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Maelstrom Zealots - Cyberpunk TCG card

Unit · Green · RAM 1

Maelstrom Zealots

Card text

Playable in Go Solo

When this Unit loses a fight, defeat the opposing rival Unit.
(Units with power 0 don't steal Gigs.)

How this card works

A 4-cost Unit with 0 power looks pointless until you read it: when Maelstrom Zealots lose a fight, they defeat the rival Unit they were fighting. They never steal Gigs and lose every ordinary fight, but each loss takes an enemy with them. Think of them as removal attached to a body.

You can also keep the Zealots alive. Deadman Transmitter (3 Eddies) is defeated in place of the Unit it's equipped to, while the Zealots still count as having lost the fight, so the rival Unit still goes. The ruling confirms that a Unit that can't be defeated still loses.

'Opposing rival Unit' simply means the Unit fighting them. On attack you can usually only fight a spent rival Unit, so either wait for a target or leave the Zealots spent and let your Rival attack into them.

Stats

Cost
4
Power
0
RAM
1
Color
Green
Type
Unit
Classifications
Ganger, Maelstrom
Rarity
Common
Set
Welcome to Night City — Retail
Number
079
Artist
Michał Dziekan
Sell tag
No

Appears in

No ready-made deck uses this card yet.

Related cards

Play this card in Go Solo

Build a deck around it, or pick a ready-made deck, and play against the AI.