Alliance

Raizen, Thunder God (Upper Left)

G1

Hero / Villain / Team Leader

Team Raizen

DEF: 8000

Effect: Draw: Barrage: You may discard 3 cards attached to this character to deal 1 point of damage to your opponent's fighter.

No!

G2

Event

SE: 3

Play this card when your opponent plays an event, item, or technique. Discard a card from your hand to keep your opponent from using any effects of that card and then discard that card.

Replay

G3

Event

SE: 10

Take an extra turn after this one. Limit once per game. Limit 1 per deck.

Solitaire

G4

Event

SE: 0

Play after your opponent plays a card. If your opponent has played at least 4 cards already this turn, discard a card from your hand to end your opponent's turn.

Raizen, Thunder God (Upper Right)

U5

Hero / Villain / Team Leader

Team Raizen

(5) 22,000: Fateful Lunge: For the rest of the game, damage from your attacks cannot be reduced or prevented.

Raizen, Thunder God (Lower Left)

U6

Hero / Villain / Team Leader

Team Raizen

[4] 10,000: Spinning Claw: You may pay 4 Spirit Energy to use this attack again during this Attack Step.

Shishi Wakamaru, Summoner of a Thousand Skulls

U7

Hero

Team Kurama

DEF: 5500

(1) 9000: Chorus

(3) 9000: Morph: If your opponent has 5 or more cards in hand, your opponent discards cards from his or her hand until there are 4 cards left.

Effect: Mirror: When your opponent uses a card effect to draw any number of cards, you may draw the same number of cards.

The Legacy of One

U8

Event

SE: 0

If you have the Raizen's Alliance Team Bonus during setup, you may search your Deck for this card and put it in the Winner's Circle face-up.

Once per turn, if this card is face-up in the Winner's Circle, you may pay 2 Spirit Energy to put the bottom event in your Discard Pile into your hand. Limit 1 per Deck.

Winner

U9

Event

SE: 5

Attach this card face-up to 1 of your characters in play. At the beginning of your Draw Step, if you have "Sensui's TV", "Gaming System," "Game Cartridge," and "Joystick" attached to your fighter, you win the game. Limit 1 per Deck.

Game Cartridge

U10

Item

SE: 2

Draw: Choose an item in play. "Game Cartridge" copies all effects of the chosen item until your next Draw Step.

Sensui's TV

U11

Item

SE: 2

Draw: Discard this item to choose a card in your Discard Pile that isn't Sensui's TV and put that card into your hand. Limit 1 per Deck.

Chu, Rugged Assailant

S12

Hero

Team Kurama

DEF: 6500

(1) 7000: Larrikin

(3) 11000: Rage On: All of your opponent's attacks are considered to have an Attack Cost 1 for your card effects until your next Draw Step.

Effect: Suiken Technique: Chu takes no points of damage from attacks with an Attack Cost of 1 (after modifiers), except for minimum damage.

Murugu, the Cunning

S13

Villain

Team Saint Beasts

DEF: 3000

(1) 0: Disorienting Rush: Deal your opponent's fighter 1 point of damage. Switch control of this character with your opponent's non-King fighter at the end of this turn.

Sideline Effect: Draw: Tactical Dive: You may discard a card from your hand to prevent all players from gaining Spirit Energy from card effects until your next Draw Step.

Raizen, Thunder God (Lower Right)

S14

Hero / Villain / Team Leader

Team Raizen

(2) 8000: Seize: Choose 1 of your opponent's Sidelined characters and switch the chosen character with your opponent's fighter.

Ruka, the Captivating

S15

Villain

Team Ronin

DEF: 4001

(1) 1000: Hoodwink: Until your next Draw Step, reduce your opponent's printed Attack Value by half (rounded down).

Effect: Psychic Restraint: If none of your characters in play have a Team Symbol, your opponent must discard a card from his or her hand to play an event.

Yomi, the Reformed

S16

Hero / Villain / Team Leader

Team Yomi

DEF: 7000

(1) 8000: Spinning Elbow Smash

(3) 15000: Borrow: Until the end of your next turn, any of your opponent's events that you play are discarded to your opponent's Discard Pile instead of shuffled into his or her Deck.

Effect: Balance: When your opponent plays an event, you may draw a card.

Yusuke, Champion of the People

S17

Hero / Team Leader

Team Raizen's Alliance

DEF: 7000

(0) 6000: Effortless Punch

(1) 9000: Knee Drop

Effect: Signature Moves: Once per turn, you may play an event directly from your Discard Pile. When you play any cards directly from your Discard Pile, they are put face-down in the Winner's Circle when they are discarded.

Audience Participation

S18

Event

SE: 0

If you have the Kurama Team Bonus during setup, you may search your Deck for this card and put it in the Winner's Circle face-up. Your attacks gain +1000 Attack Value for each type of Team Symbol on all of your characters in play. All of your characters in play gain +1000 Defense Value for each type of Team Symbol on all of your characters in play.

Limit 1 per Deck.

Darkness Within

S19

Event

SE: 2

Your first attack this turn deals 1 additional point of damage.

Kaitou's Rules

S20

Item

SE: 3

Your card effects cannot be stopped by your opponent's card effects.

Mourning

S21

Event

SE: 3

Your opponent skips his or her next Draw Step. Skip your next Draw Step. Limit once per match.

Joystick

S22

Item

SE: 0

Draw: Search your Deck for 1 copy of "Sensui's TV," "Gaming System," or "Game Cartridge" and attach it to this character without paying its Spirit Energy.

Juri, the Impartial

R23

Neutral

Team Ronin

DEF: 4500

(1) 6000: Referee: If the bottom card of your Discard Pile is an event, you may put it at the bottom of your Deck.

Sideline Effect: Reaction: If all of your characters in play do not have a Team Symbol, you may play events during your opponent's Main Step.

Miyuki, of the Triad

R24

Villain

Team Ronin

DEF: 4500

(3) 6000: Limit: Until your next Draw Step, all of your opponent's cards gain the text "Limit once per turn."

Effect: Head Games: When this character enters the Arena, name a card. Search your opponent's deck for all copies of the named card and discard them.

Touya, Resourceful Shinobi

R25

Hero

Team Kurama

DEF: 6000

(2) 9000: Permafrost: Draw 2 cards.

Effect: Cover of Darkness: When this character enter the Arena, flip your opponent's Sideline characters face-down. When this character leaves the Arena, flip your opponent's Sideline characters face-up.

Yukina, Ice Apparition

R26

Hero

Team Ronin

DEF: 4500

(0) 0: Laughter: Draw 2 cards. This attack cannot deal minimum damage.

Effect: Attrition: If all of your characters in play do not have a Team Symbol, events your opponent plays cost +1 Spirit Energy.

Yusuke, Human World's Hero

R27

Hero / Team Leader

Team Urameshi

DEF: 7000

(1) 8000: Demon Blast

(3) 15000: Spirit Blast

Sideline Effect: Attack: Forfeiture of Life: If you have the Urameshi Team Bonus, then you may discard 2 times the Attack Cost from your deck to pay for the Attack Cost instead of discarding cards from your hand.

Can I Draw On Him?

R28

Event

SE: X

Before playing choose X to equal 1, 5, or 6.

If X = 1, discard an event in play.

If X = 5, draw 3 cards.

If X = 6, do both.

Chant of Recollection

R29

Event

SE: X

Before playing, choose X to equal 3, 4, or 7. If X = 3, discard a card from your hand to add the printed Attack Value of any attack in play to your attack(s) until your next Draw Step. If X = 4, your attacks gain the text printed Attack Value of any attack in play to your attack(s) until your next Draw Step. If X = 4, your attacks gain the text "If this attack’s Attack Value is 4 or more times that of your opponent’s character’s Defense Value this attack deals 4 points of damage instead of 2." If X = 7, do both.

Devastation

R30

Event

SE: 4

Your attacks now have an Attack Cost of 0 until your next Draw Step.

Excitement

R31

Event

SE: X

Before playing, choose X to equal 2, 4, or 6.

If X = 2, draw a card.

If X = 4, draw 2 cards.

If X = 6, draw 3 cards.

Heroes United

R32

Event

SE: 2

Gain the Team Bonus of your choice until the end of your next Draw Step. If you have the Kurama Team Bonus, gain that Team Bonus until the end of the match instead.

Hope Lost

R33

Event

SE: 4

Draw a card for each different type of Team Symbol on all characters in play. If your opponent has the Kurama Team Bonus, your opponent loses all Team Bonus(es) and cannot gain any Team Bonuses until the end of the match.

Influence

R34

Event

SE: X

Before playing, choose X to equal 1, 2, or 3.

If X = 1, discard up to 2 cards attached to your opponent's fighter.

If X = 2 and you have the Raizen's Alliance Team Bonus, search your Deck for an event and put it in your hand.

If X = 3, discard up to 2 cards attached to your opponent’s fighter, and if you have the Raizen’s Alliance Team Bonus, search your deck for an event and put it in your hand.

Innocence

R35

Event

SE: X

Before playing, choose X to equal 1, 3, or 4.

If X = 1, draw a card.

If X = 3, discard all attached cards in the Arena.

If X = 4, do both.

Interrogation

R36

Event

SE: 10

Discard a face-up event in the Winner's Circle.

Koenma's Protection

R37

Event

SE: X

Before playing, choose X to equal 2, 3, or 5.

If X = 2, heal 1 point of damage on 1 of your characters in play.

If X = 3, your opponent cannot heal points of damage until the next match.

If X = 5, do both.

Quick Freeze

R38

Event

SE: 4

You cannot play events for the rest of the turn. Until your next Draw Step, your opponent cannot play events. If your opponent has the Raizen's Alliance Team Bonus, then until the end of the match your opponent loses 1 Spirit Energy right before he or she plays any event. Limit 1 per Deck.

Regression

R39

Event

SE: 1

Your opponent's fighter's printed Defense Value is reduced by half (rounded up) until your next Draw Step.

Resurrection

R40

Event

SE: 4

Switch your fighter with 1 of your characters in the Winner's Circle. Limit 1 per Deck.

Self-Preservation

R41

Event

SE: 5

Attach this card to 1 of your characters in play. While attached, prevent 1 point of damage when this character is dealt damage. This character can only attach 1 copy of "Self Preservation." Discard this card if a card with "Tainted Glare" in the title is attached to this character.

The Game is Afoot!

R42

Event

SE: X

Before playing, choose X to equal 0, 2, 3, or 5. You must have at least 1 Team Bonus to play this card. If X = 0, all players lose their current Team Bonus(es) until your next Draw Step. If X = 2, your opponent loses his or her current Team Bonus(es) until your next Draw Step. If X = 3, you lose your current Team Bonus(es) and gain 1 Team Bonus of your choice until your next Draw Step. If X = 5, until your next Draw Step, both players lose their Team Bonuses and you gain the Team Bonus of your choice.

Wait!

R43

Event

SE: 0

Play this card when your opponent plays an event. Reveal the top 2 cards of your deck. You may put any copies of "Halt!" and/or "No!" revealed in this way into your hand. Put any remaining cards revealed in this way at the bottom of your Deck in any order. You may now play "Halt" or "No!"

Pairing Dice

R44

Item

SE: 1

Sideline characters you control cannot be dealt damage by your opponent's attacks or card effects.

Psychic Scalpel

R45

Technique

SE: 3

Your fighter's attacks gain the text "You may discard X cards from your hand to use this attack again during this Attack Step. X = the printed Attack Cost of this attack."

[This card is banned from Constructed Play.]

Botan, Detective's Assistant

C46

Hero

Team Urameshi

DEF: 5500

(0) 0: Resources: Until your next Draw Step, this attack gains +1000 Attack Value for each card in your hand.

Effect: Attack: Preparations: At the end of your turn, draw a card for each 10 Spirit Energy you have.

Enki, the Champion

C47

Hero

Team Raizen's Alliance

DEF: 7500

[15] 0: Kiai: Deal 3 damage to all your characters in play. Deal 3 damage to all your opponent's characters in play.

(1) 7000: Shuto Uke: Until your next Draw Step, this attack gains +1000 Attack Value for each attached event in play.

[This card is banned from Constructed Play.]

Genkai, Wise Master

C48

Hero / Team Leader

Team Genkai

DEF: 6000

(2) 9000: Wisdom: Until your next Draw Step, this attack gains +1000 Attack Value for each technique in play.

Effect: Anticipate: When this character enters the Arena, you may choose a technique in your Discard Pile and attach it to this character without paying its Spirit Energy.

Hiei, the Demon World's Protector

C49

Hero

Team Mukuro

Def: 6500

(2) 10000: Search: Your opponent chooses and discards a card from his or her hand.

(2) 8000: Rescue: Your opponent discards the top 2 cards of his or her Deck.

Hiei, Fearless Hero

C50

Hero

Team Urameshi

DEF: 7000

(2) 10000: Abhorrence: Until your next Draw Step, this attack gains +1000 Attack Value for each character in play with "Hero" in the title.

(2) 7000: Echo: You may discard 2 cards from your hand to use this attack again during this Attack Step.

Jin, Carefree Spirit

C51

Hero

Team Kurama

DEF: 6500

[4] 8000: Double Strike: You may pay 4 Spirit Energy to use this attack again during this Attack Step.

(3) 12000: Strafe: You may choose to attack 2 of your opponent's characters in play. If you do, this attack is 4000 Attack Value instead.

Jorge, the Narrator

C52

Hero

Team Koenma

DEF: 7000

(1) 5000: Action Mode

Sideline Effect: Draw: Intelligence: At the beginning of your turn, look at the top 4 cards of your Deck and put them back in any order.

Kayko, the Independent

C53

Hero

Team Urameshi

DEF: 5000

(1) 3000: Excel: Draw the bottom 2 cards of your Deck.

(1) 5000: Support: Gain 2 Spirit Energy.

Sideline Effect: Unconditional Love: If Kayko is in play or in the Winner's Circle, your attacks from Yusuke gain +3000 Attack Value.

Kokuo, the Broken-Hearted

C54

Hero

Team Raizen's Alliance

DEF: 6001

(2) 8000: Tutor: Search your Deck for an event with X Spirit Energy in its cost and put in your hand.

(4) 12000: Palm Heel Strike

Kujoo

C55

Hero

Team Raizen's Alliance

DEF: 6500

(2) 4000: Riken Uchi: Until your next Draw Step, this attack gains +200 Attack Value for each event in your Discard Pile.

(3) 12000: Yoko Geri

Kurama, Devoted Hero

C56

Hero

Team Urameshi

DEF: 7000

(1) 6000: Trust: Until your next Draw Step, this attack gains +1000 Attack Value for each character in play with "Hero" in the title.

(3) 16000: Double Whip

Sideline Effect: Cover: Your characters in play with "Hero" in the title gain +500 Defense Value for each character in play with "Hero" in the title.

Kurama, the Uniting

C57

Hero / Team Leader

Team Kurama

DEF: 6500

(2) 8000: Whip Snap: Until your next Draw Step, this attack gains +2000 Attack Value for each Team Bonus you have.

Sideline Effect: Attack: Strength of Unity: Draw a card for each type of Team Symbol on your opponent's characters in play.

Kuwabara, Honorable Hero

C58

Hero

Team Urameshi

DEF: 6500

(1) 7000: Determination: Until your next Draw Step, this attack gains +1000 Attack Value for each character in play with "Hero" in the title.

(4) 0: Hero's Sacrifice: Deal this character 4 points of damage to deal your opponent's fighter 3 points of damage.

Mukuro, Fugitive Thrall

C59

Hero / Villain / Team Leader

Team Mukuro

DEF: 7000

(1) 7000: Ensnare: Until the end of the match, if your opponent's fighter switches with a character on the Sideline, your opponent's fighter is dealt 1 point of damage.

(4) 12000: Inveigle: Choose 1 of your opponent's Sidelined characters. At the end of this turn, switch your opponent's fighter with the chosen character.

Natsume, the Fearless

C60

Hero

Team Raizen's Alliance

DEF: 6500

(1) 0: Koko Uchi: Until your next Draw Step, this attack gains +1000 Attack Value for each event you played this turn.

(3) 12000: Age Uke

Effect: Main: Resilience: If the bottom 5 cards of your Discard Pile are events, draw a card.

Raizen, Fasting Devourer

C61

Hero / Villain / Team Leader

Team Raizen

DEF: 7000

(3) 8000: Flank: Choose 1 of your opponent's Sidelined characters and switch the chosen character with your opponent's fighter.

(3) 10000: Unrelenting Assault: Until the end of the match, damage from your characters' attacks cannot be reduced or prevented.

Rinku, Acrobatic Fighter

C62

Hero

Team Kurama

DEF: 5500

(1) 6000: Concussion Punch: Your opponent discards a card at random from his or her hand.

(4) 10000: Cure: Heal 1 point of damage on this character.

Saizou

C63

Hero

Team Raizen's Alliance

DEF: 6500

(0) 4000: Atemi Waza: Reveal your hand to your opponent. Until your next Draw Step, this attack gains +1000 Attack Value for each event revealed in this way.

(4) 14000: Yoko Geri

Shu

C64

Hero

Team Raizen's Alliance

DEF: 6500

(2) 6000: Bunkai: Discard the top 5 cards of your Deck. Until your next Draw Step, this attack gains +1000 Attack Value for each event discarded in this way. Shuffle the bottom 5 cards of your Discard Pile into your Deck.

(3) 15000: Oi Tsuki

Souketsu

C65

Hero

Team Raizen's Alliance

DEF: 7000

(2) 6000: Kumite: Until your next Draw Step, this attack gains +1000 Attack Value for each point of damage on all characters in play.

(3) 10000: Empi: You may choose to attack 2 of your opponent's characters in play. If you do this attacks value is 4000 Attack Value instead.

Suzuka

C66

Hero

Team Kurama

DEF: 5500

(1) 5000: Prance

(3) 9000: Outfit: You may choose an item in your Discard Pile and put it in your hand.

Effect: Arm: When this character enters the Arena, Search your Deck for an item and put it in your hand.

Tetsuzam

C67

Hero

Team Raizen's Alliance

DEF: 6000

(1) 5000: Unhallowed Dive: Until your next Draw Step, this attack gains +500 Attack Value for each event with a cost of X Spirit Energy in your Discard Pile.

(2) 9000: Lacerate

Younger Toguro, Soul Taker

C68

Villain / Team Leader

Team Toguro

DEF: 6500

(2) 10000: Trample: If this attack deals 2 or more points of damage to your opponent's fighter, you may choose to deal 1 of those points of damage to 1 of your opponent's Sideline characters instead of your opponent's fighter.

110%

C69

Event

SE: X

Before playing, choose X to equal 0, 2, 3, 4. If X = 0, your attacks gain +2000 Attack Value until your next Draw Step. If X = 2, choose for your attacks to gain either +3000 Attack Value or +5000 Attack Value until your next Draw Step. If X = 3, your attacks gain either +4000 Attack Value or +6000 Attack Value until your next Draw Step. If X = 4, your attacks gain +9000 Attack Value until your next Draw Step.

Ambush

C70

Event

SE: 1

Play this card when your opponent plays a technique. Discard a technique attached to your fighter to discard the technique just played.

Devastating Blow

C71

Event

SE: 1

Discard a card from your hand for your attacks to gain +4500 Attack Value until your next Draw Step.

Extortion

C72

Event

SE: 3

Search your opponent's Deck for any 1 card and discard that card.

Force Field

C73

Event

SE: 1

Play this card when your opponent would deal you minimum damage to prevent that damage. If your opponent has the Rokuyukai Team Bonus, your opponent's characters cannot deal minimum damage for the rest of the match.

Gale Force

C74

Event

SE: X

Before playing, choose X to equal 3 or 6. Limit once per turn. Limit 1 per deck.

If X = 3, choose either for your attacks to gain either the text "You may use this attack a second time this Attack Step," or "Up to two times this attack Step you may attack an opponent's Sidelined character instead of his or her fighter this Attack Step."

If X = 6, do both.

Manipulate

C75

Event

SE: X

Before playing, choose X to equal 1 or 2. If X = 1, Choose either for your attacks to either gain +3000 Attack Value until your next Draw Step, or choose for your characters in play to gain +3000 Defense Value until your next Draw Step. If X = 2, do both.

Morbid Beauty

C76

Event

SE: 2

Your opponent's fighter gains -2000 Defense Value until your next Draw Step. If your opponent does not have a Team Bonus, all of your opponent's characters in play gain -3000 Defense Value for the rest of the match.

Nightmare

C77

Event

SE: 3

Your opponent discards 2 cards at random from his or her hand.

Recruit

C78

Event

SE: 2

Attach this card to one of your characters in play.

Draw: Choose a character in play. The chosen character gains the Team Symbol of your choice until your next Draw Step.

Shrouded Evil

C79

Event

SE: 1

You may shuffle any number of cards from your hand into your Deck to draw the same number of cards.

Snatch

C80

Event

SE: 2

Choose a face-down non-character card in the Winner's Circle and put it in your hand.

Soul Extraction

C81

Event

SE: X

Before playing, choose X to equal 1, 2, or 3.

If X = 1, discard an attached card in play.

If X = 2, attach any attached card in play to your fighter without paying its Spirit Energy.

If X = 3, do both.

Squash

C82

Event

SE: 3

Discard up to 2 attached cards in play.

Submission

C83

Event

SE: 2

Choose an attack on 1 of your opponent's characters in play. Your opponent cannot use the chosen attack until your next Draw Step. You may pay 2 Spirit Energy for the effect to last until the end of the match instead.

Truce

C84

Event

SE: 1

Until the end of the match, all of your opponent's characters in play are neither heroes nor villains. If none of your characters in play are heroes or villains, your attacks gain -1 Attack Cost for the rest of the match.

Upsurge

C85

Event

SE: 0

Your attacks gain +4000 Attack Value until your next Draw Step.

Vulnerable

C86

Event

SE: 2

Play this card when your opponent's fighter deals 1 of your characters minimum damage to deal your opponent's fighter 1 point of damage.

Armor of Containment

C87

Item

SE: 0

This character gains +3500 Defense Value.

Blue Seal

C88

Item

SE: 0

This character gains the Team Symbol of your choice.

Desu Button

C89

Item

SE: 10

Draw: You may discard this item to control your opponent's next turn. If you do, place this card face-up in the Winner's Circle. Limit 1 per Deck.

Double-Bladed Knives

C90

Item

SE: 0

This character's attacks gain +2000 Attack Value. If this card is attached to a villain, this characters attacks gain +2000 Attack Value.

Event Ticket

C91

Item

SE: 0

Draw: Discard this card to gain 3 Spirit Energy.

Kekkai Barrier

C92

Item

SE: 2

This character gains +4000 Defense Value.

Koenmatron 5000

C93

Item

SE: 0

This character gains +2500 Defense Value. If this card is attached to a hero, this character's attacks gain +2000 Attack Value.

Manacles

C94

Item

SE: 2

When this card is played into the Arena face-up, or if it flips face-up in the Arena, discard all items in play after this card's Spirit Energy is paid.

Mask of Restriction

C95

Item

SE: 1

This character gains +2000 Defense Value.

Draw: Discard this card for your fighter's attacks to gain +3000 Attack Value for the rest of the match.

Molotov Cocktail

C96

Item

SE: 3

Draw: Discard this card to deal 1 point of damage to any 1 character in play.

Paintbrush

C97

Item

SE: 2

Your opponent's attacks gain +1 Attack Cost.

Pit Trap

C98

Item

SE: 4

Each time your opponent's fighter attacks this character and before damage is dealt, deal your opponent's fighter 1 point of damage. Only 1 copy of "Pit Trap" may be attached to a character.

Red Seal

C99

Item

SE: 1

This character's attacks gain +2000 Attack Value. If you have at least 10 Spirit Energy, this character's attacks gain +3000 Attack Value. If you have at least 20 Spirit Energy, this character gains +4000 Defense Value. If you have at least 30 Spirit Energy, this character's attacks deal 1 additional point of damage.

Scythe

C100

Item

SE: 2

This character's attacks gain +500 Attack Value for each item in play.

Tanker Truck

C101

Item

SE: 2

This character's attacks gain +4000 Attack Value.

Tasty Beverages

C102

Item

SE: 0

Draw: Discard this card to heal 1 point of damage on this character.

Tombstone

C103

Item

SE: 0

Main: Pay 1 Spirit Energy for your attacks to gain -3000 Attack Value until your next Draw Step.

Yellow Seal

C104

Item

SE: 0

Main: You may pay 10 Spirit Energy to deal 1 point of damage to any character in play. You may use this item again during this Main Step.

Body Manipulation

C105

Technique

SE: 1

(2) 8000: Until your next Draw Step, prevent 1 point of damage from your opponent's attacks.

Death Plant Efflorescence

C106

Technique

SE: 2

(2) 5000: Attach this card to your opponent's fighter. Your opponent's cannot use this attack.

Effect: Draw: At the beginning of your Draw Step, discard the top 2 cards of your Deck.

Finger Extension

C107

Technique

SE: 2

(2) 12000

Effect: When this card flips face-up when it enters the Arena, discard the top 3 cards of your and your opponent's Decks.

Hair Whip

C108

Technique

SE: 2

(1) 5000: Choose 1 of your opponent's Sidelined characters. Switch your opponent's fighter with the chosen character.

Left Pivot Kick

C109

Technique

SE: 0

(0) 6000

Murota's Territory

C110

Technique

SE: 1

(0) 4000

Effect: When this card flips face-up when it enters the Arena, you may look at the top 10 cards of your Deck and put them back in any order.

Pinkie String of Love

C111

Technique

SE: 2

(2) 8000: Until your next Draw Step, your Sidelined characters cannot be dealt points of damage from your opponent's attacks or card effects.

Effect: When this card flips face-up when it enters the Arena, you may heal 1 point of damage on your fighter.

Shadow Control

C112

Technique

SE: 0

(2) 0: Attach this card to your opponent's fighter. This attack cannot deal minimum damage.

Effect: When attacking, this character must use this attack.

Smelly Foot

C113

Technique

SE: 1

(1) 12000: You must have "Shoe" in play to use this attack.

Spirit Orb

C114

Technique

SE: 0

(0) 0: Pay 15 Spirit Energy to deal 4 points of damage to your opponent's fighter. Damage from this attack cannot be reduced or prevented. This attack cannot deal minimum damage.

Spirit Wave Orb

C115

Technique

SE: 4

(6) 30000

Stomp

C116

Technique

SE: 0

(2) 8000

Effect: When this card flips face-up when it enters the Arena, you may search your Deck for a technique and put it in your hand.

Sword Extension

C117

Technique

SE: 0

(2) 10000

Effect: When this card flips face-up when it enters the Arena, your opponent discards 1 card at random from his or her hand.

Thumb Block

C118

Technique

SE: 0

(1) 6000

Effect: This character gains +3500 Defense Value.

Tiger Breathe

C119

Technique

SE: 0

(2) 6000: Discard a face-up attached card in play. This attack gains +1000 Attack Value for each attached card in play.

Twin Energy Punch

C120

Technique

SE: 1

(2) 9000: Draw 2 cards. Your opponent draws 2 cards.

Two-Fingered Poke

C121

Technique

SE: 0

(1) 7000

Effect: When this card flips face-up when it enters the Arena, you may draw a card.

Alliance Card Text