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Cyberpsychosis - Cyberpunk TCG card

Program · Yellow · RAM 2

Cyberpsychosis

Card text

Playable in Go Solo

Quick Give an equipped Unit +3 power this turn for each of its equipped Gears. If that Unit steals or fights, defeat it at the end of this turn.

How this card works

For 3 Eddies an equipped Unit gets +3 power this turn for each Gear on it: +6 with two Gear, +9 with three. The catch is in the text: if that Unit steals or fights, it is defeated at the end of the turn.

Mandibular Upgrade costs 1 Eddie, adds a Gear, and gives Blocker, so the same Unit can redirect a rival attack to itself and win the fight at inflated power. Dum Dum: Maelstrom Triggerman counts the same Gear again for +1 power each.

Quick adds an extra window: you can also play it in response to a rival Unit's attack, and you can still play it in your own Main phase. The FAQ allows targeting an equipped rival Unit; if you boost the attacker, it gets the power for that fight and is defeated at end of turn. If the attack ends before the fight or steal step, the Unit survives. It needs 2 Yellow RAM.

Stats

Cost
3
Power
–
RAM
2
Color
Yellow
Type
Program
Classifications
Quickhack
Rarity
Uncommon
Set
Welcome to Night City — Retail
Number
067
Artist
Michal Ivan
Sell tag
Yes

Appears in

Related cards

Play this card in Go Solo

It is in the Kerry / River / V deck. Play it against the AI.