Building • Cost: 4 • HP: 4

①, ⤵ → Draw a card. Put up to two tech 0, I and/or II units from your hand into play. Those units gain haste and ephemeral. (They die at end of turn.)

RedAnarchy Tech II

Card-Specific Rulings

When you put units into play with this ability, you don't have to pay for them and you don't have to meet the tech requirements for them either.Sirlin, 03/02/16
The units gain haste and ephemeral permanently. So if they don't leave play after one turn, they'll keep trying to die every turn, and Wandering Mimic will get haste from them.sharpo, 03/14/16

Keyword Rulings: Ephemeral, Haste