Legends · your RAM limits, and the one that reaches the field
3 cards
1×Legend8RAM 2 BlueThe only Legend in the deck with a cost, and therefore the only one that can be played to the field at all. Go Solo puts eight power down ready, able to attack the same turn, which nothing else in the deck can do.
1×Legend–RAM 2 YellowCalling him searches the top five for up to two Gears costing two or less, which is every Gear in the deck. He is also the only Yellow RAM, so he alone licenses the five yellow cards below.
1×Legend–RAM 2 BlueThe first Blue Unit or Blue Gear you play each turn lets you decrease a friendly Gig by up to two, and draw if it lands on a min. Read the type line, not the colour: Floor It and Reboot Optics are Blue and neither turns him on.
The Gig dial · five cards that move a die
5 cards
2×Gear2RAM 2 BlueTwo power of Gear and an attack trigger that decreases a Gig by up to two. It says "a Gig", not a friendly one, so this is the only effect you own that can lower theirs. On a unit named V it also readies two Eddies at end of turn.
1×Unit4RAM 2 YellowAdjusts a Gig by up to one on arrival and again on every attack, in whichever direction the turn needs. His Defeated clause draws two if the Street Cred gap is ten or more, either way round, so he is the card that pays for a board being poor.
2×Program–RAM 1 YellowOne eddie to adjust a Gig by one, and a draw if you control two or more Gigs showing different values. Two dice on the same number is the state to avoid, which is unusual advice in a game that also rewards value-pairs.
Attackers · what actually takes the seventh die
7 cards
3×Unit6RAM 1 BlueSix power for four eddies and no rules text, which is the best raw rate in the deck. Six also wins every fight their board can offer except a geared Goro, and it is the natural host for a Mandibular Upgrade.
3×Unit4RAM 2 BlueReadies an Eddie at end of turn if it stole a Gig, which makes it the only card that pays you back for attacking rather than for holding. Four power steals one Gig, the same as one power steals.
1×Unit7RAM 3 BlueUnblockable while you have LESS Street Cred than a Rival, which is a condition you control by lowering your own dice. Seven power still only steals one Gig; what it buys is that the steal happens at all.
Denial · nine of the twenty-seven exist to answer one attack
9 cards
3×Program–RAM 1 BlueOne eddie, minus one power for the turn, and a card back. Because Gigs stolen is a step function, this is worth the eddie only when their power is an exact multiple of ten and is worth nothing at all on a nine or an eleven.
2×Program–RAM 2 BlueThe next rival unit to fight this turn does not defeat the friendly unit opposing it. Pairs with a blocker: the block cancels the steal, this keeps the blocker.
2×Unit0RAM 2 YellowTwo eddies to redirect one attack into a fight it cannot win. Zero power means it steals nothing and defeats nothing, so it is a button rather than a body, and the button is worth more than the six power it does not have.
2×Gear0RAM 2 YellowOne eddie of Gear that grants its host Blocker. On Psycho Squad the redirect stops being a sacrifice: six power wins the fight the redirect starts.
Cards and information · what keeps a hand in a deck that sells one a turn
6 cards
3×Unit0RAM 3 BlueAttacks to draw rather than to steal, because zero power steals nothing. The discard fires only if you have MORE Street Cred than a Rival, so a deck that stays poor gets the draw clean.
3×Gear1RAM 1 YellowOne power of Gear, and on attack it looks at one of your own face-down Legends without revealing it. Legends start face-down in a random order, so this is how you learn whether the V you need is the one you can still call.
Might, Energy and Power appear only where the guide states them; anything it leaves unstated is left blank rather than filled in with an invented value. Cost, power, RAM and card text come from the publisher’s own card database; the notes are the guide’s own reading of the slot. Quantities are the copies printed on the print-and-play sheet.
Energy curve
28 cards
101
Energy 12×3×2×3×
92
Energy 22×2×2×3×
13
Energy 31×
64
Energy 43×3×
25
Energy 51×1×
2 cards sit outside the curve: the Battlefield and the Legend are played from their own zones and have no Energy cost.
Card types
Unit13
Unit1×3×3×1×2×3×
Gear7
Gear2×2×3×
Program7
Program2×3×2×
27 cards in the main deck. The Battlefield and Legend play from their own zones and are not counted.
Power by domain
14 of 30 listed cards carry a Power requirement. A card with two domains counts under both, so these do not sum to the deck size.
Energy, type and domain are printed card values from the Riftcodex snapshot, joined against this guide’s list.
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