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.
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.
G3
Event
SE: 10
Take an extra turn after this one. Limit once per game. Limit 1 per deck.
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.
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.
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.
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.
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.
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.
U10
Item
SE: 2
Draw: Choose an item in play. "Game Cartridge" copies all effects of the chosen item until your next Draw Step.
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.
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.
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.
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.
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.
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.
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.
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.
S19
Event
SE: 2
Your first attack this turn deals 1 additional point of damage.
S20
Item
SE: 3
Your card effects cannot be stopped by your opponent's card effects.
S21
Event
SE: 3
Your opponent skips his or her next Draw Step. Skip your next Draw Step. Limit once per match.
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.
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.
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.
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.
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.
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.
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.
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.
R30
Event
SE: 4
Your attacks now have an Attack Cost of 0 until your next Draw Step.
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.
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.
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.
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.
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.
R36
Event
SE: 10
Discard a face-up event in the Winner's Circle.
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.
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.
R39
Event
SE: 1
Your opponent's fighter's printed Defense Value is reduced by half (rounded up) until your next Draw Step.
R40
Event
SE: 4
Switch your fighter with 1 of your characters in the Winner's Circle. Limit 1 per Deck.
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.
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.
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!"
R44
Item
SE: 1
Sideline characters you control cannot be dealt damage by your opponent's attacks or card effects.
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.]
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.
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.]
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.
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.
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.
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.
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.
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.
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
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
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.
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.
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.
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.
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.
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.
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.
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
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
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.
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.
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
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.
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.
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.
C71
Event
SE: 1
Discard a card from your hand for your attacks to gain +4500 Attack Value until your next Draw Step.
C72
Event
SE: 3
Search your opponent's Deck for any 1 card and discard that card.
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.
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.
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.
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.
C77
Event
SE: 3
Your opponent discards 2 cards at random from his or her hand.
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.
C79
Event
SE: 1
You may shuffle any number of cards from your hand into your Deck to draw the same number of cards.
C80
Event
SE: 2
Choose a face-down non-character card in the Winner's Circle and put it in your hand.
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.
C82
Event
SE: 3
Discard up to 2 attached cards in play.
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.
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.
C85
Event
SE: 0
Your attacks gain +4000 Attack Value until your next Draw Step.
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.
C87
Item
SE: 0
This character gains +3500 Defense Value.
C88
Item
SE: 0
This character gains the Team Symbol of your choice.
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.
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.
C91
Item
SE: 0
Draw: Discard this card to gain 3 Spirit Energy.
C92
Item
SE: 2
This character gains +4000 Defense Value.
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.
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.
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.
C96
Item
SE: 3
Draw: Discard this card to deal 1 point of damage to any 1 character in play.
C97
Item
SE: 2
Your opponent's attacks gain +1 Attack Cost.
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.
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.
C100
Item
SE: 2
This character's attacks gain +500 Attack Value for each item in play.
C101
Item
SE: 2
This character's attacks gain +4000 Attack Value.
C102
Item
SE: 0
Draw: Discard this card to heal 1 point of damage on this character.
C103
Item
SE: 0
Main: Pay 1 Spirit Energy for your attacks to gain -3000 Attack Value until your next Draw Step.
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.
C105
Technique
SE: 1
(2) 8000: Until your next Draw Step, prevent 1 point of damage from your opponent's attacks.
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.
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.
C108
Technique
SE: 2
(1) 5000: Choose 1 of your opponent's Sidelined characters. Switch your opponent's fighter with the chosen character.
C109
Technique
SE: 0
(0) 6000
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.
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.
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.
C113
Technique
SE: 1
(1) 12000: You must have "Shoe" in play to use this attack.
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.
C115
Technique
SE: 4
(6) 30000
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.
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.
C118
Technique
SE: 0
(1) 6000
Effect: This character gains +3500 Defense Value.
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.
C120
Technique
SE: 1
(2) 9000: Draw 2 cards. Your opponent draws 2 cards.
C121
Technique
SE: 0
(1) 7000
Effect: When this card flips face-up when it enters the Arena, you may draw a card.