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Expertly verified 100% genuine Flesh and Blood equipment for your collection.

Achilles Accelerator

Achilles Accelerator

Regular price £0.25 GBP
Regular price Sale price £0.25 GBP
| Taxes included. Shipping calculated at checkout.
Product description

Instant – Destroy this: Gain 1 action point. Activate this only if you've boosted this turn.

Arcane Barrier 1

Features list

- Action Point Economy: Gain an additional action point at instant speed after boosting to extend your combat chain.

- Arcane Barrier 1: Provides essential defensive utility against Wizards and Runeblades in the leg slot.

- Boost Synergy: Specifically designed for Mechanologist decks that prioritize high-velocity offensive pressure.

  • 1HP / None / Normal
  • ARC / First / Normal - Sold out
  • ARC / First / Cold Foil - Sold out
  • ARC / Unlimited / Normal
  • ARC / Unlimited / Rainbow Foil - Sold out
  • SDA / None / Normal - Sold out

Only 9 left in stock

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Game Overview

Flesh and Blood is a hero-centric trading card game where every card represents a tactical decision. Players manage resources through the unique pitch system, balancing offensive pressure with defensive efficiency in a high-stakes duel that rewards deep technical knowledge and strategic foresight.

Set Highlights

Originally released in Arcane Rising, Achilles Accelerator has solidified its status as a foundational piece of Mechanologist equipment. It is a critical component in aggressive "Boost" strategies, allowing heroes like Dash and Maxx Nitro to maintain tempo even when the combat chain threatens to stall.

  • High-impact common equipment that enables "Maximum Velocity" power turns.
  • Essential Arcane Barrier 1 utility for navigating Wizard-heavy metas.
  • Versatile leg-slot staple for Classic Constructed, Blitz, and Commoner formats.

Player Reviews

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Frequently Asked Questions

When is the best time to activate Achilles Accelerator?

The optimal timing is typically to "fix" a turn where a boost fails to provide go-again or to enable a final weapon attack (like Teklo Plasma Pistol) after exhausting your hand.

Does the action point carry over to the next turn?

No, the action point must be used in the same turn it is gained, as action points are cleared during the end phase.