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Cyberpunk TCG: 60 Final Print-and-Play Cards

Cyberdeck Podcast Episode 15 Thumbnail - neue Demo-Decks
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AI TRANSLATION NOTE

This is the English edition of a deep-dive originally written in German. The translation was AI-assisted and human-reviewed for terminology, lore accuracy, and Rogue-persona tone. All direct quotes from Cyberdeck Podcast Episode 15 come verbatim from the original English broadcast — not back-translated from German. The original German article is available at cyberpunk-tcg-news.de.

Right now, in a hall in downtown Los Angeles, the two Cyberpunk TCG demo decks are having their world premiere at Anime Expo, and the old Alpha demo kits just got officially retired. But unless you’re camped out on the AX show floor, the headline that actually matters is buried in a throwaway line from Cyberdeck Podcast Episode 15: the print-and-play versions of both decks are online. Free. Go print them yourself.

Sounds like marketing filler? It isn’t. WeirdCo bolts a promise onto these demo decks that you almost never hear stated this bluntly anywhere in the TCG business.

„exactly as they will appear in Welcome to Night City booster packs and starter decks“

Strip out the PR gloss: the 60 cards changing hands on that table, the same ones sitting out there as a free PDF, are the final beta print. Exactly what lands later in the Welcome to Night City boosters and starters. Nobody’s holding a physical retail starter yet, mind you, not until backer delivery kicks off in September 2026 (per the Production Diary). Preorder all you want, nothing ships before then. So these two sets of 30 cards are the only complete, official snapshot of the finished card design that anyone can rebuild on their own kitchen table today. Two PDFs, both live (EMBRACING POWER runs about 11.7 MB, THE HEIST about 11.9 MB), both playable the second the printer stops.

Print-and-play as a pre-release test channel is nothing new. Fantasy Flight’s Living Card Games ran that playbook for years, and a thousand Kickstarter TCGs have shoved proof PDFs at their backers to shuffle. What’s unusual is the guarantee stamped on top. Most pre-release prints ship with a „numbers might still change“ disclaimer taped to the box. This one says it flat out: 1:1 with the final print. And that’s the whole reason the lists are solid enough for a real deck analysis. On an alpha playtest you’d pencil a question mark behind every curve and every statline. These don’t need one.

I pulled both lists apart, and the longer you stare, the harder it is to find anything left to chance. These two decks are an engineered teaching set. If you caught the last installment on Ep. 14: The Final Decks Hit the Table at AX, you’ve got the broad strokes. This time we’re down in what’s actually sitting on the table.


A quick rules crash course

Before we climb into the card lists, a bare minimum of rules, because otherwise half the numbers just hang in the air. I’ll keep it tight, only the stuff you need to get why these two decks tick the way they do.

The win condition is seven gigs. Steal seven, you win. You steal them by attacking with Units, and how many gigs you grab in one swing rides on the attacking Unit’s power. From 1 power up you take one gig, from 10 power up it’s two, and from 20 power up you rip three off the table in a single hit. That’s why fat power numbers in the Cyberpunk TCG turn straight into tempo. A 10-power Unit does in one shot what a 2-power Unit needs two rounds to manage.

The essentials in four points

Winning: steal seven gigs.

Steal thresholds: attacker with 1+ power → 1 gig, 10+ power → 2 gigs, 20+ power → 3 gigs.

Street Cred (★): the sum of the dice values on your stolen gigs — the resource a lot of effects feed on later.

Flipping Legends: verbatim off a rules tile in the demo kit — „CALL A LEGEND (once per turn) — Spend 1 €$ to flip a Legend face-up.“ Once per turn you may pay an eddie to flip one of your Legends face-up.

The Legends are the heart of the whole thing. Everyone starts with their Legend cards face-down, and once per round you can pay one €$ (one eddie) to flip one face-up. Face-down, they do nothing. Face-up, they hand over their abilities. Which sets up a constant tug-of-war: do you flip your key cards early and commit, or sit back and keep them hidden? Hold onto that question, because it becomes the hinge of the entire design discussion later.

Then there are the GO-SOLO Legends. Instead of flipping one the normal way, you can pay its full cost and slam it straight onto the field as a flesh-and-blood Unit. Both demo decks pack exactly one, both at Cost 5. Add the keyword BLOCKER (a Unit that intercepts enemy attacks) and Quick (cards you can play reactively) and you’ve got the vocabulary. And since the whole shop runs on dice, every gig gets resolved with a roll and the d20 is the one that matters most, it’s worth keeping a polyhedral dice set with a d20 within reach when you print the P&P decks.

One more note on the GO-SOLO Legends, because a core principle hangs off them. Normally a Legend is a value engine. Flipped face-up it hands over abilities, but it never fights. GO-SOLO turns that inside out. You pay the full cost, you get a genuine Unit with power that can attack or block, and in trade you give up ever running that Legend as an engine later. Heavy price. And both demo decks parking exactly one such Legend at Cost 5 is nobody’s accident.

And don’t write off Street Cred as set dressing. The ★ value is the sum of the dice values on your stolen gigs, and since some effects feed off it, a second progress bar runs alongside the raw gig count. You collect your seven gigs at all sorts of dice values, and whoever rolls high stacks up a resource on the side. Cards turn up in a minute that reward exactly those dice extremes.

That’s enough. The deck analysis doesn’t need any more rules, and the rest would blow this article wide open.


EMBRACING POWER — Arasaka builds a board

The first deck is EMBRACING POWER, Arasaka in Red and Green. If you know Cyberpunk, the name alone tells you the attitude: corpo muscle, a security apparatus that grinds slow and crushes at the end. The deck plays exactly like that.

The three Legends fall into two builds. Two sit at 0 power and run as engines. They don’t fight for gigs themselves; their whole job is to get flipped and dump value. That’s Saburo Arasaka — Stubborn Patriarch and Yorinobu Arasaka — Embracing Destruction. The third is the GO-SOLO Legend Goro Takemura — Hands Unclean: Cost 5, 7 power, Green, with the BLOCKER keyword. So Goro flips the classic way, or you pay his cost of 5 and drop him onto the board as a 7-power blocker that soaks up enemy attacks. For a deck that would rather defend and build, that’s a clean option to have.

Legend Cost PWR Color Tags Effect (verbatim from the P&P PDF)
Goro Takemura — Hands Unclean 5 7 Green ARASAKA, CORPO GO SOLO (Pay this Legend’s cost to play it as a ready Unit. It can attack this turn. If it leaves the field, remove it from the game.) + BLOCKER (You may spend this Unit to redirect a rival Unit’s attack to it instead.)
Yorinobu Arasaka — Embracing Destruction 0 Red ARASAKA, CORPO The first time a friendly ARASAKA Unit attacks each turn, draw 1. Then, if you have less than 20 ★ (Street Cred), discard 1.
Saburo Arasaka — Stubborn Patriarch 0 Green ARASAKA, CORPO Friendly ARASAKA Units have +1 power while attacking. (Units steal an extra Gig for every 10 power.)

Card file: Goro Takemura — Losing His Way

Type: Unit (the deck’s character one-of, ×1) — Cost 4, 4+ power, RAM 3, Green, Tags ARASAKA/CORPO

Effect (verbatim): „ATTACK: If all friendly Legends are face-up, this Unit has +5 power this turn.“

Why it matters: Goro is the deck’s mechanical thesis statement, and happens to be the only Cost-4 slot on the whole curve. He pays off exactly when you commit your Legends early and fully instead of hoarding them face-down. He used to give +1 per flipped Legend; now it’s a flat +5 on the attack the moment they’re all face-up. Art’s by Ilya Kuvshinov, for the record.

Before the structure, a word on the naming mess, because Goro Takemura is a repeat offender in this game. At least three Goro variants are floating around right now and you have to keep them straight: the Legend Goro — Hands Unclean (the GO-SOLO Legend in this deck), the Unit one-of Goro — Losing His Way (also in this deck), and Goro — Vengeful Bodyguard from a blog reveal in early June that has nothing to do with the demo deck at all. Search the net for Goro and you’d better read the subtitle every single time.

The curve is the part that actually explains the deck.

Cost Number of cards
1 6
2 9
3 10
4 1
7 1

That’s 27 deck cards plus the three Legends. The peak sits squarely on Cost 3 with ten cards, the round where this deck lays down its board. The color split of 14 Red to 13 Green lands almost dead on 50:50, and the Units carry the type count: 13 Units, 6 Gears, 8 Programs. A deck that puts bodies on the field, pumps them with gear, and mops up with a handful of programs.

The green side supplies the walls. Corpo Security costs 2, has 2 power, can’t attack per its own card text, and carries BLOCKER. It just stands there like a bollard and eats hits. In a deck that wins on steal-power, a Unit that steals zero gigs by itself looks like a contradiction at first glance. It’s the entire plan, though. Arasaka buys time, builds a board behind the blockers, then lands one concentrated punch instead of chipping off a gig a round.

The Gears are the amplifier. Mantis Blades and Satori hand out +2 each and, per card text, equip „to a friendly Unit or face-up Legend,“ so onto a flipped Legend too, which shoves Goro Hands Unclean or a committed engine Legend even higher. Do the arithmetic and you see how Arasaka hits the steal thresholds: a mid-sized Unit plus two gear buffs and you’re already scratching the 10 mark for the double gig.

That near-even 14-to-13 split has a concrete reason. Run both colors at roughly equal weight and both come online early, and you rarely get stuck in the trap of drawing nothing but green blockers with no red threat to back them up (or the reverse). Arasaka runs both axes at once: green sets the walls, red brings the pressure, with the gears and the removal program holding the shop together. That’s not a deck you read in two turns; you read it across a whole game. Which is precisely what you want in front of a newcomer who’s supposed to learn how to read a board.

The two 0-power engine Legends are the quiet motor, and their text rewards a second read. Saburo — Stubborn Patriarch gives every friendly ARASAKA Unit +1 power while attacking, a silent standing buff that nudges each attack one step closer to the next steal threshold. Yorinobu — Embracing Destruction draws a card on the first attack by a friendly ARASAKA Unit each turn, but demands a discard as long as you’re sitting under 20 ★ Street Cred. Early on that makes him a card filter; later he’s genuine card advantage. Neither one attacks itself. They sit in the back and deliver while the Units do the dirty work. And here’s the kicker: they also feed Goro — Losing His Way. The more Legends lying face-up, the closer his +5 threshold, and just like that the 0-power engine is the reason the one-of connects. That’s the deck gearing into itself.

The tags quietly show how tightly the Legends and the deck body are wired together. Saburo’s buff and Yorinobu’s draw both explicitly call for ARASAKA Units, and the deck obliges: Minotaur, Field Operator and Goro — Losing His Way all carry the tag. Swordwise Huscle, on the other hand, is tagged MERC and comes up empty on both Legend effects. Play a few games and you notice fast that not every Unit gets the same love from the bosses in the back room.

Card file: Over the Edge

Type: Program (removal, ×2) — Cost 3, RAM 2, Red, Tag MERC

Effect (verbatim): „Defeat a Unit with power equal to or less than the value of a friendly d20.“

Why it matters: dice-bound removal. A friendly d20 decides what dies: anything at equal or lower power. Roll high and it kills almost everything; roll low and you’re left staring at the table. Perfect fit for a game whose whole economy hangs on dice values.

And then there’s the bomb. Each deck runs exactly one, and on the Arasaka side it’s Minotaur: Cost 7, 9 power, conditional removal in the trunk. „PLAY: If you have more ★ (Street Cred) than a Rival, defeat a rival Unit with power 5 or less.“ The drone clears a small-to-mid enemy Unit on entry, but only while you’re ahead on Street Cred. Its 9 power falls just shy of the 10 threshold for the double gig. Add Saburo’s +1 attack buff (Minotaur carries the ARASAKA tag) and it stands at exactly 10 on the attack. A finisher that tips the board and clears something on the way in, that’s the moment the whole deck is building toward. One card at Cost 7, a solitaire deliberately parked at the top of the curve.

Here’s the full list, straight off the P&P PDF: 27 cards across 11 distinct slots.

Qty Card Type Cost PWR/Mod RAM Color Tags Effect (verbatim)
×1 Minotaur Unit 7 9 2 Red ARASAKA, DRONE, MILITECH PLAY: If you have more ★ (Street Cred) than a Rival, defeat a rival Unit with power 5 or less.
×2 Swordwise Huscle Unit 3 3 2 Red MERC ATTACK: If this Unit has power 5+, draw 1.
×3 Mantis Blades Gear 1 +2 1 Red CYBERWARE (Equip to a friendly Unit or face-up Legend.) „One cut, one kill.“
×3 Satori — Sword of Saburo Gear 2 +2 1 Red ARASAKA, WEAPON (Equip to a friendly Unit or face-up Legend.) When this Unit wins a fight against a rival Unit, draw 1.
×3 Industrial Assembly Program 1 1 Red ARASAKA, BRAINDANCE Increase a Gig by up to 4. If you control a Gig with 8+ value, draw 1.
×2 Over the Edge Program 3 2 Red MERC Defeat a Unit with power equal to or less than the value of a friendly d20.
×3 Corpo Security Unit 2 2 1 Green CORPO This Unit can’t attack. BLOCKER (You may spend this Unit to redirect a rival Unit’s attack to it instead.)
×3 Emergency Atlus Unit 3 4 1 Green TRAUMA TEAM, VEHICLE, ZETATECH (vanilla) „Grab the policyholder, leave the rest for the city meatwagon.“
×3 Field Operator Unit 3 2 2 Green ARASAKA, CORPO, TECHIE PLAY: If your ★ (Street Cred) is an even number, draw 1.
×1 Goro Takemura — Losing His Way Unit 4 4+ 3 Green ARASAKA, CORPO ATTACK: If all friendly Legends are face-up, this Unit has +5 power this turn.
×3 Corporate Surveillance Program 2 1 Green CORPO Spend a rival Unit with cost 4 or less.

A few slots barely came up in the podcast and still earn a line each. Industrial Assembly cranks a gig up by as much as 4 and draws a card once you control a gig at value 8+, the red answer to the Street Cred economy: pump gigs, bank ★, reload on the side. Corporate Surveillance taps down an enemy Unit at Cost 4 or less („Spend a rival Unit“), not removal but a tempo swipe, three copies deep. Swordwise Huscle is a tidy little worked example of the gear synergy: 3 base power, and one Mantis Blades or Satori buff puts it at 5, exactly the value where its ATTACK trigger draws you a card. Emergency Atlus is the deck’s honest laborer, Cost 3, 4 power, no text, and the best flavor on the whole list („Grab the policyholder, leave the rest for the city meatwagon.“). And Field Operator draws a card on entry when your Street Cred happens to be an even number, a coin-flip bonus that quietly puts ★ management on the table even in a demo deck.

The profile reads clean off the list. Blockers up front, buffs stacked on top, programs to clear and reload, and a 7-cost slab in the back to close the game out. Midrange through and through.


THE HEIST — the Mercs steal your gigs

The second deck, THE HEIST, plays the Mercs in Blue and Yellow and feels like the exact opposite of the corpo board. Where Arasaka builds and waits, THE HEIST wants to hit early and fast and rip your gigs away before your board is even standing.

The Legend architecture is deliberately identical to the other side: two 0-power Legends as engines, one GO-SOLO Legend. The GO-SOLO here is V — Corporate Exile, Cost 5, 8 power, Blue, a touch beefier than Goro’s 7 power but missing the BLOCKER add-on. V wants to attack, not intercept. The symmetry is the fun part: both decks hand you their signature Legend as an optional 5-cost Unit, and both times it’s the V or Goro icon. The two engines are Viktor Vektor — Sit Down and Relax and Jackie Welles — Pour One Out For Me, and their text spells out how differently this deck ticks.

Legend Cost PWR Color Tags Effect (verbatim from the P&P PDF)
V — Corporate Exile 5 8 Blue CORPO, MERC GO SOLO (Pay this Legend’s cost to play it as a ready Unit. It can attack this turn. When it leaves the field, remove it from the game.)
Viktor Vektor — Sit Down and Relax 0 Yellow RIPPERDOC CALL: Search the top 5 cards of your deck. Reveal up to 2 Gears with cost 2 or less and add them to your hand. Bottom-deck the rest in a random order.
Jackie Welles — Pour One Out For Me 0 Blue MERC The first time you play a Blue Unit or Blue Gear each turn, you may decrease a friendly Gig by up to 2. If it becomes a min Gig, draw 1.

Viktor the Ripperdoc does exactly what a Ripperdoc should: he fetches cyberware. His CALL effect digs through the top five cards of your deck for up to two Gears at Cost 2 or less, and the deck is stuffed with candidates: Kiroshi Optics, Mandibular Upgrade and Dying Night all clear that filter. A flipped Viktor is basically a tutor machine for the cheap equipment slots. Jackie works the other end, shrinking one of your own gigs by up to 2 once per turn the moment you play a blue Unit or blue Gear, and drawing you a card if that pushes the gig down to its minimum value. You’ll read that text twice, because on first pass it looks like it fights your own Street Cred math. Which is the point, apparently.

The curve tells a completely different story.

Cost Number of cards
1 10
2 9
3 1
4 6
5 1

Ten cards at Cost 1. That’s a loud opening statement. Where Arasaka piles its weight into the middle at Cost 3, THE HEIST floors the pedal at the very bottom and drops a second hump on Cost 4. Cost 3 sits at a single card, basically a gap; the deck skips the middle and leaps straight from cheap-and-plenty to the slightly fatter fours. The color split of 19 Blue to 8 Yellow leans hard blue, noticeably more lopsided than Arasaka’s 14/13. Type-wise: 13 Units, 7 Gears, 7 Programs, a flat spread that gives the deck all those cheap tools.

The ten one-drops split evenly, half cheap Gears and half cheap Programs, the stuff you build early pressure with while keeping your options open. Kiroshi Optics is one of them: Cost 1, +1 power, Yellow, with an ATTACK effect that leans on the Legend mechanic: „Look at a friendly face-down Legend. (Don’t reveal it.)“ And there’s a tiny wording curiosity buried in it. Kiroshi equips, per card text, „to a Unit or friendly face-up Legend,“ while Mantis Blades, Satori, Dying Night and Mandibular Upgrade all read „to a friendly Unit or face-up Legend.“ Whether Kiroshi is deliberately allowed onto enemy Units too, or whether someone just fumbled the template, the text won’t tell you. I’ll leave it as a curiosity and read nothing into it.

The Mandibular Upgrade is the other one-drop Gear: Cost 1, +0 power, BLOCKER. Zero power added, but it turns the equipped Unit into a blocker, cheap defense for a deck that otherwise goes all-in on offense. Filling out Cost 1 are the two Programs. Floor It, a quickhack, slaps an enemy Unit with -1 power for the turn and draws you a card. Afterparty at Lizzie’s adjusts a gig by up to 1 and reloads a card if you control two gigs at different values. A pile of little pinpricks that keep the hand topped up on the side.

Card file: Reboot Optics

Type: Quickhack (Program, ×2) — Cost 2, RAM 2, now Blue, formerly Yellow

Effect (verbatim): „QUICK: The next time a rival Unit fights this turn, it doesn’t defeat the opposing friendly Unit.“

Why it matters: a reactive protection card. Your Unit walks away from the next fight this turn, whatever the opponent throws at it. And it’s the clearest example of how deep WeirdCo is still turning the balancing dials.

The deck’s motor is gig manipulation. Dexter DeShawn — One Last Chance, the character one-of, is also the lone Cost-3 slot on the curve. The Fixer adjusts a gig by up to 1 on entry and on attack, and when he leaves the field you draw two cards, as long as your Street Cred differs from a Rival’s by 10 or more. He plays into Jackie’s gig-shrinking and Afterparty at Lizzie’s; that’s three different cards all twisting gig values. Delamain Cab was a plain vanilla Unit with no text in earlier versions; now the taxi pays off a successful heist: at the end of the turn, if this Unit stole a gig, it readies an eddie („ready 1 Eddie“). In a game where every Legend flip costs an eddie, that rebate is the exact grease that keeps THE HEIST running fast.

The prettiest synergy in the whole demo package sits elsewhere, though. Dying Night — V’s Pistol, the iconic sidearm from the video game, gives +2 power, shrinks a gig by up to 2 on the attack, and carries a name trigger: „At the end of your turn, if this Unit is named ‚V‘, ready 2 Eddies.“ So drop the GO-SOLO Legend V — Corporate Exile onto the field, put her own pistol in her hand, and you get two eddies back at end of turn. Flavor and function welded together: of course V’s pistol belongs in V’s hand, and of course the shop runs smoother when it’s there. A newcomer clocks that after a single game.

Card file: MTOD12 Flathead

Type: Unit (the deck’s bomb, ×1) — Cost 5, 7 power, RAM 3, Blue, Tags DRONE/MILITECH

Effect (verbatim): „If you have less ★ (Street Cred) than a Rival, this Unit can’t be blocked.“

Why it matters: the priciest solitaire in the Heist deck, the only card at Cost 5. Where Arasaka parks its bomb at Cost 7, the Mercs‘ finisher sits two steps lower, which suits a deck racing to the finish. And the effect pays you for being behind, of all things: whoever’s trailing on Street Cred slips the spider drone past every blocker.

Set the two bombs side by side and the two philosophies fit in one line: Arasaka’s Minotaur costs 7 for 9 power, the Mercs‘ MTOD12 Flathead costs 5 for 7 power. The corpo deck plays pricier and beefier at the top, the merc deck flatter and earlier, exactly the difference the curves already telegraphed. What’s sharper still is how the two bombs read Street Cred, in opposite directions. Minotaur’s removal only fires when you have MORE ★ than a Rival; the Flathead goes unblockable when you have LESS. The Arasaka deck wants the Street Cred lead, the Heist deck cashes in on trailing, and Jackie’s gig-shrinking plus Dexter’s differential trigger all point the same way. Is that already a full-blown design axis of the game? I won’t commit to it. But across these two demo lists the contrast is right there in black and white in the card text.

The near-empty Cost-3 slot is the most interesting call on the whole curve. A deck that stacks ten cards on Cost 1 and another six on Cost 4 but basically skips the three is telling you something: it wants the early rounds jammed with cheap tools and then a single jump to the fours, no leisurely grind through the middle. Where Arasaka builds its board on Cost 3, THE HEIST leaves a hole in the exact same spot. Fully intentional, and precisely the deck’s built-in tempo edge.

The blue supermajority of 19 to 8 is the other statement. Blue is the tempo, card and resource axis in the Cyberpunk TCG, and a deck that’s three-quarters blue wants precisely that: move cards and eddies fast, hit early. All that blue also feeds Jackie Welles on the side, whose trigger explicitly needs a blue Unit or blue Gear each turn, and with 19 blue cards that’s satisfied basically every round. Steal with a Delamain, take the eddie back, and you’re flipping Legends faster than the corpo deck could ever manage. And fast flipping is exactly what the whole design is steering toward.

Here’s the full list again, straight off the P&P PDF: 27 cards across 12 distinct slots.

Qty Card Type Cost PWR/Mod RAM Color Tags Effect (verbatim)
×2 Dying Night — V’s Pistol Gear 2 +2 2 Blue MERC, WEAPON (Equip to a friendly Unit or face-up Legend.) ATTACK: Decrease a Gig by up to 2. At the end of your turn, if this Unit is named „V“, ready 2 Eddies.
×1 Dexter DeShawn — One Last Chance Unit 3 4 2 Yellow FIXER PLAY/ATTACK: Adjust a Gig by up to 1. DEFEATED: If your ★ (Street Cred) differs from a Rival’s by 10+, draw 2.
×2 Secondhand Bombus Unit 2 0 2 Yellow DRONE, ZETATECH BLOCKER (You may spend this Unit to redirect a rival Unit’s attack to it instead.) (Units with power 0 don’t steal Gigs.)
×3 Kiroshi Optics Gear 1 +1 1 Yellow CYBERWARE (Equip to a Unit or friendly face-up Legend.) ATTACK: Look at a friendly face-down Legend. (Don’t reveal it.)
×2 Mandibular Upgrade Gear 1 +0 2 Yellow CYBERWARE (Equip to a friendly Unit or face-up Legend.) BLOCKER (You may spend this Unit to redirect a rival Unit’s attack to it instead.)
×2 Afterparty at Lizzie’s Program 1 1 Blue BRAINDANCE, MOX Adjust a Gig by up to 1. If you control 2 or more Gigs with different values, draw 1.
×3 Delamain Cab Unit 4 4 2 Blue VEHICLE At the end of your turn, if this Unit stole a Gig this turn, ready 1 Eddie.
×3 Evelyn Parker — Scheming Siren Unit 2 0 3 Blue DOLL ATTACK: Draw 1. Then, if you have more ★ (Street Cred) than a Rival, discard 1. (Units with power 0 don’t steal Gigs.)
×1 MTOD12 Flathead Unit 5 7 3 Blue DRONE, MILITECH If you have less ★ (Street Cred) than a Rival, this Unit can’t be blocked.
×3 Psycho Squad Unit 4 6 1 Blue NCPD (vanilla) „Their protocol stops at ’shoot first.'“
×3 Floor It Program 1 1 Blue MERC, QUICKHACK QUICK: Give a rival Unit -1 power this turn. Draw 1.
×2 Reboot Optics Program 2 2 Blue QUICKHACK QUICK: The next time a rival Unit fights this turn, it doesn’t defeat the opposing friendly Unit.

Down in the cheaper rows sit a few cards that barely got airtime on the podcast but round the deck out. Evelyn Parker — Scheming Siren is a 0-power attacker. She steals nothing herself (Units with 0 power don’t steal), but draws a card on every attack and only has to discard while you’re leading on Street Cred. So her card advantage peaks when you’re behind, same shape as the Flathead. The Secondhand Bombus is her defensive twin: 0 power, BLOCKER, that’s it, a secondhand drone as cannon fodder. And the Psycho Squad is the deck’s honest muscle: Cost 4, 6 power, no text, three copies, with the driest flavor on the list („Their protocol stops at ’shoot first.'“). Alongside Delamain, the NCPD units make up the Cost-4 hump that brings the real pressure once the cheap early game runs out.

The feel is a whole different universe from Arasaka. THE HEIST doesn’t want to control the board, it wants to yank the gigs out from under you while you’re still building yours. Cheap Gears down, a couple of quickhacks as covering fire, bank eddies, flip Legends, then punch through with V or the Flathead. Less chess, more pickpocketing.


Two decks, one mirror: the comparison

Lay both lists side by side and the first thing that jumps out is the symmetry, and it’s too precise to be chance. Each deck has exactly three Legends and 27 deck cards, and inside that: one bomb, one character one-of, the GO-SOLO Legend at Cost 5, and the remaining two Legends as 0-power engines. That’s built, not grown.

Over that identical shell WeirdCo then stretches the widest possible contrast in content. Arasaka red-green against Mercs blue-yellow, so one demo table covers all four card colors of the game. Sit two newcomers down and these decks walk them through the full color tree, both GO-SOLO variants, and two completely different feels in a single game. Which is precisely what it’s designed to do.

EMBRACING POWER (Arasaka) THE HEIST (Mercs)
Colors Red / Green Blue / Yellow
Legends 3 (2 engine + 1 GO-SOLO) 3 (2 engine + 1 GO-SOLO)
Deck body 27 27
Curve peak Cost 3 (×10) Cost 1 (×10), second bump Cost 4 (×6)
Color balance 14 / 13 (near 50:50) 19 / 8 (blue-heavy)
Types 13 Units / 6 Gears / 8 Programs 13 Units / 7 Gears / 7 Programs
Bomb Minotaur (Cost 7, 9 power) MTOD12 Flathead (Cost 5, 7 power)
One-of Goro Takemura — Losing His Way (Cost 4) Dexter DeShawn — One Last Chance (Cost 3)
GO-SOLO Legend Goro Takemura — Hands Unclean (Cost 5, 7 power, Green, BLOCKER) V — Corporate Exile (Cost 5, 8 power, Blue)
Street Cred lean rewards the lead (Minotaur: „more ★“) rewards being behind (Flathead: „less ★“, Evelyn, Dexter differential)
Feel Midrange board Tempo / gig theft

The curve comparison is the hardest proof of the two schools of thought. Arasaka clusters in the middle, THE HEIST out at the edges. One deck teaches a newcomer to develop a board and close with a finisher, the other teaches them to make tempo early and steal gigs before the opponent gets rolling. Play both and you’ve internalized the two axes of the color pie without anyone reading you a tutorial.

You can watch it happen in a single game. The Arasaka player lays down blockers in the opening rounds and looks like they’re doing nothing, when really they’re building. The Mercs player throws out cheap Gears and quickhacks and swings early, that one steals. Sooner or later it tips: either the corpo board gets too big and the Minotaur closes it out, or the Mercs have grabbed their seven gigs before the board ever stood up. A newcomer who’s played both sides once has felt the central question of the game in their hands: do you build, or do you strike? No rulebook alive teaches that as fast as two games at a table.

And here the Cyberpunk approach is stricter than what you’re used to from the rest of the business. Magic’s „Welcome Decks“ and Lorcana’s starter pairs also hand you deliberately complementary colors across two intro products. But the mirror structure here, identical slot counts, one bomb apiece, one one-of apiece, one GO-SOLO Legend at matching cost, goes well past the usual „we’ll just build two decks in different colors.“ My read: this is an engineered diptych, each half commenting on the other.


Demo isn’t Retail: 27 vs. 40 cards

Now the spot where you really don’t want to fumble as a buyer. The demo deck you print as a P&P is not the same thing as the retail starter you’ll buy in a shop later. Even though they share a name.

The demo/P&P deck runs three Legends and 27 cards. The full starter under the same name, which the French retailer Agorajeux already lists for preorder as „Beta Starter Deck — Embracing Power,“ packs a 40-card deck, three Legends and six dice for €31.50. (The official card DB files the same set as „Retail Starter Deck“; shop title and DB label point at one product.) And the three Legends there, Saburo Arasaka, Yorinobu Arasaka, Goro Takemura, match the demo deck exactly. The card DB confirms it from the other end: Goro — Losing His Way carries the set „Embracing Power — Retail Starter Deck,“ and Dexter DeShawn — One Last Chance carries „The Heist — Retail Starter Deck.“

Demo / Print-and-Play Retail Starter (Embracing Power)
Legends 3 3 (Saburo, Yorinobu, Goro Takemura)
Deck cards 27 40
Dice 6
Price free (PDF) €31.50 (Agorajeux, FR)

Same name, same Legend core, smaller deck body. The demo deck is the trimmed 27-card cut of the 40-card retail starter, 13 deck cards short. In plain terms: the free P&P shows you roughly 68 percent (27 of 40) of the later retail deck body. You’re testing a very large but not complete slice of what ends up on the shelf. Anyone who reads the P&P as the complete retail deck is promising themselves too much.

And here I’ve got to flag an open contradiction rather than paper over it. Agorajeux says „40 cartes, 3 Légendes, 6 dés.“ Another retailer snippet talks about „43 cards, 5 unique cards, dice, paper playmat.“ Different SKUs? One count folding the three Legends into the total (40 + 3 = 43) and the other not? A shop that just copied the number down wrong? The sources don’t settle it and the podcast never confirmed it. So I’ll cite the Agorajeux figures with a source and leave the 40-vs-43 gap explicitly open. Anyone betting on the exact card count of the retail starter should wait for an official product spec.

The pattern itself is industry standard, mind you. Reduced demo halves sitting next to full preconstructed decks show up in Magic’s „Jumpstart“ line, among others. What’s neat about the Cyberpunk TCG version is only that the demo half comes free as a 1:1 print of the final layout. So this isn’t a dumbed-down learner set; these are real cards, just fewer of them.

What the 13 missing cards actually are, the sources won’t say, and I’m not going to invent them. All that’s nailed down is what’s already in the demo deck: the bomb, the character one-of, and the full Legend core. So the free P&P isn’t hiding the good stuff to make you crave the retail starter; it’s an honest cross-section. Play the 27 cards and you know how „Embracing Power“ feels, with maybe a touch more consistency waiting in the 40-card starter.


What the changes give away

The word „Beta“ in the demo title is meant literally. The lists are final for the print run, but the recent history of individual cards shows how much was still in motion right up to the wire. And line those changes up and they all pull the same way.

The starting point is a design goal WeirdCo openly pins on an authority in the podcast. Richard Garfield (yes, the Magic creator) guested on an earlier episode, and out of that talk came the guideline that players should be flipping their Legends earlier. When the guy who invented the modern collectible card game tells you the key cards should hit the field visibly sooner, that lands in a design meeting.

And the latest card changes implement exactly that goal. Goro — Losing His Way is the poster child. He used to give an incremental +1 for each face-up Legend, so you got paid piece by piece and could already do something off a single flip. Now it’s a threshold: a flat +5, but only once all Legends are face-up. The podcast host lays out the reasoning himself.

„previously… he was getting plus one for each face up legend… And now he’s getting plus five, which is crazy“

The effect is a blunt mechanical incentive to commit all the way. Half a commitment buys you nothing on the new Goro: either every Legend is face-up or the bonus stays dark. That shoves the player exactly where Garfield pointed.

The second change hits harder, because it touches something close to sacred in established TCGs: card color. Reboot Optics swapped its effect and its color on top of that.

„it has changed from a yellow card to now being a blue card“

Reboot Optics used to be a Yellow card that granted „+4 power this turn“ and then let the Unit be defeated at end of turn, an aggressive burst with a catch. Now it’s a Blue card with a defensive protection effect (your own Unit survives the next fight). Color and function, both flipped. In most collectible card games the color is part of a card’s identity and only moves in genuine emergencies. WeirdCo shifting Reboot Optics from Yellow to Blue tells you color assignment here is still a balance lever they’ll pull when they have to. A young game tuning its own rules in real time.

Delamain Cab falls in line too: from a vanilla no-text Unit to one that readies an eddie at end of turn after a stolen gig. And the Legend Kerry Eurodyne — Axe, Attitude, Audience (RAM 2) pays out dice luck with a card draw.

„When you roll a min or max value on a Gig, draw 1. If it’s a d20, draw 3 instead“

Roll the lowest or highest value on a gig and you draw a card; on a d20, three. That wires the card draw straight into the dice-based heart of the game and hands even extreme rolls, otherwise pure luck or pure misery, an actual mechanical payoff. Stack all these changes up and they read like a heading held steady: more interaction, Legends flipping earlier, more happening in the early game.

Why WeirdCo keeps leaning so hard in this one direction clicks the moment you see the Legend mechanic for what it is: the central dramatic arc of the whole game. Start face-down, flip against eddies, and that’s the decision every round turns on. A design where players hoard their Legends face-down forever and wait goes stale fast. A design that pushes them to commit early and out in the open generates friction, readability, and those moments where both players know exactly what’s on the line. Garfield’s advice to flip sooner aims right at that, and Goro’s new +5 threshold, which only fires on full commitment, is the mechanical whip that gets the player there.

That they’ll even bend the card color to get there says more about where the game is than any marketing line could. In a mature TCG the color is poured in concrete; you’d move a card’s effect long before you’d move its color, because the color is the identity. Reboot Optics wandering from Yellow to Blue this close to release means WeirdCo still treats color assignment as negotiable, another tool in the balancing kit. For those of us watching, that’s a signal real details can still shift before the retail print, even with the 60 demo cards locked as final for their run.

On the margins, the Beta phase also shows how far the PDFs have become the source of truth. You take the card spellings from the final documents, not from what you heard on the podcast, where the host audibly trips over names („Lauren Fool“ instead of Lovelorn Fool, „Victor Vector“ instead of Viktor Vektor, „Carrie“ instead of Kerry). A card that turned up in earlier reports as „Sword-Wise Hustle“ reads „Swordwise Huscle“ in the PDF. Final spelling or a leftover typo in the beta print? The final version will tell.


The reveals — honestly sorted

The podcast sells a handful of cards as „AX-exclusive reveals.“ Worth pulling the PR glasses off for a second here. „Reveal“ in podcast-speak means „talked about or shown for the first time,“ not necessarily „seen for the first time in the data.“ Anyone following the public card DB has known some of these so-called revelations for a while.

Card Number Status
Screw — Lovelorn Fool #018 already listed in the DB
Viktor Vektor — You Might Feel a Little Pinch #058 already listed in the DB
Nadia — Fighting Through Grief #083 already listed in the DB
Adam Smasher — Metal Over Meat #041 base card in the DB; only the OP alt-art is new
Sasha not in the DB, known only from the podcast

Screw — Lovelorn Fool (#018), Viktor Vektor — You Might Feel a Little Pinch (#058) and Nadia — Fighting Through Grief (#083) all three already sit in the public database, plain as day. A „reveal“ in the strict sense they are not. And with Adam Smasher — Metal Over Meat (#041) the base card has likewise been in the DB for ages; the genuinely new thing is only the Edgerunners alt-art as an OP promo, which I’ll get to in a minute.

None of that is a knock on WeirdCo. Podcasts and streams across the whole hobby love to „reveal“ cards the attentive crowd has known from the database for weeks, because it keeps the show moving. For the viewers in the room who’ve never opened the DB, a Screw or a Nadia genuinely is new. You just have to know which sense of „new“ you’re standing in, and that flips depending on whether you’re watching the stage or reading the data.

Genuinely not public yet? Exactly one card: Sasha. And that one’s a real chase target to make up for it.

Card file: Sasha — podcast-only, DB-unconfirmed

What the podcast says: Legend, Cost 5, 0 power, GO-SOLO, described as „secret rare“ or „iconic secret rare.“

Potential: per the host, with the stuff to reach 10 power and steal two gigs; buildable for a double-trigger in combination with a Panam Legend.

Important: Sasha isn’t in the rendered 60-card list, and the detail page won’t load. Subtitle, rarity symbol, card number, artist, RAM and tags are unknown. The Blue color is only implied („you’re playing blue“). Everything here comes from the spoken podcast; nothing is confirmed in the data.

The host puts the potential pretty bluntly.

„This is a five cost card that has the potential to be 10 power and steal two gigs“

Sorted into the rules: Sasha starts at 0 power but can apparently climb to 10, and 10 power is exactly the threshold where you steal two gigs at once. How she scales there, the podcast doesn’t spell out, and I’m not going to invent it. Paired with a Panam Legend the effect is supposed to build into a double-trigger. Beyond that it’s not reliable, but it’s enough to flag Sasha as the one card collectors will be hungry for. A „secret rare“ with actual gameplay impact is precisely the kind of chase card a young TCG needs.

Alongside Sasha, a smaller cluster of mid-week reveals rolled out over the week: the already-mentioned Kerry Eurodyne, plus La Llorona, Saul Bright and Yorinobu — Steel Dragon (the Unit #022, not to be mixed up with the Legend Yorinobu — Embracing Destruction from the demo deck). For these separate reveal cards, treat the color info with caution: it comes from the spoken podcast, while the RAM values are DB-confirmed. The 30-card demo lists are the opposite case, with colors visually documented off the PDF frames.

Speaking of confusion risk: the Cyberpunk TCG’s DB is a minefield of same-named cards, and anyone researching online had better read the full subtitle every time. Yorinobu shows up as the Unit „Steel Dragon“ (#022) and as the Legend „Embracing Destruction“ in the demo deck, two completely different cards. Even Adam Smasher — Metal Over Meat has a double: the accessory bundle includes a diptych with an Adam Smasher subtitled „Ender of Legends.“ Metal Over Meat is the DB card and the OP promo; Ender of Legends is the bundle art. Mix them up and you’re discussing two different cards without realizing it. That’s why the full subtitle appears everywhere in this piece; skipping it would cost accuracy here.

Why pick this apart so finely? Because that’s the whole value over a copy-pasted press release. Straight up: anyone selling you all five „reveals“ as brand-new sensations never opened the DB. Three you could’ve looked up ages ago, one is just a new alt-art, and one (Sasha) is the actual news.


July belongs to Organized Play

Now to the card the podcast fogs up the hardest. The „very, very big promo card“ the crew keeps gushing about is the OP promo Adam Smasher — Metal Over Meat, in an Edgerunners-themed alt-art.

„it’s a very, very big promo card and for Anime Expo, it’s definitely kind of Edgerunners themed“

Card file: Adam Smasher — Metal Over Meat

Type: Unit, Epic, #041

Stats: Cost 9, 15/6

Effect: „Play: Defeat all other Units“ — on entry, every other Unit flies off the field.

OP promo: the base card sits in the DB. The promo meant here is an Edgerunners alt-art of the same card; layout, number and rarity of the promo print are unconfirmed.

In pure gameplay terms that’s a board reset stapled to one card. Nine cost, sure, but when Adam Smasher lands the enemy field is empty and you’re standing there with a 15-power Unit. 15 power sails past the 10 threshold for the double gig theft without breaking a sweat. As the alt-art of a card that’s genuinely strong, that’s a promo people actually want. And WeirdCo knows it.

Nine cost is no pocket change, though, and that’s exactly what keeps the card fair. Anyone who wants to play Adam Smasher has to scrape the resources together while the opponent builds their board round after round. The bigger that board grows, the more devastating „Defeat all other Units“ reads when Smasher finally drops. A classic control endcard: expensive, late, but when it arrives it swings the game in one move. That this card becomes the flagship promo, rather than some harmless vanilla character, tells you what WeirdCo wants the tournament crowd to hear: there are cards with real impact to win here, not shelf decor.

Adam Smasher landing the OP promo slot was no accident either. OP manager Nick Frazier said on the podcast that he pushed for it.

„We need to have an Adam Smasher metal over meat organized play promo card“

More interesting than the whether is the how-you-get-it, and that’s the part WeirdCo deliberately keeps blank. Which OP stage hands you the promo, the podcast won’t say. Fully intentional: anyone who wants the card has to follow the coming Organized Play program just to learn where they can even get in. A marketing cliffhanger straight out of the FNM promos at Magic, the League promos at Pokémon, the Lorcana OP, the alt-art of a strong card dangled as a hook to bind you to the tournament scene.

Call the tactic cynical if you want, but it works, and it’s industry standard for a reason. An exclusive alt-art binds players through participation, not purchase price: show up, play, be in the room. For a TCG still growing its community, that’s worth more than any discount. It fills the tables at the local store, and full tables are what keep a new game breathing. WeirdCo keeping the exact OP stage secret cranks the lever one more notch. You can’t even do the math on how much effort the card costs, so you follow the whole program to find out.

And it slots into a bigger picture. WeirdCo is visibly laying down tournament infrastructure, and July is the announced rollout month.

„lots of very cool, exciting announcements coming over the month of July… focused on organized play a little bit more“

For a TCG still working its way into stores, that’s the right order: finish the cards first, then build the scaffolding you play them competitively inside. July, apparently, is when that structure is meant to take shape.


And if you don’t live in LA?

For the vast majority of this site’s readers, Anime Expo is about as reachable as the moon. And yet the best news of the whole episode is in here precisely for us, with one clear limit worth knowing.

The good news first: the print-and-play PDFs are live and free. Print both decks at home, sleeve them, and set them down at your local game store. The host says as much himself.

„Print and play versions of these demo decks available. So, feel free to print them off, sleeve them up, bring them to your local game store“

What that means in practice, choom: you can fully test the game now without setting foot in Los Angeles. Cards printed and sleeved in standard card sleeves (63×88 mm), a dice set next to them, and you’ve got two complete beta decks for the kitchen table or FLGS night. That’s more than most Kickstarter TCGs ever put in front of prospects before release.

And because the cards are the final beta print, the free download puts real cards with real values in your hands, no stripped-down learner edition. Play the two decks against each other and the experience you build transfers one-to-one to the later retail product, minus the thirteen deck cards the demo deck gives up against the 40-card starter. For a buying decision that counts for a lot: you know before spending the first euro whether the game clicks for you.

Now the limit, and it needs drawing cleanly, because two promos are floating around the net that both answer to „AX promo“ and get muddled constantly. Play on site in LA as a demo participant and you keep your demo deck, and demo participation is the only road to the AX completion promo. That completion promo is Rebecca — Having a Moment, a full-art or alt-art card in Nova Rare. And it is expressly not the Adam Smasher OP promo from the previous chapter.

So, laid out clean: Rebecca — Having a Moment is the on-site reward that only exists if you play a demo at AX, LA-exclusive, full stop. Adam Smasher — Metal Over Meat is the OP program promo, more broadly available but with a secret stage. Two completely different cards, two different roads. Confuse them and you’re chasing the wrong one. Signing at the booth, incidentally, is Alex Cazares, the English Rebecca voice actor, per the blog on Friday, July 3rd, at 2:00 pm (the transcript names her but skips the time).

And since accessories are on the table anyway: a premium accessory bundle is running in parallel in the CDPR Gear Store. That’s pure blog info, though, not a syllable about it on the podcast, and nobody names a price. The bundle is up for 30 days from July 2nd and holds, per the blog, a diptych, six dice, a playmat (60×35 cm) and a deck box. If you just want to stash your printed demo decks safely, a plain TCG deck box for a few bucks does the same job. I’m deliberately keeping that separate from the podcast content so nobody mistakes the bundle for an Episode 15 announcement.


The road to Essen

That leaves the look ahead, and for once it’s concrete from a European angle too. The host teases more events „very very soon“ in Europe on the podcast, and the events page turns that into fixed dates.

„other events happening in Europe very very soon“

The next stop is Japan Expo Paris from July 9th to 12th (ZAC Paris Nord 2, Villepinte, Hall 4, booth C425). After that it’s off to Gen Con in Indianapolis (July 30th to August 2nd), which the podcast says has its own separate reveals held back. And then comes the date that matters for cyberpunk-tcg-news.de: Spiel Essen, October 22nd to 25th, Messeplatz 1, 45131 Essen. The biggest consumer trade fair in Europe, in the same calendar year as the release, that’s our anchor.

Add the calendar up and you get a launch corridor of the familiar kind: Anime Expo in July, Gen Con in July/August, Essen in October, plus backer delivery from September 2026 (per the Production Diary). Since Essen falls after the September ship, retail product could already be in circulation by then. That’s pure scheduling logic and confirmed nowhere, though, so take it for what it is: an obvious guess, not a fact.

For the German scene, Essen is where it shows how serious WeirdCo really is about Europe. Getting a game listed at Agorajeux in France is one thing; showing up with a booth at the continent’s largest consumer fair, running demos and feeding the community, is another entirely. That Cyberpunk walks that road instead of parking in the US market is the genuinely reassuring signal for those of us over here.

On price there’s a first EU ballpark: €31.50 for the „Embracing Power“ starter at Agorajeux in France, listed as a preorder with a status of Pre-order August 2026. What that turns into for German retail and shelf prices only shows once a distributor over here puts down concrete figures. The order of magnitude holds, though.

And July itself? That belongs to Organized Play, if WeirdCo keeps its word. More announcements, more tournament structure, and at some point the reveal of which OP stage the big Adam Smasher is parked at. Until then the homework at home is refreshingly simple: download the PDFs, print, sleeve, play. The final beta state is lying open on the table for the first time. All you have to do is print it.


Sources

  • Cyberdeck Podcast, Episode 15 (video from July 3rd, 2026) — demo decks, reveals, Organized Play tease
  • WeirdCo blog, AX preview — „exactly as they will appear,“ Alpha kits „retired,“ Cazares signing (Fri, July 3rd, 2:00 pm)
  • Print-and-play PDFs: EMBRACING POWER (Arasaka, ~11.7 MB) and THE HEIST (Mercs, ~11.9 MB) — source of the complete deck lists and all verbatim-quoted card text
  • Cyberpunk TCG card DB — set assignments, card numbers (#018, #041, #058, #083), RAM values
  • Agorajeux (FR) — „Embracing Power“ (there „Beta Starter Deck,“ DB set „Retail Starter Deck“): 40 cards, 3 Legends, 6 dice, €31.50, status Pre-order August 2026
  • WeirdCo events page — Japan Expo Paris (July 9–12), Gen Con Indianapolis (July 30–Aug 2), Spiel Essen (October 22–25)
  • WeirdCo Production Diary — backer delivery from September 2026
  • CDPR Gear Store — premium accessory bundle (30 days from July 2nd; blog info, not in the podcast)
  • Previous installment: Ep. 14: The Final Decks Hit the Table at AX
>_ JACK INTO THE FEED

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