Information of the cards in both the deck and the extras.
Crazy Fanboy (*) (Common)
6 HP
Special Ability: Fanboying - When this card comes into play, +2 damage for 1 turn
(*) Wolf Whistle - 1 damage
Times Regular (*) (Common)
6 HP
(*)(*) NT Star Avvie Cheer - Roll a die. If odd, 2 damage. If even, 3 damage. Heal 2 HP
Developing fan base: check. Shiny trophies on my lookup: check. Not squealing when I get into the NT: ...
Sparky the Drama Llama (E) (Common)
6 HP
Special Ability: Dramaz - When this card is retreated, deal 2 damage to both active fighters
(E)(*) Annoying Wail - 2 damage. Roll a die. If even, the target is paralyzed
Weewood (E) (Common)
6 HP
(*)(*) Spine Slam – 2 damage. Roll a die. If 3 or more, 4 damage
(E) Leech Spore – 1 damage. Heal 1 HP
Three-Megaton Nuke (F) (Common)
3 HP
Special Ability: Detonate – When this fighter is KO'd, 5 damage to your opponent's active and 1 damage to 1 of your benched fighters
(*) Radiation – 2 damage
Yes, this happens all the time
Vyt's Energy Tentacle (L) (Common)
6 HP
Special Ability: Stack - This card gains +1 damage for every card with “Vyt” in its name on the field
(L)(*) Whip - 2 damage
A lost tendril from the catboy's energy evolution
Subila the Yin (D) (Uncommon)
6 HP
Special Ability: Negative Energy - For every Dark energy attached to, roll a die. If 3 or 6, discard one energy from your opponent's active. This may only be used once every second turn
(D)(D)(D)(D) Mind Shot - 8 damage. Discard 2 energy cards
My, my, my! How idiotic these fools are!
Cat Assassin (L) (Uncommon)
9 HP
(F)(*) Flashback - 2 Damage to this card. Roundhouse Kick's damage will be doubled for 1 turn
(F)(L) Roundhouse Kick - 4 damage
I swore never to take away lives again, and I will live by that.
Shadowy Tentacle (D) (Common)
6 HP
(D)(D) Grapple - 2 damage. Your opponent discards an energy from their active
Seawoo (W) (Common)
5 HP
(*)(*) Headbutt – 3 damage
(W)(W) Dive and Breach – 1 damage to all opponent's fighters. Can only be used once per battle
Mercenary Cohort (E) (Common)
8 HP
(E)(*) Gunshot - Roll a die. If even, 4 damage
Ten shinies says he's mine for the taking. Oh wait, he IS!
Killer of Tabloid Town (A) (Uncommon)
9 HP
(*)(*) Backstab - 3 damage
(A)(*) Hidden Identity - 2 damage. Swap this fighter with a benched fighter
Sev (F) (Uncommon)
6 HP
(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!
Spacefleet Soldier (L) (Uncommon)
10 HP
Special Ability: Jump Jets - This card pays no retreat cost
(L)(L) Laser Rifle - 4 damage
I see them!
Dessan: Wanted (D) (Rare)
10 HP
(D)(D) Stopwatch - 2 damage. The target is paralyzed
(D)(D)(D) Rise to Power - 6 damage
Vyt (E) (Common)
6 HP
Special Ability: Slither – When this fighter becomes active, roll a die. If 4 or more, 2 damage
(*)(*) Tackle – 3 damage
I'm not a catperson! I'm a CATBOY!
Corrupted Vyt (E) (Uncommon)
From Vyt
9 HP
Special Ability: Predator Aura – 1 damage to your opponent's active for every turn this card is active
(*)(*) Scratch – 3 damage
(*)(*)(*) Pin-down – 3 damage. Discard 2 energy cards. Both active fighters cannot be retreated for 2 turns
Ultimately consumed by the side-effects of his transmogrification, this half-feline seeks out for his prey like a wild predator on the loose
Patjade (E) (Common)
5 HP
Special Ability: 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
Hunter (W) (Common)
4 HP
(*) Staff Whack – 2 damage
(W)(W) Ice Magic– 3 damage
(W) Cryonics – The target is asleep
Never mess with an ice mage
Tea Party (Common)
Each player draws two cards. Both players skip their next attack phases
Well, General, I do have some tea and sippy cups... Why don't we all sit down and start a dialog?
Disastrous Typo (Common)
Return any number of energy cards from your hand to your deck. Draw that many cards
I meant jump! Aww, why does the H have to be so close to the J!?
Energy Transformation (Common)
Change the type of any energy attached to your active
CCC Cookies (Common)
Attach this card to a fighter. If they fall below half their HP, heal 3 HP
Melt in your mouth, not in your hand
Test Your Luck (Common)
Return 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?
Lemon Bomb (Common)
1 Damage to any fighter in play
As lethal as it is citrusy fresh!
Sleight of Hand (Common)
Roll 5 30–sided dice. Rearrange the order of the results to determine the order of cards for your next 5 card draws
The reason why you never play cards with the residents of Tabloid Town
Potions Shop (Common)
Discard any number of energy cards from your active fighter. Heal 2 HP for each
Rejuvenation comes at a price
Pitch Black (Common)
All Light fighters on the field take 2 damage
I can't see anything in here. Is that you Bob? Bob...?
Dangerous Diagnostics (Common)
2 damage to one of your fighters. On your next turn, restore them to full health
Hello, sick people!
Urgent Call-Out (Common)
Prevent your opponent from healing for 1 turn
Is there a doctor in the house...?
De-Weaponiser (Common)
Discard all equipped event cards to every fighter in play
Nullify (Common)
Attach this card to your opponent's active. Your opponent must roll a die each time they want to use that fighter's special ability. If odd, they cannot use it. If even, they can use it and they discard this card.
‘Ship (Rare)
Heal your active 5 HP and double the power of your next attack
Aww! <3 *'shippergasm*