Air
49 cards found
49 cards found
The World
The Aerial Grid lives above the city traffic, where antenna bridges and fan towers split the skyline into lanes only the reckless can read. Messages cross it before sirens finish starting.
Air treats gravity like a suggestion from an older version of the Network. It wins by arriving early, leaving cleanly, and making everyone else respond to an empty space.
By the time you see the route, Air is already gone.
Air cards value speed, evasion, and combo timing. They do not need to overpower a round if they can decide when it happens.
Fast, evasive, and timing-sensitive. Air favors players who can chain small advantages.
Rooftop transit rails, turbine towers, antenna bridges, and high-altitude service lanes.
Speed. Air can decide tiebreakers and pressure slower affinities before they stabilize.
Lower staying power when Earth or Ice forces the match into a grind.
Wind tunnels, suspended rails, signal kites, fan arrays, bright cyan skyglow.
25 Commons, 8 Rares, 8 Epics, 8 Legendaries, 49 total.