Ghost Files
Risho
C1/176
Villain / Team Leader
Team Masho
DEF: 5000
(2) 3000: Earthen Armor: This character's gains +2000 Defense Value until your next Draw Step.
Suzaku
C2/176
Villain / Team Leader
Team Saint Beasts
DEF: 3000
(2) 4000: Storm of Torment: This attack gains +1000 Attack Value for this turn for each match finished.
Suzuka
R3/176
Villain / Team Leader
Team Uraotogi
DEF: 4000
(1) 4000: Laughter: If your opponent has more than 4 cards in his hand, he discards from his hand until he has 4 cards.
(2) 5000: Amusing Joke: Until the end of your next turn, players may not play events.
Risho, Butajiri's Henchman
R4/176
Villain / Team Leader
Team Masho
DEF: 4000
(1) 3000: Earthen Crush: This character gains +2000 Defense Value until your next Draw Step.
(2) 4000: Power Clash: If you used Earthen Crush in your last turn, then the attacks of all of your other characters with the Masho Team Symbol gain +1000 Attack Value until the game ends.
Yusuke, Resurrected
R5/176
Hero / Team Leader
Team Urameshi
DEF: 4000
(1) 4000: Street Fighting
(1) 4000: Spirit Blast: If you used Street Fighting in your last turn, this character's attacks gain +2000 Attack Value until the match ends, and you may shuffle any cards in your hand into your Deck to draw that many cards.
Chu
ST6/176
Villain / Team Leader
Team Rokuyukai
DEF: 4000
(1) 4000: Swagger Fu
Dr. Ichigaki
ST7/176
Villain / Team Leader
Team Ichigaki
DEF: 3000
(1) 3000: Horrific Science: At the end of this turn, you may switch Dr. Ichigaki with one of your characters with the Ichigaki Team Symbol on the Sideline.
Sideline Effect: Villainous Leader: This effect works as long as this character is face-up in play. While you have a Character in the Arena with the Ichigaki Team Symbol, your opponent’s character in the Arena gains -1000 Attack Value, to a minimum of 0 Attack Value.
Younger Toguro
ST8/176
Villain / Team Leader
Team Toguro
DEF: 4000
(1) 3000: Surprising Strength: This character's attacks gain +1000 Attack Value until the match ends.
Yusuke
ST9/176
Hero / Team Leader
Team Urameshi
DEF: 4000
(1) 5000: Spirit Gun
Chu, the Team Captain
U10/176
Villain / Team Leader
Team Rokuyukai
DEF: 4000
(1) 3500: Blurred Movement
(2) 4000: Buzz Attack: Choose for your opponent's attacks to gain +1 Attack Cost or -1 Attack Cost until your next Draw Step.
Sideline Effect: Suiken Technique: Chu takes no points of damage from attacks with a 1 Attack Cost (after modifiers), unless the opponent pays for minimum damage. If your opponent pays for minimum damage, Chu will take 1 point of damage.
Suzaku, Makai Master
U11/176
Villain / Team Leader
Team Saint Beasts
DEF: 4000
(1) 3000: Storm of Torment
(2) 3000: Demonic Advantage: This attack gains +3000 Attack Value for this turn for each of your characters with the Saint Beasts Team Symbol that has won a match this game.
Effect: Lightning Charge: If the technique card 'Storm of Torment' is attached to this character, the effect of the card is +1000 Attack Value for each card in your hand instead of the +500 Attack Value.
Chinpoh, the Wanderer
C12/176
Hero
Team Ronin
DEF: 3000
(1) 3000: Wandering
Gama
C13/176
Villain
Team Masho
DEF: 3000
(2) 4000: Makeup of the Seal: Choose an attack on one of your opponent's face-up cards in play. He cannot use that attack during his next turn.
Imajin
C14/176
Villain
Team Rokuyukai
DEF: 3000
(1) 4000: Hippify
Gatasubal
C15/176
Villain
Team Ichigaki
DEF: 4500
(1) 4000: Robotic Efficiency
Gokumonki
C16/176
Villain
Team Ronin
DEF: 5000
(1) 3000: Super Strength
Hirue
C17/176
Villain
Team Ronin
DEF: 3500
(1) 2000: Punch
Inmaki
C18/176
Villain
Team Ronin
DEF: 3000
(1) 3000: Concealed Claw: You may discard 1 card from your hand to have this attack gain +2000 Attack Value for this turn.
Jyaki
C19/176
Villain
Team Ronin
DEF: 2000
(1) 2000: Stealthy Strategy: Your opponent chooses to either lose 1 Spirit Energy or discard a card from his hand.
Kazamaru
C20/176
Villain
Team Ronin
DEF: 3000
(1) 2000: Ninja Fists: Your opponent discards the top card of his Deck.
Kibano
C21/176
Villain
Team Ronin
DEF: 3000
(1) 3000: Ninjitsu: Look at the top 4 cards of your Deck and put them back in any order.
Kuroda, Contract Killer
C22/176
Villain
Team Ronin
DEF: 4000
(1) 3000: Assassinate: This attack gains +2000 Attack Value for this turn for each Combat Knives attached to this character.
Miyuki
C23/176
Villain
Team Ronin
DEF: 3000
(1) 3000: Hair Whip: This attack gains +3000 Attack Value for this turn if the opponent's character in the Arena does not have a Team Symbol.
Mushashi
C24/176
Hero
Team Ronin
DEF: 4000
(1) 3000: Shibattou: This attack gains +1000 Attack Value for this turn for each Shibattou Shining Sword face-up in play.
Rugby
C25/176
Villain
Team Ronin
DEF: 4000
(1) 4000: Foul
Shishi Wakamaru
C26/176
Villain
Team Uraotogi
DEF: 4000
(1) 1000: Curse of the Banshee: If you have 2 or more Spirit Energy, search your deck for a Banshee Shriek card, pay its Spirit Energy, and attach it to this character.
Shorin
C27/176
Villain
Team Ronin
DEF: 3000
(1) 3000: Disguise: You may search your Deck for Rando and replace this character with him and then discard this character.
Spider Demon
C28/176
Villain
Team Ronin
DEF: 3000
(2) 5000: Spider's Web
The Minotaur
C29/176
Villain
Team Ronin
DEF: 4000
(2) 6000: Moo
Touya
C30/176
Villain
Team Masho
DEF: 3000
(2) 4000: Ice Cutlass: Draw a card.
Ura Urashima
C31/176
Villain
Team Uraotogi
DEF: 4000
(3) 5000: Deception: If your opponent has 3 or more cards in his hand, this attack gets +2000 Attack Value for this turn, and your opponent discards 3 cards from his hand.
Hiei, the Swordsman
R32/176
Hero
Team Urameshi
DEF: 4000
(1) 3000: Precise Strike: Your opponent chooses and discards a card from his hand.
(2) 6000: Deadly Gash: Your opponent discards a card at random from his hand.
Jin
R33/176
Villain
Team Masho
DEF: 4000
(1) 2000: Supersonic Speed: You may use this attack a second time this Attack Step.
(2) 5000: Master of Wind: You may reassign the cards attached to your opponent's characters on the Sideline, without turning them over.
Kuro Momotaro
R34/176
Villain
Team Uraotogi
DEF: 3000
(1) 2000: Armor Abuse: This attack gains +1000 Attack Value for this turn for each card with "Armor" in the title attached to this character.
Sideline Effect: Injury Memory: This character gains +1000 Defense Value for each card with "Armor" in the title attached to him.
Kuwabara, Street Fighter
R35/176
Hero
Team Urameshi
DEF: 4000
(1) 3000: Alley Brawling: Shuffle a card in your Discard Pile into your Deck.
(2) 5000: For Yukina's Love: Shuffle 2 cards in your Discard Pile into your Deck.
Rando
R36/176
Villain
Team Ronin
DEF: 3000
(1) 2000: Psychic Mimic: This attack gains +1000 Attack Value for this turn for each technique attached to this character.
(2) XXXX: Ability Theft: Choose an attack on one of your opponent's face-up cards in play. This attack copies the chosen attack, except for its Attack Cost.
Bui
ST37/176
Villain
Team Toguro
DEF: 5000
(2) 7000: Cleave
Elder Toguro
ST38/176
Villain
Team Toguro
DEF: 4000
(1) 4000: Sinister Scheme: Look at the top 4 cards of your opponent's Deck and put them back on top in any order.
(2) 6000: Body Manipulation
Hiei
ST39/176
Hero
Team Urameshi
DEF: 3000
(2) 4000: Katana Expertise: Discard the top 2 cards of your opponent's Deck.
Karasu
ST40/176
Villain
Team Toguro
DEF: 4000
(1) 4000: Powerful Reserves: Shuffle all items in your Discard Pile into your Deck.
(2) 6000: Instant Grenades
Kurama
ST41/176
Hero
Team Urameshi
DEF: 3000
(2) 3000: Rose Whip: Look at the cards in your opponent's hand and discard one of them.
Kuwabara
ST42/176
Hero
Team Urameshi
DEF: 4000
(1) 3000: Spirit Sword: You may shuffle a card in your Discard Pile into your Deck.
M1
ST43/176
Hero
Team Ichigaki
DEF: 4000
(1) 4000: Diversion: Discard a face-up item in play.
M2
ST44/176
Hero
Team Ichigaki
DEF: 5000
(1) 2000: Invisible Slash: Discard a face-up technique in play.
(2) 5000: Javelin Press
M3
ST45/176
Hero
Team Ichigaki
DEF: 4000
(2) 3000: Grizzly Claw: This attack gains +300 Attack Value for this turn for each card in your opponent's Discard Pile.
Rinku
ST46/176
Villain
Team Rokuyukai
DEF: 3000
(1) 3000: Serpent Yo-Yos: You may discard up to 3 cards from the top of your Deck. This attack gains +1000 Attack Value for this turn for each card discarded.
(2) 5000: Kite Strings
Roto
ST47/176
Villain
Team Rokuyukai
DEF: 4000
(1) 3000: Hostage Abuse: If your opponent attacked in the last turn, this character may attack a character on your opponent's Sideline instead.
Zeru
ST48/176
Villain
Team Rokuyukai
DEF: 4000
(1) 4000: Burning Rage: You may discard up to 3 cards from your hand to have this attack gain +2000 Attack Value for this turn for each card you discard for this effect.
(3) 9000: Flames of Power
Genkai, the Young
S49/176
Hero
Team Urameshi
DEF: 4000
(2) 5000: Spirit Focus
(3) 4000: All Out Assault: This attack gains +1000 Attack Value for this turn for each card attached to this character.
Effect: Intrigue: If this character is in your 5th match, her attacks gain +1000 Attack Value and -1 Attack Cost to a minimum of 0.
Shishi Wakamaru, Soul Stealer
S50/176
Villain
Team Uraotogi
DEF: 4000
(1) 3000: Skull Session
(2) 5000: Soul Spirit Mastery: Until your next Draw Step, your opponent's attacks gain -1000 Attack Value, to a minimum Attack Value of 0, for each card he has to discard to pay his Attack Cost.
Effect: Good with the Ladies: When your opponent uses a card effect besides Good with the Ladies to draw a card(s), draw a card.
Touya, the Ice Master
S51/176
Villain
Team Masho
DEF: 4000
(1) 3000: Cold Aggression
Effect: At the end of your turn, you may draw a card for each card you discarded from your hand this turn because of effects from events, and for whenever you pay Attack Cost, to a max of 3 cards.
Abnormal Endurance
C52/176
Event
SE: 0
Choose a card in your Discard Pile and shuffle it into your Deck.
Alley Fight for Eikichi
C53/176
Event
SE: 0
Discard all but 1 card in your hand to have your attacks gain +1000 Attack Value for this turn for each Spirit Energy you have.
Climatic Finish
C54/176
Event
SE: 0
If you are in the 5th match, all players skip their Main Step until the end of the match, and it takes 8 points of damage to defeat a character in this match.
Deadly Attack
C55/176
Event
SE: 0
Your opponent discards the top card of his Deck.
Defensive Posture
C56/176
Event
SE: 0
Your character in the Arena gains +3000 Defense Value until your next Draw Step.
Efflux
C57/176
Event
SE: 0
Your attacks gain +3000 Attack Value for this turn.
Evil Tendencies
C58/176
Event
SE: 0
Choose one of your hero characters. He is now a villain until the game ends.
Fervor of Fury
C59/176
Event
SE: 0
Until your next Draw Step, your attacks gain +1000 Attack Value and your characters gain +1000 Defense Value.
Flurry of Blows
C60/176
Event
SE: 0
Your attacks gain +1000 Attack Value for this turn for each card you play after this event during this Main Step.
Overpowered
C61/176
Event
SE: 0
If you played Overwhelming Kill this turn and you achieve its requirement to deal 4 points of damage during this turn's Attack Step, you may choose to do 1 point of damage to each of your opponent's characters in the Arena and on his Sideline instead.
Limit 1 per Deck.
Guru of Engagement
C62/176
Event
SE: 0
Reveal your hand to your opponent. Your attacks gain +2000 Attack Value for this turn for each technique revealed from your hand.
Heroic Team
C63/176
Event
SE: 1
If you have the Urameshi Team Bonus, then until the game ends, when you would draw a card you may draw the bottom card of your Deck instead.
Hiei's Sword Mastery
C64/176
Event
SE: 0
Choose an item attached to your character in the Arena. Double the +Attack Value it gives, if any, for the rest of the turn.
Improvised Weapon
C65/176
Event
SE: 0
When you use an attack this turn, you may discard 1 item attached to your character in the Arena to have your attacks gain +4000 Attack Value for this turn.
Kidnapping
C66/176
Event
SE: 0
Choose 2 cards in your opponent's Discard Pile and put them on top of his Deck.
Zombies on the Hunt
C67/176
Event
SE: 0
Your opponent discards a card at random from his hand.
Maze Castle
C68/176
Event
SE: 1
Choose your Attack Value or Defense Value. For the remainder of the match, your characters with the Saint Beasts Team Symbol gain +500 to the chosen value for each character on your Sideline with the Saint Beasts Team Symbol.
Mistaken Fatality
C69/176
Event
SE: 0
Pay any amount of Spirit Energy to make your opponent lose the same amount of Spirit Energy.
Shinobi Disguise
C70/176
Event
SE: 1
If you have the Masho Team Bonus, you may replace your character in the 5th Match Slot with one of your characters from your deck that you do not already have in play.
Overexertion
C71/176
Event
SE: 0
If your opponent played Overwhelming Kill and/or Power Strike during his previous turn but did not achieve the requirement to do extra damage, your opponent's character in the Arena takes 1 point of damage.
Physical Intensification
C72/176
Event
SE: 0
Until the turn ends, when you play a card that increases Attack Value, increase that amount by +1000 until the turn ends.
Protective Restraint
C73/176
Event
SE: 1
When the match in the Arena ends this turn, your opponent must switch the character in his next Match Slot with another character on his Sideline.
Rokuyukai Advantage
C74/176
Event
SE: 1
If you have the Rokuyukai Team Bonus, your attacks gain +1000 Attack Value for this turn for each card in your hand and -1000 Attack Value for this turn for each card in your opponent's hand, to a minimum of 0 Attack Value.
Sabotage
C75/176
Event
SE: 0
Look at the top 5 cards of your opponent's Deck and put them back on top in any order.
Spirit Dump
C76/176
Event
SE: 2
When you use an attack with the word "Spirit" in the title this turn, you may discard any amount of cards from your hand. For each card you discard, that attack gets +3000 Attack Value for this turn.
Spiritual Safeguard
C77/176
Event
SE: 0
Discard up to 3 cards from your hand, and for each card you discard from your hand, all of your characters gain +2000 Defense Value until your next Draw Step.
Teamwork
C78/176
Event
SE: 0
Your attacks gain +1000 Attack Value for this turn for each character on your Sideline.
Tears of Blood
C79/176
Event
SE: 0
Choose one of your villain characters. He is now a hero until the game ends.
The Best Defense is...
C80/176
Event
SE: 0
Choose one of the attacks on your character in the Arena. Switch the printed Attack Value of that attack with the printed Defense Value of that character until your next Draw Step.
Theft in the Dark
C81/176
Event
SE: 1
Take one of the items attached to your opponent's character in the Arena and attach it to your character in the Arena. Return it to your opponent's character in the Arena when your opponent's next turn ends if the item is still in play.
Time Out
C82/176
Event
SE: 1
Both characters in the Arena heal 1 point of damage.
Weapon's Master
C83/176
Event
SE: 0
Your attacks gain +1000 Attack Value for this turn for each item attached to your character in the Arena.
All For One and One For All
R84/176
Event
SE: 0
If all of your characters in play have the same Team Symbol, gain 3 Spirit Energy and draw a card. Limit once per match.
Dr. Ichigaki's Control
R85/176
Event
SE: 1
If you have the Ichigaki Team Bonus, discard a face-up non-character card in play.
Kitty Love
R86/176
Event
SE: 4
Draw 2 cards.
"Lucky" Winners
R87/176
Event
SE: 1
If you have 9 Spirit Energy, choose a card in your Discard Pile and put it in your hand. Limit 1 per Deck.
Masterful Speed
R88/176
Event
SE: 0
Your character in the Arena gains +1000 Defense Value for each card in your hand until your next Draw Step.
Overwhelming Kill
R89/176
Event
SE: 2
If the Attack Value of your attack this turn is at least 4 or more times your opponent's character's Defense Value, your opponent’s character takes 4 points of damage from the attack instead of 2.
Rash Brawling
R90/176
Event
SE: 1
Your attacks gain +3000 Attack Value until the end of the match. At the beginning of each of your turns in this match, the bonus from this event gains -1000 Attack Value until the end of the match, to a minimum of +0 Attack Value.
Signature Moves
R91/176
Event
SE: 0
Choose a word. Shuffle all cards in your Discard Pile with that word in the title into your Deck.
Transcendent Might
R92/176
Event
SE: 2
If your character in the Arena has at least 4 items and 4 techniques attached, his attacks gain +10000 Attack Value for this turn.
Ultimate Test
R93/176
Event
SE: 1
Players may not heal points of damage until the match ends.
A Man's Promise
ST94/176
Event
SE: 0
Choose a card attached to one of your characters. That card is shuffled into its owner's Deck.
Botan's Healing
ST95/176
Event
SE: 1
If your character in the Arena is a hero, heal 1 point of damage on one of your characters in play.
Desperate Decision
ST96/176
Event
SE: 0
Discard a card from your hand to make your opponent discard 2 cards from his hand.
Feast of Souls
ST97/176
Event
SE: 0
If your character in the Arena is a villain, gain 2 Spirit Energy.
Good Ref
ST98/176
Event
SE: 0
Look at the top 10 cards of your Deck and put them back on top in any order.
Investigation
ST99/176
Event
SE: 0
Look at the cards in your opponent's hand.
Koenma's Opening
ST100/176
Event
SE: 1
Discard a card from your hand to discard all cards in each player's hand.
No Mercy
ST101/176
Event
SE: 1
If you have the Toguro Team Bonus, your attacks gain +4000 Attack Value for this turn.
Rando Appears
ST102/176
Event
SE: 0
If you do not have a character in your 5th Match Slot, search your Deck for a character and put it in your 5th Match Slot.
Stunned
ST103/176
Event
SE: 0
Your opponent must shuffle his Deck.
Busted
S104/176
Event
SE: 0
Discard a face-up item in play.
Kayko's Promise
S105/176
Event
SE: 2
Name a non-character card. Neither player may use that card until the match ends. For the remainder of the match, your opponent may discard the top 5 cards of his deck at the end of his turn to end this effect.
Party Time
S106/176
Event
SE: 2
Discard a card from your hand to keep all players from using any attacks until your next Draw Step.
The Genkai Bunch
S107/176
Event
SE: 1
Discard a face-up technique in play.
Demonic Tricks
U108/176
Event
SE: 1
If your character in the Arena is a villain, heal 1 point of damage on him.
Double Teaming
U109/176
Event
SE: 1
You may discard a card from your hand to choose an attack on one of your face-up characters on your Sideline. Add the chosen attack's printed Attack Value to the Attack Value of the attack you use this turn.
Power Strike
U110/176
Event
SE: 2
If the Attack Value of your attack this turn is at least 2 or more times your opponent's character's Defense Value, your opponent's character takes 3 points of damage from the attack instead of 2.
Recuperation
U111/176
Event
SE: 1
Shuffle 5 cards in your Discard Pile into your Deck. Limit 1 per Deck. Limit once per match.
Substitute
U112/176
Event
SE: 2
Switch your character in the Arena with one of your characters on your Sideline. Limit 1 per Deck.
Backyard Dummy
C113/176
Item
SE: 0
This character's attacks gain +2000 Attack Value.
Combat Knives
C114/176
Item
SE: 0
This character's attacks gain +1000 Attack Value.
Idunn Box
C115/176
Item
SE: 0
Main: Discard this card to gain 2 Spirit Energy.
Communication Mirror
C116/176
Item
SE: 0
Main: You may discard this item to reassign 2 of your Sidelined characters to each other's Match Slots.
Demon Compass
C117/176
Item
SE: 0
Draw: Discard this item to shuffle 2 cards in your Discard Pile into your Deck that are not Demon Compass.
Psychic Spyglass
C118/176
Item
SE: 0
Your opponent plays with the cards in his hand face-up on the table.
Deadly Ninja Throwing Stars
C119/176
Item
SE: 0
You may put this item at the bottom of your Deck at the beginning of your turn to have your opponent discard the top card of his Deck.
Tape of the Mission
C120/176
Item
SE: 0
Draw: Discard this item to draw a card.
Trace-Eyes
R121/176
Item
SE: 1
Main: Discard this item to have your opponent's character in the Arena gain -1500 Defense Value for this turn, to a minimum of 1 Defense Value.
Hospital Bed
R122/176
Item
SE: 2
Main: Discard this item and 2 cards from your hand to heal 1 point of damage on this character.
Makai Whistle
R123/176
Item
SE: 1
If attached to a villain, you may discard this item at the beginning of your turn to discard the top 3 cards of your opponent's Deck.
Shadow Sword
R124/176
Item
SE: 1
This character's attacks gain +1000 Attack Value. When your opponent takes damage from your attacks, your opponent discards the top card of his Deck for each point of damage taken.
Spirit Beast Egg
R125/176
Item
SE: 2
Your opponent cannot play Halt
Main: If you do not have a character in your 5th Match Slot, discard this item to search your deck for a character and put it in your 5th Match Slot.
Spirit Cuffs
R126/176
Item
SE: 1
Main: Attach to your opponent's character in the Arena. While attached, that character’s attacks gain -2000 Attack Value, to a minimum of 0 Attack Value. Your opponent cannot use this card.
Steaming Sphere
R127/176
Item
SE: 1
Main: Discard this item to search your Discard Pile for a technique and attach it to this character.
Baseball Bat
ST128/176
Item
SE: 0
This character's attacks gain +1000 Attack Value. If attached to a character without a Team Symbol, the attacks gain +3000 Attack Value instead.
Botan's Oar
ST129/176
Item
SE: 0
This character's attacks gain +1000 Attack Value.
Fishing Pole
ST130/176
Item
SE: 0
This character's attacks gains +2000 Attack Value.
Bamboo
ST131/176
Item
SE: 0
This character's attacks gain +1000 Attack Value.
Power Serum
ST132/176
Item
SE: 1
This character's attacks gain +1000 Attack Value. If attached to a character with the Ichigaki Team Symbol, the attacks gain +3000 Attack Value instead.
Really Big Axe
ST133/176
Item
SE: 0
This character's attacks gain +1000 Attack Value. If attached to Bui, the attacks gain +3000 Attack Value instead.
Rose Whip
ST134/176
Item
SE: 0
This character's attacks gain +1000 Attack Value.
Attack: If attached to Kurama, discard this item to double the Attack Value of one of your attacks for this turn. You can only do this with one Rose Whip each turn.
Senseless Helmet
ST135/176
Item
SE: 0
This character gains +1000 Defense Value.
Serpent Yo-Yos
ST136/176
Item
SE: 0
This character's attacks gain +1000 Attack Value.
Main: Discard this item to have your opponent discard a card from his hand.
Spirit Ring
ST137/176
Item
SE: 0
This character's attacks gain +1000 Attack Value. If attached to Yusuke, the attacks gain +3000 Attack Value instead.
Armor of Clay
S138/176
Item
SE: 0
This character gains +2000 Defense Value. If attached to Risho, he gains +3000 Defense Value instead.
School Girl Outfit
S139/176
Item
SE: 0
Your opponent thinks your character is so cute that his attacks gain -2000 Attack Value, to a minimum 0 Attack Value.
Banshee Shriek
U140/176
Item
SE: 2
This character's attacks gain +1000 Attack Value. If attached to a card with “Shishi” in the title, this attack gains +3000 Attack Value instead, and your opponent discards the top card of his Deck at the beginning of his turn.
Ogre Killer
U141/176
Item
SE: 1
At the beginning of your turn, look at the top 5 cards of your Deck and put them back on top in any order.
Armor of the Ape
C142/176
Technique
SE: 0
(1) 4000: This character gains +1000 Defense Value until the end of the match. You cannot use Armor of the Ape again this match.
Axe-Blade Fist
C143/176
Technique
SE: 0
(0) 2000
Desperate Temper
C144/176
Technique
SE: 0
(2) 1000: This attack gains +300 Attack Value for each card in your Discard Pile.
Grizzly Claw
C145/176
Technique
SE: 0
(3) 8000
Headbutt
C146/176
Technique
SE: 0
(1) 3000: If your opponent's character in the Arena has Headbutt attached, this attack does 3 points of damage instead of the normal amount.
Ice Dragon
C147/176
Technique
SE: 0
(2) 3000: When this attack does damage, you may discard this technique to keep your opponent from doing Minimum Damage his next turn.
Jagan Eye
C148/176
Technique
SE: 1
(2) 3000: Your opponent chooses and discards a card from his hand. If attached to Hiei, your opponent discards the card at random from his hand instead.
Make-up of Chains
C149/176
Technique
SE: 0
(2) 4000: Your opponent loses 1 Spirit Energy.
Prism of Seven
C150/176
Technique
SE: 0
(1) 4000: If you do not have a character in your 5th Match Slot, search your Deck for a character and put it in the 5th Match Slot.
Reduction
C151/176
Technique
SE: 0
(2) 5000: If attached to Rando, this attack gains +3000 Attack Value for this turn.
Rose Whiplash
C152/176
Technique
SE: 2
(2) 1000: This attack gains +1000 Attack Value for this turn for each technique attached to this character.
Shotgun
C153/176
Technique
SE: 0
(3) 4000: This attack gains +1000 Attack Value for this turn for each character on your opponent's Sideline.
Spirit Gun Double
C154/176
Technique
SE: 0
(2) 4000: You may pay 2 Spirit Energy to have this attack gain +3000 Attack Value for this turn.
Spirit Gun Focus
C155/176
Technique
SE: 0
(2) 5000: If attached to Yusuke, this attack gains +2000 Attack Value for this turn.
Storm of Torment
C156/176
Technique
SE: 0
(1) 3000: This attack gains +500 Attack Value for this turn for each card in your hand.
Banzai Missile
R157/176
Technique
SE: 2
(2) 4000: Until your next Draw Step, your opponent may only discard events from his hand to pay Attack Costs.
Fists of the Mortal Flame
R158/176
Technique
SE: 1
(2) 4000: You may discard a face-up technique in play.
Meteor Charge
R159/176
Technique
SE: 5
(4) 6000: If this card was in the arena at the end of the previous Main Step, discard all cards attached to all characters in the Arena.
Renkinyoujutsu
R160/176
Technique
SE: 0
(2) 3000: This attack gains +2000 Attack Value for this turn for each Ogre Killer attached to this character. If attached to Chu, the attack gains +4000 Attack Value for this turn for each Ogre Killer attached instead.
Reversal
R161/176
Technique
SE: 2
(2) XXXX: This attack copies the attack your opponent used in his last turn, except for its Attack Cost.
Spirit Sword Double
R162/176
Technique
SE: 0
(1) 3000: Shuffle a card in your Discard Pile into your Deck.
Spirit Wave
R163/176
Technique
SE: 1
(3) 5000: This attack gains +1000 Attack Value for this turn for each card attached to your characters in play. Discard this technique.
Tornado Fists
R164/176
Technique
SE: 0
(2) 2000: This attack gains +1000 Attack Value for this turn for each Spirit Energy you have.
Armor of the Hyena
ST165/176
Technique
SE: 0
(1) 3000: This character gains +1000 Defense Value until your next Draw Step.
Power Slam
ST166/176
Technique
SE: 0
(3) 8000
Circles of Inferno
ST167/176
Technique
SE: 1
(2) 4000: Discard an item attached to your opponent's character in the Arena.
Power of Love
ST168/176
Technique
SE: 0
(1) 2000: If attached to Kuwabara, this attack gains +4000 Attack Value for this turn.
Shards of Winter
ST169/176
Technique
SE: 0
(1) 4000
Shibattou Shining Sword
ST170/176
Technique
SE: 0
(2) 4000: If your opponent's character in the Arena is a villain, this attack gains +3000 Attack Value for this turn.
Spirit Fist
ST171/176
Technique
SE: 2
(2) 3000: This attack gains +500 Attack Value for this turn for each Spirit Energy you have.
Spirit Palm Blast
ST172/176
Technique
SE: 0
(2) 5000: Your opponent shuffles a card from his hand into his Deck.
Spirit Sword Monster Beast Donut
ST173/176
Technique
SE: 0
(2) 5000: Shuffle 2 cards in your Discard Pile into your Deck.
Dragon of the Darkness Flame
S174/176
Technique
SE: 0
(4) 12,000
Death Plant
U175/176
Technique
SE: 1
(2) 3000: Attach this card to your opponent's character in the Arena. While attached to him in the Arena, he discards the top card of his deck at the end of his turn. Your opponent cannot use this copy of Death Plant.
Sword of the Darkness Flame
U176/176
Technique
SE: 0
(2) 4000: You may discard any cards attached to this character to have this attack gain +2000 Attack Value for this turn for each attached card discarded.
Younger Toguro, Latent Warrior
G177/176
Villain / Team Leader
Team Toguro
DEF: 5000
(1) 3000: 60% Power
(3) 5000: 100% Power: This character's attacks gain +3000 Attack Value until the match ends.
Burst of Power
G178/176
Event
SE: 2
Draw 3 cards. Limit 1 per Deck.
Halt!
G179/176
Event
SE: 1
Play when your opponent plays an event. Discard a card from your hand to keep your opponent from using any effects of the event he just played.
I'm Callin' You Out!
G180/176
Event
SE: 2
Switch one of your opponent's characters on the Sideline with your opponent's character in the Arena. Limit 1 per Deck.
Bakken
TC1/22
Villain
Team Masho
DEF: 3000
(1) 2000: White Smog: Until your next Draw Step, all of your opponent's attacks gain +1 Attack Cost.
Genbu
TC2/22
Villain
Team Saint Beasts
DEF: 5000
(2) 4000 Stonemelding Strike
Gouki
TC3/22
Villain
Team Ronin
DEF: 3000
(0) 1000 Basic Skills
Makintaro
TC4/22
Villain
Team Uraotogi
DEF: 4000
(1) 3000: Shifty Body: You may discard an item attached to this character to have this attack gain +3000 Attack Value for this turn.
Seiryu
TC5/22
Villain
Team Saint Beasts
DEF: 3000
(2) 3000: Ice Dragon: You do not need to discard any cards from your hand to pay for minimum damage for this attack.
Batting Practice
TC6/22
Event
SE: 2
Until your next Draw Step, you do not take damage from any attacks with 4000 Attack Value or less, including minimum damage.
Befriend
TC7/22
Event
SE: 0
Choose a Team Symbol on one of your characters in play. All of your characters without Team Symbols now gain that Team Symbol for the rest of the game.
Shinobi of the Spirit World
TC8/22
Event
SE: 0
Your opponent loses 1 Spirit Energy.
Unconsious
TC9/22
Event
SE: 0
You lose the current match. Limit 1 per Deck.
Prism Storm of Torment
TC10/22
Technique
SE: 2
(2) 4000: If your opponent's character in the Arena has more than 3 cards attached, your opponent must discard its attached cards until there are only 3 attached cards left.
Slice, Dice, and Incise
TC11/22
Technique
SE: 0
(2) 4000: Your opponent discards the top card of his Deck.
Byakko
TR12/22
Villain
Team Saint Beasts
DEF: 4000
(1) 4000: Primal Instincts: Gain 1 Spirit Energy.
(2) 4000: Tiger Scream: Until the match ends, your opponent's character in the Arena gains -1000 Defense Value, to a minimum of 1 Defense Value.
Kurama, Reformed Demon
TR13/22
Hero
Team Urameshi
DEF: 4000
(1) 3000: Whip Action: Search your Deck for a card with "Rose Whip" in the title, show it to your opponent, and put it in your hand.
(2) 4000: Thorny Destruction: This attack gains +1000 Attack Value for this turn for each card with 'Rose Whip' in the title that you have attached to this character this turn.
The White Mist
TR14/22
Event
SE: 0
Until the match ends, when your opponent does not have 3 characters with the same Team Symbol in the Arena and on his Sideline, he does not have a Team Bonus.
Death of a Hero
TR15/22
Event
SE: 1
If you are in one of the first 3 matches, discard your opponent's character in his 5th Match Slot and any cards attached to him.
Lost
TR16/22
Event
SE: 2
Choose a player. That player discards the cards in his hand to draw that many cards.
Rose Whip Thorn Wheel
TR17/22
Technique
SE: 1
(2) 4000: You may discard this technique and a card from your hand to have your opponent discard the top 4 cards of his Deck.
Grand Victory
TS18/22
Event
SE: 1
Play when you win a match and set this card aside face-up. When the game would go to Sudden Death, skip Sudden Death and the player with the most Grand Victory cards in play wins. If that number is tied, go to Sudden Death.
Headband of Love
TS19/22
Item
SE: 0
Gain an extra 1 Spirit Energy during your Draw Step. If attached to Kuwabara, gain an extra 2 Spirit Energy during your Draw Step instead.
Angel Blades
TS20/22
Technique
SE: 0
(1) 4000: Your attacks gain -1 Attack Cost, to a minimum of 0 Attack Cost until the match ends. Discard this technique.
Ice Blade
TU21/22
Item
SE: 0
This character's attacks gain +2000 Attack Value.
Katana
TU22/22
Item
SE: 0
This character's attacks gain +2000 Attack Value.
Orb of Baast
TG23/22
Item
SE: 2
Your opponent must discard a card from his hand to play an event.
Genkai
P1/3
Hero
Team Urameshi
DEF: 3000
(1) 3000: Spirit Wave: This attack gains +1000 Attack Value for this turn for each card in your hand.
Sacrifice of Life
P2/3
Event
SE: 0
When you pay Attack Cost this turn, instead of discarding cards from your hand you may discard twice that amount of cards from the top of your Deck.
Limit 1 per Deck.
Verruca
P3/3
Item
SE: 0
If you have a Team Bonus, this character gains that team's Team Symbol and loses any other Team Symbol.
Singing Potential
V1/4
Event
SE: 0
Reveal the top 5 cards of your Deck. Your attacks gain +1000 Attack Value for this turn for each event card revealed by this effect. Shuffle your Deck.
Perfect Balance
V2/4
Event
SE: 2
Your attacks gain -2 Attack Cost for this turn to a minimum of 0 Attack Cost.
Under Pressure
V3/4
Event
SE: 1
For the next 2 turns, you and your opponent must skip the Main Step. Your Main Step ends now.
Life Threads
V4/4
Technique
SE: 0
(2) 6000: Until your next Draw Step, the first time your opponent discards a card from his hand for any reason, he must discard an additional card from his hand.
Epic Tales
G1/0
Event
SE: 3
Your opponent flips all cards attached to his characters face-up. Your opponent doesn't pay Spirit Energy for cards flipped by this effect. You may reassign any items on any of your opponent's characters. Your opponent flips all cards attached to his Sidelined characters face-down.