Expansion
|
Roster
|
Rarity
|
Card #
|
Name
|
Type
|
Trait » Combo
»
|
Damage
: Cost
|
Round 1 Mortal Kombat |
Common |
C1 |
Ashrah At the start of Set, you may switch any cards from your hand with any weapons or projectiles in your energy pile. |
Character |
|
0 : 0 |
Premiere Mortal Kombat |
Common |
C*1 |
Dairou You may remove 3 cards in your discard pile at the start of Draw. (*) When you draw a card, you may draw if from the bottom of your discard pile if that card is a weapon. (*) Your punches do +1 damage for each different kamidogu you control. |
Character |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C1 |
Alex Once per turn when you finish a combo with a throw, you may put it in your hand instead of your energy pile. (*) When your effects lower damage to your rival's attacks, increase the amount lowered by 2. |
Character |
|
0 : 0 |
Round 2 Tekken |
Common |
C1 |
Back Breaker Your rival's kicks do -1 damage this turn. (*) HIT - Your rival cannot play kicks this turn. |
High Attack |
Throw » Punch |
2 : 0 |
Round 1 Mortal Kombat |
Common |
C2 |
Baraka Your rival discards the top card of his deck when you link from a punch in a combo. (*) Your weapon attacks do +1 damage. |
Character |
|
0 : 0 |
Premiere Mortal Kombat |
Common |
C*2 |
Kira When your effects discard the last card(s) in your rival's hand, you may play a kamidogu. (*) When you play a kick or weapon, it does +1 damage for each card you have in your hand over your rival's hand. |
Character |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C2 |
Dudley You cannot play kicks. (*) When you flip an event because you played a punch, draw a card. (*) Anytime you draw an event, you may reveal it and set it. |
Character |
|
0 : 0 |
Round 2 Tekken |
Common |
C2 |
Blade Kick When played while you have no cards in your hand, you may reveal the top 3 cards of your deck and put a block from those cards into your hand. |
High Attack |
Kick » Punch |
2 : 0 |
Premiere Mortal Kombat |
Common |
C*3 |
Kobra When a punch or kick is damaged from your deck, you may switch it with a card in your hand. (*) When you play an attack, you may reveal a copy of it from your hand to have the attack do +4 damage. |
Character |
|
0 : 0 |
Round 1 Mortal Kombat |
Common |
C3 |
Bo' Rai Cho Twice while taking damage from an attack, you may put a damaged punch at the bottom of your deck instead of your discard pile if you have more energy than your rival. |
Character |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C3 |
Ibuki When one of your kicks or weapons hits, your rival keeps -1 cards in his hand during this turn's Discard. |
Character |
|
0 : 0 |
Round 2 Tekken |
Common |
C3 |
Median Line Destruction HIT - This attack stays in the arena to be played 2 more times. If it's in the arena when Battle ends, discard it. |
High Attack |
Punch » Kick |
4 : 1 |
Round 1 Mortal Kombat |
Common |
C4 |
Darrius When you play a punch with no effect or link from a punch with no effect, you may put a card in your discard pile on top of your deck. (*) Your attacks without text cannot be discarded by effects. |
Character |
|
0 : 0 |
Premiere Mortal Kombat |
Common |
C*4 |
Li Mei When you finish a combo that ends with 2 or more consecutive kicks and/or projectiles that hit, you may play a kamidogu. (*) Discard the top 2 cards of your rival's deck when you play or gain control of a kamidogu. |
Character |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C4 |
Ken You can play low kicks and low projectiles as high kicks and high projectiles and vice versa. (*) When you play a kick or projectile, you may switch a card in your hand with the top card of your deck. |
Character |
|
0 : 0 |
Round 2 Tekken |
Common |
C4 |
Rear Cross Punch |
High Attack |
Punch » Punch |
3 : 0 |
Round 1 Mortal Kombat |
Common |
C5 |
Kabal You may always look at your rival's face-down cards in the arena. (*) When one of your kicks or weapons hits, you may choose a player to put a random card in his hand at the bottom of his deck and draw a card. |
Character |
|
0 : 0 |
Premiere Mortal Kombat |
Common |
C*5 |
Mileena Your attacks that link into kicks also link into weapons, and vice versa. (*) When you finish a combo, you block all your rival's attacks in his next action that do X damage. X = number of attacks in your combo. |
Character |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C5 |
Ryu Your rival discards +1 card from his deck when your other effects discard cards from his deck. (*) Your first projectile each turn costs -1 energy for each punch in your energy pile. |
Character |
|
0 : 0 |
Round 2 Tekken |
Common |
C5 |
Side Elbow While you have an attack in your energy pile that has a printed cost of 2 or more, this attack does +4 damage. |
High Attack |
Punch » Kick |
2 : 0 |
Round 1 Mortal Kombat |
Common |
C6 |
Sindel When you finish a combo with a projectile, you may have any rival put his hand at the bottom of his deck and draw the same number of cards. (*) Your attacks linked from a projectile cost +1 energy to block. |
Character |
|
0 : 0 |
Premiere Mortal Kombat |
Common |
C*6 |
Scorpion When one of your projectiles or weapons hits, discard a rival's card in the arena. (*) When one of your attacks finish, you may discard it from your energy pile to discard an attack in your rival's energy pile with the same trait. |
Character |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C6 |
Sean When your rival blocks a punch or kick, he must discard a card from his hand or take +2 chipping. (*) While your rival has 5 or more energy, cards that go into his energy pile are discarded instead. |
Character |
|
0 : 0 |
Round 2 Tekken |
Common |
C6 |
Sidestep Elbow HIT - Choose a block in your discard pile and put it in your hand. Your action ends. |
High Attack |
Punch » Kick |
2 : 0 |
Premiere Mortal Kombat |
Common |
C*7 |
Shujinko Your deck may contain cards with any character's title. (*) Your first attack each turn does +X damage. X = the number of Kamidogu you control. |
Character |
|
0 : 0 |
Round 1 Mortal Kombat |
Common |
C7 |
Sub-Zero When you finish a combo with 2 or more consecutive punches or projectiles that hit, you may end the step. |
Character |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C7 |
Twelve When you flip an event, put it in your energy pile after it finishes. (*) At the start of Battle, you may discard an event in your energy pile to put a weapon from your discard pile into your hand. |
Character |
|
0 : 0 |
Round 2 Tekken |
Common |
C7 |
Spinning Flare Kick HIT - If you have only punches in your energy pile, you may put a block from your discard pile into your hand. |
High Attack |
Kick |
4 : 1 |
Round 1 Mortal Kombat |
Common |
C8 |
Death Trap Flip when you finish an attack that hit. Remove your rival's discard pile. |
Event |
|
0 : 0 |
Premiere Mortal Kombat |
Common |
C*8 |
Obligatory Violence Flip when you attack. Your attack does +4 damage. (*) You cannot link off of this attack. |
Event |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C8 |
Busted Flip when your rival blocks a punch. This attack's chipping gains +X. X = your energy. |
Event |
|
0 : 0 |
Round 2 Tekken |
Common |
C8 |
Caranguejo Throw While this card is in your energy pile when you finish a combo of 3 or more attacks that included a punch and a throw, your rival's attacks in his next action that turn do -2 damage. |
Low Attack |
Throw » Punch |
4 : 1 |
Round 1 Mortal Kombat |
Common |
C9 |
Dirty Tricks Flip when you attack. Name a block. Your rival cannot play that block this attack. |
Event |
|
0 : 0 |
Premiere Mortal Kombat |
Common |
C*9 |
Vixen Vendetta Flip as an action in Battle. Put the top card of your discard pile on top of your deck. |
Event |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C9 |
Fond Memories Flip when your rival attacks. Put the top card of your discard pile into your hand. Remove this card. (*) Limit 1 per deck. |
Event |
|
0 : 1 |
Round 2 Tekken |
Common |
C9 |
Fist Hammer Your rival's high attacks do -1 damage during his next action this turn. |
Low Attack |
Punch » Throw |
2 : 0 |
Premiere Mortal Kombat |
Common |
C*10 |
Arm Snapper Reveal a random card in your hand. Your rival's first attack in his next action does -X Damage. X = the cost of the revealed card. |
High Attack |
Throw » Punch |
2 : 0 |
Round 1 Mortal Kombat |
Common |
C10 |
Emissary of the Gods Flip when your rival attacks. Discard an attack from your hand that has damage equal or greater than your rival's attack to block it. |
Event |
|
0 : 1 |
Round 1 Street Fighter |
Common |
C10 |
Form of the Mountain Flip at the start of Battle. Your rival's attacks do -1 damage this step. |
Event |
|
0 : 1 |
Round 2 Tekken |
Common |
C10 |
Rock Cleaving Palm Knock Down-- You must have a punch in your energy pile to play this attack. |
Low Attack Knockdown |
Punch » High Attack |
4 : 0 |
Round 1 Mortal Kombat |
Common |
C11 |
Fatal Blow Flip after you finish an attack that hit. Discard a card in your rival's energy pile. |
Event |
|
0 : 1 |
Premiere Mortal Kombat |
Common |
C*11 |
Axe Throw HIT - Name a block. Your rival cannot play that block during this combo. |
High Attack |
Projectile » Throw |
2 : 0 |
Round 1 Street Fighter |
Common |
C11 |
Killer Bee Recon STREET FIGHTER ONLY. (*) Flip at the start of Battle. Your rival reveals his hand. |
Event |
|
0 : 1 |
Round 2 Tekken |
Common |
C11 |
Palm Block If this blocks a punch, put the top 2 cards of your discard pile into your energy pile. |
High Block |
|
0 : 0 |
Round 1 Mortal Kombat |
Common |
C12 |
Flawless Victory Flip when your rival loses a round. If he dealt you no damage in that round, you win the game. |
Event |
|
0 : 2 |
Premiere Mortal Kombat |
Common |
C*12 |
Back Stomp HIT - Your rival's attacks in his next action do -1 damage. |
High Attack |
Throw » Punch |
2 : 0 |
Round 1 Street Fighter |
Common |
C12 |
Looking Good Flip when you pass. Your rival reveals his hand. Choose and discard a card in his hand. (*) Limit 1 per deck. |
Event |
|
0 : 1 |
Round 2 Tekken |
Common |
C12 |
Lunge If your rival does not have "Roll Away" in his discard pile or energy pile, he discards the top 4 cards of his deck. |
Low Block |
|
0 : 1 |
Round 1 Mortal Kombat |
Common |
C13 |
Hidden Intentions Flip when you attack. You may link a projectile off this attack. |
Event |
|
0 : 0 |
Premiere Mortal Kombat |
Common |
C*13 |
Chaos Axe Kick When an attack in this combo puts any card(s) into your deck from its effect, it does +X damage. X = the number of cards it puts into your deck. |
High Attack |
Throw » Kick |
2 : 0 |
Round 1 Street Fighter |
Common |
C13 |
Power of a God Flip when you pass. End this step. (*) Limit 1 per deck. |
Event |
|
0 : 1 |
Round 2 Tekken |
Common |
C13 |
Jin Kazama's Demon's Paw You may discard a card from your hand for your next attack in this combo to do +4 damage. |
Low Attack |
Punch » Kick |
10 : 2 |
Premiere Mortal Kombat |
Common |
C*14 |
Dairou's Stretch and Slam This attack does +3 damage for each kamidogu you control. |
High Attack |
Throw |
20 : 4 |
Round 1 Mortal Kombat |
Common |
C14 |
Lin Kuei Training MORTAL KOMBAT ONLY. (*) Flip when you attack. Your attack gains "Discard the top 3 cards of your rival's deck." |
Event |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C14 |
Sensei's Death Flip when you attack. Discard a rival's face-down card in the arena. (*) Limit 1 per deck. |
Event |
|
0 : 1 |
Round 2 Tekken |
Common |
C14 |
Gravity Brain Buster HIT - Your rival's first attack in his next action goes to the discard pile instead of the energy pile. |
High Attack |
Throw » Kick |
2 : 0 |
Round 1 Mortal Kombat |
Common |
C15 |
Power Up Flip when you attack. Put 5 attacks from your discard pile at the bottom of your deck. (*) Limit 1 per deck. |
Event |
|
0 : 1 |
Premiere Mortal Kombat |
Common |
C*15 |
Eye Gouge HIT - Name an attack trait. Your rival's first attack in his next action cannot have that trait. |
High Attack |
Weapon » Throw |
2 : 0 |
Round 1 Street Fighter |
Common |
C15 |
Shadaloo Warrior Flip when you attack. You may link a punch from this attack. |
Event |
|
0 : 0 |
Round 2 Tekken |
Common |
C15 |
Heel Bazooka HIT - You may pay 1 energy for your rival to put a card from his hand on top of his deck. |
High Attack |
Kick » Throw |
2 : 0 |
Round 1 Mortal Kombat |
Common |
C16 |
Trapped in the Korner Flip when your rival has blocked 2 or more consecutive attacks in a combo. Your rival cannot attack this step. |
Event |
|
0 : 1 |
Premiere Mortal Kombat |
Common |
C*16 |
Frankensteiner HIT - Rearrange the order of your discard pile. |
High Attack |
Throw » Kick |
2 : 0 |
Round 1 Street Fighter |
Common |
C16 |
The Master's Teaching Flip at the start of Discard. You may keep +3 cards in your hand this step. |
Event |
|
0 : 0 |
Round 2 Tekken |
Common |
C16 |
Pulse Blast Your other kicks do +1 damage for this combo. |
High Attack |
Kick » Kick |
2 : 0 |
Premiere Mortal Kombat |
Common |
C*17 |
Front Flip HIT - Your rival cannot use "HIT -" effects in his next action. |
High Attack |
Throw » Weapon |
2 : 0 |
Round 1 Mortal Kombat |
Common |
C17 |
Unfair Advantage Flip at the end of Discard. Your rival discards a random card from his hand. |
Event |
|
0 : 1 |
Round 1 Street Fighter |
Common |
C17 |
Thuggin' Flip when you attack. Your rival must pay 2 energy before he can block this attack. |
Event |
|
0 : 1 |
Round 2 Tekken |
Common |
C17 |
Running Jaguar Bomb When played, discard a card from your hand. (*) When linked from a kick that hit, you may put a kick from your energy pile into your hand for this attack to do +2 damage. |
High Attack |
Throw » Kick |
2 : 0 |
Premiere Mortal Kombat |
Common |
C*18 |
Hair Kut While in your energy pile, your rival cannot play any copy of an attack he has in his energy pile. |
High Attack |
Weapon » Projectile |
2 : 0 |
Round 1 Mortal Kombat |
Common |
C18 |
Air Kicks HIT - You may put the projectile closest to the bottom of your discard pile on top of your deck. |
High Attack |
Kick » Projectile |
4 : 1 |
Round 1 Street Fighter |
Common |
C18 |
Uncontrollable Rage Flip when you play a 0 or 1 cost attack. This attack becomes "high" and "low" and requires your rival to block high and low. He may block it twice. |
Event |
|
0 : 1 |
Round 2 Tekken |
Common |
C18 |
Skyscraper Kick Launcher-- When played, you may choose an event in your discard pile and put it at the bottom of your deck. |
High Attack Launcher |
Kick » High Attack |
4 : 1 |
Round 1 Mortal Kombat |
Common |
C19 |
Arrowed!!! Discard the top 2 cards of your rival's deck. |
High Attack |
Projectile » Punch |
3 : 1 |
Premiere Mortal Kombat |
Common |
C*19 |
Jawbreaker If any attack in this combo lowers your rival's damage, increase the amount lowered by 1. |
High Attack |
Punch » Throw |
2 : 0 |
Round 1 Street Fighter |
Common |
C19 |
Aerial Combo HIT- This card stays on the table to be played 1 more time this step. Discard this card the 2nd time this attack finishes or when this step ends, |
High Attack |
Kick » Punch |
4 : 1 |
Round 2 Tekken |
Common |
C19 |
Spinning High Kick When played while your rival has no cards in his hand, this attack does +4 damage. |
High Attack |
Kick » Throw |
4 : 1 |
Round 1 Mortal Kombat |
Common |
C20 |
Battle Mastery Choose up to X rival's face-down cards in the arena. Those cards cannot be flipped this turn. X = the number of weapons in your energy pile. |
High Attack |
Weapon » Kick |
4 : 1 |
Premiere Mortal Kombat |
Common |
C*20 |
Kenshi's Telekinetic Push When this card is put in your energy pile choose a card in your rival's energy pile that creates an effect while in his energy pile. The chosen card has a blank text box while this card is in your energy pile. |
High Attack |
Projectile |
10 : 2 |
Round 1 Street Fighter |
Common |
C20 |
Assist HIT - Look at and rearrange the top 4 cards of your deck. You may look and rearrange an extra card for each projectile in your energy pile. |
High Attack |
Kick » Projectile |
2 : 0 |
Round 2 Tekken |
Common |
C20 |
Wind Slicer When played while your rival has no cards in his hand, your rival draws 3 cards and skips his next action this turn. |
High Attack |
Kick » Kick |
2 : 0 |
Premiere Mortal Kombat |
Common |
C*21 |
Kira's Neck Slicer If your rival has no cards in his hand, this attack does +15 damage. |
High Attack |
Weapon |
20 : 4 |
Round 1 Mortal Kombat |
Common |
C21 |
Berserk Chop HIT - Switch up to 3 weapons in your hand with the same number of cards from your energy pile. |
High Attack |
Weapon » Projectile |
2 : 0 |
Round 1 Street Fighter |
Common |
C21 |
Back to Back HIT - Put the top card of your discard pile at the bottom of your deck. |
High Attack |
Kick » Throw |
2 : 0 |
Round 2 Tekken |
Common |
C21 |
Shin Crusher HIT - Your rival's low attacks do -2 damage this turn. |
Low Attack |
Kick » Throw |
2 : 0 |
Round 1 Mortal Kombat |
Common |
C22 |
Bitter Blade You may set each event damaged by this attack. |
High Attack |
Weapon » Punch |
2 : 0 |
Premiere Mortal Kombat |
Common |
C*22 |
Klothes Klipping HIT - At the start of your rival's next action, he must pay 2 energy or pass. |
High Attack |
Weapon » Projectile |
4 : 1 |
Round 1 Street Fighter |
Common |
C22 |
Backlash HIT - If you have a kick in your energy pile, name a card. Your rival reveals his hand and discards any copies of that card in his hand. |
High Attack |
Weapon » Kick |
2 : 0 |
Round 2 Tekken |
Common |
C22 |
Stomp When played while your rival is knocked down, search your deck for a kick that has a printed cost of 0 and put it in you hand. |
Low Attack |
Kick » Kick |
4 : 1 |
Round 1 Mortal Kombat |
Common |
C23 |
Bludgeon Fist Your other attacks in this combo do +1 damage. |
High Attack |
Punch » Kick |
2 : 0 |
Premiere Mortal Kombat |
Common |
C*23 |
Knee Launch The next attack in this combo can link to any trait. |
High Attack |
Throw » Projectile |
2 : 0 |
Round 1 Street Fighter |
Common |
C23 |
Basketball Poke HIT - If linked from a weapon, your rival's attacks cost +1 energy this step. |
High Attack |
Projectile » Weapon |
2 : 0 |
Round 2 Tekken |
Common |
C23 |
Wolf's Tail Knock Down-- HIT - You may pay 1 energy to choose 2 cards in your discard pile and shuffle them into your deck. |
Low Attack Knockdown |
Kick » Low Attack |
2 : 0 |
Round 1 Mortal Kombat |
Common |
C24 |
Chest Clincher HIT - You may put up to 3 cards in your rival's discard pile on top of his deck. |
High Attack |
Kick » Projectile |
4 : 1 |
Premiere Mortal Kombat |
Common |
C*24 |
Knee Popper The costs of this attack and any future attack in this combo cannot be modified. |
High Attack |
Throw » Projectile |
2 : 0 |
Round 1 Street Fighter |
Common |
C24 |
Ceiling Dive HIT - Your rival's attacks cost +2 energy in his next action. |
High Attack |
Weapon » Throw |
2 : 0 |
Round 2 Tekken |
Common |
C24 |
Flip You may pay 1 energy. If you do, your rival's action ends when this attack finishes. |
High Block |
|
0 : 0 |
Premiere Mortal Kombat |
Common |
C*25 |
Kobra's Windmill Kick While this card is in your energy pile when you play an attack, you may reveal from your hand a copy of the attack you played for it to do +4 damage. |
High Attack |
Kick |
12 : 2 |
Round 1 Mortal Kombat |
Common |
C25 |
Choy Lay Power HIT - You may switch any weapons in your hand with the same amount of cards from the top of your deck. |
High Attack |
Weapon » Projectile |
2 : 0 |
Round 1 Street Fighter |
Common |
C25 |
Crouching Fierce Punch Your rival's first attack in his next action deals no damage if you have 15 or fewer cards in your deck. |
High Attack |
Punch » Throw |
4 : 1 |
Round 2 Tekken |
Common |
C25 |
Roll Away If your rival does not have the card "Lunge" in his discard pile or energy pile, he discards 2 cards from his hand. |
Low Block |
|
0 : 1 |
Round 1 Mortal Kombat |
Common |
C26 |
Dark Fists This attack is unblockable and it's damage cannot be modified. (*) If played by Sub-Zero, discard the top card of your rival's deck. |
High Attack |
Punch » Projectile |
2 : 0 |
Premiere Mortal Kombat |
Common |
C*26 |
Li Mei's Flipping Heel Kick Gain control of a kamidogu your rival controls. |
High Attack |
Kick |
10 : 2 |
Round 1 Street Fighter |
Common |
C26 |
Crow Kick HIT - When you link a kick in this combo, discard the top card of your rival's deck. |
High Attack |
Kick » Punch |
3 : 1 |
Round 2 Tekken |
Common |
C26 |
Nina Williams' Twisted Mind HIT - If your rival is knocked down, he discards 1 card from his hand and 2 cards from the top of his deck. |
Low Attack |
Kick » Kick |
4 : 1 |
Round 1 Mortal Kombat |
Common |
C27 |
Deadly Palm HIT - Your rival's attacks in his next action cannot deal more than X damage. X = the number of attacks with the same attack trait in his energy pile after he pays the attack's cost. |
High Attack |
Punch » Throw |
2 : 0 |
Premiere Mortal Kombat |
Common |
C*27 |
Lightning from Above Discard the bottom 2 cards of your rival's deck. |
High Attack |
Projectile » Punch |
0 : 0 |
Round 1 Street Fighter |
Common |
C27 |
Dark Shoryuken Pay any amount of energy. For each energy paid, discard the top card of your rival's deck. |
High Attack |
Punch » Projectile |
4 : 1 |
Round 2 Tekken |
Common |
C27 |
Bruce Irvin Your attacks do +X damage. X = the number of cards in your energy pile that have "Knee" or "Elbow" in the title, to a max of 5. |
Character |
|
0 : 0 |
Premiere Mortal Kombat |
Common |
C*28 |
Mileena's Head Bite If your rival passed in 3 consecutive actions this step, this attack does +15 damage. |
High Attack |
Bite |
20 : 4 |
Round 1 Mortal Kombat |
Common |
C28 |
Decapitation! This attack does +2 damage when linked from an attack that hit. |
High Attack |
Weapon » Punch |
4 : 1 |
Round 1 Street Fighter |
Common |
C28 |
Dragon Elbow HIT - Each player discards X cards from the top of his deck. X = the number of cards in each player's hand. |
High Attack |
Punch » Projectile |
4 : 1 |
Round 2 Tekken |
Common |
C28 |
Bryan Fury Your rival can discard only 1 card from your energy pile per turn. (*) At the start of Battle, you may pay 2 energy to search your discard pile for an attack and put it into your energy pile. |
Character |
|
0 : 0 |
Round 1 Mortal Kombat |
Common |
C29 |
Double Handed Uppercut HIT - If you have a throw in your energy pile, you may discard a throw from your hand to end this step. |
High Attack |
Weapon » Throw |
4 : 1 |
Premiere Mortal Kombat |
Common |
C*29 |
Raiden's Shocking Touch HIT - Search your rival's deck for up to 4 cards and discard them. Your rival shuffles his deck. |
High Attack |
Throw |
8 : 2 |
Round 1 Street Fighter |
Common |
C29 |
Face Crush You may pay 1 energy to have this attack do +X damage. X = the damage the previous attack in this combo dealt, to a max of +4. |
High Attack |
Punch » Weapon |
2 : 0 |
Round 2 Tekken |
Common |
C29 |
Christie Monteiro Your rival must discard +1 blocks when discarding blocks to recover. (*) You may change the follow-up of any of your kicks to "Kick." (*) When you finish a combo that had 3 or more different attacks that hit, draw 2 cards. |
Character |
|
0 : 0 |
Round 1 Mortal Kombat |
Common |
C30 |
Flurry of Blows Your rival's first attack in his next action does -1 damage. |
High Attack |
Punch » Throw |
2 : 0 |
Premiere Mortal Kombat |
Common |
C*30 |
Scorpion's Head Rip If you discarded 3 or more cards in your rival's energy pile this step, this attack does +15 damage. |
High Attack |
Throw |
20 : 4 |
Round 1 Street Fighter |
Common |
C30 |
Face Jab HIT - You may pay 1 energy to keep your rival from playing low attacks in his next action. |
High Attack |
Punch » Throw |
2 : 0 |
Round 2 Tekken |
Common |
C30 |
Craig Marduk Your punches with a printed cost of 2 or more gain the text, "Hit - Your rival cannot play throws in his next action." (*) While your rival is launched, the cost of all of your events are 0. (*) When you flip an event during an attack, that attack gains " |
Character |
|
0 : 0 |
Round 1 Mortal Kombat |
Common |
C31 |
Hammer Palm Strike HIT - Each player discards X cards from the top of his deck. X = the number of cards in each player's hand. |
High Attack |
Punch » Projectile |
1 : 0 |
Premiere Mortal Kombat |
Common |
C*31 |
Sindel's Star Screamer HIT - Choose 2 cards in your rival's discard pile. Your rival discards 2 random cards from his hand and puts the 2 chosen cards into it. |
High Attack |
Projectile |
12 : 2 |
Round 1 Street Fighter |
Common |
C31 |
Fire Fists HIT - If your rival blocks your next attack in this combo, you may return it to your hand instead of putting it into your energy pile. |
High Attack |
Punch » Kick |
4 : 1 |
Round 2 Tekken |
Common |
C31 |
Ganryu Your throws, slams and attacks with "Ganryu" in the title cannot be blocked by effects. (*) Your rival's throws cost +1 energy to play. |
Character |
|
0 : 0 |
Premiere Mortal Kombat |
Common |
C*32 |
Shujinko's Flaming Fist When your modifiers increase damage to this attack double that increase up to +10. |
High Attack |
Punch |
10 : 2 |
Round 1 Mortal Kombat |
Common |
C32 |
Head Crush This attack does +X damage to a max of +5. X = each weapon in your energy pile. |
High Attack |
Punch » Weapon |
3 : 1 |
Round 1 Street Fighter |
Common |
C32 |
Forward Fierce |
High Attack |
Punch » Weapon |
5 : 1 |
Round 2 Tekken |
Common |
C32 |
JACK-5 When one of your Launchers hits, your next attack in that combo does +2 damage. (*) When you play a low attack in a combo after your previous attack in that combo hits, that attack does +1 damage. |
Character |
|
0 : 0 |
Round 1 Mortal Kombat |
Common |
C33 |
Head Throw Your rival must have more energy than you to block this attack. |
High Attack |
Throw » Weapon |
4 : 1 |
Premiere Mortal Kombat |
Common |
C*33 |
Bloodletter This attack does +1 damage for each card in your rival's hand. |
Low Attack |
Weapon » Punch |
1 : 0 |
Round 1 Street Fighter |
Common |
C33 |
Gloves of Steel If played by Dudley or Balrog, punches can link from this attack. (*) HIT - Discard the top card of your rival's deck for each of your face-down cards in the arena, to a max of 3. |
High Attack |
Punch » Projectile |
4 : 1 |
Round 2 Tekken |
Common |
C33 |
Julia Chang When you hit with a throw, you may pay 1 energy to knock down your rival. (*) When you do 10 or more damage with a punch, look at your rival's hand and choose a card. Your rival discards that card. |
Character |
|
0 : 0 |
Round 1 Mortal Kombat |
Common |
C34 |
Heavy Damage HIT - Put a weapon from your discard pile into your energy pile. |
High Attack |
Weapon » Punch |
4 : 1 |
Premiere Mortal Kombat |
Common |
C*34 |
Crackling Legs Projectile HIT - Gain control of a rival's kamidogu. |
Low Attack |
Projectile » Weapon |
2 : 0 |
Round 1 Street Fighter |
Common |
C34 |
Grab and Throw Your rival must discard one of his face-down cards in the arena before he can block this attack. |
High Attack |
Throw » Projectile |
4 : 1 |
Round 2 Tekken |
Common |
C34 |
Kuma When one of your Launchers hits, you may discard a card to draw a card. (*) When one of your Knock Downs hits, your rival discards a card to draw a card. |
Character |
|
0 : 0 |
Premiere Mortal Kombat |
Common |
C*35 |
Darrius' Target Practice Search a player's deck for a card and discard it. That player shuffles his deck. (*) HIT - Switch a punch in your discard pile with a card in your energy pile. |
Low Attack |
Punch » Punch |
7 : 1 |
Round 1 Mortal Kombat |
Common |
C35 |
Killer in White HIT - Your rival's low attacks in his next action do -1 damage for each punch in your energy pile, to a max of -2. |
High Attack |
Punch » Throw |
4 : 1 |
Round 1 Street Fighter |
Common |
C35 |
Handstand Whip HIT - You may put the projectile closest to the top of your discard pile on top of your deck. |
High Attack |
Kick » Projectile |
2 : 0 |
Round 2 Tekken |
Common |
C35 |
Lee Chaolan Your attacks that stay in the arena to be played again cannot have their damage lowered or their costs raised. (*) Your weapons may link into kicks and vice versa. |
Character |
|
0 : 0 |
Round 1 Mortal Kombat |
Common |
C36 |
King Palms This attack does +1 damage for each weapon in your energy pile. |
High Attack |
Punch » Weapon |
1 : 0 |
Premiere Mortal Kombat |
Common |
C*36 |
Ki War If played by Sub-Zero, your rival's next action this step is skipped. (*) HIT - Discard the top card of your rival's deck for each projectile in your energy pile. |
Low Attack |
Projectile » Punch |
1 : 0 |
Round 1 Street Fighter |
Common |
C36 |
Head Crunch |
High Attack |
Punch » Kick |
3 : 0 |
Round 2 Tekken |
Common |
C36 |
Wang Jinrei When you chip cards, put them at the bottom of your deck instead of your discard pile. (*) When you flip an event, shuffle the top 4 cards of your discard pile into your deck. |
Character |
|
0 : 0 |
Round 1 Mortal Kombat |
Common |
C37 |
Left Hook Discard the top card of your rival's deck. |
High Attack |
Punch » Projectile |
2 : 0 |
Premiere Mortal Kombat |
Common |
C*37 |
Klean Break This attack does +4 damage. |
Low Attack |
Punch » Weapon |
0 : 1 |
Round 1 Street Fighter |
Common |
C37 |
Head Kick If played in a combo that included a weapon attack, your rival puts a card from his hand on top of his deck. |
High Attack |
Kick » Weapon |
2 : 0 |
Round 2 Tekken |
Common |
C37 |
Yoshimitsu Your weapons that have a printed cost of 0 are unblockable. (*) Your rival must discard a card from his hand before playing a weapon. Otherwise, that attack does 0 damage. |
Character |
|
0 : 0 |
Round 1 Mortal Kombat |
Common |
C38 |
Monkey Rage |
High Attack |
Punch » Punch |
4 : 1 |
Premiere Mortal Kombat |
Common |
C*38 |
Knife Pinning HIT - Choose a trait in your rival's energy pile. Your rival's first 2 attacks in his next action cannot have that trait. |
Low Attack |
Projectile » Kick |
4 : 1 |
Round 1 Street Fighter |
Common |
C38 |
Hurricane Kicks HIT - Put the bottom 3 cards of your discard pile at the bottom of your deck. |
High Attack |
Kick » Throw |
4 : 1 |
Round 2 Tekken |
Common |
C38 |
Betrayal Flip at the start of Set. Take control of one of your rival's events until the end of the turn. |
Event |
|
0 : 1 |
Premiere Mortal Kombat |
Common |
C*39 |
Missile Murder When the next attack in this combo hits, put a card from your discard pile into your energy pile. |
Low Attack |
Projectile » Throw |
2 : 0 |
Round 1 Mortal Kombat |
Common |
C39 |
Natural Instincts |
High Attack |
Punch » Punch |
4 : 1 |
Round 1 Street Fighter |
Common |
C39 |
Inside Jab HIT - Your next attack in this combo does +2 damage. |
High Attack |
Punch » Kick |
2 : 0 |
Round 2 Tekken |
Common |
C39 |
Break Dancing Flip during Set. Put X cards from your discard pile into your energy pile. X = the number of low kicks in your energy pile to a max of 5. |
Event |
|
0 : 2 |
Round 1 Mortal Kombat |
Common |
C40 |
Neck Crank If your rival has more cards in his removed pile than his discard pile, this attack is unblockable. |
High Attack |
Throw » Projectile |
4 : 1 |
Premiere Mortal Kombat |
Common |
C*40 |
Overloaded HIT - Reveal a random card in your rival's hand. Discard X cards from the top of his deck. X = the revealed card's cost. |
Low Attack |
Projectile » Punch |
2 : 0 |
Round 1 Street Fighter |
Common |
C40 |
Jump Kick If played as the 3rd or higher attack in a combo, discard the top 2 cards of your rival's deck. |
High Attack |
Kick » Punch |
2 : 0 |
Round 2 Tekken |
Common |
C40 |
Care Free Flip during Set. Shuffle 3 cards from your energy pile into your deck to discard 2 cards in your rival's energy pile. |
Event |
|
0 : 1 |
Round 1 Mortal Kombat |
Common |
C41 |
Nose Breaker |
High Attack |
Punch » Punch |
2 : 0 |
Premiere Mortal Kombat |
Common |
C*41 |
Pinpoint Disarm HIT - Your rival cannot play weapons this step. |
Low Attack |
Projectile » Kick |
2 : 0 |
Round 1 Street Fighter |
Common |
C41 |
Jumping Punch When your rival blocks this attack and he has 2 or less energy, he discards the top 2 cards of his deck. |
High Attack |
Punch » Projectile |
2 : 0 |
Round 2 Tekken |
Common |
C41 |
Disgusted Flip at the start of Discard. Your rival discards X cards. X = the number of copies of the card "Girth" in your discard pile multiplied by 2. |
Event |
|
0 : 0 |
Premiere Mortal Kombat |
Common |
C*42 |
Skirt Sweep Your rival's attacks go to the discard pile instead of the energy pile when they finish this step. Each time he does this, he puts the top card of his deck into his energy pile. |
Low Attack |
Kick » Weapon |
2 : 0 |
Round 1 Mortal Kombat |
Common |
C42 |
On the Edge This attack does +1 damage for each face-down card in the arena to a max of X. X = the number of punches in your energy pile. |
High Attack |
Weapon » Punch |
4 : 1 |
Round 1 Street Fighter |
Common |
C42 |
Ki Charge If played by Ryu, this attack can link as a projectile and may have a projectile follow up. |
High Attack |
Punch » Punch |
5 : 1 |
Round 2 Tekken |
Common |
C42 |
Friendship Flip as an action in Battle. You draw 2 cards and your rival draws 3 cards. (*) Your attacks do +1 damage in your next action. (*) Your rival's attacks do +2 damage this turn. (*) Remove this card. (*) Limit 2 per deck. |
Event |
|
0 : 0 |
Round 1 Mortal Kombat |
Common |
C43 |
Out Prioritized HIT - You may put the next attack played in this combo on top of your deck instead of your energy pile or removed pile. |
High Attack |
Punch » Kick |
4 : 1 |
Premiere Mortal Kombat |
Common |
C*43 |
Staff Trip HIT - If your rival has cards in his energy pile, his first attack in his next action cannot be a 0 cost attack. |
Low Attack |
Weapon » Throw |
2 : 0 |
Round 1 Street Fighter |
Common |
C43 |
Kubi-jime Katagurama HIT - Your rival must pay an extra 2 energy before he can block the next attack in this combo. |
High Attack |
Throw » Punch |
4 : 1 |
Round 2 Tekken |
Common |
C43 |
I'll See You in Hell Flip when your rival is knocked down from an attack. Your rival discards the top 10 cards of his deck. (*) Your action ends when that attack finishes. (*) Remove after use. |
Event |
|
0 : 2 |
Round 1 Mortal Kombat |
Common |
C44 |
Power Clash If this attack linked from an attack that hit, discard the top 3 cards of your rival's deck. |
High Attack |
Punch » Projectile |
4 : 1 |
Premiere Mortal Kombat |
Common |
C*44 |
Tactical Thunder HIT - Your rival must pay +1 energy to block your next attack in this Combo. |
Low Attack |
Electric » Throw |
2 : 0 |
Round 1 Street Fighter |
Common |
C44 |
Leaping Kick When an event is damaged by an attack in this combo, you may put that attack on top of your deck instead of your energy pile. |
High Attack |
Kick » Projectile |
2 : 0 |
Round 2 Tekken |
Common |
C44 |
Legendary Showdown Flip at the start of Draw. For this turn, you and your rival cannot raise and/or lower the damage and costs of each others cards. |
Event |
|
0 : 0 |
Round 1 Mortal Kombat |
Common |
C45 |
Rocky Road Each time a block is damaged by this attack, your rival takes one extra damage. |
High Attack |
Punch » Weapon |
4 : 1 |
Premiere Mortal Kombat |
Common |
C*45 |
Toe Krush Pay any amount of energy up to your total energy. Your rival cannot play attacks in his next action that cost less than or equal to the energy you just paid. |
Low Attack |
Weapon » Kick |
4 : 1 |
Round 1 Street Fighter |
Common |
C45 |
Muay Thai Leap Your rival's high attacks in his next action do -1 damage for each throw in your energy pile, to a max of -2. |
High Attack |
Punch » Throw |
4 : 1 |
Round 2 Tekken |
Common |
C45 |
Oddities Flip as an action in Battle. Your rival's attacks this turn do -2 damage. |
Event |
|
0 : 0 |
Premiere Mortal Kombat |
Common |
C*46 |
Tomahawk Chop If this is your 5th or higher attack in this combo, this attack does +5 damage. |
Low Attack |
Weapon » Punch |
2 : 0 |
Round 1 Mortal Kombat |
Common |
C46 |
Seeker Shot Your rival must block this attack twice to block it. (*) Scorpion may link any attack from this one. |
High Attack |
Projectile » Throw |
4 : 1 |
Round 1 Street Fighter |
Common |
C46 |
Multi-Kicks HIT - Put the bottom card of your discard pile at the bottom of your deck. |
High Attack |
Kick » Throw |
2 : 0 |
Round 2 Tekken |
Common |
C46 |
Powerful Fists Flip when one of your punches is blocked. Draw X cards. X = the printed cost of the punch + 1 (*) Remove this card. |
Event |
|
0 : 1 |
Round 1 Mortal Kombat |
Common |
C47 |
Skillful Skinning Your rival cannot play more than 2 attacks in his next action. |
High Attack |
Weapon » Throw |
4 : 1 |
Premiere Mortal Kombat |
Common |
C*47 |
Trick Shot HIT - Put the kick closest to the top of your discard pile on top of your deck. |
Low Attack |
Projectile » Kick |
2 : 0 |
Round 1 Street Fighter |
Common |
C47 |
Neck Breaker HIT - Put the top 2 cards of your discard pile at the bottom of your deck. |
High Attack |
Throw » Kick |
4 : 1 |
Round 2 Tekken |
Common |
C47 |
Sisterly Hate Flip when you play a weapon. That weapon gains "Knock Down" and does +X damage. X = the number of weapons in your discard pile to a max of 10. |
Event |
|
0 : 2 |
Round 1 Mortal Kombat |
Common |
C48 |
Sliding Kick HIT - If your rival has more cards in his hand than you, your rival discards X cards from his hand. X = the number of weapons in your energy pile to a max of 2. |
High Attack |
Kick » Weapon |
2 : 0 |
Premiere Mortal Kombat |
Common |
C*48 |
Kounterslice If you have a kick in your energy pile, shuffle this card into your deck. |
High Block |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C48 |
Overpowered Ki Discard one of your face-down events in the arena to discard the top 3 cards of your rival's deck. |
High Attack |
Projectile » Punch |
4 : 1 |
Round 2 Tekken |
Common |
C48 |
Student and Teacher Flip when your rival plays an attack that has the same title as a card in his energy pile. Block that attack. (*) Search your deck for an attack that has the same title as a card in your energy pile. |
Event |
|
0 : 1 |
Premiere Mortal Kombat |
Common |
C*49 |
Krossbar If you have a weapon in your energy pile, put this card into your energy pile. |
High Block |
|
0 : 0 |
Round 1 Mortal Kombat |
Common |
C49 |
Stomach Slaughter You may put this attack at the bottom of your deck when it finishes to put a card from your discard pile into your energy pile. |
High Attack |
Throw » Weapon |
4 : 1 |
Round 1 Street Fighter |
Common |
C49 |
Push Lower the damage of your rival's first attack in his next action by the amount of damage this attack deals. |
High Attack |
Punch » Throw |
2 : 0 |
Round 2 Tekken |
Common |
C49 |
The Better Man Flip as an action in Battle, discard 2 attacks from your hand to shuffle the bottom 10 cards of your discard pile into your deck. (*)Remove this card. |
Event |
|
0 : 0 |
Premiere Mortal Kombat |
Common |
C*50 |
Left Sidestep MORTAL KOMBAT ONLY. (*) When this card is damaged from your deck, you may pay 1 energy to put it into your hand. |
High Block |
|
0 : 0 |
Round 1 Mortal Kombat |
Common |
C50 |
Electric Torpedo HIT - Set an event from your discard pile if you have 2 or more weapons in your energy pile. |
High Attack |
Electric » Weapon |
4 : 1 |
Round 1 Street Fighter |
Common |
C50 |
Quick Strikes HIT - Anytime you play another attack in this combo, put the bottom card of your discard pile at the bottom of your deck. |
High Attack |
Kick » Throw |
4 : 1 |
Round 2 Tekken |
Common |
C50 |
The Villain of the Story Flip when your rival flips an event. Your rival's next attack this turn costs +2 energy. |
Event |
|
0 : 1 |
Round 1 Mortal Kombat |
Common |
C51 |
THE Uppercut HIT - Your rival's first attack in his next action does a max of X damage. X = the damage this attack deals. |
High Attack |
Punch » Throw |
4 : 1 |
Premiere Mortal Kombat |
Common |
C*51 |
Golf Swing While you have a weapon in your energy pile this step, your rival cannot take control of the kamidogu you control. |
Low Block |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C51 |
Rapid Wrists HIT - Draw a card if you have a kick in your energy pile. |
High Attack |
Punch » Kick |
4 : 1 |
Round 2 Tekken |
Common |
C51 |
Tragic Reunion Flip at the start of Draw, you cannot draw cards this turn. Search your discard pile for a card and put it in your hand. Remove this card. (*) Limit 1 per deck. |
Event |
|
0 : 1 |
Round 1 Mortal Kombat |
Common |
C52 |
Turning Pole HIT- Reveal the top 2 cards of your deck and put any weapons found there into your energy pile and discard the rest. |
High Attack |
Weapon » Throw |
4 : 1 |
Premiere Mortal Kombat |
Common |
C*52 |
Nimble You may pay 1 energy to put a block from your discard pile on top of your deck. |
Low Block |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C52 |
Rising Gut Kick HIT - Your rival takes 3 random cards from his hand and puts them at the bottom of his deck and draws 1 card for each card put there from this effect. |
High Attack |
Kick » Weapon |
4 : 1 |
Round 2 Tekken |
Common |
C52 |
Abolishing Fist Your next attack this action gains "Knock Down." (*) HIT - Your attacks this action gain, "When played while your rival is knocked down, he discards the top 2 cards of his deck." |
High Attack |
Punch » Projectile |
4 : 0 |
Premiere Mortal Kombat |
Common |
C*53 |
Right Sidestep MORTAL KOMBAT ONLY (*) When this card is damaged from your deck, you may pay 1 energy to put it into your hand. |
Low Block |
|
0 : 0 |
Round 1 Mortal Kombat |
Common |
C53 |
Whirling Blades HIT - Your rival keeps -1 cards in his hand during this turn's Discard for each kick in your energy pile. |
High Attack |
Weapon » Kick |
2 : 0 |
Round 1 Street Fighter |
Common |
C53 |
Strong Throw HIT - The first time your cards are damaged during your rival's next action, put any damaged throws at the bottom of your deck. |
High Attack |
Throw » Kick |
4 : 1 |
Round 2 Tekken |
Common |
C53 |
Birds Flock When played while your rival is launched, you may pay 1 energy to search your deck for a block and put it into your hand. |
High Attack |
Punch » Kick |
2 : 0 |
Round 1 Mortal Kombat |
Common |
C54 |
Whirling Demon HIT - If you have a weapon in your energy pile put a block from your discard pile into your hand. |
High Attack |
Weapon » Projectile |
4 : 1 |
Premiere Mortal Kombat |
Common |
C*54 |
Roller If you have a punch in your energy pile, gain control of a rival's kamidogu. |
Low Block |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C54 |
Strongman Slam HIT - If your rival blocks the next attack in this combo, he takes +X chipping. That attack cannot have its damage modified. X = half the attack's damage, rounded up. |
High Attack |
Punch » Weapon |
4 : 1 |
Round 2 Tekken |
Common |
C54 |
Bruce Irvin's Gatling Kicks HIT - This attack stays in the arena to be played X times this turn. X = the number of kicks in your energy pile to a max of 5. If it's in the arena when Battle ends, discard it. |
High Attack |
Kick » Kick |
6 : 1 |
Round 1 Mortal Kombat |
Common |
C55 |
Ankle Biter HIT - Any player with 5 or more energy discards from his energy pile until he has 5 energy. |
Low Attack |
Bite » Punch |
2 : 0 |
Premiere Mortal Kombat |
Common |
C*55 |
Earthrealm Put the top card of your discard pile into your energy pile. |
Kamidogu |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C55 |
Test of Strength HIT - Put up to 3 throws in your hand at the bottom of your deck and draw the same number of cards. |
High Attack |
Throw » Throw |
4 : 1 |
Round 2 Tekken |
Common |
C55 |
Bulldog If you have lowered the damage on any of your rival's attacks this turn, this attack gains "Knock Down." |
High Attack |
Throw » Punch |
4 : 1 |
Round 1 Mortal Kombat |
Common |
C56 |
Back Kick Switch 2 random cards in your rival's hand with the top 2 cards of his deck. |
Low Attack |
Kick » Weapon |
2 : 0 |
Premiere Mortal Kombat |
Common |
C*56 |
Netherrealm While you control this card, your rival discards the top 2 cards of his deck at the start of Battle. |
Kamidogu |
|
0 : 1 |
Round 1 Street Fighter |
Common |
C56 |
Tiger Shot Your rival must reveal a 2nd block from his hand without playing it before he can block this attack. (*)HIT - Reveal the top 5 cards of your deck. Set any events and put the rest at the bottom of your deck. |
High Attack |
Projectile » Throw |
2 : 0 |
Round 2 Tekken |
Common |
C56 |
Bulldog Bite Launcher-- If your next attack is a high throw, your rival is able to play a low block to block it. Only a low block can block that throw. |
High Attack Launcher |
Kick » High Attack |
4 : 1 |
Premiere Mortal Kombat |
Common |
C*57 |
Orderrealm Put any 3 cards in your discard pile on top of your deck. (*) You may play this kamidogu as an action in battle. |
Kamidogu |
|
0 : 1 |
Round 1 Mortal Kombat |
Common |
C57 |
Chain Combo HIT - You may put any other remaining attacks in this combo on top of your deck when they finish instead of your energy pile. |
Low Attack |
Kick » Punch |
4 : 1 |
Round 1 Street Fighter |
Common |
C57 |
Tiger Uppercut You may play this card to block a high attack. |
High Attack |
Punch » Throw |
4 : 1 |
Round 2 Tekken |
Common |
C57 |
Cobra Sword When played, shuffle your energy pile into your deck. |
High Attack |
Kick » Slam |
8 : 1 |
Round 1 Mortal Kombat |
Common |
C58 |
Chin Poker HIT - Each player discards a card from his hand. |
Low Attack |
Weapon » Kick |
4 : 1 |
Round 1 Street Fighter |
Common |
C58 |
Universal Overhead Discard the top card of your deck. If it can link from this card, play it. |
High Attack |
Punch » Kick |
4 : 1 |
Round 2 Tekken |
Common |
C58 |
Death Valley Bomb |
High Attack |
Throw » Throw |
4 : 0 |
Round 1 Mortal Kombat |
Common |
C59 |
Foot Slice HIT - The next attack in this combo costs -1 energy. |
Low Attack |
Weapon » Punch |
2 : 0 |
Round 1 Street Fighter |
Common |
C59 |
Violent Knee Drop HIT - When you play another attack in this combo, end this step when that attack finishes. |
High Attack |
Kick » Weapon |
4 : 1 |
Round 2 Tekken |
Common |
C59 |
Double Hammer Launcher-- If your rival has 7 or more cards in his hand, this attack is unblockable. |
High Attack Launcher |
Punch » High Attack |
4 : 1 |
Round 1 Mortal Kombat |
Common |
C60 |
Frenzy Slashes You may pay 1 energy to have this attack gain any modifiers from the previous attack of this combo. |
High Attack |
Weapon » Punch |
2 : 0 |
Round 1 Street Fighter |
Common |
C60 |
Backstab HIT - Your rival keeps - 2 cards in his hand during this turn's Discard. |
Low Attack |
Punch » Weapon |
2 : 0 |
Round 2 Tekken |
Common |
C60 |
Dragon's Fire Launcher-- If you played a low block in your rival's previous action this turn, this attack does +4 damage. |
High Attack Launcher |
Punch » High Attack |
4 : 1 |
Round 1 Mortal Kombat |
Common |
C61 |
Hell on Earth HIT - If you have a weapon in your energy pile and your rival has more than 3 cards in his hand, he discards down to 3 cards in hand. |
Low Attack |
Kick » Weapon |
4 : 1 |
Round 1 Street Fighter |
Common |
C61 |
Ballroom Blitz Damage from this attack and any other attacks in this combo cannot be lowered. |
Low Attack |
Kick » Punch |
4 : 1 |
Round 2 Tekken |
Common |
C61 |
Dragon's Hammer When you launch your rival this turn, you may discard a face-down card in your arena for your attacks to do +2 damage this turn. |
High Attack |
Punch |
4 : 1 |
Round 1 Mortal Kombat |
Common |
C62 |
Ice Clone If your rival's first attack in his next action hits, his action ends when that attack finishes. (*) If used by Sub-Zero, discard the top card of your rival's deck. |
Low Attack |
Projectile » Punch |
4 : 1 |
Round 1 Street Fighter |
Common |
C62 |
Body Kick HIT - If linked from a throw, put 3 throws from your discard pile at the bottom of your deck. |
Low Attack |
Kick » Throw |
2 : 0 |
Round 2 Tekken |
Common |
C62 |
Elbow Uppercut When played while you have no cards in your energy pile, your rival's next attack this turn does -2 damage. |
High Attack |
Punch » Throw |
2 : 0 |
Round 1 Mortal Kombat |
Common |
C63 |
Khan's Commander You may remove any cards in your discard pile. |
Low Attack |
Kick » Projectile |
2 : 0 |
Round 1 Street Fighter |
Common |
C63 |
Close Knee If you have exactly 2 energy, this attack does +3 damage. |
Low Attack |
Kick » Weapon |
2 : 0 |
Round 2 Tekken |
Common |
C63 |
Ground Zero Your rival's next attack this turn does +10 damage and gains, "If blocked, Battle ends." |
High Attack |
Throw » Punch |
2 : 0 |
Round 1 Mortal Kombat |
Common |
C64 |
Kneecap Strike If played as the 3rd attack or higher in a combo, this attack does +2 damage. |
Low Attack |
Punch » Weapon |
2 : 0 |
Round 1 Street Fighter |
Common |
C64 |
Hitting the Weak Spot HIT - Your rival cannot play high attacks in his next action. |
Low Attack |
Kick » Projectile |
3 : 1 |
Round 2 Tekken |
Common |
C64 |
Hammer Driver While in your energy pile, your punches gain "Launcher". |
High Attack |
Punch » Punch |
5 : 0 |
Round 1 Mortal Kombat |
Common |
C65 |
Shattering Kick HIT - This attack copies the "HIT - " text on 1 attack in your energy pile if that attack puts cards into your deck. |
Low Attack |
Kick » Throw |
4 : 1 |
Round 1 Street Fighter |
Common |
C65 |
Palm Thrust When your rival takes chipping during this combo, he takes double that amount. |
Low Attack |
Punch » Kick |
4 : 1 |
Round 2 Tekken |
Common |
C65 |
Hammer Punch Knock Down-- If your rival has 2 or fewer cards in his hand, he cannot block this attack. |
High Attack Knockdown |
Punch » Low Attack |
4 : 1 |
Round 1 Mortal Kombat |
Common |
C66 |
Swinging Sweep When any effects from attacks in this combo put cards into your deck, you may increase the amount by +2. |
Low Attack |
Kick » Throw |
2 : 0 |
Round 1 Street Fighter |
Common |
C66 |
Gekirou HIT - If your next attack in this combo hits, that attack deals no damage. Put X cards from the bottom of your discard pile at the bottom of your deck instead. X = the damage that attack would have dealt. |
Low Attack |
Kick » Throw |
4 : 1 |
Round 2 Tekken |
Common |
C66 |
Headhunter When played while your rival is launched and while you have only throws and punches in your energy pile, this attack does +6 damage. |
High Attack |
Punch » Throw |
4 : 1 |
Round 1 Mortal Kombat |
Common |
C67 |
Take All Comers This attack does +1 damage for each card in your hand. |
Low Attack |
Punch » Weapon |
1 : 1 |
Round 1 Street Fighter |
Common |
C67 |
Sharp Edge HIT - If your rival has more cards in his hand than you, he discards a card from his hand. |
Low Attack |
Weapon » Kick |
4 : 1 |
Round 2 Tekken |
Common |
C67 |
Impaling Knee Launcher-- You can only play this attack while you have a kick in your energy pile. |
High Attack Launcher |
Kick » High Attack |
2 : 0 |
Round 1 Mortal Kombat |
Common |
C68 |
Telekinetic Trip Your rival must pay +1 energy before he can block this attack. |
Low Attack |
Projectile » Weapon |
2 : 0 |
Round 1 Street Fighter |
Common |
C68 |
Shocking! HIT - The next attack in this combo can be played from the top of your discard pile if it can link from this attack. |
Low Attack |
Electric » Throw |
4 : 1 |
Round 2 Tekken |
Common |
C68 |
Jaguar Lariat Your next throw this turn does +4 damage and gains, "If blocked, your rival may draw 2 cards." |
High Attack |
Slam » Throw |
2 : 0 |
Round 1 Mortal Kombat |
Common |
C69 |
The Sounds of Music While in your energy pile, your rival must pay 1 energy before he can block your 0 cost projectiles. |
Low Attack |
Projectile » Punch |
2 : 0 |
Round 1 Street Fighter |
Common |
C69 |
Sinking Elbow |
Low Attack |
Punch » Throw |
3 : 0 |
Round 2 Tekken |
Common |
C69 |
Jet Uppercut Launcher-- Your rival's next attack this turn does -2 damage. |
High Attack Launcher |
Punch » High Attack |
4 : 1 |
Round 1 Mortal Kombat |
Common |
C70 |
Thigh Cut Your rival's events cost +1 energy this step. |
Low Attack |
Weapon » Throw |
2 : 0 |
Round 1 Street Fighter |
Common |
C70 |
Sparring |
Low Attack |
Punch » Punch |
2 : 0 |
Round 2 Tekken |
Common |
C70 |
Knee Strike Reveal the top 2 cards of your deck. Your rival may choose for you to put the revealed cards in your hand or discard them. If the revealed cards were discarded, your next attack this turn is unblockable. |
High Attack |
Kick » Throw |
4 : 1 |
Round 1 Mortal Kombat |
Common |
C71 |
Tiger Tail Kick HIT - The "HIT -" text of your next attack in this combo is used when you play that attack instead. |
Low Attack |
Kick » Projectile |
4 : 1 |
Round 1 Street Fighter |
Common |
C71 |
Sumo Tackle Discard up to X cards from the top of your deck to discard the same number of cards from the top of your rival's deck. X = the number of punches in your energy pile. |
Low Attack |
Punch » Projectile |
2 : 0 |
Round 2 Tekken |
Common |
C71 |
Lee Stunner When played search your deck for 5 throws and remove them. If you do, this attack does +8 damage. |
High Attack |
Throw » Slam |
0 : 0 |
Round 1 Mortal Kombat |
Common |
C72 |
Under Cut If this attack is blocked, put a card from your discard pile into your energy pile. |
Low Attack |
Weapon » Kick |
2 : 0 |
Round 1 Street Fighter |
Common |
C72 |
Zanku Hadouken Your rival must pay +1 energy to block this attack for each throw in your energy pile. |
Low Attack |
Projectile » Throw |
4 : 1 |
Round 2 Tekken |
Common |
C72 |
Mongolian Chop This attack does -8 damage unless you discard 2 slams from your hand. |
High Attack |
Punch » Slam |
10 : 1 |
Round 1 Mortal Kombat |
Common |
C73 |
Hat Trick If you have a projectile in your energy pile, your rival discards a card from his hand. |
High Block |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C73 |
Aerial Stuff If this blocks a kick, remove up to 3 cards in your rival's discard pile. |
High Block |
|
0 : 0 |
Round 2 Tekken |
Common |
C73 |
Shoulder Bash Knock Down-- You may discard a slam from your hand for this attack to do +3 damage. (*) Your rival draws a card. |
High Attack Knockdown |
Slam » Low Attack |
5 : 1 |
Round 1 Mortal Kombat |
Common |
C74 |
Protective Teleport If you have a punch in your energy pile, you may pay 1 energy to set an event from your discard pile. |
High Block |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C74 |
Duck If you have a kick in your energy pile, put the bottom 2 cards of your discard pile at the bottom of your deck. |
High Block |
|
0 : 0 |
Round 2 Tekken |
Common |
C74 |
Siren's Kiss When played while your rival is launched, this attack stays in the arena to be played 1 more time and does +2 damage. If it's in the arena when Battle ends, discard it. |
High Attack |
Kick » Kick |
4 : 1 |
Round 1 Mortal Kombat |
Common |
C75 |
Wrist Reflect If this blocks a punch, the punch goes to the discard pile after it finishes. |
High Block |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C75 |
High Impact Stop Your rival's effects cannot discard from your deck or increase damage this step. |
High Block |
|
0 : 0 |
Round 2 Tekken |
Common |
C75 |
Skull Smash When played, your rival may choose a card in your energy pile and discard it. |
High Attack |
Punch » Kick |
8 : 1 |
Round 1 Mortal Kombat |
Common |
C76 |
You're Not Worthy MORTAL KOMBAT ONLY. (*) Discard the top 2 cards of your rival's deck. |
High Block |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C76 |
Iron Defense If this card blocks a throw, the costs of your other cards this step cannot be modified. |
High Block |
|
0 : 0 |
Round 2 Tekken |
Common |
C76 |
Step Kick Switch a kick in your hand with a projectile in your energy pile. (*) HIT - Put a kick from your energy pile into your hand. |
High Attack |
Kick » Punch |
3 : 1 |
Round 1 Mortal Kombat |
Common |
C77 |
Basic Block If you have a throw in your energy pile, your attacks cost +2 energy to block this step. |
Low Block |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C77 |
Slide Aside |
High Block |
|
0 : 0 |
Round 2 Tekken |
Common |
C77 |
Stomach Blow While in your energy pile, your attacks with "Jab" in the title do +2 damage. |
High Attack |
Punch » Punch |
4 : 1 |
Round 1 Mortal Kombat |
Common |
C78 |
Got Your Back You may pay 1 energy to draw 1 card. |
Low Block |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C78 |
Back Bend If this blocks a weapon, your attacks chip +2 this turn. |
Low Block |
|
0 : 0 |
Round 2 Tekken |
Common |
C78 |
Sword Stab If your rival does not have a weapon in his energy pile, he must play 2 blocks to block this attack. |
High Attack |
Weapon » Weapon |
2 : 0 |
Round 1 Mortal Kombat |
Common |
C79 |
Small Hop If you have a throw in your energy pile, discard a card in your rival's energy pile if it shares the same title with another card in that energy pile. |
Low Block |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C79 |
Projectile Reflection If this blocks a projectile, your rival's action ends after this attack finishes. |
Low Block |
|
0 : 0 |
Round 2 Tekken |
Common |
C79 |
Tombstone Pile Driver Your rival must be launched to play this attack. |
High Attack |
Throw » Slam |
15 : 2 |
Round 1 Mortal Kombat |
Common |
C80 |
Too Fast For You If you have a weapon in your energy pile, your rival's attacks cost +1 energy this step. |
Low Block |
|
0 : 0 |
Round 1 Street Fighter |
Common |
C80 |
Weight Shift Your throws cost -1 energy this step. |
Low Block |
|
0 : 0 |
Round 2 Tekken |
Common |
C80 |
Twisted Sister You may play this card as a high block with a printed cost of 0 when your rival plays an attack with "Bomb" in the title. |
High Attack |
Throw » Throw |
0 : 0 |
Round 2 Tekken |
Common |
C81 |
Back Handspring HIT - While you have 3 or more throws in your energy pile during this combo, your rival's blocks cost +1 energy. |
Low Attack |
Kick » Throw |
4 : 1 |
Round 2 Tekken |
Common |
C82 |
Blonde Bomb Your rival's next attack this turn does -1 damage. |
Low Attack |
Punch » Throw |
2 : 0 |
Round 2 Tekken |
Common |
C83 |
Camel Clutch You rival must be knocked down to play this attack. |
Low Attack |
Throw » Kick |
15 : 2 |
Round 2 Tekken |
Common |
C84 |
Dragon Tail Knock Down-- |
Low Attack |
Kick » Low Attack |
3 : 1 |
Round 2 Tekken |
Common |
C85 |
Foot Stomp Your rival must reveal a projectile from his hand, or your next attack this combo is unblockable. |
Low Attack |
Kick » Projectile |
2 : 0 |
Round 2 Tekken |
Common |
C86 |
Giant Swing Your rival must be launched to play this attack. |
Low Attack |
Throw » Kick |
15 : 2 |
Round 2 Tekken |
Common |
C87 |
Handstand KIck Launcher-- Your rival cannot block this attack with effects. |
Low Attack |
Kick » High Attack |
4 : 1 |
Round 2 Tekken |
Common |
C88 |
Infernal Destruction Knock Down-- When played and your rival has 6 or more cards in hand, your rival cannot draw cards this turn. |
Low Attack Knockdown |
Projectile » Low Attack |
4 : 1 |
Round 2 Tekken |
Common |
C89 |
Jumping Power Bomb Your rival must be knocked down to play this attack. |
Low Attack |
Throw » Slam |
8 : 1 |
Round 2 Tekken |
Common |
C90 |
Low Cross Cut Saw Knock Down-- When blocked, this attack stays in the arena to be played 1 more time. If it's in the arena when Battle ends, discard it. |
Low Attack Knockdown |
Punch » Low Attack |
4 : 1 |
Round 2 Tekken |
Common |
C91 |
Rasteila Knock Down-- HIT - Your next throw this turn stays in the arena to be played one more time. If it's in the arena when Battle ends, discard it. |
Low Attack Knockdown |
Kick » Low Attack |
4 : 1 |
Round 2 Tekken |
Common |
C92 |
Samba Launcher-- HIT - Your rival's next attack this turn costs +1 energy. |
High Attack Launcher |
Kick » Low Attack |
4 : 1 |
Round 2 Tekken |
Common |
C93 |
Snake Edge Launcher-- HIT - Your next weapon this turn costs -1 energy. |
Low Attack Launcher |
Kick » High Attack |
4 : 1 |
Round 2 Tekken |
Common |
C94 |
Sumo Squash When played, you may remove the card "Girth" from your discard pile for this attack to do +6 damage. |
Low Attack |
Slam » Kick |
4 : 1 |
Round 2 Tekken |
Common |
C95 |
Sweeping Cartwheel Your next kick this turn gains "Knock Down." (*) While your rival is knocked down, your slams do +2 damage this turn. |
Low Attack |
Slam » Kick |
2 : 2 |
Round 2 Tekken |
Common |
C96 |
Anticipated Your rival chooses a card in his energy pile and discards it. |
High Block |
|
0 : 1 |
Round 2 Tekken |
Common |
C97 |
Footwork TEKKEN ONLY. (*)If you have a kick in your energy pile, draw 2 cards. |
High Block |
|
0 : 0 |
Round 2 Tekken |
Common |
C98 |
Girth When this blocks a throw, your rival discards 1 card from his energy pile. |
High Block |
|
0 : 0 |
Round 2 Tekken |
Common |
C99 |
Metal Skin Your rival's next attack this combo does -4 damage. |
High Block |
|
0 : 0 |
Round 2 Tekken |
Common |
C100 |
Teacher's Knowledge Choose 2 blocks in your discard pile and shuffle them into your deck. |
High Block |
|
0 : 0 |
Round 2 Tekken |
Common |
C101 |
Too Cute Put the top 2 cards of your discard pile at the bottom of your deck. |
High Block |
|
0 : 0 |
Round 2 Tekken |
Common |
C102 |
Energy Aura This block stays in the arena to be played X more times. X = the number of projectiles in your energy pile when you play this block from your hand. If it's in the arena when Battle ends, discard it. |
Low Block |
|
0 : 0 |
Round 2 Tekken |
Common |
C103 |
Play Dead Your rival's next attack in this combo must be a low attack and have a printed cost 1 or more. Otherwise, his action ends when this attack finishes. |
Low Block |
|
0 : 0 |
Round 2 Tekken |
Common |
C104 |
Quick Sit This block may be played against a high attack if that attack is a Launcher or a Knock Down. |
Low Block |
|
0 : 0 |
Round 1 Street Fighter |
Promotional (SF Gouken) |
GP1 |
Gouken Your attacks do +1 damage. You may hold +1 card in your hand during Discard. |
Character |
|
0 : 0 |
Round 1 Mortal Kombat |
Promotional (MK) |
MK1 |
Zombies Need Brains |
|
|
0 : 0 |
Round 1 Mortal Kombat |
Promotional (MK) |
MK2 |
For Battle! |
|
|
0 : 0 |
Premiere Mortal Kombat |
Promotional (MK) |
MK4 |
Back Whack HIT - At the start of your rival's next action, he must either discard a card from his hand or pass. |
Low Attack |
Weapon » Kick |
2 : 0 |
Premiere Mortal Kombat |
Promotional (MK) |
MK7 |
The Dragon King (Lower Left) Your side deck can only contain Kamidogu. (*) During Set, you must play a Kamidogu each turn. If you cannot, discard the top 15 cards of your deck. (*) When a rival would steal a kamidogu you control remove it instead and discard the top 5 cards of your d |
Character |
|
: |
Premiere Mortal Kombat |
Promotional (MK) |
MK8 |
The Dragon King (Lower Right) Your attacks do +3 damage and gain +3 chip. (*) Your rival's attacks do -1 damage and gain -3 chip. (*) When you flip an event, you may remove it to use its text instead of paying its cost. |
Character |
|
: |
Round 1 Street Fighter |
Promotional |
P1 |
Deep Injury Flip when you attack, all damage and chipping from this attack, and others in this combo are removed. |
Event |
|
0 : 0 |
Round 1 Mortal Kombat |
Promotional |
P2 |
Lost Souls |
|
|
: |
Round 1 Street Fighter |
Promotional |
P2 |
Perfect Pose Flip when you attack. You may put that attack on top of your deck after it finishes. Remove this card. |
Event |
|
0 : 0 |
Round 1 Mortal Kombat |
Promotional |
P3 |
Knockback |
|
|
: |
Round 1 Street Fighter |
Promotional |
P3 |
Interpol Agent Flip when your Rival reveals his hand (*) Choose and discard a card from that hand. |
Event |
|
0 : 1 |
Round 1 Mortal Kombat |
Promotional |
P4 |
Frightening Lightning |
|
|
0 : 0 |
Round 1 Street Fighter |
Promotional |
P5 |
Super Leap Flip when you attack. Discard an attack from your hand to discard an attack with the same attack trait in you rival's energy pile. If this happens, put a card from his discard pile into his energy pile. |
Event |
|
0 : 0 |
Premiere Mortal Kombat |
Rare |
R*58 |
Kenshi All effects on your rival's attacks are now "HIT -" effects. (*) When your rival flips an event, you may remove X weapons or projectiles from your discard pile to blank out its text box. X = the cost of the event +1. |
Character |
|
0 : 0 |
Premiere Mortal Kombat |
Rare |
R*59 |
Raiden When attacking with an electric, you may change it to a throw or projectile for that attack. (*) When you finish a throw or projectile that hit, search your rival's deck for a card and discard it. Your rival shuffles his deck. |
Character |
|
0 : 0 |
Premiere Mortal Kombat |
Rare |
R*60 |
Kontinuing Legacy Flip when you attack. Put this card into your energy pile. (*) While in your energy pile, your rival's effects cannot discard other cards from your energy pile. (*) Limit 1 per deck. |
Event |
|
0 : 0 |
Premiere Mortal Kombat |
Rare |
R*61 |
Puzzle Kombat Flip at the end of Discard. Your rival discards a card from his hand. |
Event |
|
0 : 0 |
Premiere Mortal Kombat |
Rare |
R*62 |
Toasty Flip when you attack. This attack gains "HIT - Your rival discards the top 4 cards of his deck." |
Event |
|
0 : 1 |
Premiere Mortal Kombat |
Rare |
R*63 |
Baraka's Mutant Blades This attack does +8 damage. |
High Attack |
Weapon » Weapon |
2 : 2 |
Premiere Mortal Kombat |
Rare |
R*64 |
Hotaru's Grasshopper While in your energy pile, you may discard this card when your rival plays a 0 or 1 cost attack to block that attack. |
High Attack |
Kick |
10 : 2 |
Premiere Mortal Kombat |
Rare |
R*65 |
Jade's Amazon Power Strike While in your energy pile, any of your modifiers to your attacks gain +1. If this card is discarded to pay for "Jade's Blazing Nitro Kick," put this card in your hand. |
High Attack |
Projectile » Punch |
7 : 1 |
Premiere Mortal Kombat |
Rare |
R*66 |
Kabal's Raging Flash HIT - Your rival shuffles his deck. |
High Attack |
Slam |
12 : 2 |
Premiere Mortal Kombat |
Rare |
R*67 |
Kenshi's Telekinetic Rip If another effect makes this attack unblockable and it defeats your rival this round, you are the aggressor in the next round of this game, and you start the round with 6 cards instead of 3. |
High Attack |
Projectile |
20 : 4 |
Premiere Mortal Kombat |
Rare |
R*68 |
Kira's Black Dragon Ball HIT - Your rival reveals his hand. Choose and discard a card in his hand. |
High Attack |
Slam |
10 : 2 |
Premiere Mortal Kombat |
Rare |
R*69 |
Kobra's Heart Rip Reveal 3 /Kobra's Heart Rip/ cards from your hand. If you do, this attack does +15 damage. |
High Attack |
Punch |
20 : 4 |
Premiere Mortal Kombat |
Rare |
R*70 |
Li Mei's Aftershock HIT - If you control 6 different kamidogu, you win the round. |
High Attack |
Weapon |
20 : 4 |
Premiere Mortal Kombat |
Rare |
R*71 |
Noob Smoke's Dark Assassin HIT - You may put your hand at the bottom of your deck and draw 3 cards. |
High Attack |
Projectile |
15 : 3 |
Premiere Mortal Kombat |
Rare |
R*72 |
Raiden's Electrify If your rival has 4 copies of 2 different cards in his discard pile, this attack does +15 damage. |
High Attack |
Electric |
20 : 4 |
Premiere Mortal Kombat |
Rare |
R*73 |
Scorpion's Bloody Spear While in your energy pile, this card has all attack traits. (*) HIT - Your next attack this turn cannot be stopped. |
High Attack |
Projectile |
10 : 2 |
Premiere Mortal Kombat |
Rare |
R*74 |
Shujinko's Master Swordplay If this attack is played from the top of your deck with Shujinko's effect, it does +15 damage. |
High Attack |
Weapon |
20 : 4 |
Premiere Mortal Kombat |
Rare |
R*75 |
Ashrah's Heavenly LIght When you play another attack this step, you may switch a card in your hand with a card in your energy pile. (*) HIT - Put a weapon or projectile from your discard pile into your energy pile. |
Low Attack |
Projectile |
10 : 2 |
Premiere Mortal Kombat |
Rare |
R*76 |
Bo' Rai Cho's Earthquake While in your energy pile, increase the number of times per attack you can use Bo' Rai Cho's text by +1. |
Low Attack |
Projectile |
10 : 2 |
Premiere Mortal Kombat |
Rare |
R*77 |
Dairou's Tombstone Drop This attack is unblockable. (*) Rearrange your discard pile. |
Low Attack |
Projectile |
7 : 2 |
Premiere Mortal Kombat |
Rare |
R*78 |
Mileena's Soaring Sai While in your energy pile, your rival discards the top card of his deck when you block one of his attacks. |
Low Attack |
Projectile |
10 : 2 |
Premiere Mortal Kombat |
Rare |
R*79 |
Sub-Zero's Cold Shoulder You may switch a card from your hand with a card in your energy pile that has "Sub-Zero" in its text box. (*) HIT - You may choose for the aggressor to not change at the end of the turn. |
Low Attack |
Slam » Punch |
7 : 1 |
Premiere Mortal Kombat |
Rare |
R*80 |
Chaosrealm Your rival discards 2 cards from his hand. |
Kamidogu |
|
0 : 2 |
Premiere Mortal Kombat |
Rare |
R*81 |
Edenia Set up to 2 events from your discard pile. |
Kamidogu |
|
0 : 2 |
Round 1 Mortal Kombat |
Rare |
R81 |
Hotaru You may block a high attack by discarding a weapon from your hand. (*) At the end of Battle, shuffle 2 cards from your discard pile into your deck if your rival dealt you no damage that turn. |
Character |
|
0 : 0 |
Round 1 Street Fighter |
Rare |
R81 |
Elena Your punches are kicks. (*) Once per attack, when you link from or into a kick during a combo, put the bottom card of your discards at the bottom of your deck. |
Character |
|
0 : 0 |
Premiere Mortal Kombat |
Rare |
R*82 |
Outworld Draw the top 2 cards of your discard pile. Discard 2 cards from your hand. |
Kamidogu |
|
0 : 1 |
Round 1 Mortal Kombat |
Rare |
R82 |
Jade Your kicks and punches in a combo do +1 damage for each previous attack in that combo. (*) You may block a projectile by discarding a punch or kick from your hand. |
Character |
|
0 : 0 |
Round 1 Street Fighter |
Rare |
R82 |
Gill All your attacks that cost 1 or more do +2 damage. (*) When you finish a combo of 3 or more attacks, draw a card. |
Character |
|
0 : 0 |
Round 1 Mortal Kombat |
Rare |
R83 |
Noob Smoke Draw a card at the start of Battle. (*) When you hit with a throw or projectile, name a block card. Your rival cannot play that block for the rest of the combo. |
Character |
|
0 : 0 |
Round 1 Street Fighter |
Rare |
R83 |
Hugo When a throw is damaged from your deck and you have less than 8 energy, put it into your energy pile. (*) When your first attack in an action is a throw, you may pay X energy to have it do +X damage. (*) Your deck may have 10 extra cards. |
Character |
|
0 : 0 |
Round 1 Mortal Kombat |
Rare |
R84 |
Catfight Flip when you attack. Draw 2 cards. Remove this card. (*) Limit 1 per deck. |
Event |
|
0 : 1 |
Round 1 Street Fighter |
Rare |
R84 |
Dark Magic Flip when you attack. It takes 2 blocks to block this attack. This attack's damage cannot be lowered. |
Event |
|
0 : 1 |
Round 1 Mortal Kombat |
Rare |
R85 |
Graceful Beauty Flip at the start of battle. Both players draw 3 cards. Both players may set cards. (*) Limit 1 per deck. |
Event |
|
0 : 1 |
Round 1 Street Fighter |
Rare |
R85 |
Elena's Healing Flip as an action in Battle. Put the bottom 12 cards of your discard pile at the bottom of your deck in any order. Remove this card. |
Event |
|
0 : 4 |
Round 1 Mortal Kombat |
Rare |
R86 |
Insanity Flip when you attack. Your attack does +10 damage. (*) Limit 1 per deck. |
Event |
|
0 : 1 |
Round 1 Street Fighter |
Rare |
R86 |
Gill's Resurrection Flip when you would lose a round. Shuffle your discard pile into your deck. The round is not over. Remove this card. (*) Limit 1 per deck. |
Event |
|
0 : 5 |
Round 1 Mortal Kombat |
Rare |
R87 |
Quick Reflexes Flip when your rival flips an event. Pay that event's cost to stop its effect and discard it. (*) Limit 1 per deck. |
Event |
|
0 : 0 |
Round 1 Street Fighter |
Rare |
R87 |
The Dark Hadou RYU, KEN AND AKUMA ONLY. (*) Flip at the start of Battle. Your attacks do +2 damage this step. |
Event |
|
0 : 1 |
Round 1 Mortal Kombat |
Rare |
R88 |
Ashrah's Nature's Torpedo Switch a card in your hand with a card in your energy pile. |
High Attack |
Punch |
12 : 2 |
Round 1 Street Fighter |
Rare |
R88 |
What a Combo! Flip after you finish a combo. End this step. (*) Limit 1 per deck. |
Event |
|
0 : 0 |
Round 1 Mortal Kombat |
Rare |
R89 |
Baraka's Chop Chop Blades This attack copies the text of the previous attack in this combo if the attack increases its own damage. |
High Attack |
Weapon |
10 : 2 |
Round 1 Street Fighter |
Rare |
R89 |
Alex's Boomerang Raid Put a throw from your discard pile into your hand. You can only play 1 more attack in this combo. |
High Attack |
Punch » Throw |
10 : 2 |
Round 1 Mortal Kombat |
Rare |
R90 |
Baraka's Head Kabob If you have 3 or more attacks in your energy pile that modify their own damage, this attack gains their texts. |
High Attack |
Weapon |
20 : 4 |
Round 1 Street Fighter |
Rare |
R90 |
Alex's Hyper Bomb Your rival must pay 3 energy and discard 2 cards from his hand before he can block this attack. |
High Attack |
Throw |
20 : 4 |
Round 1 Mortal Kombat |
Rare |
R91 |
Blazing Fury HIT - If this attack was linked from a punch that hit, draw a card. |
High Attack |
Kick » Punch |
2 : 0 |
Round 1 Street Fighter |
Rare |
R91 |
Dudley's Corkscrew Blow Set 2 events from your discard pile that do not draw cards. |
High Attack |
Punch |
10 : 2 |
Round 1 Mortal Kombat |
Rare |
R92 |
Bo' Rai Cho's Breath of Fire If your rival hit with 4 or more attacks this step, this attack does +15 damage. |
High Attack |
Projectile |
20 : 4 |
Round 1 Street Fighter |
Rare |
R92 |
Dudley's Rocket Uppercut HIT - Put up to 10 events from your discard pile on top of your deck in any order. |
High Attack |
Punch |
20 : 4 |
Round 1 Mortal Kombat |
Rare |
R93 |
Dark Alliance HIT - Your rival's attacks cost +X energy this turn. X = the number of weapons and kicks in your energy pile. |
High Attack |
Projectile » Kick |
3 : 1 |
Round 1 Street Fighter |
Rare |
R93 |
Gill's Seraphic Wing Discard the top 10 cards of your rival's deck. |
High Attack |
Projectile |
15 : 5 |
Round 1 Mortal Kombat |
Rare |
R94 |
Darrius' Arm Rip If you have 3 or more attacks in your energy pile that are either Darrius' Chest Crunchers and/or attacks without text, this attack does +15 damage. |
High Attack |
Throw |
20 : 4 |
Round 1 Street Fighter |
Rare |
R94 |
Hugo's Hammer Frenzy |
High Attack |
Punch |
15 : 2 |
Round 1 Mortal Kombat |
Rare |
R95 |
Darrius' Chest Cruncher If this attack is blocked, it is discarded instead of put into the energy pile. (*) While this card is in your energy pile, your attacks without text do +2 damage. |
High Attack |
Punch |
10 : 2 |
Round 1 Street Fighter |
Rare |
R95 |
Hugo's Megaton Press HIT - You may search and discard up to 4 cards from your deck as damage and then shuffle your deck. |
High Attack |
Throw |
25 : 4 |
Round 1 Mortal Kombat |
Rare |
R96 |
Hotaru's Super Slam If you have blocked 4 or more attacks this step, this attack does +15 damage. |
High Attack |
Throw |
20 : 4 |
Round 1 Street Fighter |
Rare |
R96 |
Ibuki's Kasumi Suzaku HIT - Your rival discards 2 random cards from his hand. |
High Attack |
Projectile |
10 : 2 |
Round 1 Mortal Kombat |
Rare |
R97 |
Ice Maker Choose a rival's face-down card. He reveals it. (*) HIT - Discard the revealed face-down card. |
High Attack |
Weapon » Throw |
4 : 1 |
Round 1 Street Fighter |
Rare |
R97 |
Ibuki's Yoroi Doshi You may change this attack to a projectile when you play it. (*) HIT - All players discard their hands. |
High Attack |
Throw |
20 : 4 |
Round 1 Mortal Kombat |
Rare |
R98 |
Jade's Blazing Nitro Kick Damage from this attack is removed instead of discarded. (*) HIT - You may shuffle this attack into your deck after it finishes. |
High Attack |
Kick |
10 : 2 |
Round 1 Street Fighter |
Rare |
R98 |
Ken's Shippu Jinraikyaku Put this card on top of your deck after it finishes instead of your energy pile. |
High Attack |
Kick |
13 : 2 |
Round 1 Mortal Kombat |
Rare |
R99 |
Jade's Spear Kabob If this is the 4th or higher attack in this combo, this attack does +15 damage. |
High Attack |
Weapon |
20 : 4 |
Round 1 Street Fighter |
Rare |
R99 |
Ken's Shoryu Reppa Discard all of your rival's face-down cards in the arena. |
High Attack |
Punch |
20 : 4 |
Round 1 Mortal Kombat |
Rare |
R100 |
Kabal's Spinner Guess all the titles of the cards in your rival's hand. Your rival reveals his hand. If no cards were guessed incorrectedly, this attack does +15 damage. |
High Attack |
Weapon |
20 : 4 |
Round 1 Street Fighter |
Rare |
R100 |
Ryu's Shin Shoryuken HIT - Choose any attacks in your energy pile without "Ryu" in the title and use the text on those cards except for their "HIT -" texts. |
High Attack |
Punch |
20 : 4 |
Round 1 Mortal Kombat |
Rare |
R101 |
Noob Smoke's Dark Shadows If your hand has 2 or more times the cards in your rival's hand, this attack does +15 damage. |
High Attack |
Punch |
20 : 4 |
Round 1 Street Fighter |
Rare |
R101 |
Sean's Hyper Tornado HIT - Discard all your rival's energy. |
High Attack |
Punch |
20 : 4 |
Round 1 Mortal Kombat |
Rare |
R102 |
Noob Smoke's Ninja Stars Draw a card. (*) HIT - Draw a card. |
High Attack |
Projectile |
10 : 2 |
Round 1 Street Fighter |
Rare |
R102 |
Super Assault HIT - Switch a card in your discard pile that has a character's name in the title with a card in your hand. |
High Attack |
Projectile » Weapon |
4 : 1 |
Round 1 Mortal Kombat |
Rare |
R103 |
Sub-Zero's Freeze and Throw If 3 or more previous attacks in this combo created an effect that discarded cards from your rival's deck, this attack does +15 damage. |
High Attack |
Projectile |
20 : 4 |
Round 1 Street Fighter |
Rare |
R103 |
Twelve's X.C.O.P.Y. Search your rival's deck for any attack and play it at no cost instead of this one. When it finishes, discard it into your rival's discard pile and put this card into your energy pile. Link from your rival's card. |
High Attack |
Weapon |
0 : 4 |
Round 1 Mortal Kombat |
Rare |
R104 |
Ashrah's Voodoo If cards have been switched from your hand 3 or more times this turn, this attack does +15 damage. |
Low Attack |
Special |
20 : 4 |
Round 1 Street Fighter |
Rare |
R104 |
Crouching Fierce Kick HIT - When you link from this attack, you may pay an extra energy to keep it in the arena to be played 1 extra time. The final time it is played, or when the step ends, remove it. |
Low Attack |
Kick » Punch |
4 : 1 |
Round 1 Mortal Kombat |
Rare |
R105 |
Bo' Rai Cho's Puke HIT - Attach this card to your rival's character instead of putting this into your energy pile. While attached, your rival's attacks do -1 damage. |
Low Attack |
Projectile |
10 : 2 |
Round 1 Street Fighter |
Rare |
R105 |
Elena's Brave Dance Draw the bottom card of your deck. (*) HIT - Draw the bottom card of your deck. (*) Remove this card. |
Low Attack |
Kick |
10 : 2 |
Round 2 Tekken |
Rare |
R105 |
Jin Kazama When you search for a block, you may also put the top card of your discard pile into your energy pile. (*) While you have 1 or more energy than your rival, your punches, kicks and lightnings gain "Launcher." |
Character |
|
0 : 0 |
Round 1 Mortal Kombat |
Rare |
R106 |
Hotaru's Lava Burst Block all your rival's low attacks this step. Remove this card. |
Low Attack |
Projectile |
10 : 2 |
Round 1 Street Fighter |
Rare |
R106 |
Kunai Dart HIT - Discard a card in your rival's energy pile. Put a card in your rival's discard pile into his energy pile. |
Low Attack |
Projectile » Weapon |
2 : 0 |
Round 2 Tekken |
Rare |
R106 |
Jin Kazama's Power Stance Flip at the start of Battle. Your first attack this Battle gains "Launcher," is unblockable, and does +5 damage. You cannot flip any other events this turn. You cannot copy the effects of any events this turn. |
Event |
|
0 : 1 |
Round 1 Mortal Kombat |
Rare |
R107 |
Kabal's Plasma Blast HIT - Your rival reveals all but 1 random card in his hand. (*) Look at your rival's deck without changing its order. |
Low Attack |
Projectile |
10 : 2 |
Round 1 Street Fighter |
Rare |
R107 |
Lunging Sweep If you have more energy than your rival, this attack stays in the arena to be played a second time this step. If the step ends while it is in the arena, discard it. |
Low Attack |
Kick » Punch |
2 : 0 |
Round 2 Tekken |
Rare |
R107 |
Jin Kazama's Evil Intent This attack is unblockable. (*) This attack does +6 damage while you have a kick and punch in your energy pile. |
High Attack |
Punch |
16 : 4 |
Round 1 Mortal Kombat |
Rare |
R108 |
Power Hook HIT - If linked from a projectile, your rival's attacks cost +1 energy this step. |
Low Attack |
Weapon » Projectile |
3 : 1 |
Round 1 Street Fighter |
Rare |
R108 |
Ryu's Shinku Hadoken The first time this card is played, choose 2 attacks in your energy pile without "Ryu's" in the title and use the texts on those cards except for "HIT -" texts. |
Low Attack |
Projectile |
10 : 2 |
Round 2 Tekken |
Rare |
R108 |
Nina Williams When you chip cards, your rival discards the top 2 cards of his deck. (*) While your rival is knocked down, your kicks do +2 damage. |
Character |
|
0 : 0 |
Round 1 Mortal Kombat |
Rare |
R109 |
Sindel's Banshee Scream HIT - Your rival draws 10 cards and then discards 10 random cards from his hand. |
Low Attack |
Projectile |
0 : 2 |
Round 1 Street Fighter |
Rare |
R109 |
Sean Tackle HIT - Discard a card in your rival's energy pile. |
Low Attack |
Punch |
10 : 2 |
Round 2 Tekken |
Rare |
R109 |
Nina Williams' Evil Mist Flip as an action in Battle. Your rival can only play attacks with a printed cost of 0 or 1 this Battle. |
Event |
|
0 : 1 |
Round 1 Mortal Kombat |
Rare |
R110 |
Sindel's Super Scream If your rival has passed in his previous 2 actions this step, this attack does +15 damage. |
Low Attack |
Special |
20 : 4 |
Round 1 Street Fighter |
Rare |
R110 |
Tag Team The first event flipped with this attack is flipped face-down instead of discarded and cannot be flipped again this turn. |
Low Attack |
Punch » Kick |
2 : 0 |
Round 2 Tekken |
Rare |
R110 |
Nina Williams' Power Charge If this is the first attack you've played this turn, your rival must play 2 blocks to block it. (*) HIT - You cannot play attacks this turn. |
Low Attack |
Punch |
20 : 4 |
Round 1 Mortal Kombat |
Rare |
R111 |
Sub-Zero's Ice Blast HIT - Your next attack this step is unblockable. Your rival must pass for his next action. |
Low Attack |
Projectile |
10 : 2 |
Round 1 Street Fighter |
Rare |
R111 |
Twelve's X.N.D.L. Set an event from your discard pile for each weapon in your energy pile. |
Low Attack |
Projectile |
10 : 2 |
Round 2 Tekken |
Rare |
R111 |
Kazuya Mishima Your rival can flip only 1 event per step. (*) Once per step when you flip an event, you may discard a card in your rival's energy pile. |
Character |
|
0 : 0 |
Round 1 Mortal Kombat |
Rare |
R112 |
Bite Me MORTAL KOMBAT ONLY. (*) Block all of your rival's high attacks this step. Remove this card. (*) Limit 1 per deck. |
High Block |
|
0 : 1 |
Round 1 Street Fighter |
Rare |
R112 |
Amazing Defense STREET FIGHTER ONLY. (*) Block all of your rival's low attacks this step. Remove this card. (*) Limit 1 per deck. |
Low Block |
|
0 : 1 |
Round 2 Tekken |
Rare |
R112 |
King Your throws link into throws. (*) At the start of Battle, you may discard 2 cards from your hand to search your deck for a throw and put it in your hand. |
Character |
|
0 : 0 |
Round 1 Mortal Kombat |
Rare |
R113 |
Bo Knows Defense Your rival's low attacks do -1 damage this step. |
Low Block |
|
0 : 0 |
Round 1 Street Fighter |
Rare |
R113 |
Capcom Team Up STREET FIGHTER ONLY. (*) You may pay 1 energy to have this card stay in the arena to be played a second time this step. Discard this card the second time you play it, or when this step ends. |
Low Block |
|
0 : 0 |
Round 2 Tekken |
Rare |
R113 |
Ling Xiaoyu When you play a block, put it at the bottom of your deck instead of discarding it. (*) At the start of Discard shuffle the top 2 cards of your discard pile into your deck. |
Character |
|
0 : 0 |
Round 2 Tekken |
Rare |
R114 |
Marshall Law When you launch a rival, you may discard a card to draw a card. (*) When you hit with a kick while your rival is launched, you may choose 2 cards in your rival's discard pile and remove them. |
Character |
|
0 : 0 |
Round 2 Tekken |
Rare |
R115 |
Paul Phoenix Your punches and kicks do +4 chipping.(*) When one of your Knock Downs hits, you may pay 2 energy to search your discard pile for a punch with a cost of 1 or less. |
Character |
|
0 : 0 |
Round 2 Tekken |
Rare |
R116 |
Raven At the start of Battle, you may discard 2 weapons from your energy pile to make your first attack that Battle unstoppable. (*) When you block an attack, you may discard a weapon from your energy pile and put the top 2 cards of your deck into your energy p |
Character |
|
0 : 0 |
Round 2 Tekken |
Rare |
R117 |
Ling Xiaoyu's Hypnotist Flip at the start of Battle. Your low attacks cost -1 energy this step to a minimum of 1. (*) Limit 2 per deck. |
Event |
|
0 : 0 |
Round 2 Tekken |
Rare |
R118 |
Yoshimitsu's Death Copter Flip after you chip cards from an attack to discard that attack and end Battle. Remove this card. (*) Limit 1 per deck. |
Event |
|
0 : 3 |
Round 2 Tekken |
Rare |
R119 |
Bruce Irvin's Ducking Knee Launcher Launcher-- HIT - Discard all of your rival's cards in the arena. |
High Attack Launcher |
Kick » High Attack |
10 : 2 |
Round 2 Tekken |
Rare |
R120 |
Bruce Irvin's Killing Blow While you have 2 or more cards with "Elbow" in the title and 2 or more cards with "Knee" in the title in your energy pile, this attack is unblockable. |
High Attack |
Punch |
20 : 4 |
Round 2 Tekken |
Rare |
R121 |
Bryan Fury's Mach Breaker While in your energy pile, your rival's attacks do -1 damage. |
High Attack |
Punch |
10 : 2 |
Round 2 Tekken |
Rare |
R122 |
Bryan Fury's Slash Kick While in your energy pile, your attacks do +1 damage. |
High Attack |
Kick |
10 : 2 |
Round 2 Tekken |
Rare |
R123 |
Christie Monteiro's Fruit Picker HIT - This attack stays in the arena to be played 1 more time. If it's in the Arena when Battle ends, discard it. (*) HIT - Shuffle the top 2 cards of your discard pile into your deck. |
High Attack |
Kick » Kick |
4 : 0 |
Round 2 Tekken |
Rare |
R124 |
Christie Monteiro's Dos Sole When played while your rival is launched, choose 5 cards in your discard pile and shuffle them into your deck and remove your discard pile. |
High Attack |
Kick |
4 : 1 |
Round 2 Tekken |
Rare |
R125 |
Craig Marduk's Annihilator Hammer Launcher-- If this attack is blocked, end your action. (*) Damage from your punches cannot be modified this turn. |
High Attack Launcher |
Punch » High Attack |
5 : 1 |
Round 2 Tekken |
Rare |
R126 |
Craig Marduk's Death Bringer When played while your rival has no throws in his energy pile, this attack is unblockable. |
High Attack |
Punch |
22 : 4 |
Round 2 Tekken |
Rare |
R127 |
Craig Marduk's Suplex Bomb HIT - Battle ends. |
High Attack |
Throw |
6 : 1 |
Round 2 Tekken |
Rare |
R128 |
Ganryu's Choke Slam HIT - Your rival reveals his hand and shuffles any kicks he revealed into his deck. |
High Attack |
Slam » Throw |
5 : 2 |
Round 2 Tekken |
Rare |
R129 |
Ganryu's Tsuri Dashi While in your energy pile, your rival's throws do a max of 4 damage. |
High Attack |
Throw |
8 : 2 |
Round 2 Tekken |
Rare |
R130 |
JACK-5's Dark Greeting HIT - If you have 1 or more energy then your rival put the top 4 cards of your discard pile into your energy pile. |
High Attack |
Punch |
20 : 4 |
Round 2 Tekken |
Rare |
R131 |
JACK-5's Rocket Uppercut Launcher-- HIT - For this combo, your other attacks gain "Put the bottom card of your discard pile into your energy pile." |
High Attack |
Punch |
10 : 2 |
Round 2 Tekken |
Rare |
R132 |
Julia Chang's Heavy Uppercut Launcher-- Put the top 3 cards of your discard pile at the bottom of your deck. |
High Attack Launcher |
Punch » High Attack |
10 : 2 |
Round 2 Tekken |
Rare |
R133 |
Julia Chang's Palm Explosion While in your energy pile, your rival discards a card from his hand when he becomes Knocked Down. |
High Attack |
Punch |
20 : 4 |
Round 2 Tekken |
Rare |
R134 |
Kazuya Mishima's Hell Lancer Launcher-- When played, your rival may pay 1 energy. Otherwise, this attack does +4 damage. |
High Attack Launcher |
Kick » High Attack |
8 : 2 |
Round 2 Tekken |
Rare |
R135 |
Kazuya Mishima Stone Head Knock Down-- HIT - Choose 2 cards in your rival's energy pile and have him shuffle them into his deck. (*) Your rival draws 2 cards. |
High Attack Knockdown |
Throw » Low Attack |
4 : 1 |
Round 2 Tekken |
Rare |
R136 |
King's Burning Knuckle HIT - Your rival cannot modify the damage on your throws this turn. |
High Attack |
Punch » Throw |
4 : 1 |
Round 2 Tekken |
Rare |
R137 |
King's Cobra Clutch While in your energy pile, your throws cost -1 to play. (*) Only 1 "King's Cobra Clutch" can be active in your energy pile. (*) This effect cannot be copied. |
High Attack |
Throw » Throw |
9 : 2 |
Round 2 Tekken |
Rare |
R138 |
King's Cobra Twist into Reverse DDT HIT - This attack stays in the arena to be played 1 more time. If it's in the arena when Battle ends, discard it. (*) When played from the arena, this attack cost -1 energy and does +2 damage. |
High Attack |
Throw » Throw |
8 : 2 |
Round 2 Tekken |
Rare |
R139 |
Kuma's Deadly Claw Your rival's attacks do a max of 5 damage this turn. |
High Attack |
Weapon » Weapon |
20 : 4 |
Round 2 Tekken |
Rare |
R140 |
Kuma's Demon Uppercut Launcher-- While your rival is launched this turn, his blocks cost +1 energy to play. |
High Attack Launcher |
Punch » High Attack |
4 : 1 |
Round 2 Tekken |
Rare |
R141 |
Kuma's Double Claw HIT - Your rival's attacks that cost 2 or more energy cost +1 energy. |
High Attack |
Weapon » Punch |
8 : 2 |
Round 2 Tekken |
Rare |
R142 |
Lee Chaolan's Blazing Kick Launcher-- Your kicks do +2 damage while your rival is launched this turn. |
High Attack Launcher |
Kick » High Attack |
4 : 1 |
Round 2 Tekken |
Rare |
R143 |
Lee Chaolan's Lee Cutter While in your energy pile, your attacks that stay in the arena cost -1 energy. |
High Attack |
Kick » Kick |
8 : 2 |
Round 2 Tekken |
Rare |
R144 |
Lee Chaolan's Silver Cyclone HIT - This attack stays in the arena to be played one more time. If it's in the arena when Battle ends, discard it. (*) Remove this card after it is played from the arena. |
High Attack |
Kick » Kick |
20 : 4 |
Round 2 Tekken |
Rare |
R145 |
Ling Xiaoyu's Raccoon Swing Launcher-- This card's text cannot be copied. (*) HIT - Draw 2 cards and discard 2 cards from your hand and remove this card. |
High Attack Launcher |
Kick » High Attack |
2 : 0 |
Round 2 Tekken |
Rare |
R146 |
Ling Xiaoyu's Thunder Strike You may play this attack as an electric. (*) Your other punches do +2 damage this combo. (*) Your other punches do +1 damage this turn. |
High Attack |
Punch » Punch |
4 : 1 |
Round 2 Tekken |
Rare |
R147 |
Marshall Law's Back Flip Launcher-- HIT - This attack stays in the arena to be played 1 more time. If it's in the arena when Battle ends, discard it. |
High Attack Launcher |
Kick » High Attack |
4 : 0 |
Round 2 Tekken |
Rare |
R148 |
Marshall Law's Charge Power Punch HIT - Your rival cannot draw cards in the next Draw step. |
High Attack |
Punch |
20 : 4 |
Round 2 Tekken |
Rare |
R149 |
Marshall Law's Fury Fist Rush This attack does +1 damage for each punch in your energy pile. |
High Attack |
Punch |
4 : 1 |
Round 2 Tekken |
Rare |
R150 |
Paul Phoenix's Burning Fist Knock Down-- HIT - If you rival has more then 3 cards in his energy pile, then he discards from it until he has 3. |
High Attack Knockdown |
Punch » Low Attack |
20 : 4 |
Round 2 Tekken |
Rare |
R151 |
Paul Phoenix's Phoenix Smasher Knock Down-- If your rival played an attack this turn, this attack does +10 damage. |
High Attack Knockdown |
Punch » Low Attack |
5 : 2 |
Round 2 Tekken |
Rare |
R152 |
Raven's Death From Above When your rival plays a projectile, you may reveal this card from your hand. If you do, your rival's attack is blocked, his action ends, and you must play this card first in your next action. Otherwise, you must pass your next action and discard this card |
High Attack |
Kick » Punch |
2 : 0 |
Round 2 Tekken |
Rare |
R153 |
Raven's Orbiting Moon When played, you may discard a kick from your hand to search your discard pile for a block. |
High Attack |
Throw |
10 : 2 |
Round 2 Tekken |
Rare |
R154 |
Wang Jinrei's Draong Power Punch Launcher-- When played, you may discard up to 5 blocks from your hand. Your rival discards the top 2 cards of his deck for each block you discarded in this way. |
High Attack Launcher |
Punch » High Attack |
20 : 4 |
Round 2 Tekken |
Rare |
R155 |
Wang Jinrei's Energy Blast HIT - Shuffle X blocks from your discard pile into your deck. X = the damage this attack deals. |
High Attack |
Punch |
4 : 1 |
Round 2 Tekken |
Rare |
R156 |
Wang Jinrei's Heavy Uppercut Launcher-- Your next high attack this combo gains, "HIT - Search your deck for 2 blocks." |
High Attack Launcher |
Punch » High Attack |
8 : 2 |
Round 2 Tekken |
Rare |
R157 |
Yoshimistu's Suicide Your rival may draw 3 cards. (*) HIT - You lose the round at the end of this action. |
High Attack |
Weapon |
30 : 4 |
Round 2 Tekken |
Rare |
R158 |
Yoshimistu's Thunder Blade You may play this attack as an electric. (*) This attack does +X damage. X = the number of weapons in your rival's energy pile. |
High Attack |
Weapon » Weapon |
8 : 2 |
Round 2 Tekken |
Rare |
R159 |
Bryan Fury's Meteor Smash While in your energy pile when your rival plays a low attack, you may discard 2 cards in your energy pile to block that attack. |
Low Attack |
Punch |
20 : 4 |
Round 2 Tekken |
Rare |
R160 |
Christie Monteiro's Mirage Launcher-- |
Low Attack Launcher |
Kick » High Attack |
4 : 0 |
Round 2 Tekken |
Rare |
R161 |
Ganryu's Sumo Tackle When played while you have the card "Girth" in your discard pile, your rival must play an additional low block to block this attack. |
Low Attack |
Throw » Slam |
10 : 2 |
Round 2 Tekken |
Rare |
R162 |
JACK-5's Gun Bomb When played, you may reveal the card "Metal Skin" from your hand to have your rival's attacks do -3 damage this turn. |
Low Attack |
Throw |
6 : 1 |
Round 2 Tekken |
Rare |
R163 |
Julia Chang's Foot Stomp Your rival must be knocked down to play this attack. |
Low Attack |
Kick |
9 : 1 |
Round 2 Tekken |
Rare |
R164 |
Kazuya Mishima's Lightning Screw Uppercut This attack does -2 damage for each non-electric used to pay for its cost. |
Low Attack |
Electric |
28 : 4 |
Round 2 Tekken |
Rare |
R165 |
Paul Phoenix's Hammer of the Gods While your rival is knocked down, this attack does +6 damage and your action ends when this attack finishes. |
Low Attack |
Punch |
2 : 1 |
Round 2 Tekken |
Rare |
R166 |
Raven's Quicksand Launcher-- This attack does +6 damage while you have 3 or more different kicks in your energy pile. |
Low Attack Launcher |
Kick » High Attack |
8 : 2 |
Round 1 Street Fighter |
Promotional (SF) |
SF1 |
Focused Ki |
|
|
0 : 0 |
Round 1 Street Fighter |
Promotional (SF) |
SF2 |
Evil Reborn |
|
|
0 : 0 |
Round 1 Street Fighter |
Promotional (SF) |
SF3 |
Recovery Flip when an effect puts cards from your discard pile into your deck. Double the amount. Remove this card. |
Event |
|
0 : 0 |
Round 1 Street Fighter |
Promotional (SF) |
SF4 |
Training Flip at the start of Draw. Instead of drawing from the top of your deck, draw from the bottom of your discard pile this step. |
Event |
|
0 : 1 |
Premiere Mortal Kombat |
Ultra Rare |
U*83 |
Dragon's Victory Flip when you attack. While you control 6 different kamidogu this turn, your attacks do +30 damage and are unblockable. (*) Limit 1 per deck. |
Event |
|
0 : 0 |
Premiere Mortal Kombat |
Ultra Rare |
U*84 |
Kollecting Kamidogu Flip as an action in Battle. Play a kamidogu from your side deck.(*)Limit 1 per deck. |
Event |
|
0 : 0 |
Round 1 Mortal Kombat |
Ultra Rare |
U114 |
Drunken Master Flip before you play an attack. The attack costs -2 energy. (*) Limit 1 per deck. |
Event |
|
0 : 0 |
Round 1 Street Fighter |
Ultra Rare |
U114 |
Fighting the Darkness Flip when you attack. Put an attack with the same attack trait from your discard pile into your hand. Remove this card. (*) Limit 1 per deck. |
Event |
|
0 : 1 |
Round 1 Mortal Kombat |
Ultra Rare |
U115 |
Searching the Realms MORTAL KOMBAT ONLY. (*) Flip at the start of the Draw. Search your deck for a card and put it in your hand. (*) Limit 1 per deck. |
Event |
|
0 : 1 |
Round 1 Street Fighter |
Ultra Rare |
U115 |
Information Gathering STREET FIGHTER ONLY. Flip at the start of Set. Search your deck for 2 events, reveal them and set them. (*) Limit 1 per deck. |
Event |
|
0 : 1 |
Round 1 Mortal Kombat |
Ultra Rare |
U116 |
Hooked on Fatalities While in your energy pile with one or more projectiles, your rival's attacks cost +1 energy unless they are 0 cost attacks. Only 1 Hooked on Fatalities can modify your rival's costs. |
High Attack |
Weapon » Projectile |
4 : 1 |
Round 1 Street Fighter |
Ultra Rare |
U116 |
Jab While in your energy pile at the end of Battle, you may put a card with "Jab" in the title from your energy pile into your hand. |
High Attack |
Punch » Kick |
2 : 0 |
Round 1 Mortal Kombat |
Ultra Rare |
U117 |
Twin Fangs While in your energy pile, discard the top X cards of your rival's deck at the start of the Draw. X = the number of projectiles in your energy pile. |
High Attack |
Weapon » Projectile |
4 : 1 |
Round 1 Street Fighter |
Ultra Rare |
U117 |
Flying Peach HIT - The next kick in this combo can be played out of your energy pile. You cannot discard that attack to pay for itself. |
Low Attack |
Slam » Kick |
2 : 0 |
Round 2 Tekken |
Ultra Rare |
U167 |
Heihachi Mishima Your rival's attacks do -X damage. X = your energy minus your rival's energy to a minimum of 0. (*) You may play your attacks as electrics.(*) When you play an electric, your rival discards the top card of his deck. |
Character |
|
0 : 0 |
Round 2 Tekken |
Ultra Rare |
U168 |
Dominated Flip when you finish a combo that either launched or knocked down your rival. Your rival discards his hand and Battle ends. (*) Limit 1 per deck. |
Event |
|
0 : 2 |
Round 2 Tekken |
Ultra Rare |
U169 |
The Devil Gene Flip during Set. Discard 4 face-down cards in your arena to gain +4 damage to your attacks this turn. |
Event |
|
0 : 2 |
Round 2 Tekken |
Ultra Rare |
U170 |
Sidestep and Walk Your rival cannot play attacks this turn that share the same trait as any of the attacks in his energy pile. (*) Limit 1 per deck. |
High Block |
|
0 : 1 |