Post by Rider on Jun 1, 2008 20:07:20 GMT -5
[glow=red,2,300]The Official List of 1st-Edition Cards.
LOCKED: 6/29
# of cards: 288
(Scar edit: Mew? :3 *floats around*) (NO MEW, SCAR! XD)(But Mew! The cuteness! @_@)[/glow]
Creature Cards:[/u]
Common:
002:
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*
003:
Shiva (Dark)
HP: 7
Special Power: Demonic Speed – This Ally does not pay a retreat cost.
(D) Demon Hooves – 2 Damage
“No, Shiva, that’s not edible, that’s Leoness.”
004:
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.
005:
Seawoo (Water)
HP: 5
(*)(*) Headbutt – 3 Damage
(W)(W) Dive and Breach – 1 Damage to all opponents' Allies. Can only be used once per battle.
006:
Weewoid (Dark)
HP: 5
(D) Mothership Frequency – Heal 2 HP
(D) Psychic Toss – 2 Damage
007:
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
008:
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.
009:
Sacred Weewoo (Light)
HP: 4
(L)(L)(L)(L) Sacrifice – Discard this Ally. Restore all HP to your Allies in play. This does not count as a KO
(L) Blessed Beak Beam – 2 Damage.
010:
Mage Manor Bat (Dark)
HP: 5
(*)(*) Echolocation – 3 Damage. Roll a die. If the result is 5 or more, this attack does 2 Damage instead.
(D)(D) Swarm – Roll a die. This attack deals Damage equal to the result minus 1
011:
Tabloid Town Pierat (Water)
HP: 5
(*)(*) Needle Sword – 3 Damage
(W) Gnaw – 2 Damage
012:
Tabloid Town Zombie (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.
013:
Mobster – Firepower (Fire)
HP: 5
(*)(*)(*) Bullet Barrage – 4 Damage
(*)(*) Bulletproof Vest – Prevent the next 2 Damage
014:
Mobster – Watergunslinger (Water)
HP: 5
(W) Jet Spray – 3 Damage
(W)(W) Water Cannon – 2 Damage. Roll a die. If the result is even, this attack does 4 Damage instead.
015:
Mobster – Biplane Assassin (Air)
HP – 5
(F)(F) Grenade Drop – 4 Damage
(A) Dogfight – 2 Damage
Historical accuracy is secondary to shooting accuracy.
016:
The Black Beekadoodle (Water)
HP: 7
Special Power: Take Flight – This Ally does not pay a retreat cost
(W)(*) Mystic Mist – 3 Damage
Wow, you shot that merc in a perfect parabola!
017:
Sparx (Fire)
HP: 5
(*)(*)(*) Ash Storm – Roll a die. This attack deals Damage equal to the result
(F)(F) Firestorm – 3 Damage
018:
Drizzlet (Water)
HP: 5
(W) Deluge – 3 Damage
(W)(W) Raindrops on Roses – Heal 3 HP to any Ally in play
019:
Galeforce (Air)
HP: 5
(A)(A) Cyclone – 4 Damage
(A)(*)(*) Blown Away – Your opponent must switch their active ally with a benched ally.
020:
Nimbostratus (Dark)
HP: 4
(D)(D) Approaching Storm – 2 Damage. Heal 2 HP
(*)(*) Lightning Whip – 3 Damage
022:
Pirate Crewman (Water)
HP: 5
(*)(*) Cutlass – 3 Damage
(W) Water Bomb – 2 Damage
Yo ho, yo ho, a pirate's life for me!
023:
Meepit (Colorless)
HP: 5
(*) Bite – 1 Damage
(*)(*) Tackleglomp – 3 Damage
Beneath that adorably furry exterior lies a heart of pure insanity.
024:
Evil Eye (Dark)
HP: 6
(D)(D) Foresight – Look at your opponent’s hand.
(D) Swoop – 2 Damage
The eye has seen many things that others weren't meant to see.
025:
Cove Mermaid (Water)
HP: 5
(W)(*) Water Jet – 3 Damage
(W) Revitalize – Heal 2 HP to any Ally in play.
026:
Anti–Gravity Skull (Dark)
HP: 6
(D)(*) Absorb – 2 Damage. Heal 1 HP
(D)(D) Curse – The target is now paralyzed.
How on earth does it float in the air like that!?
027:
Fake Treasure Chest (Colorless)
HP: 6
(*)(*) Rolling Tackle – Roll a die. This attack deals Damage equal to the result
(*)(*)(*) Item Chomp – Discard an energy card from this Ally. Your opponent discards a card from their hand.
Hey, I found gold! Wait a minute... RUUUN!
056:
Sabertooth Fish (Water)
HP: 6
(W) Chomp – 2 Damage
(W)(W) Bubble Shield – Prevent the next 1 Damage.
Long thought to be extinct, Sabertooth Fish colonies have recently appeared again, presenting a danger to both pirates and tourists.
058:
Elven Archer (Earth)
HP: 4
(E) Hunting Knife – 2 Damage
(E)(E) Sniper – 4 Damage. You may target any Ally in play. If you target a benched Ally, this attack does 2 Damage instead.
Legolas: Proof that androgyny is more elvish than pointy ears.
059:
Rock Serpent (Earth)
HP: 6
(*) Fang Attack – 1 Damage
(E)(E) Tremor – 3 Damage. Target an opponent’s benched Ally. This attack deals 1 Damage to the target.
And they thought I was crazy when I told them the rocks were breathing...
060:
Will–O–The–Wisp (Earth)
HP: 4
(E) Mystic Flare – 2 Damage. Roll a die. If the result is even, this attack deals 3 Damage instead.
(E)(E)(*) Illusion – Switch this Ally with one of your benched Allies. At the start of the second turn after you've used this attack, switch your active Ally with this Ally and deal 4 Damage to your opponent's active ally. You cannot use this attack if you have no benched allies.
062:
Plasma Puff (Fire)
HP: 5
Special Power: Spontaneous Combustion – When this Ally is KO'd, deal 2 Damage to your opponent's active Ally.
(F) Flame Tongue – 2 Damage
It's cute, but for goodness sake, don't pet it!
064:
Dunburrow Squire (Light)
HP: 5
(L) Shortsword – 2 Damage
(L) Recover – Heal 2 HP
Fresh from the farmlands, a squire of Dunburrow is always ready for action.
065:
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.
066:
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.
067:
Ninja Henchman (Air)
HP: 4
Special Power: Preemptive Strike – When this Ally comes into play, deal 1 Damage to opponent's active Ally.
(*) 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.
068:
Piranha Crow (Air)
HP: 4
(A) Peck – 2 Damage
(A)(*) Aerial Swoop – 3 Damage
C–caw, c–caw!
069:
Jelly Llama (Colorless)
HP: 5
Special Power: Gelatinous Form – When this Ally is attacked by an attack with variable Damage, prevent 1 Damage from that attack.
(*) Jelly Pinball – 2 Damage
(*)(*) Regenerate – Heal 2 HP.
029:
Socktopus (Water)
HP: 6
(*) Spell of Seven Silken Socks – 2 Damage
(*)(W) Roundhouse kick – Roll a die. This attack deals Damage equal to the result
070:
Stal’s Whiteboard (Air)
HP: 5
(A) Wall of Text – 2 Damage. The target is now asleep
(*)(*) Works Cited – 3 Damage
083:
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!
084:
Ghost Guest (Dark)
HP: 8
(D) Absorb Post – 2 Damage
A guest from 1969 who would like to eat your post.
085:
Octo Pie (Water)
HP: 5
(W)(*) Sweet Aroma – 3 Damage. Roll a die. If the result is odd, the target is now paralyzed.
I wanted cherry, but they gave me octo instead!
086:
Bob–OMG (Fire)
HP: 3
Special Power: Detonate – When this Ally is KO'd, deal 5 Damage to your opponent's active Ally and 1 Damage to your benched Allies.
(*) Roll – 2 Damage
Eeeoouueeeii!
087:
Commoner Kitten (Colorless)
HP: 6
(*)(*) Basic Attack – 4 Damage
Nothing special.
155:
Griffpun (Colorless)
HP: 5
Special Power: Roost – Whenever this Ally is benched, heal 2 HP.
(*)(*) Rapidity – 3 Damage.
50% phoenix, 50% lion... 100% bad taste!
167:
Crazy Fangirl (Water)
HP: 5
Special Power: Fangirling – When this Ally comes into play, your active Ally gets +2 HP for 1 round.
(W) Scream – 1 Damage
Ow, my ears.
168:
Crazy Fanboy (Fire)
HP: 4
Special Power: Fanboying – When this Ally comes into play, your active Ally’s attacks gets +2 Damage for 1 round
(F) Whistle – 2 Damage
He's nuts.
169:
Muffin Monster (Earth)
HP: 4
(E) Muffin Bomb – 2 Damage
(E)(E) Blueberry Shot – 2 Damage. The target is now poisoned.
Yum, Muffi– ARGHHHHH!
170:
The Thing from the Tabloids (Dark)
HP: 6
Special Power: The Only Thing – You may only have one 'The Thing from the Tabloids' in your deck
(D) Fear – 3 Damage
ARGH! Not the Thing from the Tabloids!
Uncommon:
063:
Red Stallion (Fire)
HP: 7
Special Power: Purity – This Fighter is immune to all status effects.
(*) Hoof Stomp – 1 Damage
(F)(F) Cloud of Embers – 3 Damage
No, not a scrawny lion in a trenchcoat. A Stallion.
028:
Necromancer (Dark)
HP: 6
(D)(D) Dark Ritual – 4 Damage
(D)(D)(D) Resurrection – Select a common or uncommon Fighter from your discard pile and return it to your hand.
The world has forever shunned me, and for that, I have no reason to play by its rules.
030:
Clara (Fire)
HP: 7
(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.
031:
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
032:
Mage Manor Faerie (Earth)
HP: 7
(E)(*)(*)(*) Faerie Blast – 6 Damage
(E) Berry Broth – Heal 2 HP to any of your Fighters
033:
Sunsnare (Light)
HP: 7
(L)(L) Solar Flare – 4 Damage
(*)(*) Refraction – Heal 3 HP
072:
Muse (Light)
HP: 8
(L)(L) Inspiration – 4 Damage
(*)(L) Plothole Cement – Heal 3 HP to any Fighter in play
073:
Smoghoul (Fire)
HP: 7
(D)(F) Acrid Smoke – Roll a die. This attack deals Damage equal to the result
(F)(F) Smoke Ring Strangle – 2 Damage. Roll a die. If the result is odd, the target is now poisoned
088:
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.
089:
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?!?!
090:
Giant Trogan Snail (Earth)
HP: 7
(E) Acid Spit – 2 Damage
(E)(E)(E) Quake – 4 Damage. Distribute 2 Damage among your opponent's benched Fighters.
Most who enter the forest of Amrak leave with an intense fear of mushroom soup. I wonder why...
091:
Thorgon (Light)
HP: 7
(*) Peck – 2 Damage
(L)(L)(L) Thundering Strike – 4 Damage. Roll a die. If the result is 4 or more, the target is now paralyzed
092:
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...
093:
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.
094:
Snailord (Earth)
HP: 8
(E)(E)(E) Transform – Discard Snailord and put Crimson Snailord into play from your hand. Remove all (E) attached to Snailord and attach them to Crimson Snailord.
(E)(E) Decadent Quake – 4 Damage
Time is running out for the planet Earth
095:
Hai Gao (Light)
HP: 7
Special Power: Spy – This Fighter is not affected by common Events.
(L) Trick Arrow – 2 Damage.
(L)(L)(*) Ambush – 5 Damage. Roll a die. If the result is odd, this attack does 2 damage.
Yes, my Lord.
096:
Impish Tree (Earth)
HP: 10
Special Power: Flammable – Whenever this Fighter is dealt damage by a Fire–type attack, deal 1 Damage to all Fighters in play.
(E)(E) Leaf Cutter – 4 Damage
140:
Self Proclaimed Dunburrow Steed (Light)
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 .
152:
Fred the Zombie (Dark)
HP - 10
(D)(D)(D) Zombie Love - Pick either your opponent's active card, or any Fighter of your choice. Roll 1d6. If even, heal 5 damage to the card you picked. If odd, deal 5 damage to the card you picked..
..Hello. :3
156:
Griffair (Air)
HP: 7
Special Power: Aerial Pursuit – +1 Damage to Wind Cutter for every additional Air energy attached to this Fighter not used for Wind Cutter.
(A)(A) Wind Cutter – 4 Damage
Lighter than a feather.
157:
Griffglow (Light)
HP: 7
(L) Eye Laser – 2 Damage
(L)(L) Ultraviolet – 4 Damage. Roll a die. If the result is 1 or 6, the target is now paralyzed.
A shining feather of justice!
158:
Griffire (Fire)
HP: 6
(F) Flame Pillar – 2 Damage. Roll a die. If the result is even, the target is poisoned.
(F)(F)(F)(*) Vulcan Dive – 6 Damage
Rising from the ashes to smite with flame.
159:
Griffvox (Dark)
HP: 7
Special Power: Alternate Dimension – For every 3 Dark energies attached to this Fighter, prevent 1 Damage dealt to this Fighter.
(D) Invert – 2 Damage.
(D)(D)(*) Mysterious Fog – 5 Damage.
Stare into the endless vortex that is my dark, foreboding gaze.
160:
Griffrain (Water)
HP: 9
(W)(*) Pressure Mist – 3 Damage.
(*)(*)(*) Liquefy – 2 Damage. Heal 1 HP
A rainy day, now that is my kind of day.
161:
Grifflore (Earth)
HP: 10
Special Power: Legend – If there are any Fighters on your bench with "Griff" in their name, add +3 HP to this Fighter.
(E)(E) Leafstorm – 4 Damage.
Doesn't exist. Is only a legendary myth.
179:
Psychedelic Walrus (Light)
HP: 5
(L)(*) I am the Eggman – 4 Damage
(L)(L)(L)(*) Psychedelics – 6 Damage
Goo goo g'joob.
184:
Rainbow–flavored Jelly Llama (Colorless)
HP: 6
Special Power: True Colors – When this Fighter comes into play, Heal 1 HP to all Colorless–type Fighters in play.
(*) Joy – 1 Damage
(*)(*) Sugar Rush – 3 Damage
A rainbow of joy in every llama.
194:
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
195:
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
196:
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
197:
Wandering Nightmare (Dark)
HP: 6
Special Power: Gloomform – This Fighter is not affected by status effects
(D)(D) Night's Embrace – The target is now asleep
(D)(*) Taint Dreams – 2 Damage. If the target is asleep, roll a die. If the result is odd, the opponent discards a card
198:
Master Shark (Water)
HP: 10
Special Power: Posse – While this Fighter is in play, all Water–type Fighters' attacks get +1 Damage
(*)(*) Ram – 3 Damage
199:
Cove Siren
HP: 6
Special Power: Soothing Melody – When this Fighter comes into play, heal 4 HP to all your Fighters
(W)(W) Call the Tide – You may attach an additional energy card this turn
(W)(W)(*) Charm – 4 Damage. The target is now asleep
200:
Freelance Buccaneer
HP: 7
Special Power: Grand Entrance – When this Fighter comes into play, you may attach an additional energy card this turn
(W)(W)(W) Showy Swordsmanship – 5 Damage. The opponent's active Fighter must discard an energy card.
201:
Coastal Drake
HP: 10
Special Power: Tidal Dance – When this Fighter comes into play, you may attach an additional energy card this turn
(W)(W)(W) Whirlpool – 3 Damage. Roll a die. If the result is more than 4, the opponent's active Fighter must discard an energy card
202:
Rum Watcher
HP: 6
Special Power: Happy Hour – When this Fighter comes into play, heal 4 HP to all your Fighters
(*)(*) Tankard Smash – 3 Damage
(W)(W)(*) Morale Boost – Choose one of your Fighters. The target's attacks get +2 Damage for 4 turns
Rare:
036:
Mobster – Da Boss (Dark)
HP: 11
(D)(D) Unrefusable Offer – 4 Damage
(*)(*)(*) Marked Man – 3 Damage. Roll a die. If the result is 4 or more this attack does 5 Damage instead
037:
Dread Ship (Dark)
HP: 14
(D)(*) Cannon Load – Allows this Fighter to use Dread Cannon.
(D)(D)(*) Dread Cannon – 8 Damage. May only be used after Cannon Load
Legends tell of a magnificent vessel that wanders the seven seas. What the legends don't say is that it will cannonball anyone who comes close to it.
034:
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.
071:
Generic Fire User (Fire)
HP: 10
(F)(F)(F)(F) Dancing Flames – 10 Damage. Discard an (F) card from this Fighter.
Got it… memorized?
097:
Crimson Snailord (Earth)
HP: 8
Special Power: Snail Summon – When this Fighter is KO'd, search your deck for a common Fighter and place it in your hand.
(*)(*) Cracker – 2 Damage.
(E)(E)(E)(*)(*) Core Quake – 6 Damage. Roll a die. If the result is 5 or more, this attack deals 8 Damage instead.
End world law star.
098:
Knife Tree (Earth)
HP: 12
(E)(*) Root Energy – 2 Damage. Heal 2 HP.
(E)(E)(E) Seed Gatling – 5 Damage.
In this forest, the trees carve YOU.
164:
Blowhard (Air)
HP: 10
Special Power: Strong gust – When this Fighter comes into play, your opponent must switch their active Fighter with a benched Fighter
(*)(*) Buffeting Winds – 3 Damage
(A)(A)(*) Wind Chill – 3 Damage. Roll a die. If the result is even, the target can't attack the next turn
165:
Guardian Angel (Light)
HP: 14
Special Power: Protection – Whenever an opponent Fighter's attack or special power deals Damage to your benched Fighters, apply half the Damage (rounded down) to this Fighter instead if this Fighter is active.
(L) Soothing Presence – Flip a coin. If the result is heads, the target is now asleep
(*)(*) Defensive Strike – 4 Damage
166:
Geoterr (Earth)
HP: 10
Special Power: Non–organic – This Fighter cannot be poisoned
(E)(E)(E)(E)(E) Earthquake – 6 Damage. This attack deals 2 Damage to all other benched Fighters in play
171:
Cloud Cannon (Air)
HP: 2
Special Power: Charging – Each time (A) energy is attached to this Fighter, double its current HP.
(A)(A)(A)(A)(A) Cannon – 10 Damage. Discard 5 energy cards. If the HP of this Fighter is greater than 2, reduce the HP of this Fighter to 2.
KAPOOOFFF!
180:
Faerie of the North (Air)
HP: 7
Special Power: Goodness – When this Fighter comes into play, roll a die. If the result is even, heal 4 HP to all Air–type Fighters in play.
(A)(A)(L) Glitters – 5 Damage
(A)(A)(L)(L) Sweet Reverie – 6 Damage
The ditsiest and most fashionable of the faeries.
181:
Faerie of the South (Light)
HP: 8
Special Power: Dance of the Universe – When this Fighter comes into play, roll a die. If the result is even, Heal 1 HP to all Colorless–type Fighters in play. If the result is odd, deal 1 Damage to all Dark–type Fighters in play.
(L)(L) Moonshine – 4 Damage
(L)(L)(L)(L) Stardust – 7 Damage
The most powerful of all the faeries, she was a mistress of Light and vanquisher of the Darkness.
182:
Faerie of the West (Dark)
HP: 9
(D)(D) Cursed Tears – 4 Damage
(D)(D)(D)(D) Defying Gravity – 7 Damage
How long must she hide in the darkness? How long must she bear the pain of her loss …?
183:
Faerie of the East (Fire)
HP: 5
Special Power: Tyranny – When this card comes into play, deal 2 Damage to all your opponent's Fighters.
(F)(F) Crippling Flames – 4 Damage
(D)(D)(F)(*) Dark Fire – 6 Damage
Someone throw a house on her! Quick!
189:
Generic Water Musician (Water)
HP: 7
(W)(W)(W)(W) Melodious Nocturne – 9 Damage. Discard (W)
(W)(W(*) Keep to the Beat Lvl. 2 – Deal 3 Damage to all your opponent's Fire–type Fighters. Roll a die. If the result is even, heal 5 HP to all Water–type cards in play instead.
Boy, did they send the wrong guy for this one . . .
203:
Miss Walrus (Water)
HP: 5
Special Power: I am the Walrus – When this card comes into play, deal 2 Damage to all your opponent's Fire–type Fighters
(W)(W)(D) Illusionist's Tricks – 5 Damage
(W)(W)(D)(D) Goo goo g'joob – 8 Damage. Discard a (W) energy
I am she as you are he and you are me and we are all together!
Common Forumers:
074:
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.
075:
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!
076:
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.
001:
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?
021:
Sablones (Dark)
HP: 7
Special Power: Portal – This Fighter does not pay a retreat cost.
(D) Gunplay – 2 Damage
061:
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
077:
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
082:
PFA (Dark)
HP: 5
(D) Sneak Attack – 2 Damage
(*)(*) Katana Slash – 3 Damage
This ninja gear isn't just for show, you know.
099:
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
100:
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
101:
Jina (Air)
HP: 4
(*) Anesthetic – The target is now asleep
(*)(*)(A) Dagger – 5 Damage
A great thief said to have once stolen a cookie.
102:
Amneiger (Fire)
HP: 5
(F)(F) Dazzler – The target is now paralyzed.
(*)(*) Lab equipment – 3 Damage
"This isn't a pistol! This is a test tube!"
103:
Nova Storms (Fire)
HP: 5
(F)(F) Annihilate – 3 Damage
(*)(*) Electrocute – 2 Damage
Will you marry me?
104:
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
105:
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
185:
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.
117:
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?
119:
Celestial (Air)
HP: 6
(A)(*) Air Current – 2 Damage. Roll a die. If the result is 4 or more, this attack does 4 Damage instead.
(*)(*) Fireball – 2 Damage.
Something is burning...
120:
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.
190:
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!!!!
191:
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
192:
Rose, Healer/Butt Kicker (Light)
HP: 5
(*) Bo Staff – 2 Damage
(L)(L) Silver Glow – Heal 4 HP to any Fighter in play.
205:
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!
207:
Lupehunter (Fire)
HP: 6
(F)(*) Firestorm Barrage – 3 Damage
(F) Singe – 2 Damage
Careful, I'm smoking dangerous
209:
Kathleen Sapphire (Dark)
HP: 5
(D)(*) Fishglomp – 3 Damage
(D) Poisoned Darts – 2 Damage
For the last time, I'm not a cat!
210:
Hunter (Water)
HP: 4
(*) Hammer Smash – 2 Damage
(W)(W) Ice Hammer– 3 Damage
(*)(*) Long Rant – The target is now asleep.
"My hammer comes equipped with a n00b–be–gone spray, freeze ray, and popcorn maker. Mmm, popcorn..."
212:
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!
214:
Christos (Water)
HP: 4
(W) Water bubble– 2 Damage
(W)(W) Water slap – 4 Damage
216:
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.
217:
JDB1984 (Light)
HP:5
(L) Ranilo's Wand – 2 Damage
(L)(L) Frika's Healing – Heal 3 HP to any Fighter in play
282:
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
283:
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!
284:
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.
285:
Blace (Water)
HP: 6
(*) Cluelessness: Heal 2 HP
(W) Spam: 2 Damage.
Downhere is the best band ever!!!!!! Buy all their CDs right now!!
288:
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.
057:
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.
Uncommon Forumers
106:
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.
135:
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…
206:
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...
208:
Lupehunter, Wolf Form (Fire)
From Lupehunter
HP: 8
(F)(F) Fire Breath – 4 Damage
(F)(F)(*) Cursed Burn – 5 Damage
It's best not to cross paths with this one
211:
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!
213:
Energy Tentacles Vyt (Light)
From Vyt
HP: 9
(L)(*)(*) Tentacle Whip – 5 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."
286:
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
287:
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.
Rare Forumers:
078:
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
035:
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!
079:
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.
107:
Nin Jina (Air)
From Jina
HP: 10
Special Power: Thief in the Night – If your opponent is asleep when this Fighter attacks, your opponent must discard an energy card from their active Fighter.
(*) Diluted Toxins – Roll a die. If the result is 6, the target is now poisoned.
(A)(A)(A)(A) Dream Dagger – 7 Damage. The target is now asleep
Nin Jina: Nutcase in disguise
108:
Werewolf Killix (Dark)
From Killix
HP: 10
Special Power: Moonlight – This Fighter gets +1 HP for every Dark energy attached to this Fighter up to a maximum of 7 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
163:
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.
178:
DragonPower Celestial (Fire)
From Celestial
HP: 10
(F)(A) Absorb Aggression – Prevent the next 3 Damage.
(F)(F)(A)(A) Dragon's Rage – 6 damage
(F)(*) Inner Star – 4 damage
Are you ok? Your eyes are a multicoloured.
187:
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
193:
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.
204:
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 …
215:
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:[/u]
Common:
038:
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.
039:
Treasure Hunt
Draw 2 cards.
Aye, thar be shinies in that chest!
040:
Frag Grenade
Deal 2 Damage to your opponent's active Fighter.
Nothing gets the job done like a face full of scrap metal.
041:
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.
An ace up my sleeve, insurance if you will.
042:
Ninja Teleport
Switch your active Fighter with a benched Fighter.
Now you see me, now you d–*poof*
043:
Lemon Bomb
1 Damage to any Fighter in play.
As lethal as it is citrusy fresh!
044:
Leocookies
Heal 4 HP to any Fighter in play.
The ambrosia of the gods… but not liquid… and cookies.
055:
Energy Transfer
Select an energy card from one of your Fighters and attach it to a different Fighter.
052:
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.
053:
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.
080:
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.
081:
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?
109:
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.
110:
Poison Cloud
Target any Fighter in play. The target is now poisoned.
Ughh... my head feels funny...
111:
Freeze
Target any Fighter in play. The target is now paralyzed.
I always did enjoy turning people into giant blocks of ice...
112:
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...
131:
Neutralizer
Your active Fighter is no longer poisoned.
132:
Re–Energizer
Your active Fighter is no longer paralyzed.
133:
Awakener
Your active Fighter is no longer asleep.
114:
Pink Emo Corner
Heal 2 HP to all of your Dark–type Fighters in play
*sobs* =D
116:
Concentrate Energy
You may attach 1 more energy card this turn.
162:
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!?
175:
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.
186:
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.
188:
Blackbird
All Dark–type Fighters in play get +1 HP until end of turn.
Blackbird, fly, into the light of a dark, black night . . .
Uncommon:
045:
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.
047:
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!
048:
Energy Drain
Target any energy card attached to your opponent’s active Fighter. Your opponent must discard that energy card.
049:
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!
113:
Restoring Balm
Your active Fighter is no longer affected by status effects
118:
Train
Both Fighters may attack twice this round.
FOCUS!
124:
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.
125:
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.... ^^
126:
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...
127:
Energy–Matter Exchange
Discard 2 energy cards to search your deck for an Fighter (energy cards and Fighter must all be the same type)
And.... ZAAPPPPP!
115:
Matter–Energy Exchange
Discard an Fighter 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!
129:
Share Energy
Remove up to 2 energy cards from one of you benched Fighters and attach it to another.
141:
Downpour
Each Water energy card in play counts as 2 Water energy cards until the end of your turn.
142:
Wall of Fire
Each Fire energy card in play counts as 2 Fire energy cards until the end of your turn.
143:
Sandstorm
Each Earth energy card in play counts as 2 Earth energy cards until the end of your turn.
144:
Hurricane Gale
Each Air energy card in play counts as 2 Air energy cards until the end of your turn.
145:
Aura Shroud
Each Light energy card in play counts as 2 Light energy cards until the end of your turn.
146:
Black Hole
Each Dark energy card in play counts as 2 Dark energy cards until the end of your turn.
154:
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?
174:
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.
177:
Gale Winds
Return any active Fighter in play and all its attached energy cards to their owner’s hand
Okay, who was that?
Rare Events
046:
‘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?
050:
Plunger
Deal 3 Damage to any of your opponent’s Fighters. Heal 3 HP to any of your Fighters
Plunger, plunger, Jacques!
051:
Switcharoo
Exchange your active Fighter with your opponent's active Fighter. (Must be of the same rarity)
054:
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?
130:
Chuck Norris
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 Chuck Norris allows to live.
136:
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*
138:
Hai Gao's Plan
Discard one of your benched Fighters. Your opponent draws and discards until they draw an Fighter.
I have a plan, my Lord.
147:
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.”
148:
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."
149:
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!”
150:
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…”
151:
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.”
172:
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!
176:
Speed Upgrade
Search your deck for a powered–up forumer and add it to your hand.
Weakness is never needed.
LOCKED: 6/29
# of cards: 288
(Scar edit: Mew? :3 *floats around*) (NO MEW, SCAR! XD)(But Mew! The cuteness! @_@)[/glow]
Creature Cards:[/u]
Common:
002:
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*
003:
Shiva (Dark)
HP: 7
Special Power: Demonic Speed – This Ally does not pay a retreat cost.
(D) Demon Hooves – 2 Damage
“No, Shiva, that’s not edible, that’s Leoness.”
004:
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.
005:
Seawoo (Water)
HP: 5
(*)(*) Headbutt – 3 Damage
(W)(W) Dive and Breach – 1 Damage to all opponents' Allies. Can only be used once per battle.
006:
Weewoid (Dark)
HP: 5
(D) Mothership Frequency – Heal 2 HP
(D) Psychic Toss – 2 Damage
007:
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
008:
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.
009:
Sacred Weewoo (Light)
HP: 4
(L)(L)(L)(L) Sacrifice – Discard this Ally. Restore all HP to your Allies in play. This does not count as a KO
(L) Blessed Beak Beam – 2 Damage.
010:
Mage Manor Bat (Dark)
HP: 5
(*)(*) Echolocation – 3 Damage. Roll a die. If the result is 5 or more, this attack does 2 Damage instead.
(D)(D) Swarm – Roll a die. This attack deals Damage equal to the result minus 1
011:
Tabloid Town Pierat (Water)
HP: 5
(*)(*) Needle Sword – 3 Damage
(W) Gnaw – 2 Damage
012:
Tabloid Town Zombie (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.
013:
Mobster – Firepower (Fire)
HP: 5
(*)(*)(*) Bullet Barrage – 4 Damage
(*)(*) Bulletproof Vest – Prevent the next 2 Damage
014:
Mobster – Watergunslinger (Water)
HP: 5
(W) Jet Spray – 3 Damage
(W)(W) Water Cannon – 2 Damage. Roll a die. If the result is even, this attack does 4 Damage instead.
015:
Mobster – Biplane Assassin (Air)
HP – 5
(F)(F) Grenade Drop – 4 Damage
(A) Dogfight – 2 Damage
Historical accuracy is secondary to shooting accuracy.
016:
The Black Beekadoodle (Water)
HP: 7
Special Power: Take Flight – This Ally does not pay a retreat cost
(W)(*) Mystic Mist – 3 Damage
Wow, you shot that merc in a perfect parabola!
017:
Sparx (Fire)
HP: 5
(*)(*)(*) Ash Storm – Roll a die. This attack deals Damage equal to the result
(F)(F) Firestorm – 3 Damage
018:
Drizzlet (Water)
HP: 5
(W) Deluge – 3 Damage
(W)(W) Raindrops on Roses – Heal 3 HP to any Ally in play
019:
Galeforce (Air)
HP: 5
(A)(A) Cyclone – 4 Damage
(A)(*)(*) Blown Away – Your opponent must switch their active ally with a benched ally.
020:
Nimbostratus (Dark)
HP: 4
(D)(D) Approaching Storm – 2 Damage. Heal 2 HP
(*)(*) Lightning Whip – 3 Damage
022:
Pirate Crewman (Water)
HP: 5
(*)(*) Cutlass – 3 Damage
(W) Water Bomb – 2 Damage
Yo ho, yo ho, a pirate's life for me!
023:
Meepit (Colorless)
HP: 5
(*) Bite – 1 Damage
(*)(*) Tackleglomp – 3 Damage
Beneath that adorably furry exterior lies a heart of pure insanity.
024:
Evil Eye (Dark)
HP: 6
(D)(D) Foresight – Look at your opponent’s hand.
(D) Swoop – 2 Damage
The eye has seen many things that others weren't meant to see.
025:
Cove Mermaid (Water)
HP: 5
(W)(*) Water Jet – 3 Damage
(W) Revitalize – Heal 2 HP to any Ally in play.
026:
Anti–Gravity Skull (Dark)
HP: 6
(D)(*) Absorb – 2 Damage. Heal 1 HP
(D)(D) Curse – The target is now paralyzed.
How on earth does it float in the air like that!?
027:
Fake Treasure Chest (Colorless)
HP: 6
(*)(*) Rolling Tackle – Roll a die. This attack deals Damage equal to the result
(*)(*)(*) Item Chomp – Discard an energy card from this Ally. Your opponent discards a card from their hand.
Hey, I found gold! Wait a minute... RUUUN!
056:
Sabertooth Fish (Water)
HP: 6
(W) Chomp – 2 Damage
(W)(W) Bubble Shield – Prevent the next 1 Damage.
Long thought to be extinct, Sabertooth Fish colonies have recently appeared again, presenting a danger to both pirates and tourists.
058:
Elven Archer (Earth)
HP: 4
(E) Hunting Knife – 2 Damage
(E)(E) Sniper – 4 Damage. You may target any Ally in play. If you target a benched Ally, this attack does 2 Damage instead.
Legolas: Proof that androgyny is more elvish than pointy ears.
059:
Rock Serpent (Earth)
HP: 6
(*) Fang Attack – 1 Damage
(E)(E) Tremor – 3 Damage. Target an opponent’s benched Ally. This attack deals 1 Damage to the target.
And they thought I was crazy when I told them the rocks were breathing...
060:
Will–O–The–Wisp (Earth)
HP: 4
(E) Mystic Flare – 2 Damage. Roll a die. If the result is even, this attack deals 3 Damage instead.
(E)(E)(*) Illusion – Switch this Ally with one of your benched Allies. At the start of the second turn after you've used this attack, switch your active Ally with this Ally and deal 4 Damage to your opponent's active ally. You cannot use this attack if you have no benched allies.
062:
Plasma Puff (Fire)
HP: 5
Special Power: Spontaneous Combustion – When this Ally is KO'd, deal 2 Damage to your opponent's active Ally.
(F) Flame Tongue – 2 Damage
It's cute, but for goodness sake, don't pet it!
064:
Dunburrow Squire (Light)
HP: 5
(L) Shortsword – 2 Damage
(L) Recover – Heal 2 HP
Fresh from the farmlands, a squire of Dunburrow is always ready for action.
065:
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.
066:
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.
067:
Ninja Henchman (Air)
HP: 4
Special Power: Preemptive Strike – When this Ally comes into play, deal 1 Damage to opponent's active Ally.
(*) 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.
068:
Piranha Crow (Air)
HP: 4
(A) Peck – 2 Damage
(A)(*) Aerial Swoop – 3 Damage
C–caw, c–caw!
069:
Jelly Llama (Colorless)
HP: 5
Special Power: Gelatinous Form – When this Ally is attacked by an attack with variable Damage, prevent 1 Damage from that attack.
(*) Jelly Pinball – 2 Damage
(*)(*) Regenerate – Heal 2 HP.
029:
Socktopus (Water)
HP: 6
(*) Spell of Seven Silken Socks – 2 Damage
(*)(W) Roundhouse kick – Roll a die. This attack deals Damage equal to the result
070:
Stal’s Whiteboard (Air)
HP: 5
(A) Wall of Text – 2 Damage. The target is now asleep
(*)(*) Works Cited – 3 Damage
083:
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!
084:
Ghost Guest (Dark)
HP: 8
(D) Absorb Post – 2 Damage
A guest from 1969 who would like to eat your post.
085:
Octo Pie (Water)
HP: 5
(W)(*) Sweet Aroma – 3 Damage. Roll a die. If the result is odd, the target is now paralyzed.
I wanted cherry, but they gave me octo instead!
086:
Bob–OMG (Fire)
HP: 3
Special Power: Detonate – When this Ally is KO'd, deal 5 Damage to your opponent's active Ally and 1 Damage to your benched Allies.
(*) Roll – 2 Damage
Eeeoouueeeii!
087:
Commoner Kitten (Colorless)
HP: 6
(*)(*) Basic Attack – 4 Damage
Nothing special.
155:
Griffpun (Colorless)
HP: 5
Special Power: Roost – Whenever this Ally is benched, heal 2 HP.
(*)(*) Rapidity – 3 Damage.
50% phoenix, 50% lion... 100% bad taste!
167:
Crazy Fangirl (Water)
HP: 5
Special Power: Fangirling – When this Ally comes into play, your active Ally gets +2 HP for 1 round.
(W) Scream – 1 Damage
Ow, my ears.
168:
Crazy Fanboy (Fire)
HP: 4
Special Power: Fanboying – When this Ally comes into play, your active Ally’s attacks gets +2 Damage for 1 round
(F) Whistle – 2 Damage
He's nuts.
169:
Muffin Monster (Earth)
HP: 4
(E) Muffin Bomb – 2 Damage
(E)(E) Blueberry Shot – 2 Damage. The target is now poisoned.
Yum, Muffi– ARGHHHHH!
170:
The Thing from the Tabloids (Dark)
HP: 6
Special Power: The Only Thing – You may only have one 'The Thing from the Tabloids' in your deck
(D) Fear – 3 Damage
ARGH! Not the Thing from the Tabloids!
Uncommon:
063:
Red Stallion (Fire)
HP: 7
Special Power: Purity – This Fighter is immune to all status effects.
(*) Hoof Stomp – 1 Damage
(F)(F) Cloud of Embers – 3 Damage
No, not a scrawny lion in a trenchcoat. A Stallion.
028:
Necromancer (Dark)
HP: 6
(D)(D) Dark Ritual – 4 Damage
(D)(D)(D) Resurrection – Select a common or uncommon Fighter from your discard pile and return it to your hand.
The world has forever shunned me, and for that, I have no reason to play by its rules.
030:
Clara (Fire)
HP: 7
(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.
031:
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
032:
Mage Manor Faerie (Earth)
HP: 7
(E)(*)(*)(*) Faerie Blast – 6 Damage
(E) Berry Broth – Heal 2 HP to any of your Fighters
033:
Sunsnare (Light)
HP: 7
(L)(L) Solar Flare – 4 Damage
(*)(*) Refraction – Heal 3 HP
072:
Muse (Light)
HP: 8
(L)(L) Inspiration – 4 Damage
(*)(L) Plothole Cement – Heal 3 HP to any Fighter in play
073:
Smoghoul (Fire)
HP: 7
(D)(F) Acrid Smoke – Roll a die. This attack deals Damage equal to the result
(F)(F) Smoke Ring Strangle – 2 Damage. Roll a die. If the result is odd, the target is now poisoned
088:
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.
089:
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?!?!
090:
Giant Trogan Snail (Earth)
HP: 7
(E) Acid Spit – 2 Damage
(E)(E)(E) Quake – 4 Damage. Distribute 2 Damage among your opponent's benched Fighters.
Most who enter the forest of Amrak leave with an intense fear of mushroom soup. I wonder why...
091:
Thorgon (Light)
HP: 7
(*) Peck – 2 Damage
(L)(L)(L) Thundering Strike – 4 Damage. Roll a die. If the result is 4 or more, the target is now paralyzed
092:
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...
093:
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.
094:
Snailord (Earth)
HP: 8
(E)(E)(E) Transform – Discard Snailord and put Crimson Snailord into play from your hand. Remove all (E) attached to Snailord and attach them to Crimson Snailord.
(E)(E) Decadent Quake – 4 Damage
Time is running out for the planet Earth
095:
Hai Gao (Light)
HP: 7
Special Power: Spy – This Fighter is not affected by common Events.
(L) Trick Arrow – 2 Damage.
(L)(L)(*) Ambush – 5 Damage. Roll a die. If the result is odd, this attack does 2 damage.
Yes, my Lord.
096:
Impish Tree (Earth)
HP: 10
Special Power: Flammable – Whenever this Fighter is dealt damage by a Fire–type attack, deal 1 Damage to all Fighters in play.
(E)(E) Leaf Cutter – 4 Damage
140:
Self Proclaimed Dunburrow Steed (Light)
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 .
152:
Fred the Zombie (Dark)
HP - 10
(D)(D)(D) Zombie Love - Pick either your opponent's active card, or any Fighter of your choice. Roll 1d6. If even, heal 5 damage to the card you picked. If odd, deal 5 damage to the card you picked..
..Hello. :3
156:
Griffair (Air)
HP: 7
Special Power: Aerial Pursuit – +1 Damage to Wind Cutter for every additional Air energy attached to this Fighter not used for Wind Cutter.
(A)(A) Wind Cutter – 4 Damage
Lighter than a feather.
157:
Griffglow (Light)
HP: 7
(L) Eye Laser – 2 Damage
(L)(L) Ultraviolet – 4 Damage. Roll a die. If the result is 1 or 6, the target is now paralyzed.
A shining feather of justice!
158:
Griffire (Fire)
HP: 6
(F) Flame Pillar – 2 Damage. Roll a die. If the result is even, the target is poisoned.
(F)(F)(F)(*) Vulcan Dive – 6 Damage
Rising from the ashes to smite with flame.
159:
Griffvox (Dark)
HP: 7
Special Power: Alternate Dimension – For every 3 Dark energies attached to this Fighter, prevent 1 Damage dealt to this Fighter.
(D) Invert – 2 Damage.
(D)(D)(*) Mysterious Fog – 5 Damage.
Stare into the endless vortex that is my dark, foreboding gaze.
160:
Griffrain (Water)
HP: 9
(W)(*) Pressure Mist – 3 Damage.
(*)(*)(*) Liquefy – 2 Damage. Heal 1 HP
A rainy day, now that is my kind of day.
161:
Grifflore (Earth)
HP: 10
Special Power: Legend – If there are any Fighters on your bench with "Griff" in their name, add +3 HP to this Fighter.
(E)(E) Leafstorm – 4 Damage.
Doesn't exist. Is only a legendary myth.
179:
Psychedelic Walrus (Light)
HP: 5
(L)(*) I am the Eggman – 4 Damage
(L)(L)(L)(*) Psychedelics – 6 Damage
Goo goo g'joob.
184:
Rainbow–flavored Jelly Llama (Colorless)
HP: 6
Special Power: True Colors – When this Fighter comes into play, Heal 1 HP to all Colorless–type Fighters in play.
(*) Joy – 1 Damage
(*)(*) Sugar Rush – 3 Damage
A rainbow of joy in every llama.
194:
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
195:
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
196:
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
197:
Wandering Nightmare (Dark)
HP: 6
Special Power: Gloomform – This Fighter is not affected by status effects
(D)(D) Night's Embrace – The target is now asleep
(D)(*) Taint Dreams – 2 Damage. If the target is asleep, roll a die. If the result is odd, the opponent discards a card
198:
Master Shark (Water)
HP: 10
Special Power: Posse – While this Fighter is in play, all Water–type Fighters' attacks get +1 Damage
(*)(*) Ram – 3 Damage
199:
Cove Siren
HP: 6
Special Power: Soothing Melody – When this Fighter comes into play, heal 4 HP to all your Fighters
(W)(W) Call the Tide – You may attach an additional energy card this turn
(W)(W)(*) Charm – 4 Damage. The target is now asleep
200:
Freelance Buccaneer
HP: 7
Special Power: Grand Entrance – When this Fighter comes into play, you may attach an additional energy card this turn
(W)(W)(W) Showy Swordsmanship – 5 Damage. The opponent's active Fighter must discard an energy card.
201:
Coastal Drake
HP: 10
Special Power: Tidal Dance – When this Fighter comes into play, you may attach an additional energy card this turn
(W)(W)(W) Whirlpool – 3 Damage. Roll a die. If the result is more than 4, the opponent's active Fighter must discard an energy card
202:
Rum Watcher
HP: 6
Special Power: Happy Hour – When this Fighter comes into play, heal 4 HP to all your Fighters
(*)(*) Tankard Smash – 3 Damage
(W)(W)(*) Morale Boost – Choose one of your Fighters. The target's attacks get +2 Damage for 4 turns
Rare:
036:
Mobster – Da Boss (Dark)
HP: 11
(D)(D) Unrefusable Offer – 4 Damage
(*)(*)(*) Marked Man – 3 Damage. Roll a die. If the result is 4 or more this attack does 5 Damage instead
037:
Dread Ship (Dark)
HP: 14
(D)(*) Cannon Load – Allows this Fighter to use Dread Cannon.
(D)(D)(*) Dread Cannon – 8 Damage. May only be used after Cannon Load
Legends tell of a magnificent vessel that wanders the seven seas. What the legends don't say is that it will cannonball anyone who comes close to it.
034:
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.
071:
Generic Fire User (Fire)
HP: 10
(F)(F)(F)(F) Dancing Flames – 10 Damage. Discard an (F) card from this Fighter.
Got it… memorized?
097:
Crimson Snailord (Earth)
HP: 8
Special Power: Snail Summon – When this Fighter is KO'd, search your deck for a common Fighter and place it in your hand.
(*)(*) Cracker – 2 Damage.
(E)(E)(E)(*)(*) Core Quake – 6 Damage. Roll a die. If the result is 5 or more, this attack deals 8 Damage instead.
End world law star.
098:
Knife Tree (Earth)
HP: 12
(E)(*) Root Energy – 2 Damage. Heal 2 HP.
(E)(E)(E) Seed Gatling – 5 Damage.
In this forest, the trees carve YOU.
164:
Blowhard (Air)
HP: 10
Special Power: Strong gust – When this Fighter comes into play, your opponent must switch their active Fighter with a benched Fighter
(*)(*) Buffeting Winds – 3 Damage
(A)(A)(*) Wind Chill – 3 Damage. Roll a die. If the result is even, the target can't attack the next turn
165:
Guardian Angel (Light)
HP: 14
Special Power: Protection – Whenever an opponent Fighter's attack or special power deals Damage to your benched Fighters, apply half the Damage (rounded down) to this Fighter instead if this Fighter is active.
(L) Soothing Presence – Flip a coin. If the result is heads, the target is now asleep
(*)(*) Defensive Strike – 4 Damage
166:
Geoterr (Earth)
HP: 10
Special Power: Non–organic – This Fighter cannot be poisoned
(E)(E)(E)(E)(E) Earthquake – 6 Damage. This attack deals 2 Damage to all other benched Fighters in play
171:
Cloud Cannon (Air)
HP: 2
Special Power: Charging – Each time (A) energy is attached to this Fighter, double its current HP.
(A)(A)(A)(A)(A) Cannon – 10 Damage. Discard 5 energy cards. If the HP of this Fighter is greater than 2, reduce the HP of this Fighter to 2.
KAPOOOFFF!
180:
Faerie of the North (Air)
HP: 7
Special Power: Goodness – When this Fighter comes into play, roll a die. If the result is even, heal 4 HP to all Air–type Fighters in play.
(A)(A)(L) Glitters – 5 Damage
(A)(A)(L)(L) Sweet Reverie – 6 Damage
The ditsiest and most fashionable of the faeries.
181:
Faerie of the South (Light)
HP: 8
Special Power: Dance of the Universe – When this Fighter comes into play, roll a die. If the result is even, Heal 1 HP to all Colorless–type Fighters in play. If the result is odd, deal 1 Damage to all Dark–type Fighters in play.
(L)(L) Moonshine – 4 Damage
(L)(L)(L)(L) Stardust – 7 Damage
The most powerful of all the faeries, she was a mistress of Light and vanquisher of the Darkness.
182:
Faerie of the West (Dark)
HP: 9
(D)(D) Cursed Tears – 4 Damage
(D)(D)(D)(D) Defying Gravity – 7 Damage
How long must she hide in the darkness? How long must she bear the pain of her loss …?
183:
Faerie of the East (Fire)
HP: 5
Special Power: Tyranny – When this card comes into play, deal 2 Damage to all your opponent's Fighters.
(F)(F) Crippling Flames – 4 Damage
(D)(D)(F)(*) Dark Fire – 6 Damage
Someone throw a house on her! Quick!
189:
Generic Water Musician (Water)
HP: 7
(W)(W)(W)(W) Melodious Nocturne – 9 Damage. Discard (W)
(W)(W(*) Keep to the Beat Lvl. 2 – Deal 3 Damage to all your opponent's Fire–type Fighters. Roll a die. If the result is even, heal 5 HP to all Water–type cards in play instead.
Boy, did they send the wrong guy for this one . . .
203:
Miss Walrus (Water)
HP: 5
Special Power: I am the Walrus – When this card comes into play, deal 2 Damage to all your opponent's Fire–type Fighters
(W)(W)(D) Illusionist's Tricks – 5 Damage
(W)(W)(D)(D) Goo goo g'joob – 8 Damage. Discard a (W) energy
I am she as you are he and you are me and we are all together!
Common Forumers:
074:
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.
075:
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!
076:
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.
001:
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?
021:
Sablones (Dark)
HP: 7
Special Power: Portal – This Fighter does not pay a retreat cost.
(D) Gunplay – 2 Damage
061:
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
077:
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
082:
PFA (Dark)
HP: 5
(D) Sneak Attack – 2 Damage
(*)(*) Katana Slash – 3 Damage
This ninja gear isn't just for show, you know.
099:
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
100:
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
101:
Jina (Air)
HP: 4
(*) Anesthetic – The target is now asleep
(*)(*)(A) Dagger – 5 Damage
A great thief said to have once stolen a cookie.
102:
Amneiger (Fire)
HP: 5
(F)(F) Dazzler – The target is now paralyzed.
(*)(*) Lab equipment – 3 Damage
"This isn't a pistol! This is a test tube!"
103:
Nova Storms (Fire)
HP: 5
(F)(F) Annihilate – 3 Damage
(*)(*) Electrocute – 2 Damage
Will you marry me?
104:
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
105:
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
185:
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.
117:
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?
119:
Celestial (Air)
HP: 6
(A)(*) Air Current – 2 Damage. Roll a die. If the result is 4 or more, this attack does 4 Damage instead.
(*)(*) Fireball – 2 Damage.
Something is burning...
120:
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.
190:
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!!!!
191:
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
192:
Rose, Healer/Butt Kicker (Light)
HP: 5
(*) Bo Staff – 2 Damage
(L)(L) Silver Glow – Heal 4 HP to any Fighter in play.
205:
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!
207:
Lupehunter (Fire)
HP: 6
(F)(*) Firestorm Barrage – 3 Damage
(F) Singe – 2 Damage
Careful, I'm smoking dangerous
209:
Kathleen Sapphire (Dark)
HP: 5
(D)(*) Fishglomp – 3 Damage
(D) Poisoned Darts – 2 Damage
For the last time, I'm not a cat!
210:
Hunter (Water)
HP: 4
(*) Hammer Smash – 2 Damage
(W)(W) Ice Hammer– 3 Damage
(*)(*) Long Rant – The target is now asleep.
"My hammer comes equipped with a n00b–be–gone spray, freeze ray, and popcorn maker. Mmm, popcorn..."
212:
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!
214:
Christos (Water)
HP: 4
(W) Water bubble– 2 Damage
(W)(W) Water slap – 4 Damage
216:
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.
217:
JDB1984 (Light)
HP:5
(L) Ranilo's Wand – 2 Damage
(L)(L) Frika's Healing – Heal 3 HP to any Fighter in play
282:
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
283:
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!
284:
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.
285:
Blace (Water)
HP: 6
(*) Cluelessness: Heal 2 HP
(W) Spam: 2 Damage.
Downhere is the best band ever!!!!!! Buy all their CDs right now!!
288:
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.
057:
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.
Uncommon Forumers
106:
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.
135:
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…
206:
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...
208:
Lupehunter, Wolf Form (Fire)
From Lupehunter
HP: 8
(F)(F) Fire Breath – 4 Damage
(F)(F)(*) Cursed Burn – 5 Damage
It's best not to cross paths with this one
211:
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!
213:
Energy Tentacles Vyt (Light)
From Vyt
HP: 9
(L)(*)(*) Tentacle Whip – 5 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."
286:
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
287:
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.
Rare Forumers:
078:
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
035:
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!
079:
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.
107:
Nin Jina (Air)
From Jina
HP: 10
Special Power: Thief in the Night – If your opponent is asleep when this Fighter attacks, your opponent must discard an energy card from their active Fighter.
(*) Diluted Toxins – Roll a die. If the result is 6, the target is now poisoned.
(A)(A)(A)(A) Dream Dagger – 7 Damage. The target is now asleep
Nin Jina: Nutcase in disguise
108:
Werewolf Killix (Dark)
From Killix
HP: 10
Special Power: Moonlight – This Fighter gets +1 HP for every Dark energy attached to this Fighter up to a maximum of 7 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
163:
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.
178:
DragonPower Celestial (Fire)
From Celestial
HP: 10
(F)(A) Absorb Aggression – Prevent the next 3 Damage.
(F)(F)(A)(A) Dragon's Rage – 6 damage
(F)(*) Inner Star – 4 damage
Are you ok? Your eyes are a multicoloured.
187:
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
193:
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.
204:
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 …
215:
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:[/u]
Common:
038:
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.
039:
Treasure Hunt
Draw 2 cards.
Aye, thar be shinies in that chest!
040:
Frag Grenade
Deal 2 Damage to your opponent's active Fighter.
Nothing gets the job done like a face full of scrap metal.
041:
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.
An ace up my sleeve, insurance if you will.
042:
Ninja Teleport
Switch your active Fighter with a benched Fighter.
Now you see me, now you d–*poof*
043:
Lemon Bomb
1 Damage to any Fighter in play.
As lethal as it is citrusy fresh!
044:
Leocookies
Heal 4 HP to any Fighter in play.
The ambrosia of the gods… but not liquid… and cookies.
055:
Energy Transfer
Select an energy card from one of your Fighters and attach it to a different Fighter.
052:
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.
053:
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.
080:
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.
081:
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?
109:
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.
110:
Poison Cloud
Target any Fighter in play. The target is now poisoned.
Ughh... my head feels funny...
111:
Freeze
Target any Fighter in play. The target is now paralyzed.
I always did enjoy turning people into giant blocks of ice...
112:
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...
131:
Neutralizer
Your active Fighter is no longer poisoned.
132:
Re–Energizer
Your active Fighter is no longer paralyzed.
133:
Awakener
Your active Fighter is no longer asleep.
114:
Pink Emo Corner
Heal 2 HP to all of your Dark–type Fighters in play
*sobs* =D
116:
Concentrate Energy
You may attach 1 more energy card this turn.
162:
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!?
175:
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.
186:
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.
188:
Blackbird
All Dark–type Fighters in play get +1 HP until end of turn.
Blackbird, fly, into the light of a dark, black night . . .
Uncommon:
045:
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.
047:
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!
048:
Energy Drain
Target any energy card attached to your opponent’s active Fighter. Your opponent must discard that energy card.
049:
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!
113:
Restoring Balm
Your active Fighter is no longer affected by status effects
118:
Train
Both Fighters may attack twice this round.
FOCUS!
124:
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.
125:
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.... ^^
126:
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...
127:
Energy–Matter Exchange
Discard 2 energy cards to search your deck for an Fighter (energy cards and Fighter must all be the same type)
And.... ZAAPPPPP!
115:
Matter–Energy Exchange
Discard an Fighter 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!
129:
Share Energy
Remove up to 2 energy cards from one of you benched Fighters and attach it to another.
141:
Downpour
Each Water energy card in play counts as 2 Water energy cards until the end of your turn.
142:
Wall of Fire
Each Fire energy card in play counts as 2 Fire energy cards until the end of your turn.
143:
Sandstorm
Each Earth energy card in play counts as 2 Earth energy cards until the end of your turn.
144:
Hurricane Gale
Each Air energy card in play counts as 2 Air energy cards until the end of your turn.
145:
Aura Shroud
Each Light energy card in play counts as 2 Light energy cards until the end of your turn.
146:
Black Hole
Each Dark energy card in play counts as 2 Dark energy cards until the end of your turn.
154:
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?
174:
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.
177:
Gale Winds
Return any active Fighter in play and all its attached energy cards to their owner’s hand
Okay, who was that?
Rare Events
046:
‘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?
050:
Plunger
Deal 3 Damage to any of your opponent’s Fighters. Heal 3 HP to any of your Fighters
Plunger, plunger, Jacques!
051:
Switcharoo
Exchange your active Fighter with your opponent's active Fighter. (Must be of the same rarity)
054:
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?
130:
Chuck Norris
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 Chuck Norris allows to live.
136:
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*
138:
Hai Gao's Plan
Discard one of your benched Fighters. Your opponent draws and discards until they draw an Fighter.
I have a plan, my Lord.
147:
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.”
148:
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."
149:
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!”
150:
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…”
151:
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.”
172:
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!
176:
Speed Upgrade
Search your deck for a powered–up forumer and add it to your hand.
Weakness is never needed.