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Aftermath Launch Timeline
Nov 14th - Nov 17th: Faucet Claim Nov 15th - Nov 22: Manifest Pre-Sale (up to 10 packs) Nov 23rd: Public Pack Sale Nov 25th: Aftermath Launch
Aftermath Sale Details
- Collection: https://opensea.io/collection/parallel-aftermath
- 46,000 Packs (Sold only in $PRIME (BASE))
- Price: 11 $PRIME (BASE)
- Faucet Card: https://parallel.life/faucet/A90FF0
- Prime Bridge: https://echelon.io/prime-portal/
View all the cards in Google Sheets: https://docs.google.com/spreadsheets/d/1u7hVMLoEB69AqtDriAX1TZlWkIKC_yQ46F3WXEX7RSQ/edit?usp=sharing
⬇️ CLICK HERE FOR DIFFERENT TABLE VIEWS
Shielded On attack, you may Upgrade Charge. If you do, create a copy of that upgrade and attach it to this unit. Can't be damaged by tokens.
When a friendly banked upgrade is revealed, shuffle a random Supply Cache into your deck.
Upgrade Charge 2. This upgrade has the abilities of each upgrade revealed to Charge it.
Muster: Look at the top four cards of your deck and choose an upgrade. You may Charge 2 to attach it to this unit. Otherwise, put it into your hand. Put the rest on the bottom of your deck in a random order.
Create a 1/1 Nanobot. When this effect is revealed from the bank, you may create and play a copy of it as if it were in your hand.
When this upgrade is attached, it deals 2 damage to a random enemy target.
Salvage Aftermath: Conceal any number of friendly bank cards. Create an Sentry Wreckage with attack equal to the number of cards concealed this way.
This relic enters the field with 3 counters on it plus one for each friendly upgraded unit you control. Activate, remove a counter from this relic, spend 1 energy: Conceal two friendly bank cards and give target friendly unit Shielded.
Upgraded unit has +1/+0. When this upgrade is revealed from the bank, you may create and play a copy of it as if it were in your hand. When this upgrade is concealed in the bank, it provides an additional +1/+0.
Upgraded unit has +3/+3 and "On attack, create a 1/1 Nanobot."
Upgrades that target this unit cost 1 less. When this card is revealed from the bank, friendly upgrades cost 1 less this turn.
Upgraded unit has "When this unit deals damage, you may conceal a friendly bank card."
On attack, create a 1/1 Nanobot. Aftermath: Shuffle a Nanobot Exosuit into your deck.
Salvage Activate, Charge: The next time this unit is upgraded this turn, it gains +0/+2.
Effects that target you or friendly units cost 1 more. Friendly non-token units have “Aftermath: Choose one - Create a 1/1 Myconoid or draw a card."
This card costs 1 less to play for each revealed banked card. Mycelium Uplink enters the field with 7 counters on it. At the beginning of each of your turns, remove a counter from Mycelium Uplink for each Defender you control plus one. While Mycelium Uplink has no counters on it, whenever you would draw a card, instead search your deck for a card and add it to your hand.
Defender Activate, Charge: Fully heal this unit. Use this ability only once per turn.
Destroy target relic. Heal any target equal to the destroyed relic's energy cost.
Look at the top four cards of your deck. Play up to two units with energy costs of 5 or less and put the rest on the bottom of your deck in a random order.
Friendly units with Defender have +2/+2. When this unit is attacked, other friendly units gain Defender this turn.
Muster: You may Multi-Charge. If you do, create and play a random Earthen unit with cost equal to the Multi-Charge value.
Upgraded unit has "On attack, heal upgraded unit for 2." Activate, Charge 2: Upgraded unit can't be targeted by enemy abilities or effects until your next turn.
Shielded Damage dealt to this unit is reduced to 1. Flourish: Target enemy unit attacks this unit at the start of the next turn if able.
Target unit gains Defender. When this effect is revealed from the bank, you may create and play a copy of it as if it were in your hand.
Pacifist. Activate, Charge 2: This unit ignores Pacifist this turn.
Target unit you control deals damage equal to its attack to up to three random enemy targets, then once to a random friendly target.
Evasive. When this deals damage to the enemy, you may Charge. If you do, the next Vehicle you play this turn gains +1/+0.
Deal 4 damage to any target and 2 damage to you.
Choose two enemy units. The enemy wastes one of them.
Armed On attack, you may Charge. If you revealed a non-unit Marcolian card, this unit gains attack equal to that card's cost this turn.
Upgraded unit has "On attack, deal 1 damage to the enemy. Aftermath: Deal 3 damage to the enemy."
Armed Activate, Charge: This unit does not take damage from units with Defender until your next turn.
Activate, pay two energy: Discard two cards. Deal 4 damage to a random enemy target. Use this ability once per turn.
Deal 1 damage to target unit and it's controller. When this effect is revealed from your bank, you may create and play a copy of it as if it were in your hand.
Deal 3 damage to target enemy unit and 3 damage to target enemy unit with Defender if able.
Destroy target unit with Defender. Assault: Shuffle two Supply Caches into the top 5 cards of your deck.
Battle Ready On attack, you may Effect Charge. If you do, draw a random effect and reduce its cost this turn equal to this unit's attack. Discard it at the end of the turn.
Noncombat damage you deal is increased by 2. Activate, spend 1 energy: Shuffle a Munitions Supply Cache into your deck. User this ability only once per turn.
On attack, conceal a friendly bank card. Aftermath: Deal 3 damage to any target.
Put target unit on top of its owner's deck.
Shielded When a friendly Clone enters the field, you may Charge 2. If you do, that unit gains Shielded. If that Clone is a Convergent, you may Charge 1 instead.
Muster: Look at the top four cards of your deck. You may put up to one Clone and up to one Convergent from among them into your hand and put the rest on the bottom of your deck in a random order.
Trigger any number of target friendly units' Muster abilities.
Evasive On attack, look at the top card of the enemy deck and increase its cost by 1. Aftermath: Create a 2/2 Convergent.
This relic enters the field with a counter on it for each unit in your waste. When one of your units is destroyed, this relic gains a counter. Activate, remove 30 counters from this relic: You win the game.
Muster: You may Clone Multi-Charge. If you do, create that many 1/1 Kathari Iterants.
Upgraded unit has "Aftermath: Put this unit into your hand."
Target unit gains the abilities of a random unit in your deck and "Aftermath: The next unit you draw gains this unit's abilities, including this one." Units can only gain this Aftermath once.
This unit gains +1/+1 each turn it starts in your deck. Muster: You may Charge 3. If you do, this unit gains “At the start of your turn, Clones in your deck gain +1/+1. If that Clone is a Convergent, it gains an additional +1/+0”
Friendly non-token Clones have "Aftermath: Create a 1/1 Kathari Iterant."
On attack, you may conceal a friendly bank card. If you do, create a 1/1 Kathari Iterant and friendly Clones gain +1/+0 this turn.
Aftermath: You may pay the Enemy a Kickback. If you do, put this unit into your hand, it becomes Corrupted, and the enemy draws a card.
Activate: Draw a card and put a card from your hand into your singularity. Limit once per turn.
Shielded, Evasive Destroy any unit dealt damage in combat by this unit.
Exchange the cards in your singularity and your bank.
At the beginning of your turn, look at the top card of your deck. You may put that card into your singularity.
Draw a card for each card in your singularity. Excess cards drawn this way are put into your singularity instead of wasted.
Evasive. When this unit damages the enemy player, they choose a card in their hand to put into your singularity.
Muster: Play a random unit from the enemy deck with cost less than or equal to the number of cards in your singularity. That unit becomes Corrupted.
Banish target enemy unit or relic and all card in play with the same name. Put all cards with the same name in the enermy’s hand, deck, and waste into your singularity. The enemy draws a card for each card taken out of the enemy’s hand in this way.
Muster: Shuffle a Supply Cache into your deck. After you play a Supply Cache, put it into your singularity instead of removing it. Aftermath: Shuffle two Supply Caches into your deck.
This unit can't attack. Muster: The enemy gains control of this unit. At the start of each turn, shuffle a Sabotaged Supply Cache into your deck.
You may pay the Enemy a Kickback. If you do, draw three cards and the enemy draws one card. Otherwise, draw two cards.
On attack, reveal the top card of your deck. If it's universal, put it in your bank either concealed or revealed.
Defender Muster: You may Charge 2. If you do, this unit gains "Deal 1 damage to enemy units when they attack this unit."
Shuffle three random Supply Caches into the top five cards of your deck.
Whenever the enemy plays an effect you may discard a card from your hand with the same energy cost. If you do, nullify that effect. The first time the enemy reveals a bank card each turn, draw a card.
Gain one energy this turn. This card cannot be played until the 4th turn of the game.
Whenever this unit is attacked, each of your units gains Defender until the end of the attack. Universal units you play cost 2 less energy.
Muster: Waste a banked card for each player, then replace those cards with the top card of each player's deck. If the wasted cards shared a card type, deal the enemy 2 damage.
You may pay the Enemy a Kickback, then search their deck for a unit and put it into your hand. If you paid the Kickback, you may put that unit on the field and the Enemy gains energy on their next turn equal to the unit's cost.
On attack, shuffle a Supply Cache into the top 5 cards of your deck.
Defender On attack, you may Charge. If you do, the next unit you play this turn gains Shielded.
Activate, conceal a banked card: Shuffle a random Supply Cache into your deck.
When damage would be dealt to this unit, you may conceal a card in your bank to prevent it. Limit once per turn.
Muster: The top two units in your deck gain +1/+1.
When this is put into your hand or waste from your deck, play It for free then remove it from the game. Gain an energy this turn and draw a card.
When this is put into your hand or waste from your deck, play it for free then remove it from the game. Deal yourself 2 damage and draw a card.
When this is put into your hand or waste from your deck, play it for free then remove it from the game. Give a random friendly unit +1/+1 and draw a card.
When this is put into your hand or waste from your deck, play it for free then remove it from the game. Give a random friendly Unit shielded and draw a card.
When this is put into your hand or waste from your deck, play it for free then remove it from the game. Deal 1 damage to a random enemy and draw a card.
Upgraded unit has Evasive and can’t be attacked by units with greater attack than upgraded unit.
When one or more bank cards are revealed, add a Supply Cache to your deck. Aftermath: Shuffle a Supply Cache into your deck.
After this unit deals damage to the enemy, you may conceal a friendly bank card. If you do, transform a SupplyCache in the enemy deck into a Sabotaged Supply Cache. Activate, spend 2 energy: Shuffle a Supply Cache into your deck. You may pay the Enemy a Kickback to reduce the cost of this ability by 1 and shuffle a Supply Cache into both players' decks instead.
Muster: You may Charge 2. When one or more bank cards are revealed, including to Charge this unit, you may draw a card.
Muster: Reduce the cost of cards in your hand by 1.