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.

Ghost Files Card Text