Name Set ImageFile Version Cost Card Type Concealed Team ATK DEF Rarity Flight Ranged Ongoing Traits ImageFile Text Barbara Gordon <> Oracle | Bird of Prey DBM DBM-001 Bird of Prey 3 Character Gotham Knights 2 4 Common 0 0 0 DBM-001 Activate -> Draw a card.
Activate -> Barbara Gordon gets +3 ATK this attack. Batman | Vengeance DBM DBM-002 Vengeance 4 Character Gotham Knights 7 7 Common 0 0 0 DBM-002 Whenever Batman or another Gotham Knights character you control becomes stunned, each opponent loses 1 endurance. Batman | Shadow of the Bat DBM DBM-003 Shadow of the Bat 7 Character Gotham Knights 15 15 Rare 0 0 0 DBM-003 Whenever Batman stuns a character and you have seven or more cards in hand, that character's controller loses endurance equal to its cost. Cassandra Cain <> Batgirl | Student of the Knight DBM DBM-004 Student of the Knight 5 Character Gotham Knights 9 9 Uncommon 0 0 0 DBM-004 Whenever Cassandra Cain stuns a character, that character's controller loses 2 endurance. Catwoman | Cat Burglar DBM DBM-005 Cat Burglar 5 Character Gotham Knights 9 8 Common 0 0 0 DBM-005 Whenever Catwoman causes breakthrough, draw a card. Commissioner Gordon | Lieutenant Gordon DBM DBM-006 Lieutenant Gordon 1 Character Gotham Knights 1 1 Common 0 1 0 DBM-006 When Commissioner Gordon enters play, you may search your deck for a card named Batman, reveal it, and put it on the top of your deck. Dick Grayson <> Nightwing | Defender of Bludhaven DBM DBM-007 Defender of Bludhaven 6 Character Gotham Knights 12 12 Common 0 0 0 DBM-007 Whenever Dick Grayson stuns a character, draw a card.
Discard a Gotham Knights character card -> Target defender has reinforcement this attack. Huntress | Bird of Prey DBM DBM-008 Bird of Prey 4 Character Gotham Knights 6 7 Uncommon 0 1 0 DBM-008 Huntress gets +3 ATK while attacking. Spoiler | Wildcard DBM DBM-009 Wildcard 2 Character Gotham Knights 2 2 Common 0 0 0 DBM-009 When Spoiler enters play, draw a card. Tim Drake <> Robin | Protege DBM DBM-010 Protege 3 Character Gotham Knights 4 3 Common 0 0 0 DBM-010 Activate -> Target Gotham Knights character you control gets +3 ATK this attack. Batcomputer DBM DBM-011 2 Location 0 0 Uncommon 0 0 0 DBM-011 Activate -> Target Gotham Knights character you control gets +1 ATK and has flight and range this turn. Gotham City DBM DBM-012 2 Location 0 0 Uncommon 0 0 0 DBM-012 Activate, exhaust a Gotham Knights character you control -> Reveal the top card of your deck. If that card is a Gotham Knights character card with cost 3 or greater, put it into your hand. Otherwise, put it on the bottom of your deck. Bronze Tiger | Brainwashed Assassin DBM DBM-013 Brainwashed Assassin 4 Character League of Assassins 6 6 Uncommon 0 0 0 DBM-013 Activate -> Target League of Assassins character you control gets +2/+2 this attack. Hook | Hired Killer DBM DBM-014 Hired Killer 3 Character League of Assassins 4 4 Common 0 0 0 DBM-014 At the start of the recovery phase, you may KO target stunned character with cost 3 or less. Kyle Abbot | Demon's Hound DBM DBM-015 Demon's Hound 3 Character League of Assassins 4 4 Common 0 0 0 DBM-015 Kyle Abbot gets +1/+1 while you have the initiative. Lady Shiva | The Destroyer DBM DBM-016 The Destroyer 5 Character League of Assassins 10 6 Uncommon 0 0 0 DBM-016 Whenever Lady Shiva attacks a character, that character loses and can't have reinforcement this attack. Merlyn | Archer Assassin DBM DBM-017 Archer Assassin 6 Character League of Assassins 12 10 Common 0 1 0 DBM-017 Activate -> Target player loses 5 endurance. Ra's al Ghul | Eternal Nemesis DBM DBM-018 Eternal Nemesis 4 Character League of Assassins 7 7 Common 0 0 0 DBM-018 Whenever Ra's al Ghul causes breakthrough while attacking a character, KO that character. Ra's al Ghul | Undying DBM DBM-019 Undying 7 Character League of Assassins 15 15 Rare 0 0 0 DBM-019 Whenever Ra's al Ghul becomes stunned, you may return him to his owner's hand. If you do, gain 7 endurance. Talia | Beloved Daughter DBM DBM-020 Beloved Daughter 2 Character League of Assassins 2 2 Common 0 0 0 DBM-020 When Talia enters play, you may search your deck for a card named Ra's al Ghul, reveal it, and put it on the top of your deck. Ubu | One of Many DBM DBM-021 One of Many 5 Character League of Assassins 9 8 Common 0 0 0 DBM-021 Ubu gets +1/+1 while protecting a League of Assassins character and an additional +1/+1 if that character is named Ra's al Ghul. (Stunned characters are not protected.) Whisper A'Daire | Serpent-Tongued Seductress DBM DBM-022 Serpent-Tongued Seductress 1 Character League of Assassins 2 1 Common 0 0 0 DBM-022 Whisper A'Daire gets +1/+1 while you control a character named Kyle Abbot. Flying Fortress DBM DBM-023 1 Location 0 0 Uncommon 0 0 0 DBM-023 Activate -> Target League of Assassins character gets +2 ATK while attacking this turn and has flight this turn. Ubu Encampment DBM DBM-024 2 Location 0 0 Uncommon 0 0 0 DBM-024 Activate, exhaust a League of Assassins character you control -> Reveal the top card of your deck. If that card is a League of Assassins character card with cost 3 or greater, put that card into your hand. Otherwise, put it on the bottom of your deck. Fear Skull DBM DBM-025 1 Plot Twist 0 0 Common 0 0 0 DBM-025 To play, exhaust a character you control.
If target opponent has more endurance than you, that opponent loses 4 endurance. Otherwise, that opponent loses 2 endurance. Shadow of the Bat DBM DBM-026 1 Plot Twist 0 0 Common 0 0 0 DBM-026 Target character you control gets +1/+1 this attack. Swing Line DBM DBM-027 2 Plot Twist 0 0 Common 0 0 0 DBM-027 Target character you control gets +2 ATK while attacking this turn and has flight and range this turn. Trial by Sword DBM DBM-028 1 Plot Twist 0 0 Common 0 0 0 DBM-028 Target character you control gets +2/+2 while in combat with a character with greater cost this turn. Aquaman | Founding Member DCL DCL-001 Founding Member 4 Character JLA 7 7 Common 0 0 0 DCL-001 Free -> Return target character card from your KO'd pile to your hand if it shares a name with a character you control. Use only once per turn. Aquaman | Lord of Atlantis DCL DCL-002 Lord of Atlantis 6 Character JLA 13 12 Uncommon 0 0 0 DCL-002 When Aquaman enters play, return a character card and a non-character card from your KO'd pile to your hand. Aztek | Champion of Quetzalcoatl DCL DCL-003 Champion of Quetzalcoatl 1 Character JLA 1 2 Common 1 1 0 DCL-003 Return Aztek to his owner's hand -> Target [JLA Icon] character gets +3 DEF this turn. Use only during the combat phase. Barry Allen <> The Flash | Crimson Tornado DCL DCL-004 Crimson Tornado 4 Character JLA, Speed Force 8 5 Rare 0 0 0 DCL-004 [Activate Symbol], Move Barry Allen to your support row -> Barry Allen can't stun attackers or be stunned by attackers this attack. Barry Allen <> The Flash | Founding Member DCL DCL-005 Founding Member 6 Character JLA, Speed Force 12 12 Rare 0 0 0 DCL-005 Discard a character card with identity The Flash -> Ready Barry Allen. Use only once per turn. Batman | Founding Member DCL DCL-006 Founding Member 3 Concealed Character Concealed JLA, Gotham Knights 5 5 Rare 0 1 0 DCL-006 [Activate Symbol], Discard a [JLA Icon] or [Gotham Knights Icon] character card -> Replace target face-up resource. Batman | Justice's Shadow DCL DCL-007 Justice's Shadow 5 Concealed Character Concealed JLA, Gotham Knights 9 8 Common 0 1 0 DCL-007 Reservist
Whenever another character you control attacks, power-up that character. Big Barda | Furious Fatale DCL DCL-008 Furious Fatale 5 Character JLA 11 9 Common 0 1 0 DCL-008 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.) Black Lightning | Energetic Hero DCL DCL-009 Energetic Hero 2 Character JLA 3 2 Uncommon 0 1 0 DCL-009 Black Lightning gets +2/+2 while an opponent controls more characters than you. Dinah Laurel Lance <> Black Canary | New Wings DCL DCL-010 New Wings 1 Character JLA 1 2 Common 0 1 0 DCL-010 Return Dinah Laurel Lance to her owner's hand -> Target attacker or defender can't ready during the recovery phase this turn. Elongated Man | Stretchable Sleuth DCL DCL-011 Stretchable Sleuth 1 Character JLA 3 0 Uncommon 0 1 0 DCL-011 [Activate Symbol] -> Elongated Man gets -3/+3 this turn. Firehawk | Flaming Justice DCL DCL-012 Flaming Justice 3 Character JLA 5 4 Common 1 1 0 DCL-012 [Activate Symbol] -> Target player loses 1 endurance for each character he controls. Firestorm | Ronnie Raymond DCL DCL-013 Ronnie Raymond 4 Character JLA 7 6 Uncommon 1 1 0 DCL-013 Whenever Firestorm becomes powered-up, he can't be stunned while attacking this turn.
Pay 1 resource point -> Target player loses 5 endurance. Use only once per turn and only if you control another [JLA Icon] character. Hal Jordan | Founding Member DCL DCL-014 Founding Member 3 Character JLA, Green Lantern 4 5 Rare 1 1 0 DCL-014 [Activate Symbol], Remove Hal Jordan from the game -> Search your deck for a card and put it into your hand. Hal Jordan | Fearless DCL DCL-015 Fearless 7 Character JLA, Green Lantern 16 15 Rare 1 1 0 DCL-015 Whenever Hal Jordan stuns a character, exhaust all characters in the same row as that character. John Henry Irons <> Steel | Working Man DCL DCL-016 Working Man 6 Character JLA 14 12 Common 1 1 0 DCL-016 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.) John Stewart | The Master Builder DCL DCL-017 The Master Builder 4 Character JLA, Green Lantern 8 6 Common 1 1 0 DCL-017 Discard two cards -> John Stewart can't be stunned while attacking this attack. Katar Hol <> Hawkman | Death from Above DCL DCL-018 Death from Above 3 Character JLA 4 5 Common 1 1 0 DCL-018 Whenever another character you control defends, power-up that character. Kendra Saunders <> Hawkgirl | Thanagarian Heroine DCL DCL-019 Thanagarian Heroine 2 Character JLA 4 3 Common 1 1 0 DCL-019 Reservist
To recruit, discard a card. Kyle Rayner | Guardian of the Universe DCL DCL-020 Guardian of the Universe 5 Character JLA, Green Lantern 8 10 Uncommon 1 1 0 DCL-020 Whenever Kyle Rayner stuns an opposing character, you may recover another character you control. Martian Manhunter | Founding Member DCL DCL-021 Founding Member 6 Concealed Character Concealed - Optional JLA, JLI 12 12 Common 1 1 0 DCL-021 Defenders you control that share an affiliation with Martian Manhunter have reinforcement. Martian Manhunter | The Last Martian DCL DCL-022 The Last Martian 8 Concealed Character Concealed - Optional JLA, JLI 19 19 Rare 1 1 0 DCL-022 At the start of your attack step, recover and ready target stunned character you control. Oliver Queen <> Green Arrow | Bullseye DCL DCL-023 Bullseye 3 Character JLA 5 2 Common 0 1 0 DCL-023 [Activate Symbol] -> Target character gets -5 DEF this attack. Plastic Man | Plastic Fantastic DCL DCL-024 Plastic Fantastic 2 Character JLA 2 2 Uncommon 0 1 0 DCL-024 Plastic Man enters play with a +1/+1 counter for each opposing character. Ray Palmer <> The Atom | World's Smallest Hero DCL DCL-025 World's Smallest Hero 1 Concealed Character Concealed JLA 2 1 Rare 0 0 0 DCL-025 Return Ray Palmer to his owner's hand -> Negate target effect targeting a [JLA Icon] character you control. Red Tornado | Elemental Android DCL DCL-026 Elemental Android 2 Character JLA 2 2 Common 1 1 0 DCL-026 Whenever Red Tornado becomes stunned, you may recover him at the start of the recovery phase this turn. Roy Harper <> Red Arrow | Coming of Age DCL DCL-027 Coming of Age 2 Character JLA 3 3 Rare 0 1 0 DCL-027 Return Roy Harper to his owner's hand -> Target stunned character can't ready this turn. Superman | Metropolis Marvel DCL DCL-028 Metropolis Marvel 5 Character JLA, Team Superman 8 8 Rare 1 1 0 DCL-028 Loyalty
Superman gets +1/+1 for each opposing character. Superman | Founding Member DCL DCL-029 Founding Member 7 Character JLA, Team Superman 16 16 Rare 1 1 0 DCL-029 Loyalty
Characters get -2 ATK while attacking Superman. Vixen | Tantu Totem DCL DCL-030 Tantu Totem 1 Character JLA 2 2 Common 0 0 0 DCL-030 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.) Wally West <> The Flash | Keystone Cop DCL DCL-031 Keystone Cop 5 Character JLA, Speed Force 10 8 Common 0 0 0 DCL-031 Free -> Wally West can attack hidden and protected characters this turn. Wonder Woman | Ambassador of Peace DCL DCL-032 Ambassador of Peace 4 Character JLA 8 7 Rare 1 0 0 DCL-032 Discard a card -> Change the target of an opposing effect with exactly one target. (The new target must be legal.) Wonder Woman | Founding Member DCL DCL-033 Founding Member 7 Character JLA 17 14 Common 1 0 0 DCL-033 Your opponents can't play plot twists or use payment powers during your attack step. Zatanna | Sucoh Sucop! DCL DCL-034 Sucoh Sucop! 2 Character JLA 2 3 Common 0 1 0 DCL-034 When Zatanna enters play, draw a card for each opposing character, then discard that many cards. Sea Creatures | Army DCL DCL-035 Army 2 Character 3 3 Rare 0 0 0 DCL-035 Sea Creatures costs 1 less to recruit while you control Aquaman.
Sea Creatures gains the affiliations of characters you control named Aquaman. Lasso of Truth DCL DCL-036 0 Equipment 0 0 Rare 0 0 0 DCL-036 Equip only to Wonder Woman.
Each turn, each opponent can't play plot twists with cost different than the cost of the first plot twist he played that turn. Batcomputer | Criminal Database DCL DCL-037 Criminal Database 3 Location 0 0 Uncommon 0 0 0 DCL-037 [Activate Symbol] -> Look at the top four cards of your deck. Put any number on the top of your deck and the rest on the bottom. Use only if you control Batman. Cadmus Labs DCL DCL-038 1 Location 0 0 Uncommon 0 0 0 DCL-038 [Activate Symbol] -> Cards named Superman are not unique this turn.
Replace Cadmus Labs -> Target Superman gets +1/+1 this attack. Hall of Justice DCL DCL-039 1 Location 0 0 Uncommon 0 0 0 DCL-039 [Activate Symbol], Put the top card of your deck into your KO'd pile -> Power-up target [JLA Icon] attacker or defender you control. Keystone City DCL DCL-040 3 Location 0 0 Uncommon 0 0 0 DCL-040 [Activate Symbol], Reveal a character card with identity The Flash from your hand -> Target defender you control has reinforcement this attack. Poseidonis DCL DCL-041 3 Location 0 0 Rare 0 0 0 DCL-041 [Activate Symbol] -> Put target card from your KO'd pile on the top of your deck. Use only if you control Aquaman. The Watchtower DCL DCL-042 2 Location 0 0 Rare 0 0 0 DCL-042 [Activate Symbol], Discard a card -> Reveal the top four cards of your deck. Put a revealed [JLA Icon] character card into your hand and the rest on the bottom of your deck. Atomize DCL DCL-043 3 Plot Twist 0 0 Rare 0 0 0 DCL-043 Play only if you control a [JLA Icon] character.
If you control fewer characters than an opponent, target character gets -3 ATK this turn. Battle Training DCL DCL-044 1 Plot Twist 0 0 Common 0 0 0 DCL-044 Play only during the build phase.
Target [JLA Icon] character you control gets +4 ATK this turn. Crisis Averted DCL DCL-045 4 Plot Twist 0 0 Common 0 0 0 DCL-045 To play, exhaust a character you control.
Gain endurance equal to the highest cost among [JLA Icon] characters you control. Emerald Rebirth DCL DCL-046 2 Plot Twist 0 0 Uncommon 0 0 0 DCL-046 To play, exhaust a Hal Jordan you control with cost X.
Exhaust target character with cost less than X, and it can't ready this turn. Fearless DCL DCL-047 4 Plot Twist 0 0 Rare 0 0 0 DCL-047 Power-up target Hal Jordan you control twice. From the Darkness DCL DCL-048 4 Plot Twist 0 0 Rare 0 0 0 DCL-048 Play only if you control a ready Batman.
Negate target effect from a non-ongoing plot twist. Full Throttle DCL DCL-049 6 Plot Twist 0 0 Rare 0 0 0 DCL-049 To play, discard a card with identity The Flash.
Ready target character with identity The Flash. Fury of the Amazons DCL DCL-050 4 Plot Twist 0 0 Rare 0 0 0 DCL-050 Target attacking Wonder Woman gets +4/+4 this attack. Indestructible DCL DCL-051 5 Plot Twist 0 0 Rare 0 0 0 DCL-051 To play, exhaust a Superman you control.
That Superman can't be stunned this attack. Intangible DCL DCL-052 3 Plot Twist 0 0 Rare 0 0 0 DCL-052 Play only if you control Martian Manhunter.
Remove target defender from this attack. Magnificent Seven DCL DCL-053 2 Plot Twist 0 0 Common 0 0 0 DCL-053 Power-up target [JLA Icon] or [JLI Icon] attacker or defender you control. If you control four or fewer resources, draw a card. Mightiest Heroes DCL DCL-054 1 Plot Twist 0 0 Rare 0 0 0 DCL-054 Search your deck for a [JLA Icon] character card, reveal it, and put it on the top of your deck. If you control a character with the same name as that card, draw a card, then discard a card. New Era DCL DCL-055 2 Plot Twist 0 0 Rare 0 0 0 DCL-055 To play, reveal a [JLA Icon] character card from your hand.
KO a location you control. If you do, search your deck for a location card, reveal it, and put it face down into your resource row. Recharge! DCL DCL-056 3 Plot Twist 0 0 Rare 0 0 1 DCL-056 To play, exhaust a Hal Jordan you control.
Ongoing: At the start of the draw phase, draw a card. Reform the League DCL DCL-057 1 Plot Twist 0 0 Common 0 0 1 DCL-057 Ongoing: Discard a character card -> Power-up target [JLA Icon] attacker or defender you control. Use only once per turn. Stalwart Defense DCL DCL-058 2 Plot Twist 0 0 Uncommon 0 0 0 DCL-058 Play only during the build phase.
Target [JLA Icon] character you control gets +2 DEF this turn. Telepathic Link DCL DCL-059 5 Plot Twist 0 0 Rare 0 0 0 DCL-059 To play, exhaust a Martian Manhunter you control.
Remove target [JLA Icon] defender from this attack, and another target non-stunned character you control becomes a defender. Terminal Velocity DCL DCL-060 3 Plot Twist 0 0 Rare 0 0 0 DCL-060 Target character with identity The Flash can attack directly on his next attack this turn. Truth, Justice, and Peace DCL DCL-061 4 Plot Twist 0 0 Rare 0 0 0 DCL-061 To play, discard a [JLA Icon] character card.
Recover a stunned character with the same name and version as that card. Put a +1/+1 counter on that character. Argent | Toni Monetti DCL DCL-062 Toni Monetti 2 Character Teen Titans 2 2 Common 0 1 0 DCL-062 Reservist
[Activate Symbol] -> Put a +1/+1 counter on target [Teen Titans Icon] character you control. Bart Allen <> Kid Flash | Generation Fourth DCL DCL-063 Generation Fourth 3 Character Teen Titans 6 3 Uncommon 0 0 0 DCL-063 Bart Allen has the identity The Flash in all zones.
[Activate Symbol] -> If you control one or more other attackers, Bart Allen becomes a team attacker. Beast Boy | Garfield Logan DCL DCL-064 Garfield Logan 3 Character Teen Titans 3 3 Rare 1 0 0 DCL-064 Whenever Beast Boy attacks, put a +1/+1 counter on him.
Whenever Beast Boy defends, put a +1/+1 counter on him for each attacker. Beast Boy | Freak of Nature DCL DCL-065 Freak of Nature 6 Character Teen Titans, Doom Patrol 12 12 Common 1 0 0 DCL-065 Whenever Beast Boy stuns another character, put three +1/+1 counters on Beast Boy. Bette Kane <> Flamebird | Reflex Action DCL DCL-066 Reflex Action 1 Character Teen Titans 1 1 Common 0 0 0 DCL-066 Reservist
[Activate Symbol] -> Whenever target character becomes stunned while attacking this turn, recover it. Bumblebee | Sonic Sting DCL DCL-067 Sonic Sting 1 Character Teen Titans 2 1 Uncommon 1 1 0 DCL-067 Reservist
Whenever Bumblebee stuns a defender, its controller loses an additional 2 endurance. Cassie Sandsmark <> Wonder Girl | Might of Atlas DCL DCL-068 Might of Atlas 4 Character Teen Titans 8 5 Common 1 0 0 DCL-068 You can't take stun endurance loss while Cassie Sandsmark is attacking. Dawn Granger <> Dove | Terataya's Chosen DCL DCL-069 Terataya's Chosen 1 Character Teen Titans 2 1 Common 1 0 0 DCL-069 Reservist
[Teen Titans Icon] characters you control have flight. Dick Grayson <> Nightwing | Going it Alone DCL DCL-070 Going it Alone 6 Character Teen Titans, Gotham Knights 12 13 Common 0 1 0 DCL-070 Reservist
When Dick Grayson enters play, replace any number of face-down resources you control. Donna Troy <> Wonder Girl | Amazon Warrior DCL DCL-071 Amazon Warrior 2 Character Teen Titans 5 3 Rare 1 0 0 DCL-071 To recruit, reveal a [Teen Titans Icon] character card from your hand.
Whenever Donna Troy becomes stunned, return her to her owner's hand. Freddy Freeman <> Captain Marvel Jr. | Third in Line DCL DCL-072 Third in Line 5 Character Teen Titans 11 10 Common 1 1 0 DCL-072 Reservist
At the start of your recruit step, KO Freddy Freeman unless you pay 1 resource point. Holly Granger <> Hawk | T'Charr's Chosen DCL DCL-073 T'Charr's Chosen 2 Character Teen Titans 3 2 Uncommon 0 0 0 DCL-073 Reservist
Holly Granger gets +3/+3 while both she and Dawn Granger are attacking. Hot Spot | Isaiah Crockett DCL DCL-074 Isaiah Crockett 4 Character Teen Titans 7 6 Common 1 0 0 DCL-074 Reservist
Whenever Hot Spot stuns a character, target opponent loses 1 endurance for each face-down resource you control. Jericho | Contact! DCL DCL-075 Contact! 2 Character Teen Titans 2 3 Rare 0 0 0 DCL-075 Reservist
Whenever Jericho stuns a character, you may return Jericho to his owner's hand. If you do, move target character with cost 1 or less to your front row. Kid Devil | Teen Hellion DCL DCL-076 Teen Hellion 2 Character Teen Titans 3 2 Common 0 1 0 DCL-076 Reservist
When Kid Devil enters play, if you recruited another character this turn, put a +1/+1 counter on Kid Devil. Koriand'r <> Starfire | Fiery Temper DCL DCL-077 Fiery Temper 5 Character Teen Titans 10 8 Uncommon 1 1 0 DCL-077 Whenever Koriand'r stuns a character, you may stun another character with the same cost as that character. Koriand'r <> Starfire | X'Hal's Fury DCL DCL-078 X'Hal's Fury 7 Character Teen Titans 15 16 Rare 1 1 0 DCL-078 Reservist
At the start of the recovery phase, stun all opposing characters. Mia Dearden <> Speedy | Archer's Apprentice DCL DCL-079 Archer's Apprentice 1 Character Teen Titans 1 2 Common 0 1 0 DCL-079 Reservist
Whenever Mia Dearden attacks, target character gets -1 DEF this turn. Miss Martian | M'gann M'orzz DCL DCL-080 M'gann M'orzz 5 Concealed Character Concealed - Optional Teen Titans 9 9 Rare 1 1 0 DCL-080 Reservist
[Activate Symbol] -> Exhaust target character with cost less than the number of face-down resources you control. Pantha | Subject X-24 DCL DCL-081 Subject X-24 1 Character Teen Titans 1 1 Common 0 0 0 DCL-081 Pantha gets +2 ATK while attacking. Raven | Demon Spawn DCL DCL-082 Demon Spawn 5 Concealed Character Concealed - Optional Teen Titans 8 10 Common 1 1 0 DCL-082 Whenever Raven enters combat with an opposing character, its controller moves it to his hidden area. Ray Palmer <> The Atom | Tiny Titan DCL DCL-083 Tiny Titan 1 Concealed Character Concealed - Optional Teen Titans, JLA 2 1 Common 0 0 0 DCL-083 Discard Ray Palmer -> Characters you control can team attack hidden characters this turn. Red Star | Russian Roulette DCL DCL-084 Russian Roulette 3 Character Teen Titans 2 2 Common 0 1 0 DCL-084 Reservist
Red Star gets +1/+1 for each face-down resource you control. Rose Wilson <> The Ravager | Redemption Earned DCL DCL-085 Redemption Earned 4 Character Teen Titans 7 8 Uncommon 0 0 0 DCL-085 Reservist
Whenever Rose Wilson stuns a character, KO that character if its cost is less than the number of face-down resources you control. Roy Harper <> Speedy | Mercurial Marksman DCL DCL-086 Mercurial Marksman 1 Character Teen Titans 1 1 Rare 0 1 0 DCL-086 Put Roy Harper on the top of his owner's deck -> KO target character with cost 1 or less.
Exhaust a [Teen Titans Icon] character you control -> Roy Harper gets +1 ATK this turn. Roy Harper <> Arsenal | Additional Firepower DCL DCL-087 Additional Firepower 3 Character Teen Titans, JLA 5 4 Rare 0 1 0 DCL-087 Reservist
Exhaust a [Teen Titans Icon] character you control -> Target character gets -2 DEF this turn. Tim Drake <> Robin | Titan in Command DCL DCL-088 Titan in Command 2 Character Teen Titans, Gotham Knights 3 3 Uncommon 0 1 0 DCL-088 Whenever Tim Drake team attacks, you may reveal the top card of your deck. If it's a plot twist card, put it into your hand. Tim Drake <> Robin | Leader of the Pack DCL DCL-089 Leader of the Pack 4 Character Teen Titans 8 6 Rare 0 1 0 DCL-089 Team attackers you control get +2/+2. Vic Stone <> Cyborg | Mechanized Mentor DCL DCL-090 Mechanized Mentor 3 Character Teen Titans 5 4 Common 0 1 0 DCL-090 Whenever Vic Stone stuns a defender with cost 4 or less while team attacking, return that defender to its owner's hand. Vic Stone <> Cyborg | Titans Warhorse DCL DCL-091 Titans Warhorse 6 Character Teen Titans 13 12 Uncommon 0 1 0 DCL-091 Vic Stone can be equipped with any number of equipment. Zatara | Teen Magician DCL DCL-092 Teen Magician 4 Character Teen Titans 7 7 Uncommon 0 1 0 DCL-092 Reservist
Whenever a character you control enters combat, you may replace a resource you control with the same name as that character. If you do, put a +1/+1 counter on that character. Cybernetic Laser DCL DCL-093 0 Equipment 0 0 Uncommon 0 0 0 DCL-093 Equip only to Vic Stone.
Equipped character has [Activate Symbol] -> Target character gets -X DEF this attack, where X is equipped character's ATK. T-Jet | Unique * Titans Transport DCL DCL-094 Unique * Titans Transport 0 Equipment 0 0 Rare 0 0 0 DCL-094 Equipped [Teen Titans Icon] characters you control get +1 ATK and have flight and range. Weapon Upgrade DCL DCL-095 0 Equipment 0 0 Rare 0 0 0 DCL-095 Equip only to Vic Stone.
Equipped character gets +3 ATK.
Whenever equipped character stuns a character, its controller loses additional endurance equal to its cost. Optitron DCL DCL-096 1 Location 0 0 Rare 0 0 0 DCL-096 Pay 1 resource point, discard a [Teen Titans Icon] character card -> Search your deck for a [Teen Titans Icon] character card, reveal it, and put it into your hand. Use only once per turn. Solar Tower DCL DCL-097 1 Location 0 0 Common 0 0 0 DCL-097 [Activate Symbol] -> Replace another target resource you control. Use only if you control a [Teen Titans Icon] character. Titans Tower DCL DCL-098 2 Location 0 0 Uncommon 0 0 0 DCL-098 [Activate Symbol], Discard a [Teen Titans Icon] character card with cost X -> Target [Teen Titans Icon] attacker or defender you control gets +X ATK this attack. Best Friends Forever DCL DCL-099 3 Plot Twist 0 0 Rare 0 0 0 DCL-099 To play, replace a face-down resource you control.
Recover target [Teen Titans Icon] character if it has the same name as that resource. Call of the Wild DCL DCL-100 4 Plot Twist 0 0 Uncommon 0 0 0 DCL-100 Play only during the build phase.
Put two +1/+1 counters on target Beast Boy you control. Cunning Strategy DCL DCL-101 3 Plot Twist 0 0 Rare 0 0 0 DCL-101 Whenever a Tim Drake you control stuns a character while team attacking this turn, return that character to its owner's hand. Follow the Leader DCL DCL-102 2 Plot Twist 0 0 Uncommon 0 0 0 DCL-102 Play only if you control Tim Drake.
Attackers you control get +2 ATK and can't be stunned this attack. Graduation Day DCL DCL-103 3 Plot Twist 0 0 Uncommon 0 0 0 DCL-103 To play, exhaust a [Teen Titans Icon] character you control.
Target opponent loses 2 endurance for each [Teen Titans Icon] character you control that was recruited this turn. Headstrong Charge DCL DCL-104 3 Plot Twist 0 0 Rare 0 0 0 DCL-104 To play, remove X +1/+1 counters from a Beast Boy you control.
Target [Teen Titans Icon] attacker you control gets +X/+X this attack. More Than Just Sidekicks DCL DCL-105 1 Plot Twist 0 0 Common 0 0 0 DCL-105 To play, replace a face-down resource you control.
Target [Teen Titans Icon] character gets +2 ATK this turn. Prodigies DCL DCL-106 3 Plot Twist 0 0 Uncommon 0 0 0 DCL-106 To play, replace a face-down resource you control.
Target [Teen Titans Icon] attacker can't be stunned this attack. Starbolts DCL DCL-107 5 Plot Twist 0 0 Rare 0 0 0 DCL-107 Whenever you recruit a Koriand'r this turn, stun any number of target characters with combined cost 3 or less. Teen Titans Go! DCL DCL-108 2 Plot Twist 0 0 Common 0 0 0 DCL-108 Ready all [Teen Titans Icon] characters that have become team attackers this turn. They can't cause breakthrough this turn. Abra Kadabra | Magical Rogue DCL DCL-109 Magical Rogue 6 Character Injustice Gang, The Rogues 14 10 Common 1 1 0 DCL-109 When Abra Kadabra enters play, target player reveals his hand and loses 1 endurance for each character card revealed. Agamemno | Interplanetary Conqueror DCL DCL-110 Interplanetary Conqueror 9 Character Injustice Gang 21 21 Rare 1 1 0 DCL-110 Whenever a character is recruited, a location is flipped, or a plot twist is played, each player draws a card. Barracuda | Earth 3 DCL DCL-111 Earth 3 2 Concealed Character Concealed Injustice Gang 3 1 Common 0 0 0 DCL-111 [Activate Symbol] -> Target player loses 3 endurance. Use only if you don't have the initiative. Black Manta | Deepwater Denizen DCL DCL-112 Deepwater Denizen 3 Concealed Character Concealed Injustice Gang 4 4 Common 0 1 0 DCL-112 Black Manta gets +4 ATK while attacking a player directly. Captain Boomerang | George Harkness DCL DCL-113 George Harkness 2 Character Injustice Gang, The Rogues 3 2 Common 0 1 0 DCL-113 Return Captain Boomerang to his owner's hand -> Return target character with cost 2 or less to its owner's hand. Use only during your attack step. Catwoman | Cat o' Nine Tails DCL DCL-114 Cat o' Nine Tails 1 Concealed Character Concealed Injustice Gang, Arkham Inmates 2 1 Common 0 0 0 DCL-114 Whenever Catwoman attacks a player directly, gain 2 endurance. Circe | Evil Enchantress DCL DCL-115 Evil Enchantress 5 Character Injustice Gang 10 9 Common 0 1 0 DCL-115 [Activate Symbol] -> Target player loses 1 endurance for each card in his hand. David Clinton <> Chronos | Timetwister DCL DCL-116 Timetwister 4 Character Injustice Gang 7 7 Rare 0 1 0 DCL-116 Discard an Injustice Gang character card -> Target opponent gains the initiative at the start of the combat phase this turn. Use only during the build phase. Dr. Light | Blinding Flash DCL DCL-117 Blinding Flash 4 Character Injustice Gang 6 8 Rare 0 1 0 DCL-117 [Activate Symbol] -> Each player may put a character card with cost 2 or less from his hand into play. At the start of the recovery phase this turn, KO those characters. Use only once per turn and only during the build phase. Felix Faust | Soulless Mystic DCL DCL-118 Soulless Mystic 4 Character Injustice Gang 7 7 Common 1 1 0 DCL-118 Whenever an opponent discards a card, he loses 2 endurance. Jemm | Son of Saturn DCL DCL-119 Son of Saturn 4 Concealed Character Concealed Injustice Gang 9 8 Uncommon 0 1 0 DCL-119 Reservist
To recruit, discard a character card with concealed. Johnny Quick | Earth 3 DCL DCL-120 Earth 3 2 Concealed Character Concealed Injustice Gang, Anti-Matter 3 2 Common 0 0 0 DCL-120 While you don't have the initiative, Johnny Quick can't be stunned while attacking. The Joker | Headline Stealer DCL DCL-121 Headline Stealer 4 Character Injustice Gang, Arkham Inmates 8 7 Common 0 0 0 DCL-121 Each opponent can't play plot twists from his hand with cost less than the number of cards in his hand. The Joker | Killer Smile DCL DCL-122 Killer Smile 6 Character Injustice Gang, Arkham Inmates 12 12 Rare 0 0 0 DCL-122 Whenever The Joker causes breakthrough, you may stun target character with cost less than the number of cards in its controller's hand. Lex Luthor | Megalomaniac DCL DCL-123 Megalomaniac 3 Character Injustice Gang, Revenge Squad 4 5 Rare 0 0 0 DCL-123 [Activate Symbol] -> Target player draws a card. That player can't play plot twists from his hand this turn. Lex Luthor | Metropolis Mogul DCL DCL-124 Metropolis Mogul 5 Character Injustice Gang, Revenge Squad 9 10 Common 0 0 0 DCL-124 Your opponents can't use the payment powers of characters or equipment. Lex Luthor | The Everyman DCL DCL-125 The Everyman 7 Character Injustice Gang, Revenge Squad 16 16 Rare 0 0 0 DCL-125 Loyalty
[Activate Symbol] -> Return target team attacker to its owner's hand. Use only if Lex Luthor is defending. Ocean Master | Son of Atlan DCL DCL-126 Son of Atlan 6 Character Injustice Gang 11 11 Common 0 1 0 DCL-126 Discard two cards -> Put a +1/+1 counter on target Injustice Gang character you control. Owlman | Earth 3 DCL DCL-127 Earth 3 3 Concealed Character Concealed Injustice Gang, Anti-Matter 5 4 Common 0 0 0 DCL-127 Other characters you control get +1/+1 while you don't have the initiative. The Penguin | Gentleman of Crime DCL DCL-128 Gentleman of Crime 1 Concealed Character Concealed Injustice Gang, Arkham Inmates 1 2 Common 0 0 0 DCL-128 Whenever The Penguin attacks a player directly, each player draws a card. Power Ring | Earth 3 DCL DCL-129 Earth 3 3 Concealed Character Concealed Injustice Gang, Anti-Matter 4 5 Common 1 1 0 DCL-129 [Activate Symbol] -> Target character can't ready during the recovery phase this turn. Use only if you don't have the initiative. Prometheus | New Year's Evil DCL DCL-130 New Year's Evil 6 Concealed Character Concealed Injustice Gang, Anti-Matter 12 12 Uncommon 0 1 0 DCL-130 Characters get -2 ATK while attacking you directly. Scarecrow | Chiroptophobic DCL DCL-131 Chiroptophobic 5 Character Injustice Gang 9 9 Rare 0 0 0 DCL-131 Loyalty
When Scarecrow enters play, you may discard two cards. If you do, return each character with cost 2 or less to its owner's hand. The Shade | Ageless Enigma DCL DCL-132 Ageless Enigma 1 Concealed Character Concealed Injustice Gang 2 1 Uncommon 0 0 0 DCL-132 At the start of the combat phase, you may move target character you control with concealed to your hidden or visible area. Sinestro | Korugaran Despot DCL DCL-133 Korugaran Despot 7 Character Injustice Gang, Anti-Matter 16 14 Common 1 1 0 DCL-133 Your opponents can't use the payment powers of locations or ongoing plot twists. Superwoman | Earth 3 DCL DCL-134 Earth 3 2 Concealed Character Concealed Injustice Gang, Anti-Matter 2 2 Common 1 0 0 DCL-134 Superwoman gets +3 ATK while you don't have the initiative. Tattooed Man | Art Imitates Life DCL DCL-135 Art Imitates Life 1 Character Injustice Gang 1 1 Rare 0 0 0 DCL-135 When you recruit Tattooed Man, you may put an Injustice Gang character card with cost 1 or less from your hand into play. Ultraman | Earth 3 DCL DCL-136 Earth 3 4 Concealed Character Concealed Injustice Gang, Anti-Matter 7 7 Common 1 1 0 DCL-136 While you don't have the initiative, you don't take stun endurance loss from attackers you control becoming stunned. Vandal Savage | Cro-Magnon Man DCL DCL-137 Cro-Magnon Man 8 Character Injustice Gang 18 18 Rare 0 0 0 DCL-137 Loyalty
At the start of the recovery phase, you may remove Vandal Savage from the game. If you do, your endurance becomes 1. White Martian | Earth 3 DCL DCL-138 Earth 3 5 Concealed Character Concealed Injustice Gang, Anti-Matter 10 8 Common 1 1 0 DCL-138 Other Injustice Gang characters you control get +2 ATK while you don't have the initiative. Zazzala <> Queen Bee | H.I.V.E. Monarch DCL DCL-139 H.I.V.E. Monarch 2 Character Injustice Gang 2 2 Rare 0 0 0 DCL-139 Zazzala gets +2/+2 while an opponent has more cards in hand than you. Laughing Gas DCL DCL-140 0 Equipment 0 0 Uncommon 0 0 0 DCL-140 Equip only to The Joker.
Whenever equipped character causes breakthrough, the defending player loses endurance equal to the number of cards in his hand. Earth 3 DCL DCL-141 2 Location 0 0 Uncommon 0 0 0 DCL-141 [Activate Symbol] -> Move target hidden Injustice Gang character you control to your visible area. It gets +2 DEF this turn. Injustice Gang Satellite DCL DCL-142 4 Location 0 0 Rare 0 0 0 DCL-142 [Activate Symbol], Discard an Injustice Gang character card -> KO target stunned character with cost less than or equal to the number of cards in its controller's hand. All Too Easy DCL DCL-143 3 Plot Twist 0 0 Common 0 0 0 DCL-143 Target Injustice Gang attacker you control gets +1/-1 this attack for each card in target opponent's hand. Crime Syndicate of Amerika DCL DCL-144 3 Plot Twist 0 0 Rare 0 0 0 DCL-144 Target hidden Injustice Gang character you control gets +3/+3 this attack. Criminal Mastermind DCL DCL-145 1 Plot Twist 0 0 Common 0 0 1 DCL-145 To play, exhaust an Injustice Gang character you control.
Ongoing: At the start of the build phase, each player draws a card. Evil Genius DCL DCL-146 3 Plot Twist 0 0 Uncommon 0 0 0 DCL-146 To play, exhaust a Lex Luthor you control with cost X.
Each player draws X cards. Gang-Up | Team-Up DCL DCL-147 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DCL-147 Choose two affiliations among characters you control. If you chose Injustice Gang and another affiliation, each player draws a card.
Ongoing: Crossover those affiliations. Injustice for All DCL DCL-148 3 Plot Twist 0 0 Rare 0 0 1 DCL-148 Play only if you control an Injustice Gang character.
Ongoing: Whenever an Injustice Gang character attacks a player directly, put a chaos counter on Injustice for All.
Plot twists cost all players 1 more to play for each chaos counter on Injustice for All. The Joke's on You! DCL DCL-149 3 Plot Twist 0 0 Rare 0 0 1 DCL-149 Ongoing: Whenever a character with cost less than a The Joker you control becomes stunned during the combat phase, return that character to its owner's hand. Power Siphon DCL DCL-150 1 Plot Twist 0 0 Rare 0 0 0 DCL-150 Exhaust target Injustice Gang defender you control. If you do, it gets -1/+1 this attack for each card in target opponent's hand. Research and Development DCL DCL-151 3 Plot Twist 0 0 Rare 0 0 1 DCL-151 Ongoing: Whenever a character enters play under an opponent's control, if it has cost less than or equal to a Lex Luthor you control, put a +1/+1 counter on that Lex Luthor. Secret Files DCL DCL-152 2 Plot Twist 0 0 Common 0 0 0 DCL-152 Play only if you control an Injustice Gang character.
Each player in turn searches his deck for an affiliated character card, reveals it, and puts it into his hand. Sunburst DCL DCL-153 2 Plot Twist 0 0 Rare 0 0 1 DCL-153 To play, exhaust an Injustice Gang character you control.
Ongoing: At the start of the recovery phase, each player returns a stunned character he controls to its owner's hand. Amazo | Power Duplication DCL DCL-154 Power Duplication 6 Character Secret Society 12 12 Common 1 1 0 DCL-154 Whenever Amazo enters combat, he gains the powers and keywords of all opposing attackers and defenders this attack. Basil Karlo <> Clayface | Slimy Shapeshifter DCL DCL-155 Slimy Shapeshifter 5 Character Secret Society 9 10 Uncommon 0 1 0 DCL-155 Reservist
When Basil Karlo enters play, you may remove a character card in any KO'd pile from the game. If you do, Basil Karlo gains that card's name and loses all other names. Bizarro | Dark Mirror DCL DCL-156 Dark Mirror 6 Character Secret Society 14 14 Uncommon 1 1 0 DCL-156 Whenever you draw a card, discard two cards. Black Manta | Underwater Marauder DCL DCL-157 Underwater Marauder 5 Character Secret Society 9 9 Rare 0 1 0 DCL-157 Loyalty
Pay 3 endurance -> Put target card from your KO'd pile into your hand. Use only once per turn. The Calculator | Q.E.D. DCL DCL-158 Q.E.D. 2 Character Secret Society 2 2 Common 0 0 0 DCL-158 When The Calculator enters play, put a +1/+1 counter on target character. Charaxes | Moth Monster DCL DCL-159 Moth Monster 2 Character Secret Society, Arkham Inmates 3 2 Rare 1 0 0 DCL-159 Whenever you recruit a character with cost 5 or greater that shares an affiliation with Charaxes, if Charaxes is in your KO'd pile, you may put him into play if you don't control a Charaxes. Cheetah | Barbara Minerva DCL DCL-160 Barbara Minerva 1 Character Secret Society 2 1 Uncommon 0 0 0 DCL-160 Reservist
KO Cheetah -> Target character you control gets +3 ATK this attack. Chemo | Toxic Waste DCL DCL-161 Toxic Waste 1 Concealed Character Concealed Secret Society 1 2 Rare 0 0 0 DCL-161 Reservist
KO Chemo -> Replace target face-up non - Team-up resource. Darkseid | Destroyer of Life DCL DCL-162 Destroyer of Life 5 Character Secret Society, Darkseid's Elite 9 9 Common 0 1 0 DCL-162 Whenever Darkseid stuns a character, KO that character unless its controller pays endurance equal to its cost. Darkseid | Dark God DCL DCL-163 Dark God 8 Character Secret Society, Darkseid's Elite 18 20 Rare 0 1 0 DCL-163 At the start of the recovery phase, if no other player controls a non-stunned character, you win the game. Deadshot | Floyd Lawton DCL DCL-164 Floyd Lawton 2 Character Secret Society 3 1 Rare 0 1 0 DCL-164 Remove Deadshot from the game -> KO target character with cost 3 or less. Use only during the combat phase and only if you have ten or more cards in your KO'd pile. Deathstroke the Terminator | Killing Machine DCL DCL-165 Killing Machine 6 Concealed Character Concealed Secret Society, Deathstroke 13 12 Common 0 1 0 DCL-165 At the start of the recovery phase, each opponent KO's a non-stunned character he controls. Desaad | Dark Side Therapy DCL DCL-166 Dark Side Therapy 2 Concealed Character Concealed Secret Society, Darkseid's Elite 2 2 Rare 0 0 0 DCL-166 [Activate Symbol], KO a character you control -> KO target stunned character. Use only if you control Darkseid. Doomsday | Engine of Destruction DCL DCL-167 Engine of Destruction 7 Character Secret Society 19 19 Rare 0 0 0 DCL-167 Loyalty
At the start of the combat phase, KO a character you control. Dr. Polaris | Polar Opposite DCL DCL-168 Polar Opposite 1 Concealed Character Concealed Secret Society 1 1 Common 1 1 0 DCL-168 KO Dr. Polaris -> Exhaust target character. Use only during your attack step. Dr. Psycho | Demented Dwarf DCL DCL-169 Demented Dwarf 3 Character Secret Society 4 5 Common 0 0 0 DCL-169 [Activate Symbol] -> KO target character with cost 1 or less. Dr. Sivana | Mad Scientist DCL DCL-170 Mad Scientist 2 Concealed Character Concealed Secret Society 2 3 Common 0 0 0 DCL-170 [Activate Symbol] -> Target player draws a card, then discards a card. Fatality | Okaaran Warrior DCL DCL-171 Okaaran Warrior 4 Character Secret Society, Emerald Enemies 5 7 Rare 1 1 0 DCL-171 Loyalty
Fatality gets +1 ATK for each character card in your opponents' KO'd piles. Felix Faust | Dark Bargain DCL DCL-172 Dark Bargain 4 Character Secret Society 8 7 Uncommon 0 0 0 DCL-172 Reservist
Whenever Felix Faust stuns a character, each player puts the top three cards of his deck into his KO'd pile. Floronic Man | Jason Woodrue DCL DCL-173 Jason Woodrue 3 Character Secret Society 5 4 Common 0 0 0 DCL-173 KO Floronic Man -> Return target card from your KO'd pile to your hand. Giganta | Rampaging DCL DCL-174 Rampaging 5 Character Secret Society 11 11 Uncommon 0 0 0 DCL-174 Reservist
Whenever Giganta becomes stunned, KO a character you control. Gorilla Grodd | Grodd Awful DCL DCL-175 Grodd Awful 4 Character Secret Society 8 7 Common 0 1 0 DCL-175 KO a Secret Society character you control with cost X -> Target player draws X cards, then discards X cards. Use only once per turn. Gorilla Grodd | Psionic Simian DCL DCL-176 Psionic Simian 7 Character Secret Society 17 14 Common 0 1 0 DCL-176 Whenever Gorilla Grodd stuns a character, you may move it to your front row. Ishmael Gregor <> Sabbac | Deadly Sin DCL DCL-177 Deadly Sin 3 Concealed Character Concealed Secret Society 7 5 Rare 0 1 0 DCL-177 Reservist
Whenever Ishmael Gregor becomes stunned, KO him. King Shark | Jaws of Death DCL DCL-178 Jaws of Death 3 Character Secret Society 6 6 Rare 0 0 0 DCL-178 Loyalty
You can recruit King Shark from your KO'd pile and only from there. Mark Desmond <> Blockbuster | Mindless Brute DCL DCL-179 Mindless Brute 7 Character Secret Society 14 16 Uncommon 0 0 0 DCL-179 While there are ten or more cards in your KO'd pile, Mark Desmond can't be stunned while attacking and gets +4 ATK. Mr. Freeze | Cold Blooded DCL DCL-180 Cold Blooded 6 Character Secret Society 12 13 Rare 0 1 0 DCL-180 [Activate Symbol], Remove ten cards in your KO'd pile from the game -> Opposing characters can't ready during the recovery phase this turn. Poison Ivy | Intoxicating DCL DCL-181 Intoxicating 3 Character Secret Society 4 4 Uncommon 0 0 0 DCL-181 At the start of the combat phase, you may put target Secret Society character card with cost 1 or less from your KO'd pile into play. Psycho-Pirate | Medusa Mask DCL DCL-182 Medusa Mask 4 Character Secret Society 6 9 Common 0 1 0 DCL-182 Reservist
[Activate Symbol], Remove three character cards in your KO'd pile from the game -> Target opponent loses 2 endurance, and you gain 2 endurance. The Riddler | Riddle Me This DCL DCL-183 Riddle Me This 1 Concealed Character Concealed Secret Society, Arkham Inmates 1 2 Rare 0 0 0 DCL-183 [Activate Symbol] -> Put the top card of target player's deck into his KO'd pile. Your opponents can't play plot twists with the same cost as that card this turn. Shadow-Thief | Umbral Burglar DCL DCL-184 Umbral Burglar 1 Concealed Character Concealed Secret Society 2 2 Common 0 0 0 DCL-184 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.) Sinestro | Yellow Lantern DCL DCL-185 Yellow Lantern 4 Character Secret Society, Emerald Enemies 7 7 Rare 1 1 0 DCL-185 While Sinestro is in your KO'd pile, characters you control have flight and range. Solomon Grundy | Died on a Saturday DCL DCL-186 Died on a Saturday 5 Character Secret Society 9 9 Rare 0 0 0 DCL-186 KO Solomon Grundy -> Target opponent loses 5 endurance, and you gain 5 endurance. Gorilla City DCL DCL-187 1 Location 0 0 Common 0 0 0 DCL-187 [Activate Symbol], Put the top card of your deck into your KO'd pile -> Target Secret Society attacker you control gets +1 ATK this attack, or +3 ATK if you have ten or more cards in your KO'd pile. Hidden HQ DCL DCL-188 1 Location 0 0 Rare 0 0 0 DCL-188 [Activate Symbol] -> Look at the top two cards of your deck. Put one into your KO'd pile and the other on the top of your deck. Use only if you control a Secret Society character. Remote Facility | Non-Unique DCL DCL-189 Non-Unique 1 Location 0 0 Common 0 0 0 DCL-189 [Activate Symbol], Discard a card -> Return target Secret Society character card from your KO'd pile to your hand. Acceptable Loss DCL DCL-190 3 Plot Twist 0 0 Common 0 0 0 DCL-190 To play, KO a Secret Society character you control.
Target character you control gets +4 ATK this attack. Anger and Hate DCL DCL-191 3 Plot Twist 0 0 Rare 0 0 0 DCL-191 To play, remove a Secret Society character card in your KO'd pile from the game.
Target attacker you control gets +4/+4 this attack if it has the same name as that card. Anti-Life DCL DCL-192 4 Plot Twist 0 0 Rare 0 0 1 DCL-192 Ongoing: At the start of the recovery phase, if you control Darkseid, each opponent loses 3 endurance unless he KO's a card in play he controls. Coup d'Etat DCL DCL-193 4 Plot Twist 0 0 Rare 0 0 0 DCL-193 KO a character you control. If you control Gorilla Grodd, negate target recruit effect if its cost is less than or equal to the cost of the character you KO'd. Endgame DCL DCL-194 9 Plot Twist 0 0 Rare 0 0 0 DCL-194 Play only during the combat phase.
To play, exhaust a Darkseid you control.
KO all other characters. Forced Conscription DCL DCL-195 2 Plot Twist 0 0 Common 0 0 0 DCL-195 Put the top three cards of your deck into your KO'd pile, then put a Secret Society character card from your KO'd pile into your hand. Going Ape DCL DCL-196 4 Plot Twist 0 0 Uncommon 0 0 0 DCL-196 To play, KO a character you control.
If you control Gorilla Grodd, target character gets -4 ATK this turn. Lord of Apokolips DCL DCL-197 4 Plot Twist 0 0 Uncommon 0 0 0 DCL-197 Target Darkseid you control gets +2/+2 this attack. Maleficent Meeting DCL DCL-198 1 Plot Twist 0 0 Common 0 0 0 DCL-198 To play, remove a Secret Society character card in your KO'd pile from the game.
Target attacker you control gets +2/+2 this attack. Master Plan DCL DCL-199 2 Plot Twist 0 0 Uncommon 0 0 1 DCL-199 Ongoing: Discard a Secret Society character card -> You can recruit target character card from a KO'd pile this turn. Use only once per turn. Monkey See, Monkey Do DCL DCL-200 4 Plot Twist 0 0 Rare 0 0 0 DCL-200 Play only during your attack step.
To play, exhaust a Gorilla Grodd you control.
Target opponent chooses a character he controls. Move it to your front row, and it gains the Secret Society affiliation this turn. At the start of the recovery phase this turn, move it to that opponent's front row. Shadow Strike DCL DCL-201 1 Plot Twist 0 0 Common 0 0 0 DCL-201 Target Secret Society defender you control gets +2 ATK this attack. Whenever it stuns an attacker this attack, you may KO that defender. If you do, KO that attacker. Straight to the Grave DCL DCL-202 2 Plot Twist 0 0 Rare 0 0 0 DCL-202 Search your deck for a character card and put it into your KO'd pile. If you control a Secret Society character, also search your deck for a non-character card and put it into your KO'd pile. Unnatural Selection DCL DCL-203 2 Plot Twist 0 0 Uncommon 0 0 0 DCL-203 To play, exhaust a Secret Society character you control.
KO target stunned character with cost X. Each player puts the top X cards of his deck into his KO'd pile. Cassandra Cain | Daughter of Shiva DCL DCL-204 Daughter of Shiva 5 Character League of Assassins 9 10 Uncommon 0 0 0 DCL-204 Whenever Cassandra Cain stuns a character, she gets +3/+3 this turn. David Cain | World Class Assassin DCL DCL-205 World Class Assassin 6 Character League of Assassins 13 11 Rare 0 1 0 DCL-205 Replace a location you control -> The controller of target stunned character loses endurance equal to its cost. Use only once per turn. Hassim | Loyal Retainer DCL DCL-206 Loyal Retainer 2 Character League of Assassins 2 2 Uncommon 0 0 0 DCL-206 [Activate Symbol] -> Target League of Assassins attacker you control gets +1 ATK this attack for each location you control. Lady Shiva | Master Assassin DCL DCL-207 Master Assassin 7 Character League of Assassins 13 13 Rare 0 0 0 DCL-207 Recruit only if you control Ra's al Ghul.
[Activate Symbol] -> KO target character. Use only during your attack step. The Mad Dog | Rabid Killer DCL DCL-208 Rabid Killer 3 Concealed Character Concealed League of Assassins 6 3 Common 0 0 0 DCL-208 Whenever The Mad Dog stuns a character with cost 2 or less, KO that character. Merlyn | Direct Hit Man DCL DCL-209 Direct Hit Man 4 Character League of Assassins 6 7 Rare 0 1 0 DCL-209 Loyalty
[Activate Symbol] -> You may replace a location you control. If you do, stun target character with cost 3 or less. Novice Assassin | Army DCL DCL-210 Army 1 Character League of Assassins 0 1 Common 0 0 0 DCL-210 Novice Assassin gets +1 ATK while attacking for each attacking Novice Assassin. Nyssa Raatko | Maiden of Death DCL DCL-211 Maiden of Death 7 Concealed Character Concealed - Optional League of Assassins 16 14 Common 0 1 0 DCL-211 Whenever Nyssa Raatko becomes stunned, you may KO another character you control. If you do, recover her. Ra's al Ghul | Demon's Head Rising DCL DCL-212 Demon's Head Rising 5 Character League of Assassins 10 8 Common 0 0 0 DCL-212 Characters lose and can't gain affiliations while in combat with Ra's al Ghul. Ra's al Ghul | The Demon's Head DCL DCL-213 The Demon's Head 8 Character League of Assassins 17 17 Rare 0 0 0 DCL-213 Loyalty
Locations you control are not unique.
Characters without the League of Assassins affiliation lose all affiliations, and their payment powers can't be used. Shadow Assassin | Army DCL DCL-214 Army 2 Character League of Assassins 3 2 Common 0 0 0 DCL-214 While an opponent has no ready visible characters, Shadow Assassin can attack that opponent directly. Shrike | Boone DCL DCL-215 Boone 6 Character League of Assassins 13 12 Common 0 0 0 DCL-215 Whenever Shrike stuns a character, all opposing characters get -1/-1 this turn. Talia | Heir Apparent DCL DCL-216 Heir Apparent 4 Character League of Assassins 8 6 Common 0 0 0 DCL-216 Whenever Talia becomes stunned, you may replace a location you control. If you do, recover her at the start of the recovery phase this turn. Ubu | Ra's al Ghul's Bodyguard DCL DCL-217 Ra's al Ghul's Bodyguard 3 Character League of Assassins 5 6 Common 0 0 0 DCL-217 Loyalty
A character protected by Ubu can't be attacked. The Demon's Quarters DCL DCL-218 3 Location 0 0 Rare 0 0 0 DCL-218 [Activate Symbol], Exhaust a Ra's al Ghul you control -> Stun target character at the start of the recovery phase this turn. Flying Fortress DCL DCL-219 1 Location 0 0 Uncommon 0 0 0 DCL-219 [Activate Symbol] -> Target League of Assassins character gets +2 ATK while attacking and has flight this turn. Lazarus Pit | Non-Unique * Death's Door DCL DCL-220 Non-Unique * Death's Door 3 Location 0 0 Rare 0 0 0 DCL-220 Pay 4 endurance, replace Lazarus Pit -> Recover target stunned League of Assassins character you control. Mountain Stronghold | Non-Unique DCL DCL-221 Non-Unique 1 Location 0 0 Uncommon 0 0 0 DCL-221 When you flip Mountain Stronghold, search your deck for a League of Assassins character card, reveal it, put it into your hand, and then discard a League of Assassins character card.
Defenders you control named Ra's al Ghul have reinforcement. Plague Zone | Non-Unique DCL DCL-222 Non-Unique 3 Location 0 0 Uncommon 0 0 0 DCL-222 [Activate Symbol], Discard a League of Assassins character card -> The controller of target hidden character moves it to his visible area. The Demon's Head DCL DCL-223 2 Plot Twist 0 0 Rare 0 0 0 DCL-223 To play, exhaust a League of Assassins character you control.
If The Demon's Head is in your resource row, KO it. If you do, search your deck for a location card, reveal it, and put it face down into your resource row. Demonfang DCL DCL-224 3 Plot Twist 0 0 Common 0 0 0 DCL-224 To play, replace a location you control.
Target League of Assassins character you control gets +3 ATK this turn. Divide and Conquer DCL DCL-225 2 Plot Twist 0 0 Rare 0 0 0 DCL-225 Play only if you control a League of Assassins character.
If Divide and Conquer is in your resource row, exchange the positions of Divide and Conquer and target opposing location. Harsh Judgment DCL DCL-226 5 Plot Twist 0 0 Rare 0 0 0 DCL-226 Play only if you control Ra's al Ghul.
Opposing characters get -1/-1 this turn. Tower of Babel DCL DCL-227 1 Plot Twist 0 0 Rare 0 0 0 DCL-227 Play only if you control a League of Assassins character.
During each player's attack step this turn, characters that player controls that don't have the League of Assassins affiliation lose all affiliations. The Chief | Niles Caulder DCL DCL-228 Niles Caulder 2 Character Doom Patrol 2 3 Uncommon 0 0 0 DCL-228 [Activate Symbol], Remove a +1/+1 counter from a character you control -> Draw a card. Elasti-Girl | Rita Farr DCL DCL-229 Rita Farr 1 Character Doom Patrol 1 1 Rare 0 0 0 DCL-229 Elasti-Girl enters play with two + 1/+1 counters.
Whenever Elasti-Girl becomes stunned, remove all +1/+1 counters from her. Mento | Steve Dayton DCL DCL-230 Steve Dayton 3 Character Doom Patrol 4 4 Uncommon 1 0 0 DCL-230 Mento enters play with a +1/+1 counter.
Remove a +1/+1 counter from a character you control -> Target character gets -3 DEF this attack. Use only once per turn. Negative Man | Larry Trainor DCL DCL-231 Larry Trainor 4 Character Doom Patrol 6 6 Uncommon 1 0 0 DCL-231 Negative Man enters play with a +1/+1 counter.
Remove a +1/+1 counter from a character you control -> You don't take stun endurance loss from Negative Man becoming stunned this turn. Robotman | Cliff Steele DCL DCL-232 Cliff Steele 5 Character Doom Patrol 8 8 Common 0 1 0 DCL-232 [Activate Symbol] -> Put two +1/+1 counters on Robotman. Dayton Manor DCL DCL-233 3 Location 0 0 Rare 0 0 0 DCL-233 [Activate Symbol] -> Put a +1/+1 counter on target Doom Patrol character you control. Use only during the build phase. Freak Out DCL DCL-234 2 Plot Twist 0 0 Rare 0 0 0 DCL-234 Play only during the build phase.
Remove all +1/+1 counters from a character you control. Put that many +1/+1 counters on Doom Patrol characters you control, divided as you choose. Misfits DCL DCL-235 2 Plot Twist 0 0 Rare 0 0 0 DCL-235 To play, remove a +1/+1 counter from a character you control.
Search your deck for a Doom Patrol character card, reveal it, and put it into your hand. Strange Days DCL DCL-236 4 Plot Twist 0 0 Rare 0 0 0 DCL-236 To play, remove X +1/+1 counters from Doom Patrol characters you control.
Your opponents pay X more to play plot twists this turn.
Captain Atom | Quantum Energy DCL DCL-237 Quantum Energy 5 Character 9 9 Rare 1 1 0 DCL-237 [Activate Symbol], Stun Captain Atom -> Stun any number of target characters with combined cost 4 or less.
The Demon | Etrigan DCL DCL-238 Etrigan 8 Character 18 18 Rare 0 1 0 DCL-238 When The Demon, Etrigan, enters play,
Endurance eight opponents must pay,
To ignore this should a player choose,
All his resources shall he lose.
Imperiex | The Beginning and The End DCL DCL-239 The Beginning and The End 10 Character 28 26 Rare 1 1 0 DCL-239 Imperiex costs 1 less to recruit while you control no characters.
At the start of your attack step, KO all other characters. Lobo | The Main Man DCL DCL-240 The Main Man 6 Character 13 12 Rare 0 0 0 DCL-240 Whenever Lobo becomes stunned, search your deck for a copy of Lobo and put him into play exhausted. Supernova | Daniel Carter DCL DCL-241 Daniel Carter 6 Character 13 12 Rare 1 1 0 DCL-241 Supernova can team attack, reinforce, be reinforced, and be targeted as though he had all affiliations. Terra | Earth Mover DCL DCL-242 Earth Mover 6 Character 13 10 Rare 0 1 0 DCL-242 Pay 1 resource point -> KO target resource at the start of the combat phase this turn. Use only once per turn. Twin Firearms DCL DCL-243 1 Equipment 0 0 Uncommon 0 0 0 DCL-243 Equipped character gets +4 ATK while in a front row.
Equipped character gets +2 ATK and has range while in a support row. Nth Metal DCL DCL-244 0 Equipment 0 0 Common 0 0 0 DCL-244 Whenever equipped character enters combat, you may power-up that character. Birthing Chamber DCL DCL-245 3 Location 0 0 Uncommon 0 0 0 DCL-245 [Activate Symbol] -> If you control four or more characters, draw a card. If you control six or more characters, instead draw two cards, then discard a card. Coast City DCL DCL-246 2 Location 0 0 Common 0 0 0 DCL-246 [Activate Symbol] -> Target character can't be attacked while protected this turn. Metropolis Reborn | Non-Unique * Team-Up DCL DCL-247 Non-Unique * Team-Up 2 Location 0 0 Common 0 0 0 DCL-247 To flip, choose two affiliations among characters you control.
Crossover those affiliations. A Better World | Team-Up DCL DCL-248 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DCL-248 Play only if [JLA Icon] and [Teen Titans Icon] are affiliations among characters you control.
Draw a card.
Ongoing: Crossover [JLA Icon] and [Teen Titans Icon]. Blind Sided DCL DCL-249 2 Plot Twist 0 0 Rare 0 0 0 DCL-249 Target character loses and can't have reinforcement this turn. Blinding Rage DCL DCL-250 3 Plot Twist 0 0 Rare 0 0 0 DCL-250 Target attacker you control gets +4/-4 this attack. Break You DCL DCL-251 1 Plot Twist 0 0 Common 0 0 0 DCL-251 To play, discard up to three cards.
Target attacker or defender gets +2 ATK this attack for each card discarded this way. Changing Minds | Team-Up DCL DCL-252 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DCL-252 Play only if Injustice Gang and [JLA Icon] are affiliations among characters you control.
Draw a card.
Ongoing: Crossover Injustice Gang and [JLA Icon]. Chaos and Villainy | Team-Up DCL DCL-253 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DCL-253 Play only if Injustice Gang and Secret Society are affiliations among characters you control.
Draw a card.
Ongoing: Crossover Injustice Gang and Secret Society. Combat Reflexes DCL DCL-254 3 Plot Twist 0 0 Common 0 0 0 DCL-254 Move target character you control to your front or support row. It gets +3 ATK while attacking this turn. Death Trap DCL DCL-255 2 Plot Twist 0 0 Common 0 0 0 DCL-255 To play, exhaust a character you control.
Return target stunned character to its owner's hand. Dirty Tricks DCL DCL-256 3 Plot Twist 0 0 Rare 0 0 1 DCL-256 Ongoing: Characters get -1 ATK. Duty Calls DCL DCL-257 2 Plot Twist 0 0 Common 0 0 0 DCL-257 Target character you control has flight, range, and reinforcement this turn. From the Shadows DCL DCL-258 1 Plot Twist 0 0 Common 0 0 0 DCL-258 Target attacker gets +5 DEF this attack. Have a Blast! DCL DCL-259 3 Plot Twist 0 0 Rare 0 0 0 DCL-259 To play, discard a card.
Replace target location or ongoing plot twist. Hero's Best Friend DCL DCL-260 2 Plot Twist 0 0 Common 0 0 0 DCL-260 If target defender you control is behind a character, it gets +2/+2 this attack. Heroes of Two Worlds DCL DCL-261 4 Plot Twist 0 0 Rare 0 0 0 DCL-261 To play, discard a character card.
Search your deck for three affiliated character cards with the same name. Reveal them, remove two from the game, and put the rest into your hand. Heroic Effort DCL DCL-262 3 Plot Twist 0 0 Common 0 0 0 DCL-262 Put a +1/+1 counter on target character you control. Home Surgery DCL DCL-263 2 Plot Twist 0 0 Common 0 0 0 DCL-263 To play, exhaust a character you control.
Recover target stunned character if its cost is less than or equal to the cost of the character you exhausted. Judgment Day DCL DCL-264 9 Plot Twist 0 0 Rare 0 0 0 DCL-264 Play only during the combat phase.
KO all resources. Mirror Image DCL DCL-265 3 Plot Twist 0 0 Rare 0 0 0 DCL-265 Play only during your recruit step.
Choose an opposing character. Search its controller's deck for a copy of that character and remove that copy from the game. You may recruit it this step. The Multiverse | Team-Up DCL DCL-266 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DCL-266 To play, choose two affiliations among characters you control.
Ongoing: Crossover those affiliations. Nasty Surprise DCL DCL-267 1 Plot Twist 0 0 Common 0 0 0 DCL-267 Target defender gets +5 ATK this attack. Overwhelming Odds DCL DCL-268 1 Plot Twist 0 0 Common 0 0 0 DCL-268 If you control more characters than an opponent, target character you control gets +3 ATK this attack. Path of Destruction DCL DCL-269 2 Plot Twist 0 0 Common 0 0 0 DCL-269 Target attacker you control gets +2 ATK this attack and an additional +2 ATK for each other Path of Destruction card in your KO'd pile. Shape Change DCL DCL-270 1 Plot Twist 0 0 Uncommon 0 0 0 DCL-270 Put the top card of your deck into your KO'd pile. Target defender you control gets -X/+X this attack, where X is the cost of that top card. Tag Team DCL DCL-271 2 Plot Twist 0 0 Common 0 0 0 DCL-271 Target defender with reinforcement gets +2/+2 this attack. Total Anarchy DCL DCL-272 1 Plot Twist 0 0 Rare 0 0 1 DCL-272 Ongoing: Whenever a character with cost 3 or less becomes stunned, KO that character. Total Recall | Team-Up DCL DCL-273 Team-Up 2 Plot Twist 0 0 Uncommon 0 0 1 DCL-273 Play only if Doom Patrol and [Teen Titans Icon] are affiliations among characters you control.
Put a +1/+1 counter on a character you control.
Ongoing: Crossover Doom Patrol and [Teen Titans Icon]. Alan Scott <> Sentinel | Golden Age Guardian DCR DCR-001 Golden Age Guardian 7 Character JSA 16 15 Rare 1 1 0 DCR-001 Willpower 6
At the start of the combat phase, if you have played no plot twists this turn, you may have JSA characters you control get +3/+3 while in combat with a character with greater cost this turn. If you do, you can't play plot twists this turn. Atom Smasher | Al Rothstein DCR DCR-002 Al Rothstein 1 Character JSA 1 1 Uncommon 0 0 0 DCR-002 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Activate -> Put a +1/+1 counter on Atom Smasher. Batman | Earth 2 DCR DCR-003 Earth 2 4 Character JSA, Gotham Knights 8 7 Common 0 0 0 DCR-003 Exhaust an Earth 2 character you control, discard a card -> Target player chooses a non-Team-Up location and non-Team-Up ongoing plot twist he controls, then replaces one of those cards. Use only once per turn. Black Adam | Ruthless Hero DCR DCR-004 Ruthless Hero 7 Character JSA 14 16 Common 1 1 0 DCR-004 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Exhausted JSA characters you control get +2 ATK. Captain Marvel | Earth DCR DCR-005 Earth 6 Character JSA 1 1 Rare 0 0 0 DCR-005 Reservist
Captain Marvel does not come into play with a cosmic counter.
Discard a JSA character card, say Shazam! -> Put a cosmic counter on Captain Marvel.
Cosmic: Captain Marvel gets +13/+13 and has flight. Carter Hall <> Hawkman | Eternal Champion DCR DCR-006 Eternal Champion 5 Character JSA 8 7 Common 1 1 0 DCR-006 Carter Hall gets +1/+1 for each exhausted, non-stunned, non-Army character you control. Charles McNider <> Dr. Mid-Nite | Golden Age Academic DCR DCR-007 Golden Age Academic 4 Concealed Character Concealed JSA 7 7 Uncommon 0 0 0 DCR-007 Reservist, Concealed
Activate -> Move target character you control to your hidden or visible area. Chay-Ara <> Hawkgirl | Eternal Companion DCR DCR-008 Eternal Companion 1 Character JSA 2 1 Common 1 0 0 DCR-008 Vengeance: Whenever Chay-Ara becomes stunned, you may KO her. If you do, search your deck for a card that shares a name or identity with Chay-Ara, reveal it, and put it into your hand. Dr. Fate | Lord of Order DCR DCR-009 Lord of Order 8 Concealed Character Concealed - Optional JSA 20 20 Rare 1 1 0 DCR-009 Concealed - Optional, Willpower 4
When Dr. Fate enters play, you may search your deck and KO'd pile for up to three Fate Artifact cards, reveal them, and put them into your hand. Hourman III <> Hourman | Time Machine DCR DCR-010 Time Machine 5 Character JSA 7 7 Uncommon 1 1 0 DCR-010 Free -> Hourman III gets +4/+4 this attack, and each opponent gains 3 endurance. Use only once per turn. Huntress | Earth 2 DCR DCR-011 Earth 2 3 Character JSA, Gotham Knights 5 4 Common 0 1 0 DCR-011 Characters you control and character cards you own gain the version Earth 2. Jakeem Williams | JJ Thunder DCR DCR-012 JJ Thunder 1 Character JSA 1 1 Uncommon 0 0 0 DCR-012 Reservist
Activate -> If Jakeem Williams is in play, search your deck for a JSA character card with cost 4 or greater, reveal it, and put it into your hand. Put Jakeem Williams on the top of your deck. Jay Garrick <> The Flash | Golden Age Speedster DCR DCR-013 Golden Age Speedster 6 Character JSA 12 12 Rare 0 0 0 DCR-013 Cosmic: Whenever Jay Garrick becomes stunned, recover and ready him, and he gets -4/-4 this turn. Katar Hol <> Hawkman | Eternal Hero DCR DCR-014 Eternal Hero 4 Character JSA, JLA 8 6 Common 1 1 0 DCR-014 Discard a card that shares an identity with an attacker or defender you control -> Power-up target attacker or defender you control.
Ally: Whenever a character you control becomes powered-up, it gets an additional +1 DEF this attack. Kate Spencer <> Manhunter | Fearless Renegade DCR DCR-015 Fearless Renegade 2 Character JSA, Manhunter 3 2 Uncommon 0 0 0 DCR-015 Characters you control get +1 ATK while attacking a character with greater cost.
Free -> Target hidden character an opponent controls can be attacked by characters you control with lesser cost this turn. Use only once per turn. Kendra Saunders <> Hawkgirl | Eternal Heroine DCR DCR-016 Eternal Heroine 3 Character JSA, JLA 5 4 Common 1 0 0 DCR-016 Discard a card that shares an identity with an attacker or defender you control -> Power-up target attacker or defender you control.
Ally: Whenever a character you control becomes powered-up, it gets an additional +1 ATK this attack. Michael Holt <> Mr. Terrific | Renaissance Man DCR DCR-017 Renaissance Man 3 Concealed Character Concealed - Optional JSA 4 4 Common 0 1 0 DCR-017 Concealed - Optional (You may have this character come into play in the hidden area.)
Exhausted JSA characters you control get +2/+2 while in combat with a character with greater cost. Power Girl | Earth 2 DCR DCR-018 Earth 2 6 Character JSA 13 12 Common 1 0 0 DCR-018 Power Girl gets +4/+4 while in combat with a character with greater cost.
Boost 2: When Power Girl enters play, Earth 2 characters you control get +4/+4 while in combat with a character with greater cost this turn. Prince Khufu <> Hawkman | Eternal Warrior DCR DCR-019 Eternal Warrior 2 Character JSA 3 2 Common 1 0 0 DCR-019 Vengeance: Whenever Prince Khufu becomes stunned, you may KO him. If you do, search your deck for a card that shares a name or identity with Prince Khufu, reveal it, and put it into your hand. Rex Tyler <> Hourman | Inventor of Miraclo DCR DCR-020 Inventor of Miraclo 3 Character JSA 3 3 Rare 0 0 0 DCR-020 Free -> Rex Tyler gets +4/+4 this attack, and each opponent gains 3 endurance. Use only once per turn. Richard Tyler <> Hourman | Man of the Hour DCR DCR-021 Man of the Hour 4 Character JSA 5 5 Uncommon 0 0 0 DCR-021 Free -> Richard Tyler gets +4/+4 this attack, and each opponent gains 3 endurance. Use only once per turn. Sand | Sanderson Hawkins DCR DCR-022 Sanderson Hawkins 4 Character JSA 7 7 Common 0 0 0 DCR-022 Vengeance: Whenever Sand becomes stunned and you control no other ready characters, recover Sand at the start of the recovery phase this turn. Stargirl | Courtney Whitmore DCR DCR-023 Courtney Whitmore 2 Character JSA 3 1 Common 1 1 0 DCR-023 Stargirl gets +3 DEF while exhausted. Superman | Earth 2 DCR DCR-024 Earth 2 6 Character JSA 13 12 Common 1 1 0 DCR-024 Ally: Whenever an exhausted character you control becomes powered-up while in combat with a character with greater cost, that exhausted character gets an additional +1/+1 this attack.
Boost 1: When Superman enters play, put two +1/+1 counters on each Earth 2 character you control. Ted Grant <> Wildcat | Golden Age Pugilist DCR DCR-025 Golden Age Pugilist 3 Character JSA 4 4 Common 0 0 0 DCR-025 Ted Grant gets +3 ATK while exhausted. Terry Sloane <> Mr. Terrific | Golden Age Gold Medalist DCR DCR-026 Golden Age Gold Medalist 1 Concealed Character Concealed - Optional JSA 1 1 Common 0 0 0 DCR-026 Concealed - Optional (You may have this character come into play in the hidden area.)
Exhausted characters you control get +1/+1 while in combat with a character with greater cost. The Phantom Stranger | Wandering Hero DCR DCR-027 Wandering Hero 7 Character JSA 14 17 Uncommon 1 1 0 DCR-027 Willpower 5
Discard The Phantom Stranger -> Power-up target JSA attacker or defender you control.
Exhaust two characters you control -> Return The Phantom Stranger from your KO'd pile to your hand. Use only during the build phase and only if The Phantom Stranger is in your KO'd pile. Thunderbolt | Yz DCR DCR-028 Yz 5 Character JSA 9 8 Rare 1 1 0 DCR-028 Reservist
Activate, discard two JSA character cards or a card named Jakeem Williams -> Search your deck for a card and put it into your hand. Use only once per turn. Wesley Dodds <> The Sandman | Golden Age Gunman DCR DCR-029 Golden Age Gunman 2 Character JSA 2 3 Uncommon 0 0 0 DCR-029 Reservist
At the start of the combat phase, if you have the initiative, target player exhausts a ready character he controls. That character can't ready this turn. Wonder Woman | Earth 2 DCR DCR-030 Earth 2 5 Character JSA 10 9 Common 0 0 0 DCR-030 Willpower 3
Earth 2 defenders you control have reinforcement. A Moment of Crisis DCR DCR-031 2 Plot Twist 0 0 Common 0 0 0 DCR-031 Choose an identity. Characters you control gain the chosen identity this turn.
If you control a JSA character and A Moment of Crisis is in your resource row, draw a card. Advance Warning DCR DCR-032 3 Plot Twist 0 0 Rare 0 0 0 DCR-032 Target JSA defender you control gets +2 DEF this attack. If that character is exhausted, it gets an additional +2 DEF this attack, and each opponent gains 3 endurance. Allied Against the Dark | Team-Up DCR DCR-033 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DCR-033 To play, choose up to two affiliations among characters you control.
Ongoing: Crossover those affiliations.
Exhausted JSA defenders you control get +1 ATK. Brothers in Arms DCR DCR-034 3 Plot Twist 0 0 Uncommon 0 0 0 DCR-034 To play, exhaust a non-attacking, non-defending JSA character you control.
Target attacker or defender you control gets +X ATK this attack, where X is the ATK of the character you exhausted. Double Play DCR DCR-035 2 Plot Twist 0 0 Uncommon 0 0 0 DCR-035 Ready target JSA team attacker you control that shares an identity with another attacker you control. The character you readied can't be stunned while team attacking this turn and can't cause breakthrough this turn. Heroic Rescue DCR DCR-036 1 Plot Twist 0 0 Common 0 0 1 DCR-036 Target JSA character you control and all non-Army characters you control that share an identity with it have reinforcement this turn.
Ongoing: Pay 1 resource point -> Target character gets +2 DEF this turn. Use only once per turn. JSA Headquarters DCR DCR-037 2 Location 0 0 Rare 0 0 0 DCR-037 Activate, exhaust a JSA character you control -> Reveal the top three cards of your deck. Put all revealed character cards into your hand and the rest on the bottom of your deck. Discard a card for each card you put into your hand. Justice United | Team-Up DCR DCR-038 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DCR-038 To play, choose two different affiliations among characters you control.
If you chose JLA and JSA, return a character card from your KO'd pile to your hand.
Ongoing: Crossover those affiliations. Living Legacy DCR DCR-039 2 Plot Twist 0 0 Uncommon 0 0 0 DCR-039 To play, exhaust a JSA character you control.
Search your deck for a card that shares an identity with a character you control, reveal it, and put it into your hand. Taking Up the Mantle DCR DCR-040 1 Plot Twist 0 0 Common 0 0 1 DCR-040 To play, remove a JSA character card in your KO'd pile from the game and choose a character you control.
Put a +1/+1 counter on the chosen character.
Ongoing: The chosen character gains the identities of the card you removed. The Rock of Eternity DCR DCR-041 4 Location 0 0 Rare 0 0 0 DCR-041 At the start of your attack step, ready each JSA character you control that was exhausted as your attack step started and exhaust each other character you control. T-Spheres DCR DCR-042 1 Equipment Concealed - Optional 0 0 Common 0 0 0 DCR-042 Concealed - Optional
T-Spheres costs 1 less to recruit while you control a JSA character.
Equipped character gets +3/+3 while in combat with a character with greater cost. Black Alice | Lori Zechlin DCR DCR-043 Lori Zechlin 5 Character Shadowpact 9 9 Uncommon 1 1 0 DCR-043 Pay half your endurance, rounded up -> Black Alice gets +3/+3 this attack. Use only once per turn and only if Black Alice is in combat. Blackbriar Thorn | Druid of Cymru DCR DCR-044 Druid of Cymru 2 Character Shadowpact 2 2 Uncommon 0 0 0 DCR-044 Willpower 1
Whenever you play a Magic plot twist, put a +1/+1 counter on Blackbriar Thorn. Blue Devil | Dan Cassidy DCR DCR-045 Dan Cassidy 2 Character Shadowpact 4 2 Common 0 1 0 DCR-045 When Blue Devil enters play, lose 4 endurance.
When Blue Devil leaves play, gain 6 endurance. (You gain the endurance even if he is stunned.) Blue Devil | Big Blue DCR DCR-046 Big Blue 5 Character Shadowpact 10 10 Common 0 1 0 DCR-046 When Blue Devil enters play, lose 4 endurance.
When Blue Devil leaves play, gain 8 endurance. (You gain the endurance even if he is stunned.) Captain Marvel | Champion of Magic DCR DCR-047 Champion of Magic 8 Character Shadowpact 22 18 Rare 1 0 0 DCR-047 Loyalty
Pay 25 endurance -> You win the game. Detective Chimp | Bobo T. Chimpanzee DCR DCR-048 Bobo T. Chimpanzee 1 Concealed Character Concealed Shadowpact 1 1 Common 0 0 0 DCR-048 Loyalty - Reveal, Concealed
Pay 1 endurance -> Choose an affiliation. Affiliated characters you control and affiliated character cards you own gain the chosen affiliation this turn. Use only once per turn. Detective Chimp | Shoeless Gumshoe DCR DCR-049 Shoeless Gumshoe 3 Character Shadowpact 5 4 Rare 0 0 0 DCR-049 Remove Detective Chimp from the game -> Search your deck for a Shadowpact character card, reveal it, and put it into your hand. Use only if Detective Chimp is in your hand and only if you have 25 or less endurance. Dr. Fate | Hector Hall DCR DCR-050 Hector Hall 6 Concealed Character Concealed - Optional Shadowpact 12 12 Common 1 1 0 DCR-050 Concealed - Optional, Willpower 4
Other characters you control get +1 ATK for each equipment equipped to Dr. Fate.
Equipment you control and equipment cards you own have concealedÑoptional. Dr. Occult | Richard Occult DCR DCR-051 Richard Occult 4 Character Shadowpact 7 7 Common 0 0 0 DCR-051 Dr. Occult gets +2/+2 while you have 25 or less endurance and an additional +1/+1 while you have 10 or less endurance.
Boost 2: When Dr. Occult enters play, if you don't control Rose Psychic, search your deck for a card named Rose Psychic and put it into your front row. Ibis | Prince Amentep DCR DCR-052 Prince Amentep 3 Character Shadowpact 4 5 Common 0 0 0 DCR-052 While an opponent has more endurance than you, Ibis gets +2 ATK and has flight. June Moon <> Enchantress | Good Witch DCR DCR-053 Good Witch 4 Character Shadowpact 7 7 Rare 1 1 0 DCR-053 Activate -> Stun target character with cost 3 or less. If you have more than 25 endurance, that character's controller moves June Moon to his front or support row, and she gains an affiliation of that player's choice. June Moon <> Enchantress | Bad Witch DCR DCR-054 Bad Witch 6 Character Shadowpact 12 12 Rare 1 1 0 DCR-054 Activate -> Stun target character. If you have more than 10 endurance, that character's controller moves June Moon to his front or support row, and she gains an affiliation of that player's choice. Use only during your attack step. Madame Xanadu | Cartomancer DCR DCR-055 Cartomancer 1 Character Shadowpact 1 1 Uncommon 0 0 0 DCR-055 Activate -> If Madame Xanadu is in play, search your deck for a Magic plot twist card, reveal it, and put it into your hand. Put Madame Xanadu on the top of your deck. Manitou Dawn | Spirit Shaman DCR DCR-056 Spirit Shaman 2 Character Shadowpact 2 3 Common 0 0 0 DCR-056 Willpower 1
Whenever you play a Magic plot twist, gain 2 endurance. Nightmaster | Jim Rook DCR DCR-057 Jim Rook 1 Character Shadowpact 2 1 Common 0 0 0 DCR-057 You may pay 3 endurance rather than pay Nightmaster's recruit cost while you control a Shadowpact character.
Whenever you play a Magic plot twist, Nightmaster gets +2 ATK this turn, and you lose 2 endurance. Nightmaster | Demon Slayer DCR DCR-058 Demon Slayer 5 Character Shadowpact 9 9 Rare 0 0 0 DCR-058 You may pay 20 endurance rather than pay Nightmaster's recruit cost while you control a Shadowpact character and five or more resources.
Pay 1 resource point -> Gain 5 endurance. Use only once per turn. Nightshade | Eve Eden DCR DCR-059 Eve Eden 1 Concealed Character Concealed - Optional Shadowpact 1 1 Common 0 1 0 DCR-059 Concealed - Optional (You may have this character come into play in the hidden area.)
Pay 3 endurance -> Nightshade gets +1 ATK this attack. Nightshade | Shadow Siren DCR DCR-060 Shadow Siren 4 Concealed Character Concealed - Optional Shadowpact 8 6 Common 0 1 0 DCR-060 Concealed - Optional
At the start of your attack step, if you have 25 or less endurance, you may have the controller of target unprotected character move it to his hidden area. Ragman | Patchmonger DCR DCR-061 Patchmonger 2 Character Shadowpact, Gotham Knights 3 3 Uncommon 0 0 0 DCR-061 Vengeance: Whenever Ragman becomes stunned, you may remove a character card in a KO'd pile from the game. If you do, put a +1/+1 counter on Ragman. Ragman | Redeemer of Souls DCR DCR-062 Redeemer of Souls 5 Character Shadowpact, Gotham Knights 10 8 Common 0 0 0 DCR-062 Vengeance: Whenever Ragman becomes stunned, you may remove up to two character cards in target player's KO'd pile from the game. Put a +1/+1 counter on Ragman for each card you removed. Rose Psychic | Ghost Detective DCR DCR-063 Ghost Detective 3 Concealed Character Concealed - Optional Shadowpact 5 3 Common 0 0 0 DCR-063 Concealed - Optional
At the start of the combat phase, lose 3 endurance.
At the start of the recovery phase, gain 6 endurance.
Boost 3: When Rose Psychic enters play, if you don't control Dr. Occult, search your deck for a card named Dr. Occult and put it into your front row. Shazam | The Sorcerer DCR DCR-064 The Sorcerer 7 Character Shadowpact 15 16 Rare 0 1 0 DCR-064 Loyalty - Reveal, Willpower 6
At the start of the combat phase, if you have played no plot twists this turn, you may have target opponent's endurance total become equal to yours. If you do, you can't play plot twists this turn. The Phantom Stranger | Fallen Angel DCR DCR-065 Fallen Angel 7 Character Shadowpact 17 14 Common 1 1 0 DCR-065 Willpower 5
Remove The Phantom Stranger from the game -> Target Shadowpact attacker or defender gets +1/+1 this attack and an additional +1/+1 this attack if you have 10 or less endurance. Use only if The Phantom Stranger is in your hand. Witchfire | Rebecca Carstairs DCR DCR-066 Rebecca Carstairs 4 Character Shadowpact 8 6 Common 1 1 0 DCR-066 Willpower 3
Whenever Witchfire stuns a character and you have 25 or less endurance, gain endurance equal to that character's cost. Zatanna | Magical Manipulator DCR DCR-067 Magical Manipulator 3 Character Shadowpact 4 5 Common 0 1 0 DCR-067 Willpower 2
Whenever you play a Magic plot twist, you may pay 3 endurance. If you do, draw a card. Zatanna | Showstopper DCR DCR-068 Showstopper 6 Character Shadowpact 12 13 Common 0 1 0 DCR-068 Willpower 5
Pay 3 endurance -> If you control another Shadowpact character, draw a card. Abjuration | Magic DCR DCR-069 Magic 1 Plot Twist 0 0 Uncommon 0 0 1 DCR-069 To play, pay 5 endurance.
Target Shadowpact defender gets +3 DEF this attack.
Ongoing: At the start of the build phase, gain 5 endurance if you have 10 or less endurance. Chimp Detective Agency DCR DCR-070 2 Location 0 0 Rare 0 0 0 DCR-070 Activate, pay 3 endurance -> Reveal the top three cards of your deck. Put a revealed Shadowpact character card into your hand and the rest on the bottom of your deck. Collecting Souls | Magic DCR DCR-071 Magic 1 Plot Twist 0 0 Common 0 0 1 DCR-071 Target Shadowpact character gets +1/+1 this turn, and you lose 1 endurance.
Ongoing: Pay 1 resource point -> Remove a character card in a KO'd pile from the game. If you do, put a +1/+1 counter on a character you control. Use only once per turn. Conjuration | Magic DCR DCR-072 Magic 3 Plot Twist 0 0 Rare 0 0 0 DCR-072 Play only during your recruit step.
You may pay 15 endurance. If you do, gain 1 resource point. Spend this resource point only to recruit a character card with the printed Shadowpact affiliation. Divination | Magic DCR DCR-073 Magic 2 Plot Twist 0 0 Common 0 0 0 DCR-073 To play, discard a Shadowpact character card and pay 3 endurance.
Look at the top three cards of your deck. Put one into your hand and the rest on the bottom of your deck. Magical Conduit | Magic DCR DCR-074 Magic 3 Plot Twist 0 0 Uncommon 0 0 0 DCR-074 To play, pay X endurance.
Target Shadowpact attacker or defender you control gets +X ATK this attack and can't cause breakthrough this attack. Mystical Binding | Magic DCR DCR-075 Magic 3 Plot Twist 0 0 Common 0 0 0 DCR-075 Play only during your attack step and only if you control a Shadowpact character.
To play, pay 3 endurance.
Target character gets -3 DEF this turn and can't attack this turn. Spectral Slaughter | Magic DCR DCR-076 Magic 4 Plot Twist 0 0 Rare 0 0 0 DCR-076 Play only during your attack step.
To play, discard a Shadowpact character card.
Stun all characters with cost 2 or less. Lose 1 endurance for each character stunned this way. Stepping Between Worlds | Magic DCR DCR-077 Magic 3 Plot Twist 0 0 Common 0 0 0 DCR-077 Play only during the combat phase and only if you control a Shadowpact character.
The controller of target unequipped, unprotected character moves it to his hidden area. Lose endurance equal to that character's cost. The Conclave | Magic DCR DCR-078 Magic 2 Plot Twist 0 0 Rare 0 0 0 DCR-078 Play only if you control a Shadowpact character.
To play, pay 4 endurance.
Negate target effect from a non-ongoing plot twist. The Oblivion Bar DCR DCR-079 1 Location 0 0 Uncommon 0 0 0 DCR-079 Activate, pay 3 endurance -> Put a power counter on The Oblivion Bar.
Activate, remove a power counter from The Oblivion Bar -> If you control a Shadowpact character, gain 5 endurance. True Name | Magic DCR DCR-080 Magic 1 Plot Twist 0 0 Common 0 0 1 DCR-080 Play only during the build phase and only if you control a Shadowpact character.
Lose 5 endurance.
Ongoing: At the start of the combat phase, you may replace True Name. If you do, gain 5 endurance. Adrian Chase <> Vigilante | Street Justice DCR DCR-081 Street Justice 4 Concealed Character Concealed Checkmate 8 6 Rare 0 1 0 DCR-081 Concealed
Backup: Activate -> Whenever target character you control becomes stunned by an attacker this turn, stun that attacker. Use only during the build phase. Ahmed Samsarra | White King DCR DCR-082 White King 3 Concealed Character Concealed - Optional Checkmate 6 6 Uncommon 0 1 0 DCR-082 Loyalty - Reveal, Concealed - Optional
When Ahmed Samsarra enters a KO'd pile from play, you lose the game.
Activate -> KO a resource you control. If you do, search your deck for a location card, reveal it, and put it face down into your resource row. Amanda Waller | Queen DCR DCR-083 Queen 4 Concealed Character Concealed Checkmate 8 7 Common 0 1 0 DCR-083 Concealed
Boost X: When Amanda Waller enters play, gain 2 resource points for each resource point you paid for X. Spend these resource points only to recruit Checkmate character cards. Annihilation Protocol <> OMAC Robot | Army DCR DCR-084 Army 5 Character Checkmate 10 8 Common 1 1 0 DCR-084 Exhaust a non-Army character you control -> KO target stunned character.
Boost 2: When Annihilation Protocol enters play, you may distribute five +1/+1 counters as you choose among up to five characters you control with the identity OMAC Robot. Arthur Kendrick | Knight DCR DCR-085 Knight 3 Concealed Character Concealed - Optional Checkmate 4 5 Common 0 1 0 DCR-085 Concealed - Optional (You may have this character come into play in the hidden area.)
Backup: Activate -> Target character you control can't be stunned while attacking this turn. Use only during the build phase. Aspiring Pawn | Army DCR DCR-086 Army 1 Concealed Character Concealed Checkmate 1 1 Common 0 0 0 DCR-086 Concealed
Whenever Aspiring Pawn causes breakthrough while attacking a player directly, put a +1/+1 counter on Aspiring Pawn, and it loses the version Army and gains the version Knight. Black Thorn | Elizabeth Thorne DCR DCR-087 Elizabeth Thorne 2 Concealed Character Concealed Checkmate 3 2 Uncommon 0 1 0 DCR-087 Loyalty - Reveal, Concealed
Backup: Activate -> Ready a location you control. Use only during the build phase and only once per turn. Christopher Smith <> Peacemaker | Obsessed Outlaw DCR DCR-088 Obsessed Outlaw 3 Concealed Character Concealed - Optional Checkmate 5 3 Uncommon 0 1 0 DCR-088 Concealed - Optional
Backup: Activate -> Whenever target character you control stuns a defender this turn, you may stun a character with cost 3 or less. Use only during the build phase. Connie Webb | Knight DCR DCR-089 Knight 1 Character Checkmate 1 1 Uncommon 0 1 0 DCR-089 Activate -> If Connie Webb is in play, search your deck for a Checkmate character card with cost 4 or less, reveal it, and put it into your hand. Put Connie Webb on the top of your deck. Elimination Protocol <> OMAC Robot | Army DCR DCR-090 Army 4 Character Checkmate 7 7 Common 1 1 0 DCR-090 KO a character you control -> Recover target stunned character you control with the identity OMAC Robot. Use only once per turn.
Boost 2: When Elimination Protocol enters play, search your deck for a card with cost 4 or less and the identity OMAC Robot and put it into your front row. Graziella Reza | Knight DCR DCR-091 Knight 3 Character Checkmate 4 5 Common 0 1 0 DCR-091 Exhaust a location you control -> Graziella Reza gets +1 ATK this turn. Harry Stein | King in Check DCR DCR-092 King in Check 4 Character Checkmate 8 8 Uncommon 0 1 0 DCR-092 When Harry Stein enters a KO'd pile from play, you lose the game.
Knight characters you control get +1/+1. Huntress | Reluctant Queen DCR DCR-093 Reluctant Queen 6 Character Checkmate, Gotham Knights 13 12 Common 0 1 0 DCR-093 Discard Huntress, exhaust a location you control -> Negate target plot twist effect targeting a Checkmate or Gotham Knights character you control. Jacob Lee | Knight DCR DCR-094 Knight 1 Concealed Character Concealed Checkmate 2 1 Uncommon 0 1 0 DCR-094 Concealed
You may discard a location card rather than pay Jacob Lee's recruit cost. Maxwell Lord | Black King DCR DCR-095 Black King 5 Character Checkmate 10 10 Rare 0 0 0 DCR-095 Loyalty - Reveal
When Maxwell Lord enters a KO'd pile from play, you lose the game.
Discard a location card -> Target character loses all affiliations this turn and its payment powers can't be used this turn. Use only during the combat phase and only once per turn. Neutralization Protocol <> OMAC Robot | Army DCR DCR-096 Army 3 Character Checkmate 4 4 Common 1 1 0 DCR-096 Stun another character you control -> Gain 1 resource point. Spend this resource point only to recruit a character card with the identity OMAC Robot. Use only once per turn and only during your recruit step. Retrieval Protocol <> OMAC Robot | Army DCR DCR-097 Army 2 Character Checkmate 2 2 Common 1 1 0 DCR-097 Discard a character or location card -> Characters you control with the identity OMAC Robot get +1/+1 this turn. Use only once per turn. Roy Harper <> Arsenal | Knight DCR DCR-098 Knight 5 Character Checkmate, Teen Titans 9 9 Common 0 1 0 DCR-098 Exhaust two locations you control -> Roy Harper gets +1 ATK this turn.
Activate, KO a resource you control -> Stun target attacker with ATK less than Roy Harper's ATK. Sarge Steel | Knight DCR DCR-099 Knight 2 Character Checkmate 3 3 Uncommon 0 1 0 DCR-099 If a character protected by Sarge Steel would become stunned, instead, you may stun Sarge Steel.
Boost 1: When Sarge Steel enters play, you may KO target character with cost 1. Sasha Bordeaux | Knight DCR DCR-100 Knight 2 Character Checkmate 3 2 Common 0 1 0 DCR-100 Sasha Bordeaux gets +1/+1 while equipped.
Knight team attackers you control get +1 ATK. Sasha Bordeaux | Autonomous Prototype DCR DCR-101 Autonomous Prototype 7 Character Checkmate 14 14 Common 0 1 0 DCR-101 At the start of the combat phase, if you have played no plot twists this turn, you may have Checkmate characters you control get +2/+2 this turn. If you do, you can't play plot twists this turn. Surveillance Pawn | Army DCR DCR-102 Army 1 Concealed Character Concealed Checkmate 2 1 Common 0 0 0 DCR-102 Concealed
Backup: Activate -> Non-Army characters you control get +1 ATK this turn. Use only during the build phase. Valentina Vostok <> Negative Woman | Bishop DCR DCR-103 Bishop 4 Concealed Character Concealed Checkmate 8 6 Common 0 1 0 DCR-103 Concealed
Backup: Activate -> Characters your opponents control get -3 DEF while Valentina Vostok remains exhausted this turn. Use only during the build phase. Brother Eye DCR DCR-104 3 Location 0 0 Uncommon 0 0 0 DCR-104 Activate -> Target Checkmate attacker you control gets +1 ATK this attack for each location you control.
Activate -> Return target Army Checkmate character card from your KO'd pile to your hand. Brother I Satellite | Non-Unique DCR DCR-105 Non-Unique 2 Location 0 0 Uncommon 0 0 0 DCR-105 When you flip Brother I Satellite, you may discard a character card. If you do, search your deck for a Checkmate character card, reveal it, and put it into your hand. Check and Mate! DCR DCR-106 5 Plot Twist 0 0 Rare 0 0 0 DCR-106 Play only during the draw phase.
To play, discard a Checkmate character card.
If you have not played another card named Check and Mate! this game, characters cost 1 more to recruit this turn. Checkmate Armory DCR DCR-107 2 Location 0 0 Common 0 0 0 DCR-107 Equipped characters you control get +1 ATK.
Activate, pay 1 resource point -> Search your deck for an equipment card, reveal it, and put it into your hand. Use only if you control a Checkmate character. Checkmate Safe House | Non-Unique * Team-Up DCR DCR-108 Non-Unique * Team-Up 2 Location 0 0 Common 0 0 0 DCR-108 To flip, choose up to two affiliations among characters you control.
Crossover those affiliations.
Activate -> Checkmate characters you control get +1 DEF while defending in your support row this turn. Knight Armor DCR DCR-109 1 Equipment 0 0 Uncommon 0 0 0 DCR-109 Knight Armor costs 1 less to recruit while you control a Checkmate character.
Equipped character gets +2 DEF and an additional +2 DEF while attacking. Knightmare Scenario DCR DCR-110 4 Plot Twist 0 0 Uncommon 0 0 0 DCR-110 Target attacker or defender you control gets +1/+1 this attack. If it has the Checkmate affiliation, you may exhaust a location you control. If you do, that character gets an additional +1/+1 this attack. Knights' Gambit DCR DCR-111 2 Plot Twist 0 0 Rare 0 0 0 DCR-111 Play only during the combat phase and only if you control a Checkmate character.
If Knights' Gambit is in your resource row, KO Knights' Gambit and KO target non-Team-Up ongoing plot twist. Otherwise, replace that plot twist. Laser Watch DCR DCR-112 0 Equipment Concealed - Optional 0 0 Common 0 0 0 DCR-112 Concealed - Optional
Equipped character gets +2 ATK and has range.
When Laser Watch enters play equipping a Checkmate character, you may exhaust a location you control. If you do, draw a card. Pawn of the Black King DCR DCR-113 4 Plot Twist 0 0 Rare 0 0 0 DCR-113 To play, discard a Checkmate character card and exhaust a location you control.
Target character loses all affiliations and can't have affiliations other than Checkmate this turn. Rook Control | Non-Unique DCR DCR-114 Non-Unique 4 Location 0 0 Uncommon 0 0 0 DCR-114 Activate -> Move a hidden character you control to your visible area. If you do, move target visible Checkmate character you control to your hidden area. Secret Checkmate HQ DCR DCR-115 1 Location 0 0 Common 0 0 0 DCR-115 Flip only if you control a defender.
Checkmate characters you control get +2 ATK.
At the start of the combat phase, replace Secret Checkmate HQ. Target Acquired DCR DCR-116 3 Plot Twist 0 0 Common 0 0 0 DCR-116 Exhaust any number of locations you control. Target Checkmate attacker or defender you control gets +2 ATK this attack and an additional +1 ATK this attack for each location you exhausted. Threat Neutralized DCR DCR-117 1 Plot Twist 0 0 Uncommon 0 0 1 DCR-117 Target Checkmate character you control gets +1/+1 this turn.
Ongoing: If a card would enter a KO'd pile from play, instead, remove it from the game. Traitor to the Cause DCR DCR-118 3 Plot Twist 0 0 Common 0 0 0 DCR-118 To play, stun a front row character you control.
Recover target stunned Checkmate character you control. Alexander Luthor | Duplicitous Doppelganger DCR DCR-119 Duplicitous Doppelganger 1 Character Villains United 1 1 Uncommon 0 0 0 DCR-119 Activate -> If Alexander Luthor is in play, search your deck for a character card with vengeance, reveal it, and put it into your hand. Put Alexander Luthor on the top of your deck. Alexander Luthor | Insidious Impostor DCR DCR-120 Insidious Impostor 4 Character Villains United 6 7 Rare 0 0 0 DCR-120 When Alexander Luthor enters play, draw a card.
Discard a Villains United character card -> Alexander Luthor gets +2 ATK this attack. Alexander Luthor | Diabolical Double DCR DCR-121 Diabolical Double 6 Character Villains United 11 14 Common 0 0 0 DCR-121 When Alexander Luthor enters play, draw two cards.
Boost 1: When Alexander Luthor enters play, you may put up to two Villains United character cards each with cost 3 or less from your hand into your front row. Bizarro | ME AM BIZARRO #1 DCR DCR-122 ME AM BIZARRO #1 4 Character Villains United, Revenge Squad 11 7 Common 1 1 0 DCR-122 Vengeance: Whenever Bizarro becomes stunned, target opponent gains 4 endurance. Black Adam | Teth-Adam DCR DCR-123 Teth-Adam 5 Character Villains United 10 8 Common 1 1 0 DCR-123 Vengeance: Whenever Black Adam becomes stunned, target character gets -3/-3 this turn. Black Adam | Lord of Kahndaq DCR DCR-124 Lord of Kahndaq 8 Character Villains United 17 17 Rare 1 1 0 DCR-124 Discard a Villains United character card -> Characters you control get +1/+1 this turn. Cheetah | Feral Feline DCR DCR-125 Feral Feline 1 Character Villains United, Secret Society 2 1 Common 0 0 0 DCR-125 Vengeance: Whenever Cheetah becomes stunned, characters you control get +1 ATK this turn. Count Vertigo | Werner Vertigo DCR DCR-126 Werner Vertigo 1 Character Villains United 2 1 Common 0 0 0 DCR-126 Return Count Vertigo to his owner's hand -> Exhaust target character. Use only during your attack step. Deathstroke the Terminator | Lethal Weapon DCR DCR-127 Lethal Weapon 4 Character Villains United, Deathstroke 7 6 Common 0 1 0 DCR-127 Vengeance: Whenever Deathstroke the Terminator becomes stunned, target opponent loses 4 endurance. Deathstroke the Terminator | Ultimate Assassin DCR DCR-128 Ultimate Assassin 7 Character Villains United, Deathstroke 17 14 Rare 0 1 0 DCR-128 Loyalty
Vengeance: Whenever Deathstroke the Terminator becomes stunned, if you have played no plot twists this turn, you may KO target character. If you do, you can't play plot twists this turn. Dr. Polaris | Force of Nature DCR DCR-129 Force of Nature 3 Character Villains United 4 4 Common 1 1 0 DCR-129 Vengeance: Whenever Dr. Polaris becomes stunned, target opponent exhausts a ready character he controls. Dr. Light | Furious Flashpoint DCR DCR-130 Furious Flashpoint 3 Character Villains United 3 4 Uncommon 1 1 0 DCR-130 Vengeance: Whenever Dr. Light becomes stunned, you may put a Villains United character card with cost 2 or less from your hand into your front row if you don't control a character with the same name as that card. Dr. Psycho | Mental Giant DCR DCR-131 Mental Giant 2 Character Villains United 4 1 Common 0 0 0 DCR-131 Vengeance: Whenever Dr. Psycho becomes stunned, you may stun target character with cost 1 or less. Dr. Psycho | Twisted Telepath DCR DCR-132 Twisted Telepath 6 Character Villains United 12 12 Common 0 0 0 DCR-132 At the start of the combat phase, each player loses endurance equal to half the combined cost of all characters he controls, rounded up. Fatality | Flawless Victory DCR DCR-133 Flawless Victory 4 Character Villains United 7 7 Rare 1 1 0 DCR-133 Whenever a character with cost 3 or less becomes stunned, KO it. Hunter Zolomon <> Professor Zoom | Sinister Speedster DCR DCR-134 Sinister Speedster 6 Character Villains United 13 11 Rare 0 0 0 DCR-134 Vengeance: Whenever Hunter Zolomon becomes stunned, ready target character you control. That character can't cause breakthrough this turn. Ishmael Gregor <> Sabbac | Malevolent Marvel DCR DCR-135 Malevolent Marvel 2 Character Villains United 2 2 Common 0 0 0 DCR-135 Vengeance: Whenever Ishmael Gregor becomes stunned, target opponent loses 3 endurance. Mr. Freeze | Brutal Blizzard DCR DCR-136 Brutal Blizzard 5 Character Villains United 9 10 Common 0 1 0 DCR-136 Vengeance: Whenever Mr. Freeze becomes stunned, target character with cost 5 or less can't ready this turn. Sinestro | Villain Reborn DCR DCR-137 Villain Reborn 4 Character Villains United, Emerald Enemies 8 6 Common 1 1 0 DCR-137 Willpower 3
Vengeance: Whenever Sinestro becomes stunned, your opponents can't play plot twists this turn. Talia | Beloved Betrayer DCR DCR-138 Beloved Betrayer 2 Character Villains United, League of Assassins 3 3 Uncommon 0 0 0 DCR-138 Vengeance: Whenever Talia becomes stunned, target stunned character can't be KO'd during the recovery phase this turn. Talia | Daughter of Madness DCR DCR-139 Daughter of Madness 5 Character Villains United, League of Assassins 9 9 Rare 0 0 0 DCR-139 Whenever you discard a character card with cost 2 or less, if it is the first card you have discarded this turn, you may put it from your KO'd pile into your front row if you don't control a character with the same name as that card. The Calculator | Noah Kuttler DCR DCR-140 Noah Kuttler 1 Character Villains United 1 1 Common 0 0 0 DCR-140 Vengeance: Whenever The Calculator becomes stunned, you may return him to his owner's hand.
Discard The Calculator -> Search your deck for a card named Coercion, reveal it, and put it into your hand. The Calculator | Evil Oracle DCR DCR-141 Evil Oracle 3 Concealed Character Concealed Villains United 5 3 Common 0 0 0 DCR-141 Concealed
Return a character you control to its owner's hand -> Target Villains United character you control gets +2/+2 this turn. Use only once per turn. The Calculator | Crime Broker DCR DCR-142 Crime Broker 7 Concealed Character Concealed Villains United 14 16 Common 0 0 0 DCR-142 Concealed
Discard a Villains United character card -> Target player loses 2 endurance. Weather Wizard | Mark Mardon DCR DCR-143 Mark Mardon 2 Character Villains United 2 3 Common 1 1 0 DCR-143 Vengeance: Whenever Weather Wizard becomes stunned, characters you control get +1/+1 this turn and have flight this turn. Zazzala <> Queen Bee | Mistress of the Hive DCR DCR-144 Mistress of the Hive 3 Concealed Character Concealed - Optional Villains United, Injustice Gang 5 4 Common 0 0 0 DCR-144 Concealed - Optional
Whenever a character leaves play during the combat phase, target opponent loses 2 endurance. (This power triggers if Zazzala leaves play stunned.) 3 . . . 2 . . . 1 . . . DCR DCR-145 2 Plot Twist 0 0 Rare 0 0 0 DCR-145 Play only during the combat phase and only if you control a Villains United character.
If 3 . . . 2 . . . 1 . . . is in your resource row, KO 3 . . . 2 . . . 1 . . . and KO target location. Otherwise, replace that location. Arms Deal DCR DCR-146 6 Plot Twist 0 0 Rare 0 0 0 DCR-146 Play only during your recruit step.
Discard up to six cards. You may put a Villains United character card from your hand with cost less than the number of cards you discarded into your front row if you don't control a character with the same name as that card. Baddest of the Bad DCR DCR-147 3 Plot Twist 0 0 Uncommon 0 0 0 DCR-147 To play, return a Villains United character you control to its owner's hand.
Search your deck for an affiliated character card, reveal it, and put it into your hand. Coercion | Team-Up DCR DCR-148 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DCR-148 Play only if you control a Villains United character.
To play, reveal a character card from your hand and choose one or more of its affiliations.
Ongoing: Crossover Villains United and those affiliations. Grand Gesture DCR DCR-149 3 Plot Twist 0 0 Common 0 0 0 DCR-149 To play, return a Villains United character you control to its owner's hand.
Target defender gets -3/-3 this attack. Join Us or Die DCR DCR-150 2 Plot Twist 0 0 Uncommon 0 0 0 DCR-150 Stun target non-stunned character you control. If that character has the Villains United affiliation, you may recover it. No Hope DCR DCR-151 1 Plot Twist 0 0 Rare 0 0 1 DCR-151 Play only if you control a Villains United character.
Target character loses and can't have reinforcement this turn.
Ongoing: Pay 1 resource point -> Target player loses 3 endurance. Use only once per turn. No Mercy DCR DCR-152 2 Plot Twist 0 0 Common 0 0 0 DCR-152 To play, return a Villains United character you control to its owner's hand.
KO target stunned character with cost 4 or less. Return Fire! DCR DCR-153 1 Plot Twist 0 0 Common 0 0 0 DCR-153 To play, exhaust a non-defending character you control or a Villains United defender you control.
The controller of target attacker loses endurance equal to that attacker's cost. Systematic Torture DCR DCR-154 2 Plot Twist 0 0 Common 0 0 0 DCR-154 To play, exhaust a Villains United character you control.
KO target stunned character. If you do, that character's controller loses 3 endurance. The Science Spire DCR DCR-155 3 Location 0 0 Rare 0 0 0 DCR-155 Activate, return a Villains United character you control to its owner's hand -> Draw X cards and then discard X cards, where X is the cost of the character you returned. Catman | Thomas Blake DCR DCR-156 Thomas Blake 3 Concealed Character Concealed - Optional Secret Six 5 4 Common 0 0 0 DCR-156 Concealed - Optional (You may have this character come into play in the hidden area.)
Other stunned characters you control can't be KO'd by effects your opponents control. Cheshire | Jade DCR DCR-157 Jade 5 Character Secret Six, Villains United 8 11 Common 0 0 0 DCR-157 Whenever a Secret Six character you control attacks, gain 1 endurance.
Whenever a Villains United character you control attacks, target opponent loses 1 endurance. Deadshot | Dead Aim DCR DCR-158 Dead Aim 2 Concealed Character Concealed - Optional Secret Six, Secret Society 3 1 Common 0 1 0 DCR-158 Concealed - Optional
Exhaust a character you control with cost 3 or greater -> Put Deadshot from your KO'd pile into your front row if you don't control a character named Deadshot. Use only during the build phase and only if Deadshot is in your KO'd pile. Fiddler | Isaac Bowin DCR DCR-159 Isaac Bowin 1 Character Secret Six 1 1 Common 0 0 0 DCR-159 You may discard a character card rather than pay Fiddler's recruit cost.
KO Fiddler -> Return target character card from your KO'd pile to your hand. Lex Luthor <> Mockingbird | Evil Exile DCR DCR-160 Evil Exile 7 Concealed Character Concealed Secret Six 16 15 Uncommon 0 0 0 DCR-160 Concealed
Remove Lex Luthor from the game -> Put a Secret Six character card with cost less than the number of resources you control from your hand into your front row stunned. Use only during the recovery phase and only if Lex Luthor is in your hand. Parademon | Apokoliptian Ally DCR DCR-161 Apokoliptian Ally 3 Character Secret Six 4 4 Common 1 1 0 DCR-161 Remove Parademon from the game -> Whenever a Secret Six character you control with cost 4 or greater becomes stunned this turn, you may put Parademon into your front row if you don't control a character named Parademon. Use only if Parademon is in your hand. Ragdoll | Resilient Rogue DCR DCR-162 Resilient Rogue 4 Character Secret Six 7 6 Common 0 0 0 DCR-162 Vengeance: Whenever Ragdoll becomes stunned, you may discard a character card. If you do, recover Ragdoll at the start of the recovery phase this turn. Scandal | Savage Spawn DCR DCR-163 Savage Spawn 6 Character Secret Six 13 11 Common 0 0 0 DCR-163 Remove Scandal from the game -> If you control a Secret Six character, search your deck for an ongoing plot twist card, reveal it, and put it into your hand. Use only if Scandal is in your hand. Dodge the Bullet DCR DCR-164 3 Plot Twist 0 0 Rare 0 0 0 DCR-164 Remove target Secret Six character you control from the game. At the start of the next draw phase, return it to your front row if you don't control a character with the same name as the character you removed. If that character was stunned as you removed it, return it to play stunned. Help Wanted | Team-Up DCR DCR-165 Team-Up 3 Plot Twist 0 0 Uncommon 0 0 1 DCR-165 To play, discard a Secret Six character card.
Reveal the top six cards of your deck. Choose an affiliation of a revealed character card, put that card into your hand, and put the rest on the bottom of your deck.
Ongoing: Crossover Secret Six and the chosen affiliation. House of Secrets DCR DCR-166 1 Location 0 0 Uncommon 0 0 0 DCR-166 Discard a card or pay 1 resource point -> Gain 2 endurance and an additional 2 endurance if you control a Secret Six character. Use only once per turn. It's Not Over Yet DCR DCR-167 3 Plot Twist 0 0 Uncommon 0 0 0 DCR-167 Play only during the recovery phase.
To play, discard a card.
Choose one: Recover target stunned Secret Six character you control; or gain endurance equal to the cost of target stunned Secret Six character you control. Secret Six Victorious DCR DCR-168 5 Plot Twist 0 0 Rare 0 0 1 DCR-168 Ongoing: At the start of your recruit step, if you control exactly six characters with the printed Secret Six affiliation, you win the game. Harbinger | Multiverse Messenger DCR DCR-169 Multiverse Messenger 7 Character Crisis 17 17 Rare 1 1 0 DCR-169 Boost 1: When Harbinger enters play, if you control another Crisis character, search your deck for a card named Harbinger and put it into your front row. Pariah | Herald of Doom DCR DCR-170 Herald of Doom 5 Character Crisis 9 9 Rare 1 1 0 DCR-170 When Pariah enters play, you may search your deck for a card with cost 8 or greater, reveal it, and put it into your hand. Superboy | Earth Prime DCR DCR-171 Earth Prime 5 Character Crisis, Team Superman 10 8 Rare 1 1 0 DCR-171 Cosmic: Whenever Superboy becomes stunned, gain 3 endurance and target opponent loses 3 endurance. The Monitor | Guardian of the Multiverse DCR DCR-172 Guardian of the Multiverse 9 Character Crisis 24 22 Rare 1 1 0 DCR-172 Characters and resources you control can't be KO'd by effects your opponents control.
Whenever a character you control becomes stunned, recover it. Bart Allen <> The Flash | Impulsive Speedster DCR DCR-173 Impulsive Speedster 5 Character Speed Force, Teen Titans 9 9 Rare 0 0 0 DCR-173 Bart Allen does not exhaust to attack.
Whenever Bart Allen stuns a defender or causes breakthrough, Bart Allen can't attack this turn.
Bart Allen can't attack the same character or player more than once per turn. Amulet of Nabu | Unique * Fate Artifact DCR DCR-174 Unique * Fate Artifact 0 Equipment Concealed - Optional 0 0 Common 0 0 0 DCR-174 Concealed - Optional
Equipped character can be equipped with any number of Fate Artifacts.
Equipped character gets +1/+1 for each Fate Artifact you control and has flight and range. Cloak of Nabu | Unique * Fate Artifact DCR DCR-175 Unique * Fate Artifact 0 Equipment Concealed - Optional 0 0 Common 0 0 0 DCR-175 Concealed - Optional
Equipped character can be equipped with any number of Fate Artifacts.
Equipped character gets +1 DEF and can't be the target of effects your opponents control. Helm of Nabu | Unique * Fate Artifact DCR DCR-176 Unique * Fate Artifact 0 Equipment Concealed - Optional 0 0 Common 0 0 0 DCR-176 Concealed - Optional
Equipped character can be equipped with any number of Fate Artifacts, gets +1 ATK, and gains the identity Dr. Fate.
When Helm of Nabu enters play, draw a card for each Fate Artifact you control, then discard a card for each card you drew. Dr. Fate's Tower DCR DCR-177 2 Location 0 0 Uncommon 0 0 0 DCR-177 When you flip Dr. Fate's Tower, you may discard a card. If you do, search your deck for a Fate Artifact card, reveal it, and put it into your hand.
Backup: Activate -> Transfer all equipment on a character you control to another character you control. Use only during the build phase. Fate Has Spoken | Magic DCR DCR-178 Magic 4 Plot Twist 0 0 Rare 0 0 0 DCR-178 If you have played no other plot twists this turn, ready target character with the name or identity Dr. Fate and lose endurance equal to its cost.
You can't play plot twists this turn. Eclipso | Jean Loring DCR DCR-179 Jean Loring 8 Character 19 19 Rare 1 1 0 DCR-179 Vengeance: Whenever Eclipso becomes stunned, recover target stunned character an opponent controls and move it to your hidden area. Jaime Reyes <> Blue Beetle | High-Tech Hero DCR DCR-180 High-Tech Hero 1 Character 2 1 Uncommon 0 1 0 DCR-180 Exhaust a character you control and remove Jaime Reyes from the game -> Search your deck for an equipment card, reveal it, and put it into your hand. Use only if Jaime Reyes is in your hand. Mordru | Dark Lord DCR DCR-181 Dark Lord 5 Character 9 9 Common 1 1 0 DCR-181 When Mordru enters play, choose an affiliation and an identity. Mordru gains the chosen affiliation and identity. The Spectre | Soulless DCR DCR-182 Soulless 8 Concealed Character Concealed 17 17 Rare 1 1 0 DCR-182 Concealed
Vengeance: Whenever The Spectre becomes stunned, stun all characters. Absolute Dominance DCR DCR-183 2 Plot Twist 0 0 Rare 0 0 0 DCR-183 Ongoing: Whenever a character with cost 2 or less becomes stunned, remove it from the game. Blinding Rage DCR DCR-184 3 Plot Twist 0 0 Rare 0 0 0 DCR-184 Target attacker you control gets +4/-4 this attack. Burning Gaze DCR DCR-185 1 Plot Twist 0 0 Common 0 0 0 DCR-185 Target character you control gets +1/+2 while attacking this turn and has range this turn. Death from Above DCR DCR-186 1 Plot Twist 0 0 Common 0 0 1 DCR-186 Target character you control gets +1 ATK this turn and has flight this turn.
Ongoing: Pay 1 resource point -> Target character you control gets +2 ATK this turn and has flight this turn. Use only once per turn. Defend Yourself! DCR DCR-187 1 Plot Twist 0 0 Common 0 0 0 DCR-187 Target defender gets +3 ATK this attack and an additional +3 ATK this attack if it is exhausted. Deflection DCR DCR-188 1 Plot Twist 0 0 Common 0 0 0 DCR-188 Exhaust any number of characters you control. Target defender gets +1 DEF this attack for each character you exhausted. End of All That Is DCR DCR-189 9 Plot Twist 0 0 Rare 0 0 0 DCR-189 Play only during the combat phase.
Each player chooses a character he controls. Stun the chosen characters and then KO all other characters. Epic Battle DCR DCR-190 3 Plot Twist 0 0 Common 0 0 0 DCR-190 Characters with cost 3 or greater get +2 ATK this turn. Forbidden Loyalties | Team-Up DCR DCR-191 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DCR-191 To play, choose two different affiliations among characters you control.
You may discard a card. If you do, put a +1/+1 counter on target character you control.
Ongoing: Crossover those affiliations. I Still Hate Magic! DCR DCR-192 2 Plot Twist 0 0 Common 0 0 0 DCR-192 Target character gets -3 DEF while defending this turn and loses flight this turn. Magical Lobotomy | Magic DCR DCR-193 Magic 1 Plot Twist 0 0 Uncommon 0 0 1 DCR-193 Target character gets -1 DEF this turn. Whenever that character becomes powered-up this turn, it gets an additional -1/-1 this turn.
Ongoing: At the start of the combat phase, you may pay 4 endurance. If you do, turn Magical Lobotomy face down. Multiverse Power Battery DCR DCR-194 1 Plot Twist 0 0 Uncommon 0 0 0 DCR-194 The controller of target character moves it to a different position. That player KO's an equipment equipped to that character.
Ongoing: Each Earth 2 character card you own is not unique unless you control an Earth 2 character with the same name as that card. Rann DCR DCR-195 3 Location 0 0 Common 0 0 0 DCR-195 You can't flip Rann if you control Thanagar.
Affiliated characters you control gain the Rann affiliation.
Activate -> Target attacker or defender you control gets +1 ATK this attack. Relentless Pursuit DCR DCR-196 2 Plot Twist 0 0 Common 0 0 0 DCR-196 The controller of target character moves it to his visible area. Characters you control get +1 ATK while attacking that character this turn. Removed from Continuity DCR DCR-197 2 Plot Twist 0 0 Rare 0 0 0 DCR-197 To play, exhaust a DC character you control.
Remove target stunned non-Army character from the game. You may discard a card. If you do, search that character's controller's deck, hand, and KO'd pile for all cards with the same printed name and version as that character and remove them from the game. Revitalize DCR DCR-198 3 Plot Twist 0 0 Common 0 0 0 DCR-198 Exhaust any number of characters you control. Recover target stunned character if its cost is less than the combined cost of the characters you exhausted. Thanagar DCR DCR-199 3 Location 0 0 Common 0 0 0 DCR-199 You can't flip Thanagar if you control Rann.
Affiliated characters you control gain the Thanagar affiliation.
Activate -> Target attacker or defender you control gets +1 DEF this attack. Thanagarian Invasion DCR DCR-200 1 Plot Twist 0 0 Common 0 0 1 DCR-200 Characters you control with cost 2 or greater get +1 ATK while attacking this turn and have flight this turn.
Ongoing: Pay 1 resource point -> Target character you control gets +3 ATK this turn. Use only once per turn. Transmutation | Magic DCR DCR-201 Magic 3 Plot Twist 0 0 Rare 0 0 0 DCR-201 To play, pay 3 endurance.
Replace target non-Team-Up location or non-Team-Up ongoing plot twist. Tricked-Out Sports Car DCR DCR-202 1 Equipment 0 0 Common 0 0 0 DCR-202 You may exhaust a location you control rather than pay Tricked-Out Sports Car's recruit cost.
Equipped character gets +2/+1 and has flight and range. Watch the Birdie! DCR DCR-203 2 Plot Twist 0 0 Common 0 0 0 DCR-203 The controller of target character moves it to his visible area. That character gets -3 ATK while defending this turn. Barbara Gordon <> Oracle | Data Broker DCR DCR-204 Data Broker 2 Concealed Character Concealed Gotham Knights, JLA 1 3 Rare 0 0 0 DCR-204 Concealed
Ally: Whenever a character you control becomes powered-up, you may exhaust Barbara Gordon. If you do, draw a card. Leslie Thompkins's Clinic DCR DCR-205 3 Location 0 0 Uncommon 0 0 0 DCR-205 At the start of the recovery phase, gain 1 endurance and an additional 1 endurance if you control a non-stunned Gotham Knights character.
Activate -> Target stunned character you control can't be KO'd during the recovery phase this turn. Mourn for the Lost DCR DCR-206 2 Plot Twist 0 0 Uncommon 0 0 0 DCR-206 To play, discard a character card.
Negate target non-triggered effect from a plot twist with cost 1 or less. If you control a Gotham Knights character, draw a card. Return of Donna Troy DCR DCR-207 2 Plot Twist 0 0 Uncommon 0 0 0 DCR-207 Choose one: Return target character card from your KO'd pile to your hand; or return target Teen Titans character you control to its owner's hand. Amadeus Arkham | Architect of Insanity DCR DCR-208 Architect of Insanity 1 Character Arkham Inmates 2 1 Uncommon 0 0 0 DCR-208 Discard Amadeus Arkham -> Whenever target attacker you control stuns an exhausted defender this turn, search your deck for a location card, reveal it, and put it into your hand. The Joker | Permanent Vacation DCR DCR-209 Permanent Vacation 7 Character Arkham Inmates, Injustice Gang 16 14 Rare 0 0 0 DCR-209 Free -> Each opponent draws cards equal to the number of cards in his hand. Use only once per turn. The Penguin | Arms Merchant DCR DCR-210 Arms Merchant 3 Character Arkham Inmates 5 5 Uncommon 0 0 0 DCR-210 When The Penguin enters play, each player draws a card and then discards two cards or a location card. Seiobo's Garden DCR DCR-211 2 Location 0 0 Rare 0 0 0 DCR-211 Activate -> Put a +1/+1 counter on target stunned League of Assassins character you control. Lois Lane | Earth 2 DCR DCR-212 Earth 2 1 Character Team Superman 1 1 Uncommon 0 0 0 DCR-212 You may discard two cards rather than pay Lois Lane's recruit cost.
When Lois Lane enters play, you may search your deck for an Earth 2 character card or a card named Superman, reveal it, and put it into your hand. Lex Luthor | Champion of the Common Man DCR DCR-213 Champion of the Common Man 3 Character Revenge Squad 5 5 Uncommon 0 0 0 DCR-213 Discard a plot twist card -> Target character gets -2 DEF this turn and loses invulnerability this turn. Kilowog | Drill Sergeant DCR DCR-214 Drill Sergeant 4 Character Green Lantern 8 7 Uncommon 1 1 0 DCR-214 Willpower 2 Brainiac | Earth 2 DCR DCR-215 Earth 2 2 Concealed Character Concealed - Optional Anti-Matter 2 3 Uncommon 0 0 0 DCR-215 Concealed - Optional
Discard an Anti-Matter or Earth 2 character card -> Target character gets -1/-1 this turn.
Boost 1: When Brainiac enters play, put two +1/+1 counters on Brainiac. Obsidian | Todd James Rice DCR DCR-216 Todd James Rice 4 Character Emerald Enemies 8 6 Uncommon 1 0 0 DCR-216 Willpower 2
KO a resource you control -> Target character you control gets +1 ATK this turn for each face-up resource you control. Use only once per turn. Adam Strange | Champion of Rann DCR DCR-217 Champion of Rann 2 Character JLA, Rann 3 2 Rare 0 0 0 DCR-217 Reservist
Reveal Adam Strange -> If Adam Strange is in your resource row, KO target character with cost 1. If you do, KO Adam Strange and you may put a card from your hand face down into your resource row. Use only once per turn, only if Adam Strange is in your resource row, and only during the recovery phase. Animal Man | Buddy Baker DCR DCR-218 Buddy Baker 4 Character JLI 6 6 Uncommon 1 0 0 DCR-218 Whenever Animal Man enters combat, put a +1/+1 counter on him. Mr. Mxyzptlk | Troublesome Trickster DCR DCR-219 Troublesome Trickster 1 Character Secret Society 1 1 Rare 1 1 0 DCR-219 At the start of your recruit step, if Mr. Mxyzptlk is in your KO'd pile, you may put him into your hand. If you do, remove all other cards in your KO'd pile named Mr. Mxyzptlk from the game. Ultra-Humanite | Metahuman Manipulator DCR DCR-220 Metahuman Manipulator 8 Character Secret Society 19 18 Rare 0 0 0 DCR-220 Vengeance: Whenever Ultra-Humanite becomes stunned, you may KO him. If you do, move target character to your front row. Hush | Silent and Deadly DCX DCX-001 Silent and Deadly 4 Character Arkham Inmates 7 7 Common 0 1 0 DCX-001 While Hush is not adjacent to any character, whenever he stuns an exhausted character, KO that character. Espionage | Non-Unique DCX DCX-002 Non-Unique 4 Location 0 0 Uncommon 0 0 0 DCX-002 Terraform
When you flip Espionage, it gains target opposing location's powers while Espionage remains face up. At Your Service DCX DCX-003 3 Plot Twist 0 0 Rare 0 0 0 DCX-003 To play, discard a [Gotham Knights] character card.
Search your deck for a card with the word Batman in its name, identity, or text. Reveal that card and put it into your hand. Brainiac 13 | Mental Giant DCX DCX-004 Mental Giant 2 Concealed Character Concealed Revenge Squad 2 4 Uncommon 0 1 0 DCX-004 Backup: [Activate] -> Target character gets -1 DEF this turn for each ongoing plot twist you control. Use only during the build phase. Flying High DCX DCX-005 1 Plot Twist 0 0 Rare 0 0 0 DCX-005 Play only if you control a [Team Superman] defender.
Remove from the game all attackers and equipment equipped to them, then return them to play equipped with the same equipment. Teen Supremes DCX DCX-006 2 Plot Twist 0 0 Common 0 0 0 DCX-006 To play, exhaust X [Teen Titans Icon] characters you control.
Ready target character with cost X or less. Super-Town DCX DCX-007 3 Location 0 0 Uncommon 0 0 0 DCX-007 Cosmic New Gods characters you control also have Cosmic - Surge. I'm Back, Poozers! DCX DCX-008 3 Plot Twist 0 0 Common 0 0 0 DCX-008 Recover target stunned [Green Lantern Icon] character you control with cost less than the total willpower of characters you control. Thank Granny Goodness DCX DCX-009 2 Plot Twist 0 0 Rare 0 0 0 DCX-009 Play only if you control a Darkseid's Elite character.
Turn all resources target opponent controls face down. Parallax | Embodiment of Fear DCX DCX-010 Embodiment of Fear 6 Character Emerald Enemies 13 12 Rare 1 1 0 DCX-010 Whenever a character with cost 5 or less becomes stunned, KO it. Ring of the Sinestro Corps DCX DCX-011 0 Equipment Concealed - Optional 0 0 Common 0 0 0 DCX-011 Equip only to an [Anti-Matter Icon] character.
Equipped character gets +2 / +2 and has flight and range.
At the start of the recovery phase, KO equipped character. There Is No Escape DCX DCX-012 4 Plot Twist 0 0 Uncommon 0 0 1 DCX-012 Ongoing: Whenever an Army Manhunter character you control becomes stunned, you may put a copy of that card from your resource row into your front row. Guy Gardner | Hero with Attitude DCX DCX-013 Hero with Attitude 5 Character JLI 9 9 Rare 1 1 0 DCX-013 Reservist, Willpower 4
[Activate] -> Stun target character with cost 3 or less. Use only if you control four or fewer resources. Royal Flush Gang | Non-Unique * Full House DCX DCX-014 Non-Unique * Full House 1 Character Injustice Gang 1 1 Common 0 1 0 DCX-014 A deck can have up to five cards named Royal Flush Gang.
When Royal Flush Gang enters play, all Royal Flush Gangs you control get +1 ATK this turn. Bring It On! DCX DCX-015 3 Plot Twist 0 0 Uncommon 0 0 0 DCX-015 Target [JLA Icon] defender you control gets +1 DEF this attack for each opposing character. Alan Scott | Golden Age Engineer DCX DCX-016 Golden Age Engineer 4 Character JSA 7 7 Rare 1 1 0 DCX-016 Alan Scott enters play exhausted.
[Activate] -> Recover and ready target stunned JSA character you control. Jared Stevens <> Fate | Mystic Defender DCX DCX-017 Mystic Defender 2 Character Shadowpact 3 2 Uncommon 0 0 0 DCX-017 Pay X resource points -> KO target unique equipment with cost X.
Magic plot twists cost you 1 less to play. Agility DCX DCX-018 2 Plot Twist 0 0 Common 0 0 0 DCX-018 Target Secret Society character gets +2 DEF this attack.
At the start of the recovery phase, if Agility is in your KO'd pile, you may KO a character you control. If you do, return Agility to your hand. Swiss Headquarters DCX DCX-019 2 Location 0 0 Uncommon 0 0 0 DCX-019 [Activate], Exhaust a non-Army Checkmate character you control -> Recover target Army Checkmate character you control at the start of the recovery phase this turn. Atomic Axe DCX DCX-020 2 Plot Twist 0 0 Common 0 0 0 DCX-020 Play only during the recovery phase.
KO target non-stunned character that was stunned this turn by a Future Foes character you controlled. Too Ordinary DCX DCX-021 2 Plot Twist 0 0 Rare 0 0 0 DCX-021 To play, remove two cosmic counters from characters you control.
Target character attacking a Legionnaires character you control can't cause breakthrough or ready this turn. Eradicator | Spirit of Krypton DCX DCX-022 Spirit of Krypton 3 Character Outsiders 5 4 Common 1 1 0 DCX-022 Whenever Eradicator team attacks, you may ready all other attackers. If you do, they can't attack again this turn. Superman/Batman Robot | Supa-Mecha-Bat DCX DCX-023 Supa-Mecha-Bat 0 Character Team Superman, Gotham Knights 0 0 Uncommon 1 1 0 DCX-023 Dual Loyalty
Boost X: Superman/Batman Robot enters play with two +1 / +1 counters for each resource point you paid for X. Roshambo DCX DCX-024 1 Plot Twist 0 0 Rare 0 0 0 DCX-024 Insanity: Play rock, paper, scissors against an opponent. If you win, exhaust a character that opponent controls and play again. 52 DCX DCX-025 5 Plot Twist 0 0 Rare 0 0 0 DCX-025 Negate target recruit effect with cost 2 or less. A Clash of Worlds DCX DCX-026 3 Plot Twist 0 0 Uncommon 0 0 0 DCX-026 Name a character. Character cards with that name are non-unique this turn. Origin Story DCX DCX-027 1 Plot Twist 0 0 Common 0 0 0 DCX-027 To play, return a character you control to its owner's hand.
Search your deck for a card with the same name as that character, reveal it, and put it into your hand. Abin Sur | Green Lantern of Ungara DGL DGL-001 Green Lantern of Ungara 4 Character Green Lantern 7 7 Uncommon 1 1 0 DGL-001 Willpower 3
When Abin Sur becomes stunned, you may KO him. If you do, search your deck for a Green Lantern character card, reveal it, and put it into your hand. Alan Scott | Keeper of the Starheart DGL DGL-002 Keeper of the Starheart 7 Character Green Lantern 13 17 Common 1 1 0 DGL-002 Willpower 9 Arisia | Green Lantern of Graxos IV DGL DGL-003 Green Lantern of Graxos IV 1 Character Green Lantern 1 1 Uncommon 1 1 0 DGL-003 Willpower 1
Each Green Lantern character you control gets +X ATK while attacking a character with greater cost, where X is the willpower of that Green Lantern character. Boodikka | Green Lantern of Bellatrix DGL DGL-004 Green Lantern of Bellatrix 6 Character Green Lantern 10 13 Common 1 1 0 DGL-004 Willpower 3
Boodikka gets +X ATK while attacking, where X is her willpower. Brik | Green Lantern of Dryad DGL DGL-005 Green Lantern of Dryad 1 Character Green Lantern 1 1 Uncommon 1 1 0 DGL-005 Willpower 1
Whenever you play a Construct plot twist, Brik gets +2 ATK this turn. Ch'p | Green Lantern of H'lven DGL DGL-006 Green Lantern of H'lven 4 Character Green Lantern 6 6 Common 1 1 0 DGL-006 Willpower 6
Boost 2: Each character you control gets +X DEF while in combat, where X is its willpower. (If you paid the boost cost this turn, this card has this text.) G'Nort | Green Lantern of G'Newt DGL DGL-007 Green Lantern of G'Newt 1 Character Green Lantern 1 1 Common 1 1 0 DGL-007 Willpower 1
Other characters you control with willpower 1 or greater get +1/+1. Guy Gardner | Strong Arm of the Corps DGL DGL-008 Strong Arm of the Corps 5 Character Green Lantern 10 7 Common 1 1 0 DGL-008 Willpower 2
Guy Gardner gets +X ATK while attacking, where X is his willpower.
Boost 1: When Guy Gardner enters play, characters you control get +2 ATK while attacking this turn. Hal Jordan | Green Lantern of Earth DGL DGL-009 Green Lantern of Earth 3 Character Green Lantern 5 4 Common 1 1 0 DGL-009 Willpower 3 Hal Jordan | Green Lantern of Sector 2814 DGL DGL-010 Green Lantern of Sector 2814 5 Character Green Lantern 9 9 Rare 1 1 0 DGL-010 Willpower 5
Hal Jordan gets +3/+3 while you control no other characters. Hal Jordan | Reborn DGL DGL-011 Reborn 7 Character Green Lantern 15 15 Rare 1 1 0 DGL-011 Willpower 6
You can't lose and your opponents can't win the game while the total willpower of characters you control is 20 or greater. Jack T. Chance | Green Lantern of Garnet DGL DGL-012 Green Lantern of Garnet 2 Character Green Lantern 4 1 Uncommon 1 1 0 DGL-012 Willpower 1 Jade | Jennifer-Lynn Hayden DGL DGL-013 Jennifer-Lynn Hayden 3 Character Green Lantern 4 4 Common 1 1 0 DGL-013 Willpower 2
Whenever you play a Construct plot twist, gain 2 endurance. John Stewart | Green Lantern of Earth DGL DGL-014 Green Lantern of Earth 5 Character Green Lantern 9 8 Common 1 1 0 DGL-014 Willpower 3
Whenever you play a Construct plot twist, if John Stewart is in combat, power-up John Stewart. Katma Tui | Green Lantern of Korugar DGL DGL-015 Green Lantern of Korugar 5 Character Green Lantern 6 11 Common 1 1 0 DGL-015 Willpower 4
Exhaust any number of characters you control with total willpower 5 or greater -> Gain 5 endurance. Kilowog | Green Lantern of Bolovax Vik DGL DGL-016 Green Lantern of Bolovax Vik 6 Character Green Lantern 15 13 Common 1 1 0 DGL-016 To recruit, discard two Green Lantern character cards.
Willpower 3 Kreon | Green Lantern of Tebis DGL DGL-017 Green Lantern of Tebis 3 Character Green Lantern 3 5 Common 1 1 0 DGL-017 Willpower 1
Activate -> Replace target location or plot twist if its cost is less than or equal to Kreon's willpower. Kyle Rayner | Green Lantern of the Universe DGL DGL-018 Green Lantern of the Universe 4 Character Green Lantern 8 5 Common 1 1 0 DGL-018 Willpower 3
Protected characters you control can't be attacked. Kyle Rayner | Ion DGL DGL-019 Ion 6 Character Green Lantern 12 12 Rare 1 1 0 DGL-019 Willpower 3
Boost 2: When Kyle Rayner enters play, if you control another Green Lantern character, you may remove Kyle Rayner from the game. If you do, characters can't attack this turn. Kyle Rayner | Last Green Lantern DGL DGL-020 Last Green Lantern 2 Character Green Lantern 2 2 Uncommon 1 1 0 DGL-020 Willpower 2
When Kyle Rayner enters play, you may search your deck for a Construct card, reveal it, and put it into your hand. Olapet | Green Lantern of Southern Goldstar DGL DGL-021 Green Lantern of Southern Goldstar 2 Character Green Lantern 2 3 Common 1 1 0 DGL-021 Willpower 1
Olapet gets +5 willpower while you control five or more resources.
Boost 1: When Olapet enters play, search your deck for a Green Lantern character card with cost 1 or less, reveal it, and put it into your hand. Gain 1 resource point. Rot Lop Fan | F-Sharp Bell of the Obsidian Deeps DGL DGL-022 F-Sharp Bell of the Obsidian Deeps 4 Concealed Character Concealed Green Lantern 7 6 Common 1 1 0 DGL-022 Concealed (This character enters play in the hidden area.)
Willpower 2
Pay 2 endurance -> Target Green Lantern character you control can attack hidden characters this turn. Salakk | Green Lantern of Slyggia DGL DGL-023 Green Lantern of Slyggia 1 Character Green Lantern 1 2 Uncommon 1 1 0 DGL-023 Willpower 2 Sinestro | Green Lantern of Korugar DGL DGL-024 Green Lantern of Korugar 6 Character Green Lantern 12 12 Rare 1 1 0 DGL-024 Willpower 6
Whenever an attacker stuns a defender you control other than Sinestro, stun that attacker. Tomar Re | Green Lantern of Xudar DGL DGL-025 Green Lantern of Xudar 3 Character Green Lantern 3 6 Uncommon 1 1 0 DGL-025 Willpower 2
Discard two cards -> Search your deck for a Construct card, reveal it, and put it into your hand. Use only once per turn. Tomar Tu | Green Lantern of Xudar DGL DGL-026 Green Lantern of Xudar 2 Character Green Lantern 3 2 Common 1 1 0 DGL-026 Willpower 2
A character protected by Tomar Tu can't be attacked. Central Power Battery DGL DGL-027 2 Location 0 0 Common 0 0 0 DGL-027 Exhaust any number of characters you control with total willpower 4 or greater -> Draw a card. Use only if you control a Green Lantern character. Emerald City | Construct DGL DGL-028 Construct 3 Plot Twist 0 0 Rare 0 0 1 DGL-028 Play only if you control four or fewer resources.
Ongoing: At the start of the recovery phase, discard three cards. If you do, recover each stunned Green Lantern character you control. Otherwise, KO each stunned character you control. Force Sphere | Construct DGL DGL-029 Construct 1 Plot Twist 0 0 Common 0 0 0 DGL-029 Target defender you control gets +1 DEF this attack. If that defender is ready and has the Green Lantern affiliation, you may exhaust it. If you do, it has reinforcement this attack. Green Lantern Ring DGL DGL-030 0 Equipment 0 0 Uncommon 0 0 0 DGL-030 Transferable (At the start of your formation step, you may transfer this equipment to a character you control.)
Equipped character gets +2 willpower and gains the Green Lantern affiliation. Guardians Reborn DGL DGL-031 2 Plot Twist 0 0 Uncommon 0 0 0 DGL-031 To play, exhaust any number of Green Lantern characters you control with total willpower 3 or greater.
Recover target stunned Green Lantern character you control. Jackhammer | Construct DGL DGL-032 Construct 1 Plot Twist 0 0 Common 0 0 0 DGL-032 Target attacker you control gets +2 DEF this attack. If that attacker has the Green Lantern affiliation and lesser cost than a defender, it gets an additional +5 DEF this attack. Mean Green Machine | Construct DGL DGL-033 Construct 2 Plot Twist 0 0 Uncommon 0 0 0 DGL-033 Move target Green Lantern character with willpower 1 or greater you control. If Mean Green Machine is in your resource row, draw a card. Mogo DGL DGL-034 2 Location 0 0 Rare 0 0 0 DGL-034 Activate -> Target Green Lantern character you control gets +1 willpower this turn. If you control six or more resources, instead, that character gets +2 willpower this turn. Oa DGL DGL-035 2 Location 0 0 Rare 0 0 0 DGL-035 To flip, discard a Green Lantern character card.
Activate -> Target attacker you control gets +X ATK this attack, where X is its willpower. Reciting the Oath DGL DGL-036 3 Plot Twist 0 0 Uncommon 0 0 1 DGL-036 To play, exhaust four characters you control.
Ongoing: Characters you control have reinforcement while you control a Green Lantern character. Appa Ali Apsa | Mad God DGL DGL-037 Mad God 8 Character Emerald Enemies 19 18 Rare 1 1 0 DGL-037 Willpower 8
Characters your opponents control lose and can't have reinforcement. Black Hand | Dark-Hearted Villain DGL DGL-038 Dark-Hearted Villain 2 Character Emerald Enemies 2 2 Common 0 1 0 DGL-038 Willpower 1
At the start of the recovery phase, gain X endurance, where X is the total willpower of characters you control. Carol Ferris <> Star Sapphire | Beloved Enemy DGL DGL-039 Beloved Enemy 3 Concealed Character Concealed - Optional Emerald Enemies 1 6 Common 1 1 0 DGL-039 Concealed - Optional (You may have this character come into play in the hidden area.)
Willpower 3
Activate -> Target attacker you control gets +1 ATK this attack for each face-up resource you control. Dr. Light | Master of Holograms DGL DGL-040 Master of Holograms 3 Character Emerald Enemies 3 4 Uncommon 1 1 0 DGL-040 Willpower 2
Activate -> Put target character card with cost 2 or less from your KO'd pile into your front row if you don't control a character with the same name as that card. Use only once per turn and only during your recruit step. Dr. Polaris | Dr. Neal Emerson DGL DGL-041 Dr. Neal Emerson 3 Character Emerald Enemies 5 3 Common 0 1 0 DGL-041 Willpower 2
Whenever Dr. Polaris attacks, you may exhaust target unprotected character.
Boost 2: When Dr. Polaris enters play, he gets +2 ATK this turn and can't be stunned while attacking this turn. Dr. Ub'X | Galactic Conqueror DGL DGL-042 Galactic Conqueror 4 Concealed Character Concealed Emerald Enemies 6 6 Common 0 1 0 DGL-042 Concealed (This character enters play in the hidden area.)
Willpower 2
At the start of the recovery phase, each opponent KO's a stunned character he controls. Evil Star | Servant of the Star-Band DGL DGL-043 Servant of the Star-Band 6 Character Emerald Enemies 12 12 Rare 0 1 0 DGL-043 Willpower 5
Activate, KO X characters you control -> KO target character if its cost is less than or equal to X. If you do, that character's controller loses endurance equal to its cost. Fatality | Yrra Cynril DGL DGL-044 Yrra Cynril 5 Character Emerald Enemies 10 7 Rare 1 1 0 DGL-044 At the start of the recovery phase, each player KO's a character he controls. Goldface | Keith Kenyon DGL DGL-045 Keith Kenyon 4 Character Emerald Enemies 9 9 Common 0 1 0 DGL-045 To recruit, discard two Emerald Enemies character cards.
KO a resource you control -> Goldface gets +2/+2 this attack. Use only once per turn. Grayven | Son of Darkseid DGL DGL-046 Son of Darkseid 6 Character Emerald Enemies 13 11 Common 0 1 0 DGL-046 Willpower 3
A character defending against Grayven loses and can't have reinforcement while you control more face-up resources than its controller. Hal Jordan | Parallax DGL DGL-047 Parallax 9 Character Emerald Enemies 25 25 Rare 1 1 0 DGL-047 Willpower 5
Discard a card -> Hal Jordan gets +5 willpower this turn. Hector Hammond | Super-Futuristic Mind DGL DGL-048 Super-Futuristic Mind 2 Character Emerald Enemies 2 2 Common 0 1 0 DGL-048 Willpower 2
Hector Hammond gets +4/+4 while you control five or more resources. Henry King Jr. <> Brainwave | Psionic Manipulator DGL DGL-049 Psionic Manipulator 1 Character Emerald Enemies 1 1 Uncommon 0 1 0 DGL-049 Willpower 1
Exhaust a character you control -> Target player loses endurance equal to that character's willpower. Use only once per turn. Invisible Destroyer | Subconscious Entity DGL DGL-050 Subconscious Entity 3 Concealed Character Concealed Emerald Enemies 4 3 Common 1 1 0 DGL-050 Concealed (This character enters play in the hidden area.)
Willpower 1
Whenever Invisible Destroyer becomes stunned, you may KO it. If you do, target character you control gets +2/+2 this turn. Krona | Creator of the Anti-Matter Universe DGL DGL-051 Creator of the Anti-Matter Universe 7 Character Emerald Enemies 12 18 Common 1 1 0 DGL-051 Willpower 5
At the start of the combat phase, you may have the controller of target unprotected character move it to his hidden area. Legion | He Who Is Many DGL DGL-052 He Who Is Many 6 Character Emerald Enemies 14 14 Common 1 1 0 DGL-052 You can't play plot twists.
Whenever Legion becomes stunned, KO it if you don't control another Emerald Enemies character. Major Disaster | Paul Booker DGL DGL-053 Paul Booker 2 Character Emerald Enemies 2 3 Uncommon 0 1 0 DGL-053 Willpower 2
Activate, discard a card -> Replace target location if its cost is less than or equal to Major Disaster's willpower. Major Force | Clifford Zmeck DGL DGL-054 Clifford Zmeck 5 Character Emerald Enemies 14 14 Common 0 1 0 DGL-054 Willpower 3
Major Force gets -1/-1 for each resource you control. Malvolio | Lord of the Green Flame DGL DGL-055 Lord of the Green Flame 4 Character Emerald Enemies 4 10 Common 1 1 0 DGL-055 Willpower 3
At the start of the draw phase, look at the top X cards of your deck, where X is the greatest willpower among characters you control. Put those cards on the top of your deck in any order. Myrwhydden | Mightiest of Mages DGL DGL-056 Mightiest of Mages 4 Character Emerald Enemies 6 8 Common 0 1 0 DGL-056 Willpower 2
KO a resource you control -> Target attacker you control gets +1/+1 this attack for each face-up resource you control. Use only once per turn. Remoni-Notra <> Star Sapphire | Obsessed Warrior Princess DGL DGL-057 Obsessed Warrior Princess 5 Character Emerald Enemies 9 7 Common 1 1 0 DGL-057 Willpower 4
Whenever an attacker you control stuns a defender and that attacker's willpower is greater than that defender's cost, KO that defender. Sinestro | Enemy of the Corps DGL DGL-058 Enemy of the Corps 7 Character Emerald Enemies 16 14 Rare 1 1 0 DGL-058 Willpower 6
At the start of the recovery phase, each opponent with endurance less than the total willpower of characters you control loses the game. Sonar | Dastardly Discord DGL DGL-059 Dastardly Discord 1 Character Emerald Enemies 1 1 Common 1 1 0 DGL-059 Willpower 1
Activate -> Target player exhausts a ready character he controls. Use only during your attack step. Starlings | Army DGL DGL-060 Army 1 Character Emerald Enemies 1 1 Uncommon 1 0 0 DGL-060 Starlings enters play exhausted.
Whenever Starlings becomes stunned, KO it.
Activate, pay 1 resource point -> You may discard a card. If you do, search your deck for up to two cards named Starlings and put them into your front row. Tattooed Man | Abel Tarrant DGL DGL-061 Abel Tarrant 2 Character Emerald Enemies 6 6 Uncommon 0 1 0 DGL-061 Willpower 2
Tattooed Man gets -1/-1 for each resource you control. The Shark | T. S. Smith DGL DGL-062 T. S. Smith 1 Character Emerald Enemies 0 1 Common 1 1 0 DGL-062 Willpower 1
The Shark gets +1 ATK for each face-up resource you control. Battered and Broken DGL DGL-063 2 Plot Twist 0 0 Uncommon 0 0 0 DGL-063 To play, exhaust an Emerald Enemies character you control.
Characters your opponents control lose and can't have reinforcement this turn. Damsel in Distress | Construct DGL DGL-064 Construct 3 Plot Twist 0 0 Common 0 0 0 DGL-064 To play, exhaust an Emerald Enemies character you control.
Choose a character an opponent controls. If that character is hidden, its controller moves it to his visible area.
When the chosen character becomes stunned by an attacker this turn, KO the chosen character. Emerald Twilight DGL DGL-065 2 Plot Twist 0 0 Uncommon 0 0 0 DGL-065 Play only if you control an Emerald Enemies character.
KO target stunned character if its cost is less than the total willpower of characters you control. Empire of Tears DGL DGL-066 2 Location 0 0 Uncommon 0 0 0 DGL-066 To flip, KO two characters you control or KO two resources you control.
Activate -> Target Emerald Enemies character you control gets +2/+2 this attack. Femme Fatality DGL DGL-067 3 Plot Twist 0 0 Uncommon 0 0 0 DGL-067 Target Emerald Enemies attacker you control gets +3 ATK this attack. You may KO a resource you control. If you do, whenever that attacker stuns a defender this attack, KO that defender. Golden Death DGL DGL-068 1 Plot Twist 0 0 Common 0 0 0 DGL-068 Target attacker you control gets +2 ATK this attack. If that attacker has the Emerald Enemies affiliation, exhausted defenders lose and can't have reinforcement this attack. In Darkest Night DGL DGL-069 4 Plot Twist 0 0 Uncommon 0 0 1 DGL-069 To play, exhaust four characters you control.
Ongoing: Characters your opponents control can't recover during the recovery phase while you control an Emerald Enemies character. Korugar DGL DGL-070 2 Location 0 0 Rare 0 0 0 DGL-070 To flip, KO a resource you control.
Activate -> Target Emerald Enemies character you control gets +3 willpower this turn. Prison Planet DGL DGL-071 1 Location 0 0 Rare 0 0 0 DGL-071 Visible Emerald Enemies characters you control get +2 ATK.
Characters you control lose and can't have reinforcement, and can't team attack. Prisoner of a Mad God DGL DGL-072 4 Plot Twist 0 0 Rare 0 0 0 DGL-072 Play only during your attack step.
You may exhaust any number of Emerald Enemies characters you control with total willpower 5 or greater. If you do, exhaust target character and that character can't ready this turn. Sinestro Defiant DGL DGL-073 1 Plot Twist 0 0 Common 0 0 0 DGL-073 Target defender you control gets +2 ATK this attack. If that defender has the Emerald Enemies affiliation, you may KO a resource you control. If you do, whenever an attacker or defender becomes stunned this attack, KO it. Anti-Green Lantern | Army DGL DGL-074 Army 1 Concealed Character Concealed Anti-Matter 4 4 Common 1 1 0 DGL-074 Concealed (This character enters play in the hidden area.)
Willpower 1
At the start of the recovery phase, KO Anti-Green Lantern. Anti-Monitor | Architect of Destruction DGL DGL-075 Architect of Destruction 9 Character Anti-Matter 22 24 Rare 1 1 0 DGL-075 KO a character or resource you control -> Each opponent chooses a resource and character he controls, then KO's one of those cards. Use only during the combat phase. Dead-Eye | Qwardian Conglomerate DGL DGL-076 Qwardian Conglomerate 2 Concealed Character Concealed - Optional Anti-Matter 3 1 Uncommon 0 1 0 DGL-076 Concealed - Optional (You may have this character come into play in the hidden area.)
Dead-Eye can't team attack.
Whenever Dead-Eye stuns a character, KO that character and KO Dead-Eye. Elasti-Man | Qwardian Conglomerate DGL DGL-077 Qwardian Conglomerate 3 Concealed Character Concealed - Optional Anti-Matter 4 3 Common 0 1 0 DGL-077 Concealed - Optional (You may have this character come into play in the hidden area.)
Elasti-Man gets -3/+3 while defending. Element Man | Qwardian Conglomerate DGL DGL-078 Qwardian Conglomerate 5 Concealed Character Concealed - Optional Anti-Matter 8 10 Common 1 1 0 DGL-078 Concealed - Optional
Willpower 3
Move any number of hidden Anti-Matter characters you control to your visible area -> Replace that number of resources you control. Use only once per turn. Fiero | Qwardian Conglomerate DGL DGL-079 Qwardian Conglomerate 4 Concealed Character Concealed - Optional Anti-Matter 3 9 Common 1 1 0 DGL-079 Concealed - Optional (You may have this character come into play in the hidden area.)
Willpower 2
Activate -> Target player loses 3 endurance. If Fiero is hidden, instead, that player loses 6 endurance. Frostbite | Qwardian Conglomerate DGL DGL-080 Qwardian Conglomerate 4 Concealed Character Concealed - Optional Anti-Matter 7 6 Common 1 1 0 DGL-080 Concealed - Optional (You may have this character come into play in the hidden area.)
Willpower 2
Activate -> Target stunned character can't ready this turn. Gnaxos | Arena Robot DGL DGL-081 Arena Robot 2 Character Anti-Matter 3 3 Common 0 0 0 DGL-081 Boost 3: Gnaxos enters play with five +1/+1 counters on it. Johnny Quick | Crime Syndicate DGL DGL-082 Crime Syndicate 5 Concealed Character Concealed - Optional Anti-Matter 8 6 Rare 0 0 0 DGL-082 Concealed - Optional (You may have this character come into play in the hidden area.)
Johnny Quick gets +2 ATK while hidden.
Pay 3 endurance -> Ready Johnny Quick. Use only once per turn and only if Johnny Quick is visible. Kiman | Chief Weaponer DGL DGL-083 Chief Weaponer 4 Concealed Character Concealed Anti-Matter 7 4 Uncommon 0 1 0 DGL-083 Concealed (This character enters play in the hidden area.)
Pay 1 endurance -> If target attacker has 0 DEF, stun it.
Activate -> Target character gets -3 DEF this turn. Nero | Qwardian Puppet DGL DGL-084 Qwardian Puppet 7 Character Anti-Matter 16 14 Rare 1 1 0 DGL-084 Willpower 5
KO a non-stunned Anti-Matter character you control -> Target player loses endurance equal to that character's willpower. Owlman | Crime Syndicate DGL DGL-085 Crime Syndicate 4 Concealed Character Concealed - Optional Anti-Matter 8 6 Common 0 0 0 DGL-085 Concealed - Optional (You may have this character come into play in the hidden area.)
Boost 2: Whenever a defender an opponent controls becomes stunned, that player loses endurance equal to its cost. (If you paid the boost cost this turn, this card has this text.) Power Ring | Crime Syndicate DGL DGL-086 Crime Syndicate 5 Concealed Character Concealed - Optional Anti-Matter 10 7 Common 1 1 0 DGL-086 Concealed - Optional (You may have this character come into play in the hidden area.)
Willpower 5
Boost 2: Power Ring gets +X/+X while in combat, where X is his willpower. (If you paid the boost cost this turn, this card has this text.) Qwardian Watchdog | Gatekeeper DGL DGL-087 Gatekeeper 1 Character Anti-Matter 5 5 Uncommon 0 0 0 DGL-087 Qwardian Watchdog can't attack.
Whenever Qwardian Watchdog becomes stunned, move it to your hidden area. Qwardians | Army DGL DGL-088 Army 1 Concealed Character Concealed Anti-Matter 0 1 Common 0 0 0 DGL-088 Concealed (This character enters play in the hidden area.)
Whenever a player loses endurance, if that player then has less than 30 endurance and Qwardians is hidden, move it to your visible area.
Activate -> If target player has 30 or more endurance, that player loses 2 endurance. Scarab | Qwardian Conglomerate DGL DGL-089 Qwardian Conglomerate 2 Concealed Character Concealed - Optional Anti-Matter 3 2 Uncommon 0 1 0 DGL-089 Concealed - Optional (You may have this character come into play in the hidden area.)
Scarab gets -3/+3 while visible. Shadow Creatures | Army DGL DGL-090 Army 1 Concealed Character Concealed Anti-Matter 1 1 Uncommon 1 0 0 DGL-090 Concealed (This character enters play in the hidden area.)
Willpower 1 Sinestro | Lantern in Exile DGL DGL-091 Lantern in Exile 6 Character Anti-Matter 13 11 Common 1 1 0 DGL-091 Willpower 5
Activate -> The controller of target visible character moves that character to his hidden area. Slipstream | Qwardian Conglomerate DGL DGL-092 Qwardian Conglomerate 3 Concealed Character Concealed - Optional Anti-Matter 4 3 Common 0 0 0 DGL-092 Concealed - Optional (You may have this character come into play in the hidden area.)
Slipstream gets +1 ATK while hidden.
Pay 3 endurance -> Ready Slipstream. Use only once per turn and only if Slipstream is visible. St'nlli | Super-Qwardian DGL DGL-093 Super-Qwardian 6 Character Anti-Matter 12 11 Common 1 1 0 DGL-093 Willpower 1
When St'nlli enters play, move each Anti-Matter character you control to your hidden area, then move any number of Anti-Matter characters you control to your visible area. Superwoman | Crime Syndicate DGL DGL-094 Crime Syndicate 6 Concealed Character Concealed - Optional Anti-Matter 12 8 Common 1 1 0 DGL-094 Concealed - Optional (You may have this character come into play in the hidden area.)
Superwoman has invulnerability while visible. Ultraman | Crime Syndicate DGL DGL-095 Crime Syndicate 7 Concealed Character Concealed - Optional Anti-Matter 15 13 Common 1 1 0 DGL-095 Concealed - Optional (You may have this character come into play in the hidden area.)
An Anti-Matter character protected by Ultraman can't be attacked.
Whenever Ultraman stuns a defender, KO that defender. Weaponers of Qward | Army DGL DGL-096 Army 2 Concealed Character Concealed Anti-Matter 2 2 Common 0 1 0 DGL-096 Concealed (This character enters play in the hidden area.)
Activate -> Target character gets -1 DEF this turn. Xallarap | Anti-Green Lantern Corps DGL DGL-097 Anti-Green Lantern Corps 3 Concealed Character Concealed Anti-Matter 9 9 Common 1 1 0 DGL-097 To recruit, reveal an Anti-Matter character card from your hand.
Concealed (This character enters play in the hidden area.)
Willpower 3
At the start of the recovery phase, KO Xallarap. Yokal | The Atrocious DGL DGL-098 The Atrocious 3 Concealed Character Concealed Anti-Matter 5 2 Uncommon 0 1 0 DGL-098 Concealed (This character enters play in the hidden area.)
Activate, move Yokal from your hidden area to your visible area -> Yokal has reinforcement while defending this turn. Anti-Matter Cannon DGL DGL-099 2 Location 0 0 Rare 0 0 0 DGL-099 Exhaust an Anti-Matter character you control -> Replace target location. Use only once per turn. Anti-Matter Universe DGL DGL-100 4 Location 0 0 Rare 0 0 0 DGL-100 To flip, exhaust four characters you control.
Whenever an opponent draws a card, if you control an Anti-Matter character, that opponent loses 2 endurance. Banished to the Anti-Matter Universe DGL DGL-101 1 Plot Twist 0 0 Uncommon 0 0 1 DGL-101 Play only if you control an Anti-Matter character.
Choose an unequipped, unprotected character an opponent controls. If that character is visible, that opponent moves that character to his hidden area.
Ongoing: The chosen character can't move to a visible area. From Qward With Hate DGL DGL-102 6 Plot Twist 0 0 Rare 0 0 0 DGL-102 Play only during the combat phase.
You may KO two resources and two Anti-Matter characters you control. If you do, each opponent KO's a total of three characters and/or resources he controls. In the Hands of Qward DGL DGL-103 4 Plot Twist 0 0 Rare 0 0 0 DGL-103 To play, exhaust any number of Anti-Matter characters you control with total willpower 7 or greater.
Recover target stunned character an opponent controls. Move that character to your hidden area. (You control that character.) Nero Unleashed DGL DGL-104 1 Plot Twist 0 0 Common 0 0 0 DGL-104 Target defender you control gets +2 ATK this attack. If that defender has the Anti-Matter affiliation, you may move it to your hidden area. Q Energy DGL DGL-105 3 Plot Twist 0 0 Uncommon 0 0 0 DGL-105 Play only during your attack step.
You may exhaust any number of Anti-Matter characters you control with total willpower 4 or greater. If you do, exhaust target character and its controller loses endurance equal to its cost. Q Field DGL DGL-106 2 Plot Twist 0 0 Common 0 0 0 DGL-106 Move any number of target hidden Anti-Matter characters you control to your visible area. If you moved one or more characters and Q Field is in your resource row, draw a card. Qward DGL DGL-107 1 Location 0 0 Rare 0 0 0 DGL-107 At the start of the recovery phase, stun all characters with 0 DEF.
Exhaust an Anti-Matter character you control -> Target character gets -1 DEF this turn. Qwardian Council Hall DGL DGL-108 2 Location 0 0 Rare 0 0 0 DGL-108 Activate -> Target Anti-Matter attacker you control gets +1/+1 this attack.
Discard a character card with willpower 1 or greater -> Ready Qwardian Council Hall. Thunderous Onslaught DGL DGL-109 1 Plot Twist 0 0 Common 0 0 0 DGL-109 Target attacker you control gets +2 ATK this attack. If that attacker is hidden and has the Anti-Matter affiliation, you may move it to your visible area. If you do, it can't be stunned this attack. Yellow Power Ring DGL DGL-110 0 Equipment 0 0 Uncommon 0 0 0 DGL-110 Transferable (At the start of your formation step, you may transfer this equipment to a character you control.)
Equipped character gets +2 willpower and gains the Anti-Matter affiliation. Governor Tozad | Planetary Commander DGL DGL-111 Planetary Commander 2 Character Manhunter 2 3 Uncommon 0 0 0 DGL-111 Activate -> If target player controls more characters than you, that player exhausts a ready character he controls. Use only during the combat phase. Grandmaster | Manhunter Leader DGL DGL-112 Manhunter Leader 5 Concealed Character Concealed Manhunter 8 9 Rare 0 0 0 DGL-112 Concealed (This character enters play in the hidden area.)
Move any number of hidden Manhunter characters you control to your visible area -> Each character you moved gets +2 ATK this turn. Use only once per turn. Harlequin | Molly Mayne-Scott DGL DGL-113 Molly Mayne-Scott 2 Concealed Character Concealed Manhunter 2 2 Common 0 0 0 DGL-113 Concealed (This character enters play in the hidden area.)
Willpower 2
Whenever Harlequin causes breakthrough to a player, that player discards a card. Highmaster | Supreme Leader DGL DGL-114 Supreme Leader 7 Character Manhunter 15 14 Common 1 0 0 DGL-114 Activate, remove X Manhunter character cards in your KO'd pile from the game -> Target player loses X endurance. Lana Lang | Manhunter Sleeper DGL DGL-115 Manhunter Sleeper 1 Concealed Character Concealed Manhunter 0 1 Uncommon 0 0 0 DGL-115 Concealed (This character enters play in the hidden area.)
Activate -> Target player puts the top card of his deck into his KO'd pile. Manhunter Engineer | Army DGL DGL-116 Army 3 Character Manhunter 4 4 Common 0 0 0 DGL-116 Activate -> You may reveal a face-down resource you control. If you do, and you revealed an Army Manhunter character card with cost less than the number of resources you control, put that character card face up into your front row. Use only during your recruit step. Manhunter Excavator | Army DGL DGL-117 Army 4 Character Manhunter 7 7 Common 1 0 0 DGL-117 Boost 1: When Manhunter Excavator enters play, put target Army character card with cost 3 or less from your KO'd pile into your front row. Manhunter Giant | Army DGL DGL-118 Army 5 Character Manhunter 10 8 Common 1 1 0 DGL-118 KO a non-stunned character you control -> Put the top X cards of target player's deck into his KO'd pile, where X is the cost of the character you KO'd. Manhunter Guardsman | Army DGL DGL-119 Army 3 Character Manhunter 3 6 Common 0 0 0 DGL-119 Pay 2 resource points -> You may put an Army Manhunter character card with cost 3 or less from your hand into your front row. Manhunter Infiltrator | Army DGL DGL-120 Army 2 Concealed Character Concealed Manhunter 3 1 Common 0 1 0 DGL-120 Concealed (This character enters play in the hidden area.) Manhunter Lantern | Power Ring Thief DGL DGL-121 Power Ring Thief 6 Character Manhunter 13 12 Common 1 1 0 DGL-121 Willpower 4 Manhunter Protector | Army DGL DGL-122 Army 2 Character Manhunter 0 0 Common 0 0 0 DGL-122 A character protected by Manhunter Protector can't be attacked.
Activate -> Manhunter Protector gets +5/+5 this attack. Manhunter Sniper | Army DGL DGL-123 Army 1 Character Manhunter 0 1 Common 0 1 0 DGL-123 Activate, pay 1 endurance -> If target opponent has more endurance than you, that opponent loses 3 endurance. Manhunter Soldier | Army DGL DGL-124 Army 3 Character Manhunter 5 3 Common 1 1 0 DGL-124 Pay 2 resource points -> You may put an Army Manhunter character card with cost 3 or less from your hand into your front row. Mark Shaw | Manhunter DGL DGL-125 Manhunter 4 Character Manhunter 5 8 Common 0 1 0 DGL-125 Discard a Manhunter character card -> Mark Shaw gets +2 ATK this attack.
Boost 2: When Mark Shaw enters play, return up to three Manhunter character cards from your KO'd pile to your hand. Pan | Manhunter Duplicate DGL DGL-126 Manhunter Duplicate 4 Character Manhunter 8 6 Rare 0 0 0 DGL-126 Whenever Pan causes breakthrough to a player, name a card. Search that player's deck for all non-character cards with that name and remove them from the game. Rocket Red | Manhunter Sleeper DGL DGL-127 Manhunter Sleeper 5 Character Manhunter 13 13 Common 1 1 0 DGL-127 To recruit, KO two Manhunter characters you control. Sleeper Agent | Manhunter Sleeper DGL DGL-128 Manhunter Sleeper 4 Character Manhunter 5 4 Common 0 0 0 DGL-128 Reveal Sleeper Agent -> If you control a Manhunter character, put Sleeper Agent face up into your front row. Use only during your recruit step and only if Sleeper Agent is in your resource row. Supermanhunter | Kryptonite Armor DGL DGL-129 Kryptonite Armor 6 Character Manhunter 13 11 Common 1 1 0 DGL-129 Pay 3 endurance -> Remove any number of counters from target character an opponent controls. Council of Power DGL DGL-130 2 Plot Twist 0 0 Rare 0 0 1 DGL-130 To flip, exhaust four characters you control.
Ongoing: At the start of the recovery phase, if you control a Manhunter character, each opponent loses 2 endurance for each card in his hand, then gains 2 endurance for each card in your hand. Fire Support DGL DGL-131 1 Plot Twist 0 0 Common 0 0 0 DGL-131 Target defender you control gets +1 DEF this attack. If that defender is ready and has the Manhunter affiliation, you may exhaust it. If you do, attackers in this attack can't ready during the recovery phase this turn. Manhunter Science DGL DGL-132 2 Plot Twist 0 0 Common 0 0 0 DGL-132 To play, exhaust two Manhunter characters you control.
Draw two cards. Manhunter Spacecraft DGL DGL-133 1 Location 0 0 Rare 0 0 0 DGL-133 Pay 1 resource point, discard a card -> Search your deck for an Army Manhunter character card, reveal it, and put it into your hand. Use only once per turn. Manhunter Transphere DGL DGL-134 1 Plot Twist 0 0 Common 0 0 0 DGL-134 Target Manhunter character you control gets +3 ATK this attack. At the start of the recovery phase this turn, KO that character. Only a Friend Can Betray You DGL DGL-135 1 Plot Twist 0 0 Common 0 0 0 DGL-135 Target attacker you control gets +2 DEF this attack. If that attacker has the Manhunter affiliation, you may return a character card from your KO'd pile to your hand. Orinda DGL DGL-136 3 Location 0 0 Rare 0 0 0 DGL-136 Whenever an Army Manhunter character enters play under your control, you may move it to your hidden area. Plans Within Plans DGL DGL-137 1 Plot Twist 0 0 Common 0 0 1 DGL-137 Ongoing: At the start of the recovery phase, put the top card of your deck into your KO'd pile.
Exhaust a Manhunter character you control, replace Plans Within Plans -> Return a card from your KO'd pile to your hand. Rebellion on Oa DGL DGL-138 2 Plot Twist 0 0 Rare 0 0 0 DGL-138 To play, exhaust a Manhunter character you control.
Each opponent who controls fewer stunned characters than you KO's all stunned characters he controls. The Fall of Oa DGL DGL-139 3 Plot Twist 0 0 Rare 0 0 1 DGL-139 Ongoing: Exhaust a Manhunter character you control -> Target player puts the top card of his deck into his KO'd pile. Then, if that player has no cards in his deck, put your deck into your hand. The Manhunters are a Myth DGL DGL-140 1 Plot Twist 0 0 Rare 0 0 0 DGL-140 To play, discard a Manhunter character card.
Choose one: Manhunter characters you control can't be the target of plot twist effects this turn; or you can't be the target of plot twist effects this turn. Underground Complex DGL DGL-141 2 Location 0 0 Uncommon 0 0 0 DGL-141 Remove two Army Manhunter character cards in your KO'd pile from the game -> Return an Army Manhunter character card from your KO'd pile to your hand. Superman | Returned DGL DGL-142 Returned 5 Character Team Superman 9 8 Uncommon 1 1 0 DGL-142 Activate -> Target character has invulnerability this turn. Use only during the build phase. House of El DGL DGL-143 3 Location 0 0 Uncommon 0 0 0 DGL-143 Activate -> Move a character you control. If you control a Team Superman character, instead, move each character you control. S.T.A.R. Labs DGL DGL-144 2 Location 0 0 Rare 0 0 0 DGL-144 Pay 3 resource points -> Put a cosmic counter on target cosmic character you control.
Pay 1 resource point -> Put a cosmic counter on target cosmic Team Superman character you control. Use only once per turn. The Kent Farm DGL DGL-145 2 Location 0 0 Rare 0 0 0 DGL-145 Team Superman characters you control get +3/+3 while team attacking.
Team Superman characters you control can't attack characters unless they team attack. Commander | Military Leader of New Genesis DGL DGL-146 Military Leader of New Genesis 4 Character New Gods 8 6 Rare 0 0 0 DGL-146 Cosmic: Pay 2 endurance -> Put a cosmic counter on target cosmic character you control. Use only once per turn. Soldiers of New Genesis | Army DGL DGL-147 Army 1 Character New Gods 2 2 Uncommon 0 0 0 DGL-147 Cosmic: Soldiers of New Genesis has invulnerability. Sturmer | War Dog DGL DGL-148 War Dog 3 Character New Gods 4 7 Rare 0 0 0 DGL-148 Discard Sturmer and another card -> Search your deck for a New Gods character card with cost 6 or greater, reveal it, and put it into your hand.
Sturmer can't attack unless he team attacks. Children of Forever DGL DGL-149 4 Plot Twist 0 0 Rare 0 0 0 DGL-149 Play only during the recovery phase.
You may return a New Gods character you control to its owner's hand. If you do, you may put a character card with the version Forever People from your hand into your support row exhausted. Power Armor Elite | Army DGL DGL-150 Army 3 Character Revenge Squad 4 4 Uncommon 1 1 0 DGL-150 Activate -> Target character gets -1 DEF this attack and an additional -1 DEF this attack if you control Lex Luthor. Death of Superman DGL DGL-151 3 Plot Twist 0 0 Rare 0 0 1 DGL-151 To play, exhaust a Revenge Squad character you control.
KO target stunned character.
Ongoing: Whenever a stunned character an opponent controls enters a KO'd pile during the combat phase, that opponent reveals his hand and discards each card with the same name as that character. Fifth Dimension DGL DGL-152 4 Location 0 0 Rare 0 0 0 DGL-152 Activate -> Remove target non-stunned character you control from the game. At the start of the next draw phase, if that card has the printed Revenge Squad affiliation, put it into your front row. Hostage Situation DGL DGL-153 2 Plot Twist 0 0 Rare 0 0 1 DGL-153 Ongoing: Exhaust two Revenge Squad characters you control -> If Hostage Situation is in your resource row, KO it. If you do, search your deck for an ongoing plot twist card, reveal it, and put it into your hand. Dr. Bedlam | Psionic Being DGL DGL-154 Psionic Being 3 Character Darkseid's Elite 7 6 Rare 0 0 0 DGL-154 When Dr. Bedlam enters play, choose an opponent.
Dr. Bedlam gets -1/-1 for each face-up resource the chosen opponent controls. Parademons | Army DGL DGL-155 Army 1 Character Darkseid's Elite 2 1 Uncommon 1 0 0 DGL-155 Whenever Parademons attacks, you may replace target non-ongoing plot twist an opponent controls. Virman Vundabar | Military Leader of Apokolips DGL DGL-156 Military Leader of Apokolips 4 Character Darkseid's Elite 6 8 Uncommon 0 0 0 DGL-156 Activate -> Exhaust target character if its cost is less than the number of face-down resources its controller controls. Apokoliptian Hospitality DGL DGL-157 2 Plot Twist 0 0 Uncommon 0 0 0 DGL-157 To play, exhaust a character you control.
Target stunned character an opponent controls can't be recovered or KO'd this turn. If you control a Darkseid's Elite character, that stunned character's controller loses endurance equal to that character's cost. Darkseid Undenied DGL DGL-158 2 Plot Twist 0 0 Rare 0 0 1 DGL-158 Replace target non-ongoing plot twist an opponent controls. Each player loses endurance equal to its cost.
Ongoing: Exhaust a Darkseid's Elite character you control -> Replace target non-ongoing plot twist an opponent controls. Azrael <> Batman | Knightfall DGL DGL-159 Knightfall 7 Character Gotham Knights 16 14 Uncommon 0 0 0 DGL-159 You are considered to control Batman.
Whenever Azrael stuns an attacker, that attacker's controller loses endurance equal to its cost. Ragman | Rory Regan DGL DGL-160 Rory Regan 4 Concealed Character Concealed Gotham Knights 8 5 Rare 1 0 0 DGL-160 Concealed (This character enters play in the hidden area.)
Boost 1: When Ragman enters play, you may return him to his owner's hand. If you do, whenever a character an opponent controls becomes stunned this turn, KO it. Blood in the Dark DGL DGL-161 1 Plot Twist 0 0 Uncommon 0 0 1 DGL-161 Target character you control can attack hidden characters this turn.
Ongoing: Pay 2 endurance -> Gotham Knights characters you control can attack hidden characters this turn. Bart Allen <> Impulse | Hyper-Accelerated DGL DGL-162 Hyper-Accelerated 1 Character Teen Titans 2 1 Uncommon 0 0 0 DGL-162 Exhaust another character you control -> Ready Bart Allen. Use only once per turn. Garth <> Aqualad | Atlantean Ambassador DGL DGL-163 Atlantean Ambassador 1 Character Teen Titans 1 2 Uncommon 0 0 0 DGL-163 At the start of the combat phase, put the top two cards of your deck into your KO'd pile. Jericho | Joseph Wilson DGL DGL-164 Joseph Wilson 3 Concealed Character Concealed Teen Titans 1 1 Rare 0 0 0 DGL-164 Concealed (This character enters play in the hidden area.)
Pay X resource points, KO Jericho -> If the cost of target character an opponent controls is less than X, move that character to your front row. (You control that character.) Hush | Mystery Man DGL DGL-165 Mystery Man 4 Concealed Character Concealed Arkham Inmates 7 6 Rare 0 0 0 DGL-165 Concealed (This character enters play in the hidden area.)
Pay 1 endurance -> If target defender is ready, exhaust it. Otherwise, that defender can't ready this turn. Use only if Hush is attacking and only once per turn. Two-Face | Split Personality DGL DGL-166 Split Personality 7 Character Arkham Inmates 16 16 Rare 0 1 0 DGL-166 If you would mulligan, instead, you may reveal Two-Face from your hand. If you do, put any number of cards from your hand on the top of your deck, then mulligan.
At the start of your attack step, choose even or odd cost. Exhaust each character your opponents control with the chosen kind of cost. Bat's Belfry DGL DGL-167 2 Location 0 0 Rare 0 0 0 DGL-167 Remove two cards in your hand from the game -> Whenever target Arkham Inmates character you control attacks a character this turn, exhaust that character. At the start of the next recovery phase, return the cards you removed from the game to your hand. Dr. Ebenezer Darrk | Original Leader of the League DGL DGL-168 Original Leader of the League 7 Concealed Character Concealed - Optional League of Assassins 15 15 Uncommon 0 0 0 DGL-168 Concealed - Optional (You may have this character come into play in the hidden area.)
Dr. Ebenezer Darrk gets +1 ATK for each stunned character you control.
Whenever you flip a location, Dr. Ebenezer Darrk gets +1 DEF this turn. Sensei | Martial Arts Master DGL DGL-169 Martial Arts Master 6 Character League of Assassins 13 11 Uncommon 0 0 0 DGL-169 At the start of the combat phase, if you control another League of Assassins character, you may put the top card of your deck face down into your resource row. If you do, at the start of the recovery phase this turn, KO a resource you control. Shadows of the Past DGL DGL-170 3 Plot Twist 0 0 Rare 0 0 0 DGL-170 Play only during your attack step.
Characters your opponents control lose all affiliations while you control a League of Assassins character this turn. Characters you control can't cause breakthrough while attacking a character this turn. Reign of Terra DGL DGL-171 2 Plot Twist 0 0 Rare 0 0 1 DGL-171 Ongoing: Characters you control lose and can't gain affiliations other than Deathstroke. Fists of the Guardians | Oan Enforcers DGL DGL-172 Oan Enforcers 5 Character 10 7 Uncommon 1 1 0 DGL-172 Activate -> Target character gets -X willpower this turn, where X is that character's willpower. Ganthet | Last Guardian DGL DGL-173 Last Guardian 7 Character 10 17 Common 1 1 0 DGL-173 Willpower 6
At the start of the recovery phase, gain X endurance, where X is the total willpower of characters you control. Guy Gardner | Warrior DGL DGL-174 Warrior 3 Character 6 3 Common 1 1 0 DGL-174 Willpower 2
Unaffiliated characters you control can team attack as though they had all affiliations. Hal Jordan <> Spectre | Mortal Avatar DGL DGL-175 Mortal Avatar 8 Character 18 17 Rare 1 1 0 DGL-175 Whenever a character you control becomes stunned, each opponent loses endurance equal to its cost. Light Brigade | Construct DGL DGL-176 Construct 5 Character 11 7 Common 0 0 0 DGL-176 Reveal Light Brigade, exhaust any number of characters you control with total willpower 8 or greater -> Put Light Brigade into your front row. At the start of the recovery phase this turn, KO Light Brigade. Use only during the combat phase and only if Light Brigade is in your hand. Mouse Trap | Construct DGL DGL-177 Construct 4 Character 0 12 Uncommon 0 0 0 DGL-177 Reveal Mouse Trap, exhaust any number of characters you control with total willpower 6 or greater -> Put Mouse Trap into your front row. At the start of the recovery phase this turn, KO Mouse Trap. Use only during the combat phase and only if Mouse Trap is in your hand. Solomon Grundy | Born on a Monday DGL DGL-178 Born on a Monday 5 Character 10 10 Common 0 0 0 DGL-178 At the start of your recruit step, if Solomon Grundy is in your KO'd pile, you may return him to your hand. If you do, discard a card.
Boost 2: Solomon Grundy enters play with five +1/+1 counters on him. Space Bears | Construct DGL DGL-179 Construct 3 Character 5 5 Common 0 0 0 DGL-179 Reveal Space Bears, exhaust any number of characters you control with total willpower 4 or greater -> Put Space Bears into your front row. At the start of the recovery phase this turn, KO Space Bears. Use only during the combat phase and only if Space Bears is in your hand. Armies of Qward DGL DGL-180 2 Plot Twist 0 0 Rare 0 0 1 DGL-180 You may return an Army character card from your KO'd pile to your hand.
Ongoing: Army characters you control gain the affiliations of each other Army character you control. Battle of Wills DGL DGL-181 1 Plot Twist 0 0 Common 0 0 0 DGL-181 Target attacker can't be stunned while there is a defender with willpower less than that attacker's willpower this attack. Birthing Chamber DGL DGL-182 3 Location 0 0 Uncommon 0 0 0 DGL-182 Activate -> If you control four or more characters, draw a card. If you control six or more characters, instead draw two cards, then discard a card. Book of Oa DGL DGL-183 1 Location 0 0 Common 0 0 0 DGL-183 At the start of your recruit step, you may look at the top X cards of your deck, where X is the number of characters you control with willpower 2 or greater. If you do, put one of those cards into your hand and the rest on the bottom of your deck, and discard a card. Breaking Ground | Construct DGL DGL-184 Construct 3 Plot Twist 0 0 Rare 0 0 0 DGL-184 To play, exhaust a character you control with willpower 1 or greater.
Replace target location or ongoing plot twist. Catcher's Mitt | Construct DGL DGL-185 Construct 1 Equipment 0 0 Common 0 0 0 DGL-185 Catcher's Mitt costs 1 less to recruit onto a character with willpower 1 or greater.
Characters you control have reinforcement.
Discard Catcher's Mitt -> Target character you control has reinforcement this turn. Chopping Block | Construct DGL DGL-186 Construct 1 Equipment 0 0 Common 0 0 0 DGL-186 Chopping Block costs 1 less to recruit onto a character with willpower 1 or greater.
Equipped character has Activate -> Remove target stunned character from the game.
Discard Chopping Block and two other cards -> Remove target stunned character from the game. Coast City DGL DGL-187 2 Location 0 0 Common 0 0 0 DGL-187 Activate -> Target character can't be attacked while protected this turn. Cosmic Conflict DGL DGL-188 2 Plot Twist 0 0 Common 0 0 0 DGL-188 Move target hidden attacker you control to your visible area. That character gets +4 ATK this attack. Dimming of the Starheart DGL DGL-189 2 Plot Twist 0 0 Common 0 0 0 DGL-189 Target character gets -5 willpower and loses flight this turn. Emerald Dawn DGL DGL-190 2 Plot Twist 0 0 Uncommon 0 0 0 DGL-190 You may KO a character you control with willpower 1 or greater. If you do, search your deck for an affiliated character card with willpower 1 or greater, reveal it, and put it into your hand. Hard-Traveling Heroes DGL DGL-191 2 Plot Twist 0 0 Common 0 0 1 DGL-191 Choose two or more affiliations among characters you control with willpower 1 or greater. If you do, draw a card.
Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile that have any of those affiliations have all of them. Helping Hand | Construct DGL DGL-192 Construct 1 Plot Twist 0 0 Common 0 0 0 DGL-192 Target defender you control gets +1 DEF this attack for each other character with willpower 1 or greater you control. In Evil Star's Evil Clutches DGL DGL-193 2 Plot Twist 0 0 Common 0 0 1 DGL-193 Ongoing: Return a face-down resource you control to its owner's hand -> Target character loses flight this turn. You may put a card from your hand face down into your resource row. Use only once per turn. In Remembrance DGL DGL-194 3 Plot Twist 0 0 Common 0 0 1 DGL-194 Ongoing: Replace a face-down character card you control -> Target defender you control gets +1/+1 this attack. Use only once per turn. Jailbird | Construct DGL DGL-195 Construct 2 Plot Twist 0 0 Rare 0 0 0 DGL-195 Play only during the recovery phase.
Recover target stunned character an opponent controls. That character can't ready this turn. Lantern's Light DGL DGL-196 1 Plot Twist 0 0 Common 0 0 0 DGL-196 Play only during your attack step.
Exhaust target hidden character. That character's controller moves it to his visible area. Lanterns in Love | Construct DGL DGL-197 Construct 2 Plot Twist 0 0 Common 0 0 0 DGL-197 To play, exhaust two characters you control.
Recover target stunned character you control. Light Armor | Construct DGL DGL-198 Construct 1 Equipment 0 0 Common 0 0 0 DGL-198 Light Armor costs 1 less to recruit onto a character with willpower 1 or greater.
Equipped character gets +3 ATK.
Discard Light Armor -> Target attacker you control gets +3 ATK this attack. Living Ink | Construct DGL DGL-199 Construct 1 Plot Twist 0 0 Common 0 0 0 DGL-199 Target attacker you control gets +1 ATK this attack for each face-down resource target opponent controls. Locked in Combat DGL DGL-200 1 Plot Twist 0 0 Common 0 0 0 DGL-200 Target character you control gets +2/-2 this attack. Millennium DGL DGL-201 2 Plot Twist 0 0 Common 0 0 1 DGL-201 To play, exhaust a character you control.
Choose two different affiliations among characters you control. If you do, draw a card.
Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile, with either of those affiliations have both of them. Mosaic World DGL DGL-202 2 Location 0 0 Common 0 0 0 DGL-202 Characters you control can team attack as though they had all affiliations.
Characters you control can reinforce and be reinforced as though they had all affiliations. No Evil Shall Escape Our Sight | Construct DGL DGL-203 Construct 3 Plot Twist 0 0 Common 0 0 1 DGL-203 Choose two different affiliations among characters you control.
Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile, with either of those affiliations have both of them. No Man Escapes the Manhunters DGL DGL-204 2 Plot Twist 0 0 Common 0 0 0 DGL-204 Target character gets -3 DEF while defending this turn. If that character is hidden, its controller moves it to his visible area. iole! | Construct DGL DGL-205 Construct 1 Plot Twist 0 0 Common 0 0 0 DGL-205 Target character you control gets +3 ATK this attack if it has the same cost as another character you control. Pest Control | Construct DGL DGL-206 Construct 3 Plot Twist 0 0 Common 0 0 0 DGL-206 Exhaust target ready defender you control. That defender gets +4 DEF this attack and can't ready this turn. Power Surge DGL DGL-207 3 Plot Twist 0 0 Uncommon 0 0 0 DGL-207 Discard up to three cards. Target character gets +1 willpower this turn and an additional +1 willpower this turn for each card you discarded. Qwardian Pincer DGL DGL-208 1 Plot Twist 0 0 Common 0 0 0 DGL-208 Target attacker you control gets +1 ATK this attack for each exhausted character with cost 2 or greater you control. Rain of Acorns | Construct DGL DGL-209 Construct 1 Plot Twist 0 0 Uncommon 0 0 1 DGL-209 Ongoing: Exhaust a character you control with willpower 1 or greater -> Exhaust target unprotected character. Use only during your attack step. Recharging the Ring DGL DGL-210 3 Plot Twist 0 0 Common 0 0 0 DGL-210 Exhaust any number of characters you control each with willpower 1 or greater. Replace up to X resources you control and gain X endurance, where X is the number of characters you exhausted. Sector 2814 | Non-Unique DGL DGL-211 Non-Unique 1 Location 0 0 Uncommon 0 0 0 DGL-211 At the start of the recovery phase, gain 1 endurance for each character with willpower 1 or greater you control. Shock Troops DGL DGL-212 1 Plot Twist 0 0 Common 0 0 0 DGL-212 Target character you control gets +2/+2 this attack if it has the same cost as another character you control. Stealing the Light DGL DGL-213 2 Plot Twist 0 0 Common 0 0 0 DGL-213 Play only during your attack step.
You may exhaust a character you control. If you do, target player reveals X cards from his hand, where X is the willpower of the character you exhausted. Choose one of the revealed cards. That player discards that card. Sweeping Up | Construct DGL DGL-214 Construct 2 Plot Twist 0 0 Common 0 0 0 DGL-214 To play, exhaust a character you control with willpower 1 or greater.
Return target stunned character to its owner's hand. Look at the top X cards of your deck, where X is the willpower of the character you exhausted. Put any number of those cards on the bottom of your deck and the rest on the top of your deck in any order. The Ring Has Chosen DGL DGL-215 2 Plot Twist 0 0 Uncommon 0 0 0 DGL-215 Search your deck for an affiliated character card with cost less than or equal to the total willpower of characters you controlled as you played The Ring Has Chosen. Reveal that card and put it into your hand. Discard a card. Trapped in the Sciencells DGL DGL-216 3 Plot Twist 0 0 Uncommon 0 0 1 DGL-216 Ongoing: At the start of the recovery phase, each player loses 1 endurance for each face-down resource he controls. Uppercut | Construct DGL DGL-217 Construct 1 Plot Twist 0 0 Common 0 0 0 DGL-217 Target attacker you control gets +X ATK this attack, where X is its willpower. That attacker can't cause breakthrough this attack. Willworld DGL DGL-218 1 Location 0 0 Rare 0 0 0 DGL-218 Activate -> Reveal the top two cards of your deck. Put all revealed character cards with willpower 1 or greater into your hand and the rest on the bottom of your deck. Discard a card for each card you put into your hand. Yellow Impurity DGL DGL-219 2 Plot Twist 0 0 Common 0 0 0 DGL-219 Target character gets -2 willpower this turn and -2 DEF while defending this turn. Zero Hour DGL DGL-220 9 Plot Twist 0 0 Rare 0 0 0 DGL-220 Play only during the combat phase.
Each opponent loses X endurance, where X is the total willpower of characters you control. Aquaman | Arthur Curry DJL DJL-001 Arthur Curry 3 Character JLA 5 4 Common 0 0 0 DJL-001 Willpower 2
Aquaman gets +1/+2 while each opponent has no cards in his KO'd pile.
Ally: Whenever a character you control becomes powered-up, you may remove target card in a KO'd pile from the game. Aquaman | King of the Seven Seas DJL DJL-002 King of the Seven Seas 7 Character JLA 15 16 Uncommon 0 0 0 DJL-002 Willpower 4
Leader: At the start of the combat phase, return a card from your KO'd pile to your hand for each character adjacent to Aquaman. Barry Allen <> The Flash | Scarlet Speedster DJL DJL-003 Scarlet Speedster 6 Character JLA 11 9 Rare 0 0 0 DJL-003 Whenever Barry Allen becomes powered-up while attacking a character, if Barry Allen is unequipped, you may ready him. If you do, he can't cause breakthrough this turn. Batman | Avatar of Justice DJL DJL-004 Avatar of Justice 6 Character JLA, Gotham Knights 12 12 Common 0 0 0 DJL-004 Ally: Whenever a character you control becomes powered-up, you may discard a character card. If you do, negate target effect from a non-ongoing plot twist. Connor Hawke <> Green Arrow | Son of the Archer DJL DJL-005 Son of the Archer 2 Character JLA 3 2 Uncommon 0 1 0 DJL-005 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Ally: Whenever a character you control becomes powered-up, that character gets an additional +1 ATK this attack. Dinah Laurel Lance <> Black Canary | Pretty Bird DJL DJL-006 Pretty Bird 4 Character JLA, Gotham Knights 7 7 Common 0 1 0 DJL-006 Ally: Whenever an attacker you control becomes powered-up, you may exhaust target character. Elongated Man | Ralph Dibny DJL DJL-007 Ralph Dibny 2 Character JLA 3 2 Common 0 1 0 DJL-007 Ally: Whenever a character you control becomes powered-up, you may exhaust Elongated Man. If you do, replace target non-Team-Up location or non-Team-Up ongoing plot twist. Faith | The Fat Lady DJL DJL-008 The Fat Lady 2 Character JLA 2 3 Uncommon 1 1 0 DJL-008 Willpower 2
Cosmic: Faith gets +2 willpower.
Ally: Whenever a character you control becomes powered-up, you may gain 1 endurance. Firestorm | The Nuclear Man DJL DJL-009 The Nuclear Man 5 Character JLA 9 9 Uncommon 1 1 0 DJL-009 Ally: Whenever a character you control becomes powered-up, you may pay 3 endurance. If you do, draw a card. Gypsy | Cindy Reynolds DJL DJL-010 Cindy Reynolds 1 Concealed Character Concealed JLA 1 1 Common 0 0 0 DJL-010 Concealed
Return Gypsy to her owner's hand -> Power-up target JLA attacker or defender you control. Hal Jordan | Hard-Traveling Hero DJL DJL-011 Hard-Traveling Hero 6 Character JLA, Green Lantern 12 13 Common 1 1 0 DJL-011 Willpower 5
At the start of the combat phase, the controller of target character with cost less than the total willpower of characters you control moves that character to a different position. John Henry Irons <> Steel | Steel-Drivin' Man DJL DJL-012 Steel-Drivin' Man 5 Character JLA, Team Superman 8 11 Common 1 1 0 DJL-012 Reservist
When John Henry Irons enters play, you may put an equipment card with cost 1 or less from your hand or KO'd pile into play equipping target unequipped character you control.
KO an equipment you control -> Power-up target attacker or defender you control. John Stewart | Emerald Architect DJL DJL-013 Emerald Architect 4 Character JLA, Green Lantern 7 7 Common 1 1 0 DJL-013 Willpower 4
Ally: Whenever a character you control becomes powered-up, that character gets +2 willpower this attack. Katar Hol <> Hawkman | Thanagarian Enforcer DJL DJL-014 Thanagarian Enforcer 4 Character JLA 7 7 Common 1 1 0 DJL-014 Katar Hol gets +1/+1 while equipped.
Ally: Whenever a character you control becomes powered-up, target character you control gets +2 ATK while in combat with a character with greater cost this attack. Martian Manhunter | Manhunter from Mars DJL DJL-015 Manhunter from Mars 8 Concealed Character Concealed - Optional JLA, JLI 19 19 Rare 1 1 0 DJL-015 Concealed - Optional, Willpower 6
Discard a card -> Power-up target attacker or defender you control.
Leader: At the start of the combat phase, draw two cards for each character with willpower 1 or greater adjacent to Martian Manhunter. Oliver Queen <> Green Arrow | Hard-Traveling Hero DJL DJL-016 Hard-Traveling Hero 5 Character JLA, Green Lantern 9 9 Common 0 1 0 DJL-016 Willpower 1
Ally: Whenever a character you control becomes powered-up, you may exhaust Oliver Queen. If you do, stun target character with cost 3 or less. Plastic Man | Eel O'Brian DJL DJL-017 Eel O'Brian 3 Character JLA 0 0 Rare 0 1 0 DJL-017 Evasion
At the start of the combat phase, Plastic Man gets +X ATK this turn, where X is the tens digit of your endurance, and +Y DEF this turn, where Y is the ones digit of your endurance. Ray Palmer <> The Atom | World's Smallest Hero DJL DJL-018 World's Smallest Hero 1 Concealed Character Concealed JLA 2 1 Rare 0 0 0 DJL-018 Concealed
Return Ray Palmer to his owner's hand -> Negate target effect targeting a JLA character you control. Red Tornado | John Smith DJL DJL-019 John Smith 2 Character JLA 2 3 Common 1 1 0 DJL-019 If a team attacker you control would become stunned, instead, you may stun Red Tornado.
When Red Tornado enters a KO'd pile from play, you may return him to his owner's hand. Shayera Thal <> Hawkwoman | Thanagarian Enforcer DJL DJL-020 Thanagarian Enforcer 3 Character JLA 5 4 Common 1 1 0 DJL-020 Ally: Whenever a character you control becomes powered-up, you may discard a card. If you do, search your deck for a card named Katar Hol or an equipment card, reveal it, and put it into your hand. Snapper Carr | Cool Daddy-O DJL DJL-021 Cool Daddy-O 1 Character JLA 1 1 Uncommon 0 0 0 DJL-021 Equipped JLA defenders you control have reinforcement.
Activate -> Power-up target equipped attacker or defender you control. Superman | Avatar of Peace DJL DJL-022 Avatar of Peace 7 Character JLA, Team Superman 17 16 Rare 1 1 0 DJL-022 Ally: Whenever a protected character you control becomes powered-up, it has invulnerability this attack.
Leader: Characters adjacent to Superman have flight. Wonder Woman | Princess Diana DJL DJL-023 Princess Diana 7 Character JLA 16 15 Common 1 0 0 DJL-023 Willpower 4
Leader: Whenever a character adjacent to Wonder Woman enters combat, if this is the first time that character has entered combat this turn, power-up that character. Wonder Woman | Avatar of Truth DJL DJL-024 Avatar of Truth 4 Character JLA 8 7 Rare 1 0 0 DJL-024 Willpower 3
Cosmic: At the start of the combat phase, each opponent names a plot twist. Each opponent can't play plot twists this phase with names different from the name he chose. Zatanna | Zatanna Zatara DJL DJL-025 Zatanna Zatara 5 Character JLA 9 9 Rare 0 1 0 DJL-025 Willpower 5
When Zatanna enters play, you may put a cosmic counter on target cosmic character you control.
Cosmic: Whenever Zatanna enters combat, power-up Zatanna. Zauriel | Guardian Angel DJL DJL-026 Guardian Angel 3 Character JLA 3 5 Common 1 1 0 DJL-026 Willpower 3
Activate, return Zauriel to its owner's hand -> Recover target stunned character you control.
Cosmic: Zauriel gets +2 ATK. Disband the League DJL DJL-027 2 Plot Twist 0 0 Uncommon 0 0 1 DJL-027 Ongoing: Return a JLA character you control to its owner's hand -> Power-up target attacker or defender you control. Use only once per turn. Field of Honor DJL DJL-028 3 Location 0 0 Uncommon 0 0 0 DJL-028 Flip only during your recruit step and only if you control a JLA character.
During each opponent's first attack in which he controls an attacker each turn, that opponent can't play plot twists or use payment powers. Hero's Welcome DJL DJL-029 3 Plot Twist 0 0 Rare 0 0 0 DJL-029 You may discard two cards. If you do, search your deck for a JLA character card, reveal it, and put it into your hand. If you revealed an ally character card, you may search your deck for another card with the same name, reveal it, and put it into your hand. Monitor Womb Station | Non-Unique DJL DJL-030 Non-Unique 2 Location 0 0 Rare 0 0 0 DJL-030 When you flip Monitor Womb Station, name a plot twist with cost 1 or less.
Your opponents can't play the named card while you control a non-stunned JLA character. New Era DJL DJL-031 2 Plot Twist 0 0 Rare 0 0 0 DJL-031 To play, reveal a JLA character card from your hand.
KO a location you control. If you do, search your deck for a location card, reveal it, and put it face down into your resource row. Reform the League DJL DJL-032 1 Plot Twist 0 0 Common 0 0 1 DJL-032 Ongoing: Discard a character card -> Power-up target JLA attacker or defender you control. Use only once per turn. Roll Call! DJL DJL-033 2 Plot Twist 0 0 Common 0 0 0 DJL-033 Gain 1 endurance for each JLA character you control.
If you control two or more JLA characters, draw two cards, then discard two cards. Satellite HQ DJL DJL-034 2 Location 0 0 Common 0 0 0 DJL-034 Activate -> Characters you control with cost 4 or greater can attack hidden characters this turn.
Activate -> Target JLA attacker gets +X DEF this attack, where X is its willpower. Secret Sanctuary DJL DJL-035 2 Location 0 0 Uncommon 0 0 0 DJL-035 Activate, exhaust any number of JLA characters you control -> Return target character card from your KO'd pile to your hand if its cost is less than or equal to the total willpower of the characters you exhausted. Teleport Tube DJL DJL-036 2 Plot Twist 0 0 Rare 0 0 0 DJL-036 Play only if you control a JLA attacker.
Remove all attackers you control from this attack and ready them. Wall of Will | Construct DJL DJL-037 Construct 2 Plot Twist 0 0 Common 0 0 0 DJL-037 Exhaust target JLA defender you control. If you do, lose 3 endurance and that defender gets +X DEF this attack, where X is its willpower. The Watchtower DJL DJL-038 2 Location 0 0 Rare 0 0 0 DJL-038 Activate, discard a card -> Reveal the top four cards of your deck. Put a revealed JLA character card into your hand and the rest on the bottom of your deck. Batman | Hidden Avenger DJL DJL-039 Hidden Avenger 4 Concealed Character Concealed - Optional JLI, Gotham Knights 7 6 Common 0 0 0 DJL-039 Concealed - Optional (You may have this character come into play in the hidden area.)
While Batman is hidden, he gets +1/+1 and has flight.
Leader: Attackers adjacent to Batman get +2/+2 while a player controlling a defender controls more resources than you. Bluejay | Jay Abrams DJL DJL-040 Jay Abrams 2 Concealed Character Concealed - Optional JLI 4 1 Common 1 0 0 DJL-040 Concealed - Optional (You may have this character come into play in the hidden area.)
Bluejay gets -1 ATK while hidden. Booster Gold | Michael Jon Carter DJL DJL-041 Michael Jon Carter 2 Character JLI 3 2 Common 1 1 0 DJL-041 Ally: Whenever a character you control becomes powered-up, that character gets an additional +1 DEF this attack.
Boost 1: When Booster Gold enters play, gain 2 resource points if you recruited him from your hand. Captain Atom | Nathaniel Adam DJL DJL-042 Nathaniel Adam 6 Character JLI 12 13 Common 1 1 0 DJL-042 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Boost 1: Captain Atom gets +3/+2. (If you paid the boost cost this turn, this card has this text.)
Leader: Attackers adjacent to Captain Atom get +1 ATK for each attacker you control. Captain Marvel | Billy Batson DJL DJL-043 Billy Batson 7 Character JLI 17 17 Rare 1 0 0 DJL-043 Loyalty, Reservist
Reveal and KO Captain Marvel -> JLI attackers you control with cost 5 or greater get +4 ATK this attack. Use only if Captain Marvel is in your resource row. Catherine Cobert | Embassy Chief DJL DJL-044 Embassy Chief 1 Character JLI 1 1 Uncommon 0 0 0 DJL-044 JLI team attackers you control get +1 ATK for each location you control while attacking a character. Crimson Fox | Vivian and Constance D'Aramis DJL DJL-045 Vivian and Constance D'Aramis 4 Character JLI 7 6 Uncommon 0 0 0 DJL-045 When Crimson Fox enters play, if you control another JLI character, put a twin counter on her.
If Crimson Fox has a twin counter and would become stunned while you control four or fewer resources, instead, remove a twin counter from her and exhaust her. Dinah Laurel Lance <> Black Canary | Blonde Bombshell DJL DJL-046 Blonde Bombshell 5 Character JLI, Gotham Knights 12 10 Common 0 1 0 DJL-046 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Dinah Laurel Lance gets -4 ATK while you control five or more resources. Dr. Fate | Kent Nelson DJL DJL-047 Kent Nelson 8 Concealed Character Concealed - Optional JLI, Shadowpact 17 17 Rare 1 1 0 DJL-047 Loyalty, Reservist, Concealed - Optional, Willpower 8
Cosmic: Remove a cosmic counter from Dr. Fate -> Target attacker or defender gets -8 ATK this attack.
Leader: Characters adjacent to Dr. Fate have invulnerability and evasion. Fire | Beatriz DaCosta DJL DJL-048 Beatriz DaCosta 5 Character JLI 9 9 Common 1 1 0 DJL-048 Ally: Whenever a JLI character you control becomes powered-up, target opponent loses 2 endurance.
Boost 2: When Fire enters play, if you don't control Ice, search your deck for a card named Ice and put it into your front row. Guy Gardner | Egomaniac DJL DJL-049 Egomaniac 7 Character JLI, Green Lantern 16 12 Common 1 1 0 DJL-049 Willpower 4
Other characters you control get +1 willpower.
Each JLI defender and Green Lantern defender you control gets +X DEF, where X is that character's willpower. Ice | Tora Olafsdotter DJL DJL-050 Tora Olafsdotter 4 Character JLI 7 7 Common 0 1 0 DJL-050 Ally: Whenever a defender you control becomes powered-up, you may exhaust a character you control. If you do, target character can't ready this turn. Joseph Jones <> General Glory | Lady Liberty's Champion DJL DJL-051 Lady Liberty's Champion 3 Character JLI 5 4 Common 0 0 0 DJL-051 Whenever three or more JLI team attackers you control stun a defender, KO that defender. Kimiyo Hoshi <> Dr. Light | Starlight Sentinel DJL DJL-052 Starlight Sentinel 4 Character JLI 6 8 Common 1 1 0 DJL-052 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Team attackers you control get +3 ATK while an opponent controls six or more resources. L-Ron | Robot Companion DJL DJL-053 Robot Companion 2 Character JLI 2 3 Uncommon 0 0 0 DJL-053 L-Ron gets +1 ATK while you control a location.
Pay 1 endurance -> KO a resource you control. If you do, you may put a card from your hand face down into your resource row. Use only once per turn. Martian Manhunter | J'onn J'onzz DJL DJL-054 J'onn J'onzz 5 Concealed Character Concealed - Optional JLI, JLA 9 9 Uncommon 1 1 0 DJL-054 Concealed - Optional, Willpower 4
Pay 2 endurance -> Move Martian Manhunter to your hidden or visible area.
Leader: Defenders adjacent to Martian Manhunter have reinforcement and get +2 ATK. Maxwell Lord | Financier DJL DJL-055 Financier 2 Character JLI 2 3 Common 0 0 0 DJL-055 When Maxwell Lord enters play, you may discard a card. If you do, search your deck for a Team-Up card, reveal it, and put it into your hand. Metamorpho | Rex Mason DJL DJL-056 Rex Mason 6 Character JLI 12 12 Common 1 1 0 DJL-056 Whenever Metamorpho enters combat, you may choose one: Metamorpho gets -2/+2 this attack; or Metamorpho gets +2/-2 this attack. Oberon | Micro Manager DJL DJL-057 Micro Manager 1 Character JLI 3 2 Uncommon 0 0 0 DJL-057 Loyalty
Activate -> Power-up target attacker or defender you control. Power Girl | Kara Starr DJL DJL-058 Kara Starr 6 Character JLI 12 12 Rare 1 0 0 DJL-058 Cosmic: Power Girl gets +2/+2 while protecting a character. Rocket Red #4 | Dmitri Pushkin Gorki DJL DJL-059 Dmitri Pushkin Gorki 3 Character JLI 4 3 Common 1 1 0 DJL-059 Activate -> Rocket Red #4 gets +1 DEF this turn for each resource you control.
Activate -> Rocket Red #4 gets +1 ATK this turn for each resource you control.
Boost 1: When Rocket Red #4 enters play, ready him. Scott Free <> Mister Miracle | Man of a Thousand Escapes DJL DJL-060 Man of a Thousand Escapes 3 Character JLI, New Gods 4 5 Uncommon 1 0 0 DJL-060 Evasion
Ally: Whenever a character you control with cost 3 or less becomes powered-up, that character has invulnerability this turn. Silver Sorceress | Laura Cynthia Neilsen DJL DJL-061 Laura Cynthia Neilsen 3 Character JLI 5 3 Common 0 1 0 DJL-061 Willpower 2
At the start of your attack step, if you control four or fewer resources, the controller of target unprotected character moves it to his hidden area. At the start of the recovery phase this turn, that character's controller moves it to his visible area. Sue Dibny | Charismatic Coordinator DJL DJL-062 Charismatic Coordinator 1 Character JLI 1 1 Common 0 0 0 DJL-062 When Sue Dibny enters play, you may search your deck for a JLA or JLI character card with cost 2, reveal it, and put it into your hand. Tasmanian Devil | Hugh Dawkins DJL DJL-063 Hugh Dawkins 5 Character JLI 7 7 Common 0 0 0 DJL-063 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Tasmanian Devil gets +1 ATK for each resource your opponents control. Ted Kord <> Blue Beetle | Heir of the Scarab DJL DJL-064 Heir of the Scarab 1 Character JLI 2 1 Common 0 1 0 DJL-064 Activate, discard a card -> Search your deck for a card named Booster Gold or an equipment card, reveal it, and put it into your hand. BWA HA HA HA HA! DJL DJL-065 3 Plot Twist 0 0 Rare 0 0 0 DJL-065 If you control four or fewer resources and a JLI character, negate target effect from a non-ongoing plot twist targeting a character. The Castle DJL DJL-066 2 Location 0 0 Uncommon 0 0 0 DJL-066 Activate -> Target JLI defender with cost 4 or less has reinforcement this attack. JLI Embassy | Non-Unique DJL DJL-067 Non-Unique 2 Location 0 0 Common 0 0 0 DJL-067 At the start of the recovery phase, if you control four or fewer resources, you may discard a card. If you do, recover target stunned JLI character you control. Justice League Task Force | Team-Up DJL DJL-068 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DJL-068 Choose two affiliations among characters you control.
Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile, with either of those affiliations have both of them.
JLI team attackers you control get +1 ATK. Kooey Kooey Kooey DJL DJL-069 2 Location 0 0 Rare 0 0 0 DJL-069 KO Kooey Kooey Kooey -> If you control four or fewer resources and a JLI character, search your deck for a card and put it into your hand. Plasma Blast DJL DJL-070 2 Plot Twist 0 0 Common 0 0 0 DJL-070 Target defender gets -1/-1 this attack.
If you control four or fewer resources and a JLI character, that defender gets an additional -2/-2 this attack. Running Interference DJL DJL-071 1 Plot Twist 0 0 Uncommon 0 0 0 DJL-071 To play, exhaust a non-defending JLI character you control.
Exhaust target protected defender you control and remove all attackers from this attack. Safety in Numbers DJL DJL-072 2 Plot Twist 0 0 Uncommon 0 0 0 DJL-072 Play only if you control three or more JLI team attackers.
Ready target attacker you control. That attacker can't be stunned this attack. Staged Attack DJL DJL-073 2 Plot Twist 0 0 Common 0 0 0 DJL-073 Target defender you control gets +1 DEF this attack. If that defender has the JLI affiliation and cost 4 or less, it has invulnerability this attack. UN General Assembly DJL DJL-074 2 Plot Twist 0 0 Rare 0 0 0 DJL-074 You may exhaust a JLI character you control. If you do, search your deck for a character card with two or more affiliations, reveal it, and put it into your hand. UN Recognition DJL DJL-075 2 Plot Twist 0 0 Common 0 0 0 DJL-075 Target JLI defender you control gets +3 ATK this attack. Whenever an attacker becomes stunned this attack, gain 3 endurance. Abra Kadabra | Citizen Abra DJL DJL-076 Citizen Abra 5 Character Injustice Gang 10 8 Uncommon 0 1 0 DJL-076 Willpower 3
Each opponent can't discard cards to pay the costs of payment powers while he has five or more cards in his hand.
Leader: KO a character adjacent to Abra Kadabra -> Move Abra Kadabra to your hidden or visible area. Use only during the combat phase. Captain Boomerang | George Harkness DJL DJL-077 George Harkness 2 Character Injustice Gang 3 2 Common 0 1 0 DJL-077 Return Captain Boomerang to his owner's hand -> Return target character with cost 2 or less to its owner's hand. Use only during your attack step. Circe | Immortal Sorceress DJL DJL-078 Immortal Sorceress 4 Character Injustice Gang 7 7 Common 1 1 0 DJL-078 Willpower 3
KO a character you control -> Search your deck for an Army character card with cost 1 and put it into your front row. Use only once per turn. Creeping Doom | Army DJL DJL-079 Army 1 Character Injustice Gang 1 1 Common 0 0 0 DJL-079 Exhaust two characters you control -> Recover target stunned Army character you control with cost 1. David Clinton <> Chronos | The Time Thief DJL DJL-080 The Time Thief 3 Character Injustice Gang 4 5 Common 0 0 0 DJL-080 At the start of the recovery phase, you may return target character with cost 1 or less to its owner's hand.
Whenever a character returns to an opponent's hand from play, each player draws a card. Dr. Light | Light Shaper DJL DJL-081 Light Shaper 4 Character Injustice Gang, Emerald Enemies 6 8 Rare 1 1 0 DJL-081 Exhaust X Army characters you control -> Exhaust target character if its cost is less than X. Evan McCulloch <> Mirror Master | Smoke and Mirrors DJL DJL-082 Smoke and Mirrors 4 Concealed Character Concealed - Optional Injustice Gang 8 6 Common 0 1 0 DJL-082 Concealed - Optional (You may have this character come into play in the hidden area.)
Pay 1 endurance -> Return two target character cards from different KO'd piles to their owners' hands if they share the same cost. Use only once per turn. Floronic Man | Alien Hybrid DJL DJL-083 Alien Hybrid 5 Character Injustice Gang 9 10 Uncommon 0 0 0 DJL-083 When Floronic Man enters play, you may return target non-Team-Up location to its owner's hand. If you do, that location's controller puts the top card of his deck face down into his resource row.
Your opponents can't flip locations. The General | Wade Eiling DJL DJL-084 Wade Eiling 6 Character Injustice Gang 13 10 Rare 0 1 0 DJL-084 At the start of the combat phase, target character loses leader and all leader powers this turn.
Whenever The General becomes stunned, if he is in your front row, you may discard an Injustice Gang character card. If you do, recover him and move him to your support row. Illusionary Warriors | Army DJL DJL-085 Army 1 Concealed Character Concealed Injustice Gang 1 1 Common 0 0 0 DJL-085 Concealed
Ally: Whenever a character you control becomes powered-up, you may exhaust Illusionary Warriors. If you do, target character gets -2 ATK this attack. Infernal Minions | Army DJL DJL-086 Army 1 Concealed Character Concealed - Optional Injustice Gang 1 1 Common 0 0 0 DJL-086 Concealed - Optional (You may have this character come into play in the hidden area.)
Whenever Infernal Minions becomes stunned, you may KO it. If you do, put a +1/+1 counter on target non-Army Injustice Gang character you control. Insectoid Troopers | Army DJL DJL-087 Army 1 Character Injustice Gang 1 1 Common 1 1 0 DJL-087 Insectoid Troopers gets +1/+1 while team attacking. IQ | Ira Quimby DJL DJL-088 Ira Quimby 2 Character Injustice Gang 2 3 Common 0 1 0 DJL-088 Willpower 1
Whenever an opponent draws a card, he loses 1 endurance. The Joker | Headline Stealer DJL DJL-089 Headline Stealer 4 Character Injustice Gang, Arkham Inmates 8 7 Common 0 0 0 DJL-089 Each opponent can't play plot twists from his hand with cost less than the number of cards in his hand. Lex Luthor | Nefarious Philanthropist DJL DJL-090 Nefarious Philanthropist 3 Character Injustice Gang, Revenge Squad 4 5 Uncommon 0 0 0 DJL-090 At the start of the build phase, each opponent draws two cards. If he does, that opponent can't play more than one plot twist this turn.
Leader: Characters adjacent to Lex Luthor gain the Injustice Gang affiliation. Lex Luthor | Evil Incorporated DJL DJL-091 Evil Incorporated 6 Character Injustice Gang, Revenge Squad 12 13 Common 0 0 0 DJL-091 Ally: Whenever an Injustice Gang or Revenge Squad character you control becomes powered-up, you may return target stunned character to its owner's hand. Libra | Alien Conqueror DJL DJL-092 Alien Conqueror 7 Character Injustice Gang 15 14 Rare 0 0 0 DJL-092 Leader: Characters your opponents control get -1 ATK for each character adjacent to Libra.
KO three characters adjacent to Libra -> Ready Libra. Use only during the combat phase. Ocean Master | Son of Atlan DJL DJL-093 Son of Atlan 6 Character Injustice Gang 11 11 Common 0 1 0 DJL-093 Discard two cards -> Put a +1/+1 counter on target Injustice Gang character you control. Poison Ivy | Deadly Rose DJL DJL-094 Deadly Rose 2 Character Injustice Gang, Arkham Inmates 3 3 Rare 0 0 0 DJL-094 KO another character you control -> KO a resource you control. If you do, search your deck for a location card, reveal it, and put it face down into your resource row. Use only once per turn. Prometheus | Darker Knight DJL DJL-095 Darker Knight 7 Character Injustice Gang 15 16 Common 0 1 0 DJL-095 Discard an Injustice Gang character card -> Target attacker or defender gets -2 DEF this attack. Use only once per attack. Sam Scudder <> Mirror Master | Reflective Rogue DJL DJL-096 Reflective Rogue 3 Character Injustice Gang 3 6 Uncommon 0 0 0 DJL-096 Whenever an opponent discards a card, you may draw a card and discard a card. Scarecrow | Psycho Psychologist DJL DJL-097 Psycho Psychologist 5 Character Injustice Gang 9 9 Common 0 0 0 DJL-097 Pay 3 endurance -> Target player loses X endurance, where X is the number of cards in his hand. Use only during the combat phase and only once per turn.
Boost 1: When Scarecrow enters play, each opponent draws three cards. Put three +1/+1 counters on Scarecrow. Shadow-Thief | Carl Sands DJL DJL-098 Carl Sands 3 Concealed Character Concealed Injustice Gang 4 4 Common 0 0 0 DJL-098 Concealed
When Shadow-Thief enters play, search your deck for an Army character card with cost 1 and put it into your front row. The Shark | Karshon DJL DJL-099 Karshon 3 Character Injustice Gang 6 5 Common 1 1 0 DJL-099 Willpower 2
The Shark gets -2/-1 while an opponent has five or fewer cards in his hand. Tattooed Man | Living Ink DJL DJL-100 Living Ink 5 Character Injustice Gang, Emerald Enemies 7 7 Common 0 1 0 DJL-100 Willpower 2
Tattooed Man enters play with two +1/+1 counters on him.
Remove any number of +1/+1 counters from Tattooed Man -> For each counter you removed, search your deck for an Army character card with cost 1 and put it into your front row. Use only once per turn. Zazzala <> Queen Bee | Royal Genetrix DJL DJL-101 Royal Genetrix 2 Concealed Character Concealed - Optional Injustice Gang 2 3 Common 0 1 0 DJL-101 Concealed - Optional
At the start of the recovery phase, you may put an Army character card with cost 1 from your hand into your front row.
Leader: Army team attackers with cost 1 adjacent to Zazzala can't be stunned. All Too Easy DJL DJL-102 3 Plot Twist 0 0 Common 0 0 0 DJL-102 Target Injustice Gang attacker you control gets +1/-1 this attack for each card in target opponent's hand. Criminal Mastermind DJL DJL-103 1 Plot Twist 0 0 Common 0 0 1 DJL-103 To play, exhaust an Injustice Gang character you control.
Ongoing: At the start of the build phase, each player draws a card. Gang-Up | Team-Up DJL DJL-104 Team-Up 2 Plot Twist 0 0 Common 0 0 0 DJL-104 Choose two affiliations among characters you control. If you chose Injustice Gang and another affiliation, each player draws a card.
Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile, with either of those affiliations have both of them. Hard-Light Storage Tank | Non-Unique DJL DJL-105 Non-Unique 2 Location 0 0 Rare 0 0 0 DJL-105 When you flip Hard-Light Storage Tank, search your deck for an Army Injustice Gang character card with cost 1, reveal it, and put it into your hand.
Whenever one or more Injustice Gang team attackers you control stun a defender, you may put an Army character card with cost 1 from your hand into your front row exhausted. Infestation DJL DJL-106 2 Plot Twist 0 0 Uncommon 0 0 0 DJL-106 Injustice Gang team attackers you control get +1/+1 this attack for each other team attacker you control. Injustice Gang Satellite DJL DJL-107 4 Location 0 0 Rare 0 0 0 DJL-107 Activate, discard an Injustice Gang character card -> KO target stunned character with cost less than or equal to the number of cards in its controller's hand. Philosopher's Stone | Unique DJL DJL-108 Unique 1 Equipment 0 0 Rare 0 0 0 DJL-108 Equipped character gets +2/+2.
Whenever equipped character causes breakthrough to a player, if it has the Injustice Gang affiliation, name a card. Search that player's deck for all non-character cards with that name and remove them from the game. Power Siphon DJL DJL-109 1 Plot Twist 0 0 Rare 0 0 0 DJL-109 Exhaust target Injustice Gang defender you control. If you do, it gets -1/+1 this attack for each card in target opponent's hand. Royal Egg-Matrix DJL DJL-110 1 Location 0 0 Uncommon 0 0 0 DJL-110 Activate -> Return an Army Injustice Gang character card from your KO'd pile to your hand. Secret Files DJL DJL-111 2 Plot Twist 0 0 Common 0 0 0 DJL-111 Play only if you control an Injustice Gang character.
Each player in turn searches his deck for an affiliated character card, reveals it, and puts it into his hand. World War III DJL DJL-112 3 Plot Twist 0 0 Rare 0 0 0 DJL-112 Play only during your attack step.
KO any number of non-stunned Injustice Gang characters you control, then KO any number of characters with combined cost less than the number of characters you KO'd. Captain Boomerang | Digger DJL DJL-113 Digger 2 Character Secret Society 2 2 Uncommon 0 1 0 DJL-113 Captain Boomerang enters play with a +1/+1 counter on him.
Remove a +1/+1 counter from Captain Boomerang -> Target player loses 2 endurance. Captain Cold | Leonard Snart DJL DJL-114 Leonard Snart 3 Character Secret Society 4 4 Uncommon 0 1 0 DJL-114 Captain Cold enters play with a +1/+1 counter on him.
Remove a +1/+1 counter from Captain Cold -> Exhaust target character. Use only during your attack step. Charaxes | Killer Moth DJL DJL-115 Killer Moth 6 Character Secret Society, Arkham Inmates 13 11 Common 1 0 0 DJL-115 Whenever Charaxes stuns a character, you may put three character cards from your KO'd pile that share an affiliation with Charaxes on the bottom of your deck. If you do, KO that character. Copperhead | Slithering Assassin DJL DJL-116 Slithering Assassin 1 Character Secret Society 2 1 Common 0 0 0 DJL-116 Evasion (Stun this character -> Recover this character at the start of the recovery phase this turn.)
Boost 1: Copperhead enters play with a +1/+1 counter on him. Crystal Frost <> Killer Frost | Cold-Hearted Killer DJL DJL-117 Cold-Hearted Killer 5 Character Secret Society 8 11 Uncommon 0 1 0 DJL-117 Ally: Whenever a character you control becomes powered-up, you may remove three cards in your KO'd pile from the game. If you do, target character can't ready this turn. Darkseid | Heart of Darkness DJL DJL-118 Heart of Darkness 5 Character Secret Society, Darkseid's Elite 10 9 Common 0 1 0 DJL-118 Reservist
Leader: KO a character adjacent to Darkseid -> Target attacker or defender gets -X DEF this attack, where X is the cost of the character you KO'd. Use only once per turn. Deadshot | Floyd Lawton DJL DJL-119 Floyd Lawton 2 Character Secret Society 3 1 Rare 0 1 0 DJL-119 Remove Deadshot from the game -> KO target character with cost 3 or less. Use only during the combat phase and only if you have ten or more cards in your KO'd pile. Dr. Sivana | Thaddeus Bodog Sivana DJL DJL-120 Thaddeus Bodog Sivana 3 Character Secret Society, Fearsome Five 4 5 Common 0 1 0 DJL-120 Leader: At the start of the recovery phase, recover all stunned characters adjacent to Dr. Sivana. Floronic Man | Jason Woodrue DJL DJL-121 Jason Woodrue 3 Character Secret Society 5 4 Common 0 0 0 DJL-121 KO Floronic Man -> Return target card from your KO'd pile to your hand. Funky Flashman | Salesman Supreme DJL DJL-122 Salesman Supreme 1 Character Secret Society 1 1 Uncommon 0 0 0 DJL-122 Leader: At the start of the combat phase, reveal the top X cards of your deck, where X is the number of characters adjacent to Funky Flashman. Put a revealed Secret Society character card into your hand and the rest into your KO'd pile. Gorilla Grodd | Simian Mastermind DJL DJL-123 Simian Mastermind 6 Character Secret Society 13 12 Common 0 1 0 DJL-123 Willpower 3
Leader: KO a ready character adjacent to Gorilla Grodd -> Move target character to your front row if its cost is less than that of the character you KO'd. If you do, ready the character you moved. Use only once per turn and only during the combat phase. Hector Hammond | Mind Over Matter DJL DJL-124 Mind Over Matter 4 Character Secret Society, Emerald Enemies 6 9 Common 0 1 0 DJL-124 Willpower 2
Ally: Whenever a character you control becomes powered-up, you may have the controller of target character move that character to a different position. Henry King <> Brainwave | Sinister Psionic DJL DJL-125 Sinister Psionic 4 Character Secret Society 8 6 Common 0 1 0 DJL-125 Willpower 2
Leader: KO a character adjacent to Henry King -> Target player loses endurance equal to the cost of the character you KO'd. Use only once per turn and only during the combat phase. James Jesse <> Trickster | Giovanni Giuseppe DJL DJL-126 Giovanni Giuseppe 2 Character Secret Society 2 3 Common 1 0 0 DJL-126 Evasion (Stun this character -> Recover this character at the start of the recovery phase this turn.)
Whenever a character you control becomes stunned, put the top card of target player's deck into his KO'd pile. Lex Luthor | Criminal Genius DJL DJL-127 Criminal Genius 4 Character Secret Society, Revenge Squad 7 7 Rare 0 0 0 DJL-127 Leader: Characters adjacent to Lex Luthor gain the Secret Society and Revenge Squad affiliations.
Exhaust a character adjacent to Lex Luthor -> Lex Luthor gets +1/+1 this turn. Use only during the combat phase. Manhunter Clone | Non-Unique * Clone of Paul Kirk DJL DJL-128 Non-Unique * Clone of Paul Kirk 1 Character Secret Society, Manhunter 1 2 Common 0 1 0 DJL-128 Evasion (Stun this character -> Recover this character at the start of the recovery phase this turn.)
Whenever Manhunter Clone becomes stunned, put the top card of target player's deck into his KO'd pile. Mark Desmond <> Blockbuster | Mindless Brute DJL DJL-129 Mindless Brute 7 Character Secret Society 14 16 Uncommon 0 0 0 DJL-129 While there are ten or more cards in your KO'd pile, Mark Desmond can't be stunned while attacking and gets +4 ATK. The Mist | Jonathan Smythe DJL DJL-130 Jonathan Smythe 3 Character Secret Society 4 4 Common 0 1 0 DJL-130 Evasion (Stun this character -> Recover this character at the start of the recovery phase this turn.)
Whenever The Mist becomes stunned during the combat phase, you may have target opponent move a non-stunned visible character he controls to his hidden area. Poison Ivy | Kiss of Death DJL DJL-131 Kiss of Death 4 Character Secret Society, Arkham Inmates 7 7 Common 0 0 0 DJL-131 Activate -> Choose one: Recover target stunned character an opponent controls with cost 2 or less and move it to your support row; or KO target stunned character. Psycho-Pirate | Roger Hayden DJL DJL-132 Roger Hayden 8 Character Secret Society 18 17 Rare 0 1 0 DJL-132 At the start of the combat phase, you may remove up to six cards in your KO'd pile from the game. If you do, move target character to your front row if its cost is less than or equal to the number of cards you removed. Quakemaster | Robert Coleman DJL DJL-133 Robert Coleman 3 Character Secret Society 5 4 Uncommon 0 1 0 DJL-133 Activate -> Replace target non-Team-Up location. Use only if you control another Secret Society character. Remoni-Notra <> Star Sapphire | Zamoran Champion DJL DJL-134 Zamoran Champion 6 Character Secret Society, Emerald Enemies 12 13 Uncommon 1 1 0 DJL-134 Willpower 3
Ally: Whenever a character you control becomes powered-up, you may exhaust a character you control. If you do, you may return a resource you control to its owner's hand. Scarecrow | Fearmonger DJL DJL-135 Fearmonger 5 Character Secret Society, Arkham Inmates 10 9 Common 0 0 0 DJL-135 Whenever Scarecrow stuns a character, put a +1/+1 counter on Scarecrow.
At the start of the combat phase, you may remove a counter from target character. If you do, put a +1/+1 counter on target character you control. Sinestro | Corrupted by the Ring DJL DJL-136 Corrupted by the Ring 5 Character Secret Society, Emerald Enemies 8 9 Rare 1 1 0 DJL-136 Willpower 1
Sinestro costs 2 less to recruit while an opponent controls six or more resources.
Sinestro gets +1 ATK and +1 willpower for each face-up resource your opponents control. Solomon Grundy | Buried on Sunday DJL DJL-137 Buried on Sunday 7 Character Secret Society 15 15 Rare 0 0 0 DJL-137 Solomon Grundy gets +3/+3 while defending against exactly one character.
While you have no cards in your deck, Solomon Grundy can't leave play, and if he would become stunned, instead, move him to your hidden area. Ultra-Humanite | Evolutionary Antecedent DJL DJL-138 Evolutionary Antecedent 7 Character Secret Society 16 14 Common 0 0 0 DJL-138 Willpower 4
Whenever Ultra-Humanite stuns a character with cost less than or equal to his willpower, you may move that character to your front row.
Leader: Attackers adjacent to Ultra-Humanite get +1 ATK for each non-Army character you control. The Wizard | William Zard DJL DJL-139 William Zard 2 Character Secret Society 2 3 Common 0 1 0 DJL-139 Willpower 1
Leader: Exhaust a character adjacent to The Wizard -> Target player puts the top card of his deck into his KO'd pile. Use only during the combat phase. Attend or Die! DJL DJL-140 2 Plot Twist 0 0 Rare 0 0 0 DJL-140 You may recruit Secret Society character cards from your KO'd pile this turn.
If a character card would enter your KO'd pile from play during the build phase this turn, instead, remove it from the game. Divided We Fall DJL DJL-141 3 Plot Twist 0 0 Rare 0 0 0 DJL-141 Play only during your attack step.
You may stun a ready Secret Society character you control with cost greater than that of target character an opponent controls. If you do, ready that character and move it to your front row, and at the start of the recovery phase, that character's owner moves it to his front row. Funky's Big Rat Code | Team-Up DJL DJL-142 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DJL-142 Choose two affiliations among characters you control. If you chose Secret Society and another affiliation, target player puts the top three cards of his deck into his KO'd pile.
Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile, with either of those affiliations have both of them. Gorilla City DJL DJL-143 1 Location 0 0 Common 0 0 0 DJL-143 Activate, put the top card of your deck into your KO'd pile -> Target Secret Society attacker you control gets +1 ATK this attack, and an additional +2 ATK this attack if you have ten or more cards in your KO'd pile. Mysterious Benefactor DJL DJL-144 1 Plot Twist 0 0 Uncommon 0 0 0 DJL-144 To play, exhaust a Secret Society character you control.
Search your deck for a leader card, reveal it, and put it into your hand. The Plunder Plan DJL DJL-145 3 Plot Twist 0 0 Common 0 0 0 DJL-145 Put up to three Secret Society character cards from your KO'd pile on the bottom of your deck. Target defender you control gets +1 DEF this attack for each card you put on the bottom of your deck. Quadromobile | Unique DJL DJL-146 Unique 1 Equipment 0 0 Uncommon 0 0 0 DJL-146 Quadromobile costs 1 less to recruit while you control a Secret Society character.
Equipped character gets +2 ATK and has flight.
KO Quadromobile -> Return target character or location card from a KO'd pile to its owner's hand. Sinister Citadel | Non-Unique DJL DJL-147 Non-Unique 2 Location 0 0 Uncommon 0 0 0 DJL-147 KO a character you control -> Put a +1/+1 counter on target leader character you control. Use only once per turn.
Activate -> Remove a +1/+1 counter from a character you control. If you do, put a +1/+1 counter on target Secret Society character you control. Slaughter Swamp DJL DJL-148 2 Location 0 0 Common 0 0 0 DJL-148 Activate, discard a card -> Return target character card from a KO'd pile to its owner's hand.
Whenever you recruit a Secret Society character with cost 3 or greater, ready Slaughter Swamp. Sorcerer's Treasure DJL DJL-149 2 Plot Twist 0 0 Rare 0 0 0 DJL-149 To play, discard a Secret Society character card.
Choose a plot twist card in your KO'd pile. You may play that card from your KO'd pile this turn. Whenever you do, remove that card from the game. Straight to the Grave DJL DJL-150 2 Plot Twist 0 0 Rare 0 0 0 DJL-150 Search your deck for a character card and put it into your KO'd pile. If you control a Secret Society character, also search your deck for a non-character card and put it into your KO'd pile. With Prejudice DJL DJL-151 3 Plot Twist 0 0 Common 0 0 0 DJL-151 Reveal the top four cards of your deck. Target character you control gets +1 ATK this turn for each Secret Society character card you revealed. Put all revealed character cards into your KO'd pile and the rest on the bottom of your deck. Justice League Signal Device DJL DJL-152 0 Equipment 0 0 Common 0 0 0 DJL-152 Transferable
At the start of the combat phase, reveal the top card of your deck. If it's a JLA or JLI character card, put it into your hand. Otherwise, put it on the bottom of your deck. Magnificent Seven DJL DJL-153 2 Plot Twist 0 0 Common 0 0 0 DJL-153 Power-up target JLA or JLI attacker or defender you control. If you control four or fewer resources, draw a card. World's Greatest Heroes | Team-Up DJL DJL-154 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DJL-154 Play only if you control a JLA character and a JLI character.
Draw a card.
Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile, with either the JLA or JLI affiliation have both affiliations.
World's Greatest Heroes can't be the target of effects your opponents control. Amazo | Ivo's Android DJL DJL-155 Ivo's Android 8 Character 16 16 Rare 1 1 0 DJL-155 Amazo gets +2/+2 for each character your opponents control. Despero | Master of the Third Eye DJL DJL-156 Master of the Third Eye 4 Character 7 7 Common 0 1 0 DJL-156 Willpower 3
When Despero enters play, choose a character an opponent controls. Despero can't be stunned by the chosen character this turn. Despero can't be stunned by attackers while defending against the chosen character this turn.
Boost 2: When Despero enters play, he gets +5/+5 this turn. Dr. Destiny | John Dee DJL DJL-157 John Dee 6 Concealed Character Concealed 12 12 Common 0 0 0 DJL-157 Concealed, Willpower 5
Activate -> Target player reveals his hand and loses 2 endurance for each character card he revealed. Use only during the combat phase. Felix Faust | Infernal Dealmaker DJL DJL-158 Infernal Dealmaker 4 Character 8 6 Uncommon 0 1 0 DJL-158 Willpower 3
When Felix Faust becomes stunned, you may KO him. If you do, put up to three Army character cards with cost 1 from your KO'd pile into your front row. Kanjar Ro | Kylaq Defense Minister DJL DJL-159 Kylaq Defense Minister 5 Character 9 9 Common 0 1 0 DJL-159 Leader: Characters adjacent to Kanjar Ro get +1 ATK and, if unaffiliated, also get +1 DEF. Mageddon | Weapon of Universal Destruction DJL DJL-160 Weapon of Universal Destruction 10 Character 27 27 Rare 1 1 0 DJL-160 Whenever a character an opponent controls leaves play, that opponent loses the game. Neron | Soul Collector DJL DJL-161 Soul Collector 6 Character 12 13 Rare 0 0 0 DJL-161 Willpower 5
Leader: At the start of the combat phase, put a +1/+1 counter on each character adjacent to Neron.
Whenever a character adjacent to Neron becomes stunned during the combat phase, KO that stunned character. Professor Ivo | Anthony Ivo DJL DJL-162 Anthony Ivo 2 Character 2 3 Common 0 0 0 DJL-162 Evasion
When Professor Ivo enters play, you may discard a card. If you do, search your deck for an unaffiliated character card, reveal it, and put it into your hand. Queen of Fables | Wickedest Witch DJL DJL-163 Wickedest Witch 3 Character 4 5 Common 0 0 0 DJL-163 Activate -> Replace target non-Team-Up ongoing plot twist. If you do, search your deck for an Army character card with cost 1 and put it into your front row. Rama Khan | Elemental Magician DJL DJL-164 Elemental Magician 7 Character 15 15 Common 0 1 0 DJL-164 Willpower 5
Locations you control have Activate -> Power-up target attacker or defender you control. Use only once per turn. Starro the Conqueror | Intergalactic Starfish DJL DJL-165 Intergalactic Starfish 8 Character 18 18 Rare 1 0 0 DJL-165 When Starro the Conqueror enters play, put any number of Army characters with cost 1 from your hand into your front row.
KO X Army characters you control -> Move target character to your front row if its cost is less than X. T. O. Morrow | Thomas Oscar Morrow DJL DJL-166 Thomas Oscar Morrow 3 Character 2 6 Uncommon 0 0 0 DJL-166 Pay 1 resource point -> You may pay 1 resource point rather than pay the recruit cost of non-Army character cards with cost 2 this turn. Tomorrow Woman | Trojan Telepath DJL DJL-167 Trojan Telepath 2 Character 4 3 Rare 1 0 0 DJL-167 When Tomorrow Woman enters play, you may move her to target opponent's front row.
Cosmic: At the start of the combat phase, discard a card. Air Strike DJL DJL-168 2 Plot Twist 0 0 Common 0 0 0 DJL-168 Target character you control gets +2 ATK while attacking this turn and has flight this turn. You may replace a face-down resource you control. If you replaced a non-character card, that character gets an additional +2 ATK while attacking this turn. Atlantean Trident DJL DJL-169 1 Equipment 0 0 Uncommon 0 0 0 DJL-169 Equipped character gets +3 ATK.
Whenever equipped character stuns a character, put a +1/+1 counter on that equipped character. Balance of Power DJL DJL-170 2 Plot Twist 0 0 Common 0 0 0 DJL-170 Play only if an opponent has played a plot twist this attack.
Target attacker gets -3 ATK this attack. Bulletproof DJL DJL-171 1 Plot Twist 0 0 Common 0 0 0 DJL-171 Target defender gets +1 DEF this attack and gets an additional +1 DEF this attack if you control four or fewer resources. Counterstrike DJL DJL-172 1 Plot Twist 0 0 Common 0 0 0 DJL-172 Target defender you control gets +3 ATK this attack.
Whenever that defender stuns an attacker this turn, you may put a +1/+1 counter on that defender. Counterterrorism DJL DJL-173 1 Plot Twist 0 0 Uncommon 0 0 0 DJL-173 Remove a +1/+1 counter from target character. If you do, you may put a +1/+1 counter on target character you control. Crisis on Infinite Earths | Team-Up DJL DJL-174 Team-Up 2 Plot Twist 0 0 Rare 0 0 1 DJL-174 Ongoing: Characters you control, as well as character cards in your hand, KO'd pile, and deck lose all affiliations, have the Crisis affiliation, and can't have any affiliation other than Crisis.
Character cards you own are not unique.
If a character card you recruited or substituted would come into play, instead, KO all characters you control with the same printed name and version as that card, then put that card into play. Death Times Five DJL DJL-175 1 Plot Twist 0 0 Common 0 0 0 DJL-175 If target attacker would cause breakthrough while attacking a defender this turn, instead, that defender's controller loses 5 endurance. Death Trap DJL DJL-176 2 Plot Twist 0 0 Common 0 0 0 DJL-176 To play, exhaust a character you control.
Return target stunned character to its owner's hand. Funeral For a Friend DJL DJL-177 2 Plot Twist 0 0 Uncommon 0 0 0 DJL-177 To play, KO a character you control.
Support row characters you control have reinforcement while defending this turn. Glass Jaw DJL DJL-178 1 Plot Twist 0 0 Common 0 0 0 DJL-178 Target character gets -3 DEF while defending this turn. Whenever that character defends this turn, exhaust it. High-Tech Flare Gun DJL DJL-179 1 Equipment 0 0 Uncommon 0 0 0 DJL-179 Transferable
Equipped character gets +3 ATK and has range.
Pay 1 endurance -> Equipped character can attack hidden characters this turn. H'ronmeer's Curse DJL DJL-180 4 Plot Twist 0 0 Rare 0 0 1 DJL-180 Ongoing: At the start of your attack step, if you control a non-stunned character, each player stuns a non-stunned character he controls with cost 2 or less. Identity Crisis DJL DJL-181 9 Plot Twist 0 0 Rare 0 0 0 DJL-181 Play only during the combat phase.
To play, KO a character you control.
Return all characters to their owners' hands. Lair of the Mastermind DJL DJL-182 2 Location 0 0 Common 0 0 0 DJL-182 Characters you control can team attack as though they had all affiliations.
Activate -> Target unaffiliated defender you control has reinforcement this attack. Lead by Example DJL DJL-183 2 Plot Twist 0 0 Common 0 0 0 DJL-183 Target attacker you control gets +1/+1 this attack. If that character is a leader character, instead, it gets +1/+1 this attack for each ready character adjacent to it. Membership Drive DJL DJL-184 2 Plot Twist 0 0 Common 0 0 0 DJL-184 Whenever you recruit a character with cost 2 or greater this turn, it enters play with a +1/+1 counter on it. Midnight Cravings DJL DJL-185 2 Plot Twist 0 0 Common 0 0 0 DJL-185 Target character gets -1 DEF and -3 willpower this turn. Not on My Watch DJL DJL-186 2 Plot Twist 0 0 Uncommon 0 0 0 DJL-186 Play only if you control a character with two or more affiliations.
Choose one: Negate target effect from a non-ongoing plot twist with cost 1 or less; or target protected defender you control has invulnerability this attack. Nth Metal DJL DJL-187 0 Equipment 0 0 Common 0 0 0 DJL-187 Whenever equipped character enters combat, you may power-up that character. Rallying Cry! DJL DJL-188 2 Plot Twist 0 0 Common 0 0 0 DJL-188 Target character you control gets +2/+1 while attacking this turn and has range this turn. Resistance is Useless DJL DJL-189 2 Plot Twist 0 0 Common 0 0 0 DJL-189 Target attacker you control gets +1/+1 this attack and an additional +1/+1 this attack if it is unaffiliated. Secret Origins DJL DJL-190 3 Plot Twist 0 0 Rare 0 0 0 DJL-190 You may discard a card. If you do, search your deck for a character card with cost equal to that of the greatest-cost character any opponent controls, reveal it, and put it into your hand. Shake it Off DJL DJL-191 2 Plot Twist 0 0 Common 0 0 0 DJL-191 Target defender you control gets +1 DEF this attack. If that character is an ally character, instead, you may power-up that defender. S.T.A.R. Labs Orbital Platform | Non-Unique DJL DJL-192 Non-Unique 2 Location 0 0 Common 0 0 0 DJL-192 Activate -> Target protected attacker or defender you control gets +1 DEF this attack. Token Resistance DJL DJL-193 2 Plot Twist 0 0 Common 0 0 1 DJL-193 Ongoing: Exhaust a character you control that is protecting a character -> Target character gets -1 ATK this turn. Trial by Fire DJL DJL-194 1 Plot Twist 0 0 Common 0 0 0 DJL-194 Target attacker you control gets +2 ATK this attack and an additional +2 ATK this attack if you control four or fewer resources. UN Building | Team-Up DJL DJL-195 Team-Up 2 Location 0 0 Common 0 0 0 DJL-195 When you flip UN Building, choose three different affiliations among characters you control.
If you chose three different affiliations, characters you control, as well as cards in your deck, hand, and KO'd pile that have any of those affiliations have all of them. Vicarious Living DJL DJL-196 3 Plot Twist 0 0 Uncommon 0 0 0 DJL-196 To play, discard a character card.
Search your deck for a character card with cost equal to the cost of the card you discarded, reveal it, and put it into your hand. Wheel of Misfortune DJL DJL-197 2 Plot Twist 0 0 Uncommon 0 0 0 DJL-197 Negate target power-up effect. You may power-up an unaffiliated attacker or defender you control. Mogo | The Living Planet DJL DJL-198 The Living Planet 8 Character Green Lantern 18 21 Rare 1 1 0 DJL-198 Reservist, Willpower 8
Support row characters you control can't be attacked while Mogo is visible in your front row. Oliver Queen <> Green Arrow | Emerald Archer DJL DJL-199 Emerald Archer 4 Character Green Lantern 9 6 Uncommon 0 1 0 DJL-199 Reservist, Willpower 1
Pay 2 endurance -> KO target character with cost 1 or less. Use only once per turn. Recharge the Sun DJL DJL-200 4 Plot Twist 0 0 Rare 0 0 0 DJL-200 You may stun any number of characters you control with total willpower greater than the cost of target Green Lantern character. If you do, ready that character. Controller Sanction DJL DJL-201 2 Plot Twist 0 0 Uncommon 0 0 0 DJL-201 To play, KO a resource you control.
Target attacker you control can't be stunned this attack. If that attacker has the Emerald Enemies affiliation, it gets +1 ATK this attack for each face-up resource you control. Fatality | Emerald Assassin DJL DJL-202 Emerald Assassin 2 Character Emerald Enemies 3 2 Rare 1 1 0 DJL-202 Willpower 1
KO a resource you control -> If you control four or fewer resources, negate target payment effect or effect from a non-ongoing plot twist. Use only once per turn. Chomin | Qwardian Spy DJL DJL-203 Qwardian Spy 1 Concealed Character Concealed - Optional Anti-Matter 2 1 Uncommon 0 1 0 DJL-203 Concealed - Optional
Stun another character you control -> Target player loses endurance equal to that character's cost. Use only once per turn. General Fabrikant | Qwardian General DJL DJL-204 Qwardian General 4 Concealed Character Concealed - Optional Anti-Matter 7 7 Uncommon 0 0 0 DJL-204 Concealed - Optional
Hidden attackers you control can't be stunned while General Fabrikant is visible. Matter Convergence DJL DJL-205 2 Plot Twist 0 0 Rare 0 0 0 DJL-205 Move target character you control with concealed to your hidden area. If that character has the Anti-Matter affiliation, it gets +3 ATK while attacking this turn. Conscription DJL DJL-206 2 Plot Twist 0 0 Rare 0 0 0 DJL-206 To play, discard a Manhunter character card.
Search your deck for an Army character card with cost 1 and put it into your front row. Manhunter Conqueror | Grandmaster DJL DJL-207 Grandmaster 6 Character Manhunter 12 12 Uncommon 1 1 0 DJL-207 When Manhunter Conqueror enters play, ready all Army characters you control.
Exhaust an Army Manhunter character you control -> Target player loses 1 endurance. War Without End DJL DJL-208 2 Plot Twist 0 0 Rare 0 0 0 DJL-208 To play, exhaust a Manhunter character you control.
Recover each character you control with the same cost as that of the character you exhausted. Kelex | Faithful Servant DJL DJL-209 Faithful Servant 2 Character Team Superman 3 3 Uncommon 0 0 0 DJL-209 When Kelex enters play, you may discard two cards or a Team Superman character card. If you do, search your deck for a location card, reveal it, and put it into your hand. Look-Alike Squad DJL DJL-210 3 Plot Twist 0 0 Rare 0 0 1 DJL-210 Ongoing: Cards named Superman are not unique.
Whenever a character you control named Superman becomes stunned, you may KO it. If you do, you may put a card named Superman from your hand into your front row if its cost is less than the cost of the character you KO'd. Bizarro Ray DJL DJL-211 1 Plot Twist 0 0 Uncommon 0 0 1 DJL-211 Ongoing: Pay 1 endurance -> Target defender gets -1 DEF this attack. Then, if that defender has 0 DEF and you control a Revenge Squad character, stun that defender. Use only once per turn. Maxima | Empress of Almerac DJL DJL-212 Empress of Almerac 4 Character Revenge Squad 6 7 Rare 1 1 0 DJL-212 Maxima gains the affiliations of each character you control.
Maxima gets +1 ATK for each ongoing plot twist you control. Mobius Chair | Unique DJL DJL-213 Unique 0 Equipment 0 0 Uncommon 0 0 0 DJL-213 Equipped character gets +1 DEF and has flight.
KO Mobius Chair -> Move target New Gods character you control with cost 3 or greater to your hidden or visible area. Valkyra | Valkyrie of New Genesis DJL DJL-214 Valkyrie of New Genesis 5 Character New Gods 10 8 Uncommon 0 1 0 DJL-214 Cosmic: Valkyra gets +2 DEF.
Leader: Cosmic attackers adjacent to Valkyra get +3 DEF. Die for Darkseid! DJL DJL-215 2 Plot Twist 0 0 Uncommon 0 0 0 DJL-215 To play, KO a character you control.
Target player loses 4 endurance. If you played Die for Darkseid! from your resource row and you control a Darkseid's Elite character, you may replace a face-up non-ongoing plot twist. Mantis | Power Parasite DJL DJL-216 Power Parasite 4 Character Darkseid's Elite 6 7 Rare 0 1 0 DJL-216 Mantis gets +1 ATK for each other character you control.
At the start of the combat phase, you may put an Army character card with cost 1 from your hand into your front row. Justice League of Arkham | Team-Up DJL DJL-217 Team-Up 4 Plot Twist 0 0 Uncommon 0 0 1 DJL-217 Choose two affiliations among characters you control. If you chose Arkham Inmates and another affiliation, each opponent discards a card.
Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile, with either of those affiliations have both of them. The Creeper | Jack Ryder DJL DJL-218 Jack Ryder 3 Character Gotham Knights 5 3 Rare 0 0 0 DJL-218 Evasion
Whenever The Creeper recovers, draw a card.
The Creeper gains the affiliations of each character you control. Poisoned! DJL DJL-219 1 Plot Twist 0 0 Uncommon 0 0 0 DJL-219 Target character gets -1 ATK this turn. You may put a plague counter on that character if you control a League of Assassins character. Bumblebee | Karen Beecher-Duncan DJL DJL-220 Karen Beecher-Duncan 3 Character Teen Titans 4 4 Uncommon 1 1 0 DJL-220 Ally: Whenever a character you control becomes powered-up, you may exhaust Bumblebee. If you do, target player loses 3 endurance. Andromeda | Laurel Gand DLS DLS-001 Laurel Gand 6 Character Legionnaires 11 13 Common 1 0 0 DLS-001 Reservist
While you control a character with a cosmic counter, Andromeda gets +2 ATK.
Cosmic - Surge Apparition | Tinya Wazzo DLS DLS-002 Tinya Wazzo 2 Concealed Character Concealed Legionnaires 2 3 Common 1 0 0 DLS-002 Concealed
Remove a cosmic counter from a character you control -> Target character you control can attack hidden characters this turn.
Cosmic - Surge Bouncing Boy | Chuck Taine DLS DLS-003 Chuck Taine 2 Character Legionnaires 1 4 Common 1 0 0 DLS-003 Whenever Bouncing Boy becomes stunned during the combat phase, you may return him to his owner's hand.
Cosmic
Boost X: When Bouncing Boy enters play, put a cosmic counter on each of up to X target cosmic characters you control. Brainiac 5.1 | Querl Dox DLS DLS-004 Querl Dox 5 Character Legionnaires 8 11 Rare 1 0 0 DLS-004 Loyalty - Reveal
Remove a cosmic counter from a character you control -> Look at the top three cards of your deck. Put one of them into your hand and the rest on the bottom of your deck. Use only once per turn.
Cosmic Chameleon | Reep Daggle DLS DLS-005 Reep Daggle 3 Character Legionnaires 5 4 Uncommon 1 0 0 DLS-005 Remove a cosmic counter from a character you control -> Negate target plot twist or payment effect targeting you. Use only once per turn.
Cosmic Colossal Boy <> Leviathan | Gim Allon DLS DLS-006 Gim Allon 7 Character Legionnaires 15 15 Common 1 0 0 DLS-006 Reservist
While you control a character with a cosmic counter, Legionnaires characters you control get +2/+2 while in combat with a character with greater cost.
Cosmic Cosmic Boy | Rokk Krinn DLS DLS-007 Rokk Krinn 6 Character Legionnaires 13 12 Rare 1 1 0 DLS-007 Loyalty
Cosmic: Remove a cosmic counter from Cosmic Boy -> Put a cosmic counter on each other cosmic character you control. Use only once per turn. Dream Girl | Nura Nal DLS DLS-008 Nura Nal 1 Character Legionnaires 2 1 Rare 1 0 0 DLS-008 Backup: Activate, remove a cosmic counter from a character you control -> Choose a card name. Your opponents can't flip locations or play plot twists with that name this turn. Use only during the build phase.
Cosmic - Surge Element Lad | Jan Arrah DLS DLS-009 Jan Arrah 2 Character Legionnaires 3 2 Common 1 0 0 DLS-009 Reservist
Remove a cosmic counter from a character you control -> Target attacker you control gets +2 ATK this attack while attacking a character with greater cost. Use only once per attack.
Cosmic Ferro Lad | Andrew Nolan DLS DLS-010 Andrew Nolan 2 Character Legionnaires 5 0 Common 1 0 0 DLS-010 Reservist
Remove a cosmic counter from a character you control -> Ferro Lad has invulnerability while attacking this turn.
Cosmic Jazmin Cullen <> Kid Quantum | Hero of Xanthu DLS DLS-011 Hero of Xanthu 1 Character Legionnaires 2 1 Common 1 0 0 DLS-011 You may remove a cosmic counter from a character you control rather than pay Jazmin Cullen's recruit cost.
Cosmic - Surge Kara Zor-El <> Supergirl | Lost in Time DLS DLS-012 Lost in Time 7 Character Legionnaires, Team Superman 16 15 Uncommon 1 1 0 DLS-012 Reservist, Cosmic
Leader: Attackers with cosmic counters adjacent to Kara Zor-El have invulnerability. Karate Kid | Val Armorr DLS DLS-013 Val Armorr 3 Character Legionnaires 5 3 Common 1 0 0 DLS-013 Remove a cosmic counter from a character you control -> Karate Kid can't be stunned while attacking this turn.
Cosmic - Surge Kinetix | Zo‘ Saugin DLS DLS-014 Zo‘ Saugin 3 Character Legionnaires 5 4 Common 1 0 0 DLS-014 Reservist
Remove a cosmic counter from a character you control -> Exhaust target unprotected character. Use only during your attack step.
Cosmic Live Wire | Garth Ranzz DLS DLS-015 Garth Ranzz 5 Character Legionnaires 11 7 Common 1 1 0 DLS-015 Whenever one or more characters you control with cosmic counters stun a character, its controller loses 2 endurance.
Cosmic - Surge Mon-el <> Valor | Lar Gand DLS DLS-016 Lar Gand 8 Character Legionnaires 18 18 Rare 1 0 0 DLS-016 Reservist
When Mon-el enters play, characters you control get +1/+1 this turn for each cosmic character you control.
Cosmic R.J. Brande | Philanthropist DLS DLS-017 Philanthropist 1 Character Legionnaires 1 2 Uncommon 0 0 0 DLS-017 Activate, remove a cosmic counter from a character you control -> Draw a card. Saturn Girl | Imra Ardeen DLS DLS-018 Imra Ardeen 4 Character Legionnaires 7 7 Rare 1 0 0 DLS-018 To recruit, remove a cosmic counter from a character you control.
Whenever a cosmic character you control enters combat with a character with greater cost, put a cosmic counter on that cosmic character.
Cosmic - Surge Sensor | Jeka Wynzorr DLS DLS-019 Jeka Wynzorr 2 Character Legionnaires 3 2 Uncommon 1 0 0 DLS-019 Remove a cosmic counter from a character you control -> Negate target effect an opponent controls targeting a Legionnaires character you control. Use only once per turn.
Cosmic - Surge Shrinking Violet <> Leviathan | Salu Digby DLS DLS-020 Salu Digby 3 Character Legionnaires 4 4 Uncommon 1 0 0 DLS-020 Reservist
Remove a cosmic counter from a character you control -> Shrinking Violet gets +2/+2 this turn. Use only once per turn.
Cosmic Spark | Ayla Ranzz DLS DLS-021 Ayla Ranzz 4 Character Legionnaires 7 7 Common 1 1 0 DLS-021 Reservist
Remove any number of cosmic counters from characters you control -> Target player loses 1 endurance for each counter you removed. Use only once per turn.
Cosmic Star Boy | Thom Kallor DLS DLS-022 Thom Kallor 5 Character Legionnaires 9 9 Common 1 1 0 DLS-022 Discard Star Boy -> Put a cosmic counter on target cosmic character you control. Use only during the recovery phase.
Cosmic - Surge Sun Boy | Dirk Morgna DLS DLS-023 Dirk Morgna 6 Character Legionnaires 14 10 Common 1 1 0 DLS-023 Reservist, Cosmic
Boost 1: When Sun Boy enters play, whenever a character becomes stunned this turn, its controller loses additional endurance equal to its cost. Timber Wolf | Brin Londo DLS DLS-024 Brin Londo 2 Character Legionnaires 4 1 Common 1 0 0 DLS-024 Cosmic - Surge
Boost 1: When Timber Wolf enters play, gain 2 resource points. Spend these resource points only to recruit cosmic character cards. Triad | Non-Unique * Luornu Durgo DLS DLS-025 Non-Unique * Luornu Durgo 1 Character Legionnaires 1 1 Uncommon 1 0 0 DLS-025 When Triad enters play, you may discard a card. If you do, search your deck for up to two cards named Triad, reveal them, and put them into your hand.
A deck can have no more than three cards named Triad.
Cosmic Ultra Boy | Jo Nah DLS DLS-026 Jo Nah 5 Character Legionnaires 9 6 Uncommon 1 0 0 DLS-026 Remove a cosmic counter from a character you control -> Ultra Boy gets +2 ATK this turn or has invulnerability this turn. Use only once per turn.
Cosmic Umbra | Tasmia Mallor DLS DLS-027 Tasmia Mallor 4 Concealed Character Concealed - Optional Legionnaires 6 8 Common 1 0 0 DLS-027 Concealed - Optional
Whenever a character enters play in your visible area, you may remove a cosmic counter from a character you control. If you do, move that visible character to your hidden area.
Cosmic - Surge Wildfire | Drake Burroughs DLS DLS-028 Drake Burroughs 4 Character Legionnaires 8 6 Common 1 1 0 DLS-028 Reservist
Whenever a cosmic character you control recovers, put a cosmic counter on it.
Cosmic - Surge XS | Jenni Ognats DLS DLS-029 Jenni Ognats 3 Character Legionnaires, Speed Force 4 5 Common 1 0 0 DLS-029 Remove a cosmic counter from a character you control -> Ready XS. Use only once per turn.
Cosmic - Surge Celebrity Status DLS DLS-030 2 Plot Twist 0 0 Rare 0 0 1 DLS-030 Ongoing: Whenever a Legionnaires character you control becomes the target of a plot twist or payment effect an opponent controls, put a cosmic counter on a cosmic character you control. Flight Ring DLS DLS-031 0 Equipment 0 0 Common 0 0 0 DLS-031 Equipped character gets +1 ATK, has flight, and gains the Legionnaires affiliation. That character gets an additional +1 ATK if it has cosmic. Foiled Assassination DLS DLS-032 3 Plot Twist 0 0 Uncommon 0 0 0 DLS-032 To play, return a Legionnaires character you control to its owner's hand.
Recover target stunned character you control. Legion Headquarters | Non-Unique DLS DLS-033 Non-Unique 1 Location 0 0 Common 0 0 0 DLS-033 Activate, remove a cosmic counter from a character you control -> Put an energy counter on Legion Headquarters.
Activate, remove an energy counter from a location you control -> Put a cosmic counter on a cosmic Legionnaires character you control. Legion of Super-Pets DLS DLS-034 2 Plot Twist 0 0 Common 0 0 0 DLS-034 Target Legionnaires attacker you control has invulnerability this attack. If that character is team attacking, it also gets +5 ATK this attack. Legion World DLS DLS-035 2 Location 0 0 Common 0 0 0 DLS-035 Terraform
Whenever two or more Legionnaires team attackers you control stun a defender, that defender's controller loses additional endurance equal to its cost. This power triggers only once per turn. Let's Go, Legionnaires! DLS DLS-036 3 Plot Twist 0 0 Common 0 0 0 DLS-036 Target Legionnaires attacker or defender you control gets +2 ATK this attack. You may exhaust a ready cosmic character you control. If you do, that attacker or defender gets an additional +2 ATK this attack. Long Live the Legion DLS DLS-037 2 Plot Twist 0 0 Uncommon 0 0 0 DLS-037 To play, remove a cosmic counter from a Legionnaires character you control.
Target Legionnaires team attacker can't be stunned this attack. Many Worlds DLS DLS-038 2 Plot Twist 0 0 Common 0 0 1 DLS-038 To play, remove a cosmic counter from a Legionnaires character you control.
Ongoing: Replace Many Worlds -> Choose one: Return a character card from a KO'd pile to its owner's hand; or put a cosmic counter on target cosmic character; or draw a card. New Recruits DLS DLS-039 2 Plot Twist 0 0 Rare 0 0 0 DLS-039 To play, discard a Legionnaires character card.
Search your deck for a cosmic character card, reveal it, and put it into your hand. Past, Present, and Future | Team-Up DLS DLS-040 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DLS-040 To play, choose two different affiliations among characters you control.
If you chose Legionnaires and another affiliation, draw a card.
Ongoing: Crossover those affiliations. Science Police Central DLS DLS-041 2 Location 0 0 Rare 0 0 0 DLS-041 Legionnaires attackers you control with cosmic counters get +2 ATK while attacking a character. Terror Incognita DLS DLS-042 5 Plot Twist 0 0 Rare 0 0 0 DLS-042 To play, remove three cosmic counters from Legionnaires characters you control.
Target player loses 5 endurance. Then, if that player has 0 or less endurance, he loses the game. We Are Legion DLS DLS-043 2 Plot Twist 0 0 Uncommon 0 0 0 DLS-043 Play only if no defender became stunned while under an opponent's control this turn.
Put a cosmic counter on each cosmic Legionnaires attacker. Youth of Tomorrow | Team-Up DLS DLS-044 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DLS-044 Play only if you control a Legionnaires character and a Teen Titans character.
Remove a cosmic counter from a character you control. Put a cosmic counter on a cosmic character you control.
Ongoing: Crossover Legionnaires and Teen Titans. Atrophos | Chief Blight Scientist DLS DLS-045 Chief Blight Scientist 5 Character Future Foes 11 8 Uncommon 0 0 0 DLS-045 Loyalty
Whenever Atrophos causes breakthrough to a player, search that player's deck and hand for all copies of a non-character card and remove them from the game. Brainiac 4 | Dark Circle Leader DLS DLS-046 Dark Circle Leader 3 Concealed Character Concealed - Optional Future Foes 6 3 Common 0 0 0 DLS-046 Reservist, Concealed - Optional
Vengeance: Whenever Brainiac 4 becomes stunned by a character with lesser cost, that character's controller discards a card. Composite Man | Living Weapon DLS DLS-047 Living Weapon 8 Character Future Foes 20 20 Rare 1 1 0 DLS-047 Reservist
Whenever Composite Man causes an amount of breakthrough, draw that many cards. Computo | Rogue Program DLS DLS-048 Rogue Program 5 Character Future Foes 10 9 Common 0 0 0 DLS-048 Reservist
Whenever Computo causes breakthrough to a player, that player discards a card and you draw a card. Computo <> Mr. Venge | Hidden File DLS DLS-049 Hidden File 2 Concealed Character Concealed Future Foes 2 2 Common 0 0 0 DLS-049 Reservist, Concealed
Activate -> Target opponent recovers a stunned character he controls. If you control another Future Foes character, that player loses endurance equal to the cost of the character he recovered. Use only once per turn. Cosmic King | Legion of Super Villains DLS DLS-050 Legion of Super Villains 3 Concealed Character Concealed - Optional Future Foes 5 4 Common 0 1 0 DLS-050 Concealed - Optional
Cosmic: Free -> Cosmic King gets +2/+2 this attack unless an opponent discards a card. Use only once per turn and only if Cosmic King is in combat. Daxamites | Army DLS DLS-051 Army 1 Character Future Foes 1 1 Common 0 1 0 DLS-051 Whenever a character an opponent controls recovers, gain 2 endurance. Dominators | Alien Invaders DLS DLS-052 Alien Invaders 3 Character Future Foes 4 5 Common 0 0 0 DLS-052 Reservist
Whenever Dominators causes breakthrough while attacking a character, that character can't ready this turn. Emerald Empress | Fatal Five DLS DLS-053 Fatal Five 2 Character Future Foes 4 4 Uncommon 0 1 0 DLS-053 Whenever Emerald Empress stuns a character an opponent controls, recover that character. This power triggers only once per turn.
Boost 1: When Emerald Empress enters play, you may search your deck for a card named Emerald Eye and put it into your front row. Emerald Eye | Sentient Artifact DLS DLS-054 Sentient Artifact 1 Character Future Foes 2 3 Common 1 0 0 DLS-054 Whenever Emerald Eye stuns a character an opponent controls, recover that character. This power triggers only once per turn. Glorith | Seductive Sorceress DLS DLS-055 Seductive Sorceress 4 Character Future Foes 7 7 Common 1 0 0 DLS-055 Reservist, Willpower 4
Cosmic: Free -> Gain 4 endurance unless an opponent discards a card. Use only once per turn and only during the combat phase. Lightning Lord | Legion of Super Villains DLS DLS-056 Legion of Super Villains 4 Character Future Foes 7 7 Common 1 1 0 DLS-056 When Lightning Lord enters play, put two +1/+1 counters on him unless an opponent discards a card. Mano | Fatal Five DLS DLS-057 Fatal Five 4 Character Future Foes 8 8 Common 0 0 0 DLS-057 Whenever Mano stuns a character an opponent controls, recover that character. This power triggers only once per turn.
Boost 1: When Mano enters play, whenever a character an opponent controls recovers during the combat phase this turn, it can't ready this turn. Mordru | The Merciless DLS DLS-058 The Merciless 6 Character Future Foes 13 12 Common 1 1 0 DLS-058 Reservist, Willpower 5
Cosmic: Pay X endurance -> Look at target player's hand and choose a card with cost less than or equal to X. That player discards that card. Use only once per turn and only during the combat phase. Ol-Vir | Legion of Super Villains DLS DLS-059 Legion of Super Villains 6 Character Future Foes 13 11 Common 1 1 0 DLS-059 Free -> Unless an opponent discards a card, Ol-Vir has invulnerability this turn. Use only once per turn and only during the combat phase. Ra's al Ghul | Engine of Change DLS DLS-060 Engine of Change 5 Character Future Foes, League of Assassins 9 9 Common 0 0 0 DLS-060 Reservist
Free -> Unless an opponent discards a card, target character loses all affiliations while defending this turn. Use only once per turn and only during the combat phase. Ra's al Ghul <> Leland McCauley | U.P. President DLS DLS-061 U.P. President 1 Concealed Character Concealed Future Foes 1 1 Common 0 0 0 DLS-061 Concealed
You may discard a Future Foes character card rather than pay Ra's al Ghul's recruit cost.
Return Ra's al Ghul to his owner's hand -> Unless an opponent discards a card, target character loses reinforcement and can't have reinforcement this turn. Use only during the combat phase. Saturn Queen | Legion of Super Villains DLS DLS-062 Legion of Super Villains 2 Concealed Character Concealed Future Foes 2 3 Common 1 0 0 DLS-062 Concealed
Backup: Activate -> Whenever target character becomes stunned this turn, unless an opponent discards a card, that character can't ready this turn. Use only during the build phase. Shrinking Violet <> Emerald Empress | Emerald Vi DLS DLS-063 Emerald Vi 7 Character Future Foes 15 17 Common 0 1 0 DLS-063 Reservist
While an opponent has no cards in hand, Shrinking Violet gets +4 ATK and has flight.
Discard a card named Emerald Eye -> Target player discards a card. Use only during the combat phase. Starfinger | Char Burrane DLS DLS-064 Char Burrane 4 Character Future Foes 10 8 Rare 0 1 0 DLS-064 Reservist
When Starfinger enters play, each opponent may put a character card with cost 3 or less from his hand into his front row. Tarik the Mute | Legion of Super Villains DLS DLS-065 Legion of Super Villains 2 Character Future Foes 7 7 Common 0 0 0 DLS-065 Loyalty - Reveal
Tarik the Mute gets -1/-1 for each card in your opponents' hands. Tharok | Fatal Five DLS DLS-066 Fatal Five 3 Character Future Foes 6 6 Common 0 1 0 DLS-066 Whenever Tharok stuns a character an opponent controls, recover that character. This power triggers only once per turn.
Boost 1: When Tharok enters play, whenever a character an opponent controls recovers during the combat phase this turn, it gets -2 DEF this turn. The Blight | Army DLS DLS-067 Army 1 Character Future Foes 2 1 Uncommon 0 0 0 DLS-067 Whenever The Blight causes breakthrough while attacking a character, search that character's controller's deck for a non-character card and remove it from the game. The Persuader | Fatal Five DLS DLS-068 Fatal Five 6 Character Future Foes 14 14 Rare 0 1 0 DLS-068 Loyalty
Whenever The Persuader stuns a character an opponent controls, recover that character. This power triggers only once per turn. Time Trapper | Temporal Manipulator DLS DLS-069 Temporal Manipulator 3 Concealed Character Concealed - Optional Future Foes 5 5 Rare 0 0 0 DLS-069 Reservist, Concealed - Optional
While Time Trapper is visible, whenever an opponent searches a deck, he discards a card. Universo | Vidar DLS DLS-070 Vidar 7 Character Future Foes 16 15 Rare 0 1 0 DLS-070 Reservist, Willpower 5
Whenever Universo causes breakthrough while attacking a defender, stun a character adjacent to that defender. Validus | Fatal Five DLS DLS-071 Fatal Five 5 Character Future Foes 12 10 Common 0 0 0 DLS-071 Whenever Validus stuns a character an opponent controls, recover that character. This power triggers only once per turn.
Boost 1: When Validus enters play, whenever a character an opponent controls recovers during the combat phase this turn, its controller loses endurance equal to its cost. Altered History DLS DLS-072 3 Plot Twist 0 0 Common 0 0 0 DLS-072 Recover target stunned Future Foes character you control unless an opponent discards a card. Asteroid JS-1967 DLS DLS-073 3 Location 0 0 Uncommon 0 0 0 DLS-073 Activate, discard a Future Foes character card -> Unless an opponent discards a card, target character can't reinforce other characters this turn. Use only during the combat phase. Chain Lightning DLS DLS-074 1 Plot Twist 0 0 Common 0 0 0 DLS-074 Play only if you control a Future Foes character.
Target attacker or defender gets -2 DEF this attack and an additional -2 DEF this attack unless an opponent discards a card. Dark Circle Rising DLS DLS-075 2 Plot Twist 0 0 Uncommon 0 0 0 DLS-075 Play only if you control a Future Foes character and only during the combat phase.
Gain 2 endurance, and an additional 3 endurance unless an opponent discards a card. Dominated DLS DLS-076 2 Plot Twist 0 0 Rare 0 0 0 DLS-076 Play only if no defender became stunned while under an opponent's control this turn.
If target Future Foes character you control would cause an amount of breakthrough this turn, instead, you may stun a character with DEF less than or equal to that amount. Earth Enslaved DLS DLS-077 1 Plot Twist 0 0 Uncommon 0 0 1 DLS-077 To play, reveal a Future Foes character card from your hand.
Ongoing: Whenever an opponent discards a card, you gain 1 endurance. Fatal Five Hundred DLS DLS-078 2 Plot Twist 0 0 Common 0 0 0 DLS-078 Play only if a character caused breakthrough while under your control this turn.
Search your deck for a Future Foes character card, reveal it, and put it into your hand. Five Against One DLS DLS-079 2 Plot Twist 0 0 Common 0 0 0 DLS-079 To play, discard a Future Foes character card.
Target character gets -3 DEF while defending this turn and can't reinforce other characters this turn. For Khundia! DLS DLS-080 1 Plot Twist 0 0 Common 0 0 0 DLS-080 Target character you control gets +2 ATK while attacking this turn. If that character has the Future Foes affiliation, it can attack hidden characters this turn. Khundian Warship DLS DLS-081 1 Location 0 0 Uncommon 0 0 0 DLS-081 While an opponent has fewer cards in hand than you, defenders he controls get -1 DEF and Future Foes characters you control have flight. Legion of the Damned DLS DLS-082 3 Plot Twist 0 0 Common 0 0 0 DLS-082 Characters you control have flight this turn.
Characters your opponents control get -1 DEF while defending against a Future Foes character this turn and an additional -1 DEF while defending against a Future Foes character with greater cost this turn. Mutual Enemies DLS DLS-083 2 Plot Twist 0 0 Uncommon 0 0 1 DLS-083 Ongoing: Whenever a Future Foes character you control causes breakthrough while attacking a defender with lesser cost, that defender can't ready this turn. Return of the Demon's Head DLS DLS-084 3 Plot Twist 0 0 Rare 0 0 0 DLS-084 Play only if you control a Future Foes character and only during the combat phase.
Unless an opponent discards two cards, characters your opponents control with cost 4 or less lose all affiliations while defending this turn. Sorcerous Suppression DLS DLS-085 2 Plot Twist 0 0 Common 0 0 0 DLS-085 Play only if you control a Future Foes character and only during the combat phase.
Exhaust target character with cost 3 or less unless an opponent discards a card. Tempus Fugit DLS DLS-086 2 Plot Twist 0 0 Uncommon 0 0 0 DLS-086 Target Future Foes attacker or defender gets +1 DEF this attack and an additional +2 DEF this attack unless an opponent discards a card. The Sun-Eater DLS DLS-087 3 Plot Twist 0 0 Rare 0 0 1 DLS-087 Play only if you control a Future Foes character.
Ongoing: Players can't flip locations or play plot twists while they have no cards in hand. Apokoliptian Zealots | Army DLS DLS-088 Army 1 Character Darkseid's Elite 1 1 Common 0 0 0 DLS-088 Whenever a non-Army character enters play under your control, Apokoliptian Zealots gets +1 ATK this turn. Bernadeth | Female Fury DLS DLS-089 Female Fury 5 Character Darkseid's Elite 9 9 Uncommon 0 1 0 DLS-089 KO a Darkseid's Elite character you control -> Target attacker or defender you control gets +1 ATK this attack for each face-down resource target opponent controls. Use only once per turn. Dark Champion | Mockery DLS DLS-090 Mockery 6 Concealed Character Concealed - Optional Darkseid's Elite 10 12 Common 1 1 0 DLS-090 Concealed - Optional, Substitute
Cosmic: Characters you control that came into play this turn get +2 ATK and can attack as though they had flight and range. Dark Firestorm | Mockery DLS DLS-091 Mockery 3 Concealed Character Concealed - Optional Darkseid's Elite 5 3 Common 1 1 0 DLS-091 Concealed - Optional, Substitute
When Dark Firestorm enters play, draw a card. Dark Kryptonian <> Dark Superboy | Mockery DLS DLS-092 Mockery 6 Concealed Character Concealed - Optional Darkseid's Elite 13 12 Rare 1 1 0 DLS-092 Concealed - Optional, Substitute
Whenever Dark Kryptonian causes breakthrough, each player puts the top card of his deck face down into his resource row if you control another Darkseid's Elite character. Dark Lantern | Mockery DLS DLS-093 Mockery 2 Concealed Character Concealed - Optional Darkseid's Elite 3 2 Common 1 1 0 DLS-093 Concealed - Optional, Substitute, Willpower 2
> When Dark Lantern enters play, target a character you control. While that character has the Darkseid's Elite affiliation and is attacking this turn, it can't be stunned. Dark Martian | Mockery DLS DLS-094 Mockery 4 Concealed Character Concealed - Optional Darkseid's Elite 8 5 Common 1 1 0 DLS-094 Concealed - Optional, Substitute
When Dark Martian enters play, target a character. While a Darkseid's Elite character is attacking that character this turn, it loses reinforcement and can't have reinforcement. Dark Superboy | Mockery DLS DLS-095 Mockery 5 Concealed Character Concealed - Optional Darkseid's Elite 10 8 Rare 1 1 0 DLS-095 Concealed - Optional, Substitute
Vengeance: Whenever Dark Superboy becomes stunned, you may stun target character with cost less than or equal to the number of face-down resources its controller controls. Dark Thanagarian | Mockery DLS DLS-096 Mockery 3 Concealed Character Concealed - Optional Darkseid's Elite 5 3 Common 1 1 0 DLS-096 Concealed - Optional, Substitute
When Dark Thanagarian enters play, target another character you control. While that character has the Darkseid's Elite affiliation this turn, it gets +2 ATK while attacking and has flight. Dark Warrior | Mockery DLS DLS-097 Mockery 5 Concealed Character Concealed - Optional Darkseid's Elite 7 11 Common 0 1 0 DLS-097 Concealed - Optional, Substitute
Whenever an opponent flips a location or plays a plot twist from his resource row, Dark Warrior gets +2 ATK this turn. Darkseid | 8th Century DLS DLS-098 8th Century 5 Character Darkseid's Elite 9 9 Common 0 1 0 DLS-098 Substitute
Whenever Darkseid stuns a character, its controller loses 1 endurance for each face-down resource he controls. Darkseid | Apokolips Now DLS DLS-099 Apokolips Now 7 Character Darkseid's Elite 14 18 Rare 0 1 0 DLS-099 Substitute
Whenever a character named Darkseid you control defends, the attacking player loses 1 endurance for each face-down resource he controls. Darkseid | Apokoliptian Oppressor DLS DLS-100 Apokoliptian Oppressor 4 Character Darkseid's Elite 6 9 Common 0 1 0 DLS-100 Substitute
Whenever an opponent flips a location or plays a plot twist from his resource row, draw a card. Darkseid | Evil Reborn DLS DLS-101 Evil Reborn 6 Character Darkseid's Elite 12 12 Common 0 1 0 DLS-101 Substitute
Whenever Darkseid stuns a character an opponent controls, target character that player controls gets -1 DEF this turn for each face-down resource he controls. Darkseid | Nemesis DLS DLS-102 Nemesis 8 Character Darkseid's Elite 18 19 Rare 0 1 0 DLS-102 Stun a ready, non-defending character named Darkseid you control -> Remove target character from the game. Use only during the combat phase. Gillotina | Female Fury DLS DLS-103 Female Fury 3 Character Darkseid's Elite 5 4 Common 0 0 0 DLS-103 Whenever Gillotina causes breakthrough to a player, that player loses an additional 1 endurance for each face-down resource he controls. Kara Zor-El <> Supergirl | Female Fury DLS DLS-104 Female Fury 7 Character Darkseid's Elite, Team Superman 16 14 Common 1 1 0 DLS-104 Vengeance: Whenever Kara Zor-El becomes stunned by one or more attackers or defenders, stun those characters. Knockout | Female Fury DLS DLS-105 Female Fury 4 Character Darkseid's Elite, Villains United 10 8 Common 0 0 0 DLS-105 Knockout gets -1/-1 for each face-up resource your opponents control.
Return a character you control to its owner's hand -> The controller of target stunned character KO's a face-up resource he controls. If he does, he puts that character face down into his resource row. Use only once per turn. Lashina | Female Fury DLS DLS-106 Female Fury 3 Character Darkseid's Elite 3 6 Common 0 1 0 DLS-106 Activate -> Target a non-ongoing plot twist an opponent controls. You may put a character card from your hand face down into his resource row. If you do, KO that plot twist and he loses endurance equal to its cost. Mad Harriet | Female Fury DLS DLS-107 Female Fury 1 Character Darkseid's Elite 1 2 Common 0 0 0 DLS-107 Reservist
Reveal Mad Harriet, pay 1 endurance -> Exchange the positions of Mad Harriet and target face-up non-ongoing plot twist an opponent controls. Use only once per turn, only if Mad Harriet is in your resource row, and only if you control a Darkseid's Elite character. Malice Vundabar | Female Fury DLS DLS-108 Female Fury 2 Character Darkseid's Elite 1 4 Common 0 1 0 DLS-108 Whenever another character enters play under your control, you may replace target non-Team-Up plot twist an opponent controls. Parademon Elite | Army DLS DLS-109 Army 2 Character Darkseid's Elite 3 2 Common 0 1 0 DLS-109 Substitute
When Parademon Elite enters play, you may have target character get -1 ATK this turn. Speed Queen | Female Fury DLS DLS-110 Female Fury 2 Character Darkseid's Elite 3 3 Common 0 0 0 DLS-110 Free -> Ready Speed Queen. She gets -1 ATK this turn for each face-up resource your opponents control, and she can't cause breakthrough this turn. Use only once per turn. Stompa | Female Fury DLS DLS-111 Female Fury 4 Character Darkseid's Elite 6 8 Rare 0 1 0 DLS-111 Loyalty - Reveal
Activate -> Target a location an opponent controls. You may put a character card from your hand face down into that player's resource row. If you do, KO that location and he loses endurance equal to that location's cost. 31st Century Apokolips DLS DLS-112 4 Location 0 0 Rare 0 0 0 DLS-112 Terraform
Activate -> Target Darkseid's Elite attacker or defender you control gets +2 ATK this attack. If that character is not named Darkseid, KO that character whenever it becomes stunned this attack. All Hail Darkseid! DLS DLS-113 2 Plot Twist 0 0 Uncommon 0 0 0 DLS-113 Target Darkseid's Elite defender you control gets +2 ATK this attack. If that character is named Darkseid, it also gets +2 DEF this attack. Ancient Evils | Team-Up DLS DLS-114 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DLS-114 To play, reveal a character card from your hand and choose one of its affiliations.
Ongoing: Characters named Darkseid you control gain the chosen affiliation.
Free -> Character cards named Darkseid you own are not unique this turn. Use only once per turn. Ancient Throne DLS DLS-115 3 Location 0 0 Uncommon 0 0 0 DLS-115 Whenever an opponent flips a location or plays a plot twist from his resource row, if you control a character named Darkseid, you may discard a card. If you do, turn a face-up resource face down. This power triggers only once per turn.
Activate -> Cards named Darkseid you own are not unique this turn. Created from Hate DLS DLS-116 3 Plot Twist 0 0 Rare 0 0 0 DLS-116 Search your deck for a Darkseid's Elite character card with cost less than or equal to the number of resources you control, reveal it, and put it into your hand. Each opponent may turn a face-up resource he controls face down. Curse of Darkness DLS DLS-117 3 Plot Twist 0 0 Rare 0 0 0 DLS-117 To play, discard a card.
Remove target non-stunned Darkseid's Elite character you control from the game. At the start of the next combat phase, put that card into your front row. Dark Fury DLS DLS-118 1 Plot Twist 0 0 Common 0 0 0 DLS-118 Target Darkseid's Elite attacker you control gets +2 ATK this attack and an additional +2 ATK this attack if it came into play this turn. Dark Matter Drain DLS DLS-119 3 Location 0 0 Rare 0 0 0 DLS-119 Activate -> If target face-up resource an opponent controls is not the only Team-Up he controls, you may put a Darkseid's Elite character card from your hand face down into his resource row. If you do, KO that face-up resource. Joining the Darkseid | Team-Up DLS DLS-120 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DLS-120 To play, choose up to two affiliations among characters you control.
Ongoing: Crossover those affiliations.
Darkseid's Elite substitute characters you control that came into play this turn get +1 ATK. No Match for Darkseid DLS DLS-121 4 Plot Twist 0 0 Rare 0 0 0 DLS-121 You may stun a ready defender named Darkseid you control. If you do, stun each attacker with cost less than or equal to that defender's cost. Omega Effect DLS DLS-122 2 Plot Twist 0 0 Common 0 0 0 DLS-122 To play, exhaust a Darkseid's Elite character you control.
Remove target stunned character an opponent controls from the game. If you exhausted a character named Darkseid, that opponent loses 1 endurance for each face-down resource he controls. Price of Treason DLS DLS-123 2 Plot Twist 0 0 Common 0 0 0 DLS-123 Target defender you control gets +1 ATK this attack for each face-down resource the attacking player controls. If that defender has the Darkseid's Elite affiliation, draw a card. Prophetic Battle DLS DLS-124 3 Plot Twist 0 0 Common 0 0 0 DLS-124 Whenever target Darkseid's Elite defender you control stuns an attacker this turn, that attacker's controller loses additional endurance equal to that attacker's cost. Servants of Darkness DLS DLS-125 3 Plot Twist 0 0 Common 0 0 1 DLS-125 Ongoing: While you control a Darkseid's Elite character, whenever an opponent flips a location or plays a plot twist from his resource row, he loses 2 endurance. Shock and Awe DLS DLS-126 4 Plot Twist 0 0 Uncommon 0 0 0 DLS-126 To play, exhaust a character named Darkseid you control.
The controller of target character moves it to his hidden area. Unravel Reality DLS DLS-127 3 Plot Twist 0 0 Uncommon 0 0 1 DLS-127 To play, discard a substitute card.
Ongoing: Whenever you substitute a Darkseid's Elite character into play, the controller of target face-up non-Team-Up resource loses endurance equal to its cost. You may replace that resource. Bart Allen <> Kid Flash | Heir to the Mantle DLS DLS-128 Heir to the Mantle 2 Character Teen Titans 4 1 Uncommon 0 0 0 DLS-128 Substitute
Cosmic: Bart Allen can't be stunned while attacking. Bart Allen <> The Flash | Titans Tomorrow West DLS DLS-129 Titans Tomorrow West 6 Character Teen Titans 12 10 Uncommon 0 0 0 DLS-129 Substitute
Bart Allen can't be stunned while team attacking. Beast Boy | Party Animal DLS DLS-130 Party Animal 3 Character Teen Titans 1 1 Common 1 0 0 DLS-130 Substitute
When Beast Boy enters play, put a +1/+1 counter on him for each resource you control. Beast Boy <> Animal Man | Titans Tomorrow West DLS DLS-131 Titans Tomorrow West 5 Character Teen Titans 9 9 Common 1 0 0 DLS-131 Substitute
Cosmic: Beast Boy gets +3 ATK. Bette Kane <> Batwoman | Titans Tomorrow East DLS DLS-132 Titans Tomorrow East 2 Character Teen Titans 2 3 Uncommon 0 0 0 DLS-132 Substitute
Cosmic: If another character you control would become stunned, instead, you may stun Bette Kane. If you do, exhaust that character. Bumblebee | Titans Tomorrow East DLS DLS-133 Titans Tomorrow East 3 Character Teen Titans 4 4 Common 1 1 0 DLS-133 Substitute
Cosmic: Whenever Bumblebee stuns a character while team attacking, that character's controller loses 3 endurance. Cassie Sandsmark <> Wonder Girl | Ares's Chosen DLS DLS-134 Ares's Chosen 4 Character Teen Titans 7 5 Common 1 0 0 DLS-134 Substitute
When Cassie Sandsmark enters play, put a cosmic counter on a cosmic Teen Titans character you control.
Cosmic: Cassie Sandsmark gets +3 DEF. Cassie Sandsmark <> Wonder Woman | Titans Tomorrow West DLS DLS-135 Titans Tomorrow West 6 Character Teen Titans 12 13 Common 1 0 0 DLS-135 Substitute
Cosmic: Cassie Sandsmark has invulnerability while in combat with a character with greater cost. Connor Kent <> Superboy | Inspiration to the Legion DLS DLS-136 Inspiration to the Legion 4 Character Teen Titans, Legionnaires 8 6 Common 1 1 0 DLS-136 Substitute
Remove a cosmic counter from a character you control -> Ready target character you control that has team attacked this turn. It can't cause breakthrough this turn. Use only once per turn.
Cosmic Connor Kent <> Superman | Titans Tomorrow West DLS DLS-137 Titans Tomorrow West 7 Character Teen Titans 16 15 Rare 1 1 0 DLS-137 Substitute
Cosmic: While Connor Kent has not defended this turn, defenders you control have invulnerability. Dawn Granger <> Dove | Avatar of Order DLS DLS-138 Avatar of Order 1 Character Teen Titans 1 1 Common 1 0 0 DLS-138 Substitute
While Dawn Granger is team attacking, attackers get +1 ATK. Duela Dent <> Harlequin | The Joker's Daughter DLS DLS-139 The Joker's Daughter 1 Character Teen Titans, Arkham Inmates 2 1 Common 0 0 0 DLS-139 Substitute
Cosmic: Attackers you control with cosmic counters get +2 DEF. Freddy Freeman <> Captain Marvel | Titans Tomorrow East DLS DLS-140 Titans Tomorrow East 6 Character Teen Titans 12 11 Common 1 0 0 DLS-140 Substitute
Whenever you substitute another Teen Titans character into play, Freddy Freeman gets +1/+1 this turn. Holly Granger <> Hawk | Avatar of Chaos DLS DLS-141 Avatar of Chaos 2 Character Teen Titans 2 2 Common 0 0 0 DLS-141 Substitute
When Holly Granger enters play, if you don't control Dawn Granger, you may search your deck for a card named Dawn Granger with version Avatar of Order and put it into your front row. Kid Devil | Eddie Bloomberg DLS DLS-142 Eddie Bloomberg 1 Character Teen Titans 1 2 Common 1 0 0 DLS-142 Substitute
Cosmic: Defenders you control with cosmic counters get +2 ATK. Koriand'r <> Starfire | Tamaranian Princess DLS DLS-143 Tamaranian Princess 7 Character Teen Titans 16 14 Common 1 1 0 DLS-143 Substitute
Cosmic: At the start of your attack step, you may discard a substitute card. If you do, the controller of target character moves it to a position of your choice in the same row. Lorena Marquez <> Aquawoman | Titans Tomorrow West DLS DLS-144 Titans Tomorrow West 2 Character Teen Titans 1 4 Rare 0 0 0 DLS-144 Substitute
You can't draw cards during the draw phase.
Backup: Activate, reveal a Teen Titans character card from your hand -> Look at the top four cards of your deck. Put one of them into your hand and the rest into your KO'd pile. Use only during the build phase. Mia Dearden <> Speedy | Deadly Aim DLS DLS-145 Deadly Aim 2 Character Teen Titans 3 2 Common 0 1 0 DLS-145 Substitute
Cosmic: Activate -> Target character gets -2 DEF this turn. Raven | Rachel Roth DLS DLS-146 Rachel Roth 4 Concealed Character Concealed - Optional Teen Titans 7 7 Rare 1 1 0 DLS-146 Substitute, Concealed - Optional
While Raven is in your hand and you control a Teen Titans character, you can substitute her during the combat phase. Raven <> Dark Raven | Titans Tomorrow West DLS DLS-147 Titans Tomorrow West 8 Character Teen Titans 19 19 Rare 1 1 0 DLS-147 Cosmic: Whenever a Teen Titans team attacker you control stuns a defender, ready that attacker. Rose Wilson <> The Ravager | Daughter of Deathstroke DLS DLS-148 Daughter of Deathstroke 5 Character Teen Titans 7 8 Rare 0 0 0 DLS-148 Substitute
Cosmic: Activate -> KO target character with cost 3 or less. Use only if you control another Teen Titans character. Rose Wilson <> The Ravager | Titans Tomorrow East DLS DLS-149 Titans Tomorrow East 3 Character Teen Titans 2 3 Uncommon 0 0 0 DLS-149 Substitute
Cosmic: Activate -> Stun target character with cost 2 or less. Terra | Titans Tomorrow East DLS DLS-150 Titans Tomorrow East 3 Character Teen Titans 4 5 Uncommon 0 1 0 DLS-150 Substitute
Cosmic: Activate -> KO a location you control. If you do, look at the top four cards of your deck. Put one of them face down into your resource row and the rest on the bottom of your deck. The Herald | Malcolm Duncan DLS DLS-151 Malcolm Duncan 4 Character Teen Titans 7 7 Common 0 1 0 DLS-151 Cosmic: Defenders you control have reinforcement.
Boost 2: When The Herald enters play, if you don't control Bumblebee, search your deck for a card named Bumblebee and put it into your front row. Tim Drake <> Batman | Titans Tomorrow West DLS DLS-152 Titans Tomorrow West 5 Character Teen Titans 9 10 Uncommon 0 0 0 DLS-152 Substitute
Whenever a character you control that came into play this turn stuns a character, you may replace target face-up non-Team-Up resource. Tim Drake <> Robin | Sidekick No More DLS DLS-153 Sidekick No More 3 Character Teen Titans 5 5 Common 0 0 0 DLS-153 Cosmic: Whenever Tim Drake stuns a character, put a cosmic counter on target cosmic character you control. Vic Stone <> Cyborg | Titans Veteran DLS DLS-154 Titans Veteran 5 Character Teen Titans 9 8 Common 0 1 0 DLS-154 Substitute
Cosmic: Attackers you control get +1/+1.
Boost 2: When Vic Stone enters play, if you don't control Beast Boy, search your deck for a card named Beast Boy with version Party Animal and put it into your front row. Vic Stone <> Cyborg 2.0 | Titans Tomorrow East DLS DLS-155 Titans Tomorrow East 3 Character Teen Titans 5 4 Uncommon 0 1 0 DLS-155 Substitute
Cosmic: Whenever two or more cosmic team attackers you control stun a defender, you may stun target character with cost 3 or less. This power triggers only once per turn. Born of Blood DLS DLS-156 3 Plot Twist 0 0 Uncommon 0 0 0 DLS-156 To play, discard a character card.
Recover target stunned Teen Titans character you control and move it to your hidden area. That character can't attack this game. Clash of the Titans DLS DLS-157 2 Plot Twist 0 0 Common 0 0 0 DLS-157 Target cosmic attacker you control gets +3 ATK this attack. Whenever that character stuns a defender this attack, put a cosmic counter on a cosmic Teen Titans character you control. First Date DLS DLS-158 1 Plot Twist 0 0 Common 0 0 0 DLS-158 To play, exhaust a character you control.
Reveal the top four cards of your deck. Put a revealed Teen Titans character card into your hand and the remaining cards on the bottom of your deck. Generation Next | Team-Up DLS DLS-159 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DLS-159 To play, choose two different affiliations among characters you control.
Ongoing: Crossover those affiliations.
Exhaust a Teen Titans character you control -> Characters you control have flight and range this turn. Hall of Mentors DLS DLS-160 2 Location 0 0 Uncommon 0 0 0 DLS-160 Terraform
Activate, discard a character card -> Target Teen Titans attacker you control gets +X DEF this attack, where X is the cost of the card you discarded. Now You See Me DLS DLS-161 3 Plot Twist 0 0 Rare 0 0 0 DLS-161 To play, exhaust a Teen Titans defender you control.
Remove target defender from this attack and move it to your hidden area. At the start of the recovery phase this turn, move that character to your visible area. Order and Chaos DLS DLS-162 2 Plot Twist 0 0 Uncommon 0 0 0 DLS-162 Target defender you control gets +1/+1 this attack for each Teen Titans character you control that came into play this turn. Pour It On DLS DLS-163 2 Plot Twist 0 0 Rare 0 0 0 DLS-163 Target Teen Titans attacker you control with a cosmic counter gets +2/+4 this attack. Tamaranian Garden DLS DLS-164 1 Location 0 0 Rare 0 0 0 DLS-164 Terraform
Activate, pay 1 resource point, discard a card -> Search your deck for a substitute Teen Titans character card, reveal it, and put it into your hand. Titans Communicator DLS DLS-165 0 Equipment 0 0 Common 0 0 0 DLS-165 Equipped character gets +1 DEF, has range, and gains the Teen Titans affiliation. That character gets an additional +1 DEF if it has cosmic. Titans Memorial DLS DLS-166 1 Location 0 0 Uncommon 0 0 0 DLS-166 Terraform
Activate -> Put a cosmic counter on target cosmic character you control. Use only if a Teen Titans character left play while under your control this turn. Titans, Together! DLS DLS-167 2 Plot Twist 0 0 Rare 0 0 0 DLS-167 To play, exhaust any number of Teen Titans characters you control with cosmic counters.
Target Teen Titans defender you control gets +2 DEF this attack for each character you exhausted. T-Jet | Unique * Tamaranian Fighter DLS DLS-168 Unique * Tamaranian Fighter 2 Equipment 0 0 Uncommon 0 0 0 DLS-168 T-Jet costs 1 less to recruit for each Teen Titans character that came into play under your control this turn.
Characters you control get +1/+1 and have flight. Donna Troy | Born Again DLS DLS-169 Born Again 3 Character Crisis 5 4 Common 1 0 0 DLS-169 Substitute
Cosmic - Surge: Remove a cosmic counter from Donna Troy -> Search your deck for a Team-Up card, reveal it, and put it into your hand. Use only once per turn. Superboy | Yellow Sun Armor DLS DLS-170 Yellow Sun Armor 7 Character Crisis 17 16 Uncommon 1 1 0 DLS-170 Whenever a character with cost 6 or less becomes stunned, KO that character. Jason Todd <> Red Hood | Revived DLS DLS-171 Revived 3 Character 6 3 Rare 0 0 0 DLS-171 Vengeance: Whenever Jason Todd becomes stunned, target player stuns a non-stunned affiliated character he controls unless all affiliated characters he controls share at least one affiliation. 31st Century Metropolis | Team-Up DLS DLS-172 Team-Up 2 Location 0 0 Common 0 0 0 DLS-172 To flip, choose up to two affiliations among characters you control.
Crossover those affiliations.
Activate -> Target character you control gains those affiliations this turn. Awestruck DLS DLS-173 1 Plot Twist 0 0 Common 0 0 0 DLS-173 Attackers get -1 ATK this attack. Blinding Light DLS DLS-174 2 Plot Twist 0 0 Common 0 0 1 DLS-174 Ongoing: Whenever one or more team attackers you control stun a defender, put a cosmic counter on target cosmic character you control. Busted Knee DLS DLS-175 2 Plot Twist 0 0 Common 0 0 0 DLS-175 Target character gets -2 DEF while defending this turn. Whenever that character recovers this turn, its controller loses 2 endurance. Contact! DLS DLS-176 3 Plot Twist 0 0 Uncommon 0 0 0 DLS-176 Target attacker gets +3/+3 this attack while attacking a character with lesser cost. Cosmic Tuning Fork DLS DLS-177 2 Location 0 0 Rare 0 0 0 DLS-177 Activate -> Reveal the top two cards of your deck. Put all revealed cosmic character cards into your hand and the remaining cards on the bottom of your deck. Discard a card for each card you put into your hand. Death of a Legionnaire DLS DLS-178 2 Plot Twist 0 0 Common 0 0 0 DLS-178 You may KO a character you control. If you do, KO any number of stunned characters with combined cost less than or equal to the cost of the character you KO'd. Earth 2 DLS DLS-179 2 Location 0 0 Uncommon 0 0 0 DLS-179 Activate -> Characters you control gain the version Earth 2 this turn.
Activate, pay 1 resource point -> Draw a card. Forged in Crisis DLS DLS-180 2 Plot Twist 0 0 Uncommon 0 0 0 DLS-180 Whenever target character becomes stunned by three or more team attackers this turn, remove that character from the game. Furious Assault DLS DLS-181 1 Plot Twist 0 0 Common 0 0 0 DLS-181 Target attacker you control gets +2 ATK this attack. Choose another character you control that shares a non-Army version with that attacker. The chosen character gets +2 ATK while attacking this turn. Furnace of Apokolips DLS DLS-182 3 Location 0 0 Common 0 0 0 DLS-182 Terraform
Activate -> Draw a card. Use only if you substituted a character into play this turn. Girls' Night Out DLS DLS-183 2 Plot Twist 0 0 Common 0 0 0 DLS-183 To play, exhaust a non-defending character you control.
Target attacker can't cause breakthrough while attacking a character this turn. Legion Lost DLS DLS-184 2 Plot Twist 0 0 Common 0 0 0 DLS-184 Target character you control can attack hidden characters this turn. If Legion Lost is in your resource row, draw a card, then discard a card. Level 12 Intelligence DLS DLS-185 2 Plot Twist 0 0 Rare 0 0 0 DLS-185 To play, exhaust a character you control.
Choose one: Gain 4 endurance; or KO target equipment with cost 0. Lost in Translation DLS DLS-186 2 Plot Twist 0 0 Uncommon 0 0 0 DLS-186 Target character can't reinforce other characters this turn. Mobilize DLS DLS-187 3 Plot Twist 0 0 Rare 0 0 0 DLS-187 To play, discard a card.
Search your deck for a character card with an affiliation shared by all characters you control. Reveal that card and put it into your hand. Need for Speed DLS DLS-188 3 Plot Twist 0 0 Rare 0 0 0 DLS-188 Play only during your first attack this turn.
Whenever target attacker causes breakthrough this attack, ready that character, and it can't cause breakthrough this turn. Ravaged! DLS DLS-189 3 Plot Twist 0 0 Uncommon 0 0 0 DLS-189 Target character you control and each other character you control that shares a non-Army version with it get +1/+1 this turn. Steely Resolve DLS DLS-190 6 Plot Twist 0 0 Rare 0 0 0 DLS-190 Target defender you control gets +3 DEF this attack. Substitute Heroes DLS DLS-191 2 Plot Twist 0 0 Common 0 0 0 DLS-191 Target substitute attacker you control gets +X ATK this attack, where X is the cost of a character that left play while under your control this turn. That attacker can't cause breakthrough this attack. The Future Is Changing DLS DLS-192 1 Plot Twist 0 0 Common 0 0 0 DLS-192 Look at the top card of your deck. You may put it on the bottom of your deck. If The Future Is Changing is in your resource row, draw a card, then discard a card. Titans of Tomorrow DLS DLS-193 2 Plot Twist 0 0 Uncommon 0 0 0 DLS-193 Play only during the build phase.
Choose a cost and affiliation among characters you control. Search your deck for a substitute character card with that cost and affiliation, reveal it, and put it into your hand. United Planets HQ | Team-Up DLS DLS-194 Team-Up 2 Location 0 0 Common 0 0 0 DLS-194 Terraform
Activate -> Choose two different affiliations among characters you control. Crossover those affiliations this turn. Crimson Avenger | Jill Carlyle DLS DLS-195 Jill Carlyle 2 Character JSA 4 1 Uncommon 0 1 0 DLS-195 Vengeance: Whenever Crimson Avenger becomes stunned by a character with greater cost, you may discard a card. If you do, recover Crimson Avenger at the start of the recovery phase this turn. Jack Knight <> Starman | Knight Past DLS DLS-196 Knight Past 2 Character JSA 2 3 Uncommon 1 1 0 DLS-196 Backup: Activate -> Draw a card. Discard a card for each ready character you control. Use only during the build phase. Power Girl | Child of Crisis DLS DLS-197 Child of Crisis 5 Character JSA, JLI 10 8 Rare 1 0 0 DLS-197 Power Girl enters play exhausted.
While Power Girl is exhausted, other JSA and JLI characters you control get +2 ATK.
KO a resource you control -> Ready Power Girl. Use only once per turn. S.T.R.I.P.E. | Pat Dugan DLS DLS-198 Pat Dugan 4 Character JSA 7 6 Uncommon 0 1 0 DLS-198 Exhausted JSA defenders you control have reinforcement.
Exhaust a JSA character you control -> S.T.R.I.P.E. gets +2 ATK this turn. Use only once per turn. Alan Scott | White King DLS DLS-199 White King 4 Character Checkmate 9 9 Uncommon 1 1 0 DLS-199 Willpower 4
When Alan Scott enters a KO'd pile from play, you lose the game. Director Bones | D.E.O. DLS DLS-200 D.E.O. 2 Concealed Character Concealed Checkmate 2 3 Uncommon 0 0 0 DLS-200 Concealed
Backup: Activate -> Target character gets -1/-1 this turn. Use only during the build phase. Fire | Knight DLS DLS-201 Knight 3 Character Checkmate, JLI 5 4 Uncommon 1 1 0 DLS-201 Discard a location card -> Target player loses 2 endurance. Use only once per turn. Girl 13 <> Traci Thirteen | Hex and the City DLS DLS-202 Hex and the City 3 Character Shadowpact 5 4 Rare 0 1 0 DLS-202 Substitute
When Girl 13 enters play, you may discard a Magic card. If you do, gain 4 endurance. Otherwise, lose 4 endurance. Mary Marvel | World's Mightiest Girl DLS DLS-203 World's Mightiest Girl 1 Character Shadowpact 1 1 Uncommon 0 0 0 DLS-203 Substitute
While you have 25 or less endurance, Mary Marvel gets +3/+3 and has flight. Otherworldly Battle | Magic DLS DLS-204 Magic 3 Plot Twist 0 0 Rare 0 0 0 DLS-204 Play only if you control a Shadowpact character.
To play, pay 3 endurance.
KO target character with cost 1 or less. Blüdhaven Destroyed DLS DLS-205 2 Plot Twist 0 0 Rare 0 0 0 DLS-205 To play, return a Villains United character you control to its owner's hand.
Each player loses 1 endurance for each character he controls. Chemo | Chemical Golem DLS DLS-206 Chemical Golem 3 Character Villains United 4 3 Uncommon 0 0 0 DLS-206 Vengeance: Whenever Chemo becomes stunned, you may recover another target stunned character with cost 3 or less, then stun that character. This power triggers only once per turn. High Society DLS DLS-207 1 Plot Twist 0 0 Common 0 0 0 DLS-207 Target character you control gets +1 ATK this turn and has flight this turn. If that character has the Villains United affiliation, whenever it stuns a defender this turn, return both characters to their owners' hands. Harvey Bullock | Bishop DLS DLS-208 Bishop 1 Character Gotham Knights, Checkmate 1 1 Rare 0 0 0 DLS-208 Activate -> KO target equipment with cost 0 if you control another Gotham Knights character.
Activate -> Return target equipment card from your KO'd pile to your hand if you control another Checkmate character. The Riddler | Brain Teaser DLS DLS-209 Brain Teaser 2 Character Arkham Inmates 2 3 Rare 0 0 0 DLS-209 Activate -> You may reveal an Arkham Inmates character card from your hand or resource row. If you do, target player can't play plot twists this turn with cost equal to the cost of the card you revealed. Use only during the combat phase. Nyssa Raatko | Daughter of the Demon DLS DLS-210 Daughter of the Demon 6 Concealed Character Concealed - Optional League of Assassins 11 14 Rare 0 1 0 DLS-210 Concealed - Optional
You are considered to control RaÕs al Ghul.
Exhaust one or more locations you control -> Recover or KO target stunned character if its cost is less than or equal to the number of locations you exhausted. Use only if you control another League of Assassins character. Solar Powered DLS DLS-211 2 Plot Twist 0 0 Rare 0 0 0 DLS-211 Target attacker named Superman you control gets +2/+2 this attack. If that character has cosmic, put a cosmic counter on it. Brainiac 2.5 | Future Intelligence DLS DLS-212 Future Intelligence 6 Character Revenge Squad 11 13 Rare 0 1 0 DLS-212 Substitute
Cosmic: Activate -> KO target character with cost less than or equal to the number of ongoing plot twists you control. Use only during your attack step. Shiloh Norman <> Mister Miracle | Soldier of Victory DLS DLS-213 Soldier of Victory 3 Character New Gods 4 5 Rare 0 1 0 DLS-213 Evasion
Vengeance: Whenever Shiloh Norman becomes stunned while defending, you may remove target attacker from this attack if you control another New Gods character. Kyle Rayner <> Ion | Torch Bearer DLS DLS-214 Torch Bearer 9 Character Green Lantern 23 23 Rare 1 1 0 DLS-214 Willpower 10
When Kyle Rayner enters play, put your deck into your hand if the total willpower of characters you control is 25 or greater. Mongul | Intergalactic Menace DLS DLS-215 Intergalactic Menace 6 Character Emerald Enemies 13 12 Rare 0 1 0 DLS-215 While you control another Emerald Enemies character, opponents can't play plot twists with cost greater than the number of resources you control. Alexander Luthor | Earth 3 DLS DLS-216 Earth 3 3 Concealed Character Concealed Anti-Matter, Crisis 5 4 Uncommon 0 0 0 DLS-216 Concealed
Activate -> Move target hidden character you control to your visible area. That character gets +2 ATK while attacking this turn. Kate Spencer <> Manhunter | Vigilante Justice DLS DLS-217 Vigilante Justice 3 Concealed Character Concealed - Optional Manhunter 6 3 Uncommon 0 0 0 DLS-217 Concealed - Optional
Whenever Kate Spencer stuns a character, target player puts the top two cards of his deck into his KO'd pile. Wally West <> The Flash | The Fastest Man Alive DLS DLS-218 The Fastest Man Alive 5 Character JLA, Speed Force 9 5 Rare 0 0 0 DLS-218 Loyalty
Backup: Activate -> Stun target character with DEF less than or equal to Wally West's printed ATK. If that character's ATK is greater than or equal to Wally West's printed DEF, stun Wally West. Use only during the build phase. Peter Merkel <> Ragdoll | Malleable Miscreant DLS DLS-219 Malleable Miscreant 2 Character Secret Society 3 2 Uncommon 0 0 0 DLS-219 Evasion
Vengeance: Whenever Peter Merkel becomes stunned, you may return a character card from your KO'd pile to your hand. If you do, discard a card. Owen Mercer <> Captain Boomerang | Digger's Son DLS DLS-220 Digger's Son 2 Character Injustice Gang 2 3 Uncommon 0 1 0 DLS-220 Whenever a character becomes powered-up, its controller loses 1 endurance for each card in his hand. Alfred Pennyworth | Faithful Friend DOR DOR-001 Faithful Friend 1 Character Gotham Knights 1 1 Rare 0 0 0 DOR-001 Alfred Pennyworth enters play exhausted.
Activate, return Alfred Pennyworth to his owner's hand -> Search your deck for a plot twist or equipment card, reveal it, and put it into your hand. Use only if you control another Gotham Knights character. Azrael | Jean Paul Valley DOR DOR-002 Jean Paul Valley 6 Character Gotham Knights 13 11 Common 0 0 0 DOR-002 Loyalty
Whenever Azrael stuns a defender with reinforcement, KO that defender.
Boost 1: When Azrael enters play, he gets +2/+2 this turn and has flight and range this turn. Barbara Gordon <> Oracle | Information Network DOR DOR-003 Information Network 2 Character Gotham Knights 1 2 Rare 0 0 0 DOR-003 To recruit, reveal a Gotham Knights character card from your hand.
Pay 1 resource point -> Draw a card. Use only once per turn.
Activate -> Draw a card. Use only during the recovery phase. Batman | Caped Crusader DOR DOR-004 Caped Crusader 5 Character Gotham Knights 9 9 Common 0 0 0 DOR-004 Whenever Batman stuns a defender, that character's controller loses endurance equal to its cost. Batman | The Dark Knight DOR DOR-005 The Dark Knight 7 Character Gotham Knights 7 7 Rare 0 0 0 DOR-005 Loyalty
Batman gets +1/+1 for each card in your hand.
Exhaust a Gotham Knights character you control -> Draw a card. Batman | World's Greatest Detective DOR DOR-006 World's Greatest Detective 3 Character Gotham Knights 5 4 Uncommon 0 0 0 DOR-006 To recruit, reveal a Gotham Knights character card from your hand.
Activate -> Replace target ongoing plot twist. Use only during the recovery phase. Cassandra Cain <> Batgirl | Martial Artist DOR DOR-007 Martial Artist 4 Character Gotham Knights 8 7 Common 0 0 0 DOR-007 Loyalty
Discard a Gotham Knights character card -> Cassandra Cain gets +1/+1 this attack. Catwoman | Selina Kyle DOR DOR-008 Selina Kyle 4 Character Gotham Knights 6 7 Common 0 0 0 DOR-008 Whenever Catwoman causes breakthrough to an opponent, you draw a card and that opponent discards a card. Commissioner Gordon | James Gordon DOR DOR-009 James Gordon 2 Character Gotham Knights 2 2 Uncommon 1 DOR-009 Army Gotham Knights characters you control get +1/+1.
Pay 3 endurance -> KO target equipment an opponent controls. Dick Grayson <> Nightwing | High-Flying Acrobat DOR DOR-010 High-Flying Acrobat 4 Character Gotham Knights 7 7 Rare 0 0 0 DOR-010 Whenever Dick Grayson stuns a defender, you may stun target character with the same cost as that defender.
Boost 1: When Dick Grayson enters play, if you control another Gotham Knights character, stun target Army character. Dick Grayson <> Nightwing | Defender of BlŸdhaven DOR DOR-011 Defender of BlŸdhaven 6 Character Gotham Knights 12 12 Common 0 0 0 DOR-011 Whenever Dick Grayson stuns a character, draw a card.
Discard a Gotham Knights character card -> Target defender has reinforcement this attack. Dick Grayson <> Robin | Sidekick DOR DOR-012 Sidekick 3 Character Gotham Knights 3 4 Rare 0 0 0 DOR-012 Activate, discard a Gotham Knights character card -> If target defender protecting Dick Grayson would become stunned this attack, instead exhaust it and move it to your support row. Dinah Laurel Lance <> Black Canary | Canary Cry DOR DOR-013 Canary Cry 3 Character Gotham Knights 4 3 Common 0 1 0 DOR-013 Activate -> Exhaust target unprotected character. Use only during your attack step. GCPD Officer | Army DOR DOR-014 Army 1 Character Gotham Knights 1 1 Common 1 DOR-014 GCPD Officer has reinforcement while exhausted. Harvey Bullock | GCPD Detective DOR DOR-015 GCPD Detective 1 Character Gotham Knights 1 1 Uncommon 1 DOR-015 Exhaust X Army Gotham Knights characters you control -> Exhaust target character if its cost is less than X. Huntress | Helena Rosa Bertinelli DOR DOR-016 Helena Rosa Bertinelli 3 Character Gotham Knights 4 4 Common 0 1 0 DOR-016 Characters can't be the target of plot twist effects your opponents control while Huntress is in combat. Lady Shiva | Sandra Woosan DOR DOR-017 Sandra Woosan 5 Character Gotham Knights 9 9 Common DOR-017 Loyalty
Whenever Lady Shiva defends against exactly one attacker, Lady Shiva gets +3/+3 this attack. (Lady Shiva's power does not trigger when she is team attacked.) Lucius Fox | Wayne Enterprises Executive DOR DOR-018 Wayne Enterprises Executive 1 Character Gotham Knights 0 1 Rare DOR-018 To recruit, reveal a Gotham Knights character card from your hand.
Activate, return Lucius Fox to his owner's hand -> Gain 1 resource point. Spend this resource point only to recruit an equipment card. Use only during your recruit step. Spoiler | Stephanie Brown DOR DOR-019 Stephanie Brown 1 Character Gotham Knights 1 1 Uncommon DOR-019 Whenever you draw a card, you may gain 1 endurance. Superman | Big Blue Boy Scout DOR DOR-020 Big Blue Boy Scout 8 Character Gotham Knights 20 20 Rare DOR-020 Recruit only if you control Batman.
Superman can't be stunned while ready. Tim Drake <> Robin | The Boy Wonder DOR DOR-021 The Boy Wonder 2 Character Gotham Knights 3 2 Common 0 0 0 DOR-021 Activate -> Target Gotham Knights attacker gets +X ATK this attack, where X is its cost. Batarang DOR DOR-022 1 Equipment 0 0 Uncommon 0 0 0 DOR-022 Transferable
Equip only to a Gotham Knights character.
Equipped character has range and Activate, KO Batarang -> Exhaust target character with cost less than this character's cost. Use only during the combat phase. Batcave DOR DOR-023 1 Location 0 0 Rare 0 0 0 DOR-023 Flip only if you control a Gotham Knights character.
At the start of the build phase, you may have target opponent gain the initiative. If you do, at the start of the combat phase this turn, the player who started the turn with the initiative gains the initiative. Batmobile DOR DOR-024 1 Equipment 0 0 Rare 0 0 0 DOR-024 Equip only to a Gotham Knights character.
Equipped character gets +1/+1.
If equipped character would become stunned while defending, instead, you may KO Batmobile. Batplane DOR DOR-025 0 Equipment Uncommon DOR-025 Gotham Knights characters you control have flight.
KO Batplane -> Return target character you control to its owner's hand. Bat-Signal DOR DOR-026 1 Plot Twist Uncommon DOR-026 To play, exhaust a Gotham Knights character you control.
Search your deck for a Gotham Knights character card, reveal it, and put it into your hand. Clocktower DOR DOR-027 1 Location 0 0 Common 0 0 0 DOR-027 Exhaust a support row Gotham Knights character you control -> Look at the top card of your deck. You may put it on the bottom of your deck.
Activate -> Replace a face-down resource you control. Dynamic Duo DOR DOR-028 2 Plot Twist 0 0 Uncommon 0 0 1 DOR-028 Gotham Knights characters can't be stunned while team attacking this turn.
Ongoing: Exhaust two Gotham Knights characters you control -> Turn Dynamic Duo face down. Fizzle DOR DOR-029 2 Plot Twist 0 0 Rare 0 0 0 DOR-029 To play, discard a Gotham Knights character card.
Negate target effect from a non-ongoing plot twist. GCPD Headquarters DOR DOR-030 1 Location Uncommon DOR-030 Whenever three or more Gotham Knights team attackers you control stun a defender, KO that defender.
Activate -> Target Gotham Knights defender with cost 3 or less has reinforcement this attack. Utility Belt DOR DOR-031 0 Equipment 0 0 Uncommon 0 0 0 DOR-031 Equip only to a Gotham Knights character.
Equipped character can attack as though it had flight and range and has Activate -> Negate target payment effect. Wayne Enterprises DOR DOR-032 1 Location Rare DOR-032 Flip only if you control a Gotham Knights character.
At the start of your formation step, you may transfer target equipment you control to an unequipped character you control.
Activate -> Target equipped Gotham Knights character gets +1/+1 this attack. Wayne Manor DOR DOR-033 1 Location Uncommon DOR-033 Exhaust a Gotham Knights character you control -> Gain 1 endurance. Bart Allen <> Kid Flash | Speedster DOR DOR-034 Speedster 4 Character Teen Titans 6 6 Common 0 0 0 DOR-034 Exhaust a Teen Titans character you control -> Ready Bart Allen. Use only once per turn.
Activate -> Target Teen Titans character has reinforcement this turn. Beast Boy | Garfield Logan DOR DOR-035 Garfield Logan 3 Character Teen Titans 3 3 Rare 1 0 0 DOR-035 Whenever Beast Boy attacks, put a +1/+1 counter on him.
Whenever Beast Boy defends, put a +1/+1 counter on him for each attacker. Cassie Sandsmark <> Wonder Girl | Zeus's Chosen DOR DOR-036 Zeus's Chosen 5 Character Teen Titans 9 9 Common 1 0 0 DOR-036 Cassie Sandsmark can't be stunned by a character with cost 6 or greater.
Cassie Sandsmark can't be stunned by attackers while defending against one or more characters with cost 6 or greater. (Apply breakthrough as normal.) Connor Kent <> Superboy | Tactile Telekinetic DOR DOR-037 Tactile Telekinetic 6 Character Teen Titans 12 10 Common 1 1 0 DOR-037 Exhaust a Teen Titans character you control -> Connor Kent gets +2 DEF this turn.
Pay 2 endurance -> KO target equipment an opponent controls. Dick Grayson <> Nightwing | Titan Leader DOR DOR-038 Titan Leader 5 Character Teen Titans 8 8 Common 0 0 0 DOR-038 Teen Titans attackers you control get +2 ATK while Dick Grayson is ready.
Boost 2: When Dick Grayson enters play, Teen Titans characters you control get +2 ATK while attacking this turn. Donna Troy <> Wonder Girl | Amazon Warrior DOR DOR-039 Amazon Warrior 2 Character Teen Titans 5 3 Rare 1 0 0 DOR-039 To recruit, reveal a Teen Titans character card from your hand.
Whenever Donna Troy becomes stunned, return her to her owner's hand. Dawn Granger <> Dove | Agent of Order DOR DOR-040 Agent of Order 1 Character Teen Titans 1 1 Common 1 0 0 DOR-040 Dawn Granger gets +1/+1 while you control Hank Hall.
Boost 2: When Dawn Granger enters play, if you don't control Hank Hall, search your deck for a card named Hank Hall, and put it into your front row. Garth <> Tempest | Atlantean Sorcerer DOR DOR-041 Atlantean Sorcerer 5 Character Teen Titans 9 9 Rare 0 1 0 DOR-041 Loyalty
Pay 3 endurance -> Return target card from your KO'd pile to your hand. Use only once per turn. Hank Hall <> Hawk | Agent of Chaos DOR DOR-042 Agent of Chaos 2 Character Teen Titans 2 2 Common 0 0 0 DOR-042 Hank Hall gets +2/+2 while you control Dawn Granger.
Boost 1: When Hank Hall enters play, if you don't control Dawn Granger, search your deck for a card named Dawn Granger and put it into your front row. Kole | Kole Weathers DOR DOR-043 Kole Weathers 2 Character Teen Titans 1 4 Uncommon 1 DOR-043 Teen Titans characters you control get +1 DEF for each stunned character you control. Koriand'r <> Starfire | Alien Princess DOR DOR-044 Alien Princess 6 Character Teen Titans 12 11 Common 0 1 0 DOR-044 Activate -> Stun target support row character with cost less than or equal to the number of Teen Titans character cards in your KO'd pile. Mirage | Miriam Delgado DOR DOR-045 Miriam Delgado 1 Character Teen Titans 1 1 Uncommon DOR-045 When Mirage enters play, you may reveal a Teen Titans character card from your hand. If you do, choose an affiliation. Mirage gains the chosen affiliation. (This is in addition to the Teen Titans affiliation.) Omen | Lilith Clay DOR DOR-046 Lilith Clay 1 Character Teen Titans 0 2 Rare DOR-046 Exhaust a Teen Titans character you control -> Look at the top X cards of your deck, where X is the cost of the character you exhausted. Put those cards on the top of your deck in any order. Pantha | Subject X-24 DOR DOR-047 Subject X-24 1 Character Teen Titans 1 1 Common DOR-047 Pantha gets +2 ATK while attacking. Phantasm | Danny Chase DOR DOR-048 Danny Chase 3 Character Teen Titans 0 3 Rare DOR-048 Phantasm gets +10 ATK while you have ten or more Teen Titans character cards in your KO'd pile. Raven | Daughter of Trigon DOR DOR-049 Daughter of Trigon 7 Character Teen Titans 14 14 Rare 1 1 0 DOR-049 Loyalty
Pay 1 endurance -> Characters and locations target player controls can't ready this turn. Use only during the recovery phase. Red Star | Leonid Kovar DOR DOR-050 Leonid Kovar 4 Character Teen Titans 7 6 Uncommon 1 DOR-050 Whenever Red Star becomes powered-up, he can't be stunned while attacking this turn.
Pay 1 resource point -> Target player loses 5 endurance. Use only once per turn and only if you control another Teen Titans character. Roy Harper <> Arsenal | Sharpshooter DOR DOR-051 Sharpshooter 3 Character Teen Titans 4 3 Common 0 1 0 DOR-051 Exhaust a Teen Titans character you control -> Roy Harper gets +2 ATK this turn.
Activate, KO a resource you control -> Stun target character with ATK less than Roy Harper's ATK. Terra | Tara Markov DOR DOR-052 Tara Markov 4 Character Teen Titans 6 7 Rare 1 DOR-052 Loyalty
Activate -> Replace a location you control. If you do, stun target character with cost 3 or less. Tim Drake <> Robin | Young Detective DOR DOR-053 Young Detective 2 Character Teen Titans 2 3 Common 0 0 0 DOR-053 If a team attacker you control would become stunned, instead, you may choose another team attacker you control. If you do, stun the chosen character.
Boost 2: When Tim Drake enters play, Teen Titans characters you control can't be stunned while attacking this turn. Vic Stone <> Cyborg | Human Machine DOR DOR-054 Human Machine 4 Character Teen Titans 6 6 Common 0 1 0 DOR-054 Boost X: When Vic Stone enters play, search your deck for an equipment card with cost X or less and equip it to him. Circle Defense DOR DOR-055 3 Plot Twist Uncommon DOR-055 To play, exhaust any number of non-defending Teen Titans characters you control.
Target defender gets +3 DEF this attack for each character you exhausted. Heroic Sacrifice DOR DOR-056 2 Plot Twist Rare DOR-056 To play, stun a non-defending Teen Titans character you control.
Exhaust target Teen Titans defender you control and remove all attackers from this attack. Liberty Island Base DOR DOR-057 2 Location 0 0 Uncommon 0 0 0 DOR-057 Activate -> Target defender with reinforcement gets +1 DEF this attack. If that character has the Teen Titans affiliation, instead, it gets +3 DEF this attack. Optitron DOR DOR-058 1 Location Rare DOR-058 Pay 1 resource point, discard a Teen Titans character card -> Search your deck for a Teen Titans character card, reveal it, and put it into your hand. Use only once per turn. Tamaran DOR DOR-059 1 Location Uncommon DOR-059 Activate, put the top card of your deck into your KO'd pile -> Power-up target Teen Titans attacker or defender you control. (A powered-up character gets +1/+1 this attack.) Teen Titans Go! DOR DOR-060 2 Plot Twist Common DOR-060 Ready all Teen Titans characters that have team attacked this turn. Those characters can't cause breakthrough this turn. Titans Tower DOR DOR-061 2 Location Uncommon DOR-061 Activate, discard a Teen Titans character card -> Target Teen Titans attacker or defender gets +X ATK this attack, where X is the cost of the card you discarded. T-Jet | Unique DOR DOR-062 Unique 1 Equipment 0 0 Uncommon 0 0 0 DOR-062 Transferable
Characters you control have flight.
Whenever a Teen Titans character you control becomes powered-up, that character gets +1/+1 this attack. (This is in addition to all other modifiers from becoming powered-up.) USS Argus DOR DOR-063 3 Location 0 0 Rare 0 0 0 DOR-063 You can't draw cards during the draw phase.
Activate -> Look at the top four cards of your deck. Put one of them into your hand and the rest on the bottom of your deck. Use only during the build phase and only if you control a Teen Titans character. Bane | The Man Who Broke the Bat DOR DOR-064 The Man Who Broke the Bat 6 Character Arkham Inmates 12 12 Common DOR-064 Loyalty
Whenever Bane attacks, you may KO target stunned character.
Boost 1: When Bane enters play, he gets +2/+2 this turn. Charaxes | Drury Walker DOR DOR-065 Drury Walker 3 Character Arkham Inmates 5 3 Common 1 0 0 DOR-065 Charaxes can't cause breakthrough.
Whenever Charaxes stuns an exhausted defender, KO that defender. Firefly | Garfield Lynns DOR DOR-066 Garfield Lynns 2 Character Arkham Inmates 3 1 Rare 1 1 0 DOR-066 Activate, discard an Arkham Inmates character card -> KO target location and KO a resource you control. Use only during your attack step. Harley Quinn | Dr. Harleen Quinzel DOR DOR-067 Dr. Harleen Quinzel 1 Character Arkham Inmates 1 1 Common 0 0 0 DOR-067 Discard Harley Quinn -> Power-up target Arkham Inmates attacker or defender you control.
Activate -> Target Arkham Inmates defender you control has reinforcement this attack. Killer Croc | Waylon Jones DOR DOR-068 Waylon Jones 5 Character Arkham Inmates 7 10 Common 0 0 0 DOR-068 Whenever Killer Croc attacks a defender, Killer Croc gets +X ATK this attack, where X is that defender's cost. Mad Hatter | Jervis Tetch DOR DOR-069 Jervis Tetch 2 Character Arkham Inmates 1 2 Rare 0 1 0 DOR-069 To recruit, reveal a Arkham Inmates character card from your hand.
Pay 1 resource point -> Move target character with cost 2 or less to your front row. At the start of the recovery phase this turn, that character's owner moves it to his front row. Use only once per turn. Man-Bat | Dr. Robert Langstrom DOR DOR-070 Dr. Robert Langstrom 4 Character Arkham Inmates 7 6 Common 1 DOR-070 Man-Bat gets +2 ATK for each stunned character your opponents control. Matt Hagen <> Clayface | Man of Clay DOR DOR-071 Man of Clay 5 Character Arkham Inmates 5 5 Common 0 1 0 DOR-071 Whenever Matt Hagen attacks, he gets +2/+2 this attack for each exhausted character target opponent controls.
Whenever Matt Hagen defends, for each attacker, Matt Hagen gets +2/+2 this attack for each exhausted character target opponent controls. Mr. Freeze | Dr. Victor Fries DOR DOR-072 Dr. Victor Fries 6 Character Arkham Inmates 11 13 Common 1 DOR-072 Whenever Mr. Freeze attacks a character, that character can't ready this turn.
Whenever Mr. Freeze defends, each attacker can't ready this turn. Mr. Zsasz | Victor Zsasz DOR DOR-073 Victor Zsasz 2 Character Arkham Inmates 2 2 Rare DOR-073 Whenever Mr. Zsasz stuns a defender, put a +1/+1 counter on Mr. Zsasz.
Boost 1: When Mr. Zsasz enters play, stun target character with cost 1. If you do, put a +1/+1 counter on Mr. Zsasz. Poison Ivy | Pamela Isley DOR DOR-074 Pamela Isley 4 Character Arkham Inmates 6 7 Rare 0 0 0 DOR-074 Whenever Poison Ivy stuns a character, if that character would recover this turn, instead, that character can't be KO'd during the recovery phase this turn. (That character does not recover.) Professor Hugo Strange | Psycho-Analyst DOR DOR-075 Psycho-Analyst 2 Character Arkham Inmates 1 3 Common 0 0 0 DOR-075 Each opponent can't recruit a non-Army character with the same name as a character he already controls.
Boost 1: When Professor Hugo Strange enters play, if you control another Arkham Inmates character, each opponent discards a card. Query and Echo | Double Trouble DOR DOR-076 Double Trouble 1 Character Arkham Inmates 1 1 Uncommon DOR-076 Discard Query and Echo -> Target Arkham Inmates attacker you control gets +2 ATK this attack. Ratcatcher | Otis Flannegan DOR DOR-077 Otis Flannegan 1 Character Arkham Inmates 1 1 Uncommon DOR-077 Whenever a character becomes stunned, each opponent loses 1 endurance. Scarecrow | Professor Jonathan Crane DOR DOR-078 Professor Jonathan Crane 5 Character Arkham Inmates 8 8 Rare 0 0 0 DOR-078 Whenever Scarecrow stuns an attacker, return that character to its owner's hand.
Whenever Scarecrow becomes stunned by a defender, return Scarecrow to his owner's hand.
Boost X: When Scarecrow enters play, return all characters with cost X or less your opponents control to their owners' hands. For each character returned, put two +1/+1 counters on Scarecrow. The Joker | Joker's Wild DOR DOR-079 Joker's Wild 3 Character Arkham Inmates 3 3 Rare 0 0 0 DOR-079 Loyalty
If you would mulligan and The Joker is in your hand, instead, you may reveal The Joker. If you do, put your hand on the bottom of your deck and draw five cards. You can't mulligan this game.
Boost 2: When The Joker enters play, discard your hand and draw five cards. The Joker | Laughing Lunatic DOR DOR-080 Laughing Lunatic 4 Character Arkham Inmates 7 6 Common DOR-080 Whenever The Joker defends, target opponent chooses a card from your hand at random. Reveal that card. If you revealed an Arkham Inmates character card, that opponent loses endurance equal to that card's cost. Repeat this process from that opponent choosing a card to the endurance loss until you have done it once for each attacker. The Joker | The Clown Prince of Crime DOR DOR-081 The Clown Prince of Crime 7 Character Arkham Inmates 13 13 Rare 0 0 0 DOR-081 Loyalty
Discard an Arkham Inmates character card -> Stun target character if its cost is equal to that of the card you discarded. Use only once per turn and only during your attack step. The Penguin | Oswald Chesterfield Cobblepot DOR DOR-082 Oswald Chesterfield Cobblepot 3 Character Arkham Inmates 3 3 Common 0 0 0 DOR-082 Pay 2 endurance -> Ready target location. Use only once per turn and only if you control another Arkham Inmates character.
Discard a location card -> The Penguin gets +2/+2 this attack. The Riddler | Edward Nygma DOR DOR-083 Edward Nygma 3 Character Arkham Inmates 2 4 Uncommon DOR-083 Activate, discard an Arkham Inmates character card -> Target opponent discards a card. If that card's cost is not equal to the cost of the card you discarded, that opponent discards an additional card. Use only during the recovery phase. Two-Face | Harvey Dent DOR DOR-084 Harvey Dent 2 Character Arkham Inmates 2 2 Uncommon 0 1 0 DOR-084 Activate -> Flip a coin. If you win the flip, KO target stunned character. Ventriloquist <> Scarface | Arnold Wesker DOR DOR-085 Arnold Wesker 1 Character Arkham Inmates 0 1 Rare 0 1 0 DOR-085 Ventriloquist gets +2 ATK while in your front row.
Activate -> Front row Arkham Inmates characters get +1 ATK while attacking this turn. Use only if Ventriloquist is in your support row. Arkham Asylum DOR DOR-086 2 Location 0 0 Uncommon 0 0 0 DOR-086 Activate -> Return target stunned Arkham Inmates character you control to its owner's hand.
Activate -> Target Arkham Inmates attacker gets +2 ATK while attacking an exhausted defender this turn. Blackgate Prison DOR DOR-087 2 Location Rare DOR-087 Activate, stun an Arkham Inmates character you control -> Draw a card. Cracking the Vault DOR DOR-088 1 Plot Twist 0 0 Rare 0 0 0 DOR-088 Play only during the combat phase.
Exhaust a ready Arkham Inmates character you control. If you do, target player reveals his hand and discards each card with the same name as a card that player controls. Fear and Confusion DOR DOR-089 1 Plot Twist Common DOR-089 Characters you control get +1 ATK while attacking this turn.
Whenever an Arkham Inmates character you control attacks a character this turn, exhaust that character. Kidnapping DOR DOR-090 2 Plot Twist Uncommon DOR-090 To play, exhaust an Arkham Inmates character you control.
Put target stunned character an opponent controls on the top of its owner's deck. Draw a card. No Man's Land DOR DOR-091 1 Location 0 0 Uncommon 0 0 0 DOR-091 To flip, discard an Arkham Inmates character card.
Activate -> Exhaust target unprotected character. Use only during your attack step. Paralyzing Kiss DOR DOR-092 2 Plot Twist Uncommon DOR-092 Play only if you control five or fewer resources.
Attackers can't cause breakthrough while attacking an Arkham Inmates character this turn. Prison Break DOR DOR-093 1 Plot Twist Uncommon DOR-093 Play only if you control an Arkham Inmates character.
Shuffle your hand into your deck, then draw a card for each card you shuffled into your deck. Riddle Me This DOR DOR-094 2 Plot Twist Uncommon DOR-094 Play only during your attack step.
Exhaust a ready Arkham Inmates character you control. If you do, target player reveals two cards from his hand. Choose one of the revealed cards. That player discards that card. Rigged Elections DOR DOR-095 1 Plot Twist Rare 1 DOR-095 Ongoing: Exhaust an Arkham Inmates character you control -> Put a ballot counter on Rigged Elections. If there are 25 or more ballot counters on Rigged Elections, you win the game. Assassin Initiate | Army DOR DOR-096 Army 2 Character League of Assassins 2 2 Common DOR-096 Pay 1 resource point -> KO target character with cost 1. Use only once per turn. Bane | Ubu DOR DOR-097 Ubu 5 Character League of Assassins 9 9 Common DOR-097 At the start of the recovery phase, you may KO target stunned character.
Boost 2: When Bane enters play, he gets +1/+1 this turn for each location you control. Dr. Tzin-Tzin | Master of Hypnosis DOR DOR-098 Master of Hypnosis 4 Character League of Assassins 5 5 Common 0 0 0 DOR-098 Activate -> Ready target attacker an opponent controls. That character gets -3 ATK this turn. Hassim | Loyal Retainer DOR DOR-099 Loyal Retainer 2 Character League of Assassins 2 2 Uncommon DOR-099 Activate -> Target League of Assassins attacker gets +1 ATK this attack for each location you control. Josef Witschi | Talia's Assistant DOR DOR-100 Talia's Assistant 1 Character League of Assassins 1 1 Uncommon DOR-100 Activate, discard a League of Assassins character card -> KO target location. Its controller may put a card from his hand face down into his resource row. Use only during the combat phase. Kyle Abbot | Wolf in Man's Clothing DOR DOR-101 Wolf in Man's Clothing 3 Character League of Assassins 3 3 Common 0 0 0 DOR-101 Kyle Abbot gets +3/+3 while you control five or more resources.
Boost 1: When Kyle Abbot enters play, he gets +6 ATK this turn. Lady Shiva | Master Assassin DOR DOR-102 Master Assassin 7 Character League of Assassins 13 13 Rare DOR-102 Recruit only if you control Ra's al Ghul.
Activate -> KO target character. Use only during your attack step. Malaq | Money Man DOR DOR-103 Money Man 1 Character League of Assassins 1 1 Uncommon DOR-103 Whenever you flip a location, Malaq gets +2 ATK this turn. Ra's al Ghul | Immortal Villain DOR DOR-104 Immortal Villain 4 Character League of Assassins 7 7 Common DOR-104 Loyalty
When Ra's al Ghul enters play, turn all locations your opponents control face down.
Your opponents can't flip locations. Ra's al Ghul | Master Swordsman DOR DOR-105 Master Swordsman 6 Character League of Assassins 12 12 Common DOR-105 Loyalty
When Ra's al Ghul enters play, replace any number of resources you control. Ra's al Ghul | The Demon's Head DOR DOR-106 The Demon's Head 8 Character League of Assassins 17 17 Rare 0 0 0 DOR-106 Loyalty
Locations you control are not unique.
Characters without the League of Assassins affiliation lose all affiliations, and their payment powers can't be used. Talia | Daughter of the Demon's Head DOR DOR-107 Daughter of the Demon's Head 2 Character League of Assassins 1 3 Rare 0 0 0 DOR-107 Activate -> Reveal the top two cards of your deck. Put all revealed location cards into your hand and the rest on the bottom of your deck. If you put one or more cards into your hand, discard a card. Thuggee | Army DOR DOR-108 Army 1 Character League of Assassins 1 1 Common 1 DOR-108 Whenever Thuggee attacks, target player loses 1 endurance. Ubu | Ra's al Ghul's Bodyguard DOR DOR-109 Ra's al Ghul's Bodyguard 3 Character League of Assassins 5 6 Common DOR-109 Loyalty
A character protected by Ubu can't be attacked. Whisper A'Daire | Cold-Blooded Manipulator DOR DOR-110 Cold-Blooded Manipulator 5 Character League of Assassins 8 9 Common 0 0 0 DOR-110 Whenever Whisper A'Daire causes breakthrough to a player, that player chooses a card from his hand and puts it on the top of his deck. If you control seven or more resources, instead, that player puts all cards in his hand on the top of his deck in any order. Clench Virus DOR DOR-111 3 Plot Twist Uncommon 1 DOR-111 Play only if you control a League of Assassins character.
Ongoing: At the start of your attack step, put a plague counter on target character.
Whenever a character receives a plague counter, if that character has a number of plague counters greater than its cost, KO that character. Dual Nature DOR DOR-112 3 Plot Twist 0 0 Rare 0 0 0 DOR-112 To play, put a stunned League of Assassins character you control into your KO'd pile.
Choose a League of Assassins character card from your hand with cost less than the cost of the character you put into your KO'd pile. Put the chosen card into your support row. Flying Fortress DOR DOR-113 1 Location Uncommon DOR-113 Activate -> Target League of Assassins character gets +2 ATK while attacking this turn and has flight this turn. Lazarus Pit | Non-Unique DOR DOR-114 Non-Unique 1 Location 0 0 Common 0 0 0 DOR-114 KO Lazarus Pit -> Recover target stunned League of Assassins character.
Activate -> Target stunned League of Assassins character can't be KO'd this turn. Mountain Stronghold | Non-Unique DOR DOR-115 Non-Unique 1 Location 0 0 Uncommon 0 0 0 DOR-115 When you flip Mountain Stronghold, search your deck for a League of Assassins character card, reveal it, and put it into your hand. Discard a League of Assassins character card.
Characters you control named Ra's al Ghul have reinforcement. Remake the World DOR DOR-116 3 Plot Twist Rare DOR-116 To play, exhaust a League of Assassins character you control.
KO any number of locations you control. Move that number of locations target opponent controls to your resource row. For each location you moved, that opponent puts the top card of his deck face down into his resource row. The Shrike | Unique DOR DOR-117 Unique 1 Equipment 0 0 Rare 0 0 0 DOR-117 Transferable
Equip only to a League of Assassins character.
Equipped character gets +1 ATK for each location you control. Tower of Babel DOR DOR-118 1 Plot Twist Rare DOR-118 Play only if you control a League of Assassins character.
During each player's attack step this turn, characters that player controls that don't have the League of Assassins affiliation lose all affiliations. Wheel of Plagues | Unique DOR DOR-119 Unique 1 Equipment 0 0 Rare 0 0 0 DOR-119 Equip only to a League of Assassins character.
At the start of the recovery phase, each player who controls one or more characters with a plague counter discards a card.
Equipped character has Activate, pay 5 endurance -> Put a plague counter on target character. Dr. Light | Arthur Light DOR DOR-120 Arthur Light 6 Character Fearsome Five 11 11 Uncommon 0 1 0 DOR-120 Activate -> Stun target character with cost less than the number of Fearsome Five characters you control.
Boost 3: When Dr. Light enters play, put all Fearsome Five character cards from your KO'd pile into your front row. Gizmo | Mikron O'Jeneus DOR DOR-121 Mikron O'Jeneus 1 Character Fearsome Five 1 1 Uncommon 1 1 DOR-121 Activate, discard an equipment card -> Draw two cards, then discard a card. Jinx | Elemental Sorceress DOR DOR-122 Elemental Sorceress 4 Character Fearsome Five 7 7 Uncommon 0 1 0 DOR-122 Exhaust a location you control -> Each opponent loses 1 endurance.
Pay 1 resource point -> Search your deck for a location card, reveal it, and put it into your hand. Use only once per turn. Mammoth | Baran Flinders DOR DOR-123 Baran Flinders 3 Character Fearsome Five 8 8 Rare 0 0 0 DOR-123 To recruit, reveal a Fearsome Five character card from your hand.
When Mammoth enters play, KO a resource you control, and when Mammoth next enters a KO'd pile from play, put the top card of your deck face down into your resource row.
Whenever Mammoth becomes stunned, KO him. Neutron | Nat Tryon DOR DOR-124 Nat Tryon 5 Character Fearsome Five 9 7 Rare 1 DOR-124 Loyalty
At the start of the recovery phase, each player KO's a resource he controls. Psimon | Dr. Simon Jones DOR DOR-125 Dr. Simon Jones 7 Character Fearsome Five 12 13 Rare 1 DOR-125 Loyalty
Your opponents can't recruit characters with cost 6 or less.
Your opponents can't play plot twists with cost 6 or less. Shimmer | Selinda Flinders DOR DOR-126 Selinda Flinders 2 Character Fearsome Five 2 2 Uncommon DOR-126 Activate -> Target player exhausts X ready characters he controls, where X is the number of Fearsome Five characters you control. Use only during your attack step. The Underworld Star DOR DOR-127 1 Plot Twist Fearsome Five 0 0 Uncommon 0 0 0 DOR-127 To play, discard a Fearsome Five character card.
Search your deck for a Fearsome Five character card, reveal it, and put it into your hand. Deathstroke the Terminator | Slade Wilson DOR DOR-128 Slade Wilson 7 Character Deathstroke 15 15 Rare 0 1 0 DOR-128 Recruit only if you control two or more unaffiliated characters.
Unaffiliated characters you control gain the Deathstroke affiliation. Black Mask | Roman Sionis DOR DOR-129 Roman Sionis 2 Character 3 2 Uncommon 1 DOR-129 Discard an unaffiliated character card -> Power-up Black Mask. Use only if Black Mask is in combat. (A powered-up character gets +1/+1 this attack.) Blackfire | Komand'r DOR DOR-130 Komand'r 5 Character 9 8 Rare 1 1 DOR-130 Activate, pay 5 endurance -> Stun target front row character. Use only during your attack step. Brother Blood | Leader of the Church of Blood DOR DOR-131 Leader of the Church of Blood 6 Character 11 11 Common 0 0 0 DOR-131 Whenever Brother Blood stuns a character, KO that character unless its controller discards two cards.
Boost 1: When Brother Blood enters play, KO any number of characters you control. Brother Blood gets +2 ATK this turn for each character you KO'd. Ferak | Army DOR DOR-132 Army 3 Character 4 3 Common 0 0 0 DOR-132 Ferak enters play exhausted.
Whenever Ferak becomes stunned, you may put him into your KO'd pile. If you do, you may put a card named Ferak from your hand into your support row exhausted.
Activate -> Search your deck for a card named Ferak, reveal it, and put it into your hand. King Snake | Sir Edmund Dorrance DOR DOR-133 Sir Edmund Dorrance 1 Character 2 1 Uncommon DOR-133 Whenever King Snake becomes stunned, target opponent loses 2 endurance. Lady Vic | Lady Elaine Marsh-Morton DOR DOR-134 Lady Elaine Marsh-Morton 1 Character 1 2 Uncommon 1 DOR-134 Whenever Lady Vic stuns a character, KO that character unless its controller pays 3 endurance. Lightning | Travis Williams DOR DOR-135 Travis Williams 4 Character 6 6 Uncommon 1 DOR-135 Activate -> Target player loses 2 endurance for each exhausted character he controls. Lockup | Lyle Bolton DOR DOR-136 Lyle Bolton 2 Character 2 3 Uncommon 1 DOR-136 Lockup gets +4 ATK while attacking an exhausted character.
Activate -> Target player shuffles all character cards from his KO'd pile into his deck. The Demon | Jason Blood DOR DOR-137 Jason Blood 4 Character 7 7 Rare 0 0 0 DOR-137 Whenever The Demon becomes stunned, search your deck for a different version of The Demon, reveal it, and put it into your hand.
Pay 1 endurance -> Reveal a face-down resource you control. If it is a non-ongoing plot twist card, turn it face up and draw a card. Use only once per turn. The Demon | Etrigan DOR DOR-138 Etrigan 8 Character 18 18 Rare 0 1 0 DOR-138 When The Demon enters play, each opponent KO's all resources he controls unless he pays 8 endurance. Thunder | Gan Williams DOR DOR-139 Gan Williams 3 Character 4 4 Uncommon DOR-139 Whenever Thunder stuns a defender, exhaust all other characters in the same row as that defender. Trigon | The Terrible DOR DOR-140 The Terrible 9 Character 20 20 Rare DOR-140 At the start of the combat phase, move all locations to your resource row.
Trigon gets +1/+1 for each location you control. Wildebeest | Army DOR DOR-141 Army 2 Character 2 1 Common 0 0 0 DOR-141 Wildebeest can team attack with characters named Wildebeest.
Activate -> Gain 1 resource point. Spend this resource point only to recruit a card named Wildebeest. Use only during your recruit step. A Death in the Family DOR DOR-142 1 Plot Twist 0 0 Rare 0 0 0 DOR-142 To play, pay 5 endurance.
KO target stunned character. Lose endurance equal to its cost. Airborne Assault DOR DOR-143 2 Plot Twist Uncommon DOR-143 Characters you control get +1 ATK while attacking this turn and have flight this turn. Break You DOR DOR-144 1 Plot Twist Common DOR-144 To play, discard up to three cards.
Target attacker or defender gets +2 ATK this attack for each card you discarded. Combat Reflexes DOR DOR-145 3 Plot Twist Common DOR-145 Move target character you control to your front or support row. That character gets +3 ATK while attacking this turn. Concrete Jungle DOR DOR-146 2 Plot Twist Rare 1 DOR-146 Each opponent turns all locations he controls face down.
Ongoing: Whenever an opponent flips a location, that opponent discards a card. Crossbow DOR DOR-147 0 Equipment Common DOR-147 Transferable
Equipped character gets +1 ATK and has range. Escrima Sticks DOR DOR-148 1 Equipment Uncommon DOR-148 Transferable
Equipped character gets +1/+1. Fast Getaway DOR DOR-149 2 Plot Twist Common DOR-149 To play, discard a card.
Target attacker can't cause breakthrough while attacking a character this turn. From the Shadows DOR DOR-150 1 Plot Twist Common DOR-150 Target attacker gets +5 DEF this attack. Gone But Not Forgotten DOR DOR-151 2 Plot Twist Uncommon 1 DOR-151 Ongoing: Whenever a character enters your KO'd pile, gain 2 endurance. GothCorp DOR DOR-152 1 Location Rare DOR-152 Activate -> Draw a card, then discard two cards. Have a Blast! DOR DOR-153 3 Plot Twist Rare DOR-153 To play, discard a card.
Replace target location or ongoing plot twist. Hidden Surveillance DOR DOR-154 2 Plot Twist 0 0 Rare 0 0 1 DOR-154 Ongoing: Each opponent can't flip a location on the same turn it was placed into his resource row.
Each opponent can't play a plot twist on the same turn it was placed into his resource row. Home Surgery DOR DOR-155 2 Plot Twist Uncommon DOR-155 To play, exhaust a character you control.
Recover target stunned character if its cost is less than or equal to the cost of the character you exhausted. Last Laugh DOR DOR-156 1 Plot Twist Uncommon DOR-156 Target player loses 1 endurance for each stunned character you control. Mega-Blast DOR DOR-157 1 Plot Twist Common DOR-157 Target support row character gets +4 ATK while attacking this turn and has range this turn. Museum Heist DOR DOR-158 2 Plot Twist Rare DOR-158 Play only during the recovery phase.
Exhaust a ready character you control. If you do, draw two cards unless target opponent discards a card. My Beloved DOR DOR-159 2 Plot Twist Uncommon 1 DOR-159 Play only if you control a Gotham Knights character and a League of Assassins character.
Draw a card.
Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile, with either the Gotham Knights or League of Assassins affiliation have both affiliations. Shape Change DOR DOR-160 1 Plot Twist Uncommon DOR-160 Put the top card of your deck into your KO'd pile. Target defender you control gets -X/+x this attack, where X is the cost of the card you put into your KO'd pile. Tag Team DOR DOR-161 2 Plot Twist Common DOR-161 Target defender with reinforcement gets +2/+2 this attack. The Brave and the Bold DOR DOR-162 2 Plot Twist 0 0 Uncommon 0 0 1 DOR-162 Play only if you control a Gotham Knights character and a Teen Titans character.
Draw a card.
Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile, with either the Gotham Knights or Teen Titans affiliation have both affiliations. Total Anarchy DOR DOR-163 1 Plot Twist Rare 1 DOR-163 Ongoing: Whenever a character with cost 3 or less becomes stunned, KO that character. Twin Firearms DOR DOR-164 1 Equipment Uncommon DOR-164 Equipped character gets +4 ATK while in your front row.
While in your support row, equipped character gets +2 ATK and has range. World's Finest DOR DOR-165 2 Plot Twist 0 0 Common 0 0 1 DOR-165 Choose two different affiliations among characters you control.
Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile, with either of those affiliations have both of them. Alpha Centurion | Marcus Aelius DSM DSM-001 Marcus Aelius 4 Character Team Superman 7 6 Common 1 0 0 DSM-001 Cosmic: Alpha Centurion gets +2/+2 while you control no ready characters.
Boost 1: When Alpha Centurion enters play, exhaust any number of characters you control. Characters you control get +3 ATK while defending and exhausted this turn. Cir-El <> Supergirl | Daughter of Tomorrow DSM DSM-002 Daughter of Tomorrow 5 Character Team Superman 8 9 Common 1 1 0 DSM-002 Cosmic: Cir-El gets +1 ATK for each cosmic counter on characters you control.
Boost 1: When Cir-El enters play, put a cosmic counter on each cosmic character you control. Connor Kent <> Superboy | Kon-El DSM DSM-003 Kon-El 4 Character Team Superman 7 6 Uncommon 1 0 0 DSM-003 Whenever Connor Kent stuns a character, you may replace target face-down resource. Dubbilex | DNAlien DSM DSM-004 DNAlien 2 Character Team Superman 2 3 Uncommon 0 0 0 DSM-004 When Dubbilex enters play, look at target player's hand. Eradicator | Soul of Krypton DSM DSM-005 Soul of Krypton 7 Character Team Superman 15 15 Common 1 1 0 DSM-005 While you control another Team Superman character, whenever Eradicator stuns a character, remove that character from the game. Gangbuster | Jose Delgado DSM DSM-006 Jose Delgado 2 Character Team Superman 3 2 Common 0 0 0 DSM-006 Whenever Gangbuster stuns an Army defender, you may stun target Army character. Girl 13 | Traci Thirteen DSM DSM-007 Traci Thirteen 2 Character Team Superman 1 3 Uncommon 0 1 0 DSM-007 Exhaust a support row character you control -> Target front row Team Superman attacker you control gets +2 ATK this attack and can't cause breakthrough this attack. Jimmy Olsen | Superman's Pal DSM DSM-008 Superman's Pal 1 Character Team Superman 1 1 Uncommon 0 0 0 DSM-008 A Team Superman character protecting Jimmy Olsen gets +1/+1. John Henry Irons <> Steel | Peerless Engineer DSM DSM-009 Peerless Engineer 6 Character Team Superman 12 11 Common 1 1 0 DSM-009 Remove a cosmic counter from a character you control -> That character gets +2 DEF this turn.
Cosmic: John Henry Irons gets +1 DEF. Kara Zor-El <> Supergirl | Last Daughter of Krypton DSM DSM-010 Last Daughter of Krypton 6 Character Team Superman 12 11 Common 1 1 0 DSM-010 Cosmic: Team Superman characters you control that are protecting other characters have invulnerability. Krypto | Superdog DSM DSM-011 Superdog 4 Character Team Superman 8 8 Rare 1 1 0 DSM-011 Krypto can't attack unless he team attacks.
Cosmic: Krypto has invulnerability. Lana Lang | Smallville Sweetheart DSM DSM-012 Smallville Sweetheart 1 Character Team Superman 1 1 Uncommon 0 0 0 DSM-012 You may discard a Team Superman character card rather than pay Lana Lang's recruit cost.
Exhaust a non-defending Team Superman character you control -> Target defender you control has reinforcement this attack. Linda Danvers <> Supergirl | Matrix DSM DSM-013 Matrix 3 Character Team Superman 7 6 Rare 1 1 0 DSM-013 To recruit, discard a Team Superman character card.
Linda Danvers can't attack a character with cost 3 or less. Lois Lane | Star Reporter DSM DSM-014 Star Reporter 1 Character Team Superman 1 1 Uncommon 0 0 0 DSM-014 You may discard a Team Superman character card rather than pay Lois Lane's recruit cost.
When Lois Lane enters play, reveal the top four cards of your deck. Put a revealed Team Superman character card into your hand and the rest on the bottom of your deck. Perry White | Chief DSM DSM-015 Chief 1 Character Team Superman 1 1 Rare 0 0 0 DSM-015 At the start of the combat phase, if Perry White is protected, look at target face-down resource an opponent controls. You may replace that resource. Professor Emil Hamilton | Garrulous Genius DSM DSM-016 Garrulous Genius 2 Character Team Superman 1 3 Common 0 0 0 DSM-016 Discard a Team Superman character card -> Put a cosmic counter on target cosmic character you control. Use only once per turn. Rose <> Thorn | Rose Forrest DSM DSM-017 Rose Forrest 3 Character Team Superman 4 4 Uncommon 0 0 0 DSM-017 Rose gets +3/+3 while attacking and -3/-3 while defending. Scorn | Ceritak DSM DSM-018 Ceritak 5 Character Team Superman 8 8 Common 0 0 0 DSM-018 Scorn gets +3 DEF while protecting a Team Superman character.
Boost 2: When Scorn enters play, Team Superman characters you control get +3 DEF while they are protecting characters this turn. Strange Visitor | Sharon Vance DSM DSM-019 Sharon Vance 7 Character Team Superman 15 13 Rare 1 1 0 DSM-019 Loyalty
Cosmic: Activate, remove Strange Visitor from the game -> Remove target character from the game if its cost is greater than the number of resources you control. Use only during the combat phase. Superman | Blue DSM DSM-020 Blue 5 Character Team Superman 9 8 Rare 1 1 0 DSM-020 Cosmic: Activate, remove a cosmic counter from Superman -> Stun target character if its cost is less than or equal to the number of cosmic Team Superman characters you control. Superman | Clark Kent DSM DSM-021 Clark Kent 4 Character Team Superman 7 7 Common 1 1 0 DSM-021 Cosmic: Activate -> Remove target Team Superman defender you control from this attack. Superman becomes a defender. Superman | Kal-El DSM DSM-022 Kal-El 6 Character Team Superman 13 12 Uncommon 1 1 0 DSM-022 Pay 2 endurance -> Move Superman.
Cosmic: A defender protected by Superman has reinforcement and invulnerability. Superman | Man of Steel DSM DSM-023 Man of Steel 8 Character Team Superman 20 20 Rare 1 1 0 DSM-023 Cosmic: Discard a Team Superman character card -> Target defender you control has invulnerability this attack. Superman | Red DSM DSM-024 Red 3 Character Team Superman 4 3 Common 1 1 0 DSM-024 Pay 1 endurance -> Cards named Superman are not unique this turn.
Cosmic: Superman gets +4 ATK while attacking from your front row. Superman Robots | Army DSM DSM-025 Army 3 Character Team Superman 4 4 Common 1 1 0 DSM-025 Resources you control can't be the target of plot twist effects your opponents control.
Boost 1: When Superman Robots enters play, characters named Superman Robots get +1/+1 this turn for each character named Superman Robots you control. Cadmus Labs DSM DSM-026 1 Location 0 0 Uncommon 0 0 0 DSM-026 Activate -> Cards named Superman are not unique this turn.
Replace Cadmus Labs -> Target character named Superman gets +1/+1 this attack. Daily Planet DSM DSM-027 1 Location 0 0 Rare 0 0 0 DSM-027 Activate -> Look at the top two cards of target opponent's deck. Put one of them into that player's KO'd pile and the other on the top of that player's deck. Use only if you control a Team Superman character. Entropy Aegis Armor | Unique DSM DSM-028 Unique 1 Equipment 0 0 Rare 0 0 0 DSM-028 Equip only to a Team Superman character.
Equipped character gets +2/+2 and has flight and range.
While equipped character has a cosmic counter, it gets an additional +1/+1 and has invulnerability. Fortress of Solitude DSM DSM-029 2 Location 0 0 Uncommon 0 0 0 DSM-029 Flip only if you control a Team Superman character.
Defenders you control get +1/+1 while protecting a character.
While you control exactly one character, it gets +2/+2 while defending. Kandor DSM DSM-030 6 Location 0 0 Rare 0 0 0 DSM-030 Non-Army Team Superman characters you control with cost 3 or less get +3/+3. Last Son of Krypton DSM DSM-031 8 Plot Twist 0 0 Rare 0 0 0 DSM-031 Play only during the recovery phase.
Choose a character you control named Superman. Each other player chooses a character he controls. KO all characters other than the chosen characters. Man of Tomorrow DSM DSM-032 2 Plot Twist 0 0 Uncommon 0 0 0 DSM-032 To play, discard a Team Superman character card.
Search your deck for a card named Superman, reveal it, and put it into your hand. Super Speed DSM DSM-033 3 Plot Twist 0 0 Uncommon 0 0 0 DSM-033 Remove a cosmic counter from target Team Superman character with cost 5 or less you control. If you do, ready that character and that character can't cause breakthrough this turn. X-Ray Vision DSM DSM-034 3 Plot Twist 0 0 Rare 0 0 1 DSM-034 Ongoing: Each opponent plays with the top card of his deck revealed while you control a Team Superman character.
Exhaust two support row Team Superman characters you control -> Each opponent puts the top card of his deck into his KO'd pile. Beautiful Dreamer | Forever People DSM DSM-035 Forever People 2 Character New Gods 2 2 Uncommon 0 0 0 DSM-035 Cosmic: Whenever Beautiful Dreamer becomes stunned, you may recover another target stunned character you control. Big Barda | Barda Free DSM DSM-036 Barda Free 6 Character New Gods 12 12 Common 0 1 0 DSM-036 Cosmic: Pay half your endurance, rounded up -> Big Barda gets +4/+4 this attack. Use only once per turn. Big Bear | Forever People DSM DSM-037 Forever People 3 Character New Gods 3 3 Common 0 0 0 DSM-037 To recruit, reveal a New Gods character card from your hand.
Cosmic: Big Bear gets +3/+3. Fastbak | Sky Scorcher DSM DSM-038 Sky Scorcher 4 Character New Gods 6 6 Common 1 0 0 DSM-038 Remove a cosmic counter from Fastbak -> Ready Fastbak. Use only once per turn.
Cosmic: Fastbak gets +1 ATK. Forager | Bug Warrior DSM DSM-039 Bug Warrior 5 Character New Gods 9 9 Common 0 0 0 DSM-039 Discard a New Gods character card -> Forager gets -1/+1 this attack.
Boost 2: When Forager enters play, return a New Gods character card from your KO'd pile to your hand. Forager gets +X DEF this turn, where X is that card's cost. Himon | Enigmatic Researcher DSM DSM-040 Enigmatic Researcher 3 Character New Gods 4 4 Uncommon 0 0 0 DSM-040 Your opponents can't play plot twists with cost 1 or less. Infinity Man | Drax DSM DSM-041 Drax 7 Character New Gods 15 15 Rare 1 1 0 DSM-041 Reveal Infinity Man, return two ready characters you control with the version Forever People to their owners' hands -> Cards named Infinity Man cost you 1 less to recruit this turn. Use only if Infinity Man is in your hand. Izaya <> Highfather | The Inheritor DSM DSM-042 The Inheritor 4 Character New Gods 7 8 Common 0 1 0 DSM-042 At the start of the recovery phase, you may discard a New Gods character card. If you do, recover target stunned character you control. Lightray | Solis DSM DSM-043 Solis 7 Character New Gods 15 14 Common 1 1 0 DSM-043 Activate -> Target player loses 7 endurance. Use only if you control another New Gods character. Lonar | Explorer DSM DSM-044 Explorer 4 Character New Gods 7 7 Uncommon 0 0 0 DSM-044 Each opponent plays with the top card of his deck revealed.
Pay 3 endurance -> Target opponent puts the top card of his deck on the bottom of his deck. Mark Moonrider | Forever People DSM DSM-045 Forever People 3 Character New Gods 3 4 Common 0 1 0 DSM-045 Cosmic: Activate -> Target player loses 5 endurance. Metron | Time Traveler DSM DSM-046 Time Traveler 5 Character New Gods 7 10 Common 1 1 0 DSM-046 Loyalty
Cosmic: Remove a cosmic counter from Metron -> Negate target effect from a non-ongoing plot twist.
Boost 2: When Metron enters play, your opponents can't play plot twists this turn. Orion | Dog of War DSM DSM-047 Dog of War 8 Character New Gods 17 17 Rare 1 1 0 DSM-047 Activate -> Remove target attacker from this attack.
Cosmic: Pay 3 endurance, discard a New Gods character card -> Negate target effect from a non-ongoing plot twist. Orion | True Son of Darkseid DSM DSM-048 True Son of Darkseid 6 Character New Gods 13 11 Common 1 1 0 DSM-048 Cosmic: Remove a cosmic counter from Orion -> Remove a cosmic counter from any number of target characters your opponents control. Use only if you control another New Gods character. Scott Free <> Mister Miracle | Escape Artist DSM DSM-049 Escape Artist 5 Character New Gods 8 9 Rare 1 0 0 DSM-049 Loyalty, Evasion
Cosmic: Activate, remove a cosmic counter from Scott Free -> Remove target attacker from this attack. Use only if Scott Free is defending. Serifan | Forever People DSM DSM-050 Forever People 2 Character New Gods 2 2 Common 0 1 0 DSM-050 Cosmic: New Gods characters you control have invulnerability. Takion <> Highfather | Josh Saunders DSM DSM-051 Josh Saunders 6 Character New Gods 11 13 Rare 0 1 0 DSM-051 Activate, discard a New Gods character card -> Each player puts the top card of his deck into his resource row. Use only during the recovery phase. Vykin | Forever People DSM DSM-052 Forever People 2 Character New Gods 2 3 Uncommon 0 1 0 DSM-052 Pay 1 endurance -> Other characters with cost 2 or less can't ready this turn. Use only during the recovery phase. Astro Force DSM DSM-053 3 Plot Twist 0 0 Rare 0 0 0 DSM-053 To play, discard a New Gods character card.
Target New Gods attacker you control can't cause breakthrough this attack. That attacker gets +X/+x this attack, where X is that attacker's cost. Dog of War DSM DSM-054 2 Plot Twist 0 0 Uncommon 0 0 0 DSM-054 New Gods characters you control get +1/+1 while an opponent controls more non-stunned characters than you this turn. Escape Artist DSM DSM-055 2 Plot Twist 0 0 Uncommon 0 0 0 DSM-055 Return target ready New Gods defender you control to its owner's hand. Remove all attackers from this attack. (The attackers don't ready.) Forever People DSM DSM-056 4 Plot Twist 0 0 Rare 0 0 0 DSM-056 To play, exhaust a New Gods character you control.
Put target character card with the version Forever People from your KO'd pile into your support row, stunned. New Genesis DSM DSM-057 1 Location 0 0 Rare 0 0 0 DSM-057 Activate, discard two cards -> Recover target stunned New Gods character you control. If that character has cosmic, put a cosmic counter on it. Use only once per turn. Supercycle DSM DSM-058 1 Equipment 0 0 Uncommon 0 0 0 DSM-058 Equipped character has invulnerability while it has a cosmic counter.
New Gods characters you control get +1/+1 and have flight. The Prophecy Fulfilled DSM DSM-059 4 Plot Twist 0 0 Rare 0 0 1 DSM-059 Play only during the build phase.
Ongoing: At the start of the recovery phase, if you control a non-stunned New Gods character, each opponent with 0 or less endurance loses the game. The Source DSM DSM-060 3 Location 0 0 Rare 0 0 0 DSM-060 Replace The Source -> Replace target plot twist an opponent controls. Search that opponent's deck, hand, and KO'd pile for all cards with the same name as that plot twist and remove them from the game. Use only if you control a New Gods character. Atomic Skull | Joe Martin DSM DSM-061 Joe Martin 2 Character Revenge Squad 2 1 Uncommon 0 1 0 DSM-061 Reveal a Revenge Squad character card from your hand -> Stun target character if its cost is less than the number of ongoing plot twists you control. Use only during your attack step and only once per turn. Bizarro | Imperfect Duplicate DSM DSM-062 Imperfect Duplicate 5 Character Revenge Squad 7 10 Rare 1 1 0 DSM-062 Discard a Revenge Squad character card -> Switch Bizarro's ATK and DEF this attack. Brainiac 2.5 | Vrill Dox DSM DSM-063 Vrill Dox 5 Character Revenge Squad 9 8 Common 0 0 0 DSM-063 Non-Revenge Squad characters get -1 DEF while Brainiac 2.5 is ready and -1 ATK while Brainiac 2.5 is exhausted.
Boost 2: When Brainiac 2.5 enters play, non-Revenge Squad characters get -2/-2 this turn. Dominus | Tuoni DSM DSM-064 Tuoni 4 Character Revenge Squad 6 7 Rare 0 1 0 DSM-064 When Dominus enters play, choose a character name.
Cosmic: Characters with the chosen name can't ready. Doomsday | Armageddon Creature DSM DSM-065 Armageddon Creature 8 Character Revenge Squad 20 20 Rare 0 0 0 DSM-065 Loyalty
Doomsday can't cause breakthrough.
Whenever Doomsday stuns a character an opponent controls, ready Doomsday. Encantadora | Lourdes Lucero DSM DSM-066 Lourdes Lucero 2 Character Revenge Squad 2 3 Common 0 0 0 DSM-066 At the start of the recovery phase, you may remove a counter from target character. Eradicator | Doctor David Connor DSM DSM-067 Doctor David Connor 6 Character Revenge Squad 13 12 Common 1 1 0 DSM-067 Whenever Eradicator stuns a defender, replace any number of target locations controlled by that defender's controller. General Zod | Ruler of Pokolistan DSM DSM-068 Ruler of Pokolistan 7 Character Revenge Squad 15 15 Rare 0 0 0 DSM-068 KO a Revenge Squad character you control -> Exhaust target character if its cost is less than or equal to the cost of the character you KO'd. Gog | Nemesis DSM DSM-069 Nemesis 7 Character Revenge Squad 14 15 Common 1 1 0 DSM-069 Gog gets +2 ATK while attacking a Team Superman character.
Cosmic: While you control another Revenge Squad character, whenever Gog attacks a defender, that defender's controller loses endurance equal to that defender's cost. Hank Henshaw <> Cyborg | Evil Impostor DSM DSM-070 Evil Impostor 4 Character Revenge Squad 7 5 Rare 1 1 0 DSM-070 When Hank Henshaw enters play, choose a character an opponent controls.
Hank Henshaw can't be stunned while in combat with the chosen character. Hope | Amazon Bodyguard DSM DSM-071 Amazon Bodyguard 1 Character Revenge Squad 2 1 Uncommon 0 0 0 DSM-071 KO Hope -> Turn target face-up ongoing plot twist you control face down. Intergang | Army DSM DSM-072 Army 1 Character Revenge Squad 0 0 Uncommon 0 1 0 DSM-072 Exhaust a location you control -> Characters named Intergang get +1/+1 this attack. Lex Luthor | Power Armor DSM DSM-073 Power Armor 6 Character Revenge Squad 11 12 Common 1 1 0 DSM-073 Loyalty
Whenever Lex Luthor causes breakthrough to a player, that player can't recruit characters with cost 7 or greater next turn. Lex Luthor | President Luthor DSM DSM-074 President Luthor 3 Character Revenge Squad 4 4 Rare 0 0 0 DSM-074 You can't draw cards during the draw phase.
At the start of the draw phase, put the top X cards of your deck into your hand, where X is the number of ongoing plot twists you control. Put a card from your hand on the bottom of your deck. Massacre | Alien Bounty Hunter DSM DSM-075 Alien Bounty Hunter 3 Character Revenge Squad 5 3 Uncommon 1 0 0 DSM-075 To recruit, reveal a Revenge Squad character card from your hand.
Whenever Massacre becomes stunned, KO all stunned characters. Mercy | Amazon Bodyguard DSM DSM-076 Amazon Bodyguard 2 Character Revenge Squad 2 2 Common 0 0 0 DSM-076 KO Mercy -> Target Revenge Squad defender you control can't be stunned this attack. Metallo | John Corben DSM DSM-077 John Corben 4 Character Revenge Squad 8 6 Common 0 0 0 DSM-077 Whenever Metallo attacks a character, remove a cosmic counter from that character and KO all equipment equipped to that character.
Whenever Metallo defends, remove a cosmic counter from each attacker and KO all equipment equipped to each attacker. Mongal | Ruler of Almerac DSM DSM-078 Ruler of Almerac 3 Character Revenge Squad 4 4 Common 0 0 0 DSM-078 Whenever Mongal attacks a character, you may move that character to its controller's support row. Mongul | Tyrant of Warworld DSM DSM-079 Tyrant of Warworld 5 Character Revenge Squad 9 8 Common 0 0 0 DSM-079 Cosmic: While you control another Revenge Squad character, whenever Mongul stuns a character, that character's controller loses endurance equal to its cost.
Boost 2: When Mongul enters play, you may stun target character with cost 4 or less. Mr. Mxyzptlk | Fifth Dimension Imp DSM DSM-080 Fifth Dimension Imp 2 Character Revenge Squad 1 1 Uncommon 1 1 0 DSM-080 Mr. Mxyzptlk costs you 1 less to recruit for each Revenge Squad character you control.
Mr. Mxyzptlk can't be stunned.
Whenever Mr. Mxyzptlk defends, return him to his owner's hand. Parasite | Rudy Jones DSM DSM-081 Rudy Jones 4 Character Revenge Squad 6 6 Common 0 0 0 DSM-081 Parasite does not come into play with a cosmic counter.
Whenever Parasite stuns a character, put a cosmic counter on Parasite.
Cosmic: Parasite gets +4/+4. Prankster | Oswald Loomis DSM DSM-082 Oswald Loomis 1 Character Revenge Squad 1 1 Uncommon 0 0 0 DSM-082 Activate, choose a number -> Target opponent reveals the top four cards of his deck. That player puts all revealed cards with cost equal to the chosen number into his KO'd pile and the rest on the top of his deck in any order. Satanus | Evil Incarnate DSM DSM-083 Evil Incarnate 6 Character Revenge Squad 6 6 Rare 0 1 0 DSM-083 Whenever Satanus stuns a defender, recover that defender and move it to your support row. That character gains the Revenge Squad affiliation. (You control that character.) Silver Banshee | Siobhan McDougal DSM DSM-084 Siobhan McDougal 3 Character Revenge Squad 5 3 Common 1 1 0 DSM-084 Cosmic: Activate -> KO target stunned character. Talia | LexCorp CEO DSM DSM-085 LexCorp CEO 1 Character Revenge Squad 1 1 Uncommon 0 0 0 DSM-085 Exhaust a location you control -> Draw a card, then put a card from your hand on the bottom of your deck. Use only if you control another Revenge Squad character. Winslow Schott <> Toyman | Crooked Craftsman DSM DSM-086 Crooked Craftsman 1 Character Revenge Squad 1 1 Uncommon 0 0 0 DSM-086 Whenever Winslow Schott attacks, you may reveal a face-down resource you control. If you revealed a Revenge Squad character card, replace that card and Winslow Schott gets +1 ATK this attack.
Whenever Winslow Schott defends, for each attacker, you may reveal a face-down resource you control. For each Revenge Squad character card you revealed, Winslow Schott gets +1 ATK this attack and replace that card. Bizarro World DSM DSM-087 2 Location 0 0 Rare 0 0 0 DSM-087 Bizarro World is considered to be in all sets. Flip only if you control a Revenge Squad character.
[Activate] -> Reveal the top card of your deck and put it into your hand. If it has the word Bizarro in its name or game text, continue this process until you put a card into your hand without the word Bizarro in its name or game text. (See bizarroworld.com.) Brainiac's Ship | Unique DSM DSM-088 Unique 1 Equipment 0 0 Rare 0 0 0 DSM-088 Transferable
Equip only to a Revenge Squad character you control.
Characters your opponents control get -1/-1. Feeding Time! DSM DSM-089 3 Plot Twist 0 0 Uncommon 0 0 0 DSM-089 Whenever target Revenge Squad character you control stuns a defender that does not have reinforcement this turn, gain X endurance, where X is that defender's cost. Kryptonite DSM DSM-090 2 Plot Twist 0 0 Rare 0 0 0 DSM-090 Play only if you control a Revenge Squad character.
Target character gets -2 DEF and loses invulnerability this turn. If that character has a cosmic counter, remove it. LexCorp DSM DSM-091 3 Location 0 0 Uncommon 0 0 0 DSM-091 Activate -> Replace a face-down resource you control.
Replace LexCorp -> Replace target plot twist you control. Use only if you control a Revenge Squad character. Revenge Pact DSM DSM-092 3 Plot Twist 0 0 Rare 0 0 1 DSM-092 Ongoing: Pay 3 endurance, discard a card -> Reveal the top five cards of your deck. Put a revealed Revenge Squad character card into your hand and the rest on the bottom of your deck. Use only once per turn. State of the Union DSM DSM-093 2 Plot Twist 0 0 Rare 0 0 1 DSM-093 Ongoing: Resources you control can't be the target of plot twist effects your opponents control while you control a non-stunned Revenge Squad character. Suicide Slums DSM DSM-094 2 Location 0 0 Uncommon 0 0 0 DSM-094 Activate -> Target Revenge Squad character you control gets +2 ATK this attack. Whenever that character becomes stunned this attack, KO it. Toy Soldiers DSM DSM-095 2 Plot Twist 0 0 Uncommon 0 0 1 DSM-095 Ongoing: Revenge Squad attackers you control get +1/+1 while you control more characters than each other player. Warworld DSM DSM-096 3 Location 0 0 Rare 0 0 0 DSM-096 Flip only if you control a Revenge Squad character.
If an attacker would cause breakthrough while attacking a defender, instead, that defender's controller loses endurance equal to that attacker's cost. Amazing Grace | Manipulator DSM DSM-097 Manipulator 4 Character Darkseid's Elite 6 6 Rare 0 0 0 DSM-097 Activate, discard a Darkseid's Elite character card -> Target player chooses a character with cost 3 or less he controls. Move that character to your front row. That character gains the Darkseid's Elite affiliation. Use only during the recovery phase. (You control that character.) Bernadeth | Leader of Female Furies DSM DSM-098 Leader of Female Furies 4 Character Darkseid's Elite 8 6 Common 0 0 0 DSM-098 Pay 1 endurance -> Whenever a character an opponent controls recovers this phase, its controller loses endurance equal to its cost. Use only once per turn. Brimstone | Engine of Destruction DSM DSM-099 Engine of Destruction 6 Character Darkseid's Elite 13 10 Rare 0 0 0 DSM-099 Loyalty
Pay 1 resource point -> At the start of the combat phase this turn, KO target resource. Use only once per turn. Darkseid | Lord of Apokolips DSM DSM-100 Lord of Apokolips 8 Character Darkseid's Elite 20 20 Rare 0 1 0 DSM-100 To recruit, discard a Darkseid's Elite character card.
At the start of the recovery phase, KO all other characters. Darkseid | Uxas DSM DSM-101 Uxas 6 Character Darkseid's Elite 12 13 Uncommon 0 1 0 DSM-101 To recruit, reveal a Darkseid's Elite character card from your hand.
Remove a cosmic counter from Darkseid -> KO all stunned characters.
Cosmic: Characters can't be KO'd during the recovery phase. Desaad | Royal Torturer DSM DSM-102 Royal Torturer 2 Character Darkseid's Elite 2 2 Common 0 0 0 DSM-102 Activate -> The controller of target stunned character loses endurance equal to its cost. Devilance | The Pursuer DSM DSM-103 The Pursuer 5 Character Darkseid's Elite 9 8 Common 0 1 0 DSM-103 Whenever Devilance stuns a character, that character's controller loses endurance equal to the number of face-down resources he controls.
Boost 2: When Devilance enters play, he gets +6/+6 this turn. Glorious Godfrey | Persuader DSM DSM-104 Persuader 5 Character Darkseid's Elite 7 8 Uncommon 0 0 0 DSM-104 Activate -> Exhaust target character with cost 4 or less. That character's controller loses endurance equal to its cost. Use only if you control another Darkseid's Elite character. Gole | Deep Six DSM DSM-105 Deep Six 1 Character Darkseid's Elite 1 1 Uncommon 0 0 0 DSM-105 Whenever Gole becomes stunned, each opponent loses 1 endurance for each face-down resource he controls. Granny Goodness | Everyone's Favorite Granny DSM DSM-106 Everyone's Favorite Granny 3 Character Darkseid's Elite 3 5 Common 0 0 0 DSM-106 Affiliated characters you control with cost 3 or less lose their affiliations and have the Darkseid's Elite affiliation.
Other non-Army Darkseid's Elite characters you control with cost 3 or less get +1 ATK. Hunger Dogs | Army DSM DSM-107 Army 1 Character Darkseid's Elite 1 1 Uncommon 0 0 0 DSM-107 Whenever Hunger Dogs attacks, each player loses 1 endurance.
Whenever Hunger Dogs defends, each player loses 1 endurance for each attacker. Jaffar | Deep Six DSM DSM-108 Deep Six 2 Character Darkseid's Elite 2 2 Uncommon 0 0 0 DSM-108 Exhaust two characters you control with the version Deep Six -> Gain 1 resource point. Spend this point only to recruit a character card with the version Deep Six. Use only during your recruit step. Kalibak | Unworthy Son DSM DSM-109 Unworthy Son 7 Character Darkseid's Elite 18 17 Common 0 0 0 DSM-109 Kalibak gets -1/-1 for each non-Darkseid's Elite character you control.
Whenever Kalibak becomes stunned, you lose 7 endurance. Kanto | Darkseid's Assassin DSM DSM-110 Darkseid's Assassin 6 Character Darkseid's Elite 12 11 Common 0 1 0 DSM-110 Pay 3 endurance -> KO target character if its cost is less than or equal to the number of face-down resources its controller controls. Use only once per turn and only during your attack step. Kurin | Deep Six DSM DSM-111 Deep Six 1 Character Darkseid's Elite 1 1 Uncommon 0 0 0 DSM-111 Activate -> Target attacker with the version Deep Six gets +1 ATK this attack for each face-down resource you control. Shaligo | Deep Six DSM DSM-112 Deep Six 2 Character Darkseid's Elite 3 2 Common 1 0 0 DSM-112 Pay 1 endurance -> Turn target face-up resource an opponent controls face down. Slig | Deep Six DSM DSM-113 Deep Six 3 Character Darkseid's Elite 4 4 Common 0 0 0 DSM-113 Cosmic: Activate -> KO target stunned character if its cost is less than the number of face-down resources you control. Steppenwolf | Darkseid's General DSM DSM-114 Darkseid's General 5 Character Darkseid's Elite 9 8 Common 0 1 0 DSM-114 Cosmic: Pay 3 endurance -> Characters your opponents control lose reinforcement this turn. Use only if you control another Darkseid's Elite character.
Boost 1: When Steppenwolf enters play, Darkseid's Elite characters get +2 ATK while attacking this turn. Superman | False Son DSM DSM-115 False Son 7 Character Darkseid's Elite 16 14 Rare 1 1 0 DSM-115 Whenever a front row defender an opponent controls becomes stunned, KO it. Topkick | Parademon Drill Instructor DSM DSM-116 Parademon Drill Instructor 3 Character Darkseid's Elite 4 3 Uncommon 0 0 0 DSM-116 Whenever another Darkseid's Elite character enters play, each opponent loses 1 endurance.
Boost 1: When Topkick enters play, return up to three Army Darkseid's Elite character cards from your KO'd pile to your hand. Trok | Deep Six DSM DSM-117 Deep Six 4 Character Darkseid's Elite 6 6 Common 0 0 0 DSM-117 Trok gets +1 ATK for each face-down resource your opponents control. Anti-Life Equation DSM DSM-118 3 Plot Twist 0 0 Rare 0 0 1 DSM-118 Play only if you control a Darkseid's Elite character.
Ongoing: At the start of the recovery phase, starting with you, each player chooses a different number. The player who chose the highest number loses that much endurance. Each other player gains that much endurance and stuns a non-stunned character he controls. Apokolips DSM DSM-119 2 Location 0 0 Rare 0 0 0 DSM-119 Activate -> Choose a player. Target Darkseid's Elite attacker you control gets +1 ATK this attack for each face-down resource the chosen player controls. Armagetto DSM DSM-120 3 Location 0 0 Uncommon 0 0 0 DSM-120 Activate, KO a Darkseid's Elite character you control -> Target attacker you control gets +X/+x this attack, where X is the cost of the character you KO'd. Beta Club DSM DSM-121 0 Equipment 0 0 Uncommon 0 0 0 DSM-121 Equip only to a Darkseid's Elite character.
Whenever equipped character stuns a defender, that defender's controller loses endurance equal to its cost. Firepits of Apokolips DSM DSM-122 2 Location 0 0 Uncommon 0 0 0 DSM-122 At the start of your recruit step, lose 2 endurance.
Exhaust a Darkseid's Elite character you control -> Exchange the positions of Firepits of Apokolips and target face-down resource an opponent controls. Use only during the recovery phase. Granny Loves You DSM DSM-123 2 Plot Twist 0 0 Uncommon 0 0 1 DSM-123 Ongoing: At the start of the recovery phase, if you control a Darkseid's Elite character, each player loses 1 endurance for each stunned character he controls. Happiness Home DSM DSM-124 1 Location 0 0 Rare 0 0 0 DSM-124 To flip, KO a non-stunned character you control.
Non-Army Darkseid's Elite attackers you control with cost 3 or less get +2/+2.
Darkseid's Elite characters you control with cost 3 or less can't recover. Hordes of Apokolips DSM DSM-125 1 Plot Twist 0 0 Uncommon 0 0 0 DSM-125 Up to three target Darkseid's Elite characters you control each get +2 ATK while attacking this turn. Omega Beams DSM DSM-126 3 Plot Twist 0 0 Rare 0 0 0 DSM-126 To play, exhaust a Darkseid's Elite character you control.
Remove all stunned characters from the game. Ride of the Black Racer DSM DSM-127 3 Plot Twist 0 0 Rare 0 0 0 DSM-127 To play, discard two Darkseid's Elite character cards.
Choose one: KO target stunned character; or recover target stunned character you control. Blood Feud DSM DSM-128 2 Plot Twist 0 0 Uncommon 0 0 0 DSM-128 Target Darkseid's Elite or New Gods character you control gets +3/-3 this attack. Phantom Zone DSM DSM-129 1 Location 0 0 Uncommon 0 0 0 DSM-129 Flip only if you control a Revenge Squad or Team Superman character.
Activate -> Remove target card in a KO'd pile from the game.
Replace Phantom Zone -> Remove target card in a KO'd pile from the game. The Exchange DSM DSM-130 2 Plot Twist 0 0 Rare 0 0 0 DSM-130 Discard any number of character cards. Search your deck for a Darkseid's Elite or New Gods character card with cost less than or equal to the combined cost of the cards you discarded, reveal it, and put it into your hand. Barbara Gordon <> Batgirl | Guardian of Gotham DSM DSM-131 Guardian of Gotham 3 Character Gotham Knights 4 4 Rare 0 0 0 DSM-131 Whenever an equipped Gotham Knights character you control stuns a character an opponent controls, draw a card. Jason Todd <> Robin | Crime Fighter DSM DSM-132 Crime Fighter 3 Character Gotham Knights 4 4 Rare 0 0 0 DSM-132 Stun Jason Todd -> Exhaust target Gotham Knights defender you control and remove all attackers from this attack. Use only if Jason Todd is not defending. Spoiler <> Robin | The Girl Wonder DSM DSM-133 The Girl Wonder 2 Character Gotham Knights 2 2 Uncommon 0 0 0 DSM-133 Evasion
Activate -> Target Gotham Knights defender gets +X ATK this attack, where X is that character's cost. Detective Work DSM DSM-134 2 Plot Twist 0 0 Rare 0 0 0 DSM-134 Play only if you control a Gotham Knights character.
Negate target effect from a non-ongoing plot twist with cost 1 or less. If Detective Work is in your resource row, draw a card. Donna Troy <> Troia | Child of Myth DSM DSM-135 Child of Myth 6 Character Teen Titans 15 13 Rare 1 0 0 DSM-135 Loyalty
Whenever Donna Troy becomes stunned, return her to her owner's hand.
Boost 1: When Donna Troy enters play, she has invulnerability this turn. Roy Harper <> Speedy | Mercurial Marksman DSM DSM-136 Mercurial Marksman 1 Character Teen Titans 1 1 Rare 0 1 0 DSM-136 Put Roy Harper on the top of owner's deck -> KO target character with cost 1 or less.
Exhaust a Teen Titans character you control -> Roy Harper gets +1 ATK this turn. Wally West <> Kid Flash | Fastest Teen Alive DSM DSM-137 Fastest Teen Alive 2 Character Teen Titans 3 2 Rare 0 0 0 DSM-137 Pay 1 endurance -> Ready Wally West. He can't cause breakthrough this turn. Use only once per turn and only if Wally West was powered-up this turn. New Teen Titans DSM DSM-138 2 Plot Twist 0 0 Rare 0 0 0 DSM-138 Power-up all Teen Titans attackers you control. Blockbuster | Roland Desmond DSM DSM-139 Roland Desmond 3 Character Arkham Inmates 4 4 Uncommon 0 0 0 DSM-139 Cosmic: Blockbuster gets +3 ATK. Maxie Zeus | God Complex DSM DSM-140 God Complex 4 Character Arkham Inmates 6 6 Uncommon 0 0 0 DSM-140 Cosmic: Whenever an Arkham Inmates character you control causes breakthrough to a player, that player discards a card. The Joker | Emperor Joker DSM DSM-141 Emperor Joker 8 Character Arkham Inmates 17 17 Rare 0 0 0 DSM-141 Loyalty
When The Joker enters play or recovers, each opponent with no cards left in his deck loses the game.
Whenever a card leaves an opponent's deck, if that player has no cards left in his deck, he loses the game.
Pay 1 endurance -> If an opponent would lose endurance this turn, instead, that opponent removes from the game that number of cards from the top of his deck. Smiles, Everyone! DSM DSM-142 2 Plot Twist 0 0 Rare 0 0 0 DSM-142 Play only if you control an Arkham Inmates character.
Whenever target exhausted defender becomes stunned this turn, KO it. Bronze Tiger | Benjamin Turner DSM DSM-143 Benjamin Turner 2 Character League of Assassins 2 2 Uncommon 0 0 0 DSM-143 Bronze Tiger gets +2/+2 for each stunned League of Assassins character you control. Merlyn | Deadly Archer DSM DSM-144 Deadly Archer 4 Character League of Assassins 7 7 Uncommon 0 1 0 DSM-144 Cosmic: Activate -> KO target character if its cost is less than the number of locations you control. Use only during your attack step. Pit of Madness DSM DSM-145 3 Location 0 0 Rare 0 0 0 DSM-145 Activate -> Choose one: Target League of Assassins defender you control gets +2 ATK this attack for each stunned character you control; or target League of Assassins defender you control gets +2 DEF this attack for each stunned character you control. The Demon's Head DSM DSM-146 2 Plot Twist 0 0 Rare 0 0 0 DSM-146 To play, exhaust a League of Assassins character you control.
If The Demon's Head is in your resource row, KO it. If you do, search your deck for a location card, reveal it, and put it face down into your resource row. Charger | Power Conduit DSM DSM-147 Power Conduit 3 Character Fearsome Five 4 3 Uncommon 0 1 0 DSM-147 Remove a cosmic counter from Charger -> Charger gets +3/+3 this turn. Use only once per turn.
Cosmic: Charger gets +1/+1. Deuce | Miss Perception DSM DSM-148 Miss Perception 2 Character Fearsome Five 2 2 Uncommon 0 0 0 DSM-148 Deuce gets +2/+2 while in combat with a character with cost 2. Imperiex | The Beginning and The End DSM DSM-149 The Beginning and The End 10 Character 28 26 Rare 1 1 0 DSM-149 Imperiex costs you 1 less to recruit if you control no characters.
At the start of your attack step, KO all other characters. Back to Back DSM DSM-150 2 Plot Twist 0 0 Common 0 0 0 DSM-150 Two target characters you control each get +1/+1 while defending in the same column this turn. Boom Tube DSM DSM-151 2 Plot Twist 0 0 Common 0 0 0 DSM-151 Choose one: Target support row defender you control has reinforcement this attack; or return target front row defender you control to its owner's hand. (When an attack concludes, if there is no defender, ready all attackers.) Female Furies DSM DSM-152 3 Plot Twist 0 0 Common 0 0 0 DSM-152 To play, KO a character you control.
Target attacker or defender you control gets +3 ATK this attack. Heat Vision DSM DSM-153 1 Plot Twist 0 0 Common 0 0 0 DSM-153 Exhaust target defender you control. If you do, that defender gets +3 ATK this attack and whenever that defender stuns an attacker this attack, that attacker's controller loses 3 endurance. I Hate Magic! DSM DSM-154 2 Plot Twist 0 0 Common 0 0 0 DSM-154 Target defender gets -3 DEF and loses invulnerability this attack. Men of Steel DSM DSM-155 4 Plot Twist 0 0 Common 0 0 0 DSM-155 Target support row defender you control gets +1 DEF this attack for each other non-stunned character you control. Metropolis | Non-Unique DSM DSM-156 Non-Unique 2 Location 0 0 Common 0 0 0 DSM-156 When you flip Metropolis, choose two affiliations among characters you control.
Characters you control, as well as cards in your deck, hand, and KO'd pile, with either of those affiliations have both of them. Mother Box DSM DSM-157 1 Equipment 0 0 Uncommon 0 0 0 DSM-157 Remove a cosmic counter from a character you control -> Gain 3 endurance.
Pay 3 endurance -> Put a cosmic counter on target cosmic character you control. Use only once per turn. Narrow Escape DSM DSM-158 1 Plot Twist 0 0 Common 0 0 0 DSM-158 Exhaust target defender you control. If you do, it gets +2 DEF this attack. Path of Destruction DSM DSM-159 2 Plot Twist 0 0 Common 0 0 0 DSM-159 Target attacker you control gets +2 ATK this attack and an additional +2 ATK this attack for each other card named Path of Destruction in your KO'd pile. Phantom Zone Projector DSM DSM-160 0 Equipment 0 0 Uncommon 0 0 0 DSM-160 Equipped character has Activate -> Remove target stunned character from the game. Use only during the recovery phase. Play Time DSM DSM-161 1 Plot Twist 0 0 Common 0 0 0 DSM-161 Target opponent moves target character he controls to a different position. Royal Decree DSM DSM-162 3 Plot Twist 0 0 Uncommon 0 0 1 DSM-162 Choose two affiliations among characters you control. If you chose New Gods and another affiliation, draw a card.
Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile, with either of those affiliations have both of them. Stopped Cold DSM DSM-163 2 Plot Twist 0 0 Common 0 0 0 DSM-163 Target character gets -1/-1 while attacking this turn and loses flight this turn. Super Strength DSM DSM-164 3 Plot Twist 0 0 Common 0 0 0 DSM-164 Target attacker you control gets +2 ATK this attack. You may remove a cosmic counter from that attacker. If you do, it gets +2 DEF this attack. Up, Up, and Away DSM DSM-165 2 Plot Twist 0 0 Common 0 0 0 DSM-165 Target character gets +1/+1 while attacking this turn and has flight this turn. Bibbo Bibbowski | Barroom Brawler DWF DWF-001 Barroom Brawler 2 Character Team Superman 3 2 Uncommon 0 0 0 DWF-001 Activate -> Target Team Superman character protecting Bibbo Bibbowski gets +2 DEF this attack. Brahma | Supermen of America DWF DWF-002 Supermen of America 6 Character Team Superman 12 13 Common 0 0 0 DWF-002 Cosmic: Characters in your support row can't be attacked while Brahma is visible in your front row. The Guardian | Jim Harper DWF DWF-003 Jim Harper 3 Character Team Superman 4 5 Uncommon 0 0 0 DWF-003 A character protected by The Guardian gets +1/+1 and has range. Hiro Okamura <> Toyman | Whiz-Kid DWF DWF-004 Whiz-Kid 2 Character Team Superman 2 3 Common 0 0 0 DWF-004 Activate -> If Hiro Okamura is protected, draw a card. Use only during the combat phase. John Henry Irons <> Steel | Armor Aura DWF DWF-005 Armor Aura 7 Character Team Superman 15 16 Common 1 1 0 DWF-005 Reservist
Other Team Superman characters you control get +2 DEF. John Henry Irons <> Steel | Steel Works DWF DWF-006 Steel Works 3 Character Team Superman, JLA 4 5 Uncommon 1 1 0 DWF-006 Ally: Whenever a character you control becomes powered-up during your first attack and defense each turn, it gets an additional +1/+1 this attack. Kara Zor-El <> Flamebird | Kandorian Vigilante DWF DWF-007 Kandorian Vigilante 5 Character Team Superman 9 9 Common 1 1 0 DWF-007 Team Superman characters you control get +2 ATK during your first attack and defense each turn. Kara Zor-El <> Supergirl | Claire Connors DWF DWF-008 Claire Connors 8 Character Team Superman, Legionnaires 19 19 Rare 1 1 0 DWF-008 Cosmic: Whenever Kara Zor-El team attacks or becomes team attacked, you may stun target character that is not in combat. Kelex | Caretaker of the Fortress DWF DWF-009 Caretaker of the Fortress 2 Character Team Superman 2 3 Common 0 0 0 DWF-009 Free -> Recover target stunned Team Superman character you control. Use only during the recovery phase and only once per turn. Krypto | Guard Dog of El DWF DWF-010 Guard Dog of El 2 Character Team Superman 4 4 Common 1 1 0 DWF-010 Krypto can't attack unless he is protecting a character. Lois Lane | Reporter Extraordinaire DWF DWF-011 Reporter Extraordinaire 1 Character Team Superman 1 1 Uncommon 0 0 0 DWF-011 Lois Lane costs 1 less to recruit while you control Superman. Loser | Supermen of America DWF DWF-012 Supermen of America 4 Character Team Superman 7 7 Common 0 1 0 DWF-012 Activate -> Target character with cost 2 or less can't attack this turn. Maximum | Supermen of America DWF DWF-013 Supermen of America 6 Character Team Superman 13 11 Common 0 1 0 DWF-013 Cosmic: Characters in Maximum's column get +2 DEF. Natasha Irons <> Steel | Unlikely Alloy DWF DWF-014 Unlikely Alloy 3 Character Team Superman 4 4 Common 1 1 0 DWF-014 Invulnerability The Newsboy Legion | Army DWF DWF-015 Army 1 Character Team Superman 1 1 Common 0 0 0 DWF-015 A character protecting The Newsboy Legion gets +1/+1. Outburst | Supermen of America DWF DWF-016 Supermen of America 3 Character Team Superman 5 4 Common 1 1 0 DWF-016 Activate -> Target character loses and can't have flight this turn. Power Girl <> Nightwing | Kandorian Vigilante DWF DWF-017 Kandorian Vigilante 4 Character Team Superman 7 6 Common 1 0 0 DWF-017 Team Superman characters you control get +2 DEF during your first attack and defense each turn. Pyrogen | Supermen of America DWF DWF-018 Supermen of America 6 Character Team Superman 13 12 Rare 0 1 0 DWF-018 Loyalty - Reveal
Activate -> Stun Pyrogen. If you do, stun target attacker. Superman | Man of Tomorrow DWF DWF-019 Man of Tomorrow 5 Character Team Superman 9 9 Common 1 1 0 DWF-019 Superman has invulnerability during your first attack and defense each turn. Superman | Deterrent Force DWF DWF-020 Deterrent Force 7 Character Team Superman 16 16 Rare 1 1 0 DWF-020 Loyalty
Cosmic: Activate -> Target character can't attack this turn. Superman | Last Son of Krypton DWF DWF-021 Last Son of Krypton 0 Character Team Superman 7 7 Rare 1 1 0 DWF-021 Loyalty - Reveal
To recruit, pay 4 resource points.
(Superman's cost is not odd; even; or greater than, less than, or equal to any value. You don't lose endurance as he becomes stunned.) Superman | Bulletproof DWF DWF-022 Bulletproof 9 Character Team Superman 22 22 Rare 1 1 0 DWF-022 Superman can't be stunned. Vartox | Hero of Tynola DWF DWF-023 Hero of Tynola 4 Character Team Superman 7 7 Uncommon 1 1 0 DWF-023 Cosmic: Free -> Remove target defender you control from this attack, and Vartox becomes a defender. Use only once per turn. White Lotus | Supermen of America DWF DWF-024 Supermen of America 1 Character Team Superman 2 1 Common 0 0 0 DWF-024 At the start of the combat phase, you may move White Lotus to your hidden or visible area. Wonder Woman | Deflection Diva DWF DWF-025 Deflection Diva 5 Character Team Superman 9 9 Rare 1 0 0 DWF-025 Cosmic: Whenever Wonder Woman defends, you may exhaust her. If you do, remove all defenders from this attack and another target Team Superman character you control becomes a defender. City of Tomorrow | Team-Up DWF DWF-026 Team-Up 3 Location 0 0 Common 0 0 0 DWF-026 To flip, choose two different affiliations among characters you control.
Crossover those affiliations.
Protected Team Superman characters you control get +1 DEF. Kandor | City in a Bottle DWF DWF-027 City in a Bottle 2 Location 0 0 Uncommon 0 0 0 DWF-027 Characters you control protected by Team Superman characters can't be attacked.
Activate -> Exchange the positions of two characters you control in the same area. Smallville DWF DWF-028 3 Location 0 0 Uncommon 0 0 0 DWF-028 Protected Team Superman characters you control get +1/+1 and have range. Desperate Sacrifice DWF DWF-029 3 Plot Twist 0 0 Uncommon 0 0 0 DWF-029 Exhaust a protected Team Superman defender you control. If you do, remove that defender from this attack, and the character protecting it becomes a defender. Double Team DWF DWF-030 3 Plot Twist 0 0 Common 0 0 0 DWF-030 Two target Team Superman characters you control each get +1/+1 while in the same column this turn. Early Edition DWF DWF-031 3 Plot Twist 0 0 Rare 0 0 0 DWF-031 To play, discard a Team Superman character card.
Negate target effect from a non-ongoing plot twist that doesn't share a name with another card in its controller's resource row or KO'd pile. For the Man Who Has Everything DWF DWF-032 4 Plot Twist 0 0 Rare 0 0 0 DWF-032 Search your deck for a Team Superman character card, reveal it, and put it into your hand. If it doesn't share a name with a character you control, discard a card. Future Friends DWF DWF-033 2 Plot Twist 0 0 Common 0 0 0 DWF-033 Target Team Superman attacker or defender you control gets +1 DEF this attack and an additional +1 DEF for each other Future Friends in your resource row and KO'd pile. Good Boy! DWF DWF-034 3 Plot Twist 0 0 Common 0 0 0 DWF-034 Choose a number. If you control a Team Superman character, gain 1 endurance and an additional 1 endurance for each face-up resource you control with cost equal to that number. Home Sweet Home DWF DWF-035 2 Plot Twist 0 0 Uncommon 0 0 0 DWF-035 To play, exhaust a Team Superman character you control.
Recover target stunned character you control at the start of the recovery phase this turn. Impervious DWF DWF-036 3 Plot Twist 0 0 Uncommon 0 0 0 DWF-036 Play only during your first attack or defense each turn.
Target Team Superman character you control gets +3 DEF this attack. Iron Will DWF DWF-037 1 Plot Twist 0 0 Common 0 0 0 DWF-037 Target Team Superman attacker you control gets +1/+1 this attack and an additional +1/+1 for each other Iron Will in your resource row and KO'd pile. Soaring to New Heights DWF DWF-038 3 Plot Twist 0 0 Common 0 0 0 DWF-038 Target Team Superman attacker you control gets +3 ATK this attack and also gets +3 DEF if you control Superman. Alfred Pennyworth | Faithful Friend DWF DWF-039 Faithful Friend 1 Character Gotham Knights 1 1 Rare 0 0 0 DWF-039 Alfred Pennyworth enters play exhausted.
Activate, return Alfred Pennyworth to his owner's hand -> Search your deck for a plot twist or equipment card, reveal it, and put it into your hand. Use only if you control another Gotham Knights character. Batman | Cape and Cowl DWF DWF-040 Cape and Cowl 6 Concealed Character Concealed - Optional Gotham Knights 12 12 Rare 0 1 0 DWF-040 Concealed - Optional
Opponents can't use a payment power if it has already been used this turn.
Discard a Gotham Knights character card -> Negate target payment effect. Use only once per turn. Batman | Dark Knight Returned DWF DWF-041 Dark Knight Returned 8 Concealed Character Concealed - Optional Gotham Knights 18 18 Uncommon 1 1 0 DWF-041 Concealed - Optional
Whenever you play a plot twist, draw a card. Batman | Problem Solver DWF DWF-042 Problem Solver 3 Concealed Character Concealed - Optional Gotham Knights 5 4 Uncommon 0 1 0 DWF-042 Concealed - Optional
Activate, discard a Gotham Knights character card -> Negate target effect from a non-ongoing plot twist. Use only during the combat phase. Batman | Twilight Vigilante DWF DWF-043 Twilight Vigilante 4 Concealed Character Concealed - Optional Gotham Knights, Outsiders 7 7 Common 0 1 0 DWF-043 Concealed - Optional
Whenever Batman stuns a defender, its controller loses additional endurance equal to its cost. Commissioner Gordon | Gotham Central DWF DWF-044 Gotham Central 2 Character Gotham Knights 3 2 Uncommon 0 1 0 DWF-044 Discard a character card with cost X -> Target attacker or defender you control with cost X gets +X ATK this attack. Use only once per turn. Crispus Allen | Gotham Central DWF DWF-045 Gotham Central 2 Character Gotham Knights 3 2 Common 0 1 0 DWF-045 At the start of the combat phase, look at a face-down resource. Gotham Central S.W.A.T. | Army DWF DWF-046 Army 2 Character Gotham Knights 1 3 Common 0 1 0 DWF-046 Activate -> Target character in your support row gets +2 ATK and reinforcement this attack. Harvey Bullock | Gotham Central DWF DWF-047 Gotham Central 1 Concealed Character Concealed Gotham Knights 1 1 Common 0 1 0 DWF-047 Concealed
Activate -> Look at target player's hand. Kate Kane <> Batwoman | Katherine the Younger DWF DWF-048 Katherine the Younger 5 Concealed Character Concealed - Optional Gotham Knights 9 9 Rare 0 0 0 DWF-048 Loyalty - Reveal, Concealed - Optional
When Kate Kane enters play, if you control three or more face-up resources with the same cost, stun target character with cost 3 or less. Maggie Sawyer | Gotham Central DWF DWF-049 Gotham Central 1 Character Gotham Knights, Team Superman 1 2 Common 0 1 0 DWF-049 Defenders adjacent to Maggie Sawyer have reinforcement. The Question | Victor Sage DWF DWF-050 Victor Sage 4 Character Gotham Knights 8 4 Uncommon 0 0 0 DWF-050 Free -> Choose a number. The Question gets +1 DEF this turn for each face-up resource you control with cost equal to that number. Use only once per turn. Renee Montoya | Gotham Central DWF DWF-051 Gotham Central 3 Character Gotham Knights 4 5 Uncommon 0 1 0 DWF-051 Free -> Choose a number. Renee Montoya gets +1 ATK this turn for each face-up resource you control with cost equal to that number. Use only once per turn. Tim Drake <> Robin | Flying Solo DWF DWF-052 Flying Solo 4 Character Gotham Knights, Teen Titans 6 8 Common 0 1 0 DWF-052 Substitute
Discard a card -> Target defender in your support row has reinforcement this attack. Two-Face | Jekyll and Hyde DWF DWF-053 Jekyll and Hyde 3 Character Gotham Knights, Arkham Inmates 4 4 Common 0 1 0 DWF-053 Discard a card -> If that card's cost is odd, Two-Face gets +2/+2 this turn. Use only once per turn. Batarang | Cutting Edge DWF DWF-054 Cutting Edge 1 Equipment Concealed - Optional 0 0 Rare 0 0 0 DWF-054 Concealed - Optional
Equip only to Batman.
Exhaust equipped character, KO Batarang -> Exhaust target character. Batmobile | Burn Rubber DWF DWF-055 Burn Rubber 0 Equipment 0 0 Uncommon 0 0 0 DWF-055 While targeting or equipped to Batman, Batmobile has concealed - optional.
Free -> Move target Gotham Knights character you control to your support row. It has reinforcement this turn. Use only once per turn. Batcave | Crime-Fighting Lab DWF DWF-056 Crime-Fighting Lab 2 Location 0 0 Uncommon 0 0 0 DWF-056 Activate -> Reveal the top card of an opponent's deck. You may put it into his KO'd pile. Use only if you control a Gotham Knights character. Gotham Central DWF DWF-057 2 Location 0 0 Uncommon 0 0 0 DWF-057 Gotham Knights characters in your support row get +1 ATK and have range. Bat Got Your Tongue? DWF DWF-058 2 Plot Twist 0 0 Rare 0 0 0 DWF-058 To play, exhaust a Gotham Knights character you control.
Negate target effect from a non-ongoing plot twist. Bat-Signal DWF DWF-059 1 Plot Twist 0 0 Uncommon 0 0 0 DWF-059 To play, exhaust a Gotham Knights character you control.
Search your deck for a Gotham Knights character card, reveal it, and put it into your hand. Good Cop, Good Cop DWF DWF-060 2 Plot Twist 0 0 Common 0 0 0 DWF-060 Target Gotham Knights defender in your support row gets +2 ATK and has reinforcement this attack. The Hook-Up | Team-Up DWF DWF-061 Team-Up 3 Plot Twist 0 0 Common 0 0 1 DWF-061 To play, choose two different affiliations among characters you control.
Ongoing: Crossover those affiliations.
Discard a Gotham Knights character card -> Draw a card. Use only once per turn. Interrogate DWF DWF-062 2 Plot Twist 0 0 Rare 0 0 0 DWF-062 Play only if you control a Gotham Knights character.
Choose a name. Target opponent reveals all face-down resources he controls. If he revealed one or more cards with that name, draw a card. Nine Lives DWF DWF-063 2 Plot Twist 0 0 Uncommon 0 0 0 DWF-063 To play, discard a Gotham Knights character card.
Look at target face-down resource an opponent controls. If it's a non-ongoing plot twist, you may turn it face up. Taking Aim DWF DWF-064 1 Plot Twist 0 0 Rare 0 0 0 DWF-064 To play, discard up to four cards.
Target Gotham Knights attacker or defender you control gets +2 ATK this attack for each card you discarded. Barbara Gordon <> Oracle | Hacker Elite DWF DWF-065 Hacker Elite 3 Concealed Character Concealed Birds of Prey, Gotham Knights 3 3 Common 0 0 0 DWF-065 Concealed, Substitute
Free -> Draw a card. Use only once per turn. Barbara Gordon <> Oracle | Inside Information DWF DWF-066 Inside Information 7 Concealed Character Concealed Birds of Prey, Gotham Knights 14 16 Uncommon 0 0 0 DWF-066 Concealed, Substitute
When Barbara Gordon enters play, draw three cards. Cassandra Cain | Death's Daughter DWF DWF-067 Death's Daughter 5 Concealed Character Concealed - Optional Birds of Prey, Gotham Knights 9 9 Common 0 0 0 DWF-067 Concealed - Optional, Substitute
Discard a Gotham Knights or Birds of Prey character card -> Cassandra Cain gets +1/+1 this attack. Catwoman | Feline Fatale DWF DWF-068 Feline Fatale 3 Concealed Character Concealed - Optional Birds of Prey, Gotham Knights 6 3 Common 0 0 0 DWF-068 Concealed - Optional, Substitute
Catwoman gets -3/+3 while visible. Dinah Laurel Lance <> Black Canary | Cry in the Dark DWF DWF-069 Cry in the Dark 6 Concealed Character Concealed - Optional Birds of Prey, Gotham Knights 14 11 Common 0 1 0 DWF-069 Concealed - Optional, Substitute
Dinah Laurel Lance gets -3/+3 while visible. Gypsy | Illusionary Operative DWF DWF-070 Illusionary Operative 2 Concealed Character Concealed - Optional Birds of Prey, JLA 2 3 Uncommon 0 0 0 DWF-070 Concealed - Optional, Substitute
When Gypsy enters play, look at the top three cards of your deck. Put one on the top of your deck and the rest on the bottom. Huntress | Vicious Vigilante DWF DWF-071 Vicious Vigilante 2 Concealed Character Concealed - Optional Birds of Prey, Gotham Knights 4 1 Common 0 1 0 DWF-071 Concealed - Optional, Substitute
Huntress gets -3/+3 while visible. Lady Blackhawk | Zinda Blake DWF DWF-072 Zinda Blake 1 Concealed Character Concealed - Optional Birds of Prey 2 1 Rare 0 1 0 DWF-072 Concealed - Optional, Substitute
When Lady Blackhawk enters play, search your deck for a Birds of Prey character card, reveal it, and put it on the top of your deck. Lady Shiva | Jade Canary DWF DWF-073 Jade Canary 7 Concealed Character Concealed - Optional Birds of Prey, Gotham Knights 15 15 Common 0 0 0 DWF-073 Concealed - Optional
Whenever a plot twist is played, Gotham Knights and Birds of Prey characters you control get +1 ATK this attack. Savant | Brian Durlin DWF DWF-074 Brian Durlin 5 Concealed Character Concealed - Optional Birds of Prey 11 8 Common 0 0 0 DWF-074 Concealed - Optional, Substitute
Savant gets -3/+3 while visible. Ted Grant <> Wildcat | Nine Lives DWF DWF-075 Nine Lives 4 Concealed Character Concealed - Optional Birds of Prey, JSA 7 7 Common 0 0 0 DWF-075 Concealed - Optional
Activate -> Target attacker or defender you control gets +3/-3 this attack. You may move Ted Grant to your hidden or visible area. Vixen | Mari Jiwe McCabe DWF DWF-076 Mari Jiwe McCabe 4 Concealed Character Concealed - Optional Birds of Prey, JLA 9 6 Common 0 0 0 DWF-076 Concealed - Optional, Substitute
Vixen gets -3/+3 while visible. Aerie One DWF DWF-077 0 Equipment Concealed 0 0 Uncommon 0 0 0 DWF-077 Concealed
Characters you control have flight.
Free -> Move target Birds of Prey character you control with concealed to your hidden or visible area. Use only once per turn. Birds of a Feather DWF DWF-078 2 Plot Twist 0 0 Common 0 0 0 DWF-078 Target Birds of Prey attacker or defender you control gets +2 ATK this attack, and an additional +1 ATK for each other Birds of a Feather in your resource row and KO'd pile. Cry for Blood DWF DWF-079 2 Plot Twist 0 0 Common 0 0 0 DWF-079 Target character you control gets +3 ATK while defending this turn. If it's a Birds of Prey character with concealed, you may move it to your hidden or visible area. Black Lightning | Jefferson Pierce DWF DWF-080 Jefferson Pierce 3 Character Outsiders 5 4 Common 0 1 0 DWF-080 Black Lightning gets +2 ATK while in combat with a character with greater cost. Dick Grayson <> Nightwing | Renegade DWF DWF-081 Renegade 3 Character Outsiders, Teen Titans 5 4 Common 0 0 0 DWF-081 Substitute
Leader: Whenever Dick Grayson team attacks, ready an attacker adjacent to him with cost 2 or less. Dick Grayson <> Nightwing | Rough Justice DWF DWF-082 Rough Justice 5 Character Outsiders, Gotham Knights 9 10 Uncommon 0 0 0 DWF-082 Leader: Discard a card -> Draw a card for each team attacker adjacent to Dick Grayson. Use only once per turn. Faust | Sebastian Faust DWF DWF-083 Sebastian Faust 1 Character Outsiders 2 1 Uncommon 0 0 0 DWF-083 Free -> Characters you control can team attack hidden characters this turn. Use only once per turn. Freddy Freeman <> Captain Marvel Jr. | CM3 DWF DWF-084 CM3 6 Character Outsiders 12 12 Common 1 0 0 DWF-084 Whenever Freddy Freeman team attacks, put a +1/+1 counter on him for each other attacker. Geo-Force | Brion Markov DWF DWF-085 Brion Markov 3 Character Outsiders 4 5 Common 1 1 0 DWF-085 When Geo-Force enters play, you may exhaust target character with cost 2 or less. Grace | Grace Choi DWF DWF-086 Grace Choi 2 Character Outsiders 3 2 Common 0 0 0 DWF-086 Grace gets +2 ATK while in combat with a character with greater cost. Grace | The Bouncer DWF DWF-087 The Bouncer 5 Character Outsiders 9 9 Uncommon 0 0 0 DWF-087 Whenever Grace becomes stunned by a character an opponent controls with greater cost, recover and ready her. This power triggers only once per turn. Halo | Gabrielle Doe DWF DWF-088 Gabrielle Doe 1 Character Outsiders 1 1 Common 1 0 0 DWF-088 Halo gets +2 ATK while in combat with a character with greater cost. Huntress | Harsh Mistress DWF DWF-089 Harsh Mistress 4 Concealed Character Concealed - Optional Outsiders, Gotham Knights 7 7 Common 0 1 0 DWF-089 Concealed - Optional
Discard a character card with cost X -> Negate target effect from a non-ongoing plot twist with cost X. Use only once per turn and only during the combat phase. Indigo | Paranoid Android DWF DWF-090 Paranoid Android 4 Character Outsiders 8 6 Common 1 1 0 DWF-090 Indigo has invulnerability while team attacking. Jade | Emerald Beacon DWF DWF-091 Emerald Beacon 4 Character Outsiders, Green Lantern 7 7 Common 1 1 0 DWF-091 Willpower 3
Leader: Attackers adjacent to Jade get +1/+1. Katana | Tatsu Yamashiro DWF DWF-092 Tatsu Yamashiro 2 Character Outsiders 3 2 Uncommon 0 0 0 DWF-092 Pay 2 endurance -> KO target character that was stunned by Katana while she was team attacking this turn. Use only during the combat phase. Katana | Soultaker DWF DWF-093 Soultaker 5 Character Outsiders 9 8 Rare 0 0 0 DWF-093 Whenever Katana stuns another defender, remove that defender from the game. This power triggers only once per turn.
When Katana leaves play, the owner of each card removed by Katana puts it into play. Kimiyo Hoshi <> Dr. Light | Sunburst DWF DWF-094 Sunburst 3 Character Outsiders, JLI 4 4 Rare 1 1 0 DWF-094 Whenever Kimiyo Hoshi team attacks, you may stun target non-defending character with cost less than the number of attackers. Koriand'r <> Starfire | Royal Temper DWF DWF-095 Royal Temper 7 Character Outsiders 16 14 Common 1 1 0 DWF-095 Substitute
Activate -> Stun target character attacking an Outsiders defender you control with lesser cost. Looker | Emily Briggs DWF DWF-096 Emily Briggs 2 Character Outsiders 2 3 Common 0 1 0 DWF-096 Exhausted Outsiders defenders you control have reinforcement. Metamorpho | The Element Man DWF DWF-097 The Element Man 5 Character Outsiders, JLA 10 8 Common 1 1 0 DWF-097 Metamorpho gets +2 ATK while in combat with a character with greater cost. Owen Mercer <> Captain Boomerang Jr. | Prodigal Son DWF DWF-098 Prodigal Son 1 Character Outsiders 2 1 Common 0 1 0 DWF-098 Whenever an Outsiders character you control becomes stunned during the combat phase, you may return it to its owner's hand. Roy Harper <> Arsenal | Ladies' Man DWF DWF-099 Ladies' Man 2 Character Outsiders, Teen Titans 3 2 Common 0 1 0 DWF-099 Substitute
Leader: Exhaust a character adjacent to Roy Harper -> Target player loses 1 endurance. Use only during the combat phase. Shift | Knockoff DWF DWF-100 Knockoff 6 Character Outsiders 11 11 Rare 1 1 0 DWF-100 Pay 1 endurance -> Shift gets +1/-1 this attack. Then, if his DEF is 0 or less, remove him from this attack. Use only if Shift is in combat. Technocrat | Geoffrey Barron DWF DWF-101 Geoffrey Barron 1 Character Outsiders 1 2 Common 1 1 0 DWF-101 Whenever Technocrat team attacks, draw a card. Terra | Little Sis DWF DWF-102 Little Sis 2 Character Outsiders, Teen Titans 3 2 Rare 1 1 0 DWF-102 Substitute
Activate -> Target attacker you control can't be stunned this attack. Thunder | Anissa Pierce DWF DWF-103 Anissa Pierce 1 Character Outsiders 2 1 Common 0 1 0 DWF-103 Other characters team attacking with Thunder have invulnerability. Thunder | Heavy Duty DWF DWF-104 Heavy Duty 4 Character Outsiders 8 6 Common 0 1 0 DWF-104 Thunder gets +2 ATK while in combat with a character with greater cost. Wylde | Charlie Wylde DWF DWF-105 Charlie Wylde 2 Character Outsiders 3 2 Common 0 0 0 DWF-105 Whenever Wylde team attacks, target player loses 1 endurance for each attacker. Pequod | Unique DWF DWF-106 Unique 0 Equipment 0 0 Uncommon 0 0 0 DWF-106 Outsiders characters you control have flight and range.
Whenever equipped character becomes stunned, you may return Pequod to its owner's hand. Brooklyn HQ DWF DWF-107 2 Location 0 0 Rare 0 0 0 DWF-107 Whenever one or more Outsiders characters you control stun a character with greater cost, its controller loses an additional 2 endurance. Markovia DWF DWF-108 3 Location 0 0 Uncommon 0 0 0 DWF-108 Activate -> Recover target stunned Outsiders character you control with cost 3 or less that team attacked this turn. Use only during the recovery phase. Optitron Corporation DWF DWF-109 2 Location 0 0 Uncommon 0 0 0 DWF-109 Free -> Ready target Outsiders team attacker you control with cost 3 or less. Use only once per turn. Batman and the Outsiders DWF DWF-110 3 Plot Twist 0 0 Rare 0 0 0 DWF-110 Play only if you have played no other plot twists this turn.
Return target non-defending character to its owner's hand if its cost is less than the number of Outsiders team attackers you control. Betrayal of Trust DWF DWF-111 3 Plot Twist 0 0 Uncommon 0 0 0 DWF-111 Remove target Outsiders team attacker you control from this attack, ready it, and put a +1/+1 counter on it. Booze Elementals DWF DWF-112 2 Plot Twist 0 0 Common 0 0 0 DWF-112 To play, return an Outsiders character you control to its owner's hand.
Draw two cards, then discard two cards. Fighting the Liar DWF DWF-113 2 Plot Twist 0 0 Common 0 0 0 DWF-113 Target Outsiders defender you control gets +6 ATK this attack. Get It Done DWF DWF-114 3 Plot Twist 0 0 Uncommon 0 0 1 DWF-114 Ongoing: Whenever two or more Outsiders characters you control team attack, you may exhaust target character with cost less than or equal to the number of attackers. Hell Breaks Loose DWF DWF-115 1 Plot Twist 0 0 Common 0 0 0 DWF-115 Play only if you control an Outsiders character.
Target character gets -1 DEF this turn and an additional -1 DEF for each other Hell Breaks Loose in your resource row and KO'd pile. Incognito DWF DWF-116 2 Plot Twist 0 0 Common 0 0 0 DWF-116 Target Outsiders attacker you control gets +7 DEF while attacking a character with greater cost this attack. The Insiders | Team-Up DWF DWF-117 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DWF-117 Play only if you control an Outsiders character.
Ongoing: Affiliated character cards you own gain the Outsiders affiliation. Recruiting Drive DWF DWF-118 2 Plot Twist 0 0 Rare 0 0 0 DWF-118 To play, return a non-stunned character you control to its owner's hand.
Search your deck for up to two Outsiders character cards with combined cost 3 or less, reveal them, and put them into your hand. Scorched Earth DWF DWF-119 2 Plot Twist 0 0 Common 0 0 0 DWF-119 Choose a number. If you control an Outsiders character, target player loses 1 endurance for each face-up resource you control with cost equal to that number. Soul Slicer DWF DWF-120 2 Plot Twist 0 0 Uncommon 0 0 0 DWF-120 Play only during your recruit step and only if you control an Outsiders character.
Whenever target character becomes stunned this turn, remove it from the game. Taking Out the Trash DWF DWF-121 2 Plot Twist 0 0 Uncommon 0 0 0 DWF-121 Target Outsiders character you control gets +3 ATK while in combat with a character with greater cost this turn. Anarky | Lonnie Machin DWF DWF-122 Lonnie Machin 1 Concealed Character Concealed Arkham Inmates 2 1 Uncommon 0 0 0 DWF-122 Concealed
Whenever Anarky attacks an exhausted character, that character can't ready this turn. Basil Karlo <> Ultimate Clayface | Mud Pack DWF DWF-123 Mud Pack 7 Character Arkham Inmates 16 16 Rare 0 1 0 DWF-123 You can recruit Basil Karlo from your KO'd pile.
Insanity: When Basil Karlo enters play, you may randomly select a character card with cost 4 or less in your KO'd pile and put it into play. Bat-Mite | #1 Fan DWF DWF-124 #1 Fan 8 Character Arkham Inmates, Fifth Dimension 18 20 Rare 1 1 0 DWF-124 Reservist
Insanity: When Bat-Mite enters play, gain the initiative at the start of the next phase.
Your opponents can't gain the initiative. Batzarro | World's Worst Detective DWF DWF-125 World's Worst Detective 4 Character Arkham Inmates 9 8 Uncommon 0 1 0 DWF-125 Reservist
Batzarro can't attack.
Insanity: Batzarro can attack instead. Calendar Man | Julian Gregory Day DWF DWF-126 Julian Gregory Day 2 Character Arkham Inmates 1 3 Uncommon 0 0 0 DWF-126 Reservist
Activate -> Draw a card. Discard a card at random for each character adjacent to Calendar Man. Use only during the combat phase. Catwoman | Jewel Thief DWF DWF-127 Jewel Thief 5 Concealed Character Concealed - Optional Arkham Inmates, Gotham Knights 10 9 Common 0 0 0 DWF-127 Concealed - Optional
Whenever Catwoman stuns a defender, choose one: draw a card; or target player discards a card. Charaxes | Drury Walker DWF DWF-128 Drury Walker 3 Character Arkham Inmates 5 3 Common 1 0 0 DWF-128 Charaxes can't cause breakthrough.
Whenever Charaxes stuns an exhausted defender, KO that defender. Crime Doctor | Bradford Thorne DWF DWF-129 Bradford Thorne 2 Character Arkham Inmates, Villains United 2 3 Common 0 0 0 DWF-129 Reservist
Return Crime Doctor to his owner's hand -> Exhaust two target characters. Use only during your attack step. Firefly | Burning Desire DWF DWF-130 Burning Desire 4 Character Arkham Inmates 6 8 Common 1 1 0 DWF-130 Reservist
At the start of the combat phase, you may discard a card at random. If you do, Firefly gets +3 ATK this turn. Great White | Warren White DWF DWF-131 Warren White 3 Concealed Character Concealed Arkham Inmates 4 4 Common 0 0 0 DWF-131 Concealed, Reservist
Other Arkham Inmates characters you control get +1/+1 while they're not adjacent to any characters. Harley Quinn | Mr. J's Girl DWF DWF-132 Mr. J's Girl 1 Character Arkham Inmates 1 1 Common 0 0 0 DWF-132 Whenever Harley Quinn is discarded, you may remove her from the game. If you do, target character gets -2 DEF this turn. The Joker | Crazy for You DWF DWF-133 Crazy for You 6 Character Arkham Inmates 12 12 Rare 0 0 0 DWF-133 Insanity: Discard a card at random -> Target Arkham Inmates character you control gets +1/+1 this turn. The Joker | Out of His Mind DWF DWF-134 Out of His Mind 3 Character Arkham Inmates 5 4 Rare 0 0 0 DWF-134 Whenever The Joker is discarded, you may remove him from the game. If you do, shuffle your hand into your deck, then draw a card for each card you shuffled in. The Joker <> Red Hood | The Man Who Laughs DWF DWF-135 The Man Who Laughs 1 Character Arkham Inmates 2 1 Uncommon 0 0 0 DWF-135 Whenever The Joker stuns a character, you may discard a card at random. If you do, target opponent loses 3 endurance. KGBeast | Anatoli Knyazev DWF DWF-136 Anatoli Knyazev 2 Character Arkham Inmates 4 1 Common 0 1 0 DWF-136 Reservist
At the start of your attack step, target player exhausts a ready character he controls. Killer Croc | Cannibal DWF DWF-137 Cannibal 7 Character Arkham Inmates 14 17 Common 0 0 0 DWF-137 Reservist
Discard a card at random -> Killer Croc gets +X ATK this turn, where X is that card's cost. Use only once per turn. Mad Hatter | Mad as a Hatter DWF DWF-138 Mad as a Hatter 1 Character Arkham Inmates, Secret Six 2 1 Uncommon 0 1 0 DWF-138 Whenever Mad Hatter is discarded during the combat phase, you may put him into play if you control an Arkham Inmates or Secret Six character and have not controlled a character named Mad Hatter this turn. Matt Hagen <> Clayface | Mud Pack DWF DWF-139 Mud Pack 5 Character Arkham Inmates 9 10 Common 0 1 0 DWF-139 You can recruit Matt Hagen from your KO'd pile. Mr. Freeze | Cold Shoulder DWF DWF-140 Cold Shoulder 5 Character Arkham Inmates 10 10 Common 0 1 0 DWF-140 Reservist
Characters adjacent to Mr. Freeze can't ready. Mr. Zsasz | Scar Tissue DWF DWF-141 Scar Tissue 3 Character Arkham Inmates 6 5 Common 0 0 0 DWF-141 Reservist
Mr. Zsasz gets -1/-1 for each character adjacent to him. The Penguin | Crime's Early Bird DWF DWF-142 Crime's Early Bird 2 Character Arkham Inmates 3 3 Common 0 0 0 DWF-142 Whenever The Penguin is discarded, you may remove him from the game. If you do, return an Arkham Inmates character card from your KO'd pile to your hand. Poison Ivy | Venomous Vixen DWF DWF-143 Venomous Vixen 4 Character Arkham Inmates 7 8 Common 0 0 0 DWF-143 Reservist
Characters adjacent to Poison Ivy get -1/-1. The Riddler | Multiple Choice DWF DWF-144 Multiple Choice 4 Character Arkham Inmates 7 7 Uncommon 0 0 0 DWF-144 Reservist
At the start of your attack step, you may discard a card at random. If you do, exhaust target visible character. Scarecrow | Fear and Loathing DWF DWF-145 Fear and Loathing 5 Character Arkham Inmates, Injustice Gang 10 8 Rare 0 0 0 DWF-145 When Scarecrow enters play, you may discard a card at random. If you do, return target character with cost 2 or less to its owner's hand.
Insanity: Return target character with cost 3 or less instead. Sondra Fuller <> Clayface | Mud Pack DWF DWF-146 Mud Pack 6 Character Arkham Inmates 13 12 Common 0 1 0 DWF-146 You can recruit Sondra Fuller from your KO'd pile. Tally Man | Tax Time DWF DWF-147 Tax Time 2 Character Arkham Inmates 2 3 Rare 0 1 0 DWF-147 Whenever Tally Man is discarded, you may remove him from the game and exhaust an Arkham Inmates character you control. If you do, KO target stunned character. Two-Face | Heads or Tails DWF DWF-148 Heads or Tails 6 Character Arkham Inmates, Gotham Knights 12 12 Common 0 1 0 DWF-148 Activate -> Exhaust target character with cost 4 or less. Arkham Asylum | Team-Up DWF DWF-149 Team-Up 2 Location 0 0 Rare 0 0 0 DWF-149 Flip only if you control an Arkham Inmates character.
To flip, choose two different affiliations.
Insanity: Crossover Arkham Inmates and those affiliations. Blackgate Prison | Maximum Security DWF DWF-150 Maximum Security 2 Location 0 0 Uncommon 0 0 0 DWF-150 Activate, discard a card at random -> Target Arkham Inmates attacker or defender you control gets +3 ATK this attack. All Locked Up DWF DWF-151 3 Plot Twist 0 0 Common 0 0 0 DWF-151 Target attacker can't cause breakthrough this attack while attacking an Arkham Inmates defender that's not adjacent to any characters. Beside Myself DWF DWF-152 1 Plot Twist 0 0 Rare 0 0 1 DWF-152 Play only if you control an Arkham Inmates character.
Ongoing: Insanity: Whenever you draw one or more cards, flip a coin. If you win the flip, draw an additional card. Burn Baby Burn DWF DWF-153 3 Plot Twist 0 0 Common 0 0 0 DWF-153 Target Arkham Inmates attacker you control gets +3 ATK this attack.
Insanity: You can play this card from your KO'd pile. When you do, remove it from the game. Hush Baby DWF DWF-154 2 Plot Twist 0 0 Common 0 0 0 DWF-154 Target Arkham Inmates attacker you control gets +2 ATK this attack and also gets +2 DEF if it's not adjacent to any characters. It's a Hard Life DWF DWF-155 2 Plot Twist 0 0 Rare 0 0 0 DWF-155 Play only if you control an Arkham Inmates character.
To play, discard a card at random.
Negate target effect from a non-ongoing plot twist that shares a name with another card in its controller's resource row or KO'd pile. Money Talks DWF DWF-156 2 Plot Twist 0 0 Rare 0 0 0 DWF-156 Play only if you control an Arkham Inmates character.
Insanity: Put target stunned character on the top of its owner's deck. Pick a Card DWF DWF-157 2 Plot Twist 0 0 Rare 0 0 0 DWF-157 To play, exhaust an Arkham Inmates character you control.
Insanity: Search your deck for two cards and reveal one. Your opponent chooses one. Shuffle that card into your deck and put the other into your hand. Usual Suspects DWF DWF-158 2 Plot Twist 0 0 Uncommon 0 0 0 DWF-158 Search your deck for two different Arkham Inmates character cards with the same cost, reveal them, and put them into your hand. Discard two cards at random. Alexandra Allston <> Parasite | Power Drain DWF DWF-159 Power Drain 3 Character Revenge Squad 4 4 Common 0 0 0 DWF-159 Whenever another Revenge Squad character you control becomes stunned, put a cosmic counter on Alexandra Allston.
Cosmic - Surge: Alexandra Allston gets +2/+2. Atomic Skull | Cursed DWF DWF-160 Cursed 4 Character Revenge Squad 6 7 Rare 0 1 0 DWF-160 Vengeance: Whenever Atomic Skull becomes stunned while defending, you may stun target character with cost less than the number of ongoing plot twists you control. Bizarro | Bizarro World's Finest DWF DWF-161 Bizarro World's Finest 6 Character Revenge Squad 14 14 Rare 1 1 0 DWF-161 At the start of your attack step, target opponent chooses a character. That character must attack if able in your first attack this turn.
Whenever one or more characters you control attack, target opponent chooses a character. That character must attack if able in your next attack this turn. Brainiac 12 | Upgrade Complete DWF DWF-162 Upgrade Complete 6 Character Revenge Squad 11 14 Common 0 1 0 DWF-162 Support row characters get -2 DEF. Brainiac 13 | B-13 DWF DWF-163 B-13 7 Character Revenge Squad 15 15 Common 0 1 0 DWF-163 Discard a character card -> Target attacker or defender gets -1 DEF this attack for each ongoing plot twist you control. Use only once per turn. Darkseid | The Omega DWF DWF-164 The Omega 6 Character Revenge Squad, Darkseid's Elite 12 13 Uncommon 0 1 0 DWF-164 Substitute
When Darkseid enters play, you may exchange the positions of target resource you control and target non-Team-Up plot twist an opponent controls. Doomsday | Evolution Advanced DWF DWF-165 Evolution Advanced 6 Character Revenge Squad 14 13 Common 0 0 0 DWF-165 Loyalty - Reveal Hank Henshaw <> Cyborg | Manhunter Grandmaster DWF DWF-166 Manhunter Grandmaster 5 Character Revenge Squad, Manhunter 9 9 Uncommon 1 1 0 DWF-166 Vengeance: Whenever Hank Henshaw becomes stunned, choose a name. Search target player's deck for all non-character cards with that name and remove them from the game. Indigo | Brainiac 8 DWF DWF-167 Brainiac 8 7 Character Revenge Squad 16 15 Rare 0 1 0 DWF-167 Vengeance: Whenever Indigo becomes stunned, you may KO her. If you do, gain 8 endurance. Kryptonite Man | K. Russell Abernathy DWF DWF-168 K. Russell Abernathy 2 Character Revenge Squad 3 2 Common 0 0 0 DWF-168 Vengeance: Whenever Kryptonite Man becomes stunned, move target character to a different front row position. Lex Luthor | Master Manipulator DWF DWF-169 Master Manipulator 5 Character Revenge Squad, Secret Society 7 7 Rare 0 0 0 DWF-169 Leader: Stun a ready character with cost X adjacent to Lex Luthor -> Put X +1/+1 counters on Lex Luthor. Use only once per turn and only during the combat phase. Lex Luthor | Sinister Scientist DWF DWF-170 Sinister Scientist 7 Character Revenge Squad, Injustice Gang 16 14 Common 0 0 0 DWF-170 Vengeance: Whenever Lex Luthor becomes stunned, target opponent loses 1 endurance for each card in his hand. Livewire | Leslie Willis DWF DWF-171 Leslie Willis 4 Character Revenge Squad 7 7 Common 0 1 0 DWF-171 Livewire gets +2 ATK while all characters you control are in your front row. Manchester Black | Union Jack DWF DWF-172 Union Jack 4 Character Revenge Squad 9 5 Common 0 1 0 DWF-172 Vengeance: Whenever Manchester Black becomes stunned, characters get -2 DEF while attacking this turn. Maxima | Warrior Queen DWF DWF-173 Warrior Queen 5 Character Revenge Squad, Team Superman 10 8 Common 1 1 0 DWF-173 Vengeance: Whenever Maxima becomes stunned while attacking, characters your opponents control get -2 ATK this turn. Metallo | Kryptonite Heart DWF DWF-174 Kryptonite Heart 4 Character Revenge Squad 8 6 Common 0 0 0 DWF-174 Vengeance: Whenever Metallo becomes stunned, target opponent loses 1 endurance for each ongoing plot twist you control. Mongul | Son of the Tyrant DWF DWF-175 Son of the Tyrant 3 Character Revenge Squad, Emerald Enemies 4 4 Common 0 0 0 DWF-175 Mongul gets +2 DEF while all characters you control are in your front row. Mr. Mxyzptlk | Felonious Fiend DWF DWF-176 Felonious Fiend 9 Concealed Character Concealed Revenge Squad, Fifth Dimension 25 22 Rare 1 1 0 DWF-176 Concealed
Insanity: Whenever a character you control becomes stunned, reveal cards from the top of your deck until you reveal a character card. Put that card into play and remove the rest from the game. Natasha Irons <> Starlight | Everyman Project DWF DWF-177 Everyman Project 2 Character Revenge Squad 2 3 Uncommon 1 0 0 DWF-177 Vengeance: Whenever Natasha Irons becomes stunned, target Revenge Squad character in your front row gets +3 ATK this turn. Preus | Citizen's Patrol DWF DWF-178 Citizen's Patrol 5 Character Revenge Squad 7 10 Common 1 1 0 DWF-178 While all characters you control are in your front row, Preus gets +1 ATK for each ongoing plot twist you control. Professor Emil Hamilton <> Ruin | Power Suit DWF DWF-179 Power Suit 3 Character Revenge Squad 4 4 Rare 1 0 0 DWF-179 Vengeance: Whenever Professor Emil Hamilton becomes stunned, you may KO a resource you control. If you do, search your deck for an ongoing plot twist card, reveal it, and put it face down into your resource row. Satanus | Colin Thornton DWF DWF-180 Colin Thornton 3 Character Revenge Squad 6 3 Uncommon 0 1 0 DWF-180 Vengeance: Whenever Satanus becomes stunned, you may move target stunned character with cost 2 or less to your front row. (You gain control of it.) Solaris | Tyrant Sun DWF DWF-181 Tyrant Sun 8 Character Revenge Squad 19 18 Rare 1 1 0 DWF-181 Whenever Solaris stuns an attacker or defender, you may stun target character with cost less than or equal to the number of ongoing plot twists you control. Terra-Man | Toby Manning DWF DWF-182 Toby Manning 2 Character Revenge Squad 2 2 Common 1 1 0 DWF-182 Terra-Man gets +1/+1 for each ongoing plot twist you control. Ultraman | Despot of Kandor DWF DWF-183 Despot of Kandor 3 Concealed Character Concealed - Optional Revenge Squad, Anti-Matter 5 4 Common 1 1 0 DWF-183 Concealed - Optional
Cosmic: Characters your opponents control get -1 DEF. Winslow Schott <> Toyman | Child's Play DWF DWF-184 Child's Play 1 Character Revenge Squad 2 1 Common 0 0 0 DWF-184 Vengeance: Whenever Winslow Schott becomes stunned, you may put target card from a KO'd pile on the top of its owner's deck. Graveyard of Solitude DWF DWF-185 2 Location 0 0 Uncommon 0 0 0 DWF-185 Activate -> Target Revenge Squad attacker you control gets +1 ATK this attack for each ongoing plot twist you control. Battle for Metropolis DWF DWF-186 2 Plot Twist 0 0 Uncommon 0 0 1 DWF-186 Ongoing: Revenge Squad characters in your front row get +1 ATK. Bizarro Brawl DWF DWF-187 1 Plot Twist 0 0 Rare 0 0 1 DWF-187 Ongoing: Insanity: Free -> Target Revenge Squad attacker or defender you control gets +1 ATK this attack for each ongoing plot twist you control. Use only once per turn. Dimensional Deal | Team-Up DWF DWF-188 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DWF-188 To play, choose up to two affiliations among characters you control.
Ongoing: Crossover those affiliations.
Revenge Squad defenders in your front row get +1 ATK. Executive Privilege DWF DWF-189 3 Plot Twist 0 0 Rare 0 0 1 DWF-189 Ongoing: Discard a Revenge Squad character card -> Reveal the top two cards of your deck. Put a revealed character card and a revealed ongoing plot twist card into your hand and the rest on the bottom of your deck. Use only once per turn. Fatal Weakness DWF DWF-190 3 Plot Twist 0 0 Rare 0 0 0 DWF-190 Play only during your attack step.
To play, stun two Revenge Squad characters in your front row.
KO target character if its cost is less than or equal to the combined cost of those characters. Future Shock DWF DWF-191 2 Plot Twist 0 0 Common 0 0 0 DWF-191 Target Revenge Squad attacker or defender you control gets +1/-1 this attack for each ongoing plot twist you control. Hidden Agenda DWF DWF-192 3 Plot Twist 0 0 Rare 0 0 0 DWF-192 Play only during the combat phase.
Recover target stunned Revenge Squad character you control.
At the start of the recovery phase this turn, stun that character. Hostile Takeover DWF DWF-193 2 Plot Twist 0 0 Common 0 0 1 DWF-193 Ongoing: KO a Revenge Squad character you control -> Target character gets -3 DEF this turn. Use only once per turn. Imprisoned in the Source DWF DWF-194 3 Plot Twist 0 0 Rare 0 0 1 DWF-194 Choose the name of a non-Team-Up plot twist from an opponent's resource row or KO'd pile.
Ongoing: Players can't play cards with that name while you control a Revenge Squad character. Knowledge Is Power DWF DWF-195 2 Plot Twist 0 0 Uncommon 0 0 1 DWF-195 To play, exhaust two Revenge Squad characters you control and choose a name.
Ongoing: Unique characters your opponents control with that name can't recover. Never-Ending Battle DWF DWF-196 2 Plot Twist 0 0 Common 0 0 1 DWF-196 Play only if you control a Revenge Squad character.
Ongoing: Discard a plot twist card -> Target attacker or defender gets -2 DEF this attack. Obey or Die! DWF DWF-197 3 Plot Twist 0 0 Rare 0 0 0 DWF-197 To play, stun a Revenge Squad character you control.
Insanity: Stun all characters with cost 2 or less. World's Worstest | Team-Up DWF DWF-198 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DWF-198 Play only if you control a Revenge Squad character.
Ongoing: Affiliated character cards gain the Revenge Squad affiliation. At Their Finest DWF DWF-199 3 Plot Twist 0 0 Rare 0 0 0 DWF-199 Play only if you have played no other plot twists this turn.
Characters you control named Batman or Superman get +2/+2 this turn. Best of the Best DWF DWF-200 3 Plot Twist 0 0 Rare 0 0 0 DWF-200 You may return a ready character you control named Batman or Superman to his owner's hand. If you do, target character can't attack this turn. Brains and Brawn DWF DWF-201 3 Plot Twist 0 0 Rare 0 0 0 DWF-201 Play only if you control Batman and Superman.
Recover target stunned character you control named Batman or Superman. Phantom Zone DWF DWF-202 1 Location 0 0 Uncommon 0 0 0 DWF-202 Flip only if you control a Revenge Squad or Team Superman character.
Activate -> Remove target card in a KO'd pile from the game.
Replace Phantom Zone -> Remove target card in a KO'd pile from the game. Power Armor DWF DWF-203 0 Equipment 0 0 Common 0 0 0 DWF-203 Equipped character gets +2 ATK and can attack as though it had flight. Stryker's Island DWF DWF-204 3 Location 0 0 Rare 0 0 0 DWF-204 Activate -> Target attacker you control gets +1 ATK this attack for each different cost among face-up resources you control. Batter Up! DWF DWF-205 3 Plot Twist 0 0 Common 0 0 0 DWF-205 Insanity: Discard a card at random. Target attacker or defender gets +X ATK this attack, where X is the cost of the card you discarded. Batzarro Beatdown DWF DWF-206 3 Plot Twist 0 0 Rare 0 0 0 DWF-206 To play, discard a card at random.
Target attacker or defender you control gets +4 ATK this attack. Certifiable DWF DWF-207 0 Plot Twist 0 0 Rare 0 0 0 DWF-207 Insanity: Discard your hand. Draw four cards. Chilly Reception DWF DWF-208 1 Plot Twist 0 0 Rare 0 0 0 DWF-208 Play only during your attack step.
Exhaust target visible character. Crackshot DWF DWF-209 1 Plot Twist 0 0 Common 0 0 0 DWF-209 Target character gets +3 ATK while attacking and has range this turn. Engine of Change DWF DWF-210 2 Plot Twist 0 0 Uncommon 0 0 0 DWF-210 Replace target face-up resource unless an opponent discards a card. Gorilla Warfare DWF DWF-211 2 Plot Twist 0 0 Common 0 0 0 DWF-211 Target attacker you control gets +2/+2 this attack. At the start of the recovery phase this turn, stun that character. Jack-in-the-Box DWF DWF-212 1 Plot Twist 0 0 Rare 0 0 0 DWF-212 Insanity: Choose a number. Reveal cards from the top of your deck until you reveal a card with cost equal to that number. Put that card into your hand and shuffle the rest into your deck. SKREEEEEEE! DWF DWF-213 2 Plot Twist 0 0 Common 0 0 0 DWF-213 Target character gets -2 DEF while defending this turn and can be attacked as though it were visible this turn. Spirit of Nabu | Magic DWF DWF-214 Magic 3 Plot Twist 0 0 Uncommon 0 0 1 DWF-214 Ongoing: Pay 2 endurance -> Target character you control has flight and range this turn. Use only once per turn. Standoff DWF DWF-215 4 Plot Twist 0 0 Uncommon 0 0 1 DWF-215 Ongoing: Whenever a player plays a non-ongoing plot twist, he loses 2 endurance. Tied Down DWF DWF-216 2 Plot Twist 0 0 Common 0 0 0 DWF-216 Target defender gets -3 ATK this attack and an additional -1 ATK for each other Tied Down in your resource row and KO'd pile. Training Day | Team-Up DWF DWF-217 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DWF-217 Ongoing: Free -> Choose two different affiliations among characters you control. Crossover those affiliations this turn. Use only once per turn. Truth and Justice | Team-Up DWF DWF-218 Team-Up 2 Plot Twist 0 0 Common 0 0 1 DWF-218 To play, choose two different affiliations among characters you control.
Ongoing: Crossover those affiliations.
Discard another card named Truth and Justice -> Power-up target attacker or defender you control. Matter-Eater Lad | Tenzil Kem DWF DWF-219 Tenzil Kem 2 Character Legionnaires 3 2 Uncommon 1 0 0 DWF-219 Remove a cosmic counter from a character you control -> Remove target card in a KO'd pile from the game.
Cosmic - Surge Deathstroke the Terminator | Wolf in Bat's Clothing DWF DWF-220 Wolf in Bat's Clothing 6 Concealed Character Concealed Deathstroke 12 12 Uncommon 0 1 0 DWF-220 Concealed
Vengeance: Whenever Deathstroke the Terminator becomes stunned, you may KO target stunned character. Abe Sapien | Langdon Everett Caul EHB EHB-001 Langdon Everett Caul 2 Concealed Character Concealed - Optional B.P.R.D. 2 4 Uncommon 0 0 0 EHB-001 Concealed - Optional
Abe Sapien gets -1 DEF while visible.
At the start of the recovery phase, look at the top card of your deck. You may put that card into your KO'd pile. Abe Sapien | icthyo sapien EHB EHB-002 icthyo sapien 5 Concealed Character Concealed - Optional B.P.R.D. 9 10 Common 0 0 0 EHB-002 Concealed - Optional
Abe Sapien gets -1 DEF while visible.
Whenever a character named Hellboy you control becomes powered-up, that character gets an additional +1/+1 this attack. Ben Daimio | Captain Zombie EHB EHB-003 Captain Zombie 4 Character B.P.R.D. 7 6 Common 0 1 0 EHB-003 Reservist
Ben Daimio gets +2 DEF while equipped.
Leader: Characters adjacent to Ben Daimio can attack hidden characters. Hellboy | Little Boy EHB EHB-004 Little Boy 1 Character B.P.R.D. 1 1 Uncommon 0 0 0 EHB-004 Hellboy gets +1 ATK for each other B.P.R.D. character you control. Hellboy | Anung Un Rama EHB EHB-005 Anung Un Rama 4 Character B.P.R.D. 8 7 Common 0 1 0 EHB-005 Whenever Hellboy stuns a character, put a +1/+1 counter on Hellboy if he is the only visible character you control.
Pay 1 endurance -> Return target character you control to its owner's hand. Use only once per turn. Hellboy | The Right Hand of Doom EHB EHB-006 The Right Hand of Doom 7 Character B.P.R.D. 16 14 Rare 0 1 0 EHB-006 When Hellboy enters play, you may return all other characters you control to their owners' hands. If you returned at least one B.P.R.D. character, stun target character with cost 6 or less.
Whenever Hellboy stuns a character, put a doomsday counter on or remove a counter from target resource named Project Ragna Rok. Johann Kraus | Contained Spirit EHB EHB-007 Contained Spirit 4 Character B.P.R.D. 7 7 Uncommon 0 0 0 EHB-007 At the start of the combat phase, you may return a B.P.R.D. character card from your KO'd pile to your hand. Johann Kraus | Free Spirit EHB EHB-008 Free Spirit 6 Concealed Character Concealed - Optional B.P.R.D. 12 12 Common 0 0 0 EHB-008 Concealed - Optional
Whenever Johann Kraus becomes stunned, you may recover a stunned character you control. If you recovered a visible character, move it to your hidden area. Kate Corrigan | Folklore Consultant EHB EHB-009 Folklore Consultant 2 Character B.P.R.D. 2 3 Common 0 0 0 EHB-009 When Kate Corrigan enters play, if you recruited her from your hand, you may return her to your hand. If you do, search your deck for a location card, reveal it, and put it into your hand. Liz Sherman | Pyrokinesis EHB EHB-010 Pyrokinesis 3 Character B.P.R.D. 5 4 Uncommon 0 1 0 EHB-010 Activate, return Liz Sherman to her owner's hand -> Stun target character with cost 3 or less. Use only if you control another B.P.R.D. character. Liz Sherman | Uncontrolled Power EHB EHB-011 Uncontrolled Power 7 Character B.P.R.D. 15 16 Rare 0 1 0 EHB-011 Reservist
Activate -> Each player loses 8 endurance.
Pay 4 resource points -> KO target character with cost 5 or less. Lobster Johnson | Ghost? EHB EHB-012 Ghost? 5 Character B.P.R.D. 8 9 Uncommon 0 1 0 EHB-012 Reservist
When Lobster Johnson enters play, you may transfer target equipment you control to him.
While equipped, Lobster Johnson gets +2 ATK and can attack protected characters. Professor Bruttenholm | Father EHB EHB-013 Father 3 Concealed Character Concealed B.P.R.D. 3 5 Common 0 0 0 EHB-013 Concealed
When Professor Bruttenholm enters play, you may search your deck for a card named Hellboy, reveal it, and put it into your hand. Roger | Homunculus EHB EHB-014 Homunculus 6 Character B.P.R.D. 13 11 Uncommon 0 0 0 EHB-014 Whenever Roger becomes stunned, you may KO him. If you do, target player loses 4 endurance. Sidney Leach | Human Metal Detector EHB EHB-015 Human Metal Detector 2 Character B.P.R.D. 3 2 Common 0 1 0 EHB-015 When Sidney Leach enters play, you may discard a card. If you do, search your deck for an equipment card, reveal it, and put it into your hand. Thomas Manning | B.P.R.D. Director EHB EHB-016 B.P.R.D. Director 3 Character B.P.R.D. 4 5 Common 0 0 0 EHB-016 Leader: Equipped B.P.R.D. attackers adjacent to Thomas Manning can't be stunned. U.S. Army Ranger | Army EHB EHB-017 Army 1 Character B.P.R.D. 1 1 Common 0 1 0 EHB-017 Activate -> Target attacker you control gets +2 DEF this attack. B.P.R.D. HQ | Non-Unique EHB EHB-018 Non-Unique 2 Location 0 0 Uncommon 0 0 0 EHB-018 When you flip B.P.R.D. HQ, you may discard a B.P.R.D. character card. If you do, search your deck for a B.P.R.D. character card, reveal it, and put it into your hand.
Activate -> Target hidden defender you control has reinforcement this attack. B.P.R.D. Signal Device EHB EHB-019 0 Equipment Concealed - Optional 0 0 Common 0 0 0 EHB-019 Concealed - Optional
Equipped character gets +1 DEF.
Pay 1 endurance -> Equipped character can't be the target of effects your opponents control this turn. Break off the Horns EHB EHB-020 2 Plot Twist 0 0 Uncommon 0 0 0 EHB-020 Ready target character named Hellboy if he is the only visible character you control. He can't cause breakthrough this turn. Concussion Grenade EHB EHB-021 0 Equipment 0 0 Common 0 0 0 EHB-021 KO Concussion Grenade -> Replace target location. Use only during the combat phase. Dual Sidearms EHB EHB-022 0 Equipment 0 0 Common 0 0 0 EHB-022 Equipped character gets +2 ATK and has range. Inner Sanctum EHB EHB-023 3 Location 0 0 Rare 0 0 0 EHB-023 Activate -> Whenever a B.P.R.D. defender you control becomes stunned this attack, you may stun target character with cost 3 or less if you control exactly one character. Jetpack EHB EHB-024 0 Equipment 0 0 Common 0 0 0 EHB-024 Equipped character gets +2 ATK and has flight. Nasty Surprise EHB EHB-025 1 Plot Twist 0 0 Common 0 0 0 EHB-025 Target defender gets +5 ATK this attack. Pancakes EHB EHB-026 1 Plot Twist 0 0 Common 0 0 0 EHB-026 To play, discard a card.
Recover target stunned B.P.R.D. character if it is the only visible character you control. If that character is named Hellboy, it has reinforcement while defending this turn. Spill the Beans EHB EHB-027 2 Plot Twist 0 0 Common 0 0 0 EHB-027 Target attacker or defender gets -1 ATK this attack and an additional -2 ATK this attack if you control exactly one character. Weapons Lab EHB EHB-028 3 Location 0 0 Common 0 0 0 EHB-028 To flip, discard a B.P.R.D. character card.
Activate -> Reveal the top three cards of your deck. Put a revealed equipment card into your hand and the rest on the bottom of your deck.
Each character you control can be equipped with up to two equipment. Baba Yaga | Witch EHB EHB-029 Witch 7 Character Thule Society 14 16 Rare 1 1 0 EHB-029 Reservist
When Baba Yaga enters play, you may put an Army character card with cost 3 or less from your KO'd pile into the front row of your hidden or visible area. Black Flame | Mr. Pope EHB EHB-030 Mr. Pope 6 Character Thule Society 12 12 Uncommon 0 1 0 EHB-030 Reservist
Discard an Army character card -> Power-up target Thule Society attacker or defender you control. Bloodthirsty Werewolves | Army EHB EHB-031 Army 4 Character Thule Society 8 6 Common 0 0 0 EHB-031 Bloodthirsty Werewolves gets +1/+1 while you have the initiative. Conqueror Worm | Ultimate Destroyer EHB EHB-032 Ultimate Destroyer 6 Character Thule Society 12 12 Common 0 0 0 EHB-032 Whenever Conqueror Worm stuns a character, put a +1/+1 counter on Conqueror Worm. Damn Nazis | Army EHB EHB-033 Army 1 Character Thule Society 1 1 Common 0 1 0 EHB-033 When Damn Nazis enters play, it gets +1 ATK this turn. Frickin' Frog Monsters | Army EHB EHB-034 Army 3 Character Thule Society 5 4 Common 0 0 0 EHB-034 Frickin' Frog Monsters gets +1/+1 while attacking an exhausted defender. Grigori Rasputin | True Father EHB EHB-035 True Father 4 Character Thule Society 7 7 Uncommon 0 0 0 EHB-035 Pay X endurance -> KO target stunned character with cost X. Use only once per turn. Grigori Rasputin | The Mad Monk EHB EHB-036 The Mad Monk 7 Character Thule Society 15 15 Uncommon 0 0 0 EHB-036 Grigori Rasputin gets +1/+1 for each doomsday counter on resources you control.
Whenever Grigori Rasputin becomes stunned, you may put a doomsday counter on a resource named Project Ragna Rok. Hecate | Major Mythological Figure EHB EHB-037 Major Mythological Figure 5 Concealed Character Concealed Thule Society 9 9 Uncommon 1 0 0 EHB-037 Reservist, Concealed
At the start of the combat phase, you may have the controller of target hidden character move it to the front row of his visible area. Herman von Klempt | Head in a Jar EHB EHB-038 Head in a Jar 3 Concealed Character Concealed Thule Society 3 3 Common 0 0 0 EHB-038 Concealed
Activate -> Target attacker or defender you control gets +2/+2 this attack. Huge, Annoying Tentacles | Army EHB EHB-039 Army 2 Character Thule Society 2 3 Common 0 1 0 EHB-039 Whenever a Thule Society character you control with cost 4 or less attacks a character, exhaust that character. Ilsa Haupstein | Great Heart EHB EHB-040 Great Heart 3 Character Thule Society 4 5 Uncommon 0 0 0 EHB-040 Activate, discard a card -> Search your deck for an ongoing plot twist card or a card named Grigori Rasputin, reveal it, and put it into your hand. Karl Ruprecht Kroenen | Creator of the Apocalypse Army EHB EHB-041 Creator of the Apocalypse Army 2 Character Thule Society 3 2 Uncommon 0 0 0 EHB-041 Evasion
At the start of the combat phase, reveal the top card of your deck. If it is an Army Thule Society character card, put it into your hand. Otherwise, put it on the top or bottom of your deck. Klaus Werner von Krupt | Project Leader EHB EHB-042 Project Leader 4 Character Thule Society 7 7 Common 0 0 0 EHB-042 Leader: While attacking a character, attackers adjacent to Klaus Werner von Krupt get +1 ATK for each non-stunned character adjacent to Klaus Werner von Krupt. Kriegaffes | Army EHB EHB-043 Army 5 Character Thule Society 10 8 Common 0 0 0 EHB-043 Whenever Kriegaffes becomes stunned, target opponent loses 2 endurance. Leopold Kurtz | Loyal Assistant EHB EHB-044 Loyal Assistant 2 Character Thule Society 3 3 Common 0 0 0 EHB-044 KO Leopold Kurtz -> Power-up an attacker or defender you control. Sadu-Hem | Ancient Godling EHB EHB-045 Ancient Godling 8 Character Thule Society 19 19 Rare 1 1 0 EHB-045 Reservist
Whenever Sadu-Hem stuns a character, gain endurance equal to that character's cost. Accept Your Destiny EHB EHB-046 2 Plot Twist 0 0 Common 0 0 0 EHB-046 To play, exhaust a Thule Society character you control.
KO target stunned character and gain endurance equal to its cost. A Proud Zinco Product EHB EHB-047 2 Plot Twist 0 0 Common 0 0 0 EHB-047 KO target equipment with cost 1 or less. Gain 2 endurance. Cavendish Hall | Team-Up EHB EHB-048 Team-Up 2 Location 0 0 Common 0 0 0 EHB-048 Flip only if you control a Thule Society character.
Crossover Thule Society and B.P.R.D.
Activate -> Target attacker or defender you control gets +1 DEF this attack. Flying Kick EHB EHB-049 1 Plot Twist 0 0 Common 0 0 0 EHB-049 Target character gets +3 ATK while attacking this turn and has flight this turn. Hunte Castle EHB EHB-050 1 Location 0 0 Common 0 0 0 EHB-050 Hidden characters you control get +1 ATK.
Activate -> Target Thule Society character you control can attack hidden characters this turn. Into Hiding EHB EHB-051 2 Plot Twist 0 0 Uncommon 0 0 0 EHB-051 Move target character you control with the printed Thule Society affiliation to your hidden area. Plague of Frogs EHB EHB-052 2 Plot Twist 0 0 Common 0 0 0 EHB-052 Target Thule Society attacker or defender you control gets +1/-1 this attack for each character you control. Project Ragna Rok EHB EHB-053 3 Plot Twist 0 0 Rare 0 0 1 EHB-053 Ongoing: At the start of the recovery phase, you win the game if there are four or more doomsday counters on Project Ragna Rok.
Exhaust a Thule Society character you control -> KO target stunned B.P.R.D. character. If you do, put a doomsday counter on Project Ragna Rok. Use only once per turn. Something is Coming EHB EHB-054 1 Plot Twist 0 0 Uncommon 0 0 0 EHB-054 Play only if a player recruited Hellboy this turn and only if you control a Thule Society character.
Search your deck for a card and put it into your hand. Wake the Devil EHB EHB-055 1 Plot Twist 0 0 Common 0 0 0 EHB-055 Look at the top three cards of your deck. Put any number of those cards on the bottom of your deck and the rest on the top of your deck in any order. If you control a Thule Society character, draw a card. Bishop | Age of Apocalypse MAA MAA-001 Age of Apocalypse 2 Character X-Men 2 2 Common 0 1 0 MAA-001 When Bishop enters play, you may search your deck for an Age of Apocalypse card, reveal it, and put it into your hand. Sunfire | Age of Apocalypse MAA MAA-002 Age of Apocalypse 3 Character X-Men 5 4 Rare 1 1 0 MAA-002 At the start of the recovery phase, stun each character with DEF 1 or less. X-Men Assemble! | Age of Apocalypse MAA MAA-003 Age of Apocalypse 1 Plot Twist 0 0 Uncommon 0 0 1 MAA-003 Ongoing: Whenever an [X-Men] character you control recovers, put a +1/+1 counter on it. Apocalypse | He Who Never Dies * Age of Apocalypse MAA MAA-004 He Who Never Dies * Age of Apocalypse 5 Character Horsemen of Apocalypse 9 9 Common 1 1 0 MAA-004 Pay X resource points -> Put X +1/+1 counters on Apocalypse.
KO Apocalypse -> You may put another Apocalypse card from your hand into play. Use only if Apocalypse has 20 or more +1/+1 counters on him. Magneto | Age of Apocalypse MAA MAA-005 Age of Apocalypse 7 Character X-Men 15 15 Uncommon 1 1 0 MAA-005 Loyalty
Discard another Magneto card -> Characters can't be stunned this attack. Use only if Magneto is in combat and only once per turn. Rogue | Age of Apocalypse MAA MAA-006 Age of Apocalypse 6 Character X-Men 12 12 Rare 1 0 0 MAA-006 At the start of the combat phase, choose an opposing character. Rogue gains that character's powers and keywords this turn. Jean Grey | Age of Apocalypse MAA MAA-007 Age of Apocalypse 3 Character X-Men 4 5 Common 0 0 0 MAA-007 [Activate], Discard another Jean Grey card -> Negate target effect from a non-ongoing plot twist. Sugar Man | Age of Apocalypse MAA MAA-008 Age of Apocalypse 3 Character Horsemen of Apocalypse 5 5 Uncommon 0 1 0 MAA-008 Remove two character cards in your KO'd pile from the game -> Put a +1/+1 counter on Sugar Man. Use only once per turn.
Pay 1 endurance -> KO target character you control. Wolverine | Age of Apocalypse MAA MAA-009 Age of Apocalypse 4 Character X-Men 8 5 Rare 0 0 0 MAA-009 Discard another Wolverine card -> When Wolverine next becomes stunned this turn, recover him and put a +1/+1 counter on him. Use only once per turn. Blink | Age of Apocalypse MAA MAA-010 Age of Apocalypse 5 Character X-Men 9 9 Common 0 1 0 MAA-010 Remove Blink from the game -> Recover target stunned [X-Men] character you control. At the start of the recovery phase this turn, Blink's owner returns her to play. Use only during the combat phase. Sabretooth | Age of Apocalypse MAA MAA-011 Age of Apocalypse 2 Character X-Men 4 1 Common 0 0 0 MAA-011 Whenever an opposing character stuns another character you control, ready Sabretooth. Wild Child | Age of Apocalypse MAA MAA-012 Age of Apocalypse 1 Character X-Men 4 0 Uncommon 0 0 0 MAA-012 At the start of the combat phase, exhaust Wild Child if you don't control another character with ATK 4 or greater. Cyclops | Age of Apocalypse MAA MAA-013 Age of Apocalypse 3 Character Horsemen of Apocalypse 4 3 Rare 0 1 0 MAA-013 Loyalty - Reveal
Cyclops enters play with a +1/+1 counter.
[Activate], Remove up to three +1/+1 counters from Cyclops -> Stun target character if its cost is equal to the number of counters removed. Havok | Age of Apocalypse MAA MAA-014 Age of Apocalypse 2 Character Horsemen of Apocalypse 3 3 Uncommon 0 1 0 MAA-014 Havok can't be stunned while you have the initiative.
At the start of the combat phase, exhaust Havok if you don't have the initiative. Mr. Sinister | Age of Apocalypse MAA MAA-015 Age of Apocalypse 6 Character Horsemen of Apocalypse 13 12 Common 0 0 0 MAA-015 Pay 2 endurance, flip a coin -> If you win the flip, recover target stunned character. Otherwise, KO that character at the start of the recovery phase this turn. Use only during the combat phase. Abyss | Age of Apocalypse MAA MAA-016 Age of Apocalypse 4 Character Horsemen of Apocalypse 7 7 Rare 0 0 0 MAA-016 Loyalty
Remove Abyss from the game -> Remove target character from the game at the start of the recovery phase this turn. Use only during the combat phase. Mikhail Rasputin | Age of Apocalypse MAA MAA-017 Age of Apocalypse 7 Character Horsemen of Apocalypse 15 15 Common 0 1 0 MAA-017 Discard a card -> Put a +1/+1 counter on target [Horseman of Apocalypse] character you control. Survival of the Fittest | Age of Apocalypse MAA MAA-018 Age of Apocalypse 1 Plot Twist 0 0 Uncommon 0 0 1 MAA-018 Ongoing: At the start of the recovery phase, put a +1/+1 counter on each non-stunned character you control, then KO all stunned characters you control. Holocaust | Age of Apocalypse MAA MAA-019 Age of Apocalypse 5 Character Horsemen of Apocalypse 7 7 Rare 1 1 0 MAA-019 Whenever Holocaust becomes stunned, you may remove all +1/+1 counters from characters in play. Target player loses 1 endurance for each counter removed. The Infinites | Army * Age of Apocalypse MAA MAA-020 Army * Age of Apocalypse 2 Character Horsemen of Apocalypse 0 0 Common 0 1 0 MAA-020 The Infinites enters play with four +1/+1 counters.
At the start of the build phase, remove two +1/+1 counters from The Infinites. Breeding Pens | Age of Apocalypse MAA MAA-021 Age of Apocalypse 3 Location 0 0 Uncommon 0 0 0 MAA-021 [Activate], KO a character you control with the printed [Horsemen of Apocalypse] affiliation -> Put two +1/+1 counters on target character you control. Apocalypse | Forever Walker * Age of Apocalypse MAA MAA-022 Forever Walker * Age of Apocalypse 8 Character Horsemen of Apocalypse 20 20 Rare 1 1 0 MAA-022 At the start of the combat phase, if you've recruited another Apocalypse this game, each player chooses a character he controls and KO's the rest. Dark Beast | Age of Apocalypse MAA MAA-023 Age of Apocalypse 4 Character Horsemen of Apocalypse 7 7 Common 0 0 0 MAA-023 Discard a card -> Put a +1/+1 counter on Dark Beast. Use only once per turn.
Remove two +1/+1 counters from Dark beast -> Draw two cards. Use only once per turn. Reign of Apocalypse | Age of Apocalypse MAA MAA-024 Age of Apocalypse 5 Plot Twist 0 0 Uncommon 0 0 0 MAA-024 To play, exhaust an Apocalypse you control.
KO target character if there are no characters with lower DEF in play. Colonel America | Zombie MAA MAA-025 Zombie 5 Character Avengers 9 9 Uncommon 0 1 0 MAA-025 [Activate], KO Colonel America -> Target attacker or defender can't be stunned this attack. At the start of the recovery phase this turn, return Colonel America from his owner's KO'd pile to play under your control. Spider-Man | Zombie MAA MAA-026 Zombie 4 Character Spider-Friends 7 7 Rare 0 1 0 MAA-026 [Activate], KO Spider-Man -> Target player exhausts a ready character he controls. At the start of the recovery phase this turn, return Spider-Man from his owner's KO'd pile to play under your control. Use only during the combat phase. Marvel Zombies MAA MAA-027 2 Plot Twist 0 0 Common 0 0 1 MAA-027 Choose a character you control.
Ongoing: That character gains the version Zombie.
KO or stun a character you control -> Recover target stunned Zombie character. Use only once per turn and only during the recovery phase. Beast | Furry Blue Scientist MAV MAV-001 Furry Blue Scientist 1 Character Avengers 2 1 Common 0 0 0 MAV-001 Reservist
When Beast enters play, you may discard an Avengers character card. If you do, search your deck for a Team-Up card, reveal it, and put it into your hand. Black Panther | T'challa MAV MAV-002 T'challa 3 Concealed Character Concealed Avengers 4 3 Uncommon 0 0 0 MAV-002 Reservist, Concealed
When Black Panther enters play, you may reveal any number of face-down resources you control. Put a +1/+1 counter on Black Panther for each reservist card you revealed. Captain America | Steve Rogers MAV MAV-003 Steve Rogers 3 Character Avengers 6 4 Common 0 1 0 MAV-003 Leader: Characters adjacent to Captain America gain the Avengers affiliation.
Team attackers adjacent to Captain America get +1 ATK. Captain America | Super Soldier MAV MAV-004 Super Soldier 6 Character Avengers 12 12 Rare 0 1 0 MAV-004 Leader: Avengers attackers adjacent to Captain America can't be stunned.
Avengers defenders adjacent to Captain America get +2/+2. Carol Danvers <> Warbird | Galactic Adventurer MAV MAV-005 Galactic Adventurer 4 Character Avengers 7 6 Common 1 1 0 MAV-005 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Whenever Carol Danvers stuns a defender with cost 5 or less while team attacking, return that defender to its owner's hand. Dane Whitman <> Black Knight | Heroic Paladin MAV MAV-006 Heroic Paladin 2 Character Avengers 3 3 Common 0 0 0 MAV-006 Reservist
Pay 1 resource point, replace a reservist resource you control -> Dane Whitman gets +3/+3 this turn. Use only once per turn. Falcon | Sam Wilson MAV MAV-007 Sam Wilson 2 Character Avengers 2 2 Common 1 0 0 MAV-007 Reservist
Falcon gets +2/+2 while adjacent to a leader character.
Boost 1: When Falcon enters play, search your deck for a leader character card, reveal it, and put it into your hand. Hank Pym <> Ant Man | Diminutive Hero MAV MAV-008 Diminutive Hero 1 Concealed Character Concealed - Optional Avengers 2 1 Common 1 0 0 MAV-008 Concealed - Optional (You may have this character come into play in the hidden area.)
Hank Pym gets +2 ATK while visible and team attacking. Hank Pym <> Giant Man | Towering Titan MAV MAV-009 Towering Titan 5 Character Avengers 11 8 Uncommon 0 0 0 MAV-009 Characters you control can't be the target of plot twist or payment effects your opponents control while you control a team attacker. Hank Pym <> Goliath | Giant Genius MAV MAV-010 Giant Genius 7 Character Avengers 16 15 Common 0 0 0 MAV-010 Discard Hank Pym -> Target Avengers defender you control has reinforcement this attack. Hank Pym <> Yellowjacket | Pym Particle Creator MAV MAV-011 Pym Particle Creator 3 Concealed Character Concealed - Optional Avengers 4 4 Common 1 1 0 MAV-011 Concealed - Optional (You may have this character come into play in the hidden area.)
KO an equipment equipped to Hank Pym -> Recover target stunned character you control. Hawkeye | Clinton Barton MAV MAV-012 Clinton Barton 4 Character Avengers 8 5 Common 0 1 0 MAV-012 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Activate -> Stun any number of target characters with combined cost 2 or less. Hercules | Son of Zeus MAV MAV-013 Son of Zeus 7 Character Avengers 16 16 Uncommon 0 0 0 MAV-013 Loyalty, Reservist
Reveal three face-down reservist resources you control -> Ready Hercules. Hercules can't cause breakthrough while attacking a character this turn. Use only once per turn. Hulk | Gamma Rage MAV MAV-014 Gamma Rage 7 Character Avengers 17 17 Rare 0 0 0 MAV-014 Reservist
To recruit, discard an Avengers leader character card.
If Hulk would become stunned, instead, you may pay 7 endurance. If you do, exhaust Hulk and put a +1/+1 counter on him. Iron Man | Invincible MAV MAV-015 Invincible 6 Character Avengers 12 12 Common 1 1 0 MAV-015 Iron Man gets +1/+1 while equipped.
Iron Man can't be stunned while equipped and attacking. Iron Man | Tony Stark MAV MAV-016 Tony Stark 4 Character Avengers 7 7 Common 1 1 0 MAV-016 Leader: Avengers characters adjacent to Iron Man have flight and range and get +1/+1. Jarvis | Honorary Avenger MAV MAV-017 Honorary Avenger 1 Character Avengers 1 1 Rare 0 0 0 MAV-017 Whenever Jarvis defends, you may return him to his owner's hand. If you do, search your deck for an Avengers character card, reveal it, and put it into your hand. Monica Rambeau <> Captain Marvel | Lady of Light MAV MAV-018 Lady of Light 5 Character Avengers 9 9 Rare 1 1 0 MAV-018 Leader: Pay 3 endurance -> Ready all team attackers adjacent to Monica Rambeau. Those team attackers can't cause breakthrough this turn. Use only once per turn. Natasha Romanoff <> Black Widow | Super Spy MAV MAV-019 Super Spy 2 Character Avengers 3 2 Uncommon 0 1 0 MAV-019 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Whenever Natasha Romanoff stuns a defender while team attacking, you may stun target character with cost 3 or less. Quicksilver | Mutant Avenger MAV MAV-020 Mutant Avenger 3 Character Avengers 4 5 Common 0 0 0 MAV-020 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Whenever one or more team attackers you control stun a defender, ready Quicksilver. Rick Jones | A Hero's Best Friend MAV MAV-021 A Hero's Best Friend 1 Concealed Character Concealed Avengers 1 1 Uncommon 0 0 0 MAV-021 Reservist, Concealed
You may discard an Avengers character card rather than pay Rick Jones's recruit cost.
Activate, return Rick Jones to his owner's hand -> Target defender you control has reinforcement this attack. Scarlet Witch | Mistress of Chaos Magic MAV MAV-022 Mistress of Chaos Magic 5 Character Avengers 9 9 Common 0 1 0 MAV-022 Discard an Avengers character card -> Your opponents can't use character payment powers this turn. Use only during the combat phase. She-Hulk | Gamma Bombshell MAV MAV-023 Gamma Bombshell 5 Character Avengers 10 7 Common 0 0 0 MAV-023 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Replace a reservist resource you control -> She-Hulk has invulnerability this attack. Use only once per turn. Thor | God of Thunder MAV MAV-024 God of Thunder 8 Character Avengers 20 20 Rare 1 1 0 MAV-024 Leader: Each Avengers character adjacent to Thor gets +X ATK, where X is that character's cost. Thor | Odinson MAV MAV-025 Odinson 4 Character Avengers 8 7 Rare 1 1 0 MAV-025 To recruit, reveal an Avengers character card from your hand or resource row.
Whenever Thor causes breakthrough to a player, put the top card of your deck into your KO'd pile. That player loses endurance equal to that card's cost. Vision | Synthetic Humanoid MAV MAV-026 Synthetic Humanoid 6 Concealed Character Concealed - Optional Avengers 13 11 Common 1 1 0 MAV-026 Concealed - Optional (You may have this character come into play in the hidden area.)
Pay 1 endurance -> Negate target effect from a non-ongoing plot twist. Use only if Vision is in combat. Wasp | Janet Van Dyne-Pym MAV MAV-027 Janet Van Dyne-Pym 2 Concealed Character Concealed - Optional Avengers 2 3 Common 1 1 0 MAV-027 Concealed - Optional (You may have this character come into play in the hidden area.)
Leader: Team attackers adjacent to Wasp can't be stunned. Wonder Man | Simon Williams MAV MAV-028 Simon Williams 6 Character Avengers 12 12 Uncommon 1 1 0 MAV-028 Reservist
When Wonder Man enters play, reveal up to five face-down resources you control. You may stun target character if its cost is less than the number of reservist cards you revealed. Avengers Assemble! MAV MAV-029 3 Plot Twist 0 0 Rare 0 0 0 MAV-029 To play, discard a leader character card.
Search your deck for an Avengers character card, reveal it, and put it into your hand. Each character you recruit this turn with the same name as the card you revealed enters play with a +1/+1 counter on it. Avengers Mansion MAV MAV-030 3 Location 0 0 Rare 0 0 0 MAV-030 Activate -> Reveal any number of face-down resources you control. Target attacker or defender you control gets +1 ATK this attack for each Avengers character card you revealed. Call Down the Lightning MAV MAV-031 1 Plot Twist 0 0 Common 0 0 0 MAV-031 To play, replace a reservist resource you control.
Target attacker you control gets +3 ATK this attack. If you replaced an Avengers character card, that attacker also gets +3 DEF this attack. Chaos Magic MAV MAV-032 2 Plot Twist 0 0 Rare 0 0 0 MAV-032 Change the target of an effect with one target that is targeting an Avengers character you control to another character you control. Earth's Mightiest Heroes MAV MAV-033 4 Plot Twist 0 0 Rare 0 0 0 MAV-033 If you have played no other plot twists this turn, target Avengers attacker you control gets +7 ATK this attack.
You can't play plot twists this turn. Legendary Battles MAV MAV-034 2 Plot Twist 0 0 Common 0 0 0 MAV-034 While team attacking this turn, Avengers characters you control get +1 ATK and can't be stunned. Mjolnir MAV MAV-035 0 Equipment 0 0 Rare 0 0 0 MAV-035 Equip only to a character named Thor.
Equipped character gets +2 ATK and, while attacking, has invulnerability.
Reveal Mjolnir and put it on the bottom of your deck -> Search your deck for a card named Thor, reveal it, and put it into your hand. Use only if Mjolnir is in your hand. Playroom MAV MAV-036 2 Location 0 0 Common 0 0 0 MAV-036 Whenever one or more Avengers team attackers you control stun a defender, that defender's controller loses 4 endurance. Pym Laboratories MAV MAV-037 4 Location 0 0 Uncommon 0 0 0 MAV-037 Activate -> Target character you control can attack hidden characters this turn.
Activate, reveal any number of reservist resources you control -> Recover target stunned Avengers character you control if its cost is equal to that number. Use only during the recovery phase. Quinjet MAV MAV-038 0 Equipment 0 0 Common 0 0 0 MAV-038 Characters you control get +1 DEF while defending with reinforcement and have flight.
Discard Quinjet -> Move and then power-up target Avengers attacker or defender you control. Repel Attack MAV MAV-039 1 Plot Twist 0 0 Common 0 0 0 MAV-039 Target leader defender you control gets +1 DEF this attack for each non-stunned character adjacent to it. If that defender has the Avengers affiliation, it has reinforcement this attack. Repulsor Ray MAV MAV-040 2 Plot Twist 0 0 Common 0 0 0 MAV-040 Target attacker you control gets +2 ATK this attack. If that attacker has the Avengers affiliation, your opponents can't use character payment powers this turn. Two Worlds | Team-Up MAV MAV-041 Team-Up 2 Plot Twist 0 0 Common 0 0 1 MAV-041 Choose two affiliations among characters you control. If you chose Avengers and another affiliation and you control another face-up resource named Two Worlds, draw a card.
Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile, with either of those affiliations have both of them. Walk Through Walls MAV MAV-042 4 Plot Twist 0 0 Rare 0 0 0 MAV-042 Play only during your recruit step.
Discard a card. Move target Avengers character you control to your hidden area. That character can't be the target of effects your opponents control this turn. At the start of the recovery phase this turn, move that character to your visible area. Albert Gaines <> Nuke | Atomic Powerhouse MAV MAV-043 Atomic Powerhouse 5 Character Squadron Supreme 10 8 Common 1 1 0 MAV-043 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Albert Gaines gets +3/+3 while you have no cards in hand. Amphibian | Kingsley Rice MAV MAV-044 Kingsley Rice 4 Character Squadron Supreme 8 7 Rare 0 0 0 MAV-044 Reservist
If Amphibian would cause breakthrough while attacking a character, instead, Amphibian can't cause breakthrough this turn, and you may return a card from your KO'd pile to your hand. Ape X | Xina MAV MAV-045 Xina 1 Character Squadron Supreme 1 1 Common 0 0 0 MAV-045 When Ape X enters play, you may search your deck for an equipment card, reveal it, and put it into your hand. Arcanna | Arcanna Jones MAV MAV-046 Arcanna Jones 7 Character Squadron Supreme 15 17 Common 0 1 0 MAV-046 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
If Arcanna would cause breakthrough while attacking a character, instead, that character's controller stuns another non-stunned character he controls. Blue Eagle | James Dore Jr. MAV MAV-047 James Dore Jr. 4 Character Squadron Supreme 7 6 Common 1 0 0 MAV-047 Whenever Blue Eagle stuns a character, KO that character if you have no cards in hand.
Pay 1 resource point, discard a card -> Blue Eagle gets +3 ATK this turn. Use only once per turn. Doctor Decibel | Anton Decibel MAV MAV-048 Anton Decibel 1 Concealed Character Concealed - Optional Squadron Supreme 2 1 Common 0 1 0 MAV-048 Concealed - Optional (You may have this character come into play in the hidden area.)
Activate -> Target defender gets -2 DEF this attack. Use only if Doctor Decibel is visible. Doctor Spectrum | Joe Ledger MAV MAV-049 Joe Ledger 6 Character Squadron Supreme 12 12 Rare 1 1 0 MAV-049 Loyalty, Reservist, Willpower 4
If Doctor Spectrum would cause breakthrough while attacking a character, instead, each player discards his hand. Foxfire | Olivia Underwood MAV MAV-050 Olivia Underwood 2 Character Squadron Supreme 3 2 Uncommon 0 0 0 MAV-050 Activate, discard a card -> Target player chooses a non-Team-Up location and non-Team-Up ongoing plot twist he controls, then replaces one of those cards. Golden Archer | Wyatt McDonald MAV MAV-051 Wyatt McDonald 4 Character Squadron Supreme 7 6 Common 0 1 0 MAV-051 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Activate -> Target opponent loses 6 endurance. Then that opponent gains 1 endurance for each card in your hand. Haywire | Harold Danforth MAV MAV-052 Harold Danforth 2 Character Squadron Supreme 4 1 Common 0 1 0 MAV-052 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
If Haywire would cause breakthrough while attacking a character, instead, that character can't ready this turn. Hyperion | Mark Milton MAV MAV-053 Mark Milton 6 Character Squadron Supreme 13 12 Common 1 1 0 MAV-053 Leader: Characters adjacent to Hyperion gain the Squadron Supreme affiliation.
Characters adjacent to Hyperion can't be stunned while attacking a character with reinforcement. Hyperion | Sun God MAV MAV-054 Sun God 8 Character Squadron Supreme 20 20 Rare 1 1 0 MAV-054 Recruit only if you have no other cards in hand.
Hyperion can't be stunned while attacking.
Hyperion has invulnerability while defending. Inertia | Edith Freiberg MAV MAV-055 Edith Freiberg 3 Character Squadron Supreme 5 3 Common 0 1 0 MAV-055 Reservist
Discard a card -> The controller of target character moves it to a different position. Use only once per turn. Lady Lark | Linda Lewis MAV MAV-056 Linda Lewis 3 Character Squadron Supreme 7 4 Uncommon 0 1 0 MAV-056 Reservist
Whenever Lady Lark becomes stunned, you lose endurance equal to the number of cards in your hand. Lamprey | Donald McQuiggan MAV MAV-057 Donald McQuiggan 3 Character Squadron Supreme 5 4 Common 1 0 0 MAV-057 If Lamprey would cause breakthrough while attacking a character, instead, put a +1/+1 counter on Lamprey. Moonglow | Melissa Hanover MAV MAV-058 Melissa Hanover 3 Character Squadron Supreme 4 5 Common 0 0 0 MAV-058 Reservist
Moonglow gains the affiliations of each character you control.
Activate, discard a card -> You may search your deck for a Team-Up card, reveal it, and put it into your hand. Nighthawk | Kyle Richmond MAV MAV-059 Kyle Richmond 5 Character Squadron Supreme 9 9 Common 0 0 0 MAV-059 Reservist
Leader: Characters adjacent to Nighthawk can attack hidden characters.
Equipped characters adjacent to Nighthawk get +1/+1. Power Princess | The Last Utopian MAV MAV-060 The Last Utopian 7 Character Squadron Supreme 16 15 Rare 1 0 0 MAV-060 Leader: Whenever a character adjacent to Power Princess causes breakthrough, each player loses 2 endurance for each card in his hand. Power Princess | Zarda MAV MAV-061 Zarda 4 Character Squadron Supreme 7 7 Common 1 0 0 MAV-061 If Power Princess would cause breakthrough while attacking a character, instead, a character of your choice gets +3/+3 this turn. Quagmire | Jerome Meyers MAV MAV-062 Jerome Meyers 1 Character Squadron Supreme 1 2 Uncommon 0 0 0 MAV-062 Discard Quagmire -> Target attacker or defender gets -2 DEF while exhausted this attack. Redstone | Michael Redstone MAV MAV-063 Michael Redstone 5 Character Squadron Supreme 8 11 Uncommon 0 0 0 MAV-063 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
If Redstone would cause breakthrough while attacking a character, instead, that character's controller loses 6 endurance. Shape | Malleable Mutant MAV MAV-064 Malleable Mutant 2 Character Squadron Supreme 6 1 Uncommon 0 0 0 MAV-064 Shape gets -1 ATK for each card in your hand.
Shape gets +1 DEF for each resource you control. Skymax | Skrullian Skymaster MAV MAV-065 Skrullian Skymaster 6 Character Squadron Supreme 14 10 Common 1 1 0 MAV-065 At the start of your recruit step, if Skymax is in your KO'd pile, you may return him to your hand. If you do, discard a card.
Skymax can't be stunned while he is attacking and you have no cards in hand. Thermite | Sam Yurimoto MAV MAV-066 Sam Yurimoto 1 Character Squadron Supreme 2 1 Common 0 1 0 MAV-066 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
If Thermite would cause breakthrough, instead, each player discards a card. Tom Thumb | Thomas Thompson MAV MAV-067 Thomas Thompson 2 Concealed Character Concealed - Optional Squadron Supreme 2 3 Common 0 0 0 MAV-067 Concealed - Optional
Equipped characters you control get +1/+1 while Tom Thumb is visible.
Discard an equipment card -> Power-up target attacker or defender you control. Use only if Tom Thumb is hidden. Whizzer | Stanley Stewart MAV MAV-068 Stanley Stewart 5 Character Squadron Supreme 9 9 Uncommon 0 0 0 MAV-068 Pay 2 endurance -> Ready Whizzer. Use only once per turn and only if you have no cards in hand. AIDA MAV MAV-069 2 Plot Twist 0 0 Rare 0 0 1 MAV-069 Play only during your recruit step.
Squadron Supreme characters you control can't be the target of effects your opponents control this turn.
Ongoing: At the start of the recovery phase, if you have no cards in hand, turn AIDA face down. Airskimmer MAV MAV-070 1 Equipment 0 0 Common 0 0 0 MAV-070 Squadron Supreme characters you control get +1/+1 and have flight.
Discard Airskimmer -> Target Squadron Supreme character you control gets +2 ATK while attacking this turn and has flight this turn. Answer the Call MAV MAV-071 2 Plot Twist 0 0 Common 0 0 0 MAV-071 If you have no cards in hand, search your deck for a Squadron Supreme character card, reveal it, and put it into your hand. Behavior Modification Device | Team-Up MAV MAV-072 Team-Up 2 Plot Twist 0 0 Common 0 0 1 MAV-072 Choose two different affiliations among characters you control.
Ongoing: Characters you control with either of those affiliations have both of them.
Discard a Squadron Supreme character card -> Draw a card, then discard a card. Use only once per turn. Eldritch Power MAV MAV-073 1 Plot Twist 0 0 Common 0 0 0 MAV-073 Target Squadron Supreme character you control gets +3 ATK this turn. Whenever that character causes breakthrough to a player this turn, that player gains 3 endurance. Hibernaculum MAV MAV-074 3 Plot Twist 0 0 Common 0 0 0 MAV-074 To play, discard a Squadron Supreme character card.
Put the top three cards of your deck into your KO'd pile. You may return a character card from your KO'd pile to your hand. Other-Earth MAV MAV-075 3 Plot Twist 0 0 Rare 0 0 0 MAV-075 Play only if you control a Squadron Supreme character.
If you have played no other plot twists this turn, characters your opponents control get -2 DEF while defending this turn, and lose and can't have reinforcement this turn.
You can't play plot twists this turn. Panacea Potion MAV MAV-076 3 Plot Twist 0 0 Uncommon 0 0 0 MAV-076 If you have no cards in hand, recover target stunned Squadron Supreme character you control and put a +1/+1 counter on it. Peace in Our Time MAV MAV-077 2 Plot Twist 0 0 Uncommon 0 0 1 MAV-077 Play only during the build phase and only if you control a Squadron Supreme character.
Ongoing: At the start of the recovery phase, each player who controls one or more characters that caused breakthrough this turn discards a card. Project Utopia MAV MAV-078 3 Plot Twist 0 0 Rare 0 0 1 MAV-078 Choose a Squadron Supreme character you control.
Ongoing: Whenever the chosen character stuns a defender, that defender's controller loses 4 endurance.
Whenever the chosen character causes breakthrough, KO it. Rocket Central MAV MAV-079 2 Location 0 0 Rare 0 0 0 MAV-079 Squadron Supreme characters you control get +2 ATK while you have no cards in hand. Squadron City MAV MAV-080 2 Location 0 0 Rare 0 0 0 MAV-080 Activate -> Target Squadron Supreme character you control gets +3 ATK while attacking this turn. Whenever that character causes breakthrough this turn, it can't ready this turn. Supply Line MAV MAV-081 2 Plot Twist 0 0 Uncommon 0 0 0 MAV-081 Play only if you control a Squadron Supreme character.
Target attacker or defender you control gets +3 DEF this attack if you have no cards in hand. Utopia Isle MAV MAV-082 2 Location 0 0 Uncommon 0 0 0 MAV-082 To flip, exhaust two Squadron Supreme characters you control.
Whenever an attacker causes breakthrough while attacking a character, that attacker's controller loses 3 endurance. Beetle <> Mach 1 | Reluctant Hero MAV MAV-083 Reluctant Hero 1 Character Thunderbolts 2 1 Common 1 1 0 MAV-083 Whenever Beetle becomes stunned, you may remove him from the game. If you do, search your deck for a Team-Up card, reveal it, and put it into your hand. Beetle <> Mach 2 | Matthew Davis MAV MAV-084 Matthew Davis 3 Character Thunderbolts 5 3 Common 1 1 0 MAV-084 Beetle gets +4/+4 while you control six or more resources. Beetle <> Mach 3 | Repentant Villain MAV MAV-085 Repentant Villain 5 Character Thunderbolts 12 10 Uncommon 1 1 0 MAV-085 Characters in combat with Beetle have invulnerability. Beetle <> Mach 4 | New Team Leader MAV MAV-086 New Team Leader 7 Character Thunderbolts 16 15 Common 1 1 0 MAV-086 Leader: Characters adjacent to Beetle with cost 4 or less get +3/+3. Blizzard | Donny Gill MAV MAV-087 Donny Gill 2 Character Thunderbolts 2 3 Common 0 1 0 MAV-087 Activate -> Exhaust target character. That character's controller moves it to a different position. Use only during your attack step. Charcoal | Charles Burlingame MAV MAV-088 Charles Burlingame 5 Character Thunderbolts 9 9 Common 1 0 0 MAV-088 Charcoal gets +5 ATK while ready. Dallas Riordan | Mayoral Aide MAV MAV-089 Mayoral Aide 1 Concealed Character Concealed - Optional Thunderbolts 1 1 Common 0 0 0 MAV-089 Concealed - Optional (You may have this character come into play in the hidden area.)
Activate -> If you control four or more resources and Dallas Riordan is visible, draw a card. Otherwise, look at the top card of your deck, and you may put it on the bottom of your deck. Dallas Riordan <> Vantage | Ionic Inheritor MAV MAV-090 Ionic Inheritor 4 Character Thunderbolts 8 5 Common 0 0 0 MAV-090 Reservist
Pay 1 endurance -> Dallas Riordan gets +2/+2 this attack. Each opponent may draw a card. Use only once per turn. Erik Josten <> Atlas | Ionic Powerhouse MAV MAV-091 Ionic Powerhouse 6 Character Thunderbolts 12 12 Rare 0 0 0 MAV-091 Boost X: When Erik Josten enters play, he gets +4/+4 this turn for each resource point you paid for X. Erik Josten <> Atlas | Kosmos Convict MAV MAV-092 Kosmos Convict 2 Character Thunderbolts 2 2 Uncommon 0 0 0 MAV-092 At the start of your recruit step, put a +1/+1 counter on Erik Josten. If you control five or more resources, put an additional +1/+1 counter on him. Genis-Vell <> Captain Marvel | Son of Mar-Vell MAV MAV-093 Son of Mar-Vell 7 Character Thunderbolts 19 18 Rare 1 1 0 MAV-093 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
When Genis-Vell enters play, each opponent may search his deck for a card and put it into his hand. Hawkeye | Leader by Example MAV MAV-094 Leader by Example 5 Character Thunderbolts 11 9 Rare 0 1 0 MAV-094 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Leader: Characters adjacent to Hawkeye can't be stunned while attacking a character with a greater cost. Helmut Zemo <> Citizen V | Tactician MAV MAV-095 Tactician 3 Character Thunderbolts 4 5 Common 0 0 0 MAV-095 Leader: Ready characters adjacent to Helmut Zemo get +3 ATK. Helmut Zemo <> Citizen V | Warmonger MAV MAV-096 Warmonger 6 Character Thunderbolts 12 13 Common 0 0 0 MAV-096 Leader: Characters adjacent to Helmut Zemo gain the Thunderbolts affiliation.
Characters adjacent to Helmut Zemo get +2/+2 while attacking an exhausted character. Iron Man <> Cobalt Man | Avenger in Disguise MAV MAV-097 Avenger in Disguise 4 Character Thunderbolts 11 7 Common 0 0 0 MAV-097 Loyalty
Recruit only if you control an Avengers character.
Iron Man has invulnerability while attacking.
Boost 1: When Iron Man enters play, he gets +3 ATK this turn. Jolt | Helen Takahama MAV MAV-098 Helen Takahama 4 Character Thunderbolts 7 6 Common 0 0 0 MAV-098 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Jolt gets +1 ATK for each ready character you control. Joystick | Janice Yanizesh MAV MAV-099 Janice Yanizesh 1 Character Thunderbolts 5 5 Uncommon 0 1 0 MAV-099 Joystick gets -1/-1 for each card in your hand. Karla Sofen <> Meteorite | Celestial Power MAV MAV-100 Celestial Power 4 Character Thunderbolts 5 4 Rare 1 1 0 MAV-100 To recruit, reveal a Thunderbolts character card from your hand or resource row.
Karla Sofen gets +1/+1 for each face-up resource you control. Karla Sofen <> Meteorite | Twin Moonstones MAV MAV-101 Twin Moonstones 8 Character Thunderbolts 23 23 Rare 1 1 0 MAV-101 Loyalty
Your opponents can't lose and you can't win the game while you have 1 or more endurance. Melissa Gold <> Songbird | Heroine Unbound MAV MAV-102 Heroine Unbound 6 Character Thunderbolts 13 12 Common 1 1 0 MAV-102 Whenever Melissa Gold attacks, you may ready her. If you do, she can't attack this turn and you can't use her activated powers this turn. Melissa Gold <> Songbird | Sonic Carapace MAV MAV-103 Sonic Carapace 2 Character Thunderbolts 6 3 Uncommon 1 1 0 MAV-103 At the start of the build phase, target opponent may turn a face-up resource he controls face down. Ogre | Weaponsmith MAV MAV-104 Weaponsmith 1 Character Thunderbolts 1 2 Uncommon 0 0 0 MAV-104 Activate -> Target attacker you control gets +1/+1 this attack. If you control four or more resources, instead, put a +1/+1 counter on that attacker. Paul Ebersol <> Techno | Gadgeteer MAV MAV-105 Gadgeteer 2 Character Thunderbolts 3 2 Common 0 1 0 MAV-105 Discard Paul Ebersol -> Target Thunderbolts attacker or defender with cost 3 or less you control gets +2/+2 this attack. Use only if you control five or more resources. Paul Ebersol <> Techno | Man of Metal MAV MAV-106 Man of Metal 5 Character Thunderbolts 10 8 Common 0 1 0 MAV-106 When Paul Ebersol enters play, each player may return a card from his KO'd pile to his hand. Plant Man <> Blackheath | Samuel Smithers MAV MAV-107 Samuel Smithers 3 Character Thunderbolts 4 4 Common 0 0 0 MAV-107 At the start of your recruit step, you may put target Thunderbolts character card with cost 1 or less from your KO'd pile into your front row if you don't control a character with the same name as that card. Radioactive Man | Reformed Renegade MAV MAV-108 Reformed Renegade 6 Character Thunderbolts 12 11 Uncommon 0 0 0 MAV-108 Whenever Radioactive Man becomes stunned while ready, you may stun target character with cost 4 or less. Speed Demon | Second Chance Speedster MAV MAV-109 Second Chance Speedster 3 Character Thunderbolts 5 4 Uncommon 0 0 0 MAV-109 Pay 1 endurance -> Ready Speed Demon. If he is attacking, he can't be stunned this attack. Use only if you control five or more resources and only once per turn. A Second Chance MAV MAV-110 2 Plot Twist 0 0 Uncommon 0 0 0 MAV-110 If you have played no other plot twists this turn, recover target stunned Thunderbolts character you control with cost 3 or less.
You can't play plot twists this turn. Biomodem Satellite MAV MAV-111 3 Location 0 0 Uncommon 0 0 0 MAV-111 Activate -> Target Thunderbolts attacker or defender you control gets +1 DEF this attack. If you control five or more resources, instead, it gets +1 ATK this attack. Combat Maneuvers MAV MAV-112 2 Plot Twist 0 0 Common 0 0 0 MAV-112 Target Thunderbolts attacker you control gets +1/+1 this attack. If you control four or fewer resources, that attacker gets an additional +2/+2 this attack. Deadly Conspiracy MAV MAV-113 2 Plot Twist 0 0 Common 0 0 0 MAV-113 Ready target Thunderbolts character you control. That character can't attack this turn, and you can't use its activated powers this turn. If Deadly Conspiracy is in your resource row, draw a card. Justice, Like Lightning MAV MAV-114 1 Plot Twist 0 0 Common 0 0 0 MAV-114 Target attacker you control gets +2 ATK this attack. If that attacker has the Thunderbolts affiliation, exhaust a character an opponent controls. Marvel's Most Wanted MAV MAV-115 4 Plot Twist 0 0 Rare 0 0 0 MAV-115 To play, discard two Thunderbolts character cards.
Search your deck for a Marvel card, reveal it, and put it into your hand. (A Marvel card has the Marvel logo in the upper right-hand corner.) Mt. Charteris MAV MAV-116 1 Location 0 0 Rare 0 0 0 MAV-116 Activate -> Target Thunderbolts attacker or defender you control gets +2 ATK while ready this attack.
Discard a Thunderbolts character card -> Ready Mt. Charteris. New Identity MAV MAV-117 2 Plot Twist 0 0 Rare 0 0 1 MAV-117 Choose a Thunderbolts character you control.
Ongoing: At the start of the recovery phase, put a +1/+1 counter on the chosen character. Project Liberator MAV MAV-118 2 Plot Twist 0 0 Rare 0 0 0 MAV-118 Play only during your recruit step.
Characters you control can't be the target of plot twist or payment effects this turn.
At the start of your recruit step, if Project Liberator is in your KO'd pile, you may discard a Thunderbolts character card. If you do, you may return Project Liberator to your hand. Stormfront-1 | Team-Up MAV MAV-119 Team-Up 1 Location 0 0 Common 0 0 0 MAV-119 When you flip Stormfront-1, choose two affiliations among characters you control. If you chose Thunderbolts and another affiliation, draw a card.
Characters you control, as well as cards in your deck, hand, and KO'd pile, with either of those affiliations have both of them. Thunder Jet MAV MAV-120 0 Equipment 0 0 Common 0 0 0 MAV-120 Equipped character gets +2 ATK and has flight.
While equipped character has the Thunderbolts affiliation, whenever it attacks a character, you may exhaust that character. Thunderbolts Plaza MAV MAV-121 3 Location 0 0 Rare 0 0 0 MAV-121 Activate -> Target Thunderbolts attacker or defender you control gets +3 ATK this attack. Target opponent may ready a character or location he controls. V-Wing | Unique MAV MAV-122 Unique 0 Equipment 0 0 Uncommon 0 0 0 MAV-122 Transferable
Characters you control have flight and, while ready, get +1 ATK.
Discard V-Wing -> Target Thunderbolts character you control gets +3 DEF while in combat with a character with greater cost this turn. Win-Lose Deal MAV MAV-123 1 Plot Twist 0 0 Uncommon 0 0 0 MAV-123 To play, exhaust a Thunderbolts character you control.
Draw two cards. Each opponent may draw two cards. Beetle | Armorsmith MAV MAV-124 Armorsmith 2 Character Masters of Evil 3 2 Common 1 1 0 MAV-124 When Beetle enters play, you may discard a card. If you do, search your deck for an affiliated character card with cost 2 or less, reveal it, and put it into your hand. Bulldozer | Wrecking Crew MAV MAV-125 Wrecking Crew 3 Character Masters of Evil 5 4 Common 0 0 0 MAV-125 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Pay 1 resource point -> Target character you control can't be stunned while attacking this turn. Egghead | Elihas Starr MAV MAV-126 Elihas Starr 3 Character Masters of Evil 5 3 Common 0 1 0 MAV-126 Leader: Characters adjacent to Egghead gain the Masters of Evil affiliation.
Pay 1 resource point -> At the start of the combat phase this turn, characters adjacent to Egghead get +2 DEF this turn. Use only once per turn. Enchantress | Amora MAV MAV-127 Amora 7 Character Masters of Evil 16 14 Common 0 1 0 MAV-127 Pay X resource points -> Stun target character if its cost is less than X. Erik Josten <> Goliath | Growing Menace MAV MAV-128 Growing Menace 6 Character Masters of Evil 13 10 Common 0 0 0 MAV-128 When you recruit Erik Josten, if you control a Masters of Evil character, gain 2 resource points. Spend these resource points only to pay the costs of payment powers. Executioner | Scourge of Jotunheim MAV MAV-129 Scourge of Jotunheim 6 Character Masters of Evil 12 11 Rare 0 0 0 MAV-129 Whenever Executioner stuns a character, you may discard a Masters of Evil character card. If you do, KO that character. Grey Gargoyle | Paul Pierre Duval MAV MAV-130 Paul Pierre Duval 3 Character Masters of Evil 3 6 Uncommon 1 0 0 MAV-130 Reservist
Pay 1 resource point -> Target character can't ready this turn. Use only once per turn. Heinrich Zemo <> Baron Zemo | Baron of Zeulniz MAV MAV-131 Baron of Zeulniz 4 Character Masters of Evil 7 7 Common 0 0 0 MAV-131 Leader: Characters adjacent to Heinrich Zemo get +2 ATK while attacking a character with a greater cost. Helmut Zemo <> Baron Zemo | Uber Enemy MAV MAV-132 †ber Enemy 7 Character Masters of Evil 15 15 Uncommon 0 0 0 MAV-132 Leader: Defenders lose all affiliations while an attacker is adjacent to Helmut Zemo. Karla Sofen <> Moonstone | Master Manipulator MAV MAV-133 Master Manipulator 6 Character Masters of Evil 12 12 Uncommon 1 1 0 MAV-133 At the start of the combat phase, the controller of target character moves it to his front row. Klaw | Ulysses Klaw MAV MAV-134 Ulysses Klaw 5 Character Masters of Evil 9 10 Rare 0 1 0 MAV-134 Pay 3 endurance -> KO target stunned character. Use only once per turn and only if Klaw has caused breakthrough this turn. Marcus Daniels <> Blackout | Darkbringer MAV MAV-135 Darkbringer 3 Concealed Character Concealed - Optional Masters of Evil 4 5 Common 0 0 0 MAV-135 Reservist, Concealed - Optional (You may have this character come into play in the hidden area.)
Pay 1 resource point -> Masters of Evil characters you control with cost 4 or less have reinforcement this turn. Use only if Marcus Daniels is visible. Melissa Gold <> Screaming Mimi | Mimi Schwartz MAV MAV-136 Mimi Schwartz 2 Character Masters of Evil 3 2 Common 0 1 0 MAV-136 Pay 1 resource point -> Target opponent loses 1 endurance for each non-Army character you control. Use only once per turn. Melter | Bruno Horgan MAV MAV-137 Bruno Horgan 2 Character Masters of Evil 4 1 Common 0 1 0 MAV-137 Activate -> KO target stunned character with cost 5 or greater. Mr. Hyde | Engine of Destruction MAV MAV-138 Engine of Destruction 4 Character Masters of Evil 7 7 Common 0 0 0 MAV-138 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Mr. Hyde gets +2/+2 while an opponent controls a character with a greater cost than that of each character you control. Nathan Garrett <> Black Knight | Corrupt Crusader MAV MAV-139 Corrupt Crusader 1 Character Masters of Evil 2 1 Common 0 1 0 MAV-139 Discard a card -> Target front row character loses and can't have reinforcement this turn. Use only once per turn. Paul Ebersol <> Fixer | Problem Solver MAV MAV-140 Problem Solver 1 Character Masters of Evil 2 1 Rare 0 1 0 MAV-140 Characters you control can't be stunned by effects from non-ongoing plot twists your opponents control. Piledriver | Wrecking Crew MAV MAV-141 Wrecking Crew 4 Character Masters of Evil 8 6 Common 0 0 0 MAV-141 Reservist
Discard Piledriver, pay 1 resource point -> Whenever target character becomes stunned this turn, KO it. Radioactive Man | Chen Lu MAV MAV-142 Chen Lu 1 Character Masters of Evil 2 1 Common 0 0 0 MAV-142 At the start of your recruit step, you may gain 1 resource point. If you do, you can't recruit characters or equipment this turn. Spend this resource point only to pay the cost of a payment power. Scorpion | Fatal Sting MAV MAV-143 Fatal Sting 3 Character Masters of Evil 5 4 Uncommon 0 0 0 MAV-143 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Pay 1 resource point -> Whenever Scorpion stuns a character this turn, KO that character. Shocker | Vibro-Shock Villain MAV MAV-144 Vibro-Shock Villain 2 Character Masters of Evil 3 2 Rare 0 1 0 MAV-144 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Activate, pay up to 3 resource points -> Stun target character if its cost is equal to the number of resource points you paid. The Wrecker | Wrecking Crew MAV MAV-145 Wrecking Crew 6 Character Masters of Evil 13 12 Common 0 0 0 MAV-145 Reservist
Other Wrecking Crew characters you control get +1/+1.
Pay 1 resource point -> Wrecking Crew characters you control get +2 ATK and can attack hidden characters this turn. Use only once per turn. Thunderball | Wrecking Crew MAV MAV-146 Wrecking Crew 5 Character Masters of Evil 10 9 Common 0 0 0 MAV-146 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
At the start of the combat phase, if you recruited no characters this turn, Thunderball gets +3/+3 this turn and has invulnerability this turn. Tiger Shark | Todd Arliss MAV MAV-147 Todd Arliss 3 Character Masters of Evil 6 3 Common 0 0 0 MAV-147 Reservist (You may recruit this card from your resource row. If you do, you may put a card from your hand face down into your resource row.)
Pay 1 resource point -> Tiger Shark gets +2/+2 this turn. Use only once per turn. Titania | Vengeful Vixen MAV MAV-148 Vengeful Vixen 5 Character Masters of Evil 10 8 Common 0 0 0 MAV-148 When you recruit Titania, if you control a Masters of Evil character, gain 1 resource point. Spend this resource point only to pay the cost of a payment power. Ultron <> Crimson Cowl | Dark Disguise MAV MAV-149 Dark Disguise 5 Character Masters of Evil 9 8 Uncommon 1 1 0 MAV-149 Leader: Defenders lose and can't have reinforcement while an attacker is adjacent to Ultron. Ultron <> Ultron 5 | Ultimate Evil MAV MAV-150 Ultimate Evil 8 Character Masters of Evil 20 19 Rare 1 1 0 MAV-150 When you recruit Ultron, gain 5 resource points. Spend these resource points only to pay the costs of payment powers.
If Ultron would become stunned, instead, you may discard a card. If you do, lose 8 endurance and exhaust Ultron. Whirlwind | David Cannon MAV MAV-151 David Cannon 4 Character Masters of Evil 8 6 Uncommon 1 1 0 MAV-151 Pay X resource points -> Exhaust target character if its cost is less than X. Yellowjacket | Rita DeMara MAV MAV-152 Rita DeMara 1 Concealed Character Concealed - Optional Masters of Evil 1 2 Common 1 1 0 MAV-152 Reservist, Concealed - Optional (You may have this character come into play in the hidden area.)
Boost 1: When Yellowjacket enters play, search your deck for a Masters of Evil character card with cost 2 or less, reveal it, and put it into your hand. Gain 1 resource point. Adhesive X MAV MAV-153 2 Plot Twist 0 0 Uncommon 0 0 0 MAV-153 To play, exhaust a Masters of Evil character you control.
Target exhausted character can't ready this turn. Crime Spree MAV MAV-154 2 Plot Twist 0 0 Common 0 0 1 MAV-154 Ongoing: Pay 1 resource point -> Choose one: Target Masters of Evil character you control gets +3 ATK this turn; or target Masters of Evil character you control has invulnerability this turn. Use only once per turn. Evil Reborn MAV MAV-155 2 Plot Twist 0 0 Common 0 0 0 MAV-155 You may KO a Masters of Evil character you control. If you do, reveal the top X cards of your deck, where X is the cost of the character you KO'd. Put one of the revealed cards into your hand and the rest on the bottom of your deck. Hard Sound Construct | Construct MAV MAV-156 Construct 4 Plot Twist 0 0 Rare 0 0 0 MAV-156 Play only during the build phase.
Put target Masters of Evil character card with cost 2 or less from your KO'd pile into your front row if you don't control a character with the same name as that card. KO that character at the start of the recovery phase this turn. Hero's Demise MAV MAV-157 3 Plot Twist 0 0 Rare 0 0 0 MAV-157 Play only if you control two or more non-stunned Masters of Evil characters with the same cost.
KO target stunned character. Mystic Summons MAV MAV-158 2 Plot Twist 0 0 Common 0 0 0 MAV-158 Play only if you control two or more characters with the same cost.
Search your deck for a Masters of Evil character card with cost 3 or greater, reveal it, and put it into your hand. Sonic Disruption MAV MAV-159 1 Plot Twist 0 0 Common 0 0 0 MAV-159 Target defender you control gets +1 DEF this attack. If that defender has the Masters of Evil affiliation, target attacker can't ready this turn. Stolen Power MAV MAV-160 3 Plot Twist 0 0 Common 0 0 0 MAV-160 To play, exhaust a Masters of Evil character you control.
KO target stunned character. Put a +1/+1 counter on the character you exhausted. The Wrecking Crew MAV MAV-161 2 Plot Twist 0 0 Common 0 0 0 MAV-161 Target Masters of Evil attacker you control gets +2 ATK this attack. Non-Army characters you control that share a cost or version with that attacker and that are adjacent to it get +2 ATK while attacking this turn. Under Siege MAV MAV-162 3 Plot Twist 0 0 Rare 0 0 0 MAV-162 Play only during your attack step.
To play, exhaust a Masters of Evil character you control.
Exchange the positions of target face-down resource you control and target resource an opponent controls. Unfair Advantage MAV MAV-163 3 Plot Twist 0 0 Common 0 0 0 MAV-163 Play only during your recruit step and only if you control a Masters of Evil character.
If you have played no other plot twists this turn, gain 1 resource point. Spend this resource point only to pay the cost of a payment power.
You can't play plot twists this turn.
If Unfair Advantage is in your resource row, turn it face down. Amenhotep | Dark Pharaoh MAV MAV-164 Dark Pharaoh 5 Character Kang Council 9 9 Uncommon 1 0 0 MAV-164 Reservist
Whenever Amenhotep becomes stunned, if he is visible, you may recover him. If you do, move him to your hidden area, and he can't move to a visible area this turn. Baltag | Hand of the Conqueror MAV MAV-165 Hand of the Conqueror 4 Character Kang Council 7 7 Common 0 1 0 MAV-165 Whenever Baltag reinforces a character named Kang, that character has invulnerability while reinforced this attack.
A character named Kang protected by Baltag has invulnerability. Growing Man | Kinetic Stimuloid MAV MAV-166 Kinetic Stimuloid 3 Character Kang Council 4 3 Uncommon 0 0 0 MAV-166 Exhaust a character you control named Kang -> Put a +1/+1 counter on Growing Man. Kang | Non-Unique * Earth Mesozoic-24 MAV MAV-167 Non-Unique * Earth Mesozoic-24 4 Character Kang Council 10 10 Uncommon 0 1 0 MAV-167 If Kang would come into play during your recruit step, instead, remove him from the game. At the start of the recovery phase this turn, put Kang into your front row. Kang | Non-Unique * Immortus MAV MAV-168 Non-Unique * Immortus 8 Character Kang Council 20 19 Rare 0 1 0 MAV-168 Remove Kang and two other cards in your hand from the game -> Negate target effect from a non-ongoing plot twist. Use only if you control a character named Kang and only if Kang is in your hand. Kang | Non-Unique * Kang Cobra MAV MAV-169 Non-Unique * Kang Cobra 3 Concealed Character Concealed Kang Council 4 3 Common 0 1 0 MAV-169 Concealed
Characters your opponents control can't become powered-up. Kang | Non-Unique * Kang Kong MAV MAV-170 Non-Unique * Kang Kong 2 Character Kang Council 2 2 Rare 0 1 0 MAV-170 When Kang enters play, you may reveal a Kang Council character card from your hand or resource row and remove Kang from the game. If you do, search your deck for a card and put it into your hand. Kang | Non-Unique * Kang Ransom MAV MAV-171 Non-Unique * Kang Ransom 3 Character Kang Council 5 5 Rare 0 1 0 MAV-171 At the start of the combat phase, if you control three or fewer resources, move Kang to your hidden area, exhaust him, and replace target resource. At the start of the recovery phase this turn, move Kang to your visible area. Kang | Non-Unique * Lord Kang MAV MAV-172 Non-Unique * Lord Kang 6 Character Kang Council 12 12 Rare 0 1 0 MAV-172 Leader: Whenever an attacker adjacent to Kang becomes powered-up, that attacker can't be stunned this attack. Kang | Non-Unique * Lord of Limbo MAV MAV-173 Non-Unique * Lord of Limbo 7 Character Kang Council 15 15 Common 0 1 0 MAV-173 At the start of the combat phase, the controller of target visible character moves it to his hidden area. Kang | Non-Unique * Master of Time MAV MAV-174 Non-Unique * Master of Time 4 Concealed Character Concealed Kang Council 6 6 Common 0 1 0 MAV-174 Concealed
At the start of the combat phase, discard a card.
At the start of the recovery phase, draw two cards. Kang | Non-Unique * Rama Tut MAV MAV-175 Non-Unique * Rama Tut 1 Concealed Character Concealed Kang Council 1 1 Uncommon 0 1 0 MAV-175 Concealed
Return Kang to his owner's hand -> Target Kang Council attacker or defender you control gets +1/+1 this attack. Kang | Non-Unique * The Conqueror MAV MAV-176 Non-Unique * The Conqueror 5 Character Kang Council 10 9 Rare 0 1 0 MAV-176 Loyalty
At the start of the combat phase, if you control six or fewer resources, move Kang to your hidden area, exhaust him, and exhaust target character with cost 5 or less. At the start of the recovery phase this turn, move Kang to your visible area. Kang | Non-Unique * Ultimate Kang MAV MAV-177 Non-Unique * Ultimate Kang 5 Character Kang Council 9 9 Common 0 1 0 MAV-177 Activate, stun another character you control named Kang -> Remove all attackers from this attack. Use only if Kang is defending. Kang's Guards | Army MAV MAV-178 Army 1 Character Kang Council 2 1 Uncommon 0 1 0 MAV-178 Activate, KO Kang's Guards -> Target character you control named Kang has invulnerability while defending this turn. Macrobots | Army MAV MAV-179 Army 2 Character Kang Council 2 3 Common 0 1 0 MAV-179 Exhaust another character you control -> Macrobots gets +1/+1 this turn. Tempus | Menace out of Time MAV MAV-180 Menace out of Time 6 Concealed Character Concealed - Optional Kang Council 13 11 Common 0 1 0 MAV-180 Concealed - Optional (You may have this character come into play in the hidden area.)
Activate -> Move any number of Kang Council characters you control to your hidden area.
While you control exactly one visible character, it gets +1/+1. Game of the Galaxy MAV MAV-181 2 Plot Twist 0 0 Rare 0 0 0 MAV-181 To play, exhaust a character you control named Kang.
Each player reveals the top four cards of his deck. The player who revealed more cards that share a name than any other player may put one of those cards into his hand. Each player puts the rest of his revealed cards on the bottom of his deck. Kang Kross-roads MAV MAV-182 3 Location 0 0 Uncommon 0 0 0 MAV-182 While you control exactly one visible character, it gets +1/+1.
Activate -> Move target stunned character you control named Kang to your hidden area. Null Time Zone MAV MAV-183 1 Plot Twist 0 0 Rare 0 0 1 MAV-183 Play only during the build phase.
Choose a non-ongoing plot twist card name. Your opponents can't play cards with that name this turn.
Ongoing: Exhaust a Kang Council character you control -> Replace Null Time Zone. Psyche-Globe MAV MAV-184 3 Plot Twist 0 0 Uncommon 0 0 0 MAV-184 To play, exhaust a Kang Council character you control.
Search your deck for a card named Kang, reveal it, and put it into your hand. Spheres of Solitude MAV MAV-185 2 Plot Twist 0 0 Uncommon 0 0 1 MAV-185 Play only if you control a Kang Council character.
Choose an affiliated character an opponent controls.
Ongoing: The chosen character loses all affiliations during its controller's attack step. The Time Keepers MAV MAV-186 1 Plot Twist 0 0 Common 0 0 0 MAV-186 Target defender you control gets +1 DEF this attack and an additional +1 DEF this attack if it is named Kang. Faces of Evil | Team-Up MAV MAV-187 Team-Up 3 Plot Twist 0 0 Common 0 0 1 MAV-187 Play only if you control a Masters of Evil character and a Thunderbolts character.
Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile, with either the Masters of Evil or Thunderbolts affiliation have both affiliations.
Characters you control with cost 3 or less get +1 ATK while attacking. Justice for All | Team-Up MAV MAV-188 Team-Up 2 Plot Twist 0 0 Common 0 0 1 MAV-188 Play only if you control an Avengers character and a Thunderbolts character.
Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile, with either the Avengers or Thunderbolts affiliation have both affiliations.
Pay 1 endurance -> Move a leader character you control. Supreme Sanction | Team-Up MAV MAV-189 Team-Up 2 Plot Twist 0 0 Common 0 0 1 MAV-189 Play only if you control an Avengers character and a Squadron Supreme character.
Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile, with either the Avengers or Squadron Supreme affiliation have both affiliations.
Revealed character cards in your resource row have reservist. A Day Unlike Any Other | Team-Up MAV MAV-190 Team-Up 2 Plot Twist 0 0 Common 0 0 1 MAV-190 If there are exactly two different affiliations among characters you control, choose those affiliations.
Ongoing: Characters you control, as well as cards in your deck, hand, and KO'd pile, with either of those affiliations have both of them.
Pay 3 endurance -> Turn A Day Unlike Any Other face down. Avengers Disassembled MAV MAV-191 3 Plot Twist 0 0 Rare 0 0 0 MAV-191 Play only during your attack step.
Each player who controls five or more non-stunned characters stuns two non-stunned characters he controls. Call to Arms MAV MAV-192 1 Plot Twist 0 0 Common 0 0 0 MAV-192 Target attacker gets +2 ATK this attack. If that attacker has two or more affiliations, it gets an additional +2 ATK this attack. Force Field Belt MAV MAV-193 0 Equipment 0 0 Common 0 0 0 MAV-193 Transferable (At the start of your formation step, you may transfer this equipment to a character you control.)
Equipped character gets +1 DEF.
Pay up to 2 resource points -> Put a +1/+1 counter on equipped character for each point you paid. Use only once per turn. Heroes in Reserve MAV MAV-194 1 Plot Twist 0 0 Common 0 0 0 MAV-194 Reveal any number of face-down resources you control. Target attacker or defender you control gets +1 ATK this attack for each reservist card you revealed. Insect Swarm MAV MAV-195 1 Plot Twist 0 0 Common 0 0 0 MAV-195 Choose one: Target character you control can attack hidden characters this turn; or return target exhausted character you control to its owner's hand; or target opponent loses 2 endurance. Might Makes Right MAV MAV-196 1 Plot Twist 0 0 Common 0 0 0 MAV-196 To play, discard a card.
Target attacker you control gets +3 ATK this attack. If you have no cards in hand, that attacker gets an additional +2 ATK this attack. Prismatic Shield | Construct MAV MAV-197 Construct 1 Plot Twist 0 0 Common 0 0 0 MAV-197 Target defender you control has reinforcement while defending this turn. If that defender has two or more affiliations, choose a character adjacent to it. That character has reinforcement while defending this turn. Seek Cover MAV MAV-198 1 Plot Twist 0 0 Common 0 0 0 MAV-198 Target non-leader character you control has Leader: Characters adjacent to this character get +1 DEF this turn. Shrink MAV MAV-199 2 Plot Twist 0 0 Uncommon 0 0 0 MAV-199 Target attacker gets -2/+2 this attack. System Failure MAV MAV-200 2 Plot Twist 0 0 Rare 0 0 0 MAV-200 Remove target attacker from this attack if its ATK is greater than twice its printed ATK. United We Stand MAV MAV-201 1 Plot Twist 0 0 Common 0 0 0 MAV-201 Target non-leader character you control has Leader: Defenders adjacent to this character get +2 ATK this turn. War of Attrition MAV MAV-202 2 Plot Twist 0 0 Rare 0 0 0 MAV-202 Replace target face-up resource an opponent controls. That opponent may replace a face-up resource you control. Windstorm MAV MAV-203 2 Plot Twist 0 0 Common 0 0 0 MAV-203 Target character with cost 2 or greater you control has flight this turn. That character gets +2 ATK while attacking this turn and an additional +2 ATK while attacking this turn if you control another character with the same cost as that character. Polaris | Lorna Dane MAV MAV-204 Lorna Dane 4 Character X-Men 7 7 Uncommon 1 1 0 MAV-204 At the start of your attack step, characters your opponents control lose flight and range this turn. Framistat MAV MAV-205 1 Equipment 0 0 Uncommon 0 0 0 MAV-205 You may exhaust a character you control rather than pay Framistat's recruit cost.
At the start of the combat phase, choose one: Equipped character gets +3 ATK this turn; or while equipped character is defending this turn, it gets +1 DEF and has reinforcement. If equipped character has the Fantastic Four affiliation, instead, choose both. Mammomax | Elephant Boy MAV MAV-206 Elephant Boy 3 Character Brotherhood 7 4 Uncommon 0 0 0 MAV-206 Whenever you recruit a character with cost 5 or greater, exhaust Mammomax. Zorba | Deposed Leader of Latveria MAV MAV-207 Deposed Leader of Latveria 3 Character Doom 5 4 Rare 0 0 0 MAV-207 Other Doom characters you control get +1 ATK while you don't control Dr. Doom. Ahab | Houndkeeper MAV MAV-208 Houndkeeper 3 Concealed Character Concealed Sentinel 5 4 Uncommon 0 1 0 MAV-208 Concealed
Characters you control named Hounds of Ahab get +1 ATK.
Boost X: When Ahab enters play, put an Army Sentinel character card with cost less than or equal to X from your KO'd pile into your front row. Spider-Man | Peter Parker MAV MAV-209 Peter Parker 4 Character Spider-Friends 7 7 Rare 0 0 0 MAV-209 Evasion
Pay 1 endurance -> Stunned Spider-Friends characters you control can't be the target of effects your opponents control this turn.
Characters you control with evasion get +1 DEF while attacking and +1 ATK while defending. White Tiger | Hector Ayala MAV MAV-210 Hector Ayala 5 Character Spider-Friends 9 10 Uncommon 0 0 0 MAV-210 Evasion (Stun this character -> Recover this character at the start of the recovery phase this turn.)
White Tiger has invulnerability while defending against exactly one attacker. Basilisk | Basil Elks MAV MAV-211 Basil Elks 1 Character Sinister Syndicate 4 1 Uncommon 1 1 0 MAV-211 Basilisk enters play exhausted.
Whenever Basilisk causes breakthrough while attacking a character, that character can't ready this turn. Vermin | Sewer Rat MAV MAV-212 Sewer Rat 2 Character Sinister Syndicate 3 2 Uncommon 0 0 0 MAV-212 When you recruit Vermin, you may search your deck for a card named Vermin, reveal it, and put it into your hand.
Whenever Vermin becomes stunned, you may KO him. If you do, you may put a card named Vermin from your hand into your front row exhausted. Lady Punisher | Lynn Michaels MAV MAV-213 Lynn Michaels 4 Character Marvel Knights 7 5 Uncommon 0 1 0 MAV-213 Reservist
At the start of the recovery phase, you may KO target stunned character. Bring Down the House MAV MAV-214 3 Plot Twist 0 0 Rare 0 0 0 MAV-214 Whenever one or more Marvel Knights attackers you control stun a defender this turn, you may replace a face-down resource an opponent controls. Phat | Liv'n Large MAV MAV-215 Liv'n Large 3 Character X-Statix 4 4 Uncommon 0 0 0 MAV-215 Exhaust two non-Army characters you control -> Put a +1/+1 counter on Phat. Mutant of the Year MAV MAV-216 2 Plot Twist 0 0 Rare 0 0 1 MAV-216 KO any number of X-Statix characters you control. Gain 2 endurance for each character you KO'd.
Ongoing: You can't be the target of effects your opponents control while you control exactly one character. Hitman | Burt Kenyon MAV MAV-217 Burt Kenyon 5 Character Crime Lords 9 8 Uncommon 0 1 0 MAV-217 Activate -> Stun target character with cost 3 or less. Use only if Hitman is defending and has reinforcement. Hired Hit MAV MAV-218 2 Plot Twist 0 0 Rare 0 0 0 MAV-218 Stun a Crime Lords defender you control. If you do, remove all defenders from this attack, and target non-defending character you control becomes a defender. Mortician | Toussaint Morrow MAV MAV-219 Toussaint Morrow 2 Concealed Character Concealed - Optional Underworld 3 2 Uncommon 0 0 0 MAV-219 Concealed - Optional (You may have this character come into play in the hidden area.)
Boost 1: When Mortician enters play, put target Underworld character card with cost 2 or less from your KO'd pile into your front row if you don't control a character with the same name as that card. Spirits of Vengeance MAV MAV-220 2 Plot Twist 0 0 Rare 0 0 1 MAV-220 Ongoing: Whenever an Underworld character you control enters combat, you may put a character card from your KO'd pile with the same name as that character on the bottom of your deck. If you do, that character gets +2 ATK this attack. Galactus | The Third Force of the Universe MCG MCG-001 The Third Force of the Universe 0 Character 0 0 Common 0 0 0 MCG-001 Consume one Planet -> Gain 20 endurance. Use only during the combat phase.
Consume two Planets -> KO target character. Use only during the build phase.
Consume three Planets -> Remove target player from the game. Use only during the build phase. Battleworld | Secret Wars MCG MCG-002 Secret Wars 0 Planet 0 0 Common 0 0 0 MCG-002 Initiative: Alliance
Characters can't attack unless they team attack.
Objective: Alliance must cause breakthrough. Broodworld | The Hive MCG MCG-003 The Hive 0 Planet 0 0 Common 0 0 0 MCG-003 Initiative: Alliance
When Broodworld is flipped, each player puts all Army character cards with cost 1 or less from his KO'd pile into play.
Objective: As the turn ends, all characters Galactus controls must be stunned. Elanis | Home to Infant Terrible MCG MCG-004 Home to Infant Terrible 0 Planet 0 0 Common 0 0 0 MCG-004 Initiative: Alliance
When Elanis is flipped, each player can't recover characters during the recovery phase this turn unless all characters he controls are stunned.
Objective: Alliance must cause breakthrough while attacking a non-Army character. Erebus | World of Anarchy MCG MCG-005 World of Anarchy 0 Planet 0 0 Common 0 0 0 MCG-005 Initiative: Alliance
Whenever a character with cost 3 or less becomes stunned, KO it.
Objective: As the turn ends, all characters must be exhausted. Grundar | The Tar Pit MCG MCG-006 The Tar Pit 0 Planet 0 0 Common 0 0 0 MCG-006 Initiative: Alliance
Whenever a character attacks, its controller exhausts a ready character he controls.
Objective: Alliance must not take breakthrough. Kn'kn | Zero Gravity MCG MCG-007 Zero Gravity 0 Planet 0 0 Common 0 0 0 MCG-007 Initiative: Alliance
All characters have flight.
Objective: As the turn ends, the Alliance must have caused more breakthrough than Galactus. Luphom | Planet of Giants MCG MCG-008 Planet of Giants 0 Planet 0 0 Common 0 0 0 MCG-008 Initiative: Galactus
All characters get +2 / +2.
Objective: Identify the highest cost character Galactus controls as the combat phase starts. It must become stunned. New Korbin | Flame Planet MCG MCG-009 Flame Planet 0 Planet 0 0 Common 0 0 0 MCG-009 Initiative: Alliance
When New Korbin is flipped, stun all characters with cost 2 or less.
Objective: Alliance must cause breakthrough while attacking a character. Ria | Home of the Kronans MCG MCG-010 Home of the Kronans 0 Planet 0 0 Common 0 0 0 MCG-010 Initiative: Galactus
Support row characters have reinforcement.
Objective: Identify the highest cost character Galactus controls as the combat phase starts. It must become stunned. Saakar | Arena Planet of the Red King MCG MCG-011 Arena Planet of the Red King 0 Planet 0 0 Common 0 0 0 MCG-011 Initiative: Alliance
When Saakar is flipped, return all Army characters Galactus controls to their owners' hands. For each Alliance player, Galactus returns any number of characters that player controls with combined cost 3 or less to their owners' hands.
Objective: As the turn ends, all characters Galactus controls must be stunned. Skrullos | Skrull Homeworld MCG MCG-012 Skrull Homeworld 0 Planet 0 0 Common 0 0 0 MCG-012 Skrullos has the text of the last planet flipped. If Skrullos is the first planet flipped, remove it from the game and flip another planet. Sub-Atomica | Micro Planet MCG MCG-013 Micro Planet 0 Planet 0 0 Common 0 0 0 MCG-013 Initiative: Alliance
All characters get -2 / -2.
Objective: Alliance must cause breakthrough. Tamal | New Home of the Cotati MCG MCG-014 New Home of the Cotati 0 Planet 0 0 Common 0 0 0 MCG-014 Initiative: Galactus
When Tamal is flipped, each player puts the top card of his deck into his resource row face down.
Objective: Identify the highest cost character Galactus controls as the combat phase starts. It must become stunned. Taur | Dense Core MCG MCG-015 Dense Core 0 Planet 0 0 Common 0 0 0 MCG-015 Initiative: Galactus
All characters lose and can't have flight.
At the start of the combat phase, the Alliance chooses an Alliance player. Galactus can attack only that player and characters he controls this turn.
Objective: Alliance must not take breakthrough. Turbulis | Maze World MCG MCG-016 Maze World 0 Planet 0 0 Common 0 0 0 MCG-016 Initiative: Alliance
During the combat phase, players can't play plot twists with the same cost as another plot twist played this turn.
Objective: As the turn ends, all characters Galactus controls must be stunned. Zenn-La | Golden Age of Reason MCG MCG-017 Golden Age of Reason 0 Planet 0 0 Common 0 0 0 MCG-017 Initiative: Alliance
Team attackers can't be stunned. Objective: As the turn ends, the Alliance must control no stunned characters. Your Planet Here | Planet MCG MCG-018 Planet 0 Planet 0 0 0 0 0 MCG-018 Initiative:
Game Text:
Objective: Air-Walker | Herald MCG MCG-019 Herald 5 Character 8 11 Uncommon 1 1 0 MCG-019 [Activate] -> Exhaust target character with cost 3 or less. Use only during the build phase. Destroyer | Herald MCG MCG-020 Herald 8 Character 19 19 Uncommon 1 1 0 MCG-020 When Destroyer enters play, you may put any number of Army character cards from your hand into play. The Fallen One | Herald MCG MCG-021 Herald 9 Character 21 21 Rare 1 1 0 MCG-021 When The Fallen One enters play, each opponent chooses a character he controls. Return all other opposing characters to their owners' hands. Firelord | Herald MCG MCG-022 Herald 7 Character 16 16 Uncommon 1 1 0 MCG-022 When Firelord becomes stunned, reveal the top card of your deck. Replace up to X face-up resources, where X is that card's cost. Frankie Raye <> Nova | Herald MCG MCG-023 Herald 5 Character 9 9 Uncommon 1 1 0 MCG-023 Whenever Frankie Raye stuns an opposing attacker or defender, you may stun a character with the same cost as that opposing character. Human Torch | Herald MCG MCG-024 Herald 6 Character 13 12 Uncommon 1 1 0 MCG-024 You and characters you control can't be the target of opposing effects. Morg | Herald MCG MCG-025 Herald 8 Character 20 18 Uncommon 1 1 0 MCG-025 Whenever an opponent plays a plot twist, you may KO target stunned character. Punisher Squadron | Army MCG MCG-026 Army 1 Character 2 2 Common 1 1 0 MCG-026 Punisher Squadron gets +4 / +4 while you control seven or more resources. Red Shift | Herald MCG MCG-027 Herald 6 Character 12 13 Uncommon 1 1 0 MCG-027 [Activate] -> Remove Red Shift from the game, then return him to play exhausted. Silver Surfer | Herald MCG MCG-028 Herald 11 Character 35 35 Rare 1 1 0 MCG-028 You can't lose endurance. Stardust | Herald MCG MCG-029 Herald 10 Character 27 27 Rare 1 1 0 MCG-029 When Stardust enters play, target opponent chooses a player friendly to him. The chosen player KO's all characters he controls. Terrax | Herald MCG MCG-030 Herald 7 Character 15 17 Common 1 1 0 MCG-030 Whenever Terrax defends against two or more characters, you may stun target character with cost 5 or less. Biosphere Boiler | Worldeater MCG MCG-031 Worldeater 4 Location 0 0 Common 0 0 0 MCG-031 Flip only if you haven't flipped another Worldeater location this turn.
[Activate] -> Target player loses 2 endurance for each other Worldeater location you control. Elemental Regulator | Worldeater MCG MCG-032 Worldeater 4 Location 0 0 Common 0 0 0 MCG-032 Flip only if you haven't flipped another Worldeater location this turn.
[Activate] -> Gain 2 endurance for each other Worldeater location you control. Heart of the Machine | Worldeater MCG MCG-033 Worldeater 4 Location 0 0 Common 0 0 0 MCG-033 Flip only if you haven't flipped another Worldeater location this turn.
[Activate] -> Target character gets +1 / +1 this turn for each other Worldeater location you control. Proton Piston | Worldeater MCG MCG-034 Worldeater 4 Location 0 0 Uncommon 0 0 0 MCG-034 Flip only if you haven't flipped another Worldeater location this turn.
[Activate] -> Ready another target Worldeater location. Bestow the Power Cosmic MCG MCG-035 5 Plot Twist 0 0 Common 0 0 0 MCG-035 Search your deck for a character card with version Herald, reveal it, and put it into your hand. Nebulize | Epic MCG MCG-036 Epic 8 Plot Twist 0 0 Common 0 0 0 MCG-036 To play, exhaust a Galactus you control.
At the start of the combat phase this turn, each opponent KO's a character or resource he controls. Obliterate! | Epic MCG MCG-037 Epic 8 Plot Twist 0 0 Common 0 0 0 MCG-037 To play, exhau