Post by Rider on Jan 14, 2009 15:45:20 GMT -5
[glow=red,2,300]Number of Cards: 288
Last Updated: 1/14/09[/glow]
Fighter Cards:
Common:
001:
Ventratta (Dark)
HP: 5
(*)(*) Nomnomnom – 2 Damage. Roll a die. If the result is 5 or more, this attack does 4 Damage instead.
*stare* *blinkblink*
002:
Shiva (Dark)
HP: 7
Special Power: Demonic Speed – This Fighter does not pay a retreat cost.
(D) Demon Hooves – 2 Damage
“No, Shiva, that’s not edible, that’s Leoness.”
003:
Tabloid Town Zmobie (Dark)
HP: 5
(D)(D) Brain Brunch – 4 Damage
(D) Limb Snatch – Heal 2 HP
My pet zombie hates your guts but loves your brain.
004:
The Black Beekadoodle (Water)
HP: 7
Special Power: Take Flight – This Fighter does not pay a retreat cost
(W)(*) Mystic Mist – 3 Damage
Wow, you shot that merc in a perfect parabola!
005:
Tabloid Town Pierat (Water)
HP: 5
(*)(*) Needle Sword – 3 Damage
(W) Gnaw – 2 Damage
006:
Dunburrow Squire (Earth)
HP: 5
(L) Shortsword – 2 Damage
(L) Recover – Heal 2 HP
Fresh from the farmlands, a squire of Dunburrow is always ready for action.
007:
Lightning Mage (Light)
HP: 5
(L) Bolt – 2 Damage
(L)(L)(*) Thunderstorm – 3 Damage. Roll a die. If the result is 2 or less, this attack does 5 Damage instead.
Anger me, and I shall summon a force greater than a thousand microwaved forks upon thee.
008:
Flash Drone (Light)
HP: 6
(*)(*) Electric Net – 3 Damage
(L)(L)(*) Flash Grenade – The target is now paralyzed.
They're slower than sedated gorillas, but they sure get the job done.
009:
Ninja Henchman (Air)
HP: 4
Special Power: Preemptive Strike – When this Fighter comes into play, deal 1 Damage to opponent's active Fighter.
(*) Roundhouse Kick – 1 Damage
(A)(*) Katana – 3 Damage
Henchmen are forever willing to die for their superiors. But hey, the swords they carry are pretty sweet.
010:
Jelly Llama (Colorless)
HP: 5
Special Power: Gelatinous Form – When this Fighter is attacked by an attack with variable Damage, prevent 1 Damage from that attack.
(*) Jelly Pinball – 2 Damage
(*)(*) Regenerate – Heal 2 HP.
011:
Stal’s Whiteboard (Air)
HP: 5
(A) Wall of Text – 2 Damage. The target is now asleep
(*)(*) Works Cited – 3 Damage
012:
Zombie Penguin (Dark)
HP: 7
(D) Demon Breath – 2 Damage. Roll a die. If the result is 2 or less, the target is now poisoned.
All it wants is a hug. Honest!
013:
Spacefleet Security (Light)
HP: 7
Special: Police Hoverbike - Spacefleet Security pays no retreat cost
(L) Light Laser Pistol - 2 damage
We have an armed robbery in progress in Beta sector on Level 1.
014:
Generic Tabloider (Earth)
HP: 5
(*)Greeting: 2 Damage
(E)(*)Random Talk: 3 Damage
"Hello! ^_^"
015:
Young Siber (Colorless)
HP: 5
Special: Natural cuteness - Young Siber cannot be Chibied
(*) Puppy Dog Eyes - Roll a die, if the result is 4 or higher, the defending card can't attack on your opponent's next turn
(*)(*) Energetic Tackle - 3 damage
Private! Do not look it in the eye! DO NOT LOOK… too late.
016:
Peasant Farmer (Earth)
HP: 6
(E) Pitchfork - 2 damage
(E) Turnip - Heal 2 HP
Well, here I grow turnips and potatoes and turnips and carrots and turnips and corn and turnips and...
017:
Robotics Lab Assistant (Fire)
HP: 5
(F) Blowtorch - 2 HP
(*)(*) EMP grenade - Your opponent's active Fighter discards an energy card.
The fact that you feel I might need these grenades someday worries me.
018:
Old Knight (Light)
HP: 6
Special: Aged Wound - This card is automatically paralyzed.
(L) Medicinal Trick - Heal 2 HP
(L)(L) Magic Sword - 3 Damage.
019:
Ninja Bowgirl (Air)
HP: 4
(A)Arrow Strike: 2 Damage
(A)(A)(*)Stealth Arrow: 4 Damage. You may target a Benched Fighter with this attack. If you do, deal 2 Damage instead.
"They told me I was deadly. I told them the same, minus the last two letters."
020:
Mercenary Cohort (Earth)
HP: 8
(E)(*)Gunshot: Roll a six-sided dice. If the result is even, deal 4 Damage. If odd, this attack does nothing.
"Ten shinies says he's mine for the taking. Oh wait, he IS!"
021:
Mage Associate (Fire)
HP: 5
Special Ability: Mix-up. Discard one Energy card attached to this Fighter. Return your hand to the deck and draw cards up to the amount of cards returned.
(F)Magic Assist: Heal 2 HP
(F)(*)Unstable Fireball: Flip a coin. If heads (1), deal 3 Damage to Opponent's Active Fighter. If tails (2), Mage Associate does 1 Damage to himself.
"... I swear, that green round thing I put in your concoction was a pea!"
022:
Neopian Writer (Air)
HP: 4
(A)(A) Quill Pen Tickle - 5 damage
(A) Overcoming Writer's Block - Heal 1 HP.
Eligible for a green name and a little chibi Weewoo badge.
023:
Times Author (Colorless)
HP: 5
(*)Beginner's Luck - 2 damage.
(*)(*)Obsessive Writing – Heal 3 damage.
"n00bs."
024:
Times Regular (Colorless)
HP: 6
(*)(*)NT Star Avvie Cheer - Roll a die. If the result is odd, this attack does 3 damage. If the result is even, this attack does 5 damage.
"Developing fan base: check. Shiny trophies on my lookup: check. Not squealing when I get into the NT: ..."
025:
Some Random Godmodable Ninja Guy (Air)
HP: 7
(A)(*) Staff Swing - 3 damage
Of course I have a name! It's—
026:
Pirate Cannon (Water)
HP: 5
Special: Reload - This card may only attack on every second turn.
(W)(W)(W) FIRE! - 6 Damage. Roll a dice. If the result is even, this attack does 8 Damage instead.
027:
‘Shipper Badge (Air)
HP: 7
(A)(*)Relationship - Roll a die. If the result is 1 or 2, this attack does 1 damage. If the result is 3 or 4, this attack does 3 damage. If the result is 5 or 6, this attack does 5 damage.
"Love is in the air, badge requests are on the board…"
028:
Blank Paper (Colorless)
HP: 6
Special Ability: Penmanship -- This card's element changes depending on the energies attached to it. If it has Fire energies attached to it, this card becomes Fire. Only one type of energy may be attached to this card at a time.
(*)(*)Write - 4 damage. All energies attached to this card are shuffled back into the deck.
"A blank paper withholds all the writing in the world; the writer's job is to coax these secret words out of hiding."
029:
Unidentified Backstabber (Dark)
HP: 5
Special Ability: Loyalty Check -- When this card becomes Active, roll a die if you have a benched Fighter as well. If the result is odd, do 2 damage to the opponent's Active Fighter. If the result is even, do 2 damage to one of your benched Fighters.
(D)Bandage Wrap - Roll a die. If the result is odd, heal one of your Fighters (Active or benched) 2 damage. If the result is even, heal the opponent's Active Fighter 2 damage.
(D)(*)Mistaken Shrapnel - 3 damage. Does 1 damage to one of your benched Fighters.
"I never did trust you."
030:
Vyt's Energy Tentacle (Light)
HP: 6
Special Ability: Stack. During your Attack Phase, this card gains +1 Damage for every card with "Vyt" on its name on the field.
(L)(*) Whip: 2 Damage
A lost tendril from the catboy's energy evolution.
031:
Clockwork Maid (Light)
HP - 5
(L)(*) Five-finger Discount – Take 1 energy from your opponent’s Active Fighter and return it to his deck.
(L) Super-Wedgie – 2 Damage
062:
Weenix (Fire)
HP: 4
(F) Flame Flap – 2 Damage
(*)(*) Fire Peck – 2 Damage. Roll a die. If the result is 4 or more, this attack does 3 Damage instead.
063:
Seawoo (Water)
HP: 5
(*)(*) Headbutt – 3 Damage
(W)(W) Dive and Breach – 1 Damage to all opponents' Fighters. Can only be used once per battle.
064:
Weewood (Earth)
HP: 6
(*)(*) Spine Slam – 2 Damage. Roll a die. If the result is 3 or more, this attack does 4 Damage instead.
(E) Leech Spore – 1 Damage. Heal 1 HP
065:
Wingwoo (Air)
HP: 5
(A)(A) Blustery Gale – 1 Damage. This attack continues for 3 turns.
(*)(*)(*)(*) Dive Bomb – 2 Damage. Look at your opponent's hand.
067:
The White Weewoo (Water)
HP: 6
(*)(*) Fire Away! – Roll a die. This attack deals Damage equal to the result
(*)(*)(*) Prepare to be Boarded – Discard an energy card from this Fighter. Your opponent discards a card from their hand.
It may not look like much, but it’s home.
068:
Three-Megaton Nuke (Fire)
HP: 3
Special Power: Detonate – When this Fighter is KO'd, deal 5 Damage to your opponent's active Fighter and 1 Damage to your benched Fighters.
(*) Radiation – 2 Damage
Yes, this happens all the time.
070:
Kite (Air)
HP: 6
(A)(A) Sniper – 4 Damage. You may target any Fighter in play. If you target a benched Fighter, this attack does 2 Damage instead.
Their happily-ever-after was his torment.
071:
Queen Kienne (Earth)
HP: 5
(E)(E) Ancient Knights – 4 Damage
(E)(*)(*) Royal Command – Your opponent must switch their active Fighter with a benched Fighter.
“You couldn't still feel... We were at war, Rane!”
072:
Captain Rane (Earth)
HP: 6
(E)(E) Naval Battle – 3 Damage. Target an opponent’s benched Ally. This attack deals 1 Damage to the target.
“This was a war created by murderers and traitors… It wasn't your fault, or mine.”
256:
Kitspore (Earth)
HP: 5
(E) Reproduce – Search your deck for another Kitspore and put it directly on your bench
(E)(*) Spore Cloud – 3 damage
Uncommon:
032:
Clara (Fire)
HP: 8
(F)(F) Polite Fire – 4 Damage
(F) Pig Rush – 2 Damage. Roll a die. If the result is even, this attack does 3 Damage instead.
033:
Mage Manor Gargoyle (Earth)
HP – 8
(E)(E) Stone Claw – 4 Damage
(E) Acid Spray – 3 Damage. Roll a die. If the result is even, this attack does 4 Damage instead
034:
Mage Manor Faerie (Earth)
HP: 7
(E)(*)(*)(*) Faerie Blast – 6 Damage
(E) Berry Broth – Heal 2 HP to any of your Fighters
035:
Tabloid Town Healer (Light)
HP: 6
Special Power: Urgency – This Fighter does not pay a retreat cost.
(*) Staff Jab – 2 Damage
(L)(L)(L) Treatment – Heal 6 HP to any Fighter in play. Roll a die. If the result is 1, this attack does nothing
What with all the explosions and such, you can bet the healers are always busy.
036:
Guest Post From 1969 (Air)
HP: 7
Special Power: Glitch – When this Fighter comes into play, choose and discard an energy card from one of your opponent's Fighters.
(*) Destabilize – 1 Damage
(A)(*) Refraction – 3 Damage. Prevent the next 1 Damage
What happened to my post?!?!
037:
Minitank (Fire)
HP: 9
Special Power: Suppressive fire – If this Fighter is on the bench and the active Fighter is dealt Damage, roll a die. If the result is 5 or more, deal 2 Damage to the attacking Fighter.
(*)(*)(*) Rifle – 5 Damage
>>Allies under attack, engaging new targets...
038:
Android Shopkeeper (Light)
HP:10
Special Power: Grapple – When this Fighter is active, +1 to your opponent’s Fighters’ retreat costs.
(L)(L) Taser – 3 Damage. Roll a die. If the result is 4 or more, the target is now paralyzed
And that's why nobody tries to rob the bakery anymore.
039:
Self Proclaimed Dunburrow Steed (Earth)
HP: 8
(L)(*) Mighty Moo – 4 Damage
(L)(L) Udder Bliss – Heal 3 HP to any of your Fighters, except Dark types
Someone's been spending too much time in the stables .
040:
Fred the Zombie (Dark)
HP - 10
(D)(D)(D) Zombie Love - Pick either your opponent's active card, or any one of your own Fighters. Roll 1d6. If even, heal 5 damage to the card you picked. If odd, deal 5 damage to the card you picked.
…Hello. :3
041:
Underdeep Weaver (Dark)
HP: 4
Special Power: Terror – When this Fighter comes into play, your opponent discards a card
(D)(D)(D) Deep Shape – Search your discard pile for any Fighter and return it to your hand
(D) Dark Threads – 2 Damage
042:
Underdeep Lurker (Dark)
HP: 5
Special Power: Cold Fear – When this Fighter comes into play, your opponent discards a card
(D)(D) Gloom Venom – 2 Damage. The target is now poisoned
(*)(D)(D) Chilling Bite – 3 Damage. Roll a die. If the result is even, the opponent discards a card
043:
Underdeep Dragon (Dark)
HP: 7
Special Power: Shadowform – This Fighter is not affected by status effects
(D)(D)(*) Fear Cascade – 4 Damage. Roll a die. If the result is odd, the target is now paralyzed
044:
Spacefleet Soldier (Light)
HP: 10
Special: Jump Jets - Spacefleet Soldier pays no retreat cost
(L)(L) Laser Rifle - 4 damage
I see them!
045:
Kindleflare (Dark)
HP: 8
(D) Needle Jab - 2 damage. Roll a 6-sided die. If you roll a six, your opponent is poisoned.
(D)(*) Whip - 4 damage
I am Kindleflare, your new administrator.
046:
Jernath (Earth)
HP: 6
(E)(*) Dagger Stab - Flip a coin. If tails, deal 3 damage. If heads, deal 4 damage.
(E)(E)(E) Arrow Barrage - 6 damage
047:
Leste (Water)
HP- 7
Special Ability: Shadow Dodge- Roll a dice. If the roll is greater than 3, dodge the damage inflicted. This ability may only be used once.
(*)(W) Cutlass Attack- 4 damage
(*) Sneaky Dagger- 2 damage
You 'ship me, you eat steel, capisce?
048:
Cat Assassin (Light)
HP: 9
(F)(*)Flashback: Cat Assassin deals 2 Damage to himself. His Roundhouse Kick's damage will be doubled for the next round only.
(F)(L)Roundhouse Kick: 4 Damage
"I swore never to take away lives again, and I will live by that."
049:
Subila the Yin (Dark)
HP: 6
Special Ability: Negative Energy. For every Dark Energy card (up to three) attached to Subila the Yin, roll a six-sided dice. If result is 3 or 6, discard one Energy card from your opponent's active Fighter. This may only be used once per two rounds.
(D)(D)(D)(D)Mind Shot: 8 Damage. Discard two Energy cards attached to Subila.
"My, my, my! How idiotic these fools are!"
050:
Oran (Fire)
HP: 6
Special Ability: Telepathy. Flip a coin. If Tails, blocks all damage from the opponent's last attack. If Heads, has no effect. This ability may only be used once.
(F)(F)(F) Really Sharp Claws: 6 Damage
You'd probably like him a lot more if he stayed out of your head.
051:
Spacefleet Medic (Light)
HP: 7
Special Power: Jump Jets - Spacefleet Medic pays no retreat cost.
(*)(*) Smoke Grenade - The opponent's active Fighter is paralyzed.
(L)(L)(L) First Aid - Heal 5 HP to any Fighter in play.
Any wounded here?
052:
Catapult (Earth)
HP: 7
Special: Grapeshot - Once per game, you may return an (E) Energy to the top of your deck from this card to deal 2 damage to all your Opponent’s Fighters. If the damage would kill the Fighter, leave that Fighter with 1 HP. You may not attack on the turn this is used.
(*) Reload - Add an (E) Energy to this card from your hand.
(E)(E)(E) Fire - 5 Damage. Roll a dice. If the result is even, this attack does 7 Damage instead. Return 2 (E) Energies to your deck.
053:
Mini Hovertank (Air)
HP: 10
Special Power: Intercept Guns - If this card is on the bench and the active Fighter is targeted by an attack that does 8 or more damage, roll a six-sided die. If the result is 4 or 5, halve the damage dealt by the attack. If the result is 6, block the attack completely.
(*)(*) Machine Turret - Roll a six-sided die and deal the rolled damage.
>>Projectiles inbound.
054:
Marine Ethan (Light)
HP: 8
Special: Computer Precision - When Marine Ethan attacks, if the opponent is using damage reduction/blocking abilities, roll a die. If 3 or 4, half the damage that would be reduced (rounded down) is still dealt, if 5 or 6, the full damage is still dealt, if 1 or 2 damage is reduced as normal.
(*) Call Companion - Search the deck for a Young Siber card. If you find one, show it to your opponent and put it in your hand. Shuffle the deck afterward.
(L)(L) Ultrek Rifle - 4 damage
I was promoted the day after I joined the 'Fleet. They don't do that without reason.
055:
Bluisa, the Shadow Remnant (Dark)
HP: 8
Special Ability: Time Shift. Return all cards attached to this card back to the deck. Remove all damage and status effects on this card. This can only be activated once per match.
(D)(D) Mind Shot - 4 Damage
"I look like Subila, but I sure don't scowl like her!"
056:
Times Scribe (Colorless)
HP: 8
(*)(*) Familiar Process - 3 damage.
(*)(*)(*) Tranquilizing Times Quill Stab - 3 damage. Roll a die. If the result is odd, nothing more happens. If the result is even, the Opposing Fighter is Asleep.
"But the green on my name doesn't look any lighter!"
057:
Times Star (Colorless)
HP: 9
Special Ability: Stardom -- When this card is Paralyzed, roll a die. If the result is odd, nothing happens. If the result is even, the Paralysis is lifted. May only be used one per times Paralyzed.
(*) Icy Glare - 2 damage.
(*)(*)(*) Trampling Mob of Fans - 3 damage. Both Active Fighters are Paralyzed.
"Yeah baby, I'm a star. Get me my in-style sunglasses and get me ready for that photo shoot!"
058:
Spacefleet Pilot (Air)
HP: 7
(*) Emergency Pistol - 2 damage.
(F)(F)(F) Missile - 6 damage. This attack can be used against Fighters on the opponent's bench; if it is, halve the total damage.
Did somebody call for air support?
059:
Ninja Superior (Air)
HP: 7
(A) Special Punch - 2 damage. Roll a die. If you roll a 6, your opponent's active Fighter becomes paralyzed.
(A)(A)(*) Superior Katana - 5 damage
Watch closely. THIS is how it is supposed to be done.
060:
Boom (Water)
HP: 7
(*)(*) Medic Supplies - Heal any Fighter 3 HP
(W)(W)(*) Poison - 3 Damage. Poison the Opponent's Active Fighter.
061:
Thief of Time (Light)
HP: 10
(L)(L)(L) Stolen Years - 3 damage, Heal 3 HP
I've shattered more hourglasses than you can care to count.
069:
Sev (Fire)
HP: 6
(D)(D) Phoenix Fire – 4 Damage
(D)(D)(D) Resurrection – Select a common or uncommon Fighter from your discard pile and return it to your hand.
“WE WILL, WE WILL, ROCK YOU!”
Rare:
073:
The Blarf (Water)
HP: 9
(W)(W) Chomp – 4 Damage
(W)(W)(W)(*) Trample – 6 Damage. Roll a die. If the result is 5 or more, the target is now paralyzed.
Those who wander the waters near the cove must keep a constant eye out for this monstrous creature. Its appetite is nigh unshakeable.
074:
Spacefleet Commando (Light)
HP: 12
Special: Antigravity Jetpack - Spacefleet Commando pays no retreat cost
(L)(L)(L)(L) Heavy Laser Cannon - 7 damage
On my mark...mark.
075:
The Solitary Mage (Light)
HP:9
Special: Gather - You may not attach energies to this card from your hand. At the start of each turn, roll a dice. If the result is even, add a (L) energy to this Fighter from your deck (This does not count as adding an energy for this turn). In addition, no energies may be stolen from this card.
(L) Blind - Roll a dice. If the result is even, paralyse the opponent. 1 Damage.
(L)(L)(L)(L) Light Blast - Discard 2 energies and retreat this card. 8 Damage.
076:
Spacefleet Marine (Fire)
HP: 10
Special Power: Jump Jets - Spacefleet Marine pays no retreat cost.
(*)(*)(*)(*) Acquire Target - Allows this Fighter to use Guided Rocket.
(F)(F)(F)(F) Guided Rocket - 10 damage. May only be used after Acquire Target. Discard an (F) energy from this Fighter. This follows the target even onto the bench.
I've got a lock, everybody get down!
077:
Spacefleet Surgeon (Light)
HP: 10
Special Power: Antigravity Jetpack - Spacefleet Surgeon pays no retreat cost.
(L)(L) Restore - Remove one status effect from any Fighter in play.
(L)(L)(L) Stabilize - Discard an energy. Take a Fighter from your discard pile and place it on your bench with half of its HP rounded up.
He's hurt bad, but he'll live.
078:
Times Superstar (Colorless)
HP: 12
Special Ability: Constructive Criticism - When this card becomes Active, heal each of your benched cards 1 HP.
(*)Hate Mail - 2 damage.
(*)(*)(*)Extremely Harsh Review - 5 damage.
"Been there, done that."
079:
Times Legend (Colorless)
HP: 14
Special Ability: Engraved - This card pays no Retreat Cost
(*)(*)Aftermath - 3 damage. At your next Attack Phase, this attack does an additional 2 damage.
"Times Legend: legend of the times.”
080:
I-Guy, TCG Specialist (Colorless)
HP: 10
Special Ability: Over-Exaggerated Criticism - When this Fighter is benched from Active, deal 3 Damage to your opponent's Active Fighter and increase the attack damage of your new Active Fighter by 2 for that turn only.
(*)(*)Interview Segment: 1 Damage. Roll a six-sided dice. If the result is 1 or 4, the target Fighter is poisoned.
(*)(*)(*)Deep Suggestion: 3 Damage. Roll a six-sided dice. If the result is even, this attack deals 5 Damage, instead.
"For the last time, I'm not the cousin of that long-spiked-hair Yugi guy!"
081:
Dessan: Wanted (Dark)
HP: 10
(D)(D) Stopwatch: 2 Damage, opponent is paralyzed
(D)(D)(D) Rise to Power: 6 Damage
088:
Leraye (Dark)
HP: 8
Special Power: Teleportation – This Fighter does not pay a retreat cost.
(D)(*) Charming Smile – Opponent is paralyzed.
(D)(D)(D)(D) Soul-Snatcher – Roll a die. If the result is 6, your opponent’s active Fighter is instantly KO’d. You may redistribute all energy attached to it among all Fighters in play as you see fit.
“You'll have your destruction, Hungry One.”
Common Forumers:
082:
Tamia Wendfeld (Earth)
HP: 5
Special Power: Herblore – When this Fighter comes into play, Heal 2 HP to any Fighter in play.
(E)(E) Slingshot – 4 Damage
Don't laugh. This stick has gotten me out of more sticky situations than I care to count.
083:
Spaceman Strife (Colorless)
HP: 5
(F) Blaster Pistol – 2 Damage
(*)(*) Force Shield – Prevent the next 3 Damage.
Don't tell me the sky is my limit. I've been to the moon and back!
084:
Wild Omni (Colorless)
HP: 7
(*) Tooth and nail – 2 Damage. If 2 or more energies are attached to this Fighter, this attack deals 3 Damage instead.
Before I joined the Mage Guild, I survived like a wild animal, using strength and strategy to catch my food.
085:
The Red Rider (Water)
HP: 6
(W) Sword Dance – 2 Damage
(*)(*) Martial Prowess – 3 Damage
Red cape, check. Meepit menace, check. Rum… Wait, why is the rum gone?
086:
Sablones (Dark)
HP: 7
Special Power: Portal – This Fighter does not pay a retreat cost.
(D) Gunplay – 2 Damage
087:
Leoness (Fire)
HP: 4
Special Power: Plate of Cookies. When this Fighter comes into play, Heal 2 HP to any Fighter in play.
(F) Fire Orb – 2 Damage
(F)(F) Laser Whip – 4 Damage
089:
Scarven, Rogue Chronomancer (Light)
HP: 5
Special Power: Chronoshift – This Fighter does not pay a retreat cost.
(*) Blink Strike – 2 Damage
(L)(L) Slow Shell – The target is now paralyzed
090:
PFA (Dark)
HP: 5
(D) Sneak Attack – 2 Damage
(*)(*) Katana Slash – 3 Damage
This ninja gear isn't just for show, you know.
091:
Killix (Colorless)
HP: 7
Special Power: Rally – Whenever this Fighter is benched from active, your current active Fighter's attacks get +2 Damage for 4 turns. This effect cannot be stacked.
(*) Thwack – 2 Damage
092:
Nature the Freezemancer (Water)
HP: 4
Special Power: Song of Winter – When this Fighter comes into play, Heal 1 HP to all Water–type Fighters in play.
(W) Snowflake Dance – 2 Damage
(W)(W) Avalanche – 4 Damage
093:
Jina (Air)
HP: 4
(*) Anesthetic – The target is now asleep
(*)(*)(A) Dagger – 5 Damage
A great thief said to have once stolen a cookie.
094:
Amneiger (Fire)
HP: 5
(F)(F) Dazzler – The target is now paralyzed.
(*)(*) Lab equipment – 3 Damage
"This isn't a pistol! This is that Bunsen burner that I've been meaning to fix but haven't gotten around to yet!"
095:
Nova Storms (Fire)
HP: 5
(F)(F) Annihilate – 3 Damage
(*)(*) Electrocute – 2 Damage
Will you marry me?
096:
Dan (Earth)
HP: 5
(E) Fanboy Spaz Attack – 2 Damage
(*)(*) Team Cleric – Heal 3 HP to any Fighter in play. If Ginz is on the bench, heal 6 HP instead.
OMGLOSTSMOKEMONSTERTHEOTHERS4815162342
097:
Ginz (Light)
HP: 5
(L) Overenthusiastic Glomp – 2 Damage
(*)(*) Team Cleric – Heal 3 HP to any Fighter in play. If Dan is on the bench, heal 6 HP instead.
Less than three, she loves you. <3
098:
Ikkin (Fire)
HP: 5
(F) Fireball – 2 Damage
(F)(F) Fire Sword – 2 Damage. Roll a die. If the result is odd, this attack deals 4 Damage instead.
099:
Spoon (Light)
HP: 4
Special Power: Damage Return – Whenever this Fighter is dealt Damage by an attack, roll a die. If the result is 1, the attacking Fighter is dealt the Damage instead. The attacking Fighter must be of the same rarity.
(L) Scoop – 2 Damage
A portable catapult or a kitchen utensil?
100:
Celestial (Air)
HP: 5
Wall of Air (A)(A)- 3 Damage
Matrix Quote (*)- 1 Damage
Here be digital dragons.
101:
Sammy Cysso (Dark)
HP: 5
(D) Black Magic – 2 Damage
(D)(F) Rage – 4 Damage
SIGH–SO. Not Kai–so, or See–so. Sigh–so. Sheesh.
102:
Cyborg, Earth Mage Extraordinaire (Earth)
HP: 6
(*) Cutlass Slash – 2 Damage
(E)(E)(*) Earthquake – Roll a die. If the result is even, this attack deals 3 Damage. If the result is odd, the target is now paralyzed.
Yo ho ho and a bottle of, HEY GIVE ME MY RUM!!!!
103:
Midknight – Shadow Mage (Dark)
HP: 7
Special Power: Darkness Falls – Roll a die before each attack, if the result is 6, that attack gets +1 Damage.
(*)(*) Cutlass Slash – 3 Damage
104:
Rose, Healer/Butt Kicker (Light)
HP: 5
(*) Bo Staff – 2 Damage
(L)(L) Silver Glow – Heal 4 HP to any Fighter in play.
105:
Shade (Dark)
HP: 5
(D) Savucu – 1 Damage
(D)(F) Dark Phoenix – Switch this Fighter with a benched Fighter. Roll a die. This Fighter cannot be switched as the active Fighter for a number of turns equal to the result. At the beginning of your next turn, deal 4 Damage to your opponent’s active Fighter.
I'm not a demon! Or a lady! Stop calling me those things!
106:
Lupehunter (Fire)
HP: 6
(F)(*) Firestorm Barrage – 3 Damage
(F) Singe – 2 Damage
Careful, I'm smoking dangerous
107:
Kathleen Sapphire (Dark)
HP: 5
(D)(*) Fishglomp – 3 Damage
(D) Poisoned Darts – 2 Damage
For the last time, I'm not a cat!
108:
Hunter (Water)
HP: 4
(*) Staff Whack – 2 Damage
(W)(W) Blizzaga – 3 Damage
(*)(*) Long Rant – The target is now asleep.
Never mess with an Ice Mage.
109:
Vyt (Earth)
HP: 6
Special Power: Slither – Whenever this Fighter is switched from benched to active, roll a die. If the result is 4 or more, deal 2 Damage to the opponent’s active Fighter.
(*)(*) Tackle – 3 Damage
I'm not a catperson! I'm a CATBOY!
110:
Christos (Water)
HP: 4
(W) Water bubble– 2 Damage
(W)(W) Water slap – 4 Damage
111:
Goosh (Air)
HP: 5
Special Power: Yurble Secret Talent – When this Fighter comes into play, roll a die. If odd, heal 2 HP to any Fighter on field. If even, deal 2 Damage to any Fighter on opponent's field.
(A)(*) Angry Flail – 3 Damage
Betcha didn't know Yurbles could do THAT.
112:
JDB1984 (Light)
HP:5
(L) Ranilo's Wand – 2 Damage
(L)(L) Frika's Healing – Heal 3 HP to any Fighter in play
113:
Squiesh (Light)
HP: 5
(L) Popsicle Stab: 3 damage
(*)(*) Ex-dee: Prevent the next 2 damage. If Carrie is on the bench, prevent the next 4 damage
^_^ x3 T_T >_> XD
114:
Carrie (Fire)
HP: 5
(F) n00b speekz: 2 damage. Roll a 6-sided die: if result is even, the opponent is paralyzed.
(*)(*) Flame of Carrie: 2 damage. If Squiesh is on the bench, double the damage dealt.
Hi my name is Carrie, but you can call me Carrie!
115:
Pyro (Fire)
HP: 5
(F)(F) Flameblade: 3 Damage
(*) Dunburrow's Fealty: Heal 2 HP.
Veni, vidi, vici, or, I hope you like that loss with a side of scorching.
116:
Blace (Water)
HP: 6
(*) Cluelessness: Heal 2 HP
(W) Spam: 2 Damage.
Downhere is the best band ever!!!!!! Buy all their CDs right now!!
117:
Bettyming (Light)
Hp: 5
(L) Airhorn – 2 damage
(L)(L) Mocking - 4 damage.
The only thing we have to fear is fear itself. And Bettyming.
118:
Patjade (Earth)
HP: 5
Special Power: Charisma – When this Fighter is in play, –1 to your Fighters’ retreat costs
(E) Silver Arrow – 2 Damage
(E)(E) Rejuvenate – Heal 3 HP.
Administrator, janitor, babysitter, and assorted odd jobs.
119:
Sam (Colorless)
HP: 6
Special Ability: Dazzle -- When this card is put on the field (Bench or Active) roll a die. If the result is 3-, nothing happens. If the result is 4+, the opponent's Active Fighter is paralyzed.
(*)(*)Short Magic Burst - 3 Damage
"My looks can be stunning. Literally."
120:
Psycho (Air)
HP: 5
(A) Neopian Roulette - Roll two 6-sided dice, multiply the results, divide by 5 and round down. Play that amount of damage.
(A)(A) Insanity - 3 damage. Roll 6-sided die to determine element. 1-6, elements in alphabetical order. (Air, dark, earth, fire, light, water)
Hi, I'm Psycho. Literally.
121:
Salamander, Magician (Light)
HP: 6
Special Power: Illuminate - when Salamander, Magician becomes your active fighter, you may look at the top card of your opponent's deck
(*)(*) Baton Strike - 2 damage. Roll a die. If the result is 5 or higher, the target's maximum hit points are lowered by 1 until the end of the turn.
(L) Instant Night - the target is now asleep.
It's not supposed to work. It's supposed to look COOL.
122:
Hayati (Water)
HP: 6
(W) Recover: Restore 2 HP, and prevent 1 damage next turn. Discard 1 Water Energy when this move is used.
(*)(*) Watery Lurking: Deal 2 damage.
"Where is Krisseh when you need her!?"
123:
Sock (Colorless)
HP: 5
(F) CAPS LOCK - 2 Damage
(F)(*) Debater Fury - 3 Damage
And we thought she was mild-mannered...
Uncommon Forumers
124:
Yin–Yang PFA (Light)
From PFA
HP: 6
Special Power: Healing Light – When this Fighter comes into play, Heal 2 HP to any Fighter in play.
(*)(*) Kunai – 3 Damage
(L)(L)(D)(D) Harmonization – 8 Damage. Discard all energy cards attached to this Fighter
A delicate balance of light and dark... Yin and Yang.
125:
Spoonguard (Light)
From Spoon
HP: 12
Special Power: Spoon Protection – Once a turn, any Damage dealt to any card with the word Spoon in the title is instead dealt to this Fighter
(L)(L) Ladle – 4 Damage
Watch where you’re putting that spoon…
126:
Shadaras (Dark)
From Shade
HP: 8
(D) Savucu – 2 Damage
(D)(D)(F)(F)(*) Bronze Phoenix – 6 Damage. Heal 2 HP.
A Shadow of the Light...
127:
Lupehunter, Wolf Form (Fire)
From Lupehunter
HP: 8
Special Ability: Blazing Run-This Fighter does not pay a retreat cost.
(F)(F) Fire Breath – 4 Damage
(F)(F)(*) Cursed Burn – 5 Damage
It's best not to cross paths with this one
128:
Prof. Glitchio (Dark)
From Hunter
HP: 11
Special Power: Data Corruption – You may discard any number of Water energy cards attached to this Fighter. Search your deck for Dark energy cards equal to the number of Water energy cards discarded and attach them to this card. This can only be used once per game
(D) Data Decay – The target is now poisoned.
(D)(D) Pixel Beam – 4 Damage
Hunter's glitch obsessed alter–ego. OMG LENS FLARE!
129:
Energy Tentacles Vyt (Light)
From Vyt
HP: 9
Special Ability: Teleport Save - If Energy Tentacles Vyt is Benched, you may activate this on your turn. Instead of the player's Active Fighter, Energy Tentacles Vyt will be the recipient of the opponent's next attack. This can only be activated once per two rounds.
(L)(*) Tentacle Whip – 4 Damage
(L)(L)(*) Extended Stamina Share – Distribute 6 HP among your benched Fighters. Deal 2 Damage to this Fighter.
"I will not fail you this time, father."
130:
Christos Mage (Water)
From Christos
HP: 5
Special: When Christos comes on Bench, the opponents Active Fighter loses 1 HP
(W)(W)(*) River slap: 5 damage
(W)(W)(W)(W) Hail burst: 7 damage
131:
Super Nova (Fire)
From Nova Storms
HP: 12
Special: Immune to Chibi Status Effect
(F)(F)(F)Supernova: 6 Damage
Do you like fire? Because you're about to see a lot of it.
132:
Lord Hayati (Water)
From Hayati
HP: 9
Special Ability: Melt - Discard all Water Energies on him to heal all Damage caused to him. You cannot use this if Lord Hayati has no Water Energies attached to him.
(W)(W) Jellify: Deal 3 Damage. Reduce your opponent's attack damage to Lord Hayati by 1 for the next turn.
(W)(W)(W) Summon Krisseh: Deal 5 damage, and heal 3 health to Lord Hayati. this can only be used once.
"Lord of jelly world, but the worst tasting jelly of them all."
Rare Forumers:
133:
Scarven, Agent of Chronos (Light)
From Scarven, Rogue Chronomancer
HP: 12
Special Power: Temporal Miasma – When this Fighter is active, +3 to all opponent's Fighters retreat costs; this Fighter is not affected by Events.
(L)(L) Displacement – Switch this Fighter with a benched Fighter
(L)(L)(L) Temporal Rift – The target is now paralyzed and asleep
134:
Cap’n Rider (Water)
From The Red Rider
HP: 12
(*)(*)(*) Red Sunset – 4 Damage. Heal 4 HP
(W)(W)(W) Storm on the Seas – Roll 2 dice. For every result of 4 or more, this attack deals 3 Damage
The scourge of the seven seas, this card came through a temporal anomaly to not invoke Hunty’s wrath!
135:
Commander Strife (Dark)
From Spaceman Strife
HP: 10
Special Power: Intimidation – This Fighter is not affected by Events while active.
(D) Psionic Burst – Deal 2 Damage for each energy card attached to Commander Strife (up to a maximum of 8 Damage).
(D)(F) Execution – Discard one of your benched Fighters. If the Fighter has any energy cards attached to it, attach them to Commander Strife.
Power was the best thing that ever happened to him... and the worst.
136:
Nin Jina (Air)
From Jina
HP: 10
Special Power: Thief in the Night - If this card attacks a Fighter that is asleep, discard an energy from that Fighter.
(A) Diluted Toxins – Roll a die. If the result is even, deal 2 Damage and Poison the Opponent's Active Fighter.
(A)(A)(A)(A) Dream Dagger – 7 Damage. The target is now asleep
Nin Jina: Nutcase in disguise
137:
Werewolf Killix (Dark)
From Killix
HP: 10
Special Power: Moonlight – This Fighter heals +1 HP for every Dark energy attached to this Fighter every second turn up to a maximum of 5 HP.
(D) Dark Illusion – 2 Damage. Roll a die. If the result is even, the target is now paralyzed.
(D)(D) Phantom Claw – 4 Damage
138:
Professor Amneiger (Fire)
From Amneiger
HP: 10
(*) Calculate – If this Fighter uses High Explosive Pack on your next turn, High Explosive Pack will deal 9 damage to your opponent's active Fighter or 2 damage to all your opponent's benched Fighters instead.
(F)(F)(F)(*) High Explosive Pack – Deal 3 damage to your opponent's active Fighter or 1 damage to all your opponent's benched Fighters.
Choke point, crossfire, indirect fire...looks good to me.
139:
DragonPower Celestial (Fire)
From Celestial
HP: 12
Special Power: Many minds- This fighter is immune to all status effects.
Souped-up Spell (F)(A)- 4 damage
Destroy (F)(F)(*)(*)- Your opponent chooses a card from their hand and discards it.
It was foolish to stand against us
It was foolish to stand against us
140:
Dragoness (Dark)
From Sammy Cysso
HP: 10
Special Power: Sacrifice – You may discard this Fighter to search your discard pile for any Fighter and put it into your hand.
(D)(F) Flames – 4 damage
(D)(F)(F)(*) Ring of Fire – 6 damage
DOES NOT EQUAL THE HULK
141:
Midknight – Shadow Assassin (Dark)
From Midknight – Shadow Mage
HP: 13
Special Power: Anger – Whenever this Fighter is dealt Damage, +1 Damage to Shadow Barrage, up to a maximum of +3, until the end of the game
(D)(D)(*) Shadow Barrage – 5 damage
(*) Cat's Eye Necklace – Discard all energy cards attach to this Fighter. Heal 3 HP
What you see in the dark may be scary, what you don't see is scarier.
142:
Water Nature (Water)
From Nature the Freezemancer
HP: 7
Special Power: Keep to the Beat – When this card comes into play, all water-type attacks get +1 Damage for 3 turns.
(W)(W)(W)(*) Dance, Water, Dance – 6 damage
(W)(W)(W)(W) Tsunami – 7 damage
When the fire of her anger met with her snowy aura, the Zafara took a very dangerous form …
143:
Mage Omni (Colorless)
From Wild Omni
HP: 15
Special power: Energy Transfer – Once a turn, you may remove 1 energy card from a benched Fighter and attach it to this Fighter. If you do, end your turn.
(*) Slash – 2 damage
(*)(*) Magic Spell – Heal 4 HP to any of your benched Fighters or deal 4 Damage to your opponent’s active Fighter. If this attack deals Damage, discard an energy card and the attack is of the discarded card's element.
I'm a little low on energy. May I take some of yours?
Events:
Common:
144:
Tabloid Scandal
Your opponent selects and discards a card from their hand.
If the public ever finds out about this, there will be too many exclamation points for us to handle.
145:
Treasure Hunt
Draw 2 cards.
Aye, thar be shinies in that chest!
146:
Frag Grenade
Deal 2 Damage to your opponent's active Fighter.
Nothing gets the job done like a face full of scrap metal.
147:
Sleight of Hand
Roll 5 30–sided dice. Rearrange the order of the results to determine the order of cards for the next 5 card draws.
The reason why you never play cards with the residents of Tabloid Town.
148:
Ninja Teleport
Switch your active Fighter with a benched Fighter.
Now you see me, now you d–*poof*
149:
Lemon Bomb
1 Damage to any Fighter in play.
As lethal as it is citrusy fresh!
150:
Leocookies
Heal 4 HP to any Fighter in play.
The ambrosia of the gods… but not liquid… and cookies.
151:
Energy Transfer
Select an energy card from one of your Fighters and attach it to a different Fighter.
The Mage’s Guild has been working on methods of storing and transferring magical energy… with varying degrees of success.
152:
Scout
Your opponent reveals their hand. Afterwards, draw a card.
There is one advantage to living amongst the trees... You can see everything if you climb high enough.
153:
Call to Arms
Search your deck for a Common Fighter. Place that Fighter into your hand
Sometimes, the outcome of battle is a simple matter of mathematics. There is great strength in numbers.
154:
Tornado
Target one of your opponent's benched Fighters. Your opponent must switch their active Fighter with the target.
No thanks! I'll play with you some other time.
155:
Tea Party
Each player draws two cards. You and your opponent skip your next attack phases.
Well, General, I do have some tea and sippy cups... Why don't we all sit down and start a dialog?
156:
GLOMP!
Target any Fighter in play. Roll a die. If the result is odd, heal 3 HP to the target. If the result is even, deal 3 Damage to the target.
157:
Poison Cloud
Target any Fighter in play. The target is now poisoned.
Ughh... my head feels funny...
158:
Freeze
Target any Fighter in play. The target is now paralyzed.
I always did enjoy turning people into giant blocks of ice...
159:
Monologue
Target any Fighter in play. The target is now asleep..
You are brave, young warrior... but you are foolish to stand up to a being such as I, for I have the perfect plan to bring about the downfall of your miniscule plane of existence. No one shall stand in my way as I d...
160:
Neutralizer
Your active Fighter is no longer poisoned.
161:
Re–Energizer
Your active Fighter is no longer paralyzed.
162:
Awakener
Your active Fighter is no longer asleep.
163:
Pink Emo Corner
Heal 2 HP to all of your Dark–type Fighters in play
*sobs* =D
164:
Concentrate Energy
You may attach 1 more energy card this turn.
165:
Disastrous Typo
Discard any number of energy cards from your hand. Draw that many cards.
I meant jump! Aww, why does the H have to be so close to the J!?
166:
Toxic Energy
Attach this Event to your opponent's active Fighter. This counts as an energy card of any element. At the end of each round, deal 1 Damage to the Fighter this Event is attached to.
The underhanded trick of the century.
167:
Rainbow Prism
Heals 1 HP to all your Fighters in play.
2% of NTWFers hate rainbows. If you are one of those 98% that love rainbows, scream 'WEEWOO!' as loud as you can.
168:
Thin Armor
Attach this card to your active Fighter. If attacked during your opponent's next turn, reduce Damage to that Fighter by 1. Discard this at the start of your next turn.
169:
Pick-Me-Up
Attach this card to your active Fighter. If you deal Damage when you attack, increase Damage by 1. Discard this at the end of your turn.
Otherwise known as a frappalappacino.
170:
Energy Transformation
Change the type of any energy attached to your active Fighter to any type you choose.
171:
De-Weaponiser
Discard all event cards that are equipped to Fighters in play.
172:
CCC Cookies
Attach this card to a Fighter, when that card falls to or below half HP (rounded down), heal 3 HP to that card, discard CCC Cookies afterward.
Melt in your mouth, not in your hand.
173:
Cute Blaster
Chibi your opponent's active Fighter.
Gun + Artist = CUTE?!
174:
Not Liking It
Remove chibi effect from one Fighter
GRRRRRR....
175:
Quote Disaster
You may play this right after your opponent plays an Event Card. Discard one more card from your hand to nullify the card's effect.
176:
Castration
Discard a card from your hand. Damage your opponent's Active Fighter by 1. Then, increase your Active Fighter's attack damage by 2 for one turn.
"Hey, good-lookin- AAAAAAAAAAAAAAAAAAAAAAAAAAAW."
177:
Quarry
Search your deck for an (E) Energy and add it to your hand.
178:
Tabloid Romance
Valid only if two forumer cards are played against each other. Opponent's forumer is lovestruck and paralyzed for 1 round.
[ultimate verb]x4 + Nick = Valentine's Day, every day.
179:
Potions Shop
For each energy you discard from your Active Fighter, heal it 2 damage.
"Rejuvenation comes at a price."
180:
Ghost from the Past
Both you and your opponent choose a Common Fighter from the discard pile, if you have one, and return it to your deck.
Remember me?
181:
Urgent Call-Out
For your opponent's next turn, no healing can be done. (Attacks which involve damage and healing still deal the damage)
Is there a doctor in the house...?
182:
Level Playing Field
All elemental advantages are cancelled for three turns.
"Well, now that the combatants are equal, who's the better competitor?"
183:
Test Your Luck
Return every card in your hand to the deck. Roll a die. Draw that number of cards.
The question you have to ask yourself is... do you feel lucky? Well, do ya, punk?
184:
Botched Healing Potion
You may play this card if your opponent heals one of their Fighters. That Fighter is poisoned.
Did that last batch seem off to you?
185:
Nullify
Attach this card to your opponent's active Fighter. Your opponent must roll a die each time they want to use their active Fighter's special effect. If odd, they cannot use it. If even, they can use it and they discard this card.
186:
Surprise Attack!
If your opponent switched Fighters last turn, deal 3 damage to their active Fighter.
Surprise attacks work best when one does not shout "surprise" while attacking.
187:
Off-Topic
Discard one non-Energy card from your hand. Search your deck for any card of a different card type (Fighter, Event etc.) and put it in your hand. Cards should be of the same rarity.
Like, oh my gosh! Did you see that picture over there?
188:
Battle Sword
Attach this to any of your Fighters. That Fighter may now use this attack:
(*)(*) Battle Sword - 2 Damage. Roll a dice. If the result is even, this does 4 Damage instead.
189:
Lie Detector
Guess the type (Fighter, Energy, Event) of the card the opponent draws next. If you are correct, draw two cards.
"Beep, beep, beep, BEEBEEBEEBEEP!"
190:
Nightmare
If the opposing Fighter is asleep, do 2 damage to it.
"This is one nightmare you just won't wake up from…”
Uncommon:
191:
Medicine
Distribute 6 HP to among all Fighters in play as desired.
Tastes like a subtle mix of rotten cherries, Stal’s socks and cat hair, with just a hint of burnt rubber.
192:
Phoenix Feather
Search your discard pile for any Fighter and put it into your hand.
Conveniently located in random treasure chests on the side of the road around the world!
193:
Energy Drain
Target any energy card attached to your opponent’s active Fighter. Your opponent must discard that energy card.
194:
Walk the Plank
Place one of your opponent's benched Fighters back into their deck. If the Fighter has any cards attached to it, return them to your opponent's hand. Using Walk the Plank does not count as a KO.
Captain, I swear, the rum just grew wings and flew off the side of the ship!
195:
Restoring Balm
The targeted Fighter is cured of all status effects
196:
Train
Both Fighters may attack twice this round.
FOCUS!
197:
Leech Device
Target one of your opponent's active Fighter's attacks. Your active Fighter may use this attack until the end of your turn if they are able to pay the attack cost in colorless energy. Apply the effects of special powers, events or attacks. You must pay other requirements of that attack after it is used
Your abilities are impressive. I think I’ll take them.
198:
Fake Persona
Exchange your active Fighter with your opponent's active Fighter for one round. (Must be of the same rarity)
I didn't know you were a mod! Oh... wait.... ^^
199:
Quoting
Deal Damage to the opponent's active Fighter equal to the exact Damage your active Fighter received on your opponent's last turn. Skip your attack phase
... And then he said... And then I said...
200:
Energy–Matter Exchange
Discard 2 energy cards from your hand to search your deck for an Fighter (energy cards and Fighter must all be the same type)
And.... ZAAPPPPP!
201:
Matter–Energy Exchange
Discard an Fighter from your hand to search your deck for 2 energy cards (energy cards and Fighter must all be the same type). This does not count as a KO.
And… PAAZZZZZ!
202:
Share Energy
Remove up to 2 energy cards from one of you benched Fighters and attach it to another.
203:
Downpour
Each Water energy card in play counts as 2 Water energy cards until the end of your turn.
204:
Wall of Fire
Each Fire energy card in play counts as 2 Fire energy cards until the end of your turn.
205:
Sandstorm
Each Earth energy card in play counts as 2 Earth energy cards until the end of your turn.
206:
Hurricane Gale
Each Air energy card in play counts as 2 Air energy cards until the end of your turn.
207:
Aura Shroud
Each Light energy card in play counts as 2 Light energy cards until the end of your turn.
208:
Black Hole
Each Dark energy card in play counts as 2 Dark energy cards until the end of your turn.
209:
Pirate RCP
Roll a die. If the result is even, draw a card from your opponent's deck; you may keep and use this card as if it were your own for five turns, after which it goes into your opponent's discard pile. If odd, your opponent draws a card from your deck; they may keep and use this card as if it were their own until five turns pass, after which they must place it in your discard pile.
Why are those ninjas taking our pirate ship away?
210:
Hi–Lo
If your active Fighter has less energy cards attached than your opponent's active Fighter, you may search your deck for up to 2 energy cards of any type and put them into your hand.
High! Oh wait... no, I just can't count.
211:
Gale Winds
Return any active Fighter in play and all its attached energy cards to their owner’s hand
Okay, who was that?
212:
Booster Shot
Your current active card is immune to all status effects for three turns, or until discarded.
Don't worry, this won't hurt a bit… *evil grin*
213:
Attack Booster
Attach this card to a Fighter of your choice. When that Fighter deals Damage, the Damage dealt is increased by 2. This lasts 2 turns.
214:
Flaming Arrows
Equip this card to a fire-type Fighter. Increase the damage of any attacks used by that Fighter by one. That Fighter must target benched Fighters.
215:
Hydration Fluid
Equip this card to a water-type Fighter. Increase the damage of any attacks used by that Fighter by one, and heal that Fighter 1 HP every time it attacks.
216:
Strobe Light
Equip this card to a light-type Fighter. Increase the damage of any attacks used by that Fighter by one, and roll a dice. If the result is less than or equal to 3, add a paralysis effect to the attack.
217:
Venomous Roots
Equip this card to a earth-type Fighter. Increase the damage of any attacks used by that Fighter by one, and roll a dice. If the result is less than or equal to 3, add a poison effect to the attack.
218:
Black Shroud
Equip this card to a dark-type Fighter. Increase the damage of any attacks used by that Fighter by one, and roll a dice. If the result is less than or equal to 3, add a sleep effect to the attack.
219:
Wind Call
Equip this card to an air-type Fighter. Increase the damage of any attacks used by that Fighter by one. When that Fighter attacks, draw a card.
220:
Tactical Deployment
Choose one of your benched Fighter. This Fighter may attack as normal for this turn. This attack replaces any attack your active Fighter may make. At the end of your turn, discard an energy from the benched Fighter you chose.
Go go go!
221:
Chibi Entwuffers
All in-play forumer cards are chibied.
Aww, isn't it so cute? *pinches cheek*
222:
Love Cake
Heal your active Fighter by 7 HP. Chibi your active Fighter.
223:
Sun Sword
Equip to any Fighter. It adds +2 damage to any attack. If it's attached to a light Fighter, the power added is +4. If used against a dark Fighter, that Fighter must discard a dark energy
Powered by sunlight, this weapon will cut down the forces of darkness
224:
Accounting Error
Both players discard their hands and draw from their decks until they have the same number of cards in their hands as they did when you played this card.
Wait, this is a 5, not a 6!
225:
Dropship
Draw until you get an Fighter. Place the first Fighter you find that isn’t a Power-up directly onto your bench.
Landing zone, ETA 10 seconds!
226:
Intimidation
For each two damages your Active Fighter takes, your opponent's Active Fighter must discard an energy card, which gets shuffled back into their deck.
"Sometimes looking tough goes a long way."
227:
Dangerous Diagnostics
Deal two damage to one of your Fighters. On your next turn, restore them to full health.
Hello, sick people!
228:
Soothing Melody
Both active Fighters are healed +5HP, but are also inflicted with sleep.
229:
TNT Boxes
Attach to any opponent's Fighter. If that Fighter is attacked with a fire attack, discard this card and deal 2 fire damage to all your opponent's Fighters.
230:
Thundy’s Nukes
For each Fighter in play, roll a dice. If the number is even, that Fighter takes 2 damage.
Bombs away!
231:
Running Late
For three turns, all effects of your opponent's attacks, including damage, are delayed by one turn. If there are already delayed effects, those effects are delayed by one more turn. Playing multiple Running Late cards against the same opponent will not stack effects.
Did I miss anything?
232:
Mind Trick
Your opponent shows you their hand. If you wish, pick a card from their hand; your opponent must now play this card according to your instructions. You cannot instruct them to perform especially odd actions such as healing your Fighters or attacking their own Fighters, but you can instruct them to do things like attach energy or heal one of their own Fighters.
Ah ha! I saw right through you and stopped your plan early! Wait...
233:
Super Tornado
Switch your Opponent's Active Fighter with any of your Opponent's Benched Fighters. Switch your Active Fighter with one of your Benched Fighters.
234:
Parrot
Attach this to any Fighter with Pirate in its name. That card may retreat without cost.
Pieces of Eight, Polly want a cracker!
235:
Mutiny
Discard your Active Fighter and distribute all energies attached to it among your Benched Fighters any way you wish. Select a new Active Fighter.
236:
Energy Renewal
Choose three energy cards from your discard pile. Shuffle two of them into your deck. Put the third into your hand.
237:
Voodoo Doll
Attach this to any of your Dark-Type Fighters. That Fighter may now use this attack:
(D)(D) Voodoo Doll - 2 Damage. If you used this attack last turn, roll a dice. If the result is 4 or less, deal 5 Damage instead.
238:
Water Balloon
Attach this to any of your Water-Type Fighters. That Fighter may now use this attack:
(W)(W) Water Balloon - 3 Damage. Roll a die. If the result is even, do 5 damage.
239:
Flamethrower
Attach this to any of your Fire-Type Fighters. That Fighter may now use this attack:
(F)(F) Flamethrower - 4 Damage. You may target your Opponent's Benched Fighters. If you do, this attack only does 2 Damage.
240:
Dung Slinger
Attach this to any of your Earth-Type Fighters. That Fighter may now use this attack:
(E)(E) Dung Slinger - 3 Damage. Your Opponent's Active Fighter is Poisoned.
241:
Air Gun
Attach this to any of your Air-Type Fighters. That Fighter may now use this attack:
(A) Air Gun - 2 Damage for every Air-Type Energy attached to this Fighter (max. 5 Damage). Roll a dice. If the result is equal to or less than twice the number of energies attached to this card, your Opponent's Active Fighter is Asleep.
242:
Super Torch
Attach this to any of your Light-Type Fighters. That Fighter may now use this attack:
(L)(L) Super Torch - 3 Damage. Roll a dice. If the result is even, prevent the next 2 Damage.
243:
"Last to Post Wins" thread
Attach this card to one of your Fighters on the field. S/he heals 1 HP each turn until either HP comes full or the card's effect is negated in any way.
Because everyone claims they've won.
244:
PFA's Blood Shuriken
When this card is played, treat this card as an Active 1-HP Colorless Fighter not owned by any players (KOing PFA's Blood Shuriken will only discard this card, not counted as an official KO for either players). After either player's Attack Phase, s/he flips a two-sided dice. If the result is 2, s/he deals 2 Damage to his/her opponent's Active Fighter; otherwise, s/he deals 2 Damage to his/her own Active Fighter. This card cannot be Benched in any way. There can only be one "PFA's Blood Shuriken" on field.
An unpredictable weapon that chases anything mobile.
245:
Please Do Not Use
Your opponent may not use event or equipment cards for 4 turns. This effect can be cancelled if your opponent removes 2 energies from their active fighter.
Epic Equipment- Please do not use
246:
Broken Universe
Elemental advantages are reversed for 3 turns.
Good is good! *wood no longer burns*
247:
Translator
Attach this to a Fighter. All energy card attached to that Fighter are treated as that card's element.
Ima kikiresu ka?
248:
Recycle
Choose a discarded event card, place it in your hand.
Oh wait, this one's #5 plastic.
249:
Tremor
All Earth Fighters on the field take 2 damage.
Well that one sure ranked high on the Richter Scale
250:
Hurricane
All Air Fighters on the field take 2 damage.
And this is just the eye of the storm!
251:
Whirlpool
All Water Fighters on the field take 2 damage.
Oh no, Cap'n! We're gettin' sucked in!
252:
Fire Hydrant
All Fire Fighters on the field take 2 damage.
These things aren't only doggie lavatories...
253:
Pitch Black
All Light Fighters on the field take 2 damage.
I can't see anything in here. Is that you Bob? Bob...?
254:
Sunrise
All Dark Fighters on the field take 2 damage.
Gaah! The sun, it burrrrrrrns!
255:
Brain Bleach
Select any Fighter in play. All cards attached to that Fighter are returned to its owner's hand.
Guaranteed to flush out those burning images in the back of your mind.
Rare:
257:
‘Bloidal Explosion
Target one of your Fighters and one of your opponent's Fighters in play. Discard both targets and their attached energy cards. Cannot be used during the first two rounds.
What the – why’re we back at page 12?
258:
Switcharoo
Exchange your active Fighter with your opponent's active Fighter. (Must be of the same rarity)
259:
Healing Potion
Heal 3 HP to any Fighter in play. The target is no longer affected by status effects.
Can I have a six–pack of these?
260:
Hunty Facts
Remove all benched Fighters from play. Reshuffle all energy cards attached to both active Fighters back into the deck. Restore both active Fighters to full health
There is no theory of evolution, just a list of Fighter Cards that Huntress allows to live.
261:
Sugar Rush
Each energy card attached to your active Fighter counts as 2 energy cards of the same type until the end of your turn
*whizzes around randomly*
262:
Death
Roll a die. If you roll a 6, your opponent’s active Fighter is automatically KO’d and it counts as a victory for you. If you roll a 1, your active Fighter is KO’d and it counts as a victory for your opponent.
“THE APOCALYPSE IS HUMAN BUSINESS. WE JUST HAVE TO RIDE OUT WHEN IT HAPPENS.”
263:
War
Both players roll a die. Their active Fighter receives that much Damage.
"Well, this is a war. All's fair in war and gathering taxes."
264:
Famine
Both players roll a die and discard that much energy on their active Fighter.
“All of them, like, totally hungry for revenge. It's like, the gig of the millennium!”
265:
TMC
Both players roll a die. If your result is 1, this card does nothing. If your result is 2 or 3, you lose 1 turn. If your result is 4 to 5, you lose 2 turns. If your result is 6, you lose 3 turns.
“You still ride these manure–factories? Seriously, I know keeping up with the times never was your forte…”
266:
Pestilence
Both players roll a die. If the result is even, the opponent's active and benched Fighters are now poisoned.
“Health inspection's everywhere these days, always with their raids and use–dishwashing–liquid and get–rid–of–the–rats. I like rats.”
267:
Poker Face
Can only be played if you have an energy card in your hand. If your opponent has no energy cards in their hand, they must choose a card in their hand and discard it. If your opponent has at least 1 energy energy card, you must both play your energy cards. If they are of the same element, your opponent attaches both energy cards to one of their benched Fighters. Otherwise, attach both energy cards to one of your benched Fighters.
My card is a– Hey, wait a minute!
268:
Speed Upgrade
Search your deck for a powered–up forumer and add it to your hand.
Weakness is never needed.
269:
Critical Existence Failure
Discard your active Fighter. Follow any special instructions that would apply if your active Fighter had been defeated by your opponent. This does not count as a KO for either side.
Blargh I am dead!
270:
Mutation
Change the Element of one of your Fighters to any Element you choose.
Who needs Dr. Sloth?
271:
Focal Energy Beam
Discard 5 energies from your benched Fighters. Your opponent's active Fighter takes 11 damage.
272:
Shackles
Attach this card to your opponent’s active Fighter. So long as this card is attached, that Fighter may not retreat.
273:
Bring out the Big Guns
You may not attack on the turn this card is used. Discard your active Fighter. Search your deck for a non-forumer Fighter of any rarity, and three energy cards. Make the Fighter your active Fighter, and attach the energies to it. Your opponent may do the same at the start of their next turn (before drawing a card)
Last Updated: 1/14/09[/glow]
Fighter Cards:
Common:
001:
Ventratta (Dark)
HP: 5
(*)(*) Nomnomnom – 2 Damage. Roll a die. If the result is 5 or more, this attack does 4 Damage instead.
*stare* *blinkblink*
002:
Shiva (Dark)
HP: 7
Special Power: Demonic Speed – This Fighter does not pay a retreat cost.
(D) Demon Hooves – 2 Damage
“No, Shiva, that’s not edible, that’s Leoness.”
003:
Tabloid Town Zmobie (Dark)
HP: 5
(D)(D) Brain Brunch – 4 Damage
(D) Limb Snatch – Heal 2 HP
My pet zombie hates your guts but loves your brain.
004:
The Black Beekadoodle (Water)
HP: 7
Special Power: Take Flight – This Fighter does not pay a retreat cost
(W)(*) Mystic Mist – 3 Damage
Wow, you shot that merc in a perfect parabola!
005:
Tabloid Town Pierat (Water)
HP: 5
(*)(*) Needle Sword – 3 Damage
(W) Gnaw – 2 Damage
006:
Dunburrow Squire (Earth)
HP: 5
(L) Shortsword – 2 Damage
(L) Recover – Heal 2 HP
Fresh from the farmlands, a squire of Dunburrow is always ready for action.
007:
Lightning Mage (Light)
HP: 5
(L) Bolt – 2 Damage
(L)(L)(*) Thunderstorm – 3 Damage. Roll a die. If the result is 2 or less, this attack does 5 Damage instead.
Anger me, and I shall summon a force greater than a thousand microwaved forks upon thee.
008:
Flash Drone (Light)
HP: 6
(*)(*) Electric Net – 3 Damage
(L)(L)(*) Flash Grenade – The target is now paralyzed.
They're slower than sedated gorillas, but they sure get the job done.
009:
Ninja Henchman (Air)
HP: 4
Special Power: Preemptive Strike – When this Fighter comes into play, deal 1 Damage to opponent's active Fighter.
(*) Roundhouse Kick – 1 Damage
(A)(*) Katana – 3 Damage
Henchmen are forever willing to die for their superiors. But hey, the swords they carry are pretty sweet.
010:
Jelly Llama (Colorless)
HP: 5
Special Power: Gelatinous Form – When this Fighter is attacked by an attack with variable Damage, prevent 1 Damage from that attack.
(*) Jelly Pinball – 2 Damage
(*)(*) Regenerate – Heal 2 HP.
011:
Stal’s Whiteboard (Air)
HP: 5
(A) Wall of Text – 2 Damage. The target is now asleep
(*)(*) Works Cited – 3 Damage
012:
Zombie Penguin (Dark)
HP: 7
(D) Demon Breath – 2 Damage. Roll a die. If the result is 2 or less, the target is now poisoned.
All it wants is a hug. Honest!
013:
Spacefleet Security (Light)
HP: 7
Special: Police Hoverbike - Spacefleet Security pays no retreat cost
(L) Light Laser Pistol - 2 damage
We have an armed robbery in progress in Beta sector on Level 1.
014:
Generic Tabloider (Earth)
HP: 5
(*)Greeting: 2 Damage
(E)(*)Random Talk: 3 Damage
"Hello! ^_^"
015:
Young Siber (Colorless)
HP: 5
Special: Natural cuteness - Young Siber cannot be Chibied
(*) Puppy Dog Eyes - Roll a die, if the result is 4 or higher, the defending card can't attack on your opponent's next turn
(*)(*) Energetic Tackle - 3 damage
Private! Do not look it in the eye! DO NOT LOOK… too late.
016:
Peasant Farmer (Earth)
HP: 6
(E) Pitchfork - 2 damage
(E) Turnip - Heal 2 HP
Well, here I grow turnips and potatoes and turnips and carrots and turnips and corn and turnips and...
017:
Robotics Lab Assistant (Fire)
HP: 5
(F) Blowtorch - 2 HP
(*)(*) EMP grenade - Your opponent's active Fighter discards an energy card.
The fact that you feel I might need these grenades someday worries me.
018:
Old Knight (Light)
HP: 6
Special: Aged Wound - This card is automatically paralyzed.
(L) Medicinal Trick - Heal 2 HP
(L)(L) Magic Sword - 3 Damage.
019:
Ninja Bowgirl (Air)
HP: 4
(A)Arrow Strike: 2 Damage
(A)(A)(*)Stealth Arrow: 4 Damage. You may target a Benched Fighter with this attack. If you do, deal 2 Damage instead.
"They told me I was deadly. I told them the same, minus the last two letters."
020:
Mercenary Cohort (Earth)
HP: 8
(E)(*)Gunshot: Roll a six-sided dice. If the result is even, deal 4 Damage. If odd, this attack does nothing.
"Ten shinies says he's mine for the taking. Oh wait, he IS!"
021:
Mage Associate (Fire)
HP: 5
Special Ability: Mix-up. Discard one Energy card attached to this Fighter. Return your hand to the deck and draw cards up to the amount of cards returned.
(F)Magic Assist: Heal 2 HP
(F)(*)Unstable Fireball: Flip a coin. If heads (1), deal 3 Damage to Opponent's Active Fighter. If tails (2), Mage Associate does 1 Damage to himself.
"... I swear, that green round thing I put in your concoction was a pea!"
022:
Neopian Writer (Air)
HP: 4
(A)(A) Quill Pen Tickle - 5 damage
(A) Overcoming Writer's Block - Heal 1 HP.
Eligible for a green name and a little chibi Weewoo badge.
023:
Times Author (Colorless)
HP: 5
(*)Beginner's Luck - 2 damage.
(*)(*)Obsessive Writing – Heal 3 damage.
"n00bs."
024:
Times Regular (Colorless)
HP: 6
(*)(*)NT Star Avvie Cheer - Roll a die. If the result is odd, this attack does 3 damage. If the result is even, this attack does 5 damage.
"Developing fan base: check. Shiny trophies on my lookup: check. Not squealing when I get into the NT: ..."
025:
Some Random Godmodable Ninja Guy (Air)
HP: 7
(A)(*) Staff Swing - 3 damage
Of course I have a name! It's—
026:
Pirate Cannon (Water)
HP: 5
Special: Reload - This card may only attack on every second turn.
(W)(W)(W) FIRE! - 6 Damage. Roll a dice. If the result is even, this attack does 8 Damage instead.
027:
‘Shipper Badge (Air)
HP: 7
(A)(*)Relationship - Roll a die. If the result is 1 or 2, this attack does 1 damage. If the result is 3 or 4, this attack does 3 damage. If the result is 5 or 6, this attack does 5 damage.
"Love is in the air, badge requests are on the board…"
028:
Blank Paper (Colorless)
HP: 6
Special Ability: Penmanship -- This card's element changes depending on the energies attached to it. If it has Fire energies attached to it, this card becomes Fire. Only one type of energy may be attached to this card at a time.
(*)(*)Write - 4 damage. All energies attached to this card are shuffled back into the deck.
"A blank paper withholds all the writing in the world; the writer's job is to coax these secret words out of hiding."
029:
Unidentified Backstabber (Dark)
HP: 5
Special Ability: Loyalty Check -- When this card becomes Active, roll a die if you have a benched Fighter as well. If the result is odd, do 2 damage to the opponent's Active Fighter. If the result is even, do 2 damage to one of your benched Fighters.
(D)Bandage Wrap - Roll a die. If the result is odd, heal one of your Fighters (Active or benched) 2 damage. If the result is even, heal the opponent's Active Fighter 2 damage.
(D)(*)Mistaken Shrapnel - 3 damage. Does 1 damage to one of your benched Fighters.
"I never did trust you."
030:
Vyt's Energy Tentacle (Light)
HP: 6
Special Ability: Stack. During your Attack Phase, this card gains +1 Damage for every card with "Vyt" on its name on the field.
(L)(*) Whip: 2 Damage
A lost tendril from the catboy's energy evolution.
031:
Clockwork Maid (Light)
HP - 5
(L)(*) Five-finger Discount – Take 1 energy from your opponent’s Active Fighter and return it to his deck.
(L) Super-Wedgie – 2 Damage
062:
Weenix (Fire)
HP: 4
(F) Flame Flap – 2 Damage
(*)(*) Fire Peck – 2 Damage. Roll a die. If the result is 4 or more, this attack does 3 Damage instead.
063:
Seawoo (Water)
HP: 5
(*)(*) Headbutt – 3 Damage
(W)(W) Dive and Breach – 1 Damage to all opponents' Fighters. Can only be used once per battle.
064:
Weewood (Earth)
HP: 6
(*)(*) Spine Slam – 2 Damage. Roll a die. If the result is 3 or more, this attack does 4 Damage instead.
(E) Leech Spore – 1 Damage. Heal 1 HP
065:
Wingwoo (Air)
HP: 5
(A)(A) Blustery Gale – 1 Damage. This attack continues for 3 turns.
(*)(*)(*)(*) Dive Bomb – 2 Damage. Look at your opponent's hand.
067:
The White Weewoo (Water)
HP: 6
(*)(*) Fire Away! – Roll a die. This attack deals Damage equal to the result
(*)(*)(*) Prepare to be Boarded – Discard an energy card from this Fighter. Your opponent discards a card from their hand.
It may not look like much, but it’s home.
068:
Three-Megaton Nuke (Fire)
HP: 3
Special Power: Detonate – When this Fighter is KO'd, deal 5 Damage to your opponent's active Fighter and 1 Damage to your benched Fighters.
(*) Radiation – 2 Damage
Yes, this happens all the time.
070:
Kite (Air)
HP: 6
(A)(A) Sniper – 4 Damage. You may target any Fighter in play. If you target a benched Fighter, this attack does 2 Damage instead.
Their happily-ever-after was his torment.
071:
Queen Kienne (Earth)
HP: 5
(E)(E) Ancient Knights – 4 Damage
(E)(*)(*) Royal Command – Your opponent must switch their active Fighter with a benched Fighter.
“You couldn't still feel... We were at war, Rane!”
072:
Captain Rane (Earth)
HP: 6
(E)(E) Naval Battle – 3 Damage. Target an opponent’s benched Ally. This attack deals 1 Damage to the target.
“This was a war created by murderers and traitors… It wasn't your fault, or mine.”
256:
Kitspore (Earth)
HP: 5
(E) Reproduce – Search your deck for another Kitspore and put it directly on your bench
(E)(*) Spore Cloud – 3 damage
Uncommon:
032:
Clara (Fire)
HP: 8
(F)(F) Polite Fire – 4 Damage
(F) Pig Rush – 2 Damage. Roll a die. If the result is even, this attack does 3 Damage instead.
033:
Mage Manor Gargoyle (Earth)
HP – 8
(E)(E) Stone Claw – 4 Damage
(E) Acid Spray – 3 Damage. Roll a die. If the result is even, this attack does 4 Damage instead
034:
Mage Manor Faerie (Earth)
HP: 7
(E)(*)(*)(*) Faerie Blast – 6 Damage
(E) Berry Broth – Heal 2 HP to any of your Fighters
035:
Tabloid Town Healer (Light)
HP: 6
Special Power: Urgency – This Fighter does not pay a retreat cost.
(*) Staff Jab – 2 Damage
(L)(L)(L) Treatment – Heal 6 HP to any Fighter in play. Roll a die. If the result is 1, this attack does nothing
What with all the explosions and such, you can bet the healers are always busy.
036:
Guest Post From 1969 (Air)
HP: 7
Special Power: Glitch – When this Fighter comes into play, choose and discard an energy card from one of your opponent's Fighters.
(*) Destabilize – 1 Damage
(A)(*) Refraction – 3 Damage. Prevent the next 1 Damage
What happened to my post?!?!
037:
Minitank (Fire)
HP: 9
Special Power: Suppressive fire – If this Fighter is on the bench and the active Fighter is dealt Damage, roll a die. If the result is 5 or more, deal 2 Damage to the attacking Fighter.
(*)(*)(*) Rifle – 5 Damage
>>Allies under attack, engaging new targets...
038:
Android Shopkeeper (Light)
HP:10
Special Power: Grapple – When this Fighter is active, +1 to your opponent’s Fighters’ retreat costs.
(L)(L) Taser – 3 Damage. Roll a die. If the result is 4 or more, the target is now paralyzed
And that's why nobody tries to rob the bakery anymore.
039:
Self Proclaimed Dunburrow Steed (Earth)
HP: 8
(L)(*) Mighty Moo – 4 Damage
(L)(L) Udder Bliss – Heal 3 HP to any of your Fighters, except Dark types
Someone's been spending too much time in the stables .
040:
Fred the Zombie (Dark)
HP - 10
(D)(D)(D) Zombie Love - Pick either your opponent's active card, or any one of your own Fighters. Roll 1d6. If even, heal 5 damage to the card you picked. If odd, deal 5 damage to the card you picked.
…Hello. :3
041:
Underdeep Weaver (Dark)
HP: 4
Special Power: Terror – When this Fighter comes into play, your opponent discards a card
(D)(D)(D) Deep Shape – Search your discard pile for any Fighter and return it to your hand
(D) Dark Threads – 2 Damage
042:
Underdeep Lurker (Dark)
HP: 5
Special Power: Cold Fear – When this Fighter comes into play, your opponent discards a card
(D)(D) Gloom Venom – 2 Damage. The target is now poisoned
(*)(D)(D) Chilling Bite – 3 Damage. Roll a die. If the result is even, the opponent discards a card
043:
Underdeep Dragon (Dark)
HP: 7
Special Power: Shadowform – This Fighter is not affected by status effects
(D)(D)(*) Fear Cascade – 4 Damage. Roll a die. If the result is odd, the target is now paralyzed
044:
Spacefleet Soldier (Light)
HP: 10
Special: Jump Jets - Spacefleet Soldier pays no retreat cost
(L)(L) Laser Rifle - 4 damage
I see them!
045:
Kindleflare (Dark)
HP: 8
(D) Needle Jab - 2 damage. Roll a 6-sided die. If you roll a six, your opponent is poisoned.
(D)(*) Whip - 4 damage
I am Kindleflare, your new administrator.
046:
Jernath (Earth)
HP: 6
(E)(*) Dagger Stab - Flip a coin. If tails, deal 3 damage. If heads, deal 4 damage.
(E)(E)(E) Arrow Barrage - 6 damage
047:
Leste (Water)
HP- 7
Special Ability: Shadow Dodge- Roll a dice. If the roll is greater than 3, dodge the damage inflicted. This ability may only be used once.
(*)(W) Cutlass Attack- 4 damage
(*) Sneaky Dagger- 2 damage
You 'ship me, you eat steel, capisce?
048:
Cat Assassin (Light)
HP: 9
(F)(*)Flashback: Cat Assassin deals 2 Damage to himself. His Roundhouse Kick's damage will be doubled for the next round only.
(F)(L)Roundhouse Kick: 4 Damage
"I swore never to take away lives again, and I will live by that."
049:
Subila the Yin (Dark)
HP: 6
Special Ability: Negative Energy. For every Dark Energy card (up to three) attached to Subila the Yin, roll a six-sided dice. If result is 3 or 6, discard one Energy card from your opponent's active Fighter. This may only be used once per two rounds.
(D)(D)(D)(D)Mind Shot: 8 Damage. Discard two Energy cards attached to Subila.
"My, my, my! How idiotic these fools are!"
050:
Oran (Fire)
HP: 6
Special Ability: Telepathy. Flip a coin. If Tails, blocks all damage from the opponent's last attack. If Heads, has no effect. This ability may only be used once.
(F)(F)(F) Really Sharp Claws: 6 Damage
You'd probably like him a lot more if he stayed out of your head.
051:
Spacefleet Medic (Light)
HP: 7
Special Power: Jump Jets - Spacefleet Medic pays no retreat cost.
(*)(*) Smoke Grenade - The opponent's active Fighter is paralyzed.
(L)(L)(L) First Aid - Heal 5 HP to any Fighter in play.
Any wounded here?
052:
Catapult (Earth)
HP: 7
Special: Grapeshot - Once per game, you may return an (E) Energy to the top of your deck from this card to deal 2 damage to all your Opponent’s Fighters. If the damage would kill the Fighter, leave that Fighter with 1 HP. You may not attack on the turn this is used.
(*) Reload - Add an (E) Energy to this card from your hand.
(E)(E)(E) Fire - 5 Damage. Roll a dice. If the result is even, this attack does 7 Damage instead. Return 2 (E) Energies to your deck.
053:
Mini Hovertank (Air)
HP: 10
Special Power: Intercept Guns - If this card is on the bench and the active Fighter is targeted by an attack that does 8 or more damage, roll a six-sided die. If the result is 4 or 5, halve the damage dealt by the attack. If the result is 6, block the attack completely.
(*)(*) Machine Turret - Roll a six-sided die and deal the rolled damage.
>>Projectiles inbound.
054:
Marine Ethan (Light)
HP: 8
Special: Computer Precision - When Marine Ethan attacks, if the opponent is using damage reduction/blocking abilities, roll a die. If 3 or 4, half the damage that would be reduced (rounded down) is still dealt, if 5 or 6, the full damage is still dealt, if 1 or 2 damage is reduced as normal.
(*) Call Companion - Search the deck for a Young Siber card. If you find one, show it to your opponent and put it in your hand. Shuffle the deck afterward.
(L)(L) Ultrek Rifle - 4 damage
I was promoted the day after I joined the 'Fleet. They don't do that without reason.
055:
Bluisa, the Shadow Remnant (Dark)
HP: 8
Special Ability: Time Shift. Return all cards attached to this card back to the deck. Remove all damage and status effects on this card. This can only be activated once per match.
(D)(D) Mind Shot - 4 Damage
"I look like Subila, but I sure don't scowl like her!"
056:
Times Scribe (Colorless)
HP: 8
(*)(*) Familiar Process - 3 damage.
(*)(*)(*) Tranquilizing Times Quill Stab - 3 damage. Roll a die. If the result is odd, nothing more happens. If the result is even, the Opposing Fighter is Asleep.
"But the green on my name doesn't look any lighter!"
057:
Times Star (Colorless)
HP: 9
Special Ability: Stardom -- When this card is Paralyzed, roll a die. If the result is odd, nothing happens. If the result is even, the Paralysis is lifted. May only be used one per times Paralyzed.
(*) Icy Glare - 2 damage.
(*)(*)(*) Trampling Mob of Fans - 3 damage. Both Active Fighters are Paralyzed.
"Yeah baby, I'm a star. Get me my in-style sunglasses and get me ready for that photo shoot!"
058:
Spacefleet Pilot (Air)
HP: 7
(*) Emergency Pistol - 2 damage.
(F)(F)(F) Missile - 6 damage. This attack can be used against Fighters on the opponent's bench; if it is, halve the total damage.
Did somebody call for air support?
059:
Ninja Superior (Air)
HP: 7
(A) Special Punch - 2 damage. Roll a die. If you roll a 6, your opponent's active Fighter becomes paralyzed.
(A)(A)(*) Superior Katana - 5 damage
Watch closely. THIS is how it is supposed to be done.
060:
Boom (Water)
HP: 7
(*)(*) Medic Supplies - Heal any Fighter 3 HP
(W)(W)(*) Poison - 3 Damage. Poison the Opponent's Active Fighter.
061:
Thief of Time (Light)
HP: 10
(L)(L)(L) Stolen Years - 3 damage, Heal 3 HP
I've shattered more hourglasses than you can care to count.
069:
Sev (Fire)
HP: 6
(D)(D) Phoenix Fire – 4 Damage
(D)(D)(D) Resurrection – Select a common or uncommon Fighter from your discard pile and return it to your hand.
“WE WILL, WE WILL, ROCK YOU!”
Rare:
073:
The Blarf (Water)
HP: 9
(W)(W) Chomp – 4 Damage
(W)(W)(W)(*) Trample – 6 Damage. Roll a die. If the result is 5 or more, the target is now paralyzed.
Those who wander the waters near the cove must keep a constant eye out for this monstrous creature. Its appetite is nigh unshakeable.
074:
Spacefleet Commando (Light)
HP: 12
Special: Antigravity Jetpack - Spacefleet Commando pays no retreat cost
(L)(L)(L)(L) Heavy Laser Cannon - 7 damage
On my mark...mark.
075:
The Solitary Mage (Light)
HP:9
Special: Gather - You may not attach energies to this card from your hand. At the start of each turn, roll a dice. If the result is even, add a (L) energy to this Fighter from your deck (This does not count as adding an energy for this turn). In addition, no energies may be stolen from this card.
(L) Blind - Roll a dice. If the result is even, paralyse the opponent. 1 Damage.
(L)(L)(L)(L) Light Blast - Discard 2 energies and retreat this card. 8 Damage.
076:
Spacefleet Marine (Fire)
HP: 10
Special Power: Jump Jets - Spacefleet Marine pays no retreat cost.
(*)(*)(*)(*) Acquire Target - Allows this Fighter to use Guided Rocket.
(F)(F)(F)(F) Guided Rocket - 10 damage. May only be used after Acquire Target. Discard an (F) energy from this Fighter. This follows the target even onto the bench.
I've got a lock, everybody get down!
077:
Spacefleet Surgeon (Light)
HP: 10
Special Power: Antigravity Jetpack - Spacefleet Surgeon pays no retreat cost.
(L)(L) Restore - Remove one status effect from any Fighter in play.
(L)(L)(L) Stabilize - Discard an energy. Take a Fighter from your discard pile and place it on your bench with half of its HP rounded up.
He's hurt bad, but he'll live.
078:
Times Superstar (Colorless)
HP: 12
Special Ability: Constructive Criticism - When this card becomes Active, heal each of your benched cards 1 HP.
(*)Hate Mail - 2 damage.
(*)(*)(*)Extremely Harsh Review - 5 damage.
"Been there, done that."
079:
Times Legend (Colorless)
HP: 14
Special Ability: Engraved - This card pays no Retreat Cost
(*)(*)Aftermath - 3 damage. At your next Attack Phase, this attack does an additional 2 damage.
"Times Legend: legend of the times.”
080:
I-Guy, TCG Specialist (Colorless)
HP: 10
Special Ability: Over-Exaggerated Criticism - When this Fighter is benched from Active, deal 3 Damage to your opponent's Active Fighter and increase the attack damage of your new Active Fighter by 2 for that turn only.
(*)(*)Interview Segment: 1 Damage. Roll a six-sided dice. If the result is 1 or 4, the target Fighter is poisoned.
(*)(*)(*)Deep Suggestion: 3 Damage. Roll a six-sided dice. If the result is even, this attack deals 5 Damage, instead.
"For the last time, I'm not the cousin of that long-spiked-hair Yugi guy!"
081:
Dessan: Wanted (Dark)
HP: 10
(D)(D) Stopwatch: 2 Damage, opponent is paralyzed
(D)(D)(D) Rise to Power: 6 Damage
088:
Leraye (Dark)
HP: 8
Special Power: Teleportation – This Fighter does not pay a retreat cost.
(D)(*) Charming Smile – Opponent is paralyzed.
(D)(D)(D)(D) Soul-Snatcher – Roll a die. If the result is 6, your opponent’s active Fighter is instantly KO’d. You may redistribute all energy attached to it among all Fighters in play as you see fit.
“You'll have your destruction, Hungry One.”
Common Forumers:
082:
Tamia Wendfeld (Earth)
HP: 5
Special Power: Herblore – When this Fighter comes into play, Heal 2 HP to any Fighter in play.
(E)(E) Slingshot – 4 Damage
Don't laugh. This stick has gotten me out of more sticky situations than I care to count.
083:
Spaceman Strife (Colorless)
HP: 5
(F) Blaster Pistol – 2 Damage
(*)(*) Force Shield – Prevent the next 3 Damage.
Don't tell me the sky is my limit. I've been to the moon and back!
084:
Wild Omni (Colorless)
HP: 7
(*) Tooth and nail – 2 Damage. If 2 or more energies are attached to this Fighter, this attack deals 3 Damage instead.
Before I joined the Mage Guild, I survived like a wild animal, using strength and strategy to catch my food.
085:
The Red Rider (Water)
HP: 6
(W) Sword Dance – 2 Damage
(*)(*) Martial Prowess – 3 Damage
Red cape, check. Meepit menace, check. Rum… Wait, why is the rum gone?
086:
Sablones (Dark)
HP: 7
Special Power: Portal – This Fighter does not pay a retreat cost.
(D) Gunplay – 2 Damage
087:
Leoness (Fire)
HP: 4
Special Power: Plate of Cookies. When this Fighter comes into play, Heal 2 HP to any Fighter in play.
(F) Fire Orb – 2 Damage
(F)(F) Laser Whip – 4 Damage
089:
Scarven, Rogue Chronomancer (Light)
HP: 5
Special Power: Chronoshift – This Fighter does not pay a retreat cost.
(*) Blink Strike – 2 Damage
(L)(L) Slow Shell – The target is now paralyzed
090:
PFA (Dark)
HP: 5
(D) Sneak Attack – 2 Damage
(*)(*) Katana Slash – 3 Damage
This ninja gear isn't just for show, you know.
091:
Killix (Colorless)
HP: 7
Special Power: Rally – Whenever this Fighter is benched from active, your current active Fighter's attacks get +2 Damage for 4 turns. This effect cannot be stacked.
(*) Thwack – 2 Damage
092:
Nature the Freezemancer (Water)
HP: 4
Special Power: Song of Winter – When this Fighter comes into play, Heal 1 HP to all Water–type Fighters in play.
(W) Snowflake Dance – 2 Damage
(W)(W) Avalanche – 4 Damage
093:
Jina (Air)
HP: 4
(*) Anesthetic – The target is now asleep
(*)(*)(A) Dagger – 5 Damage
A great thief said to have once stolen a cookie.
094:
Amneiger (Fire)
HP: 5
(F)(F) Dazzler – The target is now paralyzed.
(*)(*) Lab equipment – 3 Damage
"This isn't a pistol! This is that Bunsen burner that I've been meaning to fix but haven't gotten around to yet!"
095:
Nova Storms (Fire)
HP: 5
(F)(F) Annihilate – 3 Damage
(*)(*) Electrocute – 2 Damage
Will you marry me?
096:
Dan (Earth)
HP: 5
(E) Fanboy Spaz Attack – 2 Damage
(*)(*) Team Cleric – Heal 3 HP to any Fighter in play. If Ginz is on the bench, heal 6 HP instead.
OMGLOSTSMOKEMONSTERTHEOTHERS4815162342
097:
Ginz (Light)
HP: 5
(L) Overenthusiastic Glomp – 2 Damage
(*)(*) Team Cleric – Heal 3 HP to any Fighter in play. If Dan is on the bench, heal 6 HP instead.
Less than three, she loves you. <3
098:
Ikkin (Fire)
HP: 5
(F) Fireball – 2 Damage
(F)(F) Fire Sword – 2 Damage. Roll a die. If the result is odd, this attack deals 4 Damage instead.
099:
Spoon (Light)
HP: 4
Special Power: Damage Return – Whenever this Fighter is dealt Damage by an attack, roll a die. If the result is 1, the attacking Fighter is dealt the Damage instead. The attacking Fighter must be of the same rarity.
(L) Scoop – 2 Damage
A portable catapult or a kitchen utensil?
100:
Celestial (Air)
HP: 5
Wall of Air (A)(A)- 3 Damage
Matrix Quote (*)- 1 Damage
Here be digital dragons.
101:
Sammy Cysso (Dark)
HP: 5
(D) Black Magic – 2 Damage
(D)(F) Rage – 4 Damage
SIGH–SO. Not Kai–so, or See–so. Sigh–so. Sheesh.
102:
Cyborg, Earth Mage Extraordinaire (Earth)
HP: 6
(*) Cutlass Slash – 2 Damage
(E)(E)(*) Earthquake – Roll a die. If the result is even, this attack deals 3 Damage. If the result is odd, the target is now paralyzed.
Yo ho ho and a bottle of, HEY GIVE ME MY RUM!!!!
103:
Midknight – Shadow Mage (Dark)
HP: 7
Special Power: Darkness Falls – Roll a die before each attack, if the result is 6, that attack gets +1 Damage.
(*)(*) Cutlass Slash – 3 Damage
104:
Rose, Healer/Butt Kicker (Light)
HP: 5
(*) Bo Staff – 2 Damage
(L)(L) Silver Glow – Heal 4 HP to any Fighter in play.
105:
Shade (Dark)
HP: 5
(D) Savucu – 1 Damage
(D)(F) Dark Phoenix – Switch this Fighter with a benched Fighter. Roll a die. This Fighter cannot be switched as the active Fighter for a number of turns equal to the result. At the beginning of your next turn, deal 4 Damage to your opponent’s active Fighter.
I'm not a demon! Or a lady! Stop calling me those things!
106:
Lupehunter (Fire)
HP: 6
(F)(*) Firestorm Barrage – 3 Damage
(F) Singe – 2 Damage
Careful, I'm smoking dangerous
107:
Kathleen Sapphire (Dark)
HP: 5
(D)(*) Fishglomp – 3 Damage
(D) Poisoned Darts – 2 Damage
For the last time, I'm not a cat!
108:
Hunter (Water)
HP: 4
(*) Staff Whack – 2 Damage
(W)(W) Blizzaga – 3 Damage
(*)(*) Long Rant – The target is now asleep.
Never mess with an Ice Mage.
109:
Vyt (Earth)
HP: 6
Special Power: Slither – Whenever this Fighter is switched from benched to active, roll a die. If the result is 4 or more, deal 2 Damage to the opponent’s active Fighter.
(*)(*) Tackle – 3 Damage
I'm not a catperson! I'm a CATBOY!
110:
Christos (Water)
HP: 4
(W) Water bubble– 2 Damage
(W)(W) Water slap – 4 Damage
111:
Goosh (Air)
HP: 5
Special Power: Yurble Secret Talent – When this Fighter comes into play, roll a die. If odd, heal 2 HP to any Fighter on field. If even, deal 2 Damage to any Fighter on opponent's field.
(A)(*) Angry Flail – 3 Damage
Betcha didn't know Yurbles could do THAT.
112:
JDB1984 (Light)
HP:5
(L) Ranilo's Wand – 2 Damage
(L)(L) Frika's Healing – Heal 3 HP to any Fighter in play
113:
Squiesh (Light)
HP: 5
(L) Popsicle Stab: 3 damage
(*)(*) Ex-dee: Prevent the next 2 damage. If Carrie is on the bench, prevent the next 4 damage
^_^ x3 T_T >_> XD
114:
Carrie (Fire)
HP: 5
(F) n00b speekz: 2 damage. Roll a 6-sided die: if result is even, the opponent is paralyzed.
(*)(*) Flame of Carrie: 2 damage. If Squiesh is on the bench, double the damage dealt.
Hi my name is Carrie, but you can call me Carrie!
115:
Pyro (Fire)
HP: 5
(F)(F) Flameblade: 3 Damage
(*) Dunburrow's Fealty: Heal 2 HP.
Veni, vidi, vici, or, I hope you like that loss with a side of scorching.
116:
Blace (Water)
HP: 6
(*) Cluelessness: Heal 2 HP
(W) Spam: 2 Damage.
Downhere is the best band ever!!!!!! Buy all their CDs right now!!
117:
Bettyming (Light)
Hp: 5
(L) Airhorn – 2 damage
(L)(L) Mocking - 4 damage.
The only thing we have to fear is fear itself. And Bettyming.
118:
Patjade (Earth)
HP: 5
Special Power: Charisma – When this Fighter is in play, –1 to your Fighters’ retreat costs
(E) Silver Arrow – 2 Damage
(E)(E) Rejuvenate – Heal 3 HP.
Administrator, janitor, babysitter, and assorted odd jobs.
119:
Sam (Colorless)
HP: 6
Special Ability: Dazzle -- When this card is put on the field (Bench or Active) roll a die. If the result is 3-, nothing happens. If the result is 4+, the opponent's Active Fighter is paralyzed.
(*)(*)Short Magic Burst - 3 Damage
"My looks can be stunning. Literally."
120:
Psycho (Air)
HP: 5
(A) Neopian Roulette - Roll two 6-sided dice, multiply the results, divide by 5 and round down. Play that amount of damage.
(A)(A) Insanity - 3 damage. Roll 6-sided die to determine element. 1-6, elements in alphabetical order. (Air, dark, earth, fire, light, water)
Hi, I'm Psycho. Literally.
121:
Salamander, Magician (Light)
HP: 6
Special Power: Illuminate - when Salamander, Magician becomes your active fighter, you may look at the top card of your opponent's deck
(*)(*) Baton Strike - 2 damage. Roll a die. If the result is 5 or higher, the target's maximum hit points are lowered by 1 until the end of the turn.
(L) Instant Night - the target is now asleep.
It's not supposed to work. It's supposed to look COOL.
122:
Hayati (Water)
HP: 6
(W) Recover: Restore 2 HP, and prevent 1 damage next turn. Discard 1 Water Energy when this move is used.
(*)(*) Watery Lurking: Deal 2 damage.
"Where is Krisseh when you need her!?"
123:
Sock (Colorless)
HP: 5
(F) CAPS LOCK - 2 Damage
(F)(*) Debater Fury - 3 Damage
And we thought she was mild-mannered...
Uncommon Forumers
124:
Yin–Yang PFA (Light)
From PFA
HP: 6
Special Power: Healing Light – When this Fighter comes into play, Heal 2 HP to any Fighter in play.
(*)(*) Kunai – 3 Damage
(L)(L)(D)(D) Harmonization – 8 Damage. Discard all energy cards attached to this Fighter
A delicate balance of light and dark... Yin and Yang.
125:
Spoonguard (Light)
From Spoon
HP: 12
Special Power: Spoon Protection – Once a turn, any Damage dealt to any card with the word Spoon in the title is instead dealt to this Fighter
(L)(L) Ladle – 4 Damage
Watch where you’re putting that spoon…
126:
Shadaras (Dark)
From Shade
HP: 8
(D) Savucu – 2 Damage
(D)(D)(F)(F)(*) Bronze Phoenix – 6 Damage. Heal 2 HP.
A Shadow of the Light...
127:
Lupehunter, Wolf Form (Fire)
From Lupehunter
HP: 8
Special Ability: Blazing Run-This Fighter does not pay a retreat cost.
(F)(F) Fire Breath – 4 Damage
(F)(F)(*) Cursed Burn – 5 Damage
It's best not to cross paths with this one
128:
Prof. Glitchio (Dark)
From Hunter
HP: 11
Special Power: Data Corruption – You may discard any number of Water energy cards attached to this Fighter. Search your deck for Dark energy cards equal to the number of Water energy cards discarded and attach them to this card. This can only be used once per game
(D) Data Decay – The target is now poisoned.
(D)(D) Pixel Beam – 4 Damage
Hunter's glitch obsessed alter–ego. OMG LENS FLARE!
129:
Energy Tentacles Vyt (Light)
From Vyt
HP: 9
Special Ability: Teleport Save - If Energy Tentacles Vyt is Benched, you may activate this on your turn. Instead of the player's Active Fighter, Energy Tentacles Vyt will be the recipient of the opponent's next attack. This can only be activated once per two rounds.
(L)(*) Tentacle Whip – 4 Damage
(L)(L)(*) Extended Stamina Share – Distribute 6 HP among your benched Fighters. Deal 2 Damage to this Fighter.
"I will not fail you this time, father."
130:
Christos Mage (Water)
From Christos
HP: 5
Special: When Christos comes on Bench, the opponents Active Fighter loses 1 HP
(W)(W)(*) River slap: 5 damage
(W)(W)(W)(W) Hail burst: 7 damage
131:
Super Nova (Fire)
From Nova Storms
HP: 12
Special: Immune to Chibi Status Effect
(F)(F)(F)Supernova: 6 Damage
Do you like fire? Because you're about to see a lot of it.
132:
Lord Hayati (Water)
From Hayati
HP: 9
Special Ability: Melt - Discard all Water Energies on him to heal all Damage caused to him. You cannot use this if Lord Hayati has no Water Energies attached to him.
(W)(W) Jellify: Deal 3 Damage. Reduce your opponent's attack damage to Lord Hayati by 1 for the next turn.
(W)(W)(W) Summon Krisseh: Deal 5 damage, and heal 3 health to Lord Hayati. this can only be used once.
"Lord of jelly world, but the worst tasting jelly of them all."
Rare Forumers:
133:
Scarven, Agent of Chronos (Light)
From Scarven, Rogue Chronomancer
HP: 12
Special Power: Temporal Miasma – When this Fighter is active, +3 to all opponent's Fighters retreat costs; this Fighter is not affected by Events.
(L)(L) Displacement – Switch this Fighter with a benched Fighter
(L)(L)(L) Temporal Rift – The target is now paralyzed and asleep
134:
Cap’n Rider (Water)
From The Red Rider
HP: 12
(*)(*)(*) Red Sunset – 4 Damage. Heal 4 HP
(W)(W)(W) Storm on the Seas – Roll 2 dice. For every result of 4 or more, this attack deals 3 Damage
The scourge of the seven seas, this card came through a temporal anomaly to not invoke Hunty’s wrath!
135:
Commander Strife (Dark)
From Spaceman Strife
HP: 10
Special Power: Intimidation – This Fighter is not affected by Events while active.
(D) Psionic Burst – Deal 2 Damage for each energy card attached to Commander Strife (up to a maximum of 8 Damage).
(D)(F) Execution – Discard one of your benched Fighters. If the Fighter has any energy cards attached to it, attach them to Commander Strife.
Power was the best thing that ever happened to him... and the worst.
136:
Nin Jina (Air)
From Jina
HP: 10
Special Power: Thief in the Night - If this card attacks a Fighter that is asleep, discard an energy from that Fighter.
(A) Diluted Toxins – Roll a die. If the result is even, deal 2 Damage and Poison the Opponent's Active Fighter.
(A)(A)(A)(A) Dream Dagger – 7 Damage. The target is now asleep
Nin Jina: Nutcase in disguise
137:
Werewolf Killix (Dark)
From Killix
HP: 10
Special Power: Moonlight – This Fighter heals +1 HP for every Dark energy attached to this Fighter every second turn up to a maximum of 5 HP.
(D) Dark Illusion – 2 Damage. Roll a die. If the result is even, the target is now paralyzed.
(D)(D) Phantom Claw – 4 Damage
138:
Professor Amneiger (Fire)
From Amneiger
HP: 10
(*) Calculate – If this Fighter uses High Explosive Pack on your next turn, High Explosive Pack will deal 9 damage to your opponent's active Fighter or 2 damage to all your opponent's benched Fighters instead.
(F)(F)(F)(*) High Explosive Pack – Deal 3 damage to your opponent's active Fighter or 1 damage to all your opponent's benched Fighters.
Choke point, crossfire, indirect fire...looks good to me.
139:
DragonPower Celestial (Fire)
From Celestial
HP: 12
Special Power: Many minds- This fighter is immune to all status effects.
Souped-up Spell (F)(A)- 4 damage
Destroy (F)(F)(*)(*)- Your opponent chooses a card from their hand and discards it.
It was foolish to stand against us
It was foolish to stand against us
140:
Dragoness (Dark)
From Sammy Cysso
HP: 10
Special Power: Sacrifice – You may discard this Fighter to search your discard pile for any Fighter and put it into your hand.
(D)(F) Flames – 4 damage
(D)(F)(F)(*) Ring of Fire – 6 damage
DOES NOT EQUAL THE HULK
141:
Midknight – Shadow Assassin (Dark)
From Midknight – Shadow Mage
HP: 13
Special Power: Anger – Whenever this Fighter is dealt Damage, +1 Damage to Shadow Barrage, up to a maximum of +3, until the end of the game
(D)(D)(*) Shadow Barrage – 5 damage
(*) Cat's Eye Necklace – Discard all energy cards attach to this Fighter. Heal 3 HP
What you see in the dark may be scary, what you don't see is scarier.
142:
Water Nature (Water)
From Nature the Freezemancer
HP: 7
Special Power: Keep to the Beat – When this card comes into play, all water-type attacks get +1 Damage for 3 turns.
(W)(W)(W)(*) Dance, Water, Dance – 6 damage
(W)(W)(W)(W) Tsunami – 7 damage
When the fire of her anger met with her snowy aura, the Zafara took a very dangerous form …
143:
Mage Omni (Colorless)
From Wild Omni
HP: 15
Special power: Energy Transfer – Once a turn, you may remove 1 energy card from a benched Fighter and attach it to this Fighter. If you do, end your turn.
(*) Slash – 2 damage
(*)(*) Magic Spell – Heal 4 HP to any of your benched Fighters or deal 4 Damage to your opponent’s active Fighter. If this attack deals Damage, discard an energy card and the attack is of the discarded card's element.
I'm a little low on energy. May I take some of yours?
Events:
Common:
144:
Tabloid Scandal
Your opponent selects and discards a card from their hand.
If the public ever finds out about this, there will be too many exclamation points for us to handle.
145:
Treasure Hunt
Draw 2 cards.
Aye, thar be shinies in that chest!
146:
Frag Grenade
Deal 2 Damage to your opponent's active Fighter.
Nothing gets the job done like a face full of scrap metal.
147:
Sleight of Hand
Roll 5 30–sided dice. Rearrange the order of the results to determine the order of cards for the next 5 card draws.
The reason why you never play cards with the residents of Tabloid Town.
148:
Ninja Teleport
Switch your active Fighter with a benched Fighter.
Now you see me, now you d–*poof*
149:
Lemon Bomb
1 Damage to any Fighter in play.
As lethal as it is citrusy fresh!
150:
Leocookies
Heal 4 HP to any Fighter in play.
The ambrosia of the gods… but not liquid… and cookies.
151:
Energy Transfer
Select an energy card from one of your Fighters and attach it to a different Fighter.
The Mage’s Guild has been working on methods of storing and transferring magical energy… with varying degrees of success.
152:
Scout
Your opponent reveals their hand. Afterwards, draw a card.
There is one advantage to living amongst the trees... You can see everything if you climb high enough.
153:
Call to Arms
Search your deck for a Common Fighter. Place that Fighter into your hand
Sometimes, the outcome of battle is a simple matter of mathematics. There is great strength in numbers.
154:
Tornado
Target one of your opponent's benched Fighters. Your opponent must switch their active Fighter with the target.
No thanks! I'll play with you some other time.
155:
Tea Party
Each player draws two cards. You and your opponent skip your next attack phases.
Well, General, I do have some tea and sippy cups... Why don't we all sit down and start a dialog?
156:
GLOMP!
Target any Fighter in play. Roll a die. If the result is odd, heal 3 HP to the target. If the result is even, deal 3 Damage to the target.
157:
Poison Cloud
Target any Fighter in play. The target is now poisoned.
Ughh... my head feels funny...
158:
Freeze
Target any Fighter in play. The target is now paralyzed.
I always did enjoy turning people into giant blocks of ice...
159:
Monologue
Target any Fighter in play. The target is now asleep..
You are brave, young warrior... but you are foolish to stand up to a being such as I, for I have the perfect plan to bring about the downfall of your miniscule plane of existence. No one shall stand in my way as I d...
160:
Neutralizer
Your active Fighter is no longer poisoned.
161:
Re–Energizer
Your active Fighter is no longer paralyzed.
162:
Awakener
Your active Fighter is no longer asleep.
163:
Pink Emo Corner
Heal 2 HP to all of your Dark–type Fighters in play
*sobs* =D
164:
Concentrate Energy
You may attach 1 more energy card this turn.
165:
Disastrous Typo
Discard any number of energy cards from your hand. Draw that many cards.
I meant jump! Aww, why does the H have to be so close to the J!?
166:
Toxic Energy
Attach this Event to your opponent's active Fighter. This counts as an energy card of any element. At the end of each round, deal 1 Damage to the Fighter this Event is attached to.
The underhanded trick of the century.
167:
Rainbow Prism
Heals 1 HP to all your Fighters in play.
2% of NTWFers hate rainbows. If you are one of those 98% that love rainbows, scream 'WEEWOO!' as loud as you can.
168:
Thin Armor
Attach this card to your active Fighter. If attacked during your opponent's next turn, reduce Damage to that Fighter by 1. Discard this at the start of your next turn.
169:
Pick-Me-Up
Attach this card to your active Fighter. If you deal Damage when you attack, increase Damage by 1. Discard this at the end of your turn.
Otherwise known as a frappalappacino.
170:
Energy Transformation
Change the type of any energy attached to your active Fighter to any type you choose.
171:
De-Weaponiser
Discard all event cards that are equipped to Fighters in play.
172:
CCC Cookies
Attach this card to a Fighter, when that card falls to or below half HP (rounded down), heal 3 HP to that card, discard CCC Cookies afterward.
Melt in your mouth, not in your hand.
173:
Cute Blaster
Chibi your opponent's active Fighter.
Gun + Artist = CUTE?!
174:
Not Liking It
Remove chibi effect from one Fighter
GRRRRRR....
175:
Quote Disaster
You may play this right after your opponent plays an Event Card. Discard one more card from your hand to nullify the card's effect.
176:
Castration
Discard a card from your hand. Damage your opponent's Active Fighter by 1. Then, increase your Active Fighter's attack damage by 2 for one turn.
"Hey, good-lookin- AAAAAAAAAAAAAAAAAAAAAAAAAAAW."
177:
Quarry
Search your deck for an (E) Energy and add it to your hand.
178:
Tabloid Romance
Valid only if two forumer cards are played against each other. Opponent's forumer is lovestruck and paralyzed for 1 round.
[ultimate verb]x4 + Nick = Valentine's Day, every day.
179:
Potions Shop
For each energy you discard from your Active Fighter, heal it 2 damage.
"Rejuvenation comes at a price."
180:
Ghost from the Past
Both you and your opponent choose a Common Fighter from the discard pile, if you have one, and return it to your deck.
Remember me?
181:
Urgent Call-Out
For your opponent's next turn, no healing can be done. (Attacks which involve damage and healing still deal the damage)
Is there a doctor in the house...?
182:
Level Playing Field
All elemental advantages are cancelled for three turns.
"Well, now that the combatants are equal, who's the better competitor?"
183:
Test Your Luck
Return every card in your hand to the deck. Roll a die. Draw that number of cards.
The question you have to ask yourself is... do you feel lucky? Well, do ya, punk?
184:
Botched Healing Potion
You may play this card if your opponent heals one of their Fighters. That Fighter is poisoned.
Did that last batch seem off to you?
185:
Nullify
Attach this card to your opponent's active Fighter. Your opponent must roll a die each time they want to use their active Fighter's special effect. If odd, they cannot use it. If even, they can use it and they discard this card.
186:
Surprise Attack!
If your opponent switched Fighters last turn, deal 3 damage to their active Fighter.
Surprise attacks work best when one does not shout "surprise" while attacking.
187:
Off-Topic
Discard one non-Energy card from your hand. Search your deck for any card of a different card type (Fighter, Event etc.) and put it in your hand. Cards should be of the same rarity.
Like, oh my gosh! Did you see that picture over there?
188:
Battle Sword
Attach this to any of your Fighters. That Fighter may now use this attack:
(*)(*) Battle Sword - 2 Damage. Roll a dice. If the result is even, this does 4 Damage instead.
189:
Lie Detector
Guess the type (Fighter, Energy, Event) of the card the opponent draws next. If you are correct, draw two cards.
"Beep, beep, beep, BEEBEEBEEBEEP!"
190:
Nightmare
If the opposing Fighter is asleep, do 2 damage to it.
"This is one nightmare you just won't wake up from…”
Uncommon:
191:
Medicine
Distribute 6 HP to among all Fighters in play as desired.
Tastes like a subtle mix of rotten cherries, Stal’s socks and cat hair, with just a hint of burnt rubber.
192:
Phoenix Feather
Search your discard pile for any Fighter and put it into your hand.
Conveniently located in random treasure chests on the side of the road around the world!
193:
Energy Drain
Target any energy card attached to your opponent’s active Fighter. Your opponent must discard that energy card.
194:
Walk the Plank
Place one of your opponent's benched Fighters back into their deck. If the Fighter has any cards attached to it, return them to your opponent's hand. Using Walk the Plank does not count as a KO.
Captain, I swear, the rum just grew wings and flew off the side of the ship!
195:
Restoring Balm
The targeted Fighter is cured of all status effects
196:
Train
Both Fighters may attack twice this round.
FOCUS!
197:
Leech Device
Target one of your opponent's active Fighter's attacks. Your active Fighter may use this attack until the end of your turn if they are able to pay the attack cost in colorless energy. Apply the effects of special powers, events or attacks. You must pay other requirements of that attack after it is used
Your abilities are impressive. I think I’ll take them.
198:
Fake Persona
Exchange your active Fighter with your opponent's active Fighter for one round. (Must be of the same rarity)
I didn't know you were a mod! Oh... wait.... ^^
199:
Quoting
Deal Damage to the opponent's active Fighter equal to the exact Damage your active Fighter received on your opponent's last turn. Skip your attack phase
... And then he said... And then I said...
200:
Energy–Matter Exchange
Discard 2 energy cards from your hand to search your deck for an Fighter (energy cards and Fighter must all be the same type)
And.... ZAAPPPPP!
201:
Matter–Energy Exchange
Discard an Fighter from your hand to search your deck for 2 energy cards (energy cards and Fighter must all be the same type). This does not count as a KO.
And… PAAZZZZZ!
202:
Share Energy
Remove up to 2 energy cards from one of you benched Fighters and attach it to another.
203:
Downpour
Each Water energy card in play counts as 2 Water energy cards until the end of your turn.
204:
Wall of Fire
Each Fire energy card in play counts as 2 Fire energy cards until the end of your turn.
205:
Sandstorm
Each Earth energy card in play counts as 2 Earth energy cards until the end of your turn.
206:
Hurricane Gale
Each Air energy card in play counts as 2 Air energy cards until the end of your turn.
207:
Aura Shroud
Each Light energy card in play counts as 2 Light energy cards until the end of your turn.
208:
Black Hole
Each Dark energy card in play counts as 2 Dark energy cards until the end of your turn.
209:
Pirate RCP
Roll a die. If the result is even, draw a card from your opponent's deck; you may keep and use this card as if it were your own for five turns, after which it goes into your opponent's discard pile. If odd, your opponent draws a card from your deck; they may keep and use this card as if it were their own until five turns pass, after which they must place it in your discard pile.
Why are those ninjas taking our pirate ship away?
210:
Hi–Lo
If your active Fighter has less energy cards attached than your opponent's active Fighter, you may search your deck for up to 2 energy cards of any type and put them into your hand.
High! Oh wait... no, I just can't count.
211:
Gale Winds
Return any active Fighter in play and all its attached energy cards to their owner’s hand
Okay, who was that?
212:
Booster Shot
Your current active card is immune to all status effects for three turns, or until discarded.
Don't worry, this won't hurt a bit… *evil grin*
213:
Attack Booster
Attach this card to a Fighter of your choice. When that Fighter deals Damage, the Damage dealt is increased by 2. This lasts 2 turns.
214:
Flaming Arrows
Equip this card to a fire-type Fighter. Increase the damage of any attacks used by that Fighter by one. That Fighter must target benched Fighters.
215:
Hydration Fluid
Equip this card to a water-type Fighter. Increase the damage of any attacks used by that Fighter by one, and heal that Fighter 1 HP every time it attacks.
216:
Strobe Light
Equip this card to a light-type Fighter. Increase the damage of any attacks used by that Fighter by one, and roll a dice. If the result is less than or equal to 3, add a paralysis effect to the attack.
217:
Venomous Roots
Equip this card to a earth-type Fighter. Increase the damage of any attacks used by that Fighter by one, and roll a dice. If the result is less than or equal to 3, add a poison effect to the attack.
218:
Black Shroud
Equip this card to a dark-type Fighter. Increase the damage of any attacks used by that Fighter by one, and roll a dice. If the result is less than or equal to 3, add a sleep effect to the attack.
219:
Wind Call
Equip this card to an air-type Fighter. Increase the damage of any attacks used by that Fighter by one. When that Fighter attacks, draw a card.
220:
Tactical Deployment
Choose one of your benched Fighter. This Fighter may attack as normal for this turn. This attack replaces any attack your active Fighter may make. At the end of your turn, discard an energy from the benched Fighter you chose.
Go go go!
221:
Chibi Entwuffers
All in-play forumer cards are chibied.
Aww, isn't it so cute? *pinches cheek*
222:
Love Cake
Heal your active Fighter by 7 HP. Chibi your active Fighter.
223:
Sun Sword
Equip to any Fighter. It adds +2 damage to any attack. If it's attached to a light Fighter, the power added is +4. If used against a dark Fighter, that Fighter must discard a dark energy
Powered by sunlight, this weapon will cut down the forces of darkness
224:
Accounting Error
Both players discard their hands and draw from their decks until they have the same number of cards in their hands as they did when you played this card.
Wait, this is a 5, not a 6!
225:
Dropship
Draw until you get an Fighter. Place the first Fighter you find that isn’t a Power-up directly onto your bench.
Landing zone, ETA 10 seconds!
226:
Intimidation
For each two damages your Active Fighter takes, your opponent's Active Fighter must discard an energy card, which gets shuffled back into their deck.
"Sometimes looking tough goes a long way."
227:
Dangerous Diagnostics
Deal two damage to one of your Fighters. On your next turn, restore them to full health.
Hello, sick people!
228:
Soothing Melody
Both active Fighters are healed +5HP, but are also inflicted with sleep.
229:
TNT Boxes
Attach to any opponent's Fighter. If that Fighter is attacked with a fire attack, discard this card and deal 2 fire damage to all your opponent's Fighters.
230:
Thundy’s Nukes
For each Fighter in play, roll a dice. If the number is even, that Fighter takes 2 damage.
Bombs away!
231:
Running Late
For three turns, all effects of your opponent's attacks, including damage, are delayed by one turn. If there are already delayed effects, those effects are delayed by one more turn. Playing multiple Running Late cards against the same opponent will not stack effects.
Did I miss anything?
232:
Mind Trick
Your opponent shows you their hand. If you wish, pick a card from their hand; your opponent must now play this card according to your instructions. You cannot instruct them to perform especially odd actions such as healing your Fighters or attacking their own Fighters, but you can instruct them to do things like attach energy or heal one of their own Fighters.
Ah ha! I saw right through you and stopped your plan early! Wait...
233:
Super Tornado
Switch your Opponent's Active Fighter with any of your Opponent's Benched Fighters. Switch your Active Fighter with one of your Benched Fighters.
234:
Parrot
Attach this to any Fighter with Pirate in its name. That card may retreat without cost.
Pieces of Eight, Polly want a cracker!
235:
Mutiny
Discard your Active Fighter and distribute all energies attached to it among your Benched Fighters any way you wish. Select a new Active Fighter.
236:
Energy Renewal
Choose three energy cards from your discard pile. Shuffle two of them into your deck. Put the third into your hand.
237:
Voodoo Doll
Attach this to any of your Dark-Type Fighters. That Fighter may now use this attack:
(D)(D) Voodoo Doll - 2 Damage. If you used this attack last turn, roll a dice. If the result is 4 or less, deal 5 Damage instead.
238:
Water Balloon
Attach this to any of your Water-Type Fighters. That Fighter may now use this attack:
(W)(W) Water Balloon - 3 Damage. Roll a die. If the result is even, do 5 damage.
239:
Flamethrower
Attach this to any of your Fire-Type Fighters. That Fighter may now use this attack:
(F)(F) Flamethrower - 4 Damage. You may target your Opponent's Benched Fighters. If you do, this attack only does 2 Damage.
240:
Dung Slinger
Attach this to any of your Earth-Type Fighters. That Fighter may now use this attack:
(E)(E) Dung Slinger - 3 Damage. Your Opponent's Active Fighter is Poisoned.
241:
Air Gun
Attach this to any of your Air-Type Fighters. That Fighter may now use this attack:
(A) Air Gun - 2 Damage for every Air-Type Energy attached to this Fighter (max. 5 Damage). Roll a dice. If the result is equal to or less than twice the number of energies attached to this card, your Opponent's Active Fighter is Asleep.
242:
Super Torch
Attach this to any of your Light-Type Fighters. That Fighter may now use this attack:
(L)(L) Super Torch - 3 Damage. Roll a dice. If the result is even, prevent the next 2 Damage.
243:
"Last to Post Wins" thread
Attach this card to one of your Fighters on the field. S/he heals 1 HP each turn until either HP comes full or the card's effect is negated in any way.
Because everyone claims they've won.
244:
PFA's Blood Shuriken
When this card is played, treat this card as an Active 1-HP Colorless Fighter not owned by any players (KOing PFA's Blood Shuriken will only discard this card, not counted as an official KO for either players). After either player's Attack Phase, s/he flips a two-sided dice. If the result is 2, s/he deals 2 Damage to his/her opponent's Active Fighter; otherwise, s/he deals 2 Damage to his/her own Active Fighter. This card cannot be Benched in any way. There can only be one "PFA's Blood Shuriken" on field.
An unpredictable weapon that chases anything mobile.
245:
Please Do Not Use
Your opponent may not use event or equipment cards for 4 turns. This effect can be cancelled if your opponent removes 2 energies from their active fighter.
Epic Equipment- Please do not use
246:
Broken Universe
Elemental advantages are reversed for 3 turns.
Good is good! *wood no longer burns*
247:
Translator
Attach this to a Fighter. All energy card attached to that Fighter are treated as that card's element.
Ima kikiresu ka?
248:
Recycle
Choose a discarded event card, place it in your hand.
Oh wait, this one's #5 plastic.
249:
Tremor
All Earth Fighters on the field take 2 damage.
Well that one sure ranked high on the Richter Scale
250:
Hurricane
All Air Fighters on the field take 2 damage.
And this is just the eye of the storm!
251:
Whirlpool
All Water Fighters on the field take 2 damage.
Oh no, Cap'n! We're gettin' sucked in!
252:
Fire Hydrant
All Fire Fighters on the field take 2 damage.
These things aren't only doggie lavatories...
253:
Pitch Black
All Light Fighters on the field take 2 damage.
I can't see anything in here. Is that you Bob? Bob...?
254:
Sunrise
All Dark Fighters on the field take 2 damage.
Gaah! The sun, it burrrrrrrns!
255:
Brain Bleach
Select any Fighter in play. All cards attached to that Fighter are returned to its owner's hand.
Guaranteed to flush out those burning images in the back of your mind.
Rare:
257:
‘Bloidal Explosion
Target one of your Fighters and one of your opponent's Fighters in play. Discard both targets and their attached energy cards. Cannot be used during the first two rounds.
What the – why’re we back at page 12?
258:
Switcharoo
Exchange your active Fighter with your opponent's active Fighter. (Must be of the same rarity)
259:
Healing Potion
Heal 3 HP to any Fighter in play. The target is no longer affected by status effects.
Can I have a six–pack of these?
260:
Hunty Facts
Remove all benched Fighters from play. Reshuffle all energy cards attached to both active Fighters back into the deck. Restore both active Fighters to full health
There is no theory of evolution, just a list of Fighter Cards that Huntress allows to live.
261:
Sugar Rush
Each energy card attached to your active Fighter counts as 2 energy cards of the same type until the end of your turn
*whizzes around randomly*
262:
Death
Roll a die. If you roll a 6, your opponent’s active Fighter is automatically KO’d and it counts as a victory for you. If you roll a 1, your active Fighter is KO’d and it counts as a victory for your opponent.
“THE APOCALYPSE IS HUMAN BUSINESS. WE JUST HAVE TO RIDE OUT WHEN IT HAPPENS.”
263:
War
Both players roll a die. Their active Fighter receives that much Damage.
"Well, this is a war. All's fair in war and gathering taxes."
264:
Famine
Both players roll a die and discard that much energy on their active Fighter.
“All of them, like, totally hungry for revenge. It's like, the gig of the millennium!”
265:
TMC
Both players roll a die. If your result is 1, this card does nothing. If your result is 2 or 3, you lose 1 turn. If your result is 4 to 5, you lose 2 turns. If your result is 6, you lose 3 turns.
“You still ride these manure–factories? Seriously, I know keeping up with the times never was your forte…”
266:
Pestilence
Both players roll a die. If the result is even, the opponent's active and benched Fighters are now poisoned.
“Health inspection's everywhere these days, always with their raids and use–dishwashing–liquid and get–rid–of–the–rats. I like rats.”
267:
Poker Face
Can only be played if you have an energy card in your hand. If your opponent has no energy cards in their hand, they must choose a card in their hand and discard it. If your opponent has at least 1 energy energy card, you must both play your energy cards. If they are of the same element, your opponent attaches both energy cards to one of their benched Fighters. Otherwise, attach both energy cards to one of your benched Fighters.
My card is a– Hey, wait a minute!
268:
Speed Upgrade
Search your deck for a powered–up forumer and add it to your hand.
Weakness is never needed.
269:
Critical Existence Failure
Discard your active Fighter. Follow any special instructions that would apply if your active Fighter had been defeated by your opponent. This does not count as a KO for either side.
Blargh I am dead!
270:
Mutation
Change the Element of one of your Fighters to any Element you choose.
Who needs Dr. Sloth?
271:
Focal Energy Beam
Discard 5 energies from your benched Fighters. Your opponent's active Fighter takes 11 damage.
272:
Shackles
Attach this card to your opponent’s active Fighter. So long as this card is attached, that Fighter may not retreat.
273:
Bring out the Big Guns
You may not attack on the turn this card is used. Discard your active Fighter. Search your deck for a non-forumer Fighter of any rarity, and three energy cards. Make the Fighter your active Fighter, and attach the energies to it. Your opponent may do the same at the start of their next turn (before drawing a card)