Ki-Saber Abilities are granted to the player by Cecil's Ki-Saber, which Cecil the Alien gives them if they give him his Life Generator. They all deal 3 damage to the player and cannot enter the deck, as they are always banished at the end of the player's turn. They all have extremely powerful effects, but the recoil gives a sense of risk against reward. Making good use of Cecil's Ki-Saber requires resource management.
|Afterburners!||0||TAKE 3 DAMAGE. Deal 12 damage. Banish this at the end of your turn or when played|
|Jamming Waves!||0||TAKE 3 DAMAGE. Deal 5 damage and apply 2 Weakness and 2 Vulnerability to ALL enemies. Banish this at the end of your turn or when played|
|Vectored Blast!||0||TAKE 3 DAMAGE. Gain 1 Strength for every enemy, then deal 5 damage to ALL enemies. Banish this at the end of your turn or when played|
|Engage!||0||TAKE 3 DAMAGE. Choose an Ability from your Draw Pile and add it to your Hand. Then draw 1 Ability. Banish this at the end of your turn or when played|
|Grapple Beam!||0||TAKE 3 DAMAGE. Reduce an enemy's Strength by 5 until the end of their turn. Banish this at the end of your turn or when played|
There are currently no Ki-Saber Auras.
- Just like how Cecil the Alien loses Maximum HP every turn, the Ki-Saber-Abilities dealing damage to the player whenever activated represents the Ki-Saber draining life force from the wielder to achieve it's immense power. Cecil himself balances this out by using his life-generator, which he depends on.
- He doesn't have the Life Generator in his fight - the player does - which is the reason for this gimmick.
- The naming and artwork of the Ki-Saber-Abilities is a reference to the "Sky Striker" archetype from the popular TCG Yu-Gi-Oh