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.
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.
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.
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.
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.
ST6/176
Villain / Team Leader
Team Rokuyukai
DEF: 4000
(1) 4000: Swagger Fu
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.
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.
ST9/176
Hero / Team Leader
Team Urameshi
DEF: 4000
(1) 5000: Spirit Gun
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.
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.
C12/176
Hero
Team Ronin
DEF: 3000
(1) 3000: Wandering
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.
C14/176
Villain
Team Rokuyukai
DEF: 3000
(1) 4000: Hippify
C15/176
Villain
Team Ichigaki
DEF: 4500
(1) 4000: Robotic Efficiency
C16/176
Villain
Team Ronin
DEF: 5000
(1) 3000: Super Strength
C17/176
Villain
Team Ronin
DEF: 3500
(1) 2000: Punch
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.
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.
C20/176
Villain
Team Ronin
DEF: 3000
(1) 2000: Ninja Fists: Your opponent discards the top card of his Deck.
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.
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.
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.
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.
C25/176
Villain
Team Ronin
DEF: 4000
(1) 4000: Foul
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.
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.
C28/176
Villain
Team Ronin
DEF: 3000
(2) 5000: Spider's Web
C29/176
Villain
Team Ronin
DEF: 4000
(2) 6000: Moo
C30/176
Villain
Team Masho
DEF: 3000
(2) 4000: Ice Cutlass: Draw a card.
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.
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.
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.
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.
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.
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.
ST37/176
Villain
Team Toguro
DEF: 5000
(2) 7000: Cleave
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
ST39/176
Hero
Team Urameshi
DEF: 3000
(2) 4000: Katana Expertise: Discard the top 2 cards of your opponent's Deck.
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
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.
ST42/176
Hero
Team Urameshi
DEF: 4000
(1) 3000: Spirit Sword: You may shuffle a card in your Discard Pile into your Deck.
ST43/176
Hero
Team Ichigaki
DEF: 4000
(1) 4000: Diversion: Discard a face-up item in play.
ST44/176
Hero
Team Ichigaki
DEF: 5000
(1) 2000: Invisible Slash: Discard a face-up technique in play.
(2) 5000: Javelin Press
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.
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
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.
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
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.
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.
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.
C52/176
Event
SE: 0
Choose a card in your Discard Pile and shuffle it into your Deck.
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.
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.
C55/176
Event
SE: 0
Your opponent discards the top card of his Deck.
C56/176
Event
SE: 0
Your character in the Arena gains +3000 Defense Value until your next Draw Step.
C57/176
Event
SE: 0
Your attacks gain +3000 Attack Value for this turn.
C58/176
Event
SE: 0
Choose one of your hero characters. He is now a villain until the game ends.
C59/176
Event
SE: 0
Until your next Draw Step, your attacks gain +1000 Attack Value and your characters gain +1000 Defense Value.
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.
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.
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.
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.
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.
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.
C66/176
Event
SE: 0
Choose 2 cards in your opponent's Discard Pile and put them on top of his Deck.
C67/176
Event
SE: 0
Your opponent discards a card at random from his hand.
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.
C69/176
Event
SE: 0
Pay any amount of Spirit Energy to make your opponent lose the same amount of Spirit Energy.
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.
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.
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.
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.
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.
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.
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.
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.
C78/176
Event
SE: 0
Your attacks gain +1000 Attack Value for this turn for each character on your Sideline.
C79/176
Event
SE: 0
Choose one of your villain characters. He is now a hero until the game ends.
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.
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.
C82/176
Event
SE: 1
Both characters in the Arena heal 1 point of damage.
C83/176
Event
SE: 0
Your attacks gain +1000 Attack Value for this turn for each item attached to your character in the Arena.
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.
R85/176
Event
SE: 1
If you have the Ichigaki Team Bonus, discard a face-up non-character card in play.
R86/176
Event
SE: 4
Draw 2 cards.
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.
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.
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.
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.
R91/176
Event
SE: 0
Choose a word. Shuffle all cards in your Discard Pile with that word in the title into your Deck.
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.
R93/176
Event
SE: 1
Players may not heal points of damage until the match ends.
ST94/176
Event
SE: 0
Choose a card attached to one of your characters. That card is shuffled into its owner's Deck.
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.
ST96/176
Event
SE: 0
Discard a card from your hand to make your opponent discard 2 cards from his hand.
ST97/176
Event
SE: 0
If your character in the Arena is a villain, gain 2 Spirit Energy.
ST98/176
Event
SE: 0
Look at the top 10 cards of your Deck and put them back on top in any order.
ST99/176
Event
SE: 0
Look at the cards in your opponent's hand.
ST100/176
Event
SE: 1
Discard a card from your hand to discard all cards in each player's hand.
ST101/176
Event
SE: 1
If you have the Toguro Team Bonus, your attacks gain +4000 Attack Value for this turn.
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.
ST103/176
Event
SE: 0
Your opponent must shuffle his Deck.
S104/176
Event
SE: 0
Discard a face-up item in play.
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.
S106/176
Event
SE: 2
Discard a card from your hand to keep all players from using any attacks until your next Draw Step.
S107/176
Event
SE: 1
Discard a face-up technique in play.
U108/176
Event
SE: 1
If your character in the Arena is a villain, heal 1 point of damage on him.
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.
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.
U111/176
Event
SE: 1
Shuffle 5 cards in your Discard Pile into your Deck. Limit 1 per Deck. Limit once per match.
U112/176
Event
SE: 2
Switch your character in the Arena with one of your characters on your Sideline. Limit 1 per Deck.
C113/176
Item
SE: 0
This character's attacks gain +2000 Attack Value.
C114/176
Item
SE: 0
This character's attacks gain +1000 Attack Value.
C115/176
Item
SE: 0
Main: Discard this card to gain 2 Spirit Energy.
C116/176
Item
SE: 0
Main: You may discard this item to reassign 2 of your Sidelined characters to each other's Match Slots.
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.
C118/176
Item
SE: 0
Your opponent plays with the cards in his hand face-up on the table.
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.
C120/176
Item
SE: 0
Draw: Discard this item to draw a card.
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.
R122/176
Item
SE: 2
Main: Discard this item and 2 cards from your hand to heal 1 point of damage on this character.
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.
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.
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.
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.
R127/176
Item
SE: 1
Main: Discard this item to search your Discard Pile for a technique and attach it to this character.
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.
ST129/176
Item
SE: 0
This character's attacks gain +1000 Attack Value.
ST130/176
Item
SE: 0
This character's attacks gains +2000 Attack Value.
ST131/176
Item
SE: 0
This character's attacks gain +1000 Attack Value.
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.
ST133/176
Item
SE: 0
This character's attacks gain +1000 Attack Value. If attached to Bui, the attacks gain +3000 Attack Value instead.
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.
ST135/176
Item
SE: 0
This character gains +1000 Defense Value.
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.
ST137/176
Item
SE: 0
This character's attacks gain +1000 Attack Value. If attached to Yusuke, the attacks gain +3000 Attack Value instead.
S138/176
Item
SE: 0
This character gains +2000 Defense Value. If attached to Risho, he gains +3000 Defense Value instead.
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.
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.
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.
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.
C143/176
Technique
SE: 0
(0) 2000
C144/176
Technique
SE: 0
(2) 1000: This attack gains +300 Attack Value for each card in your Discard Pile.
C145/176
Technique
SE: 0
(3) 8000
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.
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.
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.
C149/176
Technique
SE: 0
(2) 4000: Your opponent loses 1 Spirit Energy.
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.
C151/176
Technique
SE: 0
(2) 5000: If attached to Rando, this attack gains +3000 Attack Value for this turn.
C152/176
Technique
SE: 2
(2) 1000: This attack gains +1000 Attack Value for this turn for each technique attached to this character.
C153/176
Technique
SE: 0
(3) 4000: This attack gains +1000 Attack Value for this turn for each character on your opponent's Sideline.
C154/176
Technique
SE: 0
(2) 4000: You may pay 2 Spirit Energy to have this attack gain +3000 Attack Value for this turn.
C155/176
Technique
SE: 0
(2) 5000: If attached to Yusuke, this attack gains +2000 Attack Value for this turn.
C156/176
Technique
SE: 0
(1) 3000: This attack gains +500 Attack Value for this turn for each card in your hand.
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.
R158/176
Technique
SE: 1
(2) 4000: You may discard a face-up technique in play.
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.
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.
R161/176
Technique
SE: 2
(2) XXXX: This attack copies the attack your opponent used in his last turn, except for its Attack Cost.
R162/176
Technique
SE: 0
(1) 3000: Shuffle a card in your Discard Pile into your Deck.
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.
R164/176
Technique
SE: 0
(2) 2000: This attack gains +1000 Attack Value for this turn for each Spirit Energy you have.
ST165/176
Technique
SE: 0
(1) 3000: This character gains +1000 Defense Value until your next Draw Step.
ST166/176
Technique
SE: 0
(3) 8000
ST167/176
Technique
SE: 1
(2) 4000: Discard an item attached to your opponent's character in the Arena.
ST168/176
Technique
SE: 0
(1) 2000: If attached to Kuwabara, this attack gains +4000 Attack Value for this turn.
ST169/176
Technique
SE: 0
(1) 4000
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.
ST171/176
Technique
SE: 2
(2) 3000: This attack gains +500 Attack Value for this turn for each Spirit Energy you have.
ST172/176
Technique
SE: 0
(2) 5000: Your opponent shuffles a card from his hand into his Deck.
ST173/176
Technique
SE: 0
(2) 5000: Shuffle 2 cards in your Discard Pile into your Deck.
S174/176
Technique
SE: 0
(4) 12,000
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.
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.
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.
G178/176
Event
SE: 2
Draw 3 cards. Limit 1 per Deck.
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.
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.
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.
TC2/22
Villain
Team Saint Beasts
DEF: 5000
(2) 4000 Stonemelding Strike
TC3/22
Villain
Team Ronin
DEF: 3000
(0) 1000 Basic Skills
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.
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.
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.
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.
TC8/22
Event
SE: 0
Your opponent loses 1 Spirit Energy.
TC9/22
Event
SE: 0
You lose the current match. Limit 1 per Deck.
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.
TC11/22
Technique
SE: 0
(2) 4000: Your opponent discards the top card of his Deck.
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.
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.
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.
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.
TR16/22
Event
SE: 2
Choose a player. That player discards the cards in his hand to draw that many cards.
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.
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.
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.
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.
TU21/22
Item
SE: 0
This character's attacks gain +2000 Attack Value.
TU22/22
Item
SE: 0
This character's attacks gain +2000 Attack Value.
TG23/22
Item
SE: 2
Your opponent must discard a card from his hand to play an event.
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.
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.
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.
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.
V2/4
Event
SE: 2
Your attacks gain -2 Attack Cost for this turn to a minimum of 0 Attack Cost.
V3/4
Event
SE: 1
For the next 2 turns, you and your opponent must skip the Main Step. Your Main Step ends now.
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.
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.