NeoWars
Decks / Code-Shamans

Cyber-Psychics / Puppeteers

Code-Shamans

High-tech mystics who treat the Net as a living astral plane, invading cybernetic minds without a trace.

Summons and Buffs - AI Totems, mind control, battlefield alteration.

overlord
3
champion
5
edge runner
14
building
7
event
5
incident
3
cyber mod
4
mercenary
4
Deck Total
45

Overlords · 3

CFO Null-Mind

Overlord · capital

CFO Null-Mind

Free ATK 1 HP 15

Converts psychic resonance into digital currency.

Neural Tap - Siphon tokens via mental link.

Oracle Net-Seer

Overlord · production

Oracle Net-Seer

Free ATK 1 HP 15

Channels astral data streams into raw potential.

Astral Projection - Scout an opponent's hidden hand or deck.

Puppeteer Supreme Valka

Overlord · political

Puppeteer Supreme Valka

Free ATK 2 HP 15

Manipulates social credit and influence flows.

Mind - Control - Temporarily command a minor enemy unit.

Champions · 5

AI Totem Avatar: The Astral Weaver

Champion · unique

AI Totem Avatar: The Astral Weaver

I 3 C 3 ATK 3 HP 7

Summons environmental AI totems that buff adjacent units.

Apex Mind-Surge Entity

Champion · unique

Apex Mind-Surge Entity

I 4 C 4 ATK 5 HP 6

Unleashes a wave of mental static that disrupts all opposing units.

Cyber-Psychic Master Xylar

Champion · unique

Cyber-Psychic Master Xylar

I 4 C 2 ATK 4 HP 6

Invades enemy cyberware to disable their active combat capabilities.

Director of Neural Operations

Champion · unique

Director of Neural Operations

I 3 C 3 ATK 3 HP 7

Redirects psychological feedback loops back at attackers.

The Ghost Puppeteer

Champion · unique

The Ghost Puppeteer

I 2 C 4 ATK 2 HP 8

Forces enemy units to attack each other using psychic suggestion.

Edge-Runners · 14

Astral-Data Sifters ×4

Edge-Runner · non unique

Astral-Data Sifters

C 1 ATK 1 HP 2

Harvest psychic resonance from the deep net.

Neural-Linked Acolytes ×6

Edge-Runner · non unique

Neural-Linked Acolytes

C 2 ATK 2 HP 3

No ability text.

Mind-controlled operatives acting in unison.

Trance-Punks ×4

Edge-Runner · non unique

Trance-Punks

C 1 ATK 2 HP 1

No ability text.

Expendable digital zealots wired into the astral plane.

Buildings · 7

Astral-Siphon Nexus

Building · passive extortion

Astral-Siphon Nexus

R 4 HP 5

Siphons psychic and data power from rivals.

Mind-Core Citadel

Building · booster

Mind-Core Citadel

R 5 HP 7

Amplifies total psychic output across the board.

Net-Mystic Bourse

Building · black marketplace

Net-Mystic Bourse

R 4 HP 5

Exchanges psychic artifacts for raw materials.

Panopticon Mental Bastion

Building · compliance hub

Panopticon Mental Bastion

R 4 HP 6

Locks down enemy psychological positioning.

Psychic Shield Grid

Building · booster

Psychic Shield Grid

R 4 HP 6

Wards against mental attacks and digital intrusions.

Symbiote Mind-Spire

Building · joint venture

Symbiote Mind-Spire

R 5 HP 6

Connects mental bandwidth with allied players.

Vault of Whispers

Building · booster

Vault of Whispers

R 3 HP 6

Protects secret mental data from hackers.

Events · 5

Astral Surge

Event

Astral Surge

I 3

Create a temporary AI Totem token (0 Attack / 3 Health). Friendly units adjacent to it gain +1 defense die until it leaves play.

A shrine that lasts one broadcast cycle.

Memory Override

Event

Memory Override

I 2

Look at target opponent's hand. They discard 1 Event of your choice if able; otherwise discard 1 card at random.

You edit the story they were about to tell.

Mind-Wipe

Event

Mind-Wipe

I 4

Target enemy Champion loses its ability text until your next Upkeep. It keeps its stats.

A legend with the legend deleted.

Neural Influx

Event

Neural Influx

I 3

All friendly units gain +1 Attack and +1 Health until end of turn.

The choir of totems finds a key.

Psychic Barrier

Event

Psychic Barrier

I 2

Negate the next Event or Incident that would target you this turn.

Thought stops at the ward.

Incidents · 3

Astral Fracture

Incident

Astral Fracture

Free

on draw: Destroy all temporary tokens and AI Totems in play. Each owner draws 1 card.

The plane tears. Something smaller falls through.

Neural Burnout

Incident

Neural Burnout

Free

on draw: You cannot activate Overlord active abilities this turn. Gain 2 Influence instead.

The mind goes dark; the crowd still listens.

Psychic Feedback

Incident

Psychic Feedback

Free

on draw: Deal 2 damage to your Overlord. Target opponent also takes 1 unmitigated damage.

The echo bites both ends of the link.

Cyber-Mods · 4

Astral-Link Implants

Cyber-Mod

Astral-Link Implants

R 4

Once per turn, attached unit may copy a keyword ability from an adjacent friendly unit until end of turn.

Borrow the pattern. Leave the body.

Neural Amplifiers

Cyber-Mod

Neural Amplifiers

R 3

Attached unit gains +1 Attack. Friendly units gain +1 Attack while adjacent to it.

One mind becomes a broadcast tower.

Sub-Dermal Wards

Cyber-Mod

Sub-Dermal Wards

R 2

Attached unit gains +2 Health and cannot be mind-controlled or forced to attack allies.

A skull that keeps its own council.

Synaptic Accelerators

Cyber-Mod

Synaptic Accelerators

R 3

Attached unit gains +2 Attack. Once per turn, after it attacks, you may discard 1 card to let it attack again at -2 Attack.

Thoughts fire twice before doubt arrives.

Mercenaries · 4

Razor Kane, Contract Blade

Mercenary · raid specialist

Razor Kane, Contract Blade

C 3 ATK 4 HP 4

Clean Extract - When this unit deals damage during a successful Raid, steal 1 additional Currency.

Paid in advance. Loyal until the wire clears.

Bulwark-7 Bodyguard Frame

Mercenary · bodyguard

Bulwark-7 Bodyguard Frame

C 4 ATK 2 HP 8

Hired Shield - Attacks targeting your Overlord must target Bulwark-7 first while it is on the field.

A walking NDA with hydraulic fists.

Ledger Finch, Black-Market Broker

Mercenary · trader

Ledger Finch, Black-Market Broker

C 2 ATK 1 HP 3

Street Exchange - Once per turn during Market Stage, you may convert 2 of one pool into 1 of another (Resources, Influence, or Currency).

Every faction's weakness is someone else's invoice.

Breach Mole, Demolitions Decker

Mercenary · demolitions

Breach Mole, Demolitions Decker

C 3 ATK 3 HP 3

Structural Charge - When attacking Buildings, this unit deals +2 damage and ignores 1 structural shield.

Architecture is just a login screen with load-bearing walls.