Post by Deleted on Aug 26, 2010 4:54:42 GMT -5
Fighers
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: 8
Special: Old Age - At the end of each turn, this card becomes asleep.
(*)(*) Swordplay - 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 Griffpun (Colourless)
HP: 5
Special: Roost. Heal 2 HP when Griffpun is sent from active to the bench.
(*)(*) Rapidity - 3 damage.
~50% bird, 50% lion... 100% bad taste!~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
Crazy Fanboy (Colourless)
HP: 6
Special: Fanboying - When this card is placed on the field, increase the damage of your Active Fighter's attacks by 2 for one turn.
(*) Wolf Whistle - 1 Damage
Crazy Fangirl (Colourless)
HP: 6
Special: Fangirling - When this card is placed on the field, prevent the next two damage done to your Active Fighter.
(*) Fangirl Scream - 1 Damage
The Thing from the Tabloids (Dark)
HP: 8
Special: Unique Monster - You may only have one The Thing from the Tabloids in your deck.
(D) Fear - 2 Damage
Pirate Cannon (Water)
HP: 8
Special: Reload - This card may only attack every second turn.
(W)(W) FIRE! - 4 Damage
Space Weasel (Colourless)
HP: 6
(*)(*)(*) Thrash - 4 damage
Baby Tyrannosaurus (Earth)
HP: 6
Special - Tyrannosaurus Day: When this card is summoned, no forumers can be upgraded for one round, starting with your Opponent's next turn.
(E) Bite - 2 Damage
Shadowy Tentacle (D)
HP: 6
(D)(D) Grapple - 2 Damage. Your opponent discards an Energy from their Active Fighter.
Petrifying Ooze (D)
HP: 2
Special Power: Underdeep - This card may only recieve damage from Fire element attacks. Your opponent may discard an Energy from their Active Fighter to change the element of one of their attacks to Fire. They must have the correct amount of Energy for the attack after discarding in order to do this. They choose to discard the Energy after paralysis checks.
(D)(D) Petrify - Paralyze your opponent's Active Fighter and one of their Benched Fighters.
Owen (F)
HP: 5
Special Power: Armoured Suit - Prevent 1 Damage from every attack.
(F)(*) Punch - 3 Damage
Pirate Raider (W)
HP: 6
(W)(W) Cutlass - 4 Damage
Steampunk Boiler (W)
HP: 5
(F)(*) Explode - 3 Damage for every Water Energy attached to this card, up to 9 Damage, plus 1 Damage for each Water Energy attached to one of your Benched Fighters. Discard this card and all cards attached.
Steampunk Engineer (Fire)
HP: 7
Special - Weapon Improvement: While this card is on the field, all Fighters on your side of the field do an additional 1 damage with every attack for each Event card equipped to them.
(F) Weld - 2 Damage
Steampunk Airship (Air)
HP: 6
Special - Flight: This card pays no retreat cost.
(A)(*) Gunners - Roll a dice. If even, this attack does 4 Damage, if odd, this attack does 2 Damage. You may target a Benched Fighter. If you do, this attack does half the damage.
Steampunk Alchemist (Colourless)
HP: 6
(*)(*) Alchemy - 3 Damage. If both Energies used for this attack are of the same element, this attack does damage of that element. This card's element becomes the element of the damage done by this attack for one round.
Kite (A)
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.
Unidentified Backstabber (D)
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."
Generic Tabloider (E)
HP: 5
(*)Greeting: 2 Damage
(E)(*)Random Talk: 3 Damage
"Hello! ^_^"
The Black Beekadoodle (W)
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!
Ninja NPC Squad Member (D)
4 HP
Special Ability: Ninja Medic – Return a common ally from discard pile.
(D) Ninja Strike – 2
(*) Kunai Throw – 1
The Red Shirts of the Ninjas…
Nightmare Creature (D)
5 HP
Special Ability: Nightmare Freeze – Roll a die. If even, target is paralyzed.
(D) Shadow Surprise – 2
(*) Razor Bite – 1
From the shadows it spawns.
N00b (Colorless)
5 HP
(*) Ch@tsp33k- 1 damage
(*)(*)Grammar Fail- 3 Damage
U r $0 @nn0ying! lol!
Grammar Nazi (Colorless)
6 HP
Special Ability- N00b Fighter- If there is a n00b in play on the opposite team, attack with 4 damage
(*) Grammar Attack-2 damage
I have perfect grammar, how about you?
Ghost Guest (D)
7 HP
Special Ability: Spirit Power. +1 damage to Ghost Guest's attacks for each KO suffered by the player.
(D) Glitch Post - 2 damage
-The Guest from 1969 is here! ...Or is he?-
Road Snake (E)
6 HP
Special Ability: Rock Armour. All regular attacks do -2 damage to allies when Road Snake is on the field.
(E) Coil - 2 damage
Octo Pie (W)
5 HP
Special Ability: Sweet Aroma. Octo Pie heals +1 HP at the beginning of its turn if the opponent is Colourless.
(W)(*) Filling Spray – 3 Damage. Roll a die. If the result is odd, the target is now poisoned.
-I wanted cherry, but they gave me octo instead!-
Marvir Statue (E)
6 HP
Special Ability: Rock Armour. All regular attacks do -2 damage to allies when Marvir Statue is on the field.
(E) Hit - 2 damage
- This solid rock Marvir rarely moves. It even has a bored expression permanently fixed to its face.-
Corenu (L)
6 HP
Special Ability: Healing Hands - After you draw, roll a dice. If even, heal any of your fighters 2 HP.
(L) Magic Bow - 2 damage
Animated Chest (W)
6 HP
Special Ability: Treasure Spell - Both players draw 2 cards each turn while this card is on the field.
(*)(*) Toxic Treasure - 1 damage. The target is poisoned.
Enchanted Fire (Fire)
4 HP
Special Ability: (F)(F) Scorch - If an opponent's Fighter attacks Enchanted Fire, deal the same amount of damage done to the Fighter after the attack.
(F) Flame - 2 Damage
Looks like one of the mages' fire spells went too well.
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!”
Glidolphin (Water)
8 HP
(W)(*)(*) Glide - 1 Damage. Draw a card. If it is an Energy card, heal 3 HP.
(W)(W)(W) High-speed Bump - 6 Damage. Deal 2 damage to Glidolphin if the attack is successful. Afterwards, Glidolphin cannot use High-speed Bump for one turn.
Sometimes seen along with pirate ships, these sea mammals use their flexible fins to jump into the air and glide through for a few seconds.
Merpo's Generator (*)
9 HP
Special Ability: Generate - Both players may place 2 Energies per turn while this card is on the field.
(*) Energise - Roll a dice. If even, 2 damage per energy, if odd, 1 damage per energy. This attack may not do more than 7 damage.
Starfishi (W)
HP: 11
(W) Net - 2 damage. The target is paralysed.
-I wish, I wish, for lovely fish!-
Known Tabloider (Earth)
HP: 9
(E)(*) Random Talk - 3 damage.
(E)(E) Quick Edit - Heal 3 HP.
It's you!
Underdeep Squid (Water)
HP: 9
(W)(W) Drown - 2 damage. Your opponent's active discards an energy.
(*)(*) Tentacle Smash - 3 damage.
Drowning is a horrible way to die...
Generic Card (Colorless)
HP: 10
Special: Totally Generic - This card can't be affected by special abilities.
(*)(*) Generic Attack - 3 damage.
Just another card in the crowd.
Known Tabloider (Earth)
HP: 9
(E)(*) Random Talk - 3 damage.
(E) Quick Edit - Heal 3 HP.
It's you!
Underdeep Squid (Water)
HP: 9
Special: Dissolve - This card pays no retreat cost.
(W)(W) Drown - 2 damage. Your opponent's active discards an energy.
(*)(*) Tentacle Smash - 3 damage.
Drowning is a horrible way to die...
Sandra (E)
10 HP
Special Ability: Transform - After you draw, you may return a card from your hand to your deck to change the type of this card to Earth, Air, or Water.
(*)(*) Animal Attack: 2 damage. If Earth, +1 damage, if Water, prevent 1 damage, if Air, retreat this card.
Patri (*)
6 HP
Special Ability: Grapple - After you draw, roll a dice. If even, you can move an Energy from any Fighter to any other Fighter on the same side.
(*)(*)(*) Ball - 2 damage to your Opponent's Active +1 damage to all other Fighters in play for each Energy attached to your Opponent's Active. This attack may only KO your Opponent's Active.
Mercenary Commando (E)
10 HP
Special Ability: Camouflage Paint - If this card is targetted with an attack that uses a dice to determine damage, deal the lowest possible damage.
(E)(*) Machine Gun - Roll a dice and deal damage equal to the result.
Pirate Pillager (W)
HP: 7
Special Ability: Loot - When this card deals damage, draw a card.
(F) Torch Attack - 2 Damage
(F)(F) Arson - 3 Damage. Roll a dice, if even, discard the top card of your opponent's deck.
Griffair (Air)
HP: 7
Special: Aerial Pursuit. Add +1 damage for every Air energy attached to Griffair.
(A) Skydive - 2 damage
(A)(A) Wind Cutter - 4 damage
~Lighter than a feather.~
Griffglow (Light)
HP: 7
Special: Aura Force. When a fighter attacks Griffglow for the first time, the attacker returns one energy to their deck. Griffglow heals 1HP.
(L)(L) Ultraviolet - 4 damage. Roll a 1d6. If 1 or 6, opponent is paralyzed.
~A shining feather of justice!~
Griffire (Fire)
HP: 7
Special: Firewall. This fighter is immune to status effects.
(F) Flame Pillar - 2 damage. Roll a 1d6. If even, opponent is burned.
~Rising from the ashes to smite with flame.~
Griffvox (Dark)
HP: 7
Special: Alternate Dimension. For every 2 Dark energies attached to Griffvox, reduce damage taken by 1.
(D) Invertion - 2 damage.
(D)(D)(*) Shadow Rain - 5 damage.
~Stare into the endless vortex that is my dark, forboding gaze.~
Griffrain (Water)
HP: 7
Special: Absorb. For every Water energy attached to Griffrain, increase max HP by +1.
(W) Splash - 2 damage.
(W)(W) Liquify - 3 damage. Heal 1 HP
~A rainy day, now that is my kind of day.~
Griffore (Earth)
HP: 10
Special: Root Tunnel. When Griffore is on the field, –1 to your Fighters’ retreat costs
(E)(E) Leafstorm - 4 damage.
~The mythical forest Griff is real?~
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.”
Deus Ex Machina (Earth)
HP: 12
Special: Miraculous Trasportation - Return an Energy from this card to your deck. Retreat your Active Fighter and remove all status effects from it. This card cannot become your new Active Fighter.
(E)(E) Trample - 4 Damage.
Mage Manor (E)
HP: 12
Special Ability: Magical Protection- This fighter is immune to all status effects.
(E)(*) Down the Wrong Corridor- 2 damage. 50% chance of paralysis.
Hang on, where did that door go?!
Uber-Generic Card (Colorless)
HP: 13
Special: Still Totally Generic - This card can't be affected by special abilities.
(*)(*) Generic Attack, But Better - 5 damage.
Just yet another card in the crowd.
Spacefleet Starfighter (Air)
HP: 14
Special: Flight - This card pays no retreat cost.
(A)(*)(*) Aerial Bombardment - 3 damage to your opponent's active and one damage to one of their benched fighters.
Legendary Tabloider (Earth)
HP: 13
(E)(*) Random Talk - 3 damage.
(E)(E)(*) Mass Quote - Deal the same amount of damage this fighter received this turn.
Underdeep Leviathan (Water)
HP: 12
Special: Grab - The opponent's active can't retreat unless the opponent either uses an event card, attack, or special ability that involves retreating.
(W)(W) Drown - 2 damage. Your opponent's active discards an energy.
(W)(*)(*) Crushing grip - 5 damage.
Sailors once told tales about sea monsters. This was unwise.
Halin (D)
12 HP
Special Ability: Strategy - After you draw, you may retreat your Active Fighter.
(D)(D)(D) Psychic Fighting - 3 damage, this cannot be prevented. Prevent 2 damage.
Valimarv (L)
HP: 14
(L) Poke - 2 damage. The target is Chibi.
(L)(*) Chance - Roll a die. Damage is equal to the result.
-The miracle of good fortune!-
Devimarv (F)
HP: 13
(F) Prank - 2 damage. The target is inflicted with Sleep.
(F)(*) Luck - Roll a die. Damage is equal to the result.
-Bad luck's apprentice.-
Merrymint Marvir (*)
HP: 13
Special Ability: Magic. This fighter pays no retreat cost.
(*)(*) Mysterious Gift - Roll a die. If 5 or higher, 5 damage. Otherwise, 3 damage.
(*)(*) Gifting Day - Return a common Event card from the discard pile to your hand.
-Spreading the gift of... gifts all over Marville!-
TMC's Bike (D)
12 HP
Special Ability: Time Fluctuation - Both players may play 2 Events per turn while this card is on the field. Once per battle, each player may reroll 1 dice.
(*)(*)(*) Run Over - Roll 4 Dice. For each even result, 2 damage, up to 7 damage.
Mercenary Saboteur (F)
10 HP
Special Ability: Spanner in the Works - Once per battle, cancel the effect of an Event card.
(F) Gunplay - 1 damage. Roll a die, if even, 3 damage.
(F)(F)(F) TNT - 4 Damage. Roll a dice for each Opponent's benched fighter. If even, 1 damage to that fighter.
Icy Taco
10 HP Colorless
Special Ability: Alter Ego Appearance - Roll a die. If 5 or 6, draw a card
(*)(*) Character Mob - 1 damage for every ally on your bench. Max 5
(*)(*)(L) Only Temporary - Return one common fighter from the discard pile to your hand. Heal 1 HP
Alter Egos! GET HIM!
Mud Swamp Blob (Earth)
13 HP
(E)(E) Mudspit - Roll a die. If 3 or lower, 3 Damage. If 4 or higher, 5 Damage.
(E)(E)(*) Quickmud - 4 Damage. Roll a die. If 5 or 6, Quickmud's target cannot attack or retreat for one turn.
A mysterious creature residing around the forest of Ninja Dojo, responsible for the disappearance of many.
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: 8
Special: Old Age - At the end of each turn, this card becomes asleep.
(*)(*) Swordplay - 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 Griffpun (Colourless)
HP: 5
Special: Roost. Heal 2 HP when Griffpun is sent from active to the bench.
(*)(*) Rapidity - 3 damage.
~50% bird, 50% lion... 100% bad taste!~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
Crazy Fanboy (Colourless)
HP: 6
Special: Fanboying - When this card is placed on the field, increase the damage of your Active Fighter's attacks by 2 for one turn.
(*) Wolf Whistle - 1 Damage
Crazy Fangirl (Colourless)
HP: 6
Special: Fangirling - When this card is placed on the field, prevent the next two damage done to your Active Fighter.
(*) Fangirl Scream - 1 Damage
The Thing from the Tabloids (Dark)
HP: 8
Special: Unique Monster - You may only have one The Thing from the Tabloids in your deck.
(D) Fear - 2 Damage
Pirate Cannon (Water)
HP: 8
Special: Reload - This card may only attack every second turn.
(W)(W) FIRE! - 4 Damage
Space Weasel (Colourless)
HP: 6
(*)(*)(*) Thrash - 4 damage
Baby Tyrannosaurus (Earth)
HP: 6
Special - Tyrannosaurus Day: When this card is summoned, no forumers can be upgraded for one round, starting with your Opponent's next turn.
(E) Bite - 2 Damage
Shadowy Tentacle (D)
HP: 6
(D)(D) Grapple - 2 Damage. Your opponent discards an Energy from their Active Fighter.
Petrifying Ooze (D)
HP: 2
Special Power: Underdeep - This card may only recieve damage from Fire element attacks. Your opponent may discard an Energy from their Active Fighter to change the element of one of their attacks to Fire. They must have the correct amount of Energy for the attack after discarding in order to do this. They choose to discard the Energy after paralysis checks.
(D)(D) Petrify - Paralyze your opponent's Active Fighter and one of their Benched Fighters.
Owen (F)
HP: 5
Special Power: Armoured Suit - Prevent 1 Damage from every attack.
(F)(*) Punch - 3 Damage
Pirate Raider (W)
HP: 6
(W)(W) Cutlass - 4 Damage
Steampunk Boiler (W)
HP: 5
(F)(*) Explode - 3 Damage for every Water Energy attached to this card, up to 9 Damage, plus 1 Damage for each Water Energy attached to one of your Benched Fighters. Discard this card and all cards attached.
Steampunk Engineer (Fire)
HP: 7
Special - Weapon Improvement: While this card is on the field, all Fighters on your side of the field do an additional 1 damage with every attack for each Event card equipped to them.
(F) Weld - 2 Damage
Steampunk Airship (Air)
HP: 6
Special - Flight: This card pays no retreat cost.
(A)(*) Gunners - Roll a dice. If even, this attack does 4 Damage, if odd, this attack does 2 Damage. You may target a Benched Fighter. If you do, this attack does half the damage.
Steampunk Alchemist (Colourless)
HP: 6
(*)(*) Alchemy - 3 Damage. If both Energies used for this attack are of the same element, this attack does damage of that element. This card's element becomes the element of the damage done by this attack for one round.
Kite (A)
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.
Unidentified Backstabber (D)
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."
Generic Tabloider (E)
HP: 5
(*)Greeting: 2 Damage
(E)(*)Random Talk: 3 Damage
"Hello! ^_^"
The Black Beekadoodle (W)
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!
Ninja NPC Squad Member (D)
4 HP
Special Ability: Ninja Medic – Return a common ally from discard pile.
(D) Ninja Strike – 2
(*) Kunai Throw – 1
The Red Shirts of the Ninjas…
Nightmare Creature (D)
5 HP
Special Ability: Nightmare Freeze – Roll a die. If even, target is paralyzed.
(D) Shadow Surprise – 2
(*) Razor Bite – 1
From the shadows it spawns.
N00b (Colorless)
5 HP
(*) Ch@tsp33k- 1 damage
(*)(*)Grammar Fail- 3 Damage
U r $0 @nn0ying! lol!
Grammar Nazi (Colorless)
6 HP
Special Ability- N00b Fighter- If there is a n00b in play on the opposite team, attack with 4 damage
(*) Grammar Attack-2 damage
I have perfect grammar, how about you?
Ghost Guest (D)
7 HP
Special Ability: Spirit Power. +1 damage to Ghost Guest's attacks for each KO suffered by the player.
(D) Glitch Post - 2 damage
-The Guest from 1969 is here! ...Or is he?-
Road Snake (E)
6 HP
Special Ability: Rock Armour. All regular attacks do -2 damage to allies when Road Snake is on the field.
(E) Coil - 2 damage
Octo Pie (W)
5 HP
Special Ability: Sweet Aroma. Octo Pie heals +1 HP at the beginning of its turn if the opponent is Colourless.
(W)(*) Filling Spray – 3 Damage. Roll a die. If the result is odd, the target is now poisoned.
-I wanted cherry, but they gave me octo instead!-
Marvir Statue (E)
6 HP
Special Ability: Rock Armour. All regular attacks do -2 damage to allies when Marvir Statue is on the field.
(E) Hit - 2 damage
- This solid rock Marvir rarely moves. It even has a bored expression permanently fixed to its face.-
Corenu (L)
6 HP
Special Ability: Healing Hands - After you draw, roll a dice. If even, heal any of your fighters 2 HP.
(L) Magic Bow - 2 damage
Animated Chest (W)
6 HP
Special Ability: Treasure Spell - Both players draw 2 cards each turn while this card is on the field.
(*)(*) Toxic Treasure - 1 damage. The target is poisoned.
Enchanted Fire (Fire)
4 HP
Special Ability: (F)(F) Scorch - If an opponent's Fighter attacks Enchanted Fire, deal the same amount of damage done to the Fighter after the attack.
(F) Flame - 2 Damage
Looks like one of the mages' fire spells went too well.
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!”
Glidolphin (Water)
8 HP
(W)(*)(*) Glide - 1 Damage. Draw a card. If it is an Energy card, heal 3 HP.
(W)(W)(W) High-speed Bump - 6 Damage. Deal 2 damage to Glidolphin if the attack is successful. Afterwards, Glidolphin cannot use High-speed Bump for one turn.
Sometimes seen along with pirate ships, these sea mammals use their flexible fins to jump into the air and glide through for a few seconds.
Merpo's Generator (*)
9 HP
Special Ability: Generate - Both players may place 2 Energies per turn while this card is on the field.
(*) Energise - Roll a dice. If even, 2 damage per energy, if odd, 1 damage per energy. This attack may not do more than 7 damage.
Starfishi (W)
HP: 11
(W) Net - 2 damage. The target is paralysed.
-I wish, I wish, for lovely fish!-
Known Tabloider (Earth)
HP: 9
(E)(*) Random Talk - 3 damage.
(E)(E) Quick Edit - Heal 3 HP.
It's you!
Underdeep Squid (Water)
HP: 9
(W)(W) Drown - 2 damage. Your opponent's active discards an energy.
(*)(*) Tentacle Smash - 3 damage.
Drowning is a horrible way to die...
Generic Card (Colorless)
HP: 10
Special: Totally Generic - This card can't be affected by special abilities.
(*)(*) Generic Attack - 3 damage.
Just another card in the crowd.
Known Tabloider (Earth)
HP: 9
(E)(*) Random Talk - 3 damage.
(E) Quick Edit - Heal 3 HP.
It's you!
Underdeep Squid (Water)
HP: 9
Special: Dissolve - This card pays no retreat cost.
(W)(W) Drown - 2 damage. Your opponent's active discards an energy.
(*)(*) Tentacle Smash - 3 damage.
Drowning is a horrible way to die...
Sandra (E)
10 HP
Special Ability: Transform - After you draw, you may return a card from your hand to your deck to change the type of this card to Earth, Air, or Water.
(*)(*) Animal Attack: 2 damage. If Earth, +1 damage, if Water, prevent 1 damage, if Air, retreat this card.
Patri (*)
6 HP
Special Ability: Grapple - After you draw, roll a dice. If even, you can move an Energy from any Fighter to any other Fighter on the same side.
(*)(*)(*) Ball - 2 damage to your Opponent's Active +1 damage to all other Fighters in play for each Energy attached to your Opponent's Active. This attack may only KO your Opponent's Active.
Mercenary Commando (E)
10 HP
Special Ability: Camouflage Paint - If this card is targetted with an attack that uses a dice to determine damage, deal the lowest possible damage.
(E)(*) Machine Gun - Roll a dice and deal damage equal to the result.
Pirate Pillager (W)
HP: 7
Special Ability: Loot - When this card deals damage, draw a card.
(F) Torch Attack - 2 Damage
(F)(F) Arson - 3 Damage. Roll a dice, if even, discard the top card of your opponent's deck.
Griffair (Air)
HP: 7
Special: Aerial Pursuit. Add +1 damage for every Air energy attached to Griffair.
(A) Skydive - 2 damage
(A)(A) Wind Cutter - 4 damage
~Lighter than a feather.~
Griffglow (Light)
HP: 7
Special: Aura Force. When a fighter attacks Griffglow for the first time, the attacker returns one energy to their deck. Griffglow heals 1HP.
(L)(L) Ultraviolet - 4 damage. Roll a 1d6. If 1 or 6, opponent is paralyzed.
~A shining feather of justice!~
Griffire (Fire)
HP: 7
Special: Firewall. This fighter is immune to status effects.
(F) Flame Pillar - 2 damage. Roll a 1d6. If even, opponent is burned.
~Rising from the ashes to smite with flame.~
Griffvox (Dark)
HP: 7
Special: Alternate Dimension. For every 2 Dark energies attached to Griffvox, reduce damage taken by 1.
(D) Invertion - 2 damage.
(D)(D)(*) Shadow Rain - 5 damage.
~Stare into the endless vortex that is my dark, forboding gaze.~
Griffrain (Water)
HP: 7
Special: Absorb. For every Water energy attached to Griffrain, increase max HP by +1.
(W) Splash - 2 damage.
(W)(W) Liquify - 3 damage. Heal 1 HP
~A rainy day, now that is my kind of day.~
Griffore (Earth)
HP: 10
Special: Root Tunnel. When Griffore is on the field, –1 to your Fighters’ retreat costs
(E)(E) Leafstorm - 4 damage.
~The mythical forest Griff is real?~
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.”
Deus Ex Machina (Earth)
HP: 12
Special: Miraculous Trasportation - Return an Energy from this card to your deck. Retreat your Active Fighter and remove all status effects from it. This card cannot become your new Active Fighter.
(E)(E) Trample - 4 Damage.
Mage Manor (E)
HP: 12
Special Ability: Magical Protection- This fighter is immune to all status effects.
(E)(*) Down the Wrong Corridor- 2 damage. 50% chance of paralysis.
Hang on, where did that door go?!
Uber-Generic Card (Colorless)
HP: 13
Special: Still Totally Generic - This card can't be affected by special abilities.
(*)(*) Generic Attack, But Better - 5 damage.
Just yet another card in the crowd.
Spacefleet Starfighter (Air)
HP: 14
Special: Flight - This card pays no retreat cost.
(A)(*)(*) Aerial Bombardment - 3 damage to your opponent's active and one damage to one of their benched fighters.
Legendary Tabloider (Earth)
HP: 13
(E)(*) Random Talk - 3 damage.
(E)(E)(*) Mass Quote - Deal the same amount of damage this fighter received this turn.
Underdeep Leviathan (Water)
HP: 12
Special: Grab - The opponent's active can't retreat unless the opponent either uses an event card, attack, or special ability that involves retreating.
(W)(W) Drown - 2 damage. Your opponent's active discards an energy.
(W)(*)(*) Crushing grip - 5 damage.
Sailors once told tales about sea monsters. This was unwise.
Halin (D)
12 HP
Special Ability: Strategy - After you draw, you may retreat your Active Fighter.
(D)(D)(D) Psychic Fighting - 3 damage, this cannot be prevented. Prevent 2 damage.
Valimarv (L)
HP: 14
(L) Poke - 2 damage. The target is Chibi.
(L)(*) Chance - Roll a die. Damage is equal to the result.
-The miracle of good fortune!-
Devimarv (F)
HP: 13
(F) Prank - 2 damage. The target is inflicted with Sleep.
(F)(*) Luck - Roll a die. Damage is equal to the result.
-Bad luck's apprentice.-
Merrymint Marvir (*)
HP: 13
Special Ability: Magic. This fighter pays no retreat cost.
(*)(*) Mysterious Gift - Roll a die. If 5 or higher, 5 damage. Otherwise, 3 damage.
(*)(*) Gifting Day - Return a common Event card from the discard pile to your hand.
-Spreading the gift of... gifts all over Marville!-
TMC's Bike (D)
12 HP
Special Ability: Time Fluctuation - Both players may play 2 Events per turn while this card is on the field. Once per battle, each player may reroll 1 dice.
(*)(*)(*) Run Over - Roll 4 Dice. For each even result, 2 damage, up to 7 damage.
Mercenary Saboteur (F)
10 HP
Special Ability: Spanner in the Works - Once per battle, cancel the effect of an Event card.
(F) Gunplay - 1 damage. Roll a die, if even, 3 damage.
(F)(F)(F) TNT - 4 Damage. Roll a dice for each Opponent's benched fighter. If even, 1 damage to that fighter.
Icy Taco
10 HP Colorless
Special Ability: Alter Ego Appearance - Roll a die. If 5 or 6, draw a card
(*)(*) Character Mob - 1 damage for every ally on your bench. Max 5
(*)(*)(L) Only Temporary - Return one common fighter from the discard pile to your hand. Heal 1 HP
Alter Egos! GET HIM!
Mud Swamp Blob (Earth)
13 HP
(E)(E) Mudspit - Roll a die. If 3 or lower, 3 Damage. If 4 or higher, 5 Damage.
(E)(E)(*) Quickmud - 4 Damage. Roll a die. If 5 or 6, Quickmud's target cannot attack or retreat for one turn.
A mysterious creature residing around the forest of Ninja Dojo, responsible for the disappearance of many.