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Gorilla Arms - Cyberpunk TCG card

Gear · Yellow · RAM 3

Gorilla Arms

Card text

Playable in Go Solo

(Equip to a friendly Unit or face-up Legend.)
The first time this Unit steals 1 or more Gigs each turn, steal a rival Gig with a value not shared by a friendly Gig.

How this card works

Gorilla Arms adds 3 power, but the real reason to pay 4 Eddies is the extra steal. The first time the equipped Unit steals one or more Gigs in a turn, it also steals a rival Gig whose value doesn't match any of your Gigs. Per the official ruling the Unit is the one doing the stealing, so anything that triggers on that Unit's steals fires for the bonus Gig as well.

That makes it a natural fit for Maelstrom Goons. A 3-power Goons becomes a 6-power attacker, and while it is equipped each stolen Gig makes a Rival discard 1. If the rival has a Gig with a value you don't share, one attack takes two Gigs and forces two discards.

Watch out for Take Control. It makes a rival Unit steal 1 fewer Gig this turn, so a Unit that would steal one steals none - and with no first steal, Gorilla Arms has nothing to add.

Stats

Cost
4
Power
3
RAM
3
Color
Yellow
Type
Gear
Classifications
Cyberware
Rarity
Common
Set
Welcome to Night City — Retail
Number
060
Artist
TOPDOG Entertainment
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.