyan circle, that looks like a tank hull.

Terminator

 * Health: 1
 * Attack: 2
 * Cost: 3
 * Tribe: Drone
 * Specials: Cannot be killed until it kills an enemy.
 * Rarity: Common.
 * Appearance: A cyan square with three barrels. The two outer ones are longer than the inner one.

Crusher

 * Tribe: Tank, Trick
 * Effect: Destroy an enemy unit with 3 ATK or less.
 * Rarity: Common.
 * Cost: 3

Hunter

 * Health: 3
 * Attack: 3
 * Cost: 4
 * Tribe: Tank
 * Specials: Strikethrough
 * Rarity: Rare.
 * Appearance: A Hunter, facing to the top right.

Incapacitator

 * Health: 2
 * Attack: 2
 * Cost: 4
 * Tribe: Tank
 * Specials: When played, bounce an enemy.
 * Rarity: Rare.
 * Appearance: A tank with a Smasher hexagon. The barrel looks like a pogo stick.

Apothecary

 * Health: 4
 * Attack: 3
 * Cost: 5
 * Tribe: Tank
 * Specials: When played, heal all allies for 1.
 * Rarity: Rare.
 * Appearance: Looks like a Griever with three spikes, and has a trapezoid with the long side inward sticking out of the back.

Shaman

 * Health: 1
 * Attack: 1
 * Cost: 3
 * Tribe: Tank
 * Specials: Teleports in before combat. When revealed, give an ally +2 Health and Attack.
 * Rarity: Rare.
 * Appearance: A Shaman, facing downward.

Maestro

 * Health: 3
 * Attack: 0
 * Cost: 4
 * Tribe: Tank
 * Specials: When an ally gets damaged, it gets +1 Attack.
 * Rarity: Rare.
 * Appearance: A tank with glasses, a powdered wig, an Auto Turret on its left side, and is holding a conducting wand in a right hand, which it waves around when an ally gets hit as an animation.

Qualifier

 * Health: 3
 * Attack: 1
 * Cost: 3
 * Tribe: Tank
 * Specials: Anti-Hero 3
 * Rarity: Common.
 * Appearance: A tank that looks like a sword, handle and all on the back, Lance on the front.

Gladiator

 * Health: 3
 * Attack: 3
 * Cost: 4
 * Tribe: Tank
 * Specials: When this kills an enemy, it gets restored to full health.
 * Rarity: Rare.
 * Appearance: An 'Armored Tank' with a purple arrow.

Flubbergaster

 * Health: 1
 * Attack: 4
 * Cost: 2
 * Tribe: Tank
 * Specials: When killed, deal 1 damage here, two lanes to the left, and one to the right.
 * Rarity: Epic.
 * Appearance: A tank with GIANT Twin barrels and back armor.

Buster

 * Health: 2
 * Attack: 4
 * Cost: 4
 * Tribe: Tank
 * Specials: Strikethrough.
 * Rarity: Rare.
 * Appearance: A Destroyer with a barrel that curves inward.

Grunt

 * Health: 2
 * Attack: 0
 * Cost: 2
 * Tribe: Tank
 * Specials: Team Up. Gets as much Attack as the unit in the lane with it.
 * Rarity: Common.
 * Appearance: A tank with two eyes, a big spiky underbite, and a barrel on each of the sides.

Commoner

 * Health: 3
 * Attack: 0
 * Cost: 3
 * Tribe: Tank
 * Specials: When damaged, deal 1 damage to all units here, and the enemy Hero.
 * Rarity: Common.
 * Appearance: A tank with a pitchfork like barrel.

Berserker

 * Health: 3
 * Attack: 2
 * Cost: 4
 * Tribe: Tank
 * Specials: Frenzy. When this kills an enemy unit, it gets +1 Health.
 * Rarity: Rare.
 * Appearance: A Smasher with axe blades on both sides.

Emperor

 * Health: 5
 * Attack: 0
 * Cost: 5
 * Tribe: Tank
 * Specials: When a Mega card hits the enemy hero, it gets +1 Health and Attack.
 * Rarity: Epic.
 * Appearance: An Overseer, with spikes coming out of the barrel.

Barista

 * Health: 3
 * Attack: 4
 * Cost: 5
 * Tribe: Tank
 * Specials: Frenzy. Every turn, give a random ally Frenzy.
 * Rarity: Epic.
 * Appearance: A tank that is a barista.

Sniper

 * Health: 1
 * Attack: 1
 * Cost: 2
 * Tribe: Tank
 * Specials: Bullseye
 * Rarity: Common.
 * Appearance: A Sniper tank facing to the top-right.

Teleporter

 * Health: 1
 * Attack: 2
 * Cost: 1
 * Tribe: Science, Tank
 * Specials: Anti-Hero 2. Moves into another lane before Combat begins.
 * Rarity: Common
 * Appearance: A Basic Tank with a long oval along the back, and an arrow symbol on top of it.

Copycat

 * Health: ?
 * Attack: ?
 * Cost: 3
 * Tribe: None.
 * Specials: Teleports in before combat. Becomes the last unit your enemy played.
 * Rarity: Epic.
 * Appearance: A circle with a purple question-mark on it. Then, in a flash of light, it becomes the last unit your enemy played.

Lancer

 * Health: 3
 * Attack: 3
 * Cost: 3
 * Tribe: Tank
 * Specials: None.
 * Rarity: Rare.
 * Appearance: A Lancer tank facing to the top-right.

Auto Trapper

 * Health: 4
 * Attack: 1
 * Cost: 4
 * Tribe: Drone, Tank (Traps are listed as Drones)
 * Specials: Place a Trap in this lane. Every attack is in a random lane. (Trap is a Guardian card, look below)
 * Rarity: Rare.
 * Appearance: An Auto Trapper tank looking to the top-right.

Landmine

 * Health: 3
 * Attack: 3
 * Cost: 4
 * Tribe: Tank
 * Specials: Teleports in before combat.
 * Rarity: Rare.
 * Appearance: A Landmine tank with a cyan aura.

Vandal

 * Health: 5
 * Attack: 2
 * Cost: 4
 * Tribe: Tank
 * Specials: When played, your opponent loses 2 Tankit.
 * Rarity: Rare.
 * Appearance: A tank wearing a ninja mask and holding its pointer finger up in front of it. A shuriken is in it's other hand.

Voltage Gun

 * Health: 3
 * Attack: 3
 * Cost: 4
 * Tribe: Tank
 * Specials: Does a Bonus Attack after combat. Shots Paralyze.
 * Rarity: Common.
 * Appearance: A Hunter with a lance coming out of the top barrel. A long-ways oval is on the back with a tube leading into the tank itself. A lightning bolt symbol is on the tank. The entire barrel set-up is sparking.

Ranger

 * Health: 5
 * Attack: 3
 * Cost: 5
 * Tribe: Tank
 * Specials: Bullseye. Anti-Hero 1.
 * Rarity: Common.
 * Appearance: A Ranger tank facing to the top-right.

Black Knight

 * Health: 4
 * Attack: 3
 * Cost: 5
 * Tribe: Drone, Tank
 * Specials: Kill the unit that killed it. Spawn a random Drone Tribe card here upon death. Card summoned cannot be any other Tribe except Drones, so no 'Drone and Tank' Tribe cards will spawn. Also has Armored 1.
 * Rarity: Epic.
 * Appearance: Kind of like the Wicked Prince, except the shield is replaced with a drone spawner, and the lance is replaced with a standard barrel.

Tri-Angle

 * Health: 2
 * Attack: 2
 * Cost: 4
 * Tribe: Tank
 * Specials: Team Up. Every turn, this moves into another lane if possible.
 * Rarity: Common.
 * Appearance: A Tri-Angle tank facing to the top-right.

Stalker

 * Health: 3
 * Attack: 3
 * Cost: 5
 * Tribe: Tank
 * Specials: Teleports in before combat. Anti-Hero 2.
 * Rarity: Epic.
 * Appearance: A Stalker tank facing to the top-right.

Booster

 * Health: 2
 * Attack: 3
 * Cost: 5
 * Tribe: Tank
 * Specials: Upon death, deal 1 damage to all Tank Tribe enemies.
 * Rarity: Rare.
 * Appearance: A Booster tank facing to the top-right.

Solar Flare

 * Tribe: Trick
 * Effect: Paralyze all enemy tanks.
 * Cost: 6.
 * Rarity: Rare.

Griever

 * Health: 3
 * Attack: 2
 * Cost: 3
 * Tribe: Tank
 * Specials: When played, move an enemy unit.
 * Rarity: Common.
 * Appearance: A Griever tank looking to the right.

The Octagon

 * Tribe: Cult Tank Trick
 * Effect: Deal 2 damage to all enemies.
 * Cost: 4.
 * Rarity: Rare.

Navigator

 * Health: 1
 * Attack: 1
 * Cost: 2
 * Tribe: Tank
 * Specials: When played, draw a card.
 * Rarity: Common.
 * Appearance: A Navigator tank, looking to the top right.

Cartographer

 * Health: 3
 * Attack: 1
 * Cost: 3
 * Tribe: Tank
 * Specials: When this does damage, draw a card.
 * Rarity: Rare.
 * Appearance: A Cartographer tank, looking to the top-right.

Lurker

 * Health: 5
 * Attack: 3
 * Cost: 5
 * Tribe: Tank
 * Specials: Strikethrough.
 * Rarity: Common.
 * Appearance: A Lurker tank, looking to the right.

Metalmorphosis

 * Tribe: Tank, Trick
 * Effect: Turn a Tank Tribe card into another random Tank Tribe card.
 * Cost: 4.
 * Rarity: Rare.

Gunner

 * Health: 4
 * Attack: 2
 * Cost: 4
 * Tribe: Tank
 * Specials: Move this card every 2 turns.
 * Rarity: Common.
 * Appearance: A Gunner tank looking to the top-right.

Pillager

 * Health: 3
 * Attack: 2
 * Cost: 3
 * Tribe: Pirate, Tank
 * Specials: Everytime a Sneaky unit hits the enemy hero, draw a card.
 * Rarity: Rare.
 * Appearance: A tank with an eye patch, beard, pirate captain hat, and two arms. The left arm ends in a lance, and the right one is a barrel-less tank.

Dancer

 * Health: 2
 * Attack: 1
 * Cost: 2
 * Tribe: Tank
 * Specials: Every turn, this card will move and get +1 Health. Strikethrough.
 * Rarity: Rare.
 * Appearance: A tank with hair, no barrels, and dabbing.

Decimator

 * Health: 6
 * Attack: 5
 * Cost: 6
 * Tribe: Cult, Tank
 * Specials: Attack destroys the 'Armored' effect. Bullseye.
 * Rarity: Rare.
 * Appearance: A tank that has a skull mask, horns, and two Auto Turret circles. The left one has a Destroyer barrel, and the right one has a flail made of gray circles. The last one on the flail is larger and covered in small lances.

Excavator

 * Health: 5
 * Attack: 5
 * Cost: 5
 * Tribe: Tank
 * Specials: When played, hide all allies and re-order them. They will all re-appear before combat.
 * Rarity: Epic.
 * Appearance: A tank with a construction hat, and a shovel on the end of its right Auto Turret. It has a Tri-Shot set up on its left Auto Turret.

Sadist

 * Health: 3
 * Attack: 2
 * Cost: 3
 * Tribe: Drone
 * Specials: When this kills an enemy unit, it gets +1/+1.
 * Rarity: Rare.
 * Appearance: A tiny circle with clamping jaws and a burst symbol on it.

Shadow

 * Health: 4
 * Attack: 0
 * Cost: 2
 * Tribe: Tank
 * Specials: Anti-Hero 2
 * Rarity: Common.
 * Appearance: A completely jet black tank.

Trespasser

 * Health: 2
 * Attack: 1
 * Cost: 3
 * Tribe: Polygon
 * Specials: Can be placed on the opponent's side. If done, it can only be killed by Tricks.
 * Rarity: Epic.
 * Appearance: A trapezoid that has a barrel on the longest side, and two spikes on the slopes upward.

Rocketeer

 * Health: 1
 * Attack: 5
 * Cost: 3
 * Tribe: Science, Tank
 * Specials: Teleports in before combat.
 * Rarity: Rare.
 * Appearance: A tank with a firework at its side and no front barrel, which is replaced by a knight's helmet's visor. Faces to the right.

Emaciator

 * Health: 2
 * Attack: 2
 * Cost: 3
 * Tribe: Tank
 * Specials: Teleports in before combat. When revealed, an enemy gets -2 Attack.
 * Rarity: Rare.
 * Appearance: A Smasher with two lances on each side.

Detainee

 * Health: 2
 * Attack: 2
 * Cost: 3
 * Tribe: Tank
 * Specials: Teleports in before combat... every turn. After combat, it will go back into faded mode, making it immune to Tricks. Deals 1 damage to itself at the end of each turn.
 * Rarity: Rare.
 * Appearance: A Basic Tank with a red bandanna.

Mirror

 * Tribe: Trick
 * Effect: A copy of the selected card goes to your hand, but only has 1 Health.
 * Rarity: Epic.
 * Cost: 3

Bishop

 * Health: 4
 * Attack: 3
 * Cost: 7
 * Tribe: Cult, Tank
 * Specials: Can attack here or in the lanes next door. However, it can only be one, and you choose which each turn.
 * Rarity: Epic.
 * Appearance: A tank with a helmet on it, and two Auto Turrets on the sides.

Valedictorian

 * Health: 4
 * Attack: 4
 * Cost: 8
 * Tribe: Tank
 * Specials: When played, the enemy loses all their Tankit this turn.
 * Rarity: Epic.
 * Appearance: A tank with eyes, a graduation cap, and a Twin Auto Turret.

Executioner

 * Health: 6
 * Attack: 3
 * Cost: 5
 * Tribe: Drone
 * Specials: When killed, do 3 damage in this lane, and then do it AGAIN next turn.
 * Rarity: Rare.
 * Appearance: A Drone with a Machine Gun barrel on the back, and giant axe blades coming out of the sides going to the point. A spike sticks out above the very top as well.

Slaughterer

 * Health: 6
 * Attack: 4
 * Cost: 3
 * Tribe: Cult, Tank
 * Specials: When this kills an enemy, a random ally Cult unit gets +1 Attack.
 * Rarity: Rare.
 * Appearance: A tank with a metal patch covering the left eye. Has an axe in the right hand.

Juggler

 * Health: 4
 * Attack: 1
 * Cost: 5
 * Tribe: Cult, Tank
 * Specials: When damaged, summon a random Cult unit next door.
 * Rarity: Epic.
 * Appearance: A tank that has various circles rotating around it, and a long cape.

Tourist

 * Health: 1
 * Attack: 1
 * Cost: 1
 * Tribe: Tank
 * Specials: Frenzy. Every turn, this moves and gets +1 Health and Attack.
 * Rarity: Common.
 * Appearance: A Basic Tank with a camera slung to its left, a strap going over the body.

Concealer

 * Health: 4
 * Attack: 0
 * Cost: 3
 * Tribe: Cult, Tank
 * Specials: When another Cult unit card is played, this gets +3 Attack for this turn only. Then it goes back to zero at the start of next turn.
 * Rarity: Common.
 * Appearance: A tank with a glowing red pupil in a black angry eye. A gray cloak covers the right eye, and a cape goes down the back. One hand is going behind its back, the other held up with a knife.

Swashbuckler

 * Health: 3
 * Attack: 2
 * Cost: 3
 * Tribe: Pirate, Tank
 * Specials: When a Pirate gets killed, this gets +1 Health and Attack.
 * Rarity: Common.
 * Appearance: A tank with a bandanna, a single angry eye, and an Auto Turret on the right.

Crewman

 * Health: 1
 * Attack: 1
 * Cost: 2
 * Tribe: Pirate, Tank
 * Specials: Teleports in before combat. When this hurts the enemy hero, it gets +1 Attack.
 * Rarity: Common.
 * Appearance: A tank with a pirate hat. An Auto Turret with a lance is on the right of the tank.

Explorer

 * Health: 1
 * Attack: 4
 * Cost: 4
 * Tribe: Pirate, Tank
 * Specials: When a Pirate does damage, this does an additional two damage. Bullseye.
 * Rarity: Epic.
 * Appearance: A tank with a spyglass over one of the eyes. A Sniper Auto Turret is on its right.

Burlyman

 * Health: 5
 * Attack: 4
 * Cost: 5
 * Tribe: Pirate, Tank
 * Specials: When hurt, move an ally or enemy.
 * Rarity: Rare.
 * Appearance: A tank with an eyepatch, and a giant brown beard.

Gunman

 * Health: 2
 * Attack: 2
 * Cost: 3
 * Tribe: Pirate, Tank
 * Specials: When destroyed, summon a Cannonball here.
 * Rarity: Common.
 * Appearance: A Gunner Trapper with a skull symbol on it.

Cannonball

 * Health: 1
 * Attack: 0
 * Cost: 1
 * Tribe: Pirate, Drone
 * Specials: When destroyed, deal 1 damage here. Used as ammo by Cannons.
 * Rarity: Common.
 * Appearance: A big black bullet with a sheen of light on it.

Cannon

 * Health: 6
 * Attack: 4
 * Cost: 3
 * Tribe: Pirate, Tank
 * Specials: Only attacks as long as there is one Cannonball on the field by the Combat Phase. When this attacks, a Cannonball dies. The Cannonball can be ally or enemy.
 * Rarity: Epic.
 * Appearance: A Destroyer with a half circle coming out the back. On the back of the half circle is a smaller circle.

Buccaneer

 * Health: 3
 * Attack: 1
 * Cost: 4
 * Tribe: Pirate, Tank
 * Specials: Teleports in before combat. When a Pirate hits the enemy hero, it gets +1 Attack.
 * Rarity: Rare.
 * Appearance: A Basic Tank with a spawner on the back, a circle on each side, and a skull symbol on top.

Rookie

 * Health: 1
 * Attack: 1
 * Cost: 1
 * Tribe: Pirate, Drone.
 * Specials: None.
 * Rarity: Common.
 * Appearance: A dark gray Drone with an eye patch, and an Auto Turret with a lance sticking out of the right side going up to the point.

Dutchman

 * Health: 2
 * Attack: 2
 * Cost: 5
 * Tribe: Pirate, Tank
 * Specials: When played, gets +1 Health and Attack for each Pirate, ally or enemy. Add two random Pirate cards to your hand when played, as well.
 * Rarity: Rare.
 * Appearance: (Undecided)

Landlubber

 * Health: 3
 * Attack: 1
 * Cost: 4
 * Tribe: Pirate, Tank
 * Specials: When played, summon a Rookie.
 * Rarity: Common.
 * Appearance: (Undecided)

Drunkard

 * Health: 2
 * Attack: 4
 * Cost: 3
 * Tribe: Pirate, Tank
 * Specials: Only has a 50% chance to attack each turn. Frenzy.
 * Rarity: Rare.
 * Appearance: A tank with two Auto Turret Lances, two eyepatches, and a pirate captain hat.

Critic

 * Health: 2
 * Attack: 1
 * Cost: 3
 * Tribe: Tank
 * Specials: Teleports in before combat. When revealed, a selected enemy gets -1 Health and Attack. Nullfies the effects of the Painter, a Spiritual card.
 * Rarity: Common.
 * Appearance: A tank with a bow tie, two arms, and a raised eyebrow.

Flank Guard

 * Health: 3
 * Attack: 1
 * Cost: 1
 * Tribe: Tank
 * Specials: None.
 * Rarity: Common.
 * Appearance: A Flank Guard tank facing to the right.

Yellow Square

 * Health: 4
 * Attack: 0
 * Cost: 1
 * Tribe: Polygon
 * Specials: Team Up.
 * Rarity: Common.
 * Appearance: A Yellow Square slightly rotated.

Red Triangle

 * Health: 5
 * Attack: 0
 * Cost: 3
 * Tribe: Polygon
 * Specials: Armored 1. Team Up.
 * Rarity: Rare.
 * Appearance: A Red Triangle, slightly rotated.

Blue Pentagon

 * Health: 10
 * Attack: 0
 * Cost: 5
 * Tribe: Polygon.
 * Specials: Team Up.
 * Rarity: Rare.
 * Appearance: A Blue Pentagon, slightly rotated.

Armored Tank

 * Health: 2
 * Attack: 1
 * Cost: 2
 * Tribe: Tank
 * Specials: Armored 1.
 * Rarity: Common.
 * Appearance: A tank with an arch of gray on the front half, to act sort of like armor.

Trapper

 * Health: 1
 * Attack: 1
 * Cost: 2
 * Tribe: Tank
 * Specials: Place a Trap in this lane, in front of it.
 * Rarity: Rare.
 * Appearance: A Trapper firing a Trap toward the top-right.

Trap

 * Health: 3
 * Attack: 0
 * Cost: Token
 * Tribe: Drone
 * Specials: When killed, do 2 damage in this lane.
 * Rarity: Token
 * Appearance: A Trap.

Trap Attack

 * Tribe: Drone, Trick
 * Effect: Place two Traps in one lane.
 * Cost: 3
 * Rarity: Common.

Destroyer

 * Health: 4
 * Attack: 5
 * Cost: 5
 * Tribe: Tank
 * Specials: None.
 * Rarity: Common.
 * Appearance: A Destroyer tank, facing to the top-right.

Hybrid

 * Health: 4
 * Attack: 5
 * Cost: 7
 * Tribe: Drone, Tank
 * Specials: When killed, make Drones in the lanes next door. (Drones are an Arcane card. Look below).
 * Rarity: Rare.
 * Appearance: A Hybrid facing to the top-right. Its two drones are by it, one on each side.

Annihilator

 * Health: 3
 * Attack: 6
 * Cost: 7
 * Tribe: Tank
 * Specials: Bounce this card at the end of the turn.
 * Rarity: Epic.
 * Appearance: An Annihilator tank, facing to the top-right.

Prince

 * Health: 4
 * Attack: 5
 * Cost: 7
 * Tribe: Tank
 * Specials: Armored 2
 * Rarity: Common.
 * Appearance: A golden tank with the visor of a helmet down over the middle of it. A blue feather sticks out of the top. There is a small tank with a lance connected on his right, and a small tank with a shield connected on its left.

Healer

 * Health: 3
 * Attack: 2
 * Cost: 4
 * Tribe: Tank
 * Specials: When played, heal one unit or your hero by 4.
 * Rarity: Rare.
 * Appearance: A Smasher with a white construction helmet, which has a red cross symbol on it.

Warrior

 * Health: 5
 * Attack: 1
 * Cost: 4
 * Tribe: Tank
 * Specials: When damaged, a random ally does a Bonus Attack.
 * Rarity: Epic.
 * Appearance: A Warrior facing to the top-right.

Protector

 * Health: 6
 * Attack: 1
 * Cost: 5
 * Tribe: Tank
 * Specials: Attacks only in the lanes next to it, not the one in front of it.
 * Rarity: Epic.
 * Appearance: A Protector tank.

Green Octagon

 * Tribe: Polygon, Trick
 * Effect: Heal all allies by 1.
 * Cost: 2.
 * Rarity: Common.

Polygoknight

 * Health: 1
 * Attack: 3
 * Cost: 2
 * Tribe: Polygon
 * Specials: Armored 3
 * Rarity: Common.
 * Appearance: A square with triangle shoulders that each have Gunner barrels.

Crashers

 * Health: 4
 * Attack: 1
 * Cost: 3
 * Tribe: Polygon
 * Specials: When a Polygon Tribe card dies, deal 1 damage to the attacker. Team Up.
 * Rarity: Common.
 * Appearance: Three Large Crashers in a line.

Guardian

 * Health: 10
 * Attack: 4
 * Cost: 8
 * Tribe: Polygon
 * Specials: Spawn a 'Crashers' card every turn if possible.
 * Rarity: Epic.
 * Appearance: A Guardian facing to the bottom-right, with three Crashers spewing out of the spawner.

Square Drone

 * Health: 2
 * Attack: 1
 * Cost: 1
 * Tribe: Drone, Polygon
 * Specials: When it attacks, it dies.
 * Rarity: Common.
 * Appearance: An orange Square flying toward the top-right.

Polyvenger

 * Health: 3
 * Attack: 3
 * Cost: 4
 * Tribe: Polygon
 * Specials: When a Polygon does damage, this card will do 2 damage to it as well.
 * Rarity: Rare.
 * Appearance: A circle with pentagon shoulders. These shoulders each have arms that end in circles, each with a lance.

Pentagon Warrior

 * Health: 5
 * Attack: 4
 * Cost: 5
 * Tribe: Polygon
 * Specials: None.
 * Rarity: Common.
 * Appearance: A Pentagon with angry eyes. The right one has a scar. The left arm is a small Lancer, and the right arm is a circle with a rectangle that connects to another circle (which acts as an elbow). The rectangle coming out of that circle going inward is a barrel.

Polynado

 * Tribe: Polygon, Trick
 * Effect: Re-arrange all enemies and allies. Allies will not become enemies, and enemies will not become allies, but they will switch order on their respective sides.
 * Cost: 5.
 * Rarity: Rare.

Polygun

 * Health: 3
 * Attack: 1
 * Cost: 3
 * Tribe: Polygon
 * Specials: Each attack is in a random lane.
 * Rarity: Common.
 * Appearance: A Pentagon with a barrel sticking out of each side.

Apostle

 * Health: 4
 * Attack: 2
 * Cost: 5
 * Tribe: Cult, Tank
 * Specials: When played, all Cult Tribe units cannot go below 1 Health this turn.
 * Rarity: Rare.
 * Appearance: A tank with two angry eyes, an evil pointed crown, a cape, and two arms raised consumed in flames.

Pinner

 * Health: 4
 * Attack: 1
 * Cost: 1
 * Tribe: Tank
 * Specials: Bullseye
 * Rarity: Common
 * Appearance: A Pinner tank facing to the top-right.

Dominator

 * Health: 10
 * Attack: 2
 * Cost: 8
 * Tribe: Tank
 * Specials: When killed, spawn a random 1-cost card here.
 * Rarity: Rare.
 * Appearance: A Destroyer Dominator looking to the top-right.

Drone Dominator

 * Health: 6
 * Attack: 0
 * Cost: 6
 * Tribe: Drone, Tank
 * Specials: When attacked, summon a Drone in this lane. Also has Team Up.
 * Rarity: Epic.
 * Appearance: An Overlord as a Dominator.

Puncher

 * Health: 4
 * Attack: 1
 * Cost: 3
 * Tribe: Drone
 * Specials: When damaged, hit 2x as hard to the enemy hero.
 * Rarity: Rare.
 * Appearance: A Puncher looking to the right.

Crasher Core

 * Health: 1
 * Attack: 0
 * Cost: 3
 * Tribe: Polygon
 * Specials: When killed, do 1 damage to all cards and summon a 'Crashers' card here.
 * Rarity: Epic.
 * Appearance: A pink six-spiked Trap.

Split Crasher

 * Health: 3
 * Attack: 2
 * Cost: 7
 * Tribe: Polygon
 * Specials: When killed, summon a 'Crashers' card here and next door.
 * Rarity: Epic.
 * Appearance: A three-triangle-headed Crasher.

Polyguard

 * Health: 3
 * Attack: 2
 * Cost: 4
 * Tribe: Polygon
 * Specials: When played, Polygon tribe cards cannot be damaged this turn.
 * Rarity: Epic.
 * Appearance: A Pentagon with eyes half covered by a shield being held up on its right. It has an arm with a hand ending in a lance on the left.

Square Swarm

 * Tribe: Drone, Trick
 * Effect: Shuffle three Yellow Squares, and three Square Drones into your deck.
 * Rarity: Common.
 * Cost: 4

Polygonist

 * Health: 4
 * Attack: 3
 * Cost: 6
 * Tribe: Polygon
 * Specials: When this hits the enemy hero, summon a random Polygon tribe card.
 * Rarity: Epic.
 * Appearance: A Pentagon covered in Auto Turrets, and has an Auto Turret with three evenly spaced barrels on top of it.

Soldier

 * Health: 4
 * Attack: 3
 * Cost: 5
 * Tribe: Tank
 * Specials: When played, deal 3 damage to a selected target.
 * Rarity: Rare.
 * Appearance: A Destroyer with a double-sided Auto Turret on top of it, and fat spikes on the sides of him.

Guerrilla

 * Health: 3
 * Attack: 4
 * Cost: 5
 * Tribe: Tank
 * Specials: When killed, do 3 damage to a selected target.
 * Rarity: Rare.
 * Appearance: A tank with angry eyes, war paint, a blue headband, and a Gunner Auto Turret on the left.

Commander

 * Health: 2
 * Attack: 2
 * Cost: 6
 * Tribe: Tank
 * Specials: When played, summon a Guerrilla.
 * Rarity: Epic.
 * Appearance: A tank with angry eyes, a commander helmet, a mustache, a Gunner Auto Turret on the left, and a regular Auto Turret on the right.

Cavalcade

 * Tribe: Trick
 * Effect: Summon three Guerrillas in random lanes.
 * Rarity: Epic.
 * Cost: 11.

Paladin

 * Health: 4
 * Attack: 4
 * Cost: 5
 * Tribe: Tank
 * Specials: When this kills a Polygon, it heals for 1.
 * Rarity: Rare.
 * Appearance: A Paladin surrounded in polygons.

Destructeer

 * Health: 5
 * Attack: 4
 * Cost: 6
 * Tribe: Tank
 * Specials: Attacks in lanes next door as well, but for half damage (rounded down, if buffed to have Attack be odd).
 * Rarity: Common.
 * Appearance: An X-Hunter with horns curling up each side next to the barrel, and a trapezoid on the back.

Puncher Pack

 * Health: 3
 * Attack: 2
 * Cost: 5
 * Tribe: Drone
 * Specials: When played, add a Puncher card to your hand. At the end of this turn, it bounces back to your hand.
 * Rarity: Epic.
 * Appearance: Three Punchers flying in a line to the top right.

Footman

 * Health: 4
 * Attack: 3
 * Cost: 6
 * Tribe: Tank
 * Specials: When played, deal 2 damage to the enemy hero. Has Bullseye, but the play effect will charge the Block Meter.
 * Rarity: Rare.
 * Appearance: A tank that looks like The Prince but no visor.

Sentinel

 * Health: 5
 * Attack: 3
 * Cost: 7
 * Tribe: Tank
 * Specials: When either Hero gets hurt, heal a random ally for 1 Health. Strikethrough.
 * Rarity: Rare.
 * Appearance: A The Tres Geminos, but each barrel is replaced by a lance.

Foreman

 * Health: 3
 * Attack: 1
 * Cost: 5
 * Tribe: Polygon
 * Specials: Every time you draw a card, summon a Yellow Square, Red Triangle, or Blue Pentagon in an open area.
 * Rarity: Epic.
 * Appearance: A Blue Pentagon with an Auto Turret on top.

Mechagon

 * Health: 6
 * Attack: 3
 * Cost: 6
 * Tribe: Science, Polygon
 * Specials: Bounce this card at the end of the turn. When destroyed, summon a 1/1 Drone here.
 * Rarity: Epic.
 * Appearance: A giant Alpha Pentagon, with two Dominator Auto Turrets, one on each side. There is a windshield on it, with a Drone operating the machine.

Industrian

 * Health: 4
 * Attack: 4
 * Cost: 6
 * Tribe: Polygon
 * Specials: When played, all Polygons get +2 Attack.
 * Rarity: Rare.
 * Appearance: The Industrian.

I.T. Hertz

 * Health: 2
 * Attack: 1
 * Cost: 1
 * Tribe: Tank
 * Specials: Gets +2 Health and +2 Attack every time an enemy is Paralyzed.
 * Rarity: Common.
 * Appearance: A tank with a plug-like set up on the front, connected. A half-circle of armor is on the diagonal-back-left, with two cords going outward and off the card.

Shocker

 * Health: 2
 * Attack: 2
 * Cost: 3
 * Tribe: Tank
 * Specials: Shots Paralyze.
 * Rarity: Rare.
 * Appearance: A Machine Gun with two Gunner barrels coming up the side of the Machine Gun barrel. Lightning connects the two long thin barrels.

Fireball!

 * Tribe: Trick
 * Effect: Deal two damage.
 * Cost: 1
 * Rarity: Common.

Rally Man

 * Health: 4
 * Attack: 1
 * Cost: 3
 * Tribe: Tank
 * Specials: All units cost 1 less Tankit to play while alive.
 * Rarity: Epic.
 * Appearance: A tank with two angry eyes, and a metal face mask. His arms are thrown into the air, and beacons rain from the sky onto them.

Overlord

 * Health: 5
 * Attack: 2
 * Cost: 6
 * Tribe: Drone, Tank
 * Specials: Summon a Drone into an open area every turn.
 * Rarity: Epic.
 * Appearance: An Overlord.

Drone

 * Health: 1
 * Attack: 1
 * Cost: Token
 * Tribe: Drone
 * Specials: Team Up.
 * Rarity: Token.
 * Appearance: A single Drone racing to the top-right.

Drone Swarm

 * Tribe: Drone, Trick
 * Effect: Summon three Drones in random open areas.
 * Cost: 3.
 * Rarity: Rare.

Drone Commander

 * Health: 3
 * Attack: 1
 * Cost: 3
 * Tribe: Drone
 * Specials: When a Drone Tribe card hits the enemy hero, it gets +1 Attack.
 * Rarity: Rare.
 * Appearance: A large purple Drone with the sergeant symbol on it.

Clone Drone

 * Health: 3
 * Attack: 3
 * Cost: 4
 * Tribe: Drone
 * Specials: When played, turn all ally units into Clone Drones.
 * Rarity: Epic.
 * Appearance: A Clone Drone splitting into two copies.

Laser

 * Health: 2
 * Attack: 1
 * Cost: 2
 * Tribe: Tank
 * Specials: Strikethrough
 * Rarity: Common
 * Appearance: A Lancer-like tank, but there's a ring around the barrel.

Mage

 * Health: 3
 * Attack: 3
 * Cost: 3
 * Tribe: Tank
 * Specials: None.
 * Rarity: Common.
 * Appearance: A Mage tank, facing forward.

Acolyte

 * Health: 4
 * Attack: 2
 * Cost: 5
 * Tribe: Tank
 * Specials: When played, do 1 damage to ALL units.
 * Rarity: Rare.
 * Appearance: An Acolyte tank, surrounded in fireballs.

Pyromancer

 * Health: 4
 * Attack: 2
 * Cost: 4
 * Tribe: Tank
 * Specials: When an Arcane card takes damage, deal 2 damage to the enemy hero.
 * Rarity: Epic.
 * Appearance: A Pyromancer tank, facing downward.

Timestopper

 * Tribe: Trick
 * Effect: Paralyze an enemy unit.
 * Cost: 1
 * Rarity: Common.

Cultist

 * Health: 2
 * Attack: 1
 * Cost: 2
 * Tribe: Cult, Tank
 * Specials: Armored 1
 * Rarity: Common
 * Appearance: A tank with two arms consumed in fireballs. Has a cloak.

Crusader

 * Health: 4
 * Attack: 4
 * Cost: 6
 * Tribe: Cult, Tank
 * Specials: Armored 1
 * Rarity: Rare
 * Appearance: A smaller "The Tres Geminos".

Prophet

 * Health: 4
 * Attack: 0
 * Cost: 4
 * Tribe: Cult, Tank
 * Specials: At the start of each turn, turn one random unit into a Crusader.
 * Rarity: Epic.
 * Appearance: An Apostle without the cape.

Enchanter

 * Health: 3
 * Attack: 1
 * Cost: 3
 * Tribe: Cult, Tank
 * Specials: All Cult tanks get +1 Health and +1 Attack each turn.
 * Rarity: Rare.
 * Appearance: A metal tank with angry eyes and three slits like a helmet on it for the visor. His left arm is down as his side, and the right one is held up with a magic wand.

Manager

 * Health: 3
 * Attack: 1
 * Cost: 4
 * Tribe: Drone, Tank
 * Specials: Teleports in before combat. Summons a Drone upon death.
 * Rarity: Rare.
 * Appearance: A Manager surrounded in Drones.

Caretaker

 * Health: 2
 * Attack: 0
 * Cost: 2
 * Tribe: Drone
 * Specials: All Drones get +1 attack every turn.
 * Rarity: Rare.
 * Appearance: A green Drone with a purple dot on it. Two faded drones are coming out behind it.

Necromancer

 * Health: 5
 * Attack: 2
 * Cost: 7
 * Tribe: Drone, Tank
 * Specials: When an ally Polygon Tribe unit dies, turn it into a Square Drone.
 * Rarity: Epic.
 * Appearance: A Necromancer facing to the top-left.

Bloodmage

 * Health: 5
 * Attack: 0
 * Cost: 3
 * Tribe: Cult, Tank
 * Specials: While in your hand, this gets +2 Attack for each ally that dies.
 * Rarity: Epic.
 * Appearance: A Bloodmage facing downward.

Firestarter

 * Health: 6
 * Attack: 2
 * Cost: 5
 * Tribe: Tank
 * Specials: Every two turns, do 1 damage to all cards, including yours.
 * Rarity: Rare.
 * Appearance: Firestarter, facing to the top-right.

Stungun

 * Health: 2
 * Attack: 3
 * Cost: 4
 * Tribe: Polygon
 * Specials: When killed, Paralyze units in this lane, and the ones next door.
 * Rarity: Rare.
 * Appearance: A yellow Pentagon with a small barrel on it.

Tear of Panzer

 * Health: 1
 * Attack: 1
 * Cost: 2
 * Tribe: Cult, Drone
 * Specials: When killed, the user gets +1 Tankit next turn.
 * Rarity: Common.
 * Appearance: A single Tear of Panzer facing the top-right.

Predictor

 * Health: 3
 * Attack: 1
 * Cost: 4
 * Tribe: Drone
 * Specials: When this hits the enemy hero, do 2 damage to a random enemy.
 * Rarity: Epic.
 * Appearance: A Drone with a spawner-like barrel on each side, and an arrow symbol on top.

Insomniac

 * Health: 4
 * Attack: 2
 * Cost: 3
 * Tribe: Cult, Tank
 * Specials: Every turn, swap this unit's Health and Attack.
 * Rarity: Epic.
 * Appearance: An angry-eyed tank with black bags under those eyes. The left arm ends in a circle with a barrel, the right one is just a circle.

Acrylic

 * Health: 5
 * Attack: 3
 * Cost: 6
 * Tribe: Tank
 * Specials: While alive, all allies get -1 Attack and Strikethrough. When killed, these effects go away.
 * Rarity: Epic.
 * Appearance: A 'Prince' card, but the right hand is a Laser, and the left hand is an Auto Turret.

Scientist

 * Health: 3
 * Attack: 2
 * Cost: 4
 * Tribe: Tank
 * Specials: When you play a Trick, draw a card.
 * Rarity: Epic.
 * Appearance: A tank with an Auto Turret lance being lifted upward on the left, and an average Auto Turret on the right. Has goggles, and crazy palm tree hair style.

Alchemist

 * Health: 4
 * Attack: 2
 * Cost: 5
 * Tribe: Tank
 * Specials: When this hits the enemy hero, add a random Trick from any Type to your hand.
 * Rarity: Epic.
 * Appearance: A tank with a helmet visor, crazy hair, a cape, and two arms holding test tubes full of liquid.

Mad Hatter

 * Health: 5
 * Attack: 1
 * Cost: 3
 * Tribe: Tank
 * Specials: When damaged, summon a random Drone tribe card in a random place. The card will ONLY be the Drone tribe and cannot be a combo of tribes that includes Drone.
 * Rarity: Epic.
 * Appearance: A tank with a skull mask, a top hat, and is slightly bowing. His right arm is held up, with a magic wand flickering. When damaged, he flicks his wand and a Drone appears in a purple smoke cloud.

Dragoon

 * Health: 4
 * Attack: 5
 * Cost: 7
 * Tribe: Tank
 * Specials: Any unit this hits takes 1 damage every turn until death. This effect pierces armor.
 * Rarity: Epic.
 * Appearance: A red tank with golden wings and a plume of fire. Has a shield on one hand and a lance on the other.

Headacher

 * Health: 2
 * Attack: 1
 * Cost: 2
 * Tribe: Cult, Tank
 * Specials: When played, paralyze an enemy unit.
 * Rarity: Common.
 * Appearance: A tank with two arms grasping near its top. Both its eyes have swirls and the right one is larger than the left. Its mouth is all squiggly, and soundwaves emit from its head.

Ta-Z-Er

 * Health: 2
 * Attack: 1
 * Cost: 4
 * Tribe: Tank
 * Specials: Any unit this card hits gets paralyzed, and then bounced next turn.
 * Rarity: Rare.
 * Appearance: A tank with two Gunner barrels that have electricity bouncing between them. Has a lightning symbol on it, and a longways oval along the back.

Timer

 * Health: 3
 * Attack: 3
 * Cost: 5
 * Tribe: Polygon
 * Specials: When played, next turn, both players get -3 Tankit.
 * Rarity: Rare.
 * Appearance: An octagon with a clock on it, and a barrel on the bottom.

Wizard

 * Health: 3
 * Attack: 2
 * Cost: 4
 * Tribe: Cult, Tank
 * Specials: When a Cult card hits the enemy hero, draw a card.
 * Rarity: Rare.
 * Appearance: A tank with no barrels, but it has small circles on the four sides.

Laugher

 * Health: 1
 * Attack: 1
 * Cost: 4
 * Tribe: Cult, Tank
 * Specials: Teleports in before combat. When revealed, all enemies get -1 Health and Attack.
 * Rarity: Rare.
 * Appearance: A Headacher, except instead of grabbing its head, it has its hands in front of a laughing open mouth. The tank shakes violently with laughter.

Janitor

 * Health: 3
 * Attack: 3
 * Cost: 5
 * Tribe: Cult, Tank
 * Specials: When this kills an enemy unit, the location that enemy stood cannot be used by your opponent for two turns.
 * Rarity: Rare.
 * Appearance: A tank with sunglasses, an Auto Turret on the left, and a giant Machine Gun Auto Turret on the right which has a tube connecting to the back.

Blackmailer

 * Health: 4
 * Attack: 1
 * Cost: 5
 * Tribe: Cult, Tank
 * Specials: No enemy units can be played in this lane while the Blackmailer is alive.
 * Rarity: Rare.
 * Appearance: A tank with two angry eyes, a small black crown, and Auto Turrets on both sides.

Fire Spirit

 * Health: 2
 * Attack: 1
 * Cost: 2
 * Tribe: Spirit
 * Specials: Strikethrough. When this hits the enemy hero, it gets +1 Attack.
 * Rarity: Common.
 * Appearance: A small red tank with no barrels, engulfed in flames.

Ice Spirit

 * Health: 1
 * Attack: 3
 * Cost: 1
 * Tribe: Spirit
 * Specials: When this attacks, it dies. Unit attacked is Paralyzed if it survives.
 * Rarity: Common.
 * Appearance: A small light blue tank with no barrels, that has snowflakes falling around it, and crystals growing out of the top.

Kamikaze

 * Health: 1
 * Attack: 1
 * Cost: 2
 * Tribe: Spirit
 * Specials: Anti-Hero 4. When this attacks, it dies.
 * Rarity: Common.
 * Appearance: A small gray tank covered in spikes. Has the Anti-Hero symbol on it.

Warper

 * Health: 2
 * Attack: 3
 * Cost: 4
 * Tribe: Tank
 * Specials: When this attacks, it moves into another lane before the enemy attacks. Bullseye.
 * Rarity: Rare.
 * Appearance: A Warper tank, facing to the top right.

Architect

 * Health: 2
 * Attack: 2
 * Cost: 5
 * Tribe: Tank
 * Specials: When destroyed, summon a Spirit tribe card in every lane.
 * Rarity: Epic.
 * Appearance: A tank with two Auto Turrets and a capital I on it.

Warden

 * Health: 5
 * Attack: 3
 * Cost: 8
 * Tribe: Tank
 * Specials: If your hero would take damage, this does instead. Has Armored 1.
 * Rarity: Epic.
 * Appearance: A Destroyer with angry eyes. Has a Smasher hexagon beneath it.

Trader

 * Health: 8
 * Attack: 0
 * Cost: 3
 * Tribe: Tank
 * Specials: Every turn, this loses one Health, but a random ally OR your hero gets +1 Health.
 * Rarity: Rare.
 * Appearance: A tank with two circles across from each other, and two barrels across from each other.

Battleship

 * Health: 4
 * Attack: 1
 * Cost: 4
 * Tribe: Drone, Tank
 * Specials: Summon a Defender here or next door when damaged. Bullseye.
 * Rarity: Epic.
 * Appearance: A Battleship tank, looking to the top right corner. Small Defender drones laden it.

Defender

 * Health: 1
 * Attack: 1
 * Cost: Token
 * Tribe: Spirit, Drone
 * Specials: When the Battleship that spawned it takes damage, this does 1 damage to the attacker.
 * Rarity: Token
 * Appearance: A bunch of tiny Crashers flying in a V shape to the top right.

Hothead

 * Health: 5
 * Attack: 0
 * Cost: 3
 * Tribe: Tank
 * Specials: When your hero gets damaged, do 2 damage to a RANDOM unit or hero.
 * Rarity: Rare.
 * Appearance: A flaming red tank erupting in fire. Has angry eyes and bares its teeth angrily.

Rock Spirit

 * Health: 2
 * Attack: 3
 * Cost: 3
 * Tribe: Spirit
 * Specials: Armored 1.
 * Rarity: Common.
 * Appearance: A small brown barrel-less tank that has two rings of rocks orbiting it at different angles.

Doctorate

 * Health: 3
 * Attack: 2
 * Cost: 4
 * Tribe: Tank
 * Specials: When played, give an ally Bullseye.
 * Rarity: Rare.
 * Appearance: A Doctorate tank.

Escapee

 * Health: 1
 * Attack: 1
 * Cost: 2
 * Tribe: Tank
 * Specials: When an enemy unit enters the lane, this moves and gets +1 Health and +1 Attack.
 * Rarity: Rare.
 * Appearance: A Basic Tank covered in scratch marks and cracks.

Nullifier

 * Health: 2
 * Attack: 2
 * Cost: 3
 * Tribe: Tank
 * Specials: Teleports in before combat. When revealed, an enemy unit gets -2 Attack.
 * Rarity: Rare.
 * Appearance: A Laser but with extra details.

Auto 3

 * Health: 4
 * Attack: 1
 * Cost: 5
 * Tribe: Tank
 * Specials: Teleports in before combat. When revealed, does a Bonus Attack.
 * Rarity: Rare.
 * Appearance: An Auto 3, its Auto Turrets pointing in random directions.

Barrage

 * Health: 1
 * Attack: 8
 * Cost: 7
 * Tribe: Tank
 * Specials: Can only attack once. Then it loses ALL its Attack points, but stays there.
 * Rarity: Epic.
 * Appearance: A Dominator with a missile launcher set up on top of it.

Stargazer

 * Health: 3
 * Attack: 5
 * Cost: 2
 * Tribe: Spirit
 * Specials: Attacks every three turns... with a death laser from space.
 * Rarity: Rare.
 * Appearance: A light blue/cyan tiny tank that glows with a mysterious astral energy.

Arcane Guard

 * Health: 2
 * Attack: 3
 * Cost: 4
 * Tribe: Spirit, Tank
 * Specials: When destroyed, add a random Spirit to your hand.
 * Rarity: Rare.
 * Appearance: A tank with a helmet and two Auto Turrets. One has a barrel and the other has a Drone Spawner.

Seance

 * Tribe: Spirit, Trick
 * Effect: When played, shuffle four Spirit Knights into your deck randomly.
 * Cost: 2
 * Rarity: Rare.

Spirit Knight

 * Health: 4
 * Attack: 4
 * Cost: 3
 * Tribe: Spirit, Tank
 * Specials: When played, draw a card. Bullseye.
 * Rarity: Token.
 * Appearance: A Spirit with a knight's visor and a golden feather coming from the helmet. Its Auto Turrets are detached from the tank itself. The left one has a Hunter setup, and the other has a lance.

Minister

 * Health: 3
 * Attack: 2
 * Cost: 5
 * Tribe: Tank
 * Specials: Every turn, all Spirits get +1 Health and Attack.
 * Rarity: Epic.
 * Appearance: A tank with a cross symbol on it that has eyes on the parts going left and right, holding a sword downward from its folded hands. Has a tall hat like the Pope would wear.

Prosecutor

 * Health: 4
 * Attack: 4
 * Cost: 6
 * Tribe: Tank
 * Specials: When an enemy unit kills an ally Spiritual unit, kill the attacker.
 * Rarity: Epic.
 * Appearance: (Undecided)

Zealot

 * Health: 3
 * Attack: 2
 * Cost: 4
 * Tribe: Tank
 * Specials: If not killed after two turns, sacrifices itself, and all allies get +1 Health.
 * Rarity: Rare.
 * Appearance: A tank holding a book in one hand, and raising the other, having purple lightning crackling in it.

Winterblast Spirit

 * Health: 1
 * Attack: 4
 * Cost: 5
 * Tribe: Spirit
 * Specials: When played, Paralyze all enemies here and next door.
 * Rarity: Epic.
 * Appearance: An angry spirit with snowflakes quickly spiraling around it.

Electro Spirit

 * Health: 2
 * Attack: 1
 * Cost: 3
 * Tribe: Spirit
 * Specials: When played, Bounce an enemy. Can hit two selected targets at once. These targets must be here or next door. You can use both strikes on the same target for double damage.
 * Rarity: Rare.
 * Appearance: A spirit with spiky black hair, and goggles. Crackles with light blue electricity all over.

Princess

 * Health: 1
 * Attack: 3
 * Cost: 4
 * Tribe: Tank
 * Specials: Can hit any selected target. Team Up.
 * Rarity: Epic.
 * Appearance: A tank with two eyes, black hair, a golden tiara, and a Ranger barrel Auto Turret on the right.

Artery

 * Health: 3
 * Attack: 3
 * Cost: 4
 * Tribe: Drone
 * Specials: When this does damage, heal your Hero for that much.
 * Rarity: Rare.
 * Appearance: A red tank that has various heart-like tubes coming out of it. Pulsates.

Cyclops

 * Health: 3
 * Attack: 4
 * Cost: 5
 * Tribe: Tank
 * Specials: When destroyed, give an ally Bullseye.
 * Rarity: Common.
 * Appearance: A smaller version of The Octagon.

The Fan

 * Health: 1
 * Attack: 2
 * Cost: 3
 * Tribe: Polygon
 * Specials: When played, bounce all enemies here.
 * Rarity: Common.
 * Appearance: A Pentagon with a fan blade on the bottom.

Omniscient

 * Health: 1
 * Attack: 0
 * Cost: 3
 * Tribe: Tank
 * Specials: When destroyed, summon a 'The Watcher' here and draw 3 cards.
 * Rarity: Epic.
 * Appearance: A tank in meditation.

The Watcher

 * Health: 2
 * Attack: 3
 * Cost: Token.
 * Tribe: Spirit, Tank
 * Specials: When destroyed, draw a card. Strikethrough.
 * Rarity: Token.
 * Appearance: A circle with a black eye and red pupil, firing a death laser. Has eight spikes evenly distributed around it.

Hoarder

 * Health: 3
 * Attack: 2
 * Cost: 2
 * Tribe: Drone
 * Specials: For as many turns as this is alive, you get that much extra Tankit next turn. (i.e if it has been alive four turns, you get +4 Tankit next turn)
 * Rarity: Epic.
 * Appearance: An orange Drone with a dragon tail and wings.

Medium

 * Health: 3
 * Attack: 3
 * Cost: 7
 * Tribe: Spirit, Tank
 * Specials: When played, summon a Fire Spirit. Every turn, summon an Ice or Rock Spirit. When destroyed, summon an Electro Spirit.
 * Rarity: Epic.
 * Appearance: (Undecided)

Painter

 * Health: 3
 * Attack: 2
 * Cost: 4
 * Tribe: Tank
 * Specials: While this is alive, you get +1 Tankit each turn, and your opponent gets -1 Tankit next turn.
 * Rarity: Epic.
 * Appearance: A tank holding a paintbrush in one hand, and a pallet in the other. A large purple artist beret shadows the eyes out, and the Painter has a mischevious grin...

Robot

 * Health: 1
 * Attack: 1
 * Cost: 1
 * Tribe: Science, Tank
 * Specials: None.
 * Rarity: Common.
 * Appearance: A gray Basic Tank with an antennae.

Engineer

 * Health: 1
 * Attack: 3
 * Cost: 3
 * Tribe: Science, Tank
 * Specials: When played, summon a Sentry.
 * Rarity: Common.
 * Appearance: Looks like Adasba's Engineer

Holoprojector

 * Health: 4
 * Attack: 1
 * Cost: 3
 * Tribe: Science, Tank
 * Specials: Every turn, summon a Sentry
 * Rarity: Rare.
 * Appearance: Looks like Adasba's Holoprojector

Sentry

 * Health: 2
 * Attack: 1
 * Cost: Token
 * Tribe: Science, Drone
 * Specials: Team Up.
 * Rarity: Token.
 * Appearance: A small gray Destroyer with legs, 'legs' being thin gray barrels going out in all four diaganol directions.

Technician

 * Health: 3
 * Attack: 1
 * Cost: 2
 * Tribe: Science, Tank
 * Specials: Teleports in before combat. When a Science unit does damage, it gets +1 Attack.
 * Rarity: Rare.
 * Appearance: A Battleship with one wide Battleship spawner on each side instead of two. A four-way Auto Turret with a siren is on top of it. There are three Minions circling it.

Beamer

 * Health: 1
 * Attack: 2
 * Cost: Token
 * Tribe: Science, Tank
 * Specials: Strikethrough.
 * Rarity: Token.
 * Appearance: A Basic Tank with a Laser Auto Turret on the right.

Telewarp

 * Tribe: Science, Trick
 * Effect: Summon a Beamer.
 * Rarity: Common.
 * Cost: 2

Mad Doctor

 * Health: 3
 * Attack: 2
 * Cost: 3
 * Tribe: Science, Tank
 * Specials: Wen a Science unit hits the enemy hero, draw a card.
 * Rarity: Rare.
 * Appearance: A tank with sunglasses, crazy orange hair, and an Auto Turret on each side.

Dropship

 * Health: 4
 * Attack: 4
 * Cost: 6
 * Tribe: Science, Tank
 * Specials: Wen destroyed, summon a RANDOM unit here.
 * Rarity: Epic.
 * Appearance: Looks like a Dropship.

Gadgeteer

 * Health: 3
 * Attack: 2
 * Cost: 4
 * Tribe: Science, Tank
 * Specials: Teleports in before combat. When revealed, a unit does a Bonus Attack.
 * Rarity: Rare.
 * Appearance: (Undecided)

Head Scientist

 * Health: 4
 * Attack: 3
 * Cost: 5
 * Tribe: Science, Tank
 * Specials: When played, all Science units do a Bonus Attack. Has Bullseye.
 * Rarity: Epic.
 * Appearance: An Alchemist, with exaggerated design.

Nobel Prize

 * Tribe: Science, Trick
 * Effect: Give a Science unit +3 Health and Attack.
 * Rarity: Rare.
 * Cost: 4

Mindreader

 * Health: 1
 * Attack: 1
 * Cost: 2
 * Tribe: Tank
 * Specials: When played, draw a card.
 * Rarity: Common.
 * Appearance: (Undecided)

Strange Machine

 * Health: 3
 * Attack: 3
 * Cost: 4
 * Tribe: Science, Polygon
 * Specials: Anti-Hero 2. Can only be played when two Science units are on the field.
 * Rarity: Rare.
 * Appearance: A metal Pentagon with an Auto Turret on every side and a Dominator turret on top.

Archprophet

 * Health: 8
 * Attack: 5
 * Cost: 8
 * Tribe: Cult, Tank
 * Specials: Strikethrough. When played, summon two Cult tribe tanks in random lanes. Every two turns, all Cult Tanks get healed for 1.
 * Appearance: The Archprophet, one hand raised engulfed in flame, the other lowered with blue electricity crackling around it. His eyes have black mist curling upward. The same purple vortex in the background of his navbox image on his page in the background.
 * Type: Arcane

Polygon Mother

 * Health: 5
 * Attack: 5
 * Cost: 10
 * Tribe: Polygon
 * Specials: Armored 2. Gets +1 Health for all ally AND enemy Polygons on the field.
 * Appearance: The Polygon Mother, surrounded by smaller Polygons.
 * Type: Guardian

Sleeping Nightmare

 * Health: 6
 * Attack: 0
 * Cost: 6
 * Tribe: Tank
 * Specials: Your opponent does not know this card has been played until it is attacked, as it will remain invisible until activated. When activated, summon a 'Minions' card in this lane, and the lanes next door if available.
 * Appearance: A Sleeping Nightmare with three Minions circling it. (This card was not my idea, credit to its creator)
 * Type: Sneaky

Fallen King

 * Health: 10
 * Attack: 5
 * Cost: 12
 * Tribe: Tank
 * Specials: When played, destroy all enemies of the Tank tribe. Armored 1.
 * Appearance: The Fallen King, cloaked in shadow.
 * Type: Mega

Summoner

 * Health: 5
 * Attack: 2
 * Cost: 9
 * Tribe: Drone, Polygon
 * Specials: When played, fill ALL OPEN SPACES with a 'Square Drones' card. Every turn while alive, fill all open spaces with a 'Square Drones' card.
 * Appearance: A Summoner at an angle, surrounded in Square Drones.
 * Type: Arcane

Shapesifter

 * Health: 1
 * Attack: 0
 * Cost: 7
 * Tribe: Polygon, Tank
 * Specials: While alive, no ally Polygon tribe cards can be damaged. Armored 5. Cannot be killed by Tricks.
 * Appearance: A giant Alpha Pentagon coated in armor, surrounded in a yellow-brown forcefield. Radiates a cyan energy.
 * Type: Guardian

The Kingpin

 * Health: 4
 * Attack: 5
 * Cost: 7
 * Tribe: Cult Tank
 * Specials: Every turn, this gets heals 1 for each Sneaky card in play. Bullseye.
 * Appearance: The Kingpin, looking down and to the left. But its more 3D, so you can catch a bit of his left angry eye on the far left of his body.
 * Type: Sneaky

Overdrive

 * Tribe: Trick
 * Effect: All units do 2 Bonus Attacks each.
 * Cost: 8.
 * Appearance: A magenta square spiral that converges in on a Basic Tank with a crack in it.
 * Type: Mega

Omega Dominator

 * Health: 4
 * Attack: 4
 * Cost: 5
 * Tribe: Tank
 * Specials: Gets +1 Health and Attack for every card drawn. Does a Bonus Attack when a Trick is played.
 * Appearance: A large Dominato that has a giant crown symbol. Instead of a hexagon base, it has the Omega symbol rounding it. The barrel shoots lasers.
 * Type: Mega

Panzergram

 * Tribe: Cult, Trick
 * Effect: All allies get a Card Specialty they don't already have.
 * Cost: 7.
 * Appearance: A pentagram surrounding a black shadow tank with glowing red eyes.
 * Type: Arcane

Leviathan

 * Health: 8
 * Attack: 2
 * Cost: 11
 * Tribe: Polygon
 * Specials: Attack hits all enemy units.
 * Appearance: The Leviathan, by Graviatar.
 * Type: Guardian

Truzz

 * Health: 6
 * Attack: 6
 * Cost: 10
 * Tribe: Tank
 * Specials: When played, summon a random card in every other lane.
 * Appearance: Truzz, the great one. (Idea not by me)
 * Type: Sneaky

Royale

 * Health: 5
 * Attack: 8
 * Cost: 8
 * Tribe: Drone, Tank
 * Specials: When played, summon in a Gladiator. Also you can move an enemy. Has Anti-Hero 5 (Does 13 damage to the enemy hero if it hits)
 * Appearance: Royale, no duh.
 * Type: Guardian

Oxygen

 * Health: 3
 * Attack: 7
 * Cost: 6
 * Tribe: Tank
 * Specials: When played, do 2 damage to ALL UNITS. However, Polygon cards are not effected.
 * Appearance: A dark gray Spike with a white star on it.
 * Type: Spitiual

Punisher

 * Health: 5
 * Attack: 5
 * Cost: 7
 * Tribe: Tank
 * Specials: When an ally or your hero gets damaged, do 2 damage to the Enemy Hero.
 * Appearance: A tank with a helmet and skull mask. Its right Auto Turret has a flail like the Decimator, and its left arm has a shield.
 * Type: Mega

Disco-Rama

 * Health: 4
 * Attack: 3
 * Cost: 10
 * Tribe: Tank
 * Specials: When played, summon two Dancers. Strikethrough. Every turn, this card moves and gets +1 ATK.
 * Appearance: A tank with a giant disco afro, a single-glass goggle mask thing, and a huge grin. His right arm is pointing into the air, and his left has an Auto Turret. Crackles with electricity and has a rainbow glow.
 * Type: Sneaky

Warlock X

 * Health: 6
 * Attack: 4
 * Cost: 8
 * Tribe: Tank
 * Specials: When played, all enemies lose their card specialties except for Team Up. (Enemy cards will lose Freny, Strikethrough, Anti-Hero, and Bullseye)
 * Appearance: A tribal looking tank with a Lancer Auto Turret on the left, and a Dominator Auto Turret on the right.
 * Type: Spiritual

Jester

 * Health: 6
 * Attack: 6
 * Cost: 12
 * Tribe: Tank
 * Specials: When played, does a Bonus Attack. While in your hand, cost gets reduced by one each turn.
 * Appearance: A Triplet with a jester hat and lance on the back.
 * Type: Spiritual

MORE LEGENDARIES TO COME...

Trivia

 * One-hundred percent uses PvZ Heroes system. Like, not even denying it.
 * Some card's mechanics are copied, but a lot of these cards are unique.
 * My counterpart to Diep Cards.
 * This page is not open to editing.
 * This was a bigger project than the Tank Database.
 * A lot of Legendaries, are actually pages by other users on the wikia, like the Leviathan, Truzz, and Sleeping Nightmare. That trend may continue... it may not.
 * This game has inspired another user on the wikia, RavenKing, to make his own variation, Diep Conception Heroes! Definitely check that out second to see what other unique twists he puts into the system. The game mechanics are almost the same as here. :)