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<form action="" id="search" style=""><div class="meta_menu c" style="z-index: 1; width: 200px; height: 120px;"><h3>Search <span id="close_search" class="right" style="cursor: pointer; margin: 0 5px 0 0" title="Close">X</span></h3><div style="padding: 5px"><input name="search_term" type="text"> <button type="button">Go</button><br><div style="margin: 5px 0 5px -30px"><label><input name="search_type" value="0" checked="checked" style="vertical-align: top" type="radio"> Topics</label> <label style="margin-left: 10px"><input name="search_type" value="1" style="vertical-align: top" type="radio"> Posts</label><br><a href="http://starforcerp.com/search/" id="advanced_search">Advanced Search</a></div></div></div></form> \
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<p>&#58;&#58;Card Library version 4.0&#58;&#58;<br /><br />If you are looking for a specific card, use CTRL + F and type in the card you are looking for. The cards are listed as they appear in the games and are split up as follows&#58;<br /><br />&nbsp;&nbsp;&nbsp; Star Force 1 Standards<br />&nbsp;&nbsp;&nbsp; Star Force 2 Standards<br />&nbsp;&nbsp;&nbsp; Star Force 3 Standards<br />&nbsp;&nbsp;&nbsp; Mega Cards<br />&nbsp;&nbsp;&nbsp; Standard Illegals (Includes SF2 and SF3 cards)<br />&nbsp;&nbsp;&nbsp; Mega Illegals<br />&nbsp;&nbsp;&nbsp; Giga Cards<br />&nbsp;&nbsp;&nbsp; Custom Cards (Cards that are not found in any of the games but are found here)<br /><br /><br /><br />The elemental format for the cards is &quot;Main Element/Sub Element&quot;. Cards with only 1 element listed do NOT have Null as their Sub Element.<br /><br />Credit goes to Sniper, Torchman, Ryuu, Omega, and all creators of the first 3 Card Libraries.<br /><br />&nbsp;&nbsp;&nbsp; Damage Scale<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;<br /><br />&nbsp;&nbsp;&nbsp; Pathetic&#58; 1%<br />&nbsp;&nbsp;&nbsp; Pitiful&#58; 2%<br />&nbsp;&nbsp;&nbsp; Low&#58; 3%<br />&nbsp;&nbsp;&nbsp; Moderate&#58; 5%<br />&nbsp;&nbsp;&nbsp; Modest&#58; 7%<br />&nbsp;&nbsp;&nbsp; High&#58; 10%<br />&nbsp;&nbsp;&nbsp; Great&#58; 15%<br />&nbsp;&nbsp;&nbsp; Immense&#58; 20%<br />&nbsp;&nbsp;&nbsp; Incredible&#58; 30%<br />&nbsp;&nbsp;&nbsp; Outstanding&#58; 50%<br />&nbsp;&nbsp;&nbsp; Stupendous&#58; 75%<br />&nbsp;&nbsp;&nbsp; God Mod&#58; 100%<br /><br />&#58;&#58;Star Force 1 Standards&#58;&#58;<br /><br />1-001<br />Card Name&#58; Cannon<br />Element&#58; Null<br />Description&#58; The user summons a cannon on either arm that has a powerful kickback. It fires a straight-forward cannon shot that pushes a struck enemy back one meter.<br />Damage&#58; Moderate<br />Multi-use<br /><br />1-002<br />Card Name&#58; Plus Cannon<br />Element&#58; Null<br />Description&#58; The user summons a cannon on either arm that has a powerful kickback. It fires a straight-forward cannon shot that pushes a struck enemy back one meter.<br />Damage&#58; Modest<br />Multi-use<br /><br />1-003<br />Card Name&#58; Heavy Cannon<br />Element&#58; Null<br />Description&#58; The user summons a cannon on either arm that has a powerful kickback. It fires a straight-forward cannon shot that pushes a struck enemy back one meter.<br />Damage&#58; High<br />Multi-use<br /><br />1-004<br />Card Name&#58; Plasma Gun 1<br />Element&#58; Elec<br />Description&#58; The user summons a gun on either arm that fires a stunning shot. The shot spreads one meter behind the point of contact.<br />Damage&#58; Low. Paralyze effect on first use<br />Multi-use<br /><br />1-005<br />Card Name&#58; Plasma Gun 2<br />Element&#58; Elec<br />Description&#58; The user summons a gun on either arm that fires a stunning shot. The shot spreads one meter behind, to the front, and to both sides of the point of impact.<br />Damage&#58; Moderate. Paralyze effect on first use<br />Multi-use<br /><br />1-006<br />Card Name&#58; Plasma Gun 3<br />Element&#58; Elec<br />Description&#58; The user summons a gun on either arm that fires a stunning shot. The shot spreads one meter diagonally in front of and behind the point of contact on boh sides, without spreading to the direct front, sides and back.<br />Damage&#58; Modest. Paralyze effect on first use<br />Multi-use<br /><br />1-007<br />Card Name&#58; Gatling 1<br />Element&#58; Null<br />Description&#58; The user summons a Gatling on either arm that fires five shots in quick succession. The bullets pushes enemies that are struck back 1 meter per bullet to a max of 2 meters.<br />Damage&#58; Pathetic per hit. Wind Effect on first use.<br />Multi-use<br /><br />1-008<br />Card Name&#58; Gatling 2<br />Element&#58; Null<br />Description&#58; The user summons a Gatling on either arm that fires five shots in quick succession. The bullets pushes enemies that are struck back 1 meter per bullet to a max of 3 meters.<br />Damage&#58; Pitiful per hit. Wind Effect on first use.<br />Multi-use<br /><br />1-009<br />Card Name&#58; Gatling 3<br />Element&#58; Null<br />Description&#58; The user summons a Gatling on either arm that fires five shots in quick succession. The bullets pushes enemies that are struck back 1 meter per bullet to a max of 4 meters.<br />Damage&#58; Low per hit. Wind Effect on first use.<br />Multi-use<br /><br />1-010<br />Card Name&#58; Air Spread 1<br />Element&#58; Wind<br />Description&#58; The user summons a buster on either arm that fires a shot that spreads out in a meter radius from the point of contact. The bullet hits the enemy three times in quick succession.<br />Damage&#58; Pitiful per hit. Barrier/Aura removal on first use<br />Multi-use<br /><br />1-011<br />Card Name&#58; Air Spread 2<br />Element&#58; Wind<br />Description&#58; The user summons a buster on either arm that fires a shot that spreads out in a meter radius from the point of contact. The bullet hits the enemy four times in quick succession.<br />Damage&#58; Pitiful per hit. Barrier/Aura removal on first use<br />Multi-Use<br /><br />1-012<br />Card Name&#58; Air Spread 3<br />Element&#58; Wind<br />Description&#58; The user summons a buster on either arm that fires a shot that spreads out in a meter radius from the point of contact. The bullet hits the enemy five times in quick succession.<br />Damage&#58; Pitiful per hit. Barrier/Aura removal on first use<br />Multi-Use<br /><br />1-013<br />Card Name&#58; Radar Missile 1<br />Element&#58; Sniping/Breaking<br />Description&#58; Fast moving missiles fall from the skies, one at each applicable target.<br />Damage&#58; High to Null element enemies, Moderate to non-Null elemental enemies.<br />One-use<br /><br />1-014<br />Card Name&#58; Radar Missile 2<br />Element&#58; Sniping/Breaking<br />Description&#58; Fast moving missiles fall from the skies, one at each applicable target.<br />Damage&#58; Great to Null element enemies, Modest to non-Null element enemies.<br />One-use<br /><br />1-015<br />Card Name&#58; Radar Missile 3<br />Element&#58; Sniping/Breaking<br />Description&#58; Fast moving missiles fall from the skies, one at each applicable target.<br />Damage&#58; Immense to Null element enemies, High to non-Null element enemies.<br />One-use<br /><br />1-016<br />Card Name&#58; Heat Ball 1<br />Element&#58; Fire<br />Description&#58; The user lobs a bomb that immediately explodes upon contact. The explosion is a meter in diameter.<br />Damage&#58; Modest<br />One-use<br /><br />1-017<br />Card Name&#58; Heat Ball 2<br />Element&#58; Fire<br />Description&#58; The user lobs a bomb that immediately explodes upon contact. The explosion is a meter in diameter.<br />Damage&#58; High<br />One-use<br /><br />1-018<br />Card Name&#58; Heat Ball 3<br />Element&#58; Fire<br />Description&#58; The user lobs a bomb that immediately explodes upon contact. The explosion is a meter in diameter.<br />Damage&#58; Great<br />One-use<br /><br />1-019<br />Card Name&#58; Ice Meteor 1<br />Element&#58; Aqua<br />Description&#58; A trio of giant ice meteors fall from the sky, landing in a row. Freezes opponents on contact and turns the ground into a meter square Ice panel where it hits. Only 1 meteor may hit a single target at a time.<br />Damage&#58; Moderate. Freezes.<br />One-use<br /><br />1-020<br />Card Name&#58; Ice Meteor 2<br />Element&#58; Aqua<br />Description&#58; A trio of giant ice meteors fall from the sky, landing in a row. Freezes opponents on contact and turns the ground into a meter square Ice panel where it hits. Only 1 meteor may hit a single target at a time.<br />Damage&#58; Modest. Freezes.<br />One-use<br /><br />1-021<br />Card Name&#58; Ice Meteor 3<br />Element&#58; Aqua<br />Description&#58; A trio of giant ice meteors fall from the sky, landing in a row. Freezes opponents on contact and turns the ground into a meter square Ice panel where it hits. Only 1 meteor may hit a single target at a time.<br />Damage&#58; High. Freezes.<br />One-use<br /><br />1-022<br />Card Name&#58; Stun Knuckle<br />Element&#58; Elec<br />Description&#58; The user gains a heavy yellow gauntlet which they can use to deliver high powered punches that paralyze opponents on first use.<br />Damage&#58; High. Paralyze effect on first use<br />Multi-use<br /><br />1-023<br />Card Name&#58; Poison Knuckle<br />Element&#58; Poison<br />Description&#58; The user gains a heavy purple gauntlet which they can use to deliver high powered punches that poison opponents on first use.<br />Damage&#58; High. Poison effect on first use<br />Multi-use<br /><br />1-024<br />Card Name&#58; Freeze Knuckle<br />Element&#58; Aqua<br />Description&#58; The user gains a heavy blue gauntlet which they can use to deliver high powered punches that freeze opponents on first use.<br />Damage&#58; High. Freeze effect on first use<br />Multi-use<br /><br />1-025<br />Card Name&#58; Sword<br />Element&#58; Blade<br />Description&#58; The user gains a meter-long sword on either arm that is light and easy to use.<br />Damage&#58; Modest<br />Multi-use<br /><br />1-026<br />Card Name&#58; Wide Sword<br />Element&#58; Blade<br />Description&#58; The user gains a flat, thick broadsword on either arm that is a half a meter wide.<br />Damage&#58; Modest<br />Multi-use<br /><br />1-027<br />Card Name&#58; Long Sword<br />Element&#58; Blade<br />Description&#58; The user gains a thin sword on either arm that is two-meters long.<br />Damage&#58; Modest<br />Multi-use<br /><br />1-028<br />Card Name&#58; Blazing Edge<br />Element&#58; Fire/Blade<br />Description&#58; The user gains a flaming meter long sword on either arm.<br />Damage&#58; High<br />Multi-use<br /><br />1-029<br />Card Name&#58; Tidal Edge<br />Element&#58; Aqua/Blade<br />Description&#58; The user gains a cool-to-the-touch meter long sword on either arm.<br />Damage&#58; High<br />Multi-use<br /><br />1-030<br />Card Name&#58; Striker Edge<br />Element&#58; Elec/Blade<br />Description&#58; The user gains an electric meter long sword on either arm that paralyzes enemies on first use.<br />Damage&#58; High. Paralyze effect on first use<br />Multi-use<br /><br />1-031<br />Card Name&#58; Arbo Edge<br />Element&#58; Wood/Blade<br />Description&#58; The user gains a wooden meter long sword on either arm.<br />Damage&#58; High<br />Multi-use<br /><br />1-032<br />Card Name&#58; Break Sabre<br />Element&#58; Blade/Breaking<br />Description&#58; The user gains a heavy two-meter long blade which is shaped like a flattened drill and that must be wielded with both hands. Its strikes are powerful but slow due to its heavy weight, and it Breaks once.<br />Damage&#58; Great. Breaking on first use<br />Multi-use<br /><br />1-033<br />Card Name&#58; Ground Wave 1<br />Element&#58; Sniping<br />Description&#58; A meter-wide shockwave that heads straight for a target is fired by means of striking the ground. Shockwave may tilt left or right, but cannot move sideways or backwards. Shockwave dissapears on holes.<br />Damage&#58; Moderate. Homing<br />One-use<br /><br />1-034<br />Card Name&#58; Ground Wave 2<br />Element&#58; Sniping<br />Description&#58; A meter-wide shockwave that heads straight for a target is fired by means of striking the ground. Shockwave may tilt left or right, but cannot move sideways or backwards. Shockwave dissapears on holes.<br />Damage&#58; Modest. Homing<br />One-use<br /><br />1-035<br />Card Name&#58; Ground Wave 3<br />Element&#58; Sniping<br />Description&#58; A meter-wide shockwave that heads straight for a target is fired by means of striking the ground. Shockwave may tilt left or right, but cannot move sideways or backwards. Shockwave dissapears on holes.<br />Damage&#58; High. Homing<br />One-use<br /><br />1-036<br />Card Name&#58; Jet Attack 1<br />Element&#58; Breaking/Wind<br />Description&#58; The user dashes in a straight line towards a target, Breaking and being unable to turn. User stops two meters after destination, and is immediately stopped if an obstacle is in the way.<br />Damage&#58; High. Breaking.<br />One-use<br /><br />1-037<br />Card Name&#58; Jet Attack 2<br />Element&#58; Breaking/Wind<br />Description&#58; The user dashes in a straight line towards a target, Breaking and being unable to turn. User stops two meters after destination, and is immediately stopped if an obstacle is in the way.<br />Damage&#58; Great. Breaking.<br />One-use<br /><br />1-038<br />Card Name&#58; Jet Attack 3<br />Element&#58; Breaking/Wind<br />Description&#58; The user dashes in a straight line towards a target, Breaking and being unable to turn. User stops two meters after destination, and is immediately stopped if an obstacle is in the way.<br />Damage&#58; Immense. Breaking.<br />One-use<br /><br />1-039<br />Card Name&#58; Power Bomb 1<br />Element&#58; Null<br />Description&#58; The user throws a bomb that explodes on contact, spreading one meter to the sides, front and back.<br />Damage&#58; Moderate<br />One-use<br /><br />1-040<br />Card Name&#58; Power Bomb 2<br />Element&#58; Null<br />Description&#58; The user throws a bomb that explodes on contact, spreading one meter diagonally to the front and behind on both sides.<br />Damage&#58; Modest<br />One-use<br /><br />1-041<br />Card Name&#58; Power Bomb 3<br />Element&#58; Null<br />Description&#58; The user throws a bomb that explodes on contact, spreading in a one meter radius.<br />Damage&#58; High<br />One-use<br /><br />1-042<br />Card Name&#58; Ghost Pulse 1<br />Element&#58; Dark<br />Description&#58; A radiating sound attack that spreads one meter in front of the user, then spreads another meter forward and out past that. Confuses struck enemies.<br />Damage&#58; Moderate. Confuses.<br />One-use<br /><br />1-043<br />Card Name&#58; Ghost Pulse 2<br />Element&#58; Dark<br />Description&#58; A radiating sound attack that spreads one meter in front of the user, then spreads another meter forward and out past that. Paralyzes struck enemies.<br />Damage&#58; Modest. Paralyzes.<br />One-use<br /><br />1-044<br />Card Name&#58; Ghost Pulse 3<br />Element&#58; Dark<br />Description&#58; A radiating sound attack that spreads one meter in front of the user, then spreads another meter forward and out past that. Blinds struck enemies.<br />Damage&#58; High. Blinds.<br />One-use<br /><br />1-045<br />Card Name&#58; Fire Ring 1<br />Element&#58; Fire<br />Description&#58; The user shoots a wheel of fire that goes forwards five meters before returning to the user. A target five meters away may be struck three times, while anyone closer might get struck in the ring&#39;s return path.<br />Damage&#58; Moderate per hit, if applicable.<br />One-use<br /><br />1-046<br />Card Name&#58; Fire Ring 2<br />Element&#58; Fire<br />Description&#58; The user shoots a wheel of fire that goes forwards five meters before returning to the user. A target five meters away may be struck three times, while anyone closer might get struck in the ring&#39;s return path.<br />Damage&#58; Modest per hit, if applicable.<br />One-use<br /><br />1-047<br />Card Name&#58; Fire Ring 3<br />Element&#58; Fire<br />Description&#58; The user shoots a wheel of fire that goes forwards five meters before returning to the user. A target five meters away may be struck three times, while anyone closer might get struck in the ring&#39;s return path.<br />Damage&#58; High per hit, if applicable.<br />One-use<br /><br />1-048<br />Card Name&#58; Time Bomb 1<br />Element&#58; Fire/Summon<br />Description&#58; The user sets a bomb on the field with a one-turn timer. Sometime during the user&#39;s next turn, the bomb explodes, hitting anything in a eight-meter radius during the user&#39;s next turn. The time bomb appears close in front of the user.<br />Damage&#58; High. Bomb can take up to Moderate damage before being destroyed.<br />One-use<br /><br />1-049<br />Card Name&#58; Time Bomb 2<br />Element&#58; Fire/Summon<br />Description&#58; The user sets a bomb on the field with a one-turn timer. Sometime during the user&#39;s next turn, the bomb explodes, hitting anything in a eight-meter radius during the user&#39;s next turn. The time bomb appears close in front of the user.<br />Damage&#58; Great. Bomb can take up to Modest damage before being destroyed.<br />One-use<br /><br />1-050<br />Card Name&#58; Time Bomb 3<br />Element&#58; Fire/Summon<br />Description&#58; The user sets a bomb on the field with a one-turn timer. Sometime during the user&#39;s next turn, the bomb explodes, hitting anything in a eight-meter radius during the user&#39;s next turn. The time bomb appears close in front of the user.<br />Damage&#58; Immense. Bomb can take up to High damage before being destroyed.<br />One-use<br /><br />1-051<br />Card Name&#58; Fire Bazooka 1<br />Element&#58; Fire<br />Description&#58; The user gains a heavy-artillery weapon that fires a magma shot that spreads both sides from the point of contact.<br />Damage&#58; Modest<br />Multi-use<br /><br />1-052<br />Card Name&#58; Fire Bazooka 2<br />Element&#58; Fire<br />Description&#58; The user gains a heavy-artillery weapon that fires a magma shot that spreads both sides from the point of contact.<br />Damage&#58; High<br />Multi-use<br /><br />1-053<br />Card Name&#58; Fire Bazooka 3<br />Element&#58; Fire<br />Description&#58; The user gains a heavy-artillery weapon that fires a magma shot that spreads both sides form the point of contact.<br />Damage&#58; Great<br />Multi-use<br /><br />1-054<br />Card Name&#58; Tail Burner 1<br />Element&#58; Fire<br />Description&#58; The user gains a red buster on either arm that fires a stream of flames that goes three meter forwards.<br />Damage&#58; Modest<br />Multi-use<br /><br />1-055<br />Card Name&#58; Tail Burner 2<br />Element&#58; Fire<br />Description&#58; The user gains a red buster on either arm that fires a stream of flames that goes three meter forwards.<br />Damage&#58; High<br />Multi-use<br /><br />1-056<br />Card Name&#58; Tail Burner 3<br />Element&#58; Fire<br />Description&#58; The user gains a red buster on either arm that fires a stream of flames that goes three meter forwards.<br />Damage&#58; Great<br />Multi-use<br /><br />1-057<br />Card Name&#58; Wide Wave 1<br />Element&#58; Aqua<br />Description&#58; The user gains a blue buster that shoots forward a three-meter wide wave of water.<br />Damage&#58; Moderate<br />Multi-use<br /><br />1-058<br />Card Name&#58; Wide Wave 2<br />Element&#58; Aqua<br />Description&#58; The user gains a blue buster that shoots forward a three-meter wide wave of water.<br />Damage&#58; Modest<br />Multi-use<br /><br />1-059<br />Card Name&#58; Wide Wave 3<br />Element&#58; Aqua<br />Description&#58; The user gains a blue buster that shoots forward a three-meter wide wave of water.<br />Damage&#58; High<br />Multi-use<br /><br />1-060<br />Card Name&#58; Chain Bubble 1<br />Element&#58; Aqua<br />Description&#58; The user gains a blue bubble shaped buster on either arm that fires a bubble shot. The shot spreads in a meter radius from the point of contact and Bubbles any enemy it hits on first use.<br />Damage&#58; Low. Bubble effect on first use<br />Multi-use<br /><br />1-061<br />Card Name&#58; Chain Bubble 2<br />Element&#58; Aqua<br />Description&#58; The user gains a blue bubble shaped buster on either arm that fires a bubble shot. The shot spreads in a meter radius from the point of contact and Bubbles any enemy it hits on first use.<br />Damage&#58; Moderate. Bubble effect on first use<br />Multi-use.<br /><br />1-062<br />Card Name&#58; Chain Bubble 3<br />Element&#58; Aqua<br />Description&#58; The user gains a blue bubble shaped buster on either arm that fires a bubble shot. The shot spreads in a meter radius from the point of contact and Bubbles any enemy it hits on first use.<br />Damage&#58; Modest. Bubble effect on first use<br />Multi-use<br /><br />1-063<br />Card Name&#58; Green Ink<br />Element&#58; Wood<br />Description&#58; The user gains a green buster on either arm that fires a green blob. The blob spreads one meter from the point of impact, transforming all struck areas into Grass Panels.<br />Damage&#58; High. Converts area hit into Grass Panels<br />One-use<br /><br />1-064<br />Card Name&#58; Blue Ink<br />Element&#58; Aqua<br />Description&#58; The user gains a blue buster on either arm that fires a blue blob. The blob spreads one meter from the point of impact, transforming all struck areas into Ice Panels.<br />Damage&#58; High. Converts area hit into Ice Panels<br />One-use<br /><br />1-065<br />Card Name&#58; Purple Ink<br />Element&#58; Poison<br />Description&#58; The user gains a purple buster on either arm that fires a purple blob. The blob spreads one meter from the point of impact, transforming all struck areas into Poison Panels.<br />Damage&#58; High. Converts area hit into Poison Panels. Poison Panels inflict Low damage per turn.<br />One-use<br /><br />1-066<br />Card Name&#58; Stiky Rain 1<br />Element&#58; Aqua<br />Description&#58; A cloud appears over each available target, sending a torrent of rain to fall down on a one meter square area. The rain deals 5 hits of damage. Cloud does not follows its target(s).<br />Damage&#58; Pathetic per hit.<br />One-use<br /><br />1-067<br />Card Name&#58; Stiky Rain 2<br />Element&#58; Aqua<br />Description&#58; A cloud appears over each available target, sending a torrent of rain to fall down on a one meter square area. The rain deals 5 hits of damage. Cloud does not follows its target(s).<br />Damage&#58; Pitiful per hit<br />One-use<br /><br />1-068<br />Card Name&#58; Stiky Rain 3<br />Element&#58; Aqua<br />Description&#58; A cloud appears over each available target, sending a torrent of rain to fall down on a one meter square area. The rain deals 5 hits of damage. Cloud does not follows its target(s).<br />Damage&#58; Low per hit<br />One-use<br /><br />1-069<br />Card Name&#58; Cloud Shot 1<br />Element&#58; Elec<br />Description&#58; The user lobs a cloud-like object two meters forward, which then travels in a straight line slowly until it reaches an enemy or an obstacle. Then, the cloud detonates, shocking anything in a one-meter radius.<br />Damage&#58; Modest. Paralyzes.<br />One-use<br /><br />1-070<br />Card Name&#58; Cloud Shot 2<br />Element&#58; Elec<br />Description&#58; The user lobs a cloud-like object two meters forward, which then travels in a straight line slowly until it reaches an enemy or an obstacle. Then, the cloud detonates, shocking anything in a one-meter radius.<br />Damage&#58; High. Paralyzes.<br />One-use<br /><br />1-071<br />Card Name&#58; Cloud Shot 3<br />Element&#58; Elec<br />Description&#58; The user lobs a cloud-like object two meters forward, which then travels in a straight line slowly until it reaches an enemy or an obstacle. Then, the cloud detonates, shocking anything in a one-meter radius.<br />Damage&#58; Great. Paralyzes.<br />One-use<br /><br />1-072<br />Card Name&#58; Thunder Shot 1<br />Element&#58; Elec/Sniping<br />Description&#58; The user shoots a meter-diameter ball of electricity that travels toward an enemy at a moderate pace, traveling one meter and a half during each players&#39; turn. If the paralyzing ball does not hit anything within five of the user&#39;s turns, it vanishes.<br />Damage&#58; Moderate. Paralyzes. Homing properties are not a Status Effect. Dissapears after five turns.<br />One-use<br /><br />1-073<br />Card Name&#58; Thunder Shot 2<br />Element&#58; Elec/Sniping<br />Description&#58; The user shoots a meter-diameter ball of electricity that travels toward an enemy at a moderate pace, traveling one meter and a half during each players&#39; turn. If the paralyzing ball does not hit anything within five of the user&#39;s turns, it vanishes.<br />Damage&#58; Modest. Paralyzes. Homing properties are not a Status Effect. Dissapears after five turns.<br />One-use<br /><br />1-074<br />Card Name&#58; Thunder Shot 3<br />Element&#58; Elec/Sniping<br />Description&#58; The user shoots a meter-diameter ball of electricity that travels toward an enemy at a moderate pace, traveling one meter and a half during each players&#39; turn. If the paralyzing ball does not hit anything within five of the user&#39;s turns, it vanishes.<br />Damage&#58; High. Paralyzes. Homing properties are not a Status Effect. Disapears after five turns.<br />One-use<br /><br />1-075<br />Card Name&#58; Voltic Eye 1<br />Element&#58; Elec/ Sniping<br />Description&#58; The user&#39;s eyes grow bright as they stare at the enemy to zap the area where the enemy stands 3 times in quick succession. The air around the opponent becomes thick and electrified before each zap. Pierces.<br />Damage&#58; Low per hit. Piercing.<br />One-use<br /><br />1-076<br />Card Name&#58; Voltic Eye 2<br />Element&#58; Elec/Sniping<br />Description&#58; The user&#39;s eyes grow bright as they stare at the enemy to zap the area where the enemy stands 3 times in quick succession. The air around the opponent becomes thick and electrified before each zap. Pierces.<br />Damage&#58; Moderate per hit. Piercing.<br />One-use<br /><br />1-077<br />Card Name&#58; Voltic Eye 3<br />Element&#58; Elec/ Sniping<br />Description&#58; The user&#39;s eyes grow bright as they stare at the enemy to zap the area where the enemy stands 3 times in quick succession. The air around the opponent becomes thick and electrified before each zap. Pierces.<br />Damage&#58; Modest per hit. Piercing.<br />One-use<br /><br />1-078<br />Card Name&#58; Flicker Kick 1<br />Element&#58; Elec/Sniping<br />Description&#58; The user kicks into the air three times, sending three translucent waves that blind if they hit. Each wave is thin, being 0.5 meters wide by 0.5 meters long.<br />Damage&#58; Pitiful per hit. Blinds.<br />One-use<br /><br />1-079<br />Card Name&#58; Flicker Kick 2<br />Element&#58; Elec/Sniping<br />Description&#58; The user kicks into the air three times, sending three translucent waves that blind if they hit. Each wave is thin, being 0.5 meters wide by 0.5 meters long.<br />Damage&#58; Low per hit. Blinds.<br />One-use<br /><br />1-080<br />Card Name&#58; Flicker Kick 3<br />Element&#58; Elec/Sniping<br />Description&#58; The user kicks into the air three times, sending three translucent waves that blind if they hit. Each wave is thin, being 0.5 meters wide by 0.5 meters long.<br />Damage&#58; Moderate per hit. Blinds.<br />One-use<br /><br />1-081<br />Card Name&#58; Jumbo Hammer 1<br />Element&#58; Wood/Breaking<br />Description&#58; The user gains a large, heavy hammer with a three-meter wide head and two-meter-long handle, which they can either slam down onto a target or slam forward in a stabbing motion. Breaks on first use. Requires two hands.<br />Damage&#58; Modest. Breaking on first use<br />Multi-use<br /><br />1-082<br />Card Name&#58; Jumbo Hammer 2<br />Element&#58; Wood/Breaking<br />Description&#58; The user gains a large, heavy hammer with a three-meter wide head and two-meter-long handle, which they can either slam down onto a target or slam forward in a stabbing motion. Breaks on first use. Requires two hands.<br />Damage&#58; High. Breaking on first use<br />Multi-use<br /><br />1-083<br />Card Name&#58; Jumbo Hammer 3<br />Element&#58; Wood/Breaking<br />Description&#58; The user gains a large, heavy hammer with a three-meter wide head and two-meter-long handle, which they can either slam down onto a target or slam forward in a stabbing motion. Breaks on first use. Requires two hands.<br />Damage&#58; Great. Breaking on first use<br />Multi-use<br /><br />1-084<br />Card Name&#58; Mop Lance 1<br />Element&#58; Wood/Blade<br />Description&#58; The user gains a thin 3 meter long spear for stabbing attacks.<br />Damage&#58; Moderate<br />Multi-use<br /><br />1-085<br />Card Name&#58; Mop Lance 2<br />Element&#58; Wood/Blade<br />Description&#58; The user gains a thin three meter long spear for stabbing attacks.<br />Damage&#58; Modest<br />Multi-use<br /><br />1-086<br />Card Name&#58; Mop Lance 3<br />Element&#58; Wood/Blade<br />Description&#58; The user gains a thin three meter long spear for stabbing attacks that poison on the first use.<br />Damage&#58; High. Poison effect on first use that inflicts Pathetic damage during five turns.<br />Multi-use<br /><br />1-087<br />Card Name&#58; Fokx-Fu 1<br />Element&#58; Wood/Blade<br />Description&#58; By using this card, the user is allowed to negate an opponent&#39;s attack taken, replacing themselves with a dummy and warping in front of a foe a second later, slashing them with a meter long shinai. Fokx-Fu absorbs any damage taken for the user, but has a one-use (of any card in the series) per custom restriction.<br />Damage&#58; Modest<br />One-use<br /><br />1-088<br />Card Name&#58; Fokx-Fu 2<br />Element&#58; Wood/Blade<br />Description&#58; By using this card, the user is allowed to negate an opponent&#39;s attack taken, replacing themselves with a dummy and warping in front of a foe a second later, slashing them with a meter long shinai. Fokx-Fu absorbs any damage taken for the user, but has a one-use (of any card in the series) per custom restriction.<br />Damage&#58; High<br />One-use<br /><br />1-089<br />Card Name&#58; Fokx-Fu 3<br />Element&#58; Wood/Blade<br />Description&#58; By using this card, the user is allowed to negate an opponent&#39;s attack taken, replacing themselves with a dummy and warping in front of a foe a second later, slashing them with a meter long shinai. Fokx-Fu absorbs any damage taken for the user, but has a one-use (of any card in the series) per custom restriction.<br />Damage&#58; Great<br />One-use<br /><br />1-090<br />Card Name&#58; Vulcan Seed 1<br />Element&#58; Wood<br />Description&#58; The user fires nine seeds that spread around in a cone shape with poor accuracy, with up to five hitting in the front and up to two hitting on either side. A target within a meter of the user can be possibly struck by more seeds. Only a max of 5 seeds can hit a single opponent.<br />Damage&#58; Pathetic per hit<br />Multi-use<br /><br />1-091<br />Card Name&#58; Vulcan Seed 2<br />Element&#58; Wood<br />Description&#58; The user fires nine seeds that spread around in a cone shape with poor accuracy, with up to five hitting in the front and up to two hitting on either side. A target within a meter of the user can be possibly struck by more seeds. Only a max of 5 seeds can hit a single opponent.<br />Damage&#58; Pitiful per hit<br />Multi-use<br /><br />1-092<br />Card Name&#58; Vulcan Seed 3<br />Element&#58; Wood<br />Description&#58; The user fires nine seeds that spread around in a cone shape with poor accuracy, with up to five hitting in the front and up to two hitting on either side. A target within a meter of the user can be possibly struck by more seeds. Only a max of 5 seeds can hit a single opponent.<br />Damage&#58; Low per hit<br />Multi-use<br /><br />1-093<br />Card Name&#58; Brave Sword 1<br />Element&#58; Blade/Breaking<br />Description&#58; The user gains a two-meter long sword on either arm that shatters guards, shields and other defenses (in other words, Breaks) on first use.<br />Damage&#58; Moderate. Breaking on first use<br />Multi-use<br /><br />1-094<br />Card Name&#58; Brave Sword 2<br />Element&#58; Blade/Breaking<br />Description&#58; The user gains a two-meter long sword on either arm that shatters guards, shields and other defenses (in other words, Breaks) on first use.<br />Damage&#58; Modest. Breaking on first use<br />Multi-use<br /><br />1-095<br />Card Name&#58; Brave Sword 3<br />Element&#58; Blade/Breaking<br />Description&#58; The user gains a two-meter long sword on either arm that shatters guards, shields and other defenses (in other words, Breaks) on first use.<br />Damage&#58; High. Breaking on first use<br />Multi-use<br /><br />1-096<br />Card Name&#58; Junk Cube 1<br />Element&#58; Summon<br />Description&#58; Summons a JunkCube in front of the user. When an enemy steps within a meter in front of or next to it, it automatically blows apart, throwing up shrapnel in a two-meter radius. Shrapnels can hit the user.<br />Damage&#58; Shrapnels do Modest damage, and the cube can take up to Great damage before being destroyed.<br />One-use<br /><br />1-097<br />Card Name&#58; Junk Cube 2<br />Element&#58; Summon<br />Description&#58; Summons a JunkCube in front of the user. When an enemy steps within a meter in front of or next to it, it automatically blows apart, throwing up shrapnel in a two-meter radius. Shrapnels can hit the user.<br />Damage&#58; Shrapnels do High damage, and the cube can take up to Great damage before being destroyed.<br />One-use<br /><br />1-098<br />Card Name&#58; Junk Cube 3<br />Element&#58; Summon<br />Description&#58; Summons a JunkCube in front of the user. When an enemy steps within a meter in front of or next to it, it automatically blows apart, throwing up shrapnel in a two-meter radius. Shrapnels can hit the user.<br />Damage&#58; Shrapnels do Great damage, and the cube can take up to Immense damage before being destroyed.<br />One-use<br /><br />1-099<br />Card Name&#58; Sync Hook 1<br />Element&#58; Breaking<br />Description&#58; The user gains an oversized boxing glove used to punch enemies. When a target is struck by a punch from it, all enemies with the same Main Element as the target take damage from the attack as well.<br />Damage&#58; Modest<br />Multi-use<br /><br />1-100<br />Card Name&#58; Sync Hook 2<br />Element&#58; Breaking<br />Description&#58; The user gains an oversized boxing glove used to punch enemies. When a target is struck by a punch from it, all enemies with the same Main Element as the target take damage from the attack as well.<br />Damage&#58; High<br />Multi-use<br /><br />1-101<br />Card Name&#58; Sync Hook 3<br />Element&#58; Breaking<br />Description&#58; The user gains an oversized boxing glove used to punch enemies. When a target is struck by a punch from it, all enemies with the same Main Element as the target take damage from the attack as well.<br />Damage&#58; Great<br />Multi-use<br /><br />1-102<br />Card Name&#58; Power Song<br />Element&#58; Summon<br />Description&#58; Summons a LuPelvis, an obstacle with Moderate health. On the turn it&#39;s summoned it slowly starts flashing as it prepares to sing. At the start of the following turn it begins singing, and when it does, the user and its allies become invulnerable to attacks, however, they still react accordingly to attacks (they still flinch, recoil and get thrown back; they don&#39;t get Super Armor). It stops singing the start of the following turn, singing again every other turn, and lasts 10 turns if it isn&#39;t destroyed before then. Only one ___ Song card may be active on the field, regardless of the type of ___ Song. Song cards cannot be moved, except through special cards, attacks or abilities that are made to do so.<br />Damage&#58; LuPelvis can take up to Moderate damage before being destroyed. Makes user and allies invulnerable on even turns.<br />One-use<br /><br />1-103<br />Card Name&#58; Quake Song<br />Element&#58; Summon<br />Description&#58; Summons a LupiNatra, an obstacle with Moderate health. On the turn it&#39;s summoned it slowly starts flashing as it prepares to sing. At the start of the following turn it begins singing, it completely immobilizes the enemy, preventing them from moving any part of their body. It stops singing the start of the following turn, singing again every other turn, and lasts 10 turns if it isn&#39;t destroyed before then. Only one ___ Song card may be active on the field, regardless of the type of ___ Song. Song cards cannot be moved, except through special cards, attacks or abilities that are made to do so.<br />Damage&#58; LupiNatra can take up to Moderate damage before being destroyed. Prevents all foes from moving on even turns. Immobilizing effect counts as a special status effect.<br />One-use<br /><br />1-104<br />Card Name&#58; Trip Song<br />Element&#58; Summon<br />Description&#58; Summons a LupaDonna, an obstacle with Moderate health. On the turn it&#39;s summoned it slowly starts flashing as it prepares to sing. At the start of the following turn it begins singing, Confusing all enemies while it sings. It stops singing the start of the following turn, singing again every other turn, and lasts 10 turns if it isn&#39;t destroyed before then. Only one ___ Song card may be active on the field, regardless of the type of ___ Song. Song cards cannot be moved, except through special cards, attacks or abilities that are made to do so.<br />Damage&#58; LupaDonna can take up to Moderate damage before being destroyed. Confuses all foes on even turns.<br />One-use<br /><br />1-105<br />Card Name&#58; Moai Fall 1<br />Element&#58; Breaking<br />Description&#58; Three Moai boulders are dropped three meters above the targets, each one aimed at an specific target. Only one boulder can hit a single target. Boulders Break and disappear after the end of the turn.<br />Damage&#58; Moderate per hit, if applicable. Breaking.<br />One-use<br /><br />1-106<br />Card Name&#58; Moai Fall 2<br />Element&#58; Breaking<br />Description&#58; Three Moai boulders are dropped three meters above the targets, each one aimed at an specific target. Only one boulder can hit a single target. Boulders Break and disappear after the end of the turn.<br />Damage&#58; Modest per hit, if applicable. Breaking.<br />One-use<br /><br />1-107<br />Card Name&#58; Moai Fall 3<br />Element&#58; Breaking<br />Description&#58; Three Moai boulders are dropped 3 meters above the targets, each one aimed at an specific target. Only one boulder can hit a single target. Boulders Break, and dissapear after the end of the turn.<br />Damage&#58; High per hit, if applicable. Breaking.<br />One-use<br /><br />1-108<br />Card Name&#58; Big Ax 1<br />Element&#58; Blade<br />Description&#58; The user wields a heavy axe with a massive 3 meter wide head. The handle is 2 meters long and must be wielded with 2 hands to use effectively.<br />Damage&#58; Modest<br />Multi-use<br /><br />1-109<br />Card Name&#58; Big Ax 2<br />Element&#58; Blade<br />Description&#58; The user wields a heavy axe with a massive 3 meter wide head. The handle is 2 meters long and must be wielded with 2 hands to use effectively.<br />Damage&#58; High<br />Multi-use<br /><br />1-110<br />Card Name&#58; Big Ax 3<br />Element&#58; Blade<br />Description&#58; The user wields a heavy axe with a massive 3 meter wide head. The handle is 2 meters long and must be wielded with 2 hands to use effectively.<br />Damage&#58; Great<br />Multi-use<br /><br />1-111<br />Card Name&#58; Magic Crystal 1<br />Element&#58; Fire/Summon<br />Description&#58; The user summons a red crystal that shoots aimed blasts of fire energy, one to each enemy every turn for 10 turns or until destroyed.<br />Damage&#58; Crystal has Moderate Health and deals Low damage.<br />One-use<br /><br />1-112<br />Card Name&#58; Magic Crystal 2<br />Element&#58; Aqua/ Summon<br />Description&#58; Summons a blue crystal that shoots aimed blasts of cool energy, one to each enemy every turn for 10 turns or until destroyed.<br />Damage&#58; Crystal has Moderate Health and deals Moderate damage.<br />One-use<br /><br />1-113<br />Card Name&#58; Magic Crystal 3<br />Element&#58; Elec/Summon<br />Description&#58; Summons a yellow crystal that shoots aimed blasts of electric energy, one to each enemy every turn for 10 turns or until destroyed.<br />Damage&#58; Crystal has Moderate Health and deals Modest damage.<br />One-use<br /><br />1-114<br />Card Name&#58; Black Hole 1<br />Element&#58; Dark/Wind<br />Description&#58; A meter diameter swirling void of darkness appears in the ground, slowly sucking objects into it with a small amount of force. Anyone within two meters of it is dealt Pitiful damage. Damage cannot be avoided or blocked, only by getting out of range. This card cannot be boosted by any means. Black hole disappears after five turns.<br />Damage&#58; Pitiful damage for five turns.<br />One-use<br /><br />1-115<br />Card Name&#58; Black Hole 2<br />Element&#58; Dark/Wind<br />Description&#58; A meter diameter swirling void of darkness appears in the ground, slowly sucking objects into it with a small amount of force. Anyone within two meters of it is dealt Low damage. Damage cannot be avoided or blocked, only by getting out of range. This card cannot be boosted by any means. Black hole disappears after five turns.<br />Damage&#58; Low damage for five turns.<br />One-use<br /><br />1-116<br />Card Name&#58; Black Hole 3<br />Element&#58; Dark/Wind<br />Description&#58;A meter diameter swirling void of darkness appears in the ground, slowly sucking objects into it with a small amount of force. Anyone within two meters of it is dealt Moderate damage. Damage cannot be avoided or blocked, only by getting out of range. This card cannot be boosted by any means. Black hole disappears after five turns.<br />Damage&#58; Moderate damage during five turns.<br />One-use<br /><br />1-117<br />Card Name&#58; Berserk Sword 1<br />Element&#58; Blade<br />Description&#58; The user warps in front of an enemy three times, slashing them with a meter-long machete each time. User can warp in front of different enemies if desired. User cannot defend themselves using the warp nor may they defend them self for the duration of the maneuver.<br />Damage&#58; Pitiful per slash.<br />One-use<br /><br />1-118<br />Card Name&#58; Berserk Sword 2<br />Element&#58; Blade<br />Description&#58; The user warps in front of an enemy three times, slashing them with a meter-long machete each time. User can warp in front of different enemies if desired. User cannot defend themselves using the warp nor may they defend them self for the duration of the maneuver.<br />Damage&#58; Low per slash.<br />One-use<br /><br />1-119<br />Card Name&#58; Berserk Sword 3<br />Element&#58; Blade<br />Description&#58; The user warps in front of an enemy three times, slashing them with a meter-long machete each time. User can warp in front of different enemies if desired. User cannot defend themselves using the warp nor may they defend them self for the duration of the maneuver.<br />Damage&#58; Moderate per slash.<br />One-use<br /><br />1-120<br />Card Name&#58; Typhoon Dance<br />Element&#58; Wind<br />Description&#58; The user quickly spins around twice, damaging anything within a meter radius. Blows away Auras and Barriers.<br />Damage&#58; Modest damage, with up to 2 hits per target. Blows away Auras and Barriers.<br />One-use<br /><br />1-121<br />Card Name&#58; Jammin&#39; Punch<br />Element&#58; Dark/Breaking<br />Description&#58; The user summons a Jammer to attack an opponent with a quick punch. The Jammer appears beside the user and can move while it is summoned. The Jammer disappears at the beginning of the user&#39;s next turn. Breaks.<br />Damage&#58; Great. Breaking<br />One-use<br /><br />1-122<br />Card Name&#58; Jamming Machine Gun<br />Element&#58; Dark<br />Description&#58; Two Jammers appear on either side of the user. The Jammers cannot move and each fire 5 quick shots at a desired opponent. The Jammers disappear at the beginning of the user&#39;s next turn.<br />Damage&#58; Pathetic damage per shot.<br />One-use<br /><br />1-123<br />Card Name&#58; Whistle<br />Element&#58; Wind<br />Description&#58; All foes within a 10 meter-radius are pulled towards the user, each one coming within one meter of the user. If the opponent has an Aura or Barrier, they lose their shielding instead of being pulled toward the user.<br />Damage&#58; Removes Auras and Barriers<br />One-use<br /><br />1-124<br />Card Name&#58; Bombalizer<br />Element&#58; Chaos<br />Description&#58; All obstacles on the field explode, hitting anything within a 3 meter radius of them.<br />Damage&#58; Great to anyone.<br />One-use<br /><br />1-125<br />Card Name&#58; Anti Sword<br />Element&#58; Blade<br />Description&#58; Negates the activation of the next Blade card used by an opponent during the custom that this card is slotted in. The user of this card is allowed to warp directly in front of the opponent and strike twice with two-meter long blades when the opponent&#39;s Blade card is negated. Trap Cards appear as ??? in the custom. The trap card that is slotted in must be sent privately to a staff member as well. Trap cards cannot negate other trap cards, nor can they trigger other trap cards.<br />Damage&#58; Modest per hit.<br />One-use<br /><br />1-126<br />Card Name&#58; Recover 50<br />Element&#58; Poison/Light<br />Description&#58; A pink aura appears around the user or another designated target, healing them Moderate damage.<br />Damage&#58; Heals Moderate damage.<br />One-use<br /><br />1-127<br />Card Name&#58; Recover 100<br />Element&#58; Poison/Light<br />Description&#58; A pink aura appears around the user or another designated target, healing them High damage.<br />Damage&#58; Heals High damage.<br />One-use<br /><br />1-128<br />Card Name&#58; Recover 150<br />Element&#58; Poison/Light<br />Description&#58; A pink aura appears around the user or another designated target, healing them Great damage.<br />Damage&#58; Heals Great damage.<br />One-use<br /><br />1-129<br />Card Name&#58; Recover 200<br />Element&#58; Poison/Light<br />Description&#58; A pink aura appears around the user or another designated target, healing them Immense damage.<br />Damage&#58; Heals Immense damage.<br />One-use<br /><br />1-130<br />Card Name&#58; Recover 300<br />Element&#58; Poison/Light<br />Description&#58; A pink aura appears around the user or another designated target, healing them Incredible damage.<br />Damage&#58; Heals Incredible damage.<br />One-use<br /><br />1-131<br />Card Name&#58; Barrier<br />Element&#58; Null<br />Description&#58; The user is covered by a full-body barrier that blocks a single hit before breaking. This card overrides any shield that is in use by the user.<br />Damage&#58; Barrier can take up to Pathetic damage.<br />One-use.<br /><br />1-132<br />Card Name&#58; Barrier 100<br />Element&#58; Null<br />Description&#58; The user is covered by a full-body barrier that blocks all hits until it breaks. Barrier can withstand up to High damage before breaking. This card overrides any shield that is in use by the user.<br />Damage&#58; Barrier can take up to High damage.<br />One-use.<br /><br />1-133<br />Card Name&#58; Barrier 200<br />Element&#58; Null<br />Description&#58; The user is covered by a full-body barrier that blocks all hits until it breaks. Barrier can withstand up to Immense damage before breaking. This card overrides any shield that is in use by the user.<br />Damage&#58; Barrier can take up to Immense damage<br />One-use<br /><br />1-134<br />Card Name&#58; Aura<br />Element&#58; Null<br />Description&#58; The user is covered by a full-body Aura that blocks all attacks in their entirety for the duration of ten turns or until broken. All attacks that deal less than High are blocked, and any attack that deals High or more damage breaks the Aura. This card overrides any shield that is in use by the user.<br />Damage&#58; Blocks all attacks below High and breaks from attacks that deal High or more damage.<br />One-use<br /><br />1-135<br />Card Name&#58; Invisible<br />Element&#58; Shadow<br />Description&#58; The user becomes intangible for the turn, unable to be damaged by normal attacks. The user does not disappear, but rather becomes translucent. Being hit by a Piercing attack immediately ends Invisible.<br />Damage&#58; None<br />One-use<br /><br />1-136<br />Card Name&#58; Grass Stage<br />Element&#58; Wood<br />Description&#58; Creates a ten meter by ten meter area of Grass panels below the user. Wood element Wave Conversions on these panels heal pathetic damage each turn, while Fire attacks deal one damage higher on these panels and burn them, turning them into Null Panels.<br />Damage&#58; None<br />One-use<br /><br />1-137<br />Card Name&#58; Ice Stage<br />Element&#58; Aqua<br />Description&#58; Creates a ten meter by ten meter area of Ice panels below the user. All non-Aqua element Wave Conversions slide around on these panels, and an enemy struck by an Aqua attack on these panels is Frozen before transforming into a Null panel.<br />Damage&#58; None<br />One-use<br /><br />1-138<br />Card Name&#58; Gravity Stage<br />Element&#58; Null<br />Description&#58; Creates a five meter by five meter area of Gravity panels below the opponent. Wave Conversions stepping on these panels are inflicted with Gravity. On the turn after they&rsquo;re stepped on, they dissapear, turning into Null panels. All Gravity panels dissappear and become Null panels after five turns.<br />Damage&#58; None. Lasts five turns.<br />One-use<br /><br />1-139<br />Card Name&#58; GNull Stage<br />Element&#58; Null<br />Description&#58; Creates a five meter by five meter area of Guard Null panels below the opponent. Wave Conversions on these panels cannot guard or use any form of shielding.<br />Damage&#58; None<br />One-use<br /><br />1-140<br />Card Name&#58; Holy Panel<br />Element&#58; Light<br />Description&#58; Creates a square meter area Holy panel below the user. Attacks taken while standing on these panels are reduced by one damage level, to a minimum of pathetic.<br />Damage&#58; None<br />One-use<br /><br />1-141<br />Card Name&#58; Holy Stage<br />Element&#58; Light<br />Description&#58; Creates a five meter by five meter area of Holy panels below the user. Attacks taken while standing on these panels are reduced by one damage level, to a minimum of pathetic. Holy Panels dissapear and become Normal panels after ten turns.<br />Damage&#58; None<br />One-use<br /><br />1-142<br />Card Name&#58; Swamp Stage<br />Element&#58; Poison<br />Description&#58; Creates a ten meter by ten meter area of Poison panels below the user. All Wave Conversions standing on these panels take Low damage per turn. Panels disappear after 10 turns<br />Damage&#58; Low per turn.<br />One-use<br /><br />1-143<br />Card Name&#58; Paralyze Plus<br />Element&#58; Null<br />Description&#58; Adds a Paralyzing effect to one card attack made by the user. Overrides any other status effects on the card. Wears off after the first hit with a Multi-Use card.<br />Damage&#58; Adds Paralysis to selected card.<br />One-use<br /><br />1-144<br />Card Name&#58; Attack +10<br />Element&#58; Null<br />Description&#58; Increases the damage (per hit, if applicable) of the selected card attack by a Pathetic amount. Wears off after the first hit with a Multi-Use card.<br />Damage&#58; Increases card by Pathetic damage.<br />One-use<br /><br />1-145<br />Card Name&#58; Guard<br />Element&#58; Null<br />Description&#58; The user pulls up a shield in one hand that blocks any attack that deals up to Modest damage once. Can block multiple attacks in a single post, but will break when the total damage reaches Modest or higher, or when the turn is over.<br />Damage&#58; Withstand up to Modest damage.<br />One-use<br /><br />1-146<br />Card Name&#58; Reflector<br />Element&#58; Null<br />Description&#58; The user pulls up a shield in one hand that blocks any attack that deals up to Modest damage, then retaliates with a shockwave for each hit received (if applicable), each shockwave dealing the same amount of damage received by the shield. If blocking multiple attacks, the shockwave cannot be launched after the shield breaks. Lasts one turn.<br />Damage&#58; Withstand up to Modest damage.<br />One-use<br /><br />&#58;&#58;Star Force 2 Standards&#58;&#58;<br /><br />2-001<br />Card Name&#58; Mini Grenade 1<br />Element&#58; Null<br />Description&#58; The user receives a grenade the size of their hand which they may throw at any target. Upon contact with an object, the grenade detonates, causing three explosions on the spot of detonation. Explosions have a diameter of 1 meter.<br />Damage&#58; Pathetic per hit.<br />One-use<br /><br />2-002<br />Card Name&#58; Mini Grenade 2<br />Element&#58; Null<br />Description&#58; The user receives a grenade the size of their hand which they may throw at any target. Upon contact with an object, the grenade detonates, causing three explosions on the spot of detonation. Explosions have a diameter of 1 meter.<br />Damage&#58; Pitiful per hit.<br />One-use<br /><br />2-003<br />Card Name&#58; Mini Grenade 3<br />Element&#58; Null<br />Description&#58; The user receives a grenade the size of their hand which they may throw at any target. Upon contact with an object, the grenade detonates, causing three explosions. Explosions have a diameter of 1 meter.<br />Damage&#58; Low per hit.<br />One-use.<br /><br />2-004<br />Card Name&#58; Heat Grenade<br />Element&#58; Fire<br />Description&#58; A grenade that, upon contact with an object, explodes with a radius of 2 meters, hitting everything with a fiery explosion and turns the ground in the explosion radius into Null Panels<br />Damage&#58; Moderate<br />One-use<br /><br />2-005<br />Card Name&#58; Wood Grenade<br />Element&#58; Wood<br />Description&#58; A grenade that, upon contact with an object, explodes with a radius of 2 meters, hitting everything with a leafy explosion and turns the ground in the explosion radius into Grass panels.<br />Damage&#58; Moderate<br />One-use<br /><br />2-006<br />Card Name&#58; Ice Grenade<br />Element&#58; Aqua<br />Description&#58; A grenade that, upon contact with an object, explodes with a radius of 2 meters, hitting everything with an icy explosion and turns the ground in the explosion radius into Ice panels.<br />Damage&#58; Moderate<br />One-use<br /><br />2-007<br />Card Name&#58; White Meteor<br />Element&#58; Null<br />Description&#58; Nine meteors drop from above, targeting anyone and anything the user wishes. A single target cannot be struck by more than three meteors.<br />Damage&#58; Low per hit<br />One-Use<br /><br /><br />2-008<br />Card Name&#58; Silver Meteor<br />Element&#58; Null<br />Description&#58; Nine meteors drop from above, targeting anyone and anything the user wishes. A single target cannot be struck by more than three meteors.<br />Damage&#58; Moderate per hit<br />One-Use<br /><br /><br />2-009<br />Card Name&#58; Double Stone<br />Element&#58; Summon<br />Description&#58; The user summons two stones. One stone is automatically summoned in front of the user, while the other can be placed anywhere the user wishes on the battlefield. Each stone has great health, and can instantly be destroyed by an attack with the breaking effect.<br />Damage&#58; Stones have Great Health.<br />One-use<br /><br />2-010<br />Card Name&#58; Guardian<br />Element&#58; Summon/Blade<br />Description&#58; An ancient warrior of Mu is summoned to the battlefield to assist the user and their possible allies in battle. The Guardian moves at a very slow pace, about walking speed, and it may only perform one action per turn. The Guardian may use it&rsquo;s shield to defend itself or someone else, slash at an enemy with it&rsquo;s meter long sword, or fire a laser at a target. If the Guardian blocks ANY damage with its shield, that is considered its action for the turn.<br />Damage&#58; Sword slash deals Modest sword damage, Laser deals Moderate summon damage, shield can block up to Moderate damage before it breaks permanently. Guardian has High health.<br />One-use<br /><br /><br />2-011<br />Card Name&#58; Mad Vulcan 1<br />Element&#58; Sniping<br />Description&#58; The user summons a Vulcan gun on either arm that fires five shots in quick succession. The bullets have a piercing like effect, and will continue to go through enemies/objects until they come into contact with another enemy/object.<br />Damage&#58; Pathetic per shot. Does not Pierce Invis<br />Multi-use<br /><br />2-012<br />Name&#58; Mad Vulcan 2<br />Element&#58; Sniping<br />Description&#58; The user summons a Vulcan gun on either arm that fires eight shots in quick succession. The bullets have a piercing like effect, and will continue to go through enemies/objects until they come into contact with another enemy/object.<br />Damage&#58; Pathetic per shot. Does not Pierce Invis.<br />Multi-use<br /><br />2-013<br />Name&#58; Mad Vulcan 3<br />Element&#58; Sniping<br />Description&#58; The user summons a Vulcan gun on either arm that fires twelve shots in quick succession. The bullets have a piercing like effect, and will continue to go through enemies/objects until they come into contact with another enemy/object.<br />Damage&#58; Pathetic per shot. Does not Pierce Invis.<br />Multi-use<br /><br />2-014<br />Card Name&#58; Scythe 1<br />Element&#58; Dark/Blade<br />Description&#58; The user gains a 0.5 meter scythe which they may send out in any direction. Upon moving 3 meters from the user, the scythe expands to be 3 meters long, and rapidly spins, hitting an opponent up to 4 times.<br />Damage&#58; Pitiful damage per hit.<br />One-use<br /><br />2-015<br />Card Name&#58; Scythe 2<br />Element&#58; Dark/Blade<br />Description&#58; The user gains a small 0.5 meter scythe which they may send out in any direction. Upon moving 3 meters from the user, the scythe expands to be 3 meters long, and rapidly spins, hitting an opponent up to 4 times.<br />Damage&#58; Low damage per hit.<br />One-use<br /><br />2-016<br />Card Name&#58; Scythe 3<br />Element&#58; Dark/Blade<br />Description&#58; The user gains a small 0.5 meter scythe which they may send out in any direction. Upon moving 3 meters from the user, the scythe expands to be 3 meters long, and rapidly spins, hitting an opponent up to 4 times.<br />Damage&#58; Moderate damage per hit.<br />One-use<br /><br />2-017<br />Card Name&#58; Boo Hat 1<br />Element&#58; Shadow<br />Description&#58; The user is given a large Boo Hat that can be thrown like a Frisbee. The Boo Hat acts much like a boomerang and can arch when in flight. The Boo Hat may only hit each enemy once.<br />Damage&#58; Moderate<br />One-use<br /><br />2-018<br />Card Name&#58; Boo Hat 2<br />Element&#58; Shadow<br />Description&#58; The user is given a large Boo Hat that can be thrown like a Frisbee. The Boo Hat acts much like a boomerang and can arch when in flight. The Boo Hat may only hit each enemy once.<br />Damage&#58; Modest<br />One-use<br /><br />2-019<br />Card Name&#58; Boo Hat 3<br />Element&#58; Shadow<br />Description&#58; The user is given a large Boo Hat that can be thrown like a Frisbee. The Boo Hat acts much like a boomerang and can arch when in flight. The Boo Hat may only hit each enemy once.<br />Damage&#58; High<br />One-use<br /><br />2-020<br />Card Name&#58; Jet Ski 1<br />Element&#58; Aqua/Breaking<br />Description&#58; The user gains skies with icy rockets attached to them, propelling them 20 meters forward in a straight line at their opponent, allowing them to Break and smash through their enemies guards and other obstacles to ram them at high speeds. The rockets leave Ice panels behind the user as they rocket forward.<br />Damage&#58; Moderate. Breaking. Leaves Ice Panels.<br />One-use<br /><br />2-021<br />Card Name&#58; Jet Ski 2<br />Element&#58; Aqua/Breaking<br />Description&#58; The user gains skies with icy rockets attached to them, propelling them 20 meters forward in a straight line at their opponent, allowing them to Break and smash through their enemies guards and other obstacles to ram them at high speeds. The rockets leave Ice panels behind the user as they rocket forward.<br />Damage&#58; Modest. Breaking. Leaves Ice Panels.<br />One-use<br /><br />2-022<br />Card Name&#58; Jet Ski 3<br />Element&#58; Aqua/Breaking<br />Description&#58; The user gains skies with icy rockets attached to them, propelling them 20 meters forward in a straight line at their opponent, allowing them to Break and smash through their enemies guards and other obstacles to ram them at high speeds. The rockets leave Ice panels behind the user as they rocket forward.<br />Damage&#58; High. Breaking. Leaves Ice Panels.<br />One-use<br /><br />2-023<br />Card Name&#58; Heat Upper 1<br />Element&#58; Fire/Breaking<br />Description&#58; The user gains a large boxing glove on either hand that promptly bursts into flames. The glove is able to Break on the first use. While the user uses this weapon, they may not use any other weapons on that hand without giving it up.<br />Damage&#58; Moderate. Breaking on first use<br />Multi-use<br /><br />2-024<br />Card Name&#58; Heat Upper 2<br />Element&#58; Fire/Breaking<br />Description&#58; The user gains a large boxing glove on either hand that promptly bursts into flames. The glove is able to Break on the first use. While the user uses this weapon, they may not use any other weapons on that hand without giving it up.<br />Damage&#58; Modest. Breaking on first use<br />Multi-use<br /><br />2-025<br />Card Name&#58; Heat Upper 3<br />Element&#58; Fire/Breaking<br />Description&#58; The user gains a large boxing glove on either hand that promptly bursts into flames. The glove is able to Break on the first use. While the user uses this weapon, they may not use any other weapons on that hand without giving it up.<br />Damage&#58; High. Breaking on first use<br />Multi-use<br /><br />2-026<br />Card Name&#58; Kilo Bomb 1<br />Element&#58; Fire/Chaos<br />Description&#58; The user gains a large bomb which they may throw anywhere on the field, but it will not detonate until a Fire element attack hits it. Once the explosion goes off, it will affect an area of 3 meters squared (3 meters by 3 meters) and will hit all caught in the blast, including the user. The bomb may be destroyed before it can be detonated by attacking it with non-Fire attacks.<br />Damage&#58; Deals Modest damage after explosion. Can take up to Moderate damage before being destroyed by non-Fire attacks.<br />One-use<br /><br />2-027<br />Card Name&#58; Kilo Bomb 2<br />Element&#58; Fire/Chaos<br />Description&#58; The user gains a large bomb which they may throw anywhere on the field, but it will not detonate until a Fire element attack hits it. Once the explosion goes off, it will affect an area of 3 meters squared (3 meters by 3 meters) and will hit all caught in the blast, including the user. The bomb may be destroyed before it can be detonated by attacking it with non-Fire attacks.<br />Damage&#58; Deals High damage after explosion. Can take up to Modest damage before being destroyed by non-Fire attacks.<br />One-use<br /><br />2-028<br />Card Name&#58; Kilo Bomb 3<br />Element&#58; Fire/Chaos<br />Description&#58; The user gains a large bomb which they may throw anywhere on the field, but it will not detonate until a Fire element attack hits it. Once the explosion goes off, it will affect an area of 3 meters squared (3 meters b y3 meters) and will hit all caught in the blast, including the user. The bomb may be destroyed before it can be detonated by attacking it with non-Fire attacks.<br />Damage&#58; Deals Great damage after explosion. Can take up to High damage before being destroyed by non-Fire attacks.<br />One-use<br /><br />2-029<br />Card Name&#58; Sno Ball 1<br />Element&#58; Aqua/Summon<br />Description&#58; The user is given a snow ball in either hand that can be used to roll at opponents. Once the snow ball leaves the user&#39;s hand, it immediately grows to be a meter wide and can remove obstacles by running over them. For each obstacle that the Sno Ball takes, its size is doubled and the damage is increased.<br />Damage&#58; Moderate damage. + Moderate for each obstacle that the Sno Ball eats. Sno Ball can only eat a max of 2 obstacles.<br />One-use<br /><br />2-030<br />Card Name&#58; Sno Ball 2<br />Element&#58; Aqua/Summon<br />Description&#58; The user is given a snow ball in either hand that can be used to roll at opponents. Once the snow ball leaves the user&#39;s hand, it immediately grows to be a meter wide and can remove obstacles by running over them. For each obstacle that the Sno Ball takes, its size is doubled and the damage is increased.<br />Damage&#58; Modest damage. + Moderate for each obstacle that the Sno Ball eats. Sno Ball can only eat a max of 2 obstacles.<br />One-use<br /><br />2-031<br />Card Name&#58; Sno Ball 3<br />Element&#58; Aqua/Summon<br />Description&#58; The user is given a snow ball in either hand that can be used to roll at opponents. Once the snow ball leaves the user&#39;s hand, it immediately grows to be a meter wide and can remove obstacles by running over them. For each obstacle that the Sno Ball takes, its size is doubled and the damage is increased.<br />Damage&#58; High damage. + Moderate for each obstacle that the Sno Ball eats. Sno Ball can only eat a max of 2 obstacles.<br />One-use<br /><br />2-032<br />Card Name&#58; Piranha Kiss 1<br />Element&#58; Aqua/Summon<br />Description&#58; A school of 5 piranha viruses are summoned, dividing themselves among targets as the user sees fit. Each piranha can only attack a single target, and there are only 5 piranhas. The piranhas&#39; targets must be specified if there are multiple enemies.<br />Damage&#58; Pathetic per hit.<br />One-use<br /><br />2-033<br />Card Name&#58; Piranha Kiss 2<br />Element&#58; Aqua/Summon<br />Description&#58; A school of 5 piranha viruses are summoned, dividing themselves among targets as the user sees fit. Each piranha can only attack a single target, and there are only 5 piranhas. The piranhas&#39; targets must be specified if there are multiple enemies.<br />Damage&#58; Pitiful per hit.<br />One-use<br /><br />2-034<br />Card Name&#58; Piranha Kiss 3<br />Element&#58; Aqua/Summon<br />Description&#58; A school of 5 piranha viruses are summoned, dividing themselves among targets as the user sees fit. Each piranha can only attack a single target, and there are only 5 piranhas. The piranhas&#39; targets must be specified if there are multiple enemies.<br />Damage&#58; Low per hit.<br />One-use<br /><br />2-035<br />Card Name&#58; Stealth Laser 1<br />Element&#58; Sniping/Elec<br />Description&#58; Upon activation of this card, a Stealth virus materializes in front of the enemy with the highest amount of health before firing a three shot laser attack. If two or more targets have the highest health which are the same, then the user must decide which enemy the Stealth will attack. Laser attack Pierces.<br />Damage&#58; Low per hit. Piercing.<br />One-use<br /><br />2-036<br />Card Name&#58; Stealth Laser 2<br />Element&#58; Sniping/Elec<br />Description&#58; Upon activation of this card, a Stealth virus materializes in front of the enemy with the highest amount of health before firing a three shot laser attack. If two or more targets have the highest health which are the same, then the user must decide which enemy the Stealth will attack. Laser attack Pierces.<br />Damage&#58; Moderate per hit. Piercing.<br />One-use<br /><br />2-037<br />Card Name&#58; Stealth Laser 3<br />Element&#58; Sniping/Elec<br />Description&#58; Upon activation of this card, a Stealth virus materializes in front of the enemy with the highest amount of health before firing a three shot laser attack. If two or more targets have the highest health which are the same, then the user must decide which enemy the Stealth will attack. Laser attack Pierces.<br />Damage&#58; Modest per hit. Piercing.<br />One-use<br /><br />2-038<br />Card Name&#58; Fire Dance 1<br />Element&#58; Fire<br />Description&#58; The user gains a red buster which is on fire on either arm that fires a stream of pale orange flames forward 4 meters.<br />Damage&#58; Moderate<br />Multi-Use<br /><br />2-039<br />Card Name&#58; Fire Dance 2<br />Element&#58; Fire<br />Description&#58; The user gains a green buster which is on fire on either arm that fires a stream of bright orange flames forward 4 meters, ending in a T-shape.<br />Damage&#58; Modest<br />Multi Use<br /><br />2-040<br />Card Name&#58; Fire Dance 3<br />Element&#58; Fire<br />Description&#58; The user gains a light blue buster which is on fire on either arm that fires a stream of deep red flames forward with a wide spread, covering a large area within 4 meters of the user in flames.<br />Damage&#58; High<br />Multi Use<br /><br />2-041<br />Card Name&#58; Buki 1<br />Element&#58; Breaking<br />Description&#58; The user summons a massive hammer, with the face of the hammer having a diameter of one meter, and slams it down on an opponent. Upon impact with an opponent or the ground, the hammer deals High Breaking damage as a shockwave erupts from the face of the hammer in all directions on the ground for 1 meter, dealing Moderate Null damage. You can not take damage from the hammer AND the shockwave, only one or the other.<br />Damage&#58; Contact with hammer is High Breaking damage with a Breaking effect, shockwave is Moderate Null damage. Inflicts Confusion.<br />One-Use<br /><br />2-042<br />Card Name&#58; Buki 2<br />Element&#58; Breaking<br />Description&#58; The user summons a massive hammer, with the face of the hammer having a diameter of one meter, and slams it down on an opponent. Upon impact with an opponent or the ground, the hammer deals Great Breaking damage as a shockwave erupts from the face of the hammer in all directions on the ground for 1 meter, dealing Modest Null damage. You can not take damage from the hammer AND the shockwave, only one or the other.<br />Damage&#58; Contact with hammer is Great Breaking damage with a Breaking effect, shockwave is Modest Null damage. Inflicts Confusion.<br />One-Use<br /><br />2-043<br />Card Name&#58; Buki 3<br />Element&#58; Breaking<br />Description&#58; The user summons a massive hammer, with the face of the hammer having a diameter of one meter, and slams it down on an opponent. Upon impact with an opponent or the ground, the hammer deals Immense Breaking damage as a shockwave erupts from the face of the hammer in all directions on the ground for 1 meter, dealing High Null damage. You can not take damage from the hammer AND the shockwave<br />Damage&#58; Contact with hammer is Immense Breaking damage with a Breaking effect, shockwave is High Null damage. Inflicts confusion.<br />One-Use<br /><br />2-044<br />Card Name&#58; Mummy Hand 1<br />Element&#58; Elec/Shadow<br />Description&#58; The user slams their arm down into the ground, causing an electric mummy hand to suddenly emerge from the ground under opponents and grab them. Even the slightest contact with the hand is instant paralysis and damage. The hand emerges from the ground DIRECTLY below opponents, and can only reach up to 0.5 meters high.<br />Damage&#58; Low. Paralyzes.<br />One-use<br /><br />2-045<br />Card Name&#58; Mummy Hand 2<br />Element&#58; Elec/Shadow<br />Description&#58; The user slams their arm down into the ground, causing an electric mummy hand to suddenly emerge from the ground under opponents and grab them. Even the slightest contact with the hand is instant paralysis and damage. The hand emerges from the ground DIRECTLY below opponents, and can only reach up to 0.5 meters high.<br />Damage&#58; Moderate. Paralyzes.<br />One-use<br /><br />2-046<br />Card Name&#58; Mummy Hand 3<br />Element&#58; Elec/Shadow<br />Description&#58; The user slams their arm down into the ground, causing an electric mummy hand to suddenly emerge from the ground under opponents and grab them. Even the slightest contact with the hand is instant paralysis and damage. The hand emerges from the ground DIRECTLY below opponents, and can only reach up to 0.5 meters high.<br />Damage&#58; Modest. Paralysis.<br />One-use<br /><br />2-047<br />Card Name&#58; Squall 1<br />Element&#58; Wind/Wood<br />Description&#58; One of the user&rsquo;s hands turns into a fan, allowing them to create a spinning tornado of leaves 2 meters in front of the user, hitting an enemy up to 8 times. The tornado removes any barriers and auras on the first hit.<br />Damage&#58; Pathetic per hit. Removes Auras and Barriers.<br />One-use<br /><br />2-048<br />Card Name&#58; Squall 2<br />Element&#58; Wind/Wood<br />Description&#58; One of the user&rsquo;s hands turns into a fan, allowing them to create a spinning tornado of leaves 2 meters in front of the user, hitting an enemy up to 8 times. The tornado removes any barriers and auras on the first hit.<br />Damage&#58; Pitiful per hit. Removes Auras and Barriers.<br />One-use<br /><br />2-049<br />Card Name&#58; Squall 3<br />Element&#58; Wind/Wood<br />Description&#58; One of the user&rsquo;s hands turns into a fan, allowing them to create a spinning tornado of leaves 2 meters in front of the user, hitting an enemy up to 8 times. The tornado removes any barriers and auras on the first hit.<br />Damage&#58; Low per hit. Removes Auras and Barriers.<br />One-use<br /><br />2-050<br />Card Name&#58; Needle Attack 1<br />Element&#58; Wood<br />Description&#58; The user gains a green buster on either arm for a short period which fires 6 needles at an opponent, however the buster has low accuracy and only lasts one turn. Up to 3 needles can hit a single opponent.<br />Damage&#58; Pitiful per hit.<br />One-use<br /><br />2-051<br />Card Name&#58; Needle Attack 2<br />Element&#58; Wood<br />Description&#58; The user gains a green buster on either arm for a short period which fires 6 needles at an opponent, however the buster has low accuracy and only lasts one turn. Up to 3 needles can hit a single opponent.<br />Damage&#58; Low per hit.<br />One-use<br /><br />2-052<br />Card Name&#58; Needle Attack 3<br />Element&#58; Wood<br />Description&#58; The user gains a green buster on either arm for a short period which fires 6 needles at an opponent, however the buster has low accuracy and only lasts one turn. Up to 3 needles can hit a single opponent.<br />Damage&#58; Moderate per hit.<br />One-use<br /><br />2-053<br />Card Name&#58; Green Carpet<br />Element&#58; Wood<br />Description&#58; The user throws a 3 meter wide carpet which rolls out for 5 meters before ending. As the carpet rolls out, it leaves behind Grass panels.<br />Damage&#58; Moderate<br />One-use<br /><br />2-054<br />Card Name&#58; Blue Carpet<br />Element&#58; Aqua<br />Description&#58; The user throws a 3 meter wide carpet which rolls out for 5 meters before ending. As the carpet rolls out, it leaves behind Ice panels.<br />Damage&#58; Modest<br />One-use<br /><br />2-055<br />Card Name&#58; Purple Carpet<br />Element&#58; Poison<br />Description&#58; The user throws a 3 meter wide carpet which rolls out for 5 meters before ending. As the carpet rolls out, it leaves behind Poison panels.<br />Damage&#58; High<br />One-use<br /><br />2-056<br />Card Name&#58; Puff Blast 1<br />Element&#58; Null<br />Description&#58; A group of 6 spiky, small round balls, called Puff Blasts are dropped on each opponent. The Puffs are dropped with fairly low accuracy, and will bounce around where they landed.<br />Damage&#58; Pathetic per hit.<br />One-use<br /><br />2-057<br />Card Name&#58; Puff Blast 2<br />Element&#58; Null<br />Description&#58; A group of 6 spiky, small round balls, called Puff Blasts are dropped on each opponent. The Puffs are dropped with fairly low accuracy, and will bounce around where they landed.<br />Damage&#58; Pitiful per hit.<br />One-use<br /><br />2-058<br />Card Name&#58; Puff Blast 3<br />Element&#58; Null<br />Description&#58; A group of 6 spiky, small round balls, called Puff Blasts are dropped on each opponent. The Puffs are dropped with fairly low accuracy, and will bounce around where they landed.<br />Damage&#58; Low per hit.<br />One-use<br /><br />2-059<br />Card Name&#58; Atom Mine 1<br />Element&#58; Fire/Summon<br />Description&#58; The user places a mine anywhere on the battlefield and must state it&#39;s location relative to an opponent. Example, 3 meters to the left of the opponent. It may not be placed directly underneath an enemy. The mine explodes immediately after an opponent steps on it. Pierces.<br />Damage&#58; Moderate. Piercing.<br />One-use<br /><br />2-060<br />Card Name&#58; Atom Mine 2<br />Element&#58; Fire/Summon<br />Description&#58; The user places a mine anywhere on the battlefield and must state it&#39;s location relative to an opponent. Example, 3 meters to the left of the oppenent. It may not be placed directly underneath an enemy. The mine explodes immediately after an opponent steps on it. Pierces.<br />Damage&#58; Modest. Piercing.<br />One-use<br /><br />2-061<br />Card Name&#58; Atom Mine 3<br />Element&#58; Fire/Summon<br />Description&#58; The user places a mine anywhere on the battlefield and must state it&#39;s location relative to an opponent. Example, 3 meters to the left of the oppenent. It may not be placed directly underneath an enemy. The mine explodes immediately after an opponent steps on it. Pierces.<br />Damage&#58; High. Piercing.<br />One-use<br /><br />2-062<br />Card Name&#58; Paralyze Stage<br />Element&#58; Elec<br />Description&#58; A 3 meter by 3 meter area of paralyze panels are created under a single opponent. If an opponent, or the user, is hit by an attack while standing on one of the panels, the attack gains the Paralysis status effect, and the panel disappears. The panels last up to 5 turns before disappearing.<br />Damage&#58; None.<br />One-use<br /><br />2-063<br />Card Name&#58; Attack Panel<br />Element&#58; Null<br />Description&#58; A one-meter by 3 meter area of 3 Attack panels are created. Cards used on these panels gain a +Pathetic boost and vanish after an attack is used while standing on them. The panels last up to 5 turns before disappearing.<br />Damage&#58; +Pathetic damage to attacks.<br />One-use<br /><br />2-064<br />Card Name&#58; Ambush Panel<br />Element&#58; Summon<br />Description&#58; Creates a single meter by meter Ambush Panel, which summons a soldier when the user uses a card. Every odd use(1,3,5) summons a soldier which shoots a miniature rifle at an opponent, while the even uses(2,4,6) summon a soldier which charges after an opponent with a lance. After 6 activations, the panel disappears. This card can not be boosted by any cards or ability waves.<br />Damage&#58; The Rifle soldier does 5 shots of Pathetic damage, while the Lance soldier deals Moderate damage. Soldiers have Low health.<br />One-use<br /><br />2-065<br />Card Name&#58; Buster Panel<br />Element&#58; Null<br />Description&#58; Creates a single meter by meter panel which increases non-card attacks by one damage level (excluding non-stated attacks). The boost of a Buster Panel only applies when the attack is used while on the panel. The panel may be used by anyone, and last for 5 turns before disappearing.<br />Damage&#58; Increases Non-Card attacks by one damage level.<br />One-use<br /><br />2-066<br />Card Name&#58; Area Eater<br />Element&#58; Null<br />Description&#58; Teleports the user 1.5 meters in any direction. The user can not reappear inside a solid object (rocks, walls, people, etc.) or behind an opponent after they teleport.<br />Damage&#58; None<br />One-Use<br /><br />2-067<br />Card Name&#58; Spirit Fury<br />Element&#58; Depends on the elemental attack that triggers the card.<br />Description&#58; Negates the activation of the next Cycle 1 Elemental Card by an opponent during the custom this card is slotted in. Upon the activation of this card, a large explosion that matches the element of the card negated originates from the user of the negated card&#39;s location, with a three-meter blast radius. This card can only counter Standard cards. Trap Cards appear as ??? in the custom. The trap card that is slotted in must be sent privately to a staff member as well. Trap cards cannot negate other trap cards, nor can they trigger other trap cards.<br />Damage&#58; Modest.<br />One-use<br /><br />2-068<br />Card Name&#58; Poison Apple<br />Element&#58; Poison<br />Description&#58; Negates the activation of the next recovery card by an opponent during the custom this card is slotted in. Upon activation, this card drains the opponent of the amount of health they tried to recover. Trap Cards appear as ??? in the custom. The trap card that is slotted in must be sent privately to a staff member as well. Trap cards cannot negate other trap cards, nor can they trigger other trap cards.<br />Damage&#58; Deals equal to the amount attempted to recover.<br />One-use<br /><br />2-069<br />Card Name&#58; Double Cross<br />Element&#58; Null<br />Description&#58; Negates the activation of the next Mega Card that summons a Wave Warrior/Being by an opponent during the custom this card is slotted in. Once activated, this card takes the Mega Card negated and uses it against the original user. Trap Cards appear as ??? in the custom. The trap card that is slotted in must be sent privately to a staff member as well. Trap cards cannot negate other trap cards, nor can they trigger other trap cards.<br />Damage&#58; Depends on the Mega class card used.<br />One-use<br /><br />2-070<br />Card Name&#58; Giga Mine<br />Element&#58; Null<br />Description&#58; Negates the activation of the next Giga Card by an opponent during the custom this card is slotted in. Once activated, this card takes the negated giga card and uses it against the original user. Trap Cards appear as ??? in the custom. The trap card that is slotted in must be sent privately to a staff member as well. Trap cards cannot negate other trap cards, nor can they trigger other trap cards.<br />Damage&#58; Depends on the Giga class card.<br />One-use<br /><br />&#58;&#58;Star Force 3 Standards&#58;&#58;<br /><br />3-001<br />Card Name&#58; Black Ink<br />Element&#58; Shadow<br />Description&#58; The user fires a shot of black smokey ink that spreads 2 meters outward from the point of contact. The ink blinds any target that it touches.<br />Damage&#58; High. Blinds.<br />One-use<br /><br />3-002<br />Card Name&#58; Bushido 1<br />Element&#58; Blade<br />Description&#58; The user gains a meter long sword on either arm that grows stronger based on the Bushido 1&#39;s in their custom.<br />Damage&#58; Low-Moderate-Modest<br />One-use<br /><br />3-003<br />Card Name&#58; Bushido 2<br />Element&#58; Blade<br />Description&#58; The user gains a meter long sword on either arm that grows stronger based on the Bushido 2&#39;s in their custom.<br />Damage&#58; Moderate-Modest-High<br />One-use<br /><br />3-004<br />Card Name&#58; Bushido 3<br />Element&#58; Blade<br />Description&#58; The user gains a meter long sword on either arm that grows stronger based on the Bushido 3&#39;s in their custom.<br />Damage&#58; Modest-High-Great<br />One-use<br /><br />3-005<br />Card Name&#58; Great Axe<br />Element&#58; Wood/Blade<br />Description&#58; The user gains a large axe to use against opponents. The axe requires two hands, and has a 2 meter handle with a 3 meter wide head.<br />Damage&#58; High<br />Multi-use<br /><br />3-006<br />Card Name&#58; Fire Axe<br />Element&#58; Fire/Blade<br />Description&#58; The user gains a large axe to use against opponents. The axe requires two hands, and has a 2 meter handle with a 3 meter wide head.<br />Damage&#58; High<br />Multi-use<br /><br />3-007<br />Card Name&#58; Windy Attack 1<br />Element&#58; Wind<br />Description&#58; The user gains a large fan on either arm that they can swing at opponents. Blows away Barriers and Aura and blows un-shielding enemies far away back 5 meters on first use. There is a slight delay in the swing, since the user has to fight against the wind.<br />Damage&#58; Moderate. Barrier/Aura removal on first use. Blows un-shielding enemies back 5 meters on first use.<br />Multi-use<br /><br />3-008<br />Card Name&#58; Windy Attack 2<br />Element&#58; Wind<br />Description&#58; The user gains a large fan on either arm that they can swing at opponents. Blows away Barriers and Aura and blows un-shielding enemies far away back 5 meters on first use. There is a slight delay in the swing, since the user has to fight against the wind.<br />Damage&#58; Modest. Barrier/Aura removal on first use. Blows un-shielding enemies back 5 meters on first use.<br />Multi-use<br /><br />3-009<br />Card Name&#58; Windy Attack 3<br />Element&#58; Wind<br />Description&#58; The user gains a large fan on either arm that they can swing at opponents. Blows away Barriers and Aura and blows un-shielding enemies far away back 5 meters on the first use. There is a slight delay in the swing, since the user has to fight against the wind.<br />Damage&#58; High. Barrier/Aura removal on first use. Blows un-shielding enemies back 5 meters on first use.<br />Multi-use<br /><br />3-010<br />Card Name&#58; Drill Arm 1<br />Element&#58; Breaking<br />Description&#58; The user gains a meter long drill on either arm. The drill can spin quickly when attacking to deal 3 hits to an opponent, Breaking through their defenses on the first use.<br />Damage&#58; Pitiful per hit. Breaking on first use<br />Multi-use<br /><br />3-011<br />Card Name&#58; Drill Arm 2<br />Element&#58; Breaking<br />Description&#58; The user gains a meter long drill on either arm. The drill can spin quickly when attacking to deal 3 hits to an opponent, Breaking through their defenses on the first use.<br />Damage&#58; Low per hit. Breaking on first use<br />Multi-use<br /><br />3-012<br />Card Name&#58; Drill Arm 3<br />Element&#58; Breaking<br />Description&#58; The user gains a meter long drill on either arm. The drill can spin quickly when attacking to deal 3 hits to an opponent, Breaking through their defenses on the first use.<br />Damage&#58; Moderate per hit. Breaking on first use<br />Multi-use<br /><br />3-013<br />Card Name&#58; Tornado Dance<br />Element&#58; Wind<br />Description&#58; The user spins around thrice quickly, hitting anything within a meter radius of the user.<br />Damage&#58; Modest damage with up to 3 hits per target. Blows away Auras and Barriers.<br />One-use<br /><br />3-014<br />Card Name&#58; Smile Coin 1<br />Element&#58; Null<br />Description&#58; 6 piles of coins rain down on all opponents one after another. The coins are created from an EM cloud a meter above each opponent&#39;s head, staying in one place as money is rained down.<br />Damage&#58; Pathetic per hit (pile)<br />One-use<br /><br />3-015<br />Card Name&#58; Smile Coin 2<br />Element&#58; Null<br />Description&#58; 6 piles of coins rain down on all opponents one after another. The coins are created from an EM cloud a meter above each opponent&#39;s head, staying in one place as money is rained down.<br />Damage&#58; Pitiful per hit (pile)<br />One-use<br /><br />3-016<br />Card Name&#58; Smile Coin 3<br />Element&#58; Null<br />Description&#58; 6 piles of coins rain down on all opponents one after another. The coins are created from an EM cloud a meter above each opponent&#39;s head, staying in one place as money is rained down.<br />Damage&#58; Low per hit (pile)<br />One-use<br /><br />3-017<br />Card Name&#58; Big Drop 1<br />Element&#58; Breaking<br />Description&#58; A giant stone statue known as a Ku&#39;i forms 2 meters over the enemies head and smashes into the ground. While it is above the enemy, the enemy is inflicted with Gravity. Once it makes the motion to crush the enemy, movement returns to normal. All panels around it are cracked in a 3 square meter area. Gravity is not inflicted if the opponent is moving.<br />Damage&#58; Modest. Temporary Gravity. Breaking<br />One-use<br /><br />3-018<br />Card Name&#58; Big Drop 2<br />Element&#58; Breaking<br />Description&#58; A giant stone statue known as a Ku&#39;i forms 2 meters over the enemies head and smashes into the ground. While it is above the enemy, the enemy is inflicted with Gravity. Once it makes the motion to crush the enemy, movement returns to normal. All panels around it are cracked in a 3 square meter area. Gravity is not inflicted if the opponent is moving.<br />Damage&#58; High. Temporary Gravity. Breaking<br />One-use<br /><br />3-019<br />Card Name&#58; Big Drop 3<br />Element&#58; Breaking<br />Description&#58; A giant stone statue known as a Ku&#39;i forms 2 meters over the enemies head and smashes into the ground. While it is above the enemy, the enemy is inflicted with Gravity. Once it makes the motion to crush the enemy, movement returns to normal. All panels around it are cracked in a 3 square meter area. Gravity is not inflicted if the opponent is moving.<br />Damage&#58; Great. Temporary Gravity. Breaking<br />One-Use<br /><br />3-020<br />Card Name&#58; Buzz Saw 1<br />Element&#58; Blade<br />Description&#58; The user throws a Buzz Saw at an opponent. The blade has a diameter of half a meter and turns 90 degrees towards the opponent when the blade passes by them.<br />Damage&#58; Moderate<br />One-use<br /><br />3-021<br />Card Name&#58; Buzz Saw 2<br />Element&#58; Blade<br />Description&#58; The user throws a Buzz Saw at an opponent. The blade has a diameter of half a meter and turns 90 degrees towards the opponent when the blade passes by them.<br />Damage&#58; Modest<br />One-use<br /><br />3-022<br />Card Name&#58; Buzz Saw 3<br />Element&#58; Blade<br />Description&#58; The user throws a Buzz Saw at an opponent. The blade has a diameter of half a meter and turns 90 degrees towards the opponent when the blade passes by them.<br />Damage&#58; High<br />One-use<br /><br />3-023<br />Card Name&#58; SkullArrow 1<br />Element&#58; Dark/Sniping<br />Description&#58; The user&#39;s arm turns into a bow which fires 3 arrows that will travel 5 meters - 20 meters away and land right next to each other. Cannot be used to hit an enemy within 5 meters. If it misses, it leaves 1 meter gravity vortexes on the ground that inflict Gravity once stepped on for 1 turn.<br />Damage&#58; Moderate. Gravity.<br />One-use<br /><br />3-024<br />Card Name&#58; SkullArrow 2<br />Element&#58; Dark/Sniping<br />Description&#58; The user&#39;s arm turns into a bow which fires 3 arrows that will travel 5 meters - 20 meters away and land right next to each other. Cannot be used to hit an enemy within 5 meters. If it misses, it leaves 1 meter gravity vortexes on the ground that inflict Gravity once stepped on for 1 turn.<br />Damage&#58; Modest. Gravity.<br />One-use<br /><br />3-025<br />Card Name&#58; SkullArrow 3<br />Element&#58; Dark/Sniping<br />Description&#58; The user&#39;s arm turns into a bow which fires 3 arrows that will travel 5 meters - 20 meters away and land right next to each other. Cannot be used to hit an enemy within 5 meters. If it misses, it leaves 1 meter gravity vortexes on the ground that inflict Gravity once stepped on for 1 turn.<br />Damage&#58; High. Gravity.<br />One-use<br /><br />3-026<br />Card Name&#58; Mu Tech 1<br />Element&#58; Dark<br />Description&#58; A small box forms on one of the users hands and fires three shots which cause Gravity. If there are broken panels in the area, the damage will be boosted.<br />Damage&#58; Pitiful per hit. Low per hit if there is at least 1 broken panel in the area. Gravity.<br />One-use<br /><br />3-027<br />Card Name&#58; Mu Tech 2<br />Element&#58; Dark<br />Description&#58; A small box forms on one of the users hands and fires three shots which cause Gravity. If there are broken panels in the area, the damage will be boosted.<br />Damage&#58; Low per hit. Moderate per hit if there is at least broken panel in the area. Gravity.<br />One-use<br /><br />3-028<br />Card Name&#58; Mu Tech 3<br />Element&#58; Dark<br />Description&#58; A small box forms on one of the users hands and fires three shots which cause Gravity. If there are broken panels in the area, the damage will be boosted.<br />Damage&#58; Moderate per hit. Modest per hit if there is at least 1 broken panel in the area. Gravity.<br />One-use<br /><br />3-029<br />Card Name&#58; Mech Flame 1<br />Element&#58; Fire/Dark<br />Description&#58; One of the user&#39;s arms turns into a flamethrower. Fire can be blown from the flamethrower as far as 5 meters.<br />Damage&#58; Moderate<br />Multi-use<br /><br />3-030<br />Card Name&#58; Mech Flame 2<br />Element&#58; Fire/Dark<br />Description&#58; One of the user&#39;s arms turns into a flamethrower. Fire can be blown from the flamethrower as far as 5 meters. The flame cracks the ground that it passes over.<br />Damage&#58; Modest. Cracked panels only occurs on the first use of Mech Flame 2<br />Multi-use<br /><br />3-031<br />Card Name&#58; Mech Flame 3<br />Element&#58; Fire/Dark<br />Description&#58; One of the user&#39;s arms turns into a flamethrower. Fire can be blown from the flamethrower as far as 5 meters. The flame puts holes in the ground that it passes over.<br />Damage&#58; High. Hole panels only occur on the first use of Mech Flame 3<br />Multi-use<br /><br />3-032<br />Card Name&#58; Mad Fire 1<br />Element&#58; Fire<br />Description&#58; The user fires a very quick fire ball. If the user has taken damage this turn, it fires an additonal fireball from both sides of you and does more damage.<br />Damage&#58; Low. Moderate per hit if the user has taken damage. Only 1 fireball may hit a single target.<br />One-use<br /><br />3-033<br />Card Name&#58; Mad Fire 2<br />Element&#58; Fire<br />Description&#58; The user fires a very quick fire ball. If the user has taken damage this turn, it fires an additonal fireball from both sides of you and does more damage.<br />Damage&#58; Moderate. Modest per hit if the user has taken damage. Only 1 fireball may hit a single target.<br />One-use<br /><br />3-034<br />Card Name&#58; Mad Fire 3<br />Element&#58; Fire<br />Description&#58; The user fires a very quick fire ball. If the user has taken damage this turn, it fires an additonal fireball from both sides of you and does more damage.<br />Damage&#58; Modest. High per hit if the user has taken damage. Only 1 fireball may hit a single target.<br />One-use<br /><br />3-035<br />Card Name&#58; Shark Attack 1<br />Element&#58; Aqua/Shadow<br />Description&#58; The user sends 3 sharks that travel in the ground towards an opponent in a straight line. The sharks follow one after the other, and can be redirected to attack multiple enemies.<br />Damage&#58; Low per shark.<br />One-use<br /><br />3-036<br />Card Name&#58; Shark Attack 2<br />Element&#58; Aqua/Shadow<br />Description&#58; The user sends 3 sharks that travel in the ground towards an opponent in a straight line. The sharks follow one after the other, and can be redirected to attack multiple enemies.<br />Damage&#58; Moderate per shark.<br />One-use<br /><br />3-037<br />Card Name&#58; Shark Attack 3<br />Element&#58; Aqua/Shadow<br />Description&#58; The user sends 3 sharks that travel in the ground towards an opponent in a straight line. The sharks follow one after the other, and can be redirected to attack multiple enemies.<br />Damage&#58; Modest per shark.<br />One-use<br /><br />3-038<br />Card Name&#58; Ice Spin 1<br />Element&#58; Aqua/Breaking<br />Description&#58; The user throws an ice puck at an opponent that can bounce off of walls and objects. Breaks.<br />Damage&#58; Moderate. Breaking<br />One-use<br /><br />3-039<br />Card Name&#58; Ice Spin 2<br />Element&#58; Aqua/Breaking<br />Description&#58; The user throws an ice puck at an opponent that can bounce off of walls and objects. Breaks.<br />Damage&#58; Modest. Breaking<br />One-use<br /><br />3-040<br />Card Name&#58; Ice Spin 3<br />Element&#58; Aqua/Breaking<br />Description&#58; The user throws an ice puck at an opponent that can bounce off of walls and objects. Breaks.<br />Damage&#58; High. Breaking<br />One-use<br /><br />3-041<br />Card Name&#58; Bubble Hook 1<br />Element&#58; Aqua<br />Description&#58; The user gains a blue gauntlet on either hand that can be used to punch enemies. The first use of the punch sends out 3 bubbles that travel 2 meters forward and bubble the enemy if hit.<br />Damage&#58; Moderate. Bubble effect on first use.<br />Multi-use<br /><br />3-042<br />Card Name&#58; Bubble Hook 2<br />Element&#58; Aqua<br />Description&#58; The user gains a blue gauntlet on either hand that can be used to punch enemies. The first use of the punch sends out 3 bubbles that travel 2 meters forward and bubble the enemy if hit.<br />Damage&#58; Modest. Bubble effect on first use.<br />Multi-use<br /><br />3-043<br />Card Name&#58; Bubble Hook 3<br />Element&#58; Aqua<br />Description&#58; The user gains a blue gauntlet on either hand that can be used to punch enemies. The first use of the punch sends out 3 bubbles that travel 2 meters forward and bubble the enemy if hit.<br />Damage&#58; High. Bubble effect on first use.<br />Multi-use<br /><br />3-044<br />Card Name&#58; Thunder Head 1<br />Element&#58; Elec/Summon<br />Description&#58; The user places a dragon head on the ground that cannot be moved. During the user&#39;s next turn, a lightening bolt strikes the enemy in a 3 meter by 3 meter area. The dragon head disappears after the attack is used.<br />Damage&#58; High. Dragon head has Low health.<br />One-use<br /><br />3-045<br />Card Name&#58; Thunder Head 2<br />Element&#58; Elec/Summon<br />Description&#58; The user places a dragon head on the ground that cannot be moved. During the user&#39;s next turn, a lightening bolt strikes the enemy in a 3 meter by 3 meter area. The dragon head disappears after the attack is used.<br />Damage&#58; Great. Dragon head has Low health.<br />One-use<br /><br />3-046<br />Card Name&#58; Thunder Head 3<br />Element&#58; Elec/Summon<br />Description&#58; The user places a dragon head on the ground that cannot be moved. During the user&#39;s next turn, a lightening bolt strikes the enemy in a 3 meter by 3 meter area. The dragon head disappears after the attack is used.<br />Damage&#58; Immense. Dragon head has Low health.<br />One-use<br /><br />3-047<br />Card Name&#58; Flash Strike 1<br />Element&#58; Elec/Shadow<br />Description&#58; The user gains a 2 meter long lightning rod on either arm that&#39;s used to stab at an opponent&#39;s general direction 5 times.<br />Damage&#58; Pitiful per hit. Blinding.<br />One-use<br /><br />3-048<br />Card Name&#58; Flash Strike 2<br />Element&#58; Elec/Shadow<br />Description&#58; The user gains a 2 meter long lightning rod on either arm that&#39;s used to stab at an opponent&#39;s general direction 5 times.<br />Damage&#58; Low per hit. Blinding.<br />One-use<br /><br />3-049<br />Card Name&#58; Flash Strike 3<br />Element&#58; Elec/Shadow<br />Description&#58; The user gains a 2 meter long lightning rod on either arm that&#39;s used to stab at an opponent&#39;s general direction 5 times.<br />Damage&#58; Moderate per hit. Blinding.<br />One-use<br /><br />3-050<br />Card Name&#58; Arach Attack 1<br />Element&#58; Wood<br />Description&#58; 3 fairly large Arachnids fall from the sky and run in a straight line toward the opponent. The Arachnids explode when coming in contact with an opponent.<br />Damage&#58; Low per hit. Confuses.<br />One-use<br /><br />3-051<br />Card Name&#58; Arach Attack 2<br />Element&#58; Wood<br />Description&#58; 3 fairly large Arachnids fall from the sky and run in a straight line toward the opponent. The Arachnids explode when coming in contact with an opponent.<br />Damage&#58; Moderate per hit. Confuses.<br />One-use<br /><br />3-052<br />Card Name&#58; Arach Attack 3<br />Element&#58; Wood<br />Description&#58; 3 fairly large Arachnids fall from the sky and run in a straight line toward the opponent. The Arachnids explode when coming in contact with an opponent.<br />Damage&#58; Modest per hit. Confuses.<br />One-use<br /><br />3-053<br />Card Name&#58; Shuriken 1<br />Element&#58; Wood/Blade<br />Description&#58; A meter wide shuriken appears in the user&#39;s hand. The shuriken can be arched when thrown to give it a boomerang type effect. The attack cannot hit the same opponent twice.<br />Damage&#58; Moderate.<br />One-use<br /><br />3-054<br />Card Name&#58; Shuriken 2<br />Element&#58; Wood/Blade<br />Description&#58; A meter wide shuriken appears in the user&#39;s hand. The shuriken can be arched when thrown to give it a boomerang type effect. The attack cannot hit the same opponent twice.<br />Damage&#58; Modest.<br />One-use<br /><br />3-055<br />Card Name&#58; Shuriken 3<br />Element&#58; Wood/Blade<br />Description&#58; A meter wide shuriken appears in the user&#39;s hand. The shuriken can be arched when thrown to give it a boomerang type effect. The attack cannot hit the same opponent twice.<br />Damage&#58; High.<br />One-use<br /><br />3-056<br />Card Name&#58; Pollen Shot 1<br />Element&#58; Wood<br />Description&#58; The user gains a green cannon on either arm. The cannon fires out a concentrated pollen shot that confuses opponents on first use. The pollen spreads over any connected grass panels that are in its path.<br />Damage&#58; Moderate. Confusion on first use<br />Multi-use<br /><br />3-057<br />Card Name&#58; Pollen Shot 2<br />Element&#58; Wood<br />Description&#58; The user gains a green cannon on either arm. The cannon fires out a concentrated pollen shot that confuses opponents on first use. The pollen spreads over any connected grass panels that are in its path.<br />Damage&#58; Modest. Confusion on first use<br />Multi-use<br /><br />3-058<br />Card Name&#58; Pollen Shot 3<br />Element&#58; Wood<br />Description&#58; The user gains a green cannon on either arm. The cannon fires out a concentrated pollen shot that confuses opponents on first use. The pollen spreads over any connected grass panels that are in its path.<br />Damage&#58; High. Confusion on first use<br />Multi-use<br /><br />3-059<br />Card Name&#58; Acorn Bomb 1<br />Element&#58; Wood<br />Description&#58; The user throws an acorn bomb that detonates whenever the user chooses. Explosion creates a 3 meter by 3 meter area of Grass panels and hits anything in it&#39;s explosion radius, user included. Bomb is automatically detonated at the beginning of the user&#39;s next turn.<br />Damage&#58; Modest<br />One-use<br /><br />3-060<br />Card Name&#58; Acorn Bomb 2<br />Element&#58; Wood<br />Description&#58; The user throws an acorn bomb that detonates whenever the user chooses. Explosion creates a 3 meter by 3 meter area of Grass panels and hits anything in it&#39;s explosion radius, user included. Bomb is automatically detonated at the beginning of the user&#39;s next turn.<br />Damage&#58; High<br />One-use<br /><br />3-061<br />Card Name&#58; Acorn Bomb 3<br />Element&#58; Wood<br />Description&#58; The user throws an acorn bomb that detonates whenever the user chooses. Explosion creates a 3 meter by 3 meter area of Grass panels and hits anything in it&#39;s explosion radius, user included. Bomb is automatically detonated at the beginning of the user&#39;s next turn.<br />Damage&#58; Great<br />One-use<br /><br />3-062<br />Card Name&#58; Beast Slap 1<br />Element&#58; Blade/Light<br />Description&#58; The user gains a temporary claw that can be slashed at opponents. The slash sends out a 3 meter wide shockwave that travels out 2 meters.<br />Damage&#58; Modest<br />One-use<br /><br />3-063<br />Card Name&#58; Beast Slap 2<br />Element&#58; Blade/Light<br />Description&#58; The user gains a temporary claw that can be slashed at opponents. The slash sends out a 3 meter wide shockwave that travels out 2 meters.<br />Damage&#58; High<br />One-use<br /><br />3-064<br />Card Name&#58; Beast Slap 3<br />Element&#58; Blade/Light<br />Description&#58; The user gains a temporary claw that can be slashed at opponents. The slash sends out a 3 meter wide shockwave that travels out 2 meters.<br />Damage&#58; Great<br />One-use<br /><br />3-065<br />Card Name&#58; Noise Wizard 1<br />Element&#58; Blade/Chaos<br />Description&#58; The user summons a Noised Wizard to attack an opponent with a meter long sword. The Wizard does not appear behind the opponent, but appears beside the user. The Wizard can move, and disappears at the beginning of the user&#39;s next turn. This card cannot be chained with other cards.<br />Damage&#58; Modest<br />One-use<br /><br />3-066<br />Card Name&#58; Noise Wizard 2<br />Element&#58; Blade/Chaos<br />Description&#58; The user summons a Noised Wizard to attack an opponent with a meter long sword. The Wizard does not appear behind the opponent, but appears beside the user. The Wizard can move, and disappears at the beginning of the user&#39;s next turn. This card cannot be chained with other cards.<br />Damage&#58; High<br />One-use<br /><br />3-067<br />Card Name&#58; Noise Wizard 3<br />Element&#58; Blade/Chaos<br />Description&#58; The user summons a Noised Wizard to attack an opponent with a meter long sword. The Wizard does not appear behind the opponent, but appears beside the user. The Wizard can move, and disappears at the beginning of the user&#39;s next turn or when it is hit by an attack. This card cannot be chained with other cards.<br />Damage&#58; Great<br />One-use<br /><br />3-068<br />Card Name&#58; Mal Wizard 1<br />Element&#58; Elec/Dark<br />Description&#58; The user summons a Mal Wizard to attack an opponent with a 3 meter long whip. The Mal Wizard appears beside the user and can move while it is summoned. The Mal Wizard disappears at the beginning of the user&#39;s next turn.<br />Damage&#58; Modest. Paralyzes.<br />One-use<br /><br />3-069<br />Card Name&#58; Mal Wizard 2<br />Element&#58; Elec/Dark<br />Description&#58; The user summons a Mal Wizard to attack an opponent with a 3 meter long whip. The Mal Wizard appears beside the user and can move while it is summoned. The Mal Wizard disappears at the beginning of the user&#39;s next turn.<br />Damage&#58; High. Paralyzes.<br />One-use<br /><br />3-070<br />Card Name&#58; Mal Wizard 3<br />Element&#58; Elec/Dark<br />Description&#58; The user summons a Mal Wizard to attack an opponent with a 3 meter long whip. The Mal Wizard appears beside the user and can move while it is summoned. The Mal Wizard disappears at the beginning of the user&#39;s next turn.<br />Damage&#58; Great. Paralyzes.<br />One-use<br /><br />3-071<br />Card Name&#58; Divide Line<br />Element&#58; Null<br />Description&#58; The user hits the ground, creating a 1 meter long and 3 meters wide hole. Anything caught in its path takes damage. The hole is only created on Wave Roads or Wave Spaces.<br />Damage&#58; Modest<br />One-use<br /><br />3-072<br />Card Name&#58; Double Eater<br />Element&#58; Null<br />Description&#58; Teleports the user 3 meters in any direction. The user can not reappear inside a solid object (rocks, walls, people, etc.) or behind an opponent after they teleport.<br />Damage&#58; None<br />One-use<br /><br />3-073<br />Card Name&#58; Panel Format<br />Element&#58; Null<br />Description&#58; Turns all of the battle field&#39;s panels to Null panels.<br />Damage&#58; None<br />One-use<br /><br />3-074<br />Card Name&#58; Panic Cloud<br />Element&#58; Null<br />Description&#58; Confuses all enemies on Null Panels. The user is not effected by this card.<br />Damage&#58; Confusion.<br />One-use<br /><br />3-075<br />Card Name&#58; Mega Crusher<br />Element&#58; Summon<br />Description&#58; The user summons a small meter wide disc in front of them. The disc emits a constant signal that prevents the use of Mega cards as long as its on the field.<br />Damage&#58; Disk has Great health. Prevents the use of Mega cards.<br />One-use<br /><br />3-076<br />Card Name&#58; Gravity Plus<br />Element&#58; Null<br />Description&#58; Adds a Gravity effect to one card attack made by the user. Overrides any other status effects on the card. Wears off after the first hit with a Multi-use card.<br />Damage&#58; Adds Gravity to selected card.<br />One-use<br /><br />&#58;&#58;Mega Cards&#58;&#58;<br /><br />Below is a list of all Mega Cards and their corresponding versions. Each version correlates with the damages provided.<br /><br />Mega Cards contain a new feature called Aspects. Aspects are an alternative way to use Mega Cards instead of always relying on random EM Beings to come in and save you temporarily. The Aspects allow for some flexibility, but they&#39;re mainly fluff for members who don&#39;t want to summon EM Beings to attack. Damage acts the same way for Aspects like they do for the Mega Cards.<br /><br />M-001<br />Card Name&#58; Taurus Fire/EX/SP<br />Element&#58; Fire<br />Description&#58;Taurus Fire enters and uses his Ox Breath, sending out an incinerating cone of flames that expands the farther it goes out, becoming 3 meters wide when it&#39;s at it&#39;s maximum length of 5 meters long.<br />Aspect&#58; The user takes a deep breath before exhaling a massive stream of fire. The stream of fire can take two forms, a cone of flame that expands the farther out it goes, becoming 3 meters wide when its at its maximum length of 5 meters, OR a concentrated jet of fire that extends for 10 meters but is only one meter wide.<br />Damage&#58; High/Great/Immense<br />One-use<br /><br />M-002<br />Card Name&#58; Cygnus Wing/EX/SP<br />Element&#58; Wind<br />Description&#58; Cygnus Wing enters and uses his Swan Dance, causing him to spin madly in a wide circle as he moves quickly towards his target. Cygnus will move forward 10 meters before doing a wide U-turn that will take him towards a new target. Cygnus&#39;s Swan Dance Breaks, but he disappears if he collides with an object in his path.<br />Aspect&#58; The user begins to spin like a ballerina, gaining in speed until their body is merely a blur. They then move quickly towards their target, continuing in a straight line until they pass their target. Once they pass/hit their original target, they will do a wide U-turn that will take them towards a new target or location. If the user collides with an object, then they will stop spinning and the attack is over.<br />Damage&#58; High/Great/Immense. Breaking.<br />One-use<br /><br />M-003<br />Card Name&#58; Harp Note/EX/SP<br />Element&#58; Light/Summon<br />Description&#58; Harp Note enters and uses her Lyra Guitar to attack opponents. If the opponent is in front of Harp Note, she shoots out strings that wrap around the opponent to allow 5 Notes to travel down. If the opponent is not in front of Harp Note, 2 large amps appear to shoot out 3 Notes each that travel in a straight line toward the opponent. The amps disappear at the beginning of the user&#39;s next turn.<br />Aspect&#58; The user gains Lyra Guitar and can use it to attack in one of two ways. The first is they can shoot out strings from the end of the guitar at their target in a straight line that will wrap around them and allow 5 notes to travel down. The string does not home. The second is that they can cause two large amps to appear anywhere in the area which will shoot out 3 notes which travel in a straight line towards the target(s). The amps disappear at the beginning of the user&#39;s next turn.<br />Damage&#58; Pitiful/Low/Moderate per hit. Strings paralyze opponent for 1 turn.<br />One-use<br /><br />M-004<br />Card Name&#58; Libra Scales/EX/SP<br />Element&#58; [Fire ~ Aqua]/Breaking<br />Description&#58; Libra Scale appears in front of his opponent, then quickly spins around to strike with both his scales outstretched. Scales hit everything within three meters of Libra. First hit deals Fire damage, second hit deals Aqua damage. Both hits shatter through guards and shields.<br />Aspect&#58; The user gains two scales, one on each of their arms, each scale connected to the user by a meter long chain on either arm. They can use the scales as they wish to strike their foes. Scales gain a Break effect. One scales has a raging inferno of fire and deals Fire damage, while the other contians a &#39;whirlpool&#39; of water, dealing Aqua damage. Scales last for one turn.<br />Damage&#58; Moderate/Modest/High per hit. First hit is Fire, second hit is Aqua. Breaking.<br />One-use<br /><br />M-005<br />Card Name&#58; Queen Ophiuca/EX/SP<br />Element&#58; Wood/Breaking<br />Description&#58; Queen Ophiuca appears, before slithering towards her opponent rather quickly. Ophiuca takes up a two-meter wide space, leaves Poison panels in her wake, and shatters shields and guards. If she comes in contact with an Obstacle, she stops and vanishes.<br />Aspect&#58; The user gains a snake tail from their waist down. They can then slither towards their opponent quickly, leaving Poison panels on their wake. User takes up a two-meter wide space and shatters through shields and guards. User cannot be interrupted in the duration of the attack, though they can still be hit, and will stop if they slam into an obstacle.<br />Damage&#58; High/Great/Immense. Breaking.<br />One-use<br /><br />M-006<br />Card Name&#58; Gemini Spark/EX/SP<br />Element&#58; Elec/Breaking<br />Description&#58; Both egos of Gemini Spark enter, both ready to attack. One of them shoots a fist at the opponent that breaks shields, while the other uses an Elec Sword to paralyze the opponent.<br />Aspect&#58; The user&#39;s arms become golden, with one arm gaining a godlen knuckle while the other transforms into a meter long golden sword. The user may fire their fist at an oppenent(Rocket Knuckle) which has a breaking effect, while their other arm uses an Elec Sword to slash at an opponent and has a paralysis effect. This only lasts for one turn.<br />Damage&#58; 2 hits of Moderate/Modest/High. Paralyzes.<br />One-use<br /><br />M-007<br />Card Name&#58; Cancer Bubble/EX/SP<br />Element&#58; Aqua<br />Description&#58; Cancer Bubble enters and throws up his arms, causing a tidal wave to appear and attempt to engulf the closest target. The tidal wave is 5 meters wide and goes forward 3 meters.<br />Aspect&#58; The user throws up his arms in a scoop-like motion, summoning a massive tidal wave that attempts to engulf a target of their choice. The Tidal Wave is 5 meters wide and goes forward 3 meters, however if the user gives up the bubble effect, the tidal wave can double in both in length and width.<br />Damage&#58; High/Great/Immense. Bubbles.<br />One-use<br /><br />M-008<br />Card Name&#58; Wolf Woods/EX/SP<br />Element&#58; Wood/Blade<br />Description&#58; Wolf Woods appears, before rushing towards the nearest foe, slashing horizontally with his meter long claw, then quickly following up with a vertical slash.<br />Aspect&#58; The user gains two claws, one on each of their hands, which he can use as he wishes to strike his foe. One of the claws slices a three-meter wide area, while the other only slices a meter-wide area. Claws last one turn.<br />Damage&#58; Moderate/Modest/High per hit.<br />One-use<br /><br />M-009<br />Card Name&#58; Crown Thunder/EX/SP<br />Element&#58; Elec<br />Description&#58; Crown Thunder enters and uses his Crown Lightening at the opponent. 5 shots of lightening shoot down from the sky, making an &quot;X&quot; shape where the opponent stands.<br />Aspect&#58; The user raises a hand pointing to the sky, causing 5 bolts of lightning to rain down on after the other in any spot the user targets. Each enemy can only be hit by one lightning bolt and each bolt can land in different locations.<br />Damage&#58; High/Great/Immense<br />One-use<br /><br />M-010<br />Card Name&#58; Leo Kingdom/EX/SP<br />Element&#58; Fire<br />Description&#58; Leo Kingdom appears in front of an opponent, then swipes the area directly in front of him with his immense tail. Tail covers a four-meter wide and three-meter long area and Breaks.<br />Aspects&#58; The user gains a gigantic 3 meter tail made of fire on their backside, which they can use to swipe at their foes. It can also be used to parry swords or block other close-range attacks that are weaker than it. Tail lasts one turn.<br />Damage&#58; High/Great/Immense. Breaking.<br />One-use<br /><br />M-011<br />Card Name&#58; Dragon Sky/EX/SP<br />Element&#58; Wood/Wind<br />Description&#58; Dragon Sky descends to the battlefield, sucking in air before opening his mouth and unleashing a breath of cherry blossom petals. Reaches up to three-meters forwards, spreading one meter to each side at its maximum length. Blows away Auras and Barriers.<br />Aspect&#58; The user sucks in a huge amount of air before opening their mouth to unleash a breath of cherry blossom petals. Reaches up to five meters forwards, spreading one meter to each side at its maximum length. Blows away Auras and Barriers. Any projectiles of weaker strength caught in the breath&#39;s path are deflected.<br />Damage&#58; High/Great/Immense. Blows away Auras and Barriers<br />One-use<br /><br />M-012<br />Card Name&#58; Pegasus Magic/EX/SP<br />Element&#58; Aqua<br />Description&#58; Satellite Admin Ice Pegasus enters and fires 3 unbreakable icicles side by side towards opponent. They&#39;re 2 meters in diameter and move pretty fast. An opponent can only be hit by one icicle.<br />Aspect&#58; With a sweep of the arm the user creates three unbreakable icicles that move in any straight direction from the user towards the target(s). The icicles are 2 meters long and move pretty fast. An opponent can only be hit by one icicle.<br />Damage&#58; High/Great/Immense. Freezes.<br />One-use<br /><br />M-013<br />Card Name&#58; Aquila Thunder/EX/SP<br />Element&#58; Elec<br />Description&#58; Satellite Admin Aquila Thunder appears and begins flapping her wings, generating a 3 meter wide beam of electricity that travels up to 15 meters straight ahead, striking anything in range thrice in very rapid succession with a Pierce effect.<br />Aspect&#58; With each wave of the arm the user may generate a 3m diameter beam of electricity extending up to 15 meters in any direction the user chooses. This can be done up to three times, each beam dealing Low and Piercing.<br />Damage&#58; Low/Moderate/Modest x3. Piercing<br />One-use<br /><br />M-014<br />Card Name&#58; Dark Phantom/EX/SP<br />Element&#58; Dark/Wind<br />Description&#58; Dark Phantom appears, opening his cape and revealing a massive hand that stretches out towards the opponent and goes up to ten meters forwards before returning.<br />Aspect&#58; A small black hole appears in the user&#39;s chest, and a massive arm comes out, stretching out towards the opponent and going up to ten meters forwards before returning. The arm can slightly bend, but can only strike a single opponent.<br />Damage&#58; High/Great/Immense. Pierces.<br />One-use<br /><br />M-015<br />Card Name&#58; Yeti Blizzard/EX/SP<br />Element&#58; Aqua<br />Description&#58; Yeti Blizzard appears and slams the ground, causing six snowballs to fall from three meters above the target. Up to two snowballs can fall on the same location, and a single target can only be struck by up to two snowballs.<br />Aspect&#58; The user slams both fists on the ground, causing six snowballs to fall from three meters above the target. They can fall wherever the user wishes, though they cannot fall on the same location twice. A single target can only be struck by up to two snowballs.<br />Damage&#58; Moderate/Modest/High per hit.<br />One-use<br /><br />M-016<br />Card Name&#58; Terra Condor/EX/SP<br />Element&#58; Wood/Wind<br />Description&#58; Terra Condor appears, launching nine bird-shaped missiles in three rows of three towards the opponent. Blows away Auras and Barriers. Three of the missiles can only be destroyed by Breaking attacks, while others can be shot down by Pathetic damage. A single target may only be struck by up to three missiles.<br />Aspect&#58; The user gains two shoulder-mounted launchers, each firing up to four missiles at targets. Only three missiles may hit a single target. Out of all missiles, four are green and have Pathetic health, while four are silver and can only be destroyed by Breaking attacks. Mounts last one turn.<br />Damage&#58; Low/Moderate/Modest damage per hit. Blows away Auras and Barriers.<br />One-use<br /><br />M-017<br />Card Name&#58; Plesio Surf/EX/SP<br />Element&#58; Aqua<br />Description&#58; Plesio Surf enters before diving into the ground as if it were water. From the ground, he then bites upward at the opponent, crushing him/her in its mighty vice.<br />Aspect&#58; The user dives into the ground like as though it was water, before re-emerging around the opponent to deliver a melee strike. The attack has deals Aqua damage and cannot work on conjunction with another attack, although the damage can be dealt by means of other weapons.<br />Damage&#58; High/Great/Immense<br />One-use<br /><br />M-018<br />Card Name&#58; Hollow/EX/SP<br />Element&#58; Elec<br />Description&#58; Hollow enters and extends his hands toward the opponent. 6 bolts of lightening cover the area where the opponent stands, leaving behind Paralyze Panels wherever the lightening strikes. Only one bolt of lightening can hit a single opponent.<br />Aspect&#58; The user extends his hands towards the opponent, causing 6 bolts of lightning to fall where the user targets, leaving behind paralyze panles where the lightning strikes. Only one bolt of lightning can hit a single opponent.<br />Damage&#58; High/Great/Immense<br />One-use<br /><br />M-019<br />Card Name&#58; Rogue/EX/SP<br />Element&#58; Dark/Breaking<br />Description&#58; Rogue enters and dashes toward the opponent to deliver a devastating 4 hit combo. The first 3 strikes are quick punches, with the 4th is a bicycle kick. The last attack is Breaking.<br />Aspect&#58; The user gains purple gloves that radiate Murian power, and dashes towards the opponent to deliver a devastating 4 hit combo, using either hands or legs to deal damage. The last attack is Breaking. The user may also divide the hits between opponents, up to 4 hits in total.<br />Damage&#58; Low/Moderate/Modest per hit. Bicycle kick Breaks.<br />One-use<br /><br />M-020<br />Card Name&#58; Kung Foo Kid/EX/SP<br />Element&#58; Wood/Shadow<br />Description&#58; Kung Foo Kid enters along with two see through doppelgangers. All 3 of them rush up toward the opponent and strike out 3 times. Max of 4 hits can be dealt to a single opponent. If there are grass panels within a 5 meter radius of the user, Kung Foo Kid absorbs their energy to increase the strength of the attack by one damage level, causing those Grass Panels to turn into Null Panels.<br />Aspect&#58; Two transparent dopplegangers appear on either side of the user. The 3 can then either focus on one target or spread out to attack 3 targets and strike at them by any means, although the damage from weapons is overwritten by the damage indicated in this card. A maximum of 4 hits can be dealt to a single opponent. If the user activates the card while within 10 meters of a grass panel, they absorb the energy of the panel to increase the strength of the attack by one damage level, transforming the grass panel to null.<br />Damage&#58; Pitiful/Low/Moderate per hit. Low/Moderate/Modest if used with grass panels.<br />One-use<br /><br />M-021<br />Card Name&#58; General Auriga/EX/SP<br />Element&#58; Breaking<br />Description&#58; General Auriga appears with a massive three-meter wide spiked steamroller. He then moves forwards slowly to flatten his opponents. Shatters guards and shields upon contact.<br />Aspect&#58; The user stands in a chariot behind a three-meter wide and one-meter long spiked steamroller that rolls along at a a speed of one meter per second, shattering through any defenses with its Break attribute. User cannot be interrupted and takes half-damage during the attack. The user may not turn after the steamroller begins moving. Obstacles are automatically destroyed when hit by the steamroller. Steamroller disappears after use.<br />Damage&#58; High/Great/Immense. Breaking.<br />One-use<br /><br />M-022<br />Card Name&#58; Apollo Flame/EX/SP<br />Element&#58; Fire<br />Description&#58; Apollo Flame appears, creating a massive three-meter diameter fireball in a single hand, before throwing it at an opponent, which can not be diverted from it&#39;s target.<br />Aspect&#58; The user creates a three-meter diameter ball of fiery gas above their heads, which they may throw in any single direction to explode outward a meter from the point it strikes. The fire ball absorbs all solid and energy projectiles that deal less damage than it would, though any projectiles dealing more damage than it will destroy it. Melee based weapons cannot deflect the fireball, although they can negate the attack if stronger than the fireball.<br />Damage&#58; Great/Immense/Incredible<br />One-use<br /><br />M-023<br />Card Name&#58; Spade Magnes/EX/SP<br />Element&#58; Elec/Blade<br />Description&#58; Spade Magnes appears, slicing at his target with his pair of magnetized blades. Each blade is two meters long and inflict Gravity upon contact. If the blades make contact (i.e. parrying), but do not damage, the target is still affected by Gravity.<br />Apsect&#58; The user gains a meter long magnetic blade on each arm with one red and one blue, which they can use as the wish to strike at their foe. Each blade is two meters long and inflicts Gravity upon contact. If the blades make contact (i.e. parrying), but do not damage, the target is still affected by Gravity.<br />Damage&#58; Moderate/Modest/High per hit. Gravity.<br />One-use<br /><br />M-024<br />Card Name&#58; Diamond Ice/EX/SP<br />Element&#58; Aqua/Wind<br />Description&#58; Diamond Ice appears, waving an arm and creating a snowstorm with a three meter diameter, a single target at the center. The winds blow three times, each gust laying down fresh Ice Panels. Each gust of wind comes right after the other, finishing in a three-six second time period. This attack CANNOT freeze an enemy unless there are pre-existing ice panels.<br />Aspect&#58;The user waves an arm, creating a snowstorm with a three meter diameter anywhere on the field, with a single target at the center. The winds blow three times, each gust laying down fresh Ice Panels. Each gust of wind comes right after the other, finishing in a three-six second time period. This attack CANNOT freeze an enemy unless there are pre-existing ice panels.<br />Damage&#58; Low/Moderate/Modest per hit.<br />One-use<br /><br />M-025<br />Card Name&#58; Club Strong/EX/SP<br />Element&#58; Wood/Wind<br />Description&#58; Club Strong appears, swinging his giant club, creating three side-by-side tornadoes, each a meter in diameter, which zig-zag forward to strike a foe. Each tornado hits four times and blow away Auras and Barriers. If a tornado passes over a Grass Panel, the panel fades away, and powers this Card up by one damage level.<br />Aspect&#58; The user creates three tornadoes around them, each a meter in diameter. The tornadoes each zig-zag towards whoever the user wishes. Each tornado hit&#39;s four times and blow away Auras and Barriers. If the user is standing on a Grass Panel, the panel fades away and powers this Card up by one damage level.<br />Damage&#58; Pitiful/Low/Moderate per hit. Low/Moderate/Modest per hit if the tornado passes over a grass panel. Blows away Auras and Barriers<br />One-use<br /><br />M-026<br />Card Name&#58; Acid Ace/EX/SP<br />Element&#58; Blade/Breaking<br />Description&#58; Acid Ace appears, locking onto his opponent before appearing in front of them, slashing at them vertically with his powerful blue sword. Has a breaking effect(pierces through shields, guards, obstacles, etc.) and cracks the struck panel. The turn before this card is used, a die must be rolled. If a 6 is rolled, then Ace will do a second, horizontal slash when used the next turn. Rolling a die for this card forces the user to use is on the next turn.<br />Aspect&#58; The user gains a noble blue meter long sword before vanishing, reappearing before an opponent and slashing at them vertically with the powerful sword. The sword has a breaking effect and cracks the struck panel. The user may also choose to perform 2 slashes instead of one by sacrificing the teleport ability.<br />Damage&#58; High/Great/Immense on first hit. Moderate on second hit. Cracks panel struck. Breaking.<br />One-use<br /><br />M-027<br />Card Name&#58; Dread Joker/EX/SP<br />Element&#58; Summon/Breaking<br />Description&#58; Dread Joker appears, slamming his fist onto the ground, causing a tower to rise 2 meters high from beneath a foe, and two others to rise up as well on other enemies. If there&#39;s only one opponent, then the other towers will rise on random locations. Towers lasts for three turns before collapsing, though they instantly collapse if hit by a Breaking attack. Otherwise, towers are indestructible.<br />Aspect&#58; The user smashes their fist into the ground, cracking the panel where the fist strikes. 3 towers then rise from the ground where the user wishes, each tower capable of damaging an opponent. If a tower damages an opponent once it appears, it immediatly disappears. The user chooses the location of the towers. The user may also choose to punch an opponent with their fist to deal damage without punching the ground, although the towers will not form if the fist does not make contact with the ground. Only 1 tower can damage a single opponent.<br />Damage&#58; High/Great/Immense on contact with towers. Moderate added on contact with Joker&#39;s fist. All attacks Break.<br />One-use<br /><br />M-028<br />Card Name&#58; Jack Corvus/EX/SP<br />Element&#58; Fire/Wind<br />Description&#58; Jack Corvus appears, spreading his wings and arms as he summons three dark fiery claws which go side by side towards the target, disappearing after they&#39;ve moved 10 meters. A single target can only be hit by one claw, and any contact with the claw will inflict Gravity on the target. If a Queen Virgo card is in the same custom, then another wave of side-by side claws is sent out, increasing the maximum hits to 2.<br />Aspect&#58; The user sends out 3 firey claws that home in on a single opponent. The claws can travel a maximum distance of 10 meters. Only 1 claw may damage a single opponent. If the user has Queen Virgo in their custom, another wave of 3 claws is sent out towards the opponent, increasing the max hit to 2 instead of 1.<br />Damage&#58; Modest/High/Great per hit, if applicable.<br />One-use<br /><br />M-029<br />Card Name&#58; Queen Virgo/EX/SP<br />Element&#58; Aqua/Breaking<br />Description&#58; Queen Virgo appears, spinning her staff in her hands before slamming it into the Ground, summoning a water dragon which surges forward. Water dragon is composed of three parts, each two meters in diameter, meaning anyone caught in the dragon&#39;s path can be hit 3 times. Breaks shields, guards, etc. Also, if a Jack Corvus card is in the same custom, the dragon gains a fourth part, making a total of four hits possible.<br />Aspect&#58; The user is given a staff, which they may use to summon a water dragon which surges forward. Water dragon is composed of three parts, each two meters in diameter, meaning anyone caught in the dragon&#39;s path can be hit 3 times. Breaks shields, guards, etc. The staff can be used for melee purposes to deal the same amount of damage as a single section of the water dragon. The staff disappears after 1 turn. If the user has Jack Corvus in their custom, the Water Dragon has 4 parts instead of 3.<br />Damage&#58; Low/Moderate/Modest per hit. Breaking.<br />One-use<br /><br />M-030<br />Card Name&#58; Moon Destroyer/EX/SP<br />Element&#58; Null<br />Description&#58; Moon Destroyer appears, and performs one of two attacks. He can either spin rapidly from left to right to send out three crescent moon-shaped boomerangs side by side, only one of them capable of stricking a single foe, or he can spin in place, sending all three boomerangs at a single opponent. Damage varies depending on attack used. Boomerangs inflict confusion on contact.<br />Aspect&#58; The user can either summon a 3 meter crecent moon-shaped boomerang or three 1 meter crescent moon-shaped boomerangs. The user may throw the boomerangs at an opponent, each flying in a curved path right for their target. If used against multiple enemies, the boomerangs may curve to hit 2 opponents each. The boomerangs deal damage based in their quantity.<br />Damage&#58; First option deals High/Great/Immense. Second option deals Moderate/Modest/High per hit. Both options inflict Confusion.<br />One-use<br /><br />M-031<br />Card Name&#58; Sirius/EX/SP<br />Element&#58; Light<br />Description&#58; Sirius appears, floating above the battle field as he fires his devastating laser, destroying a 5-by-5 meter area. The laser begins where the target is, then snakes over to the left, before hitting the middle again, then hitting the right area, causing any Null panels to become holes. Anyone or anything caught in the middle may take two hits.<br />Aspect&#58; The user fires a meter wide beam from their hands that lings for a few seconds. The laser can connect with the ground as it travels, turning panels that come in contact with the laser into holes. The laser can travel a total of 10 meters squared before it disappears.<br />Damage&#58; High/Great/Immense per hit, if applicable. Null panels become holes.<br />One-use<br /><br />M-091<br />Card Name&#58; King Grandeur<br />Element&#58; Null<br />Description&#58; Tribe King appears, combining the strength of the Tribes, before unleashing a variety of attacks. Three shuriken fall from the sky to strike the foe, before fire erupts from the ground beneath three times to damage the enemy, with the Tribe King finishing with a charging slash at one opponent. First two attacks may target up to three people. A person can only be hit by each attack once.<br />Aspect&#58; The user transforms into the mighty Tribe King to unleash a fury of attacks. 3 Shurikens fall from the sky, followed by 3 towers of fire erupting from the ground to strike opponents. The user ends with a might slash with the Light Sword, dashing through opponents as they use the attack. An opponent cannot be hit by more than 1 of each volley.<br />Damage&#58; Shuriken deals Moderate Wood/Blade and Pierces. Fire deals Moderate Fire. Slash deals Modest Elec/Blade. This attack cannot be boosted in any way.<br />One-use<br /><br />M-092<br />Card Name&#58; Acid Arrest<br />Element&#58; Null<br />Description&#58; Illegal Acid appears, loading a trio of Card&#39;s into his blaster, before firing on his foe. A die roll determines what three Cards Illegal Acid uses on the foe. The die roll MUST be used on the previous turn in order to use this card. Rolling for the outcome of this card forces the user to use Acid Arrest on the next turn. A different enemy can be targeted by each attack. All attacks can hit one enemy.<br />1. Mad Vulcan 1, Tail Burner 1, Squall 1<br />2. Mad Vulcan 1, Tail Burner 1, Stealth Laser 1<br />3. Mad Vulcan 1, Tail Burner 1, Wide Wave 1<br />4. Mad Vulcan 1, Squall 1, Stealth Laser 1<br />5. Mad Vulcan 1, Squall 1, Wide Wave 1<br />6. Mad Vulcan 1, Stealth Laser 1, Wide Wave 1<br />Aspect&#58; The user can activate this card to aquire 3 cards to add to their custom. When the user activates this card, a 6 sided die must be rolled. Depending on what is rolled determines the cards that the user gains. These cards have their own slots in the custom with a One-use effect and disappear at the loading period of the next custom.<br />Damage&#58; Varies. This attack cannot be boosted in any way.<br />One-use<br /><br />&#58;&#58;Standard Illegals&#58;&#58;<br /><br />Below is the list of Illegal Standard Cards, obtainable through the Noise Frag Store. Only 2 Illegals may be used a Custom. Illegal Standards are not treated as regular Standard Cards.<br /><br /><br /><br />I-001<br />Name&#58; Warrior Soul<br />Element&#58; Null<br />Description&#58; The strength of the Zerker tribe is manifested in the user. Upon activation of this card, the user selects four offensive[*] attacks from their Character Weapons, and all of the selected attacks deal one damage level higher than normal. In addition, the user gains Super Armor. However, they also gain a health bug that inflicts them Low damage per turn. Health bug cannot be used to knock out the user if they have 3% or less health.<br />Damage&#58; Low to user per turn for the remainder of the fight.<br />One-use<br />[*]Offensive attacks = any attacks that deal damage (except summons) meaning support attacks and abilities are excluded from this boost.<br /><br />I-002<br />Name&#58; Muramasa<br />Element&#58; Blade/Wind<br />Description&#58; The user gains the ancient two-meter long blade of the Ninja Tribe for a single turn. The more damage the user has taken, the more powerful the sword becomes, able to deal up to a maximum of Immense damage. However, damage dealt by this card cannot be boosted in any way, except for Elemental Weakness. The blade&#39;s special properties allows it to cleanly cut through defenses and bypass them entirely.<br />Damage&#58; Amount of damage user has taken (damage cap of Immense). Piercing<br />One-use<br /><br />I-003<br />Name&#58; Extinction Meteor<br />Element&#58; Fire/Breaking<br />Description&#58; The ancient power of the Dinosuar Tribe calls down 21 flaming meteors upon the enemy. The meteors fall around the opponent with a fairly good accuracy, and each enemy can only be hit by up to 3 meteors. The meteors crack the ground where they land and Break.<br />Damage&#58; Modest per Meteor, Breaking. Cracks Panels. Max of 3 meteors for a target.<br />One-use<br /><br />I-004<br />Card Name&#58; Destroy Upper<br />Element&#58; Chaos/Breaking<br />Description&#58; The user gains a large dark blue boxing glove on either arm. The glove, while unable to smash through opponents guards, has a much more meancing effect. Upon contact with an enemy on the first use, the glove will unequip three Ability Waves from that target if they have any upon contact. The Ability Waves removed are those with the highest 3 Linkpower requirements.<br />Damage&#58; Great. Removes 3 Ability Waves on first use<br />Multi-use<br /><br />I-005<br />Card Name&#58; Sonic Sword<br />Element&#58; Wind/Blade<br />Description&#58; The user gains a brilliant green broadsword that&#39;s a half meter wide. After slicing the sword at an opponent, two violent gusts immediately follow in the same spot afterwards, just as sharp and painful as the sword itself. The sword and gusts have the wind effect, removing auras and barriers upon contact.<br />Damage&#58; 3 hits of Modest. Removes Auras and Barriers.<br />One-use<br /><br />I-006<br />Card Name&#58; Wood Comet<br />Element&#58; Wood<br />Description&#58; A trio of giant wood comets fall from the sky, landing in a row. Turns the ground into a meter square Grass panel where it hits. Only 1 comet may hit a single target at a time.<br />Damage&#58; Great.<br />One-use<br /><br />I-007<br />Card Name&#58; Severe Meteor<br />Element&#58; Breaking<br />Description&#58; A trio of giant comets fall from the sky, landing in a row. The comets smash through all guards and shields, and turn the ground unto a meter square Guard Null panel where it hits. Only 1 comet may hit a single target at a time.<br />Damage&#58; Great<br />One-use<br /><br />I-008<br />Card Name&#58; Mega Boost<br />Element&#58; Sniping<br />Description&#58; The user gains Super Armor, and they can apply a Pierce effect to one of their attacks per turn. The effect cannot be applied to the same attack two turns in a row. These effects last for five turns, counting the turn the card was activated.<br />Damage&#58; None<br />One-use<br /><br />I-009<br />Card Name&#58; Card Revive<br />Element&#58; Summon<br />Description&#58; Allows the user to use a Standard card used during the previous custom.<br />Damage&#58; None<br />One-use<br /><br />I-010<br />Card Name&#58; Quick Gauge<br />Element&#58; Null<br />Description. The duration of the custom gauge of a selected target is reduced by 2. The user may choose himself/herself. Lasts one custom.<br />Damage&#58; None. Reduces custom gauge by 2.<br />One-use<br /><br />I-011<br />Card Name&#58; Slow Gauge<br />Element&#58; Null<br />Description&#58; The duration of the custom gauge of a target of the user&rsquo;s choice is increased by 2. The user may choose himself/herself if he/she wishes. Lasts one custom<br />Damage&#58; None. Increases custom gauge by 2.<br />One-use<br /><br />I-012<br />Card Name&#58; Normal Gauge<br />Element&#58; Null<br />Description&#58; The user selects a target, whether its an ally, enemy or the user itself. The selected target&#39;s custom gauge is reset for the custom, requiring 10 turns to fill up.<br />Damage&#58; None. Sets max turns for the Custom Gauge to 10 for one Custom.<br />One-use<br /><br />I-013<br />Card Name&#58; Fighter Sword 1<br />Element&#58; Blade<br />Description&#58; A sword forms on either arm of the user, and the ability of an expert swordsman is temporarily given. 2 Wide Sword length slashes followed by a Long Sword length slash are delivered with the blade instantly. No Movement is allowed during the progression of the attack.<br />Damage&#58; Low per hit.<br />One-use<br /><br />I-014<br />Card Name&#58; Fighter Sword 2<br />Element&#58; Blade<br />Description&#58; A sword forms on either arm of the user, and the ability of an expert swordsman is temporarily given. 2 Wide Sword length slashes followed by a Long Sword length slash are delivered with the blade instantly. No Movement is allowed during the progression of the attack.<br />Damage&#58; Moderate per hit.<br />One-use<br /><br />I-015<br />Card Name&#58; Fighter Sword 3<br />Element&#58; Blade<br />Description&#58; A sword forms on either arm of the user, and the ability of an expert swordsman is temporarily given. 2 Wide Sword length slashes followed by a Long Sword length slash are delivered with the blade instantly. No Movement is allowed during the progression of the attack.<br />Damage&#58; Modest per hit.<br />One-use<br /><br />I-016<br />Card Name&#58; Fighter Sword X<br />Element&#58; Blade<br />Description&#58; A sword forms on either arm of the user, and the ability of an expert swordsman is temporarily given. 2 Wide Sword length slashes followed by a Long Sword length slash are delivered with the blade instantly. No Movement is allowed during the progression of the attack.<br />Damage&#58; High per hit.<br />One-use<br /><br />I-017<br />Card Name&#58; Spin Blade 1<br />Element&#58; Blade/Dark<br />Description&#58; A two-meter long blade is given to the user. This sword can either be used to strike up close, or can be thrown at an opponent. If thrown, the blade spins at an incredible rate, heading towards the opponent in an arc.<br />Damage&#58; High<br />One-use<br /><br />I-018<br />Card Name&#58; Spin Blade 2<br />Element&#58; Blade/Dark<br />Description&#58; A two-meter long blade is given to the user. This sword can either be used to strike up close, or can be thrown at an opponent. If thrown, the blade spins at an incredible rate, heading towards the opponent in an arc.<br />Damage&#58; Great<br />One-use<br /><br />I-019<br />Card Name&#58; Spin Blade 3<br />Element&#58; Blade/Dark<br />Description&#58; A two-meter long blade is given to the user. This sword can either be used to strike up close, or can be thrown at an opponent. If thrown, the blade spins at an incredible rate, heading towards the opponent in an arc.<br />Damage&#58; Immense<br />One-use<br /><br />I-020<br />Card Name&#58; Spin Blade X<br />Element&#58; Blade/Dark<br />Description&#58; A two-meter long blade is given to the user. This sword can either be used to strike up close, or can be thrown at an opponent. If thrown, the blade spins at an incredible rate, heading towards the opponent in an arc.<br />Damage&#58; Incredible<br />One-use<br /><br />I-021<br />Card Name&#58; Earth Thunder 1<br />Element&#58; Elec<br />Description&#58; The user points to the sky, sending a single bolt of lightening straight at an opponent from the air. If there is a Hole Panel within 10 meters of the user, 3 lightening bolts rain down at selected opponents instead, one after the other.<br />Damage&#58; Low per hit.<br />One-use<br /><br />I-022<br />Card Name&#58; Earth Thunder 2<br />Element&#58; Elec<br />Description&#58; The user points to the sky, sending a single bolt of lightening straight at an opponent from the air. If there is a Hole Panel within 10 meters of the user, 3 lightening bolts rain down at selected opponents instead, one after the other.<br />Damage&#58; Moderate per hit.<br />One-use<br /><br />I-023<br />Card Name&#58; Earth Thunder 3<br />Element&#58; Elec<br />Description&#58; The user points to the sky, sending a single bolt of lightening straight at an opponent from the air. If there is a Hole Panel within 10 meters of the user, 3 lightening bolts rain down at selected opponents instead, one after the other.<br />Damage&#58; Modest per hit.<br />One-use<br /><br />I-024<br />Card Name&#58; Earth Thunder X<br />Element&#58; Elec<br />Description&#58; The user points to the sky, sending a single bolt of lightening straight at an opponent from the air. If there is a Hole Panel within 10 meters of the user, 3 lightening bolts rain down at selected opponents instead, one after the other.<br />Damage&#58; High per hit.<br />One-use<br /><br />I-025<br />Card Name&#58; Impact Cannon<br />Element&#58; Null<br />Description&#58; The user gains a large cannon on either arm that fires a super powered cannon at an opponent. The cannon blast spreads 2 meters out from the point of contact.<br />Damage&#58; Great<br />One-use<br /><br />I-026<br />Card Name&#58; Plasma Spread<br />Element&#58; Elec<br />Description&#58; The user summons a gun on either arm that fires a stunning shot. The shot spreads one meter in all directions of the point of impact.<br />Damage&#58; High. Paralyze effect on first use.<br />Multi-use<br /><br />I-027<br />Card Name&#58; Gatling X<br />Element&#58; Null<br />Description&#58; The user summons a Gatling on either arm that fires five shots in quick succession. The bullets pushes enemies that are struck back 1 meter per bullet to a max of 5 meters.<br />Damage&#58; Moderate per hit. Wind Effect on first use.<br />Multi-use<br /><br />I-028<br />Card Name&#58; Air Spread X<br />Element&#58; Wind<br />Description&#58; The user summons a buster on either arm that fires a shot that spreads out in a meter radius from the point of contact. The bullet hits the enemy five times in quick succession.<br />Damage&#58; Low per hit. Barrier/Aura removal on first use<br />Multi-Use<br /><br />I-029<br />Card Name&#58; Search Missile<br />Element&#58; Sniping/Breaking<br />Description&#58; Fast moving missiles fall from the skies, one at each applicable enemy. Enemies with Null as their main element take less damage from this attack.<br />Damage&#58; Immense to Elemental enemies. High to Null enemies.<br />One-use<br /><br />I-030<br />Card Name&#58; Heat Ball X<br />Element&#58; Fire<br />Description&#58; The user lobs a bomb that immediately explodes upon contact. The explosion is a meter in diameter.<br />Damage&#58; Immense<br />One-use<br /><br />I-031<br />Card Name&#58; Ice Comet<br />Element&#58; Aqua<br />Description&#58; A trio of giant ice comets fall from the sky, landing in a row. Freezes opponents on contact and turns the ground into a meter square Ice panel where it hits. Only 1 comet may hit a single target at a time.<br />Damage&#58; Great. Freezes.<br />One-use<br /><br />I-032<br />Card Name&#58; Break Sabre X<br />Element&#58; Blade/Breaking<br />Description&#58; The user gains a heavy two-meter long blade that is shaped like a flattened drill that must be wielded with both hands. Its strikes are powerful but slow due to its heavy weight, and it Breaks once.<br />Damage&#58; Immense. Breaking on first use.<br />Multi-use<br /><br />I-033<br />Card Name&#58; Ground Wave X<br />Element&#58; Sniping<br />Description&#58; A meter-wide shockwave that heads straight for a target is fired by means of striking the ground. Shockwave may tilt left or right, but cannot move sideways or backwards. Shockwave dissapears on holes.<br />Damage&#58; Great. Homing<br />One-use<br /><br />I-034<br />Card Name&#58; Jet Attack X<br />Element&#58; Breaking/Wind<br />Description&#58; The user dashes in a straight line towards a target, Breaking and being unable to turn. User stops two meters after destination, and is immediately stopped if an obstacle is in the way.<br />Damage&#58; Incredible. Breaking.<br />One-use<br /><br />I-035<br />Card Name&#58; Power Bomb X<br />Element&#58; Null<br />Description&#58; The user throws a bomb that explodes on contact, spreading in a one meter radius.<br />Damage&#58; Great<br />One-use<br /><br />I-036<br />Card Name&#58; Pulse Noise<br />Element&#58; Chaos<br />Description&#58; A radiating sound attack that spreads one meter in front of the user, then spreads another meter forward and out past that. Causes struck enemies to become Poisoned<br />Damage&#58; Immense. Poison.<br />One-use<br /><br />I-037<br />Card Name&#58; Fire Ring X<br />Element&#58; Fire<br />Description&#58; The user shoots a wheel of fire that goes forwards five meters before returning to the user. A target five meters away may be struck three times, while anyone closer might get struck in the ring&#39;s return path.<br />Damage&#58; Great per hit, if applicable.<br />One-use<br /><br />I-038<br />Card Name&#58; Time Bomb X<br />Element&#58; Fire/Summon<br />Description&#58; The user sets a bomb on the field with a one-turn timer. Sometime during the user&#39;s next turn, the bomb explodes, hitting anything in a eight-meter radius during the user&#39;s next turn. The time bomb appears close in front of the user.<br />Damage&#58; Incredible. Bomb can take up to High damage before being destroyed.<br />One-use<br /><br />I-039<br />Card Name&#58; Fire Bazooka X<br />Element&#58; Fire<br />Description&#58; The user gains a heavy-artillery weapon that fires a magma shot that spreads both sides form the point of contact.<br />Damage&#58; Immense<br />Multi-use<br /><br />I-040<br />Card Name&#58; Tail Burner X<br />Element&#58; Fire<br />Description&#58; The user gains a red buster on either arm that fires a stream of flames that goes three meter forwards.<br />Damage&#58; Immense<br />Multi-use<br /><br />I-041<br />Card Name&#58; Wide Wave X<br />Element&#58; Aqua<br />Description&#58; The user gains a blue buster that shoots forward a three-meter wide wave of water.<br />Damage&#58; Great<br />Multi-use<br /><br />I-042<br />Card Name&#58; Chain Bubble X<br />Element&#58; Aqua<br />Description&#58; The user gains a blue bubble shaped buster on either arm that fires a bubble shot. The shot spreads in a meter radius from the point of contact and Bubbles any enemy it hits on first use.<br />Damage&#58; High. Bubble effect on first use.<br />Multi-use<br /><br />I-043<br />Card Name&#58; Yellow Ink<br />Element&#58; Elec<br />Description&#58; The user gains a yellow buster on either arm that fires a yellow blob. The blob spreads one meter from the point of impact, transforming all struck areas into Paralyze Panels.<br />Damage&#58; High. Converts area hit into Paralyze Panels.<br />One-use<br /><br />I-044<br />Card Name&#58; Stiky Rain X<br />Element&#58; Aqua<br />Description&#58; A cloud appears over each available target, sending a torrent of rain to fall down on a one meter square area. The rain deals 5 hits of damage. Cloud does not follows its target(s).<br />Damage&#58; Moderate per hit<br />One-use<br /><br />I-045<br />Card Name&#58; Cloud Shot X<br />Element&#58; Elec<br />Description&#58; The user lobs a cloud-like object two meters forward, which then travels in a straight line slowly until it reaches an enemy or an obstacle. Then, the cloud detonates, shocking anything in a one-meter radius.<br />Damage&#58; Immense. Paralyzes.<br />One-use<br /><br />I-046<br />Card Name&#58; Thunder Shot X<br />Element&#58; Elec/Sniping<br />Description&#58; The user shoots a meter-diameter ball of electricity that travels toward an enemy at a moderate pace, traveling one meter and a half during each players&#39; turn. If the paralyzing ball does not hit anything within five of the user&#39;s turns, it vanishes.<br />Damage&#58; Great. Paralyzes. Homing properties are not a Status Effect. Disapears after five turns.<br />One-use<br /><br />I-047<br />Card Name&#58; Voltic Eye X<br />Element&#58; Elec/ Sniping<br />Description&#58; The user&#39;s eyes grow bright as they stare at the enemy to zap the area where the enemy stands 3 times in quick succession. The air around the opponent becomes thick and electrified before each zap. Pierces.<br />Damage&#58; High per hit. Piercing.<br />One-use<br /><br />I-048<br />Card Name&#58; Flicker Kick X<br />Element&#58; Elec/Sniping<br />Description&#58; The user kicks into the air three times, sending three translucent waves that blind if they hit. Each wave is thin, being 0.5 meters wide by 0.5 meters long.<br />Damage&#58; Modest per hit. Blinds.<br />One-use<br /><br />I-049<br />Card Name&#58; Jumbo Hammer X<br />Element&#58; Wood/Breaking<br />Description&#58; The user gains a large, heavy hammer with a three-meter wide head and two-meter-long handle, which they can either slam down onto a target or slam forward in a stabbing motion. Breaks on first use. Requires two hands.<br />Damage&#58; Immense. Breaking on first use.<br />Multi-use<br /><br />I-050<br />Card Name&#58; Mop Lance X<br />Element&#58; Wood/Blade<br />Description&#58; The user gains a thin three meter long spear for stabbing attacks that poison on first use.<br />Damage&#58; Great. Poison effect on first use that inflicts Low damage during five turns.<br />Multi-use<br /><br />I-051<br />Card Name&#58; Fokx-Fu X<br />Element&#58; Wood/Blade<br />Description&#58; By using this card, the user is allowed to negate an opponent&#39;s attack taken, replacing themselves with a dummy and warping in front of a foe a second later, slashing them with a meter long shinai. Fokx-Fu absorbs any damage taken for the user, but has a one-use (of any card in the series) per custom restriction.<br />Damage&#58; Immense<br />One-use<br /><br />I-052<br />Card Name&#58; Vulcan Seed X<br />Element&#58; Wood<br />Description&#58; The user fires nine seeds that spread around in a cone shape with poor accuracy, with up to five hitting in the front and up to two hitting on either side. A target within a meter of the user can be possibly struck by more seeds. Only a max of 5 seeds can hit a single opponent.<br />Damage&#58; Moderate per hit<br />Multi-use<br /><br />I-053<br />Card Name&#58; Brave Sword X<br />Element&#58; Blade/Breaking<br />Description&#58; The user gains a two-meter long sword on either arm that shatters guards, shields and other defenses (in other words, Breaks) on first use.<br />Damage&#58; Great. Breaking on first use.<br />Multi-use<br /><br />I-054<br />Card Name&#58; Junk Cube X<br />Element&#58; Summon<br />Description&#58; Summons a JunkCube in front of the user. When an enemy steps within a meter in front of or next to it, it automatically blows apart, throwing up shrapnel in a two-meter radius. Shrapnels can hit the user.<br />Damage&#58; Shrapnels do Immense damage, and the cube can take up to Immense damage before being destroyed.<br />One-use<br /><br />I-055<br />Card Name&#58; Sync Hook X<br />Element&#58; Breaking<br />Description&#58; The user gains an oversized boxing glove used to punch enemies. When a target is struck by a punch from it, all enemies with the same Main Element as the target take damage from the attack as well.<br />Damage&#58; Immense<br />Multi-use<br /><br />I-056<br />Card Name&#58; Moai Fall X<br />Element&#58; Breaking<br />Description&#58; Three Moai boulders are dropped 3 meters above the targets, each one aimed at an specific target. Only one boulder can hit a single target. Boulders Break, and dissapear after the end of the turn.<br />Damage&#58; Great per hit, if applicable. Breaking.<br />One-use<br /><br />I-057<br />Card Name&#58; Magic Crystal X<br />Element&#58; Dark/Summon<br />Description&#58; Summons a black crystal that shoots aimed blasts of dark energy, one to each enemy every turn for 10 turns or until destroyed.<br />Damage&#58; Crystal has Moderate Health and deals High damage.<br />One-use<br /><br />I-058<br />Card Name&#58; Black Hole X<br />Element&#58; Dark/Wind<br />Description&#58;A meter diameter swirling void of darkness appears in the ground, slowly sucking objects into it with a small amount of force. Anyone within two meters of it is dealt Modest damage. Damage cannot be avoided or blocked, only by getting out of range. This card cannot be boosted by any means. Black hole disappears after five turns.<br />Damage&#58; Modest damage during five turns.<br />One-use<br /><br />I-059<br />Card Name&#58; Berserk Sword X<br />Element&#58; Blade<br />Description&#58; The user warps in front of an enemy three times, slashing them with a meter-long machete each time. User can warp in front of different enemies if desired. User cannot defend themselves using the warp nor may they defend them self for the duration of the maneuver.<br />Damage&#58; Modest per slash.<br />One-use<br /><br />I-060<br />Card Name&#58; Hurricane Dance<br />Element&#58; Wind<br />Description&#58; The user quickly spins around four times, damaging anything within a meter radius. Blows away Auras and Barriers.<br />Damage&#58; Modest damage, with up to 4 hits per target. Blows away Auras and Barriers.<br />One-use<br /><br />I-061<br />Card Name&#58; Attack+30<br />Element&#58; Null<br />Description&#58; Increases the damage (per hit, if applicable) of the selected card attack by a Low amount. Wears off after the first use with a Multi-Use card.<br />Damage&#58; Adds Low damage to chosen card<br />One-use<br /><br />I-062<br />Card Name&#58; Big Grenade<br />Element&#58; Null<br />Description&#58; The user receives a grenade the size of their hand which they may throw at any target. Upon contact with an object, the grenade detonates, causing three explosions everywhere on a three-meter square area. Panels struck by the explosion become Null Panels, except Cracked or Hole panels.<br />Damage&#58; Modest per hit.<br />One-Use<br /><br />I-063<br />Card Name&#58; Electric Grenade<br />Element&#58; Electric<br />Description&#58; A grenade that, upon contact with an object, explodes with a radius of 2 meters, hitting everything with an electrifying explosion and turns the ground in the explosion radius into Paralyze Panels.<br />Damage&#58; High<br />One-use<br /><br />I-064<br />Card Name&#58; Platinum Meteor<br />Element&#58; Null<br />Description&#58; Nine meteors drop from above, targeting anyone and anything the user wishes. A single target cannot be struck by more than three meteors.<br />Damage&#58; Modest per hit<br />One-Use<br /><br />I-065<br />Name&#58; Mad Vulcan X<br />Element&#58; Sniping<br />Description&#58; The user summons a Vulcan gun on either arm that fires fifteen shots in quick succession. The bullets have a piercing like effect, and will continue to go through enemies/objects until they come into contact with another enemy/object.<br />Damage&#58; Pathetic per shot. Does not Pierce Invis.<br />Multi-use<br /><br />I-066<br />Card Name&#58; Scythe X<br />Element&#58; Dark/Blade<br />Description&#58; The user gains a small 0.5 meter scythe which they may send out in any direction. Upon moving 3 meters from the user, the scythe expands to be 3 meters long, and rapidly spins, hitting an opponent up to 4 times.<br />Damage&#58; Modest damage per hit.<br />One-use<br /><br />I-067<br />Card Name&#58; Boo Hat X<br />Element&#58; Shadow<br />Description&#58; The user is given a large Boo Hat that can be thrown like a Frisbee. The Boo Hat acts much like a boomerang and can arch when in flight. The Boo Hat may only hit each enemy once.<br />Damage&#58; Great<br />One-use<br /><br />I-068<br />Card Name&#58; Jet Ski X<br />Element&#58; Aqua/Breaking<br />Description&#58; The user gains skies with icy rockets attached to them, propelling them 20 meters forward in a straight line at their opponent, allowing them to Break and smash through their enemies guards and other obstacles to ram them at high speeds. The rockets leave Ice panels behind the user as they rocket forward.<br />Damage&#58; Great. Breaking. Leaves Ice Panels.<br />One-use<br /><br />I-069<br />Card Name&#58; Heat Upper X<br />Element&#58; Fire/Breaking<br />Description&#58; The user gains a large boxing glove on either hand that promptly bursts into flames. The glove is able to Break on first use. While the user uses this weapon, they may not use any other weapons on that hand without giving it up.<br />Damage&#58; Great. Breaking on first use.<br />Multi-use<br /><br />I-070<br />Card Name&#58; Kilo Bomb X<br />Element&#58; Fire/Chaos<br />Description&#58; The user gains a large bomb which they may throw anywhere on the field, but it will not detonate until a Fire element attack hits it. Once the explosion goes off, it will affect an area of 3 meters squared (3 meters b y3 meters) and will hit all caught in the blast, including the user. The bomb may be destroyed before it can be detonated by attacking it with non-Fire attacks.<br />Damage&#58; Deals Immense damage after explosion. Can take up to High damage before being destroyed by non-Fire attacks.<br />One-use<br /><br />I-071<br />Card Name&#58; Sno Ball X<br />Element&#58; Aqua/Summon<br />Description&#58; The user is given a snow ball in either hand that can be used to roll at opponents. Once the snow ball leaves the user&#39;s hand, it immediately grows to be a meter wide and can remove obstacles by running over them. For each obstacle that the Sno Ball takes, its size is doubled and the damage is increased.<br />Damage&#58; Great damage. + Moderate for each obstacle that the Sno Ball eats. Sno Ball can only eat a max of 2 obstacles.<br />One-use<br /><br />I-072<br />Card Name&#58; Piranha Kiss X<br />Element&#58; Aqua/Summon<br />Description&#58; A school of 5 piranha viruses are summoned, dividing themselves among targets as the user sees fit. Each piranha can only attack a single target, and there are only 5 piranhas. The piranhas&#39; targets must be specified if there are multiple enemies.<br />Damage&#58; Moderate per hit.<br />One-use<br /><br />I-073<br />Card Name&#58; Stealth Laser X<br />Element&#58; Sniping/Elec<br />Description&#58; Upon activation of this card, a Stealth virus materializes in front of the enemy with the highest amount of health before firing a three shot laser attack. If two or more targets have the highest health which are the same, then the user must decide which enemy the Stealth will attack. Laser attack Pierces.<br />Damage&#58; High per hit. Piercing.<br />One-use<br /><br />I-074<br />Card Name&#58; Fire Dance X<br />Element&#58; Fire<br />Description&#58; The user gains a light blue buster which is on fire on either arm that fires a stream of deep red flames forward with a wide spread, covering a large area within 4 meters of the user in flames.<br />Damage&#58; Great<br />Multi Use<br /><br />I-075<br />Card Name&#58; Buki X<br />Element&#58; Breaking<br />Description&#58; The user summons a massive hammer, with the face of the hammer having a diameter of one meter, and slams it down on an opponent. Upon impact with an opponent or the ground, the hammer deals Immense Breaking damage as a shockwave erupts from the face of the hammer in all directions on the ground for 1 meter, dealing High Null damage. You can not take damage from the hammer AND the shockwave<br />Damage&#58; Contact with hammer is Incredible Breaking damage with a Breaking effect, shockwave is Great Null damage. Inflicts confusion.<br />One-Use<br /><br />I-076<br />Card Name&#58; Mummy Hand X<br />Element&#58; Elec/Shadow<br />Description&#58; The user slams their arm down into the ground, causing an electric mummy hand to suddenly emerge from the ground under opponents and grab them. Even the slightest contact with the hand is instant paralysis and damage. The hand emerges from the ground DIRECTLY below opponents, and can only reach up to 0.5 meters high.<br />Damage&#58; High. Paralysis.<br />One-use<br /><br />I-077<br />Card Name&#58; Squall X<br />Element&#58; Wind/Wood<br />Description&#58; One of the user&rsquo;s hands turns into a fan, allowing them to create a spinning tornado of leaves 2 meters in front of the user, hitting an enemy up to 8 times. The tornado removes any barriers and auras on the first hit.<br />Damage&#58; Moderate per hit. Removes Auras and Barriers.<br />One-use<br /><br />I-078<br />Card Name&#58; Needle Attack X<br />Element&#58; Wood<br />Description&#58; The user gains a green buster on either arm for a short period which fires 6 needles at an opponent, however the buster has low accuracy and only lasts one turn. Up to 3 needles can hit a single opponent.<br />Damage&#58; Modest per hit.<br />One-use<br /><br />I-079<br />Card Name&#58; Puff Blast X<br />Element&#58; Null<br />Description&#58; A group of 6 spiky, small round balls, called Puff Blasts are dropped on each opponent. The Puffs are dropped with fairly low accuracy, and will bounce around where they landed.<br />Damage&#58; Moderate per hit.<br />One-use<br /><br />I-080<br />Card Name&#58; Atom Mine X<br />Element&#58; Fire/Summon<br />Description&#58; The user places a mine anywhere on the battlefield and must state it&#39;s location relative to an opponent. Example, 3 meters to the left of the oppenent. It may not be placed directly underneath an enemy. The mine explodes immediately after an opponent steps on it. Pierces.<br />Damage&#58; Great. Piercing.<br />One-use<br /><br />I-081<br />Card Name&#58; Bushido X<br />Element&#58; Blade<br />Description&#58; The user gains a meter long sword on either arm that grows stronger based on the Bushido 3&#39;s in their custom.<br />Damage&#58; High-Great-Immense<br />One-use<br /><br />I-082<br />Card Name&#58; Giant Axe<br />Element&#58; Blade<br />Description&#58; The user wields a heavy axe with a massive 3 meter wide head. The handle is 2 meters long and must be wielded with 2 hands to use effectively.<br />Damage&#58; Immense<br />Multi-Use<br /><br />I-083<br />Card Name&#58; Windy Attack X<br />Element&#58; Wind<br />Description&#58; The user gains a large fan on either arm that they can swing at opponents. Blows away Barriers and Aura and blows un-shielding enemies far away back 5 meters on first use. There is a slight delay in the swing, since the user has to fight against the wind.<br />Damage&#58; Great. Barrier/Aura removal on first use. Blows un-shielding enemies back 5 meters on first use<br />Multi-use<br /><br />I-084<br />Card Name&#58; Drill Arm X<br />Element&#58; Breaking<br />Description&#58; The user gains a meter long drill on either arm. The drill can spin quickly when attacking to deal 3 hits to an opponent, Breaking through their defenses on the first use.<br />Damage&#58; Modest per hit. Breaking on first use<br />Multi-use<br /><br />I-085<br />Card Name&#58; Smile Coin X<br />Element&#58; Null<br />Description&#58; 6 piles of coins rain down on all opponents one after another. The coins are created from an EM cloud a meter above each opponent&#39;s head, staying in one place as money is rained down.<br />Damage&#58; Moderate per hit (pile)<br />One-use<br /><br />I-086<br />Card Name&#58; Big Drop X<br />Element&#58; Breaking<br />Description&#58; A giant stone statue known as a Ku&#39;i forms 2 meters over the enemies head and smashes into the ground. While it is above the enemy, the enemy is inflicted with Gravity. Once it makes the motion to crush the enemy, movement returns to normal. All panels around it are cracked in a 3 square meter area. Gravity is not inflicted if the opponent is moving.<br />Damage&#58; Immense. Temporary Gravity. Breaking<br />One-Use<br /><br />I-087<br />Card Name&#58; Buzz Saw X<br />Element&#58; Blade<br />Description&#58; The user throws a Buzz Saw at an opponent. The blade has a diameter of half a meter and turns 90 degrees towards the opponent when the blade passes by them.<br />Damage&#58; Great<br />One-use<br /><br />I-088<br />Card Name&#58; Skull Arrow X<br />Element&#58; Dark<br />Description&#58; The user&#39;s arm turns into a bow which fires 3 arrows that will travel 5 meters - 20 meters away and land right next to each other. Cannot be used to hit an enemy within 5 meters. If it hits or misses, it leaves gravity vortexes on the ground disabling movement for 1 turn.<br />Damage&#58; Great. Gravity.<br />One-use<br /><br />I-089<br />Card Name&#58; Mu Tech X<br />Element&#58; Dark<br />Description&#58; A small box forms on one of the users hands and fires three shots which cause Gravity. If there are broken panels in the area, the damage will be boosted.<br />Damage&#58; Modest per hit. High per hit if there is at least 1 broken panel in the area. Gravity.<br />One-use<br /><br />I-090<br />Card Name&#58; Mech Flame X<br />Element&#58; Fire/Dark<br />Description&#58; One of the user&#39;s arms turns into a flamethrower. Fire can be blown from the flamethrower as far as 5 meters. The flame puts holes in the ground that it passes over.<br />Damage&#58; Great. Hole panels only occur on the first use of Mech Flame X<br />Multi-use<br /><br />I-091<br />Card Name&#58; Mad Fire X<br />Element&#58; Fire<br />Description&#58; The user fires a very quick fire ball. If the user has taken damage this turn, it fires an additonal fireball from both sides of you and does more damage.<br />Damage&#58; High. Great per hit if the user has taken damage. Only 1 fireball may hit a single target.<br />One-use<br /><br />I-092<br />Card Name&#58; Shark Attack X<br />Element&#58; Aqua/Shadow<br />Description&#58; The user sends 3 sharks that travel in the ground towards an opponent in a straight line. The sharks follow one after the other, and can be redirected to attack multiple enemies.<br />Damage&#58; High per shark.<br />One-use<br /><br />I-093<br />Card Name&#58; Ice Spin X<br />Element&#58; Aqua/Breaking<br />Description&#58; The user throws an ice puck at an opponent that can bounce off of walls and objects. Breaks.<br />Damage&#58; Great. Breaking<br />One-use<br /><br />I-094<br />Card Name&#58; Bubble Hook X<br />Element&#58; Aqua<br />Description&#58; The user gains a blue gauntlet on either hand that can be used to punch enemies. The first use of the punch sends out 3 bubbles that travel 2 meters forward and bubble an enemy if hit.<br />Damage&#58; Great. Bubble on first use.<br />Multi-use<br /><br />I-095<br />Card Name&#58; Thunder Head X<br />Element&#58; Elec/Summon<br />Description&#58; The user places a dragon head on the ground that cannot be moved. During the user&#39;s next turn, a lightening bolt strikes the enemy in a 3 meter by 3 meter area. The dragon head disappears after the attack is used.<br />Damage&#58; Incredible. Dragon head has Low health.<br />One-use<br /><br />I-096<br />Card Name&#58; Flash Strike X<br />Element&#58; Elec/Shadow<br />Description&#58; The user gains a 2 meter long lightning rod on either arm that&#39;s used to stab at an opponent&#39;s general direction 5 times.<br />Damage&#58; Modest per hit. Blinding.<br />One-use<br /><br />I-097<br />Card Name&#58; Arach Attack X<br />Element&#58; Wood<br />Description&#58; 3 fairly large Arachnids fall from the sky and run in a straight line toward the opponent. The Arachnids explode when coming in contact with an opponent.<br />Damage&#58; High per hit. Confuses.<br />One-use<br /><br />I-098<br />Card Name&#58; Shuriken X<br />Element&#58; Wood/Blade<br />Description&#58; A meter wide shuriken appears in the user&#39;s hand. The shuriken can be arched when thrown to give it a boomerang type effect. The attack cannot hit the same opponent twice.<br />Damage&#58; Great<br />One-use<br /><br />I-099<br />Card Name&#58; Pollen Shot X<br />Element&#58; Wood<br />Description&#58; The user gains a green cannon on either arm. The cannon fires out a concentrated pollen shot that confuses opponents on first use. The pollen spreads over any connected grass panels that are in its path.<br />Damage&#58; Great. Confusion on first use.<br />Multi-use<br /><br />I-100<br />Card Name&#58; Acorn Bomb X<br />Element&#58; Wood<br />Description&#58; The user throws an acorn bomb that detonates whenever the user chooses. Explosion creates a 3 meter by 3 meter area of Grass panels and hits anything in it&#39;s explosion radius, user included. Bomb is automatically detonated at the beginning of the user&#39;s next turn.<br />Damage&#58; Immense<br />One-use<br /><br />I-101<br />Card Name&#58; Beast Slap X<br />Element&#58; Blade/Light<br />Description&#58; The user gains a temporary claw that can be slashed at opponents. The slash sends out a 3 meter wide shockwave that travels out 2 meters.<br />Damage&#58; Immense<br />One-use<br /><br />I-102<br />Card Name&#58; Noise Wizard X<br />Element&#58; Blade/Chaos<br />Description&#58; The user summons a Noised Wizard to attack an opponent with a meter long sword. The Wizard does not appear behind the opponent, but appears beside the user. The Wizard can move, and disappears at the beginning of the user&#39;s next turn or when it is hit by an attack. This card cannot be chained with other cards.<br />Damage&#58; Immense<br />One-use<br /><br />I-103<br />Card Name&#58; Mal Wizard X<br />Element&#58; Elec/Dark<br />Description&#58; The user summons a Mal Wizard to attack an opponent with a 3 meter long whip. The Mal Wizard appears beside the user and can move while it is summoned. The Mal Wizard disappears at the beginning of the user&#39;s next turn.<br />Damage&#58; Great. Paralyzes.<br />One-use<br /><br />&#58;&#58;Mega Illegals&#58;&#58;<br /><br />Below is a list of Illegal Mega Cards. Using these goes both towards the Illegal Card and Mega Card limit a custom.<br /><br /><br />I-105<br />Card Name&#58; Taurus Fire X<br />Element&#58; Fire<br />Description&#58; Taurus Fire enters and uses his Ox Breath, sending out an incinerating cone of flames that expands the farther it goes out, becoming 3 meters wide when it&#39;s at it&#39;s maximum length of 5 meters long.<br />Aspect&#58; The user takes a deep breath before exhaling a massive stream of fire. The stream of fire can take two forms, a cone of flame that expands the farther out it goes, becoming 3 meters wide when its at its maximum length of 5 meters, OR a concentrated jet of fire that extends for 10 meters but is only one meter wide.<br />Damage&#58; Incredible<br />One-use<br /><br />I-106<br />Card Name&#58; Cygnus Wing X<br />Element&#58; Wind<br />Description&#58; Cygnus Wing enters and uses his Swan Dance, causing him to spin madly in a wide circle as he moves quickly towards his target. Cygnus will move forward 10 meters before doing a wide U-turn that will take him towards a new target. Cygnus&#39;s Swan Dance Breaks, but he disappears if he collides with an object in his path.<br />Aspect&#58; The user begins to spin like a ballerina, gaining in speed until their body is merely a blur. They then move quickly towards their target, continuing in a straight line until they pass their target. Once they pass/hit their original target, they will do a wide U-turn that will take them towards a new target or location. If the user collides with an object, then they will stop spinning and the attack is over.<br />Damage&#58; Incredible. Breaking.<br />One-use<br /><br />I-107<br />Card Name&#58; Harp Note X<br />Element&#58; Light/Summon<br />Description&#58; Harp Note enters and uses her Lyra Guitar to attack opponents. If the opponent is in front of Harp Note, she shoots out strings that wrap around the opponent to allow 5 Notes to travel down. The strings cannot be grabbed and are indestructable. If the opponent is not in front of Harp Note, 2 large amps appear to shoot out 3 Notes each that travel in a straight line toward the opponent. The amps disappear at the beginning of the user&#39;s next turn.<br />Aspect&#58; The user gains Lyra Guitar and can use it to attack in one of two ways. The first is they can shoot out strings from the end of the guitar at their target in a straight line that will wrap around them and allow 5 notes to travel down. The string does not home. The second is that they can cause two large amps to appear anywhere in the area which will shoot out 3 notes which travel in a straight line towards the target(s). The amps disappear at the beginning of the user&#39;s next turn.<br />Damage&#58; Modest per hit. Strings paralyze opponent for 1 turn.<br />One-use<br /><br />I-108<br />Card Name&#58; Libra Scales X<br />Element&#58; [Fire ~ Aqua]/Breaking<br />Description&#58; Libra Scale appears a meter away from his opponent, then quickly spins around to strike with both his scales outstretched. Scales hit everything within three meters of Libra. First hit deals Fire damage, second hit deals Aqua damage. Both hits shatter through guards and shields.<br />Aspect&#58; The user gains two scales, one on each of their arms, each scale connected to the user by a meter long chain on either arm. They can use the scales as they wish to strike their foes. Scales gain a Break effect. One scales has a raging inferno of fire and deals Fire damage, while the other contians a &#39;whirlpool&#39; of water, dealing Aqua damage. Scales last for one turn.<br />Damage&#58; Great per hit. First hit is Fire, second hit is Aqua. Breaking.<br />One-use<br /><br />I-109<br />Card Name&#58; Queen Ophiuca X<br />Element&#58; Wood/Breaking<br />Description&#58; Queen Ophiuca appears, before slithering towards her opponent rather quickly. Ophiuca takes up a two-meter wide space, leaves Poison panels in her wake, and shatters shields and guards. If she comes in contact with an Obstacle, she stops and vanishes.<br />Aspect&#58; The user gains a snake tail from their waist down. They can then slither towards their opponent quickly, leaving Poison panels on their wake. User takes up a two-meter wide space and shatters through shields and guards. User cannot be interrupted in the duration of the attack, though they can still be hit, and will stop if they slam into an obstacle.<br />Damage&#58; Incredible. Breaking.<br />One-use<br /><br />I-110<br />Card Name&#58; Gemini Spark X<br />Element&#58; Elec/Breaking<br />Description&#58; Both egos of Gemini Spark enter, both ready to attack. First, one of them shoots a fist at the opponent that breaks shields, and then the other uses an Elec Sword to paralyze the opponent.<br />Aspect&#58; The user&#39;s arms become golden, with one arm gaining a godlen knuckle while the other transforms into a meter long golden sword. The user may fire their fist at an oppenent(Rocket Knuckle) which has a breaking effect, while their other arm uses an Elec Sword to slash at an opponent and has a paralysis effect. This only lasts for one turn.<br />Damage&#58; 2 hits of Great. First hit Breaks, second hit Paralyzes.<br />One-use<br /><br />I-111<br />Card Name&#58; Cancer Bubble X<br />Element&#58; Aqua<br />Description&#58; Cancer Bubble enters and throws up his arms, causing a tidal wave to appear and attempt to engulf the closest target. The tidal wave is 5 meters wide and goes forward 3 meters.<br />Aspect&#58; The user throws up his arms in a scoop-like motion, summoning a massive tidal wave that attempts to engulf a target of their choice. The Tidal Wave is 5 meters wide and goes forward 3 meters, however if the user gives up the bubble effect, the tidal wave can double in both in length and width.<br />Damage&#58; Incredible. Bubbles.<br />One-use<br /><br />I-112<br />Card Name&#58; Wolf Woods X<br />Element&#58; Wood/Blade<br />Description&#58; Wolf Woods appears, before rushing towards the nearest foe, slashing horizontally with his meter long claw, then quickly following up with a vertical slash.<br />Aspect&#58; The user gains two claws, one on each of their hands, which he can use as he wishes to strike his foe. One of the claws slices a three-meter wide area, while the other only slices a meter-wide area. Claws last one turn.<br />Damage&#58; Great per hit.<br />One-use<br /><br />I-113<br />Card Name&#58; Crown Thunder X<br />Element&#58; Elec<br />Description&#58; Crown Thunder enters and uses his Crown Lightening at the opponent. 5 shots of lightening shoot down from the sky, making an &quot;X&quot; shape where the opponent stands.<br />Aspect&#58; The user raises a hand pointing to the sky, causing 5 bolts of lightning to rain down on after the other in any spot the user targets. Each enemy can only be hit by one lightning bolt and each bolt can land in different locations.<br />Damage&#58; Incredible<br />One-use<br /><br />I-114<br />Card Name&#58; Dark Phantom X<br />Element&#58; Dark/Wind<br />Description&#58; Dark Phantom appears, opening his cape and revealing a massive hand that stretches out towards the opponent and goes up to ten meters forwards before returning.<br />Aspect&#58; A small black hole appears in the user&#39;s chest, and a massive arm comes out, stretching out towards the opponent and going up to ten meters forwards before returning. The arm can slightly bend, but can only strike a single opponent.<br />Damage&#58; Incredible. Pierces.<br />One-use<br /><br />I-115<br />Card Name&#58; Yeti Blizzard X<br />Element&#58; Aqua<br />Description&#58; Yeti Blizzard appears and slams the ground, causing six snowballs to fall from three meters above the target. Up to two snowballs can fall on the same location, and a single target can only be struck by up to two snowballs.<br />Aspect&#58; The user slams both fists on the ground, causing six snowballs to fall from three meters above the target. They can fall wherever the user wishes, though they cannot fall on the same location twice. A single target can only be struck by up to two snowballs.<br />Damage&#58; Great per hit.<br />One-use<br /><br />I-116<br />Card Name&#58; Terra Condor X<br />Element&#58; Wood/Wind<br />Description&#58; Terra Condor appears, launching nine bird-shaped missiles in three rows of three towards the opponent. Blows away Auras and Barriers. Three of the missiles can only be destroyed by Breaking attacks, while others can be shot down by Pathetic damage. A single target may only be struck by up to three missiles.<br />Aspect&#58; The user gains two shoulder-mounted launchers, each firing up to four missiles at targets. Only three missiles may hit a single target. Out of all missiles, four are green and have Pathetic health, while four are silver and can only be destroyed by Breaking attacks. Mounts last one turn.<br />Damage&#58; High damage per hit. Blows away Auras and Barriers.<br />One-use<br /><br />I-117<br />Card Name&#58; Plesio Surf X<br />Element&#58; Aqua/Breaking<br />Description&#58; Plesio Surf enters before diving into the ground as if it were water. From the ground, he then bites upward at the opponent, crushing him/her in its mighty vice.<br />Aspect&#58; The user dives into the ground like as though it was water, before re-emerging around the opponent to deliver a melee strike. The attack has deals Aqua damage and cannot work on conjunction with another attack, although the damage can be dealt by means of other weapons.<br />Damage&#58; Incredible. Breaking<br />One-use<br /><br />I-118<br />Card Name&#58; Hollow X<br />Element&#58; Elec<br />Description&#58; Hollow enters and extends his hands toward the opponent. 6 bolts of lightning cover the area where the opponent stands, leaving behind Paralyze Panels wherever the lightning strikes. Only one bolt of lightning can hit a single opponent.<br />Aspect&#58; The user extends his hands towards the opponent, causing 6 bolts of lightning to fall where the user targets, leaving behind paralyze panles where the lightning strikes. Only one bolt of lightning can hit a single opponent.<br />Damage&#58; Incredible<br />One-use<br /><br />I-119<br />Card Name&#58; Rogue X<br />Element&#58; Dark/Breaking<br />Description&#58; Rogue enters and dashes toward the opponent to deliver a devastating 4 hit combo. The first 3 strikes are quick punches, while the 4th is a bicycle kick. The last attack is Breaking.<br />Aspect&#58; The user gains purple gloves that radiate Murian power, and dashes towards the opponent to deliver a devastating 4 hit combo, using either hands or legs to deal damage. The last attack is Breaking. The user may also divide the hits between opponents, up to 4 hits in total.<br />Damage&#58; High per hit. Bicycle kick Breaks.<br />One-use<br /><br />I-120<br />Card Name&#58; Kung Foo Kid X<br />Element&#58; Wood/Shadow<br />Description&#58; Kung Foo Kid enters along with two see through doppelgangers. All 3 of them rush up toward the opponent and strike out 3 times. Max of 4 hits can be dealt to a single opponent. If there are grass panels within a 5 meter radius of the user, Kung Foo Kid absorbs their energy to increase the strength of the attack by one damage level, causing those Grass Panels to turn into Null Panels.<br />Aspect&#58; Two transparent dopplegangers appear on either side of the user. The 3 can then either focus on one target or spread out to attack 3 targets and strike at them by any means, although the damage from weapons is overwritten by the damage indicated in this card. A maximum of 4 hits can be dealt to a single opponent. If the user activates the card while within 10 meters of a grass panel, they absorb the energy of the panel to increase the strength of the attack by one damage level, transforming the grass panel to null.<br />Damage&#58; Modest per hit. High if used with grass panels.<br />One-use<br /><br />I-121<br />Card Name&#58; General Auriga X<br />Element&#58; Breaking<br />Description&#58; General Auriga appears with a massive three-meter wide spiked steamroller. He then moves forwards slowly to flatten his opponents. Shatters guards and shields upon contact.<br />Aspect&#58; The user stands in a chariot behind a three-meter wide and one-meter long spiked steamroller that rolls along at a a speed of one meter per second, shattering through any defenses with its Break attribute. User cannot be interrupted and takes half-damage during the attack. The user may not turn after the steamroller begins moving. Obstacles are automatically destroyed when hit by the steamroller. Steamroller disappears after use.<br />Damage&#58; Incredible. Breaking.<br />One-use<br /><br />I-122<br />Card Name&#58; Apollo Flame X<br />Element&#58; Fire<br />Description&#58; Apollo Flame appears, creating a massive three-meter diameter fireball in a single hand, before throwing it at an opponent, which can not be diverted from it&#39;s target.<br />Aspect&#58; The user creates a three-meter diameter ball of fiery gas above their heads, which they may throw in any single direction to explode outward a meter from the point it strikes. The fire ball absorbs all solid and energy projectiles that deal less damage than it would, though any projectiles dealing more damage than it will destroy it. Melee based weapons cannot deflect the fireball, although they can negate the attack if stronger than the fireball.<br />Damage&#58; Outstanding.<br />One-use<br /><br />I-123<br />Card Name&#58; Spade Magnes X<br />Element&#58; Elec/Blade<br />Description&#58; Spade Magnes appears, slicing at his target with his pair of magnetized blades. Each blade is two meters long and inflict Gravity upon contact. If the blades make contact (i.e. parrying), but do not damage, the target is still affected by Gravity.<br />Apsect&#58; The user gains a meter long magnetic blade on each arm with one red and one blue, which they can use as the wish to strike at their foe. Each blade is two meters long and inflicts Gravity upon contact. If the blades make contact (i.e. parrying), but do not damage, the target is still affected by Gravity.<br />Damage&#58; Great per hit. Gravity.<br />One-use<br /><br />I-124<br />Card Name&#58; Diamond Ice X<br />Element&#58; Water/Wind<br />Description&#58; Diamond Ice appears, waving an arm and creating a snowstorm with a three meter diameter, a single target at the center. The winds blow three times, each gust laying down fresh Ice Panels. Each gust of wind comes right after the other, finishing in a three-six second time period. This attack cannot freeze an enemy unless there are pre-existing ice panels.<br />Aspect&#58;The user waves an arm, creating a snowstorm with a three meter diameter anywhere on the field, with a single target at the center. The winds blow three times, each gust laying down fresh Ice Panels. Each gust of wind comes right after the other, finishing in a three-six second time period. This attack CANNOT freeze an enemy unless there are pre-existing ice panels.<br />Damage&#58; High per hit.<br />One-use<br /><br />I-125<br />Card Name&#58; Club Strong X<br />Element&#58; Wood/Wind<br />Description&#58; Club Strong appears, swinging his giant club, creating three side-by-side tornadoes, each a meter in diameter, which zig-zag forward to strike a foe. Each tornado hits four times and blow away Auras and Barriers. If a tornado passes over a Grass Panel, the panel fades away, and powers this Card up by one damage level.<br />Aspect&#58; The user creates three tornadoes around them, each a meter in diameter. The tornadoes each zig-zag towards whoever the user wishes. Each tornado hit&#39;s four times and blow away Auras and Barriers. If the user is standing on a Grass Panel, the panel fades away and powers this Card up by one damage level.<br />Damage&#58; Modest per hit. High per hit if the tornado passes over a grass panel. Blows away Auras and Barriers<br />One-use<br /><br />I-126<br />Card Name&#58; Acid Ace X<br />Element&#58; Blade/Breaking<br />Description&#58; Acid Ace appears, locking onto his opponent before appearing in front of them, slashing at them vertically with his powerful blue sword. Has a breaking effect(pierces through shields, guards, obstacles, etc.) and cracks the struck panel. The turn before this card is used, a die must be rolled. If a 6 is rolled, then Ace will do a second, horizontal slash when used the next turn. Rolling a die for this card forces the user to use is on the next turn.<br />Aspect&#58; The user gains a noble blue meter long sword before vanishing, reappearing before an opponent and slashing at them vertically with the powerful sword. The sword has a breaking effect and cracks the struck panel. The user may also choose to perform 2 slashes instead of one by sacrificing the teleport ability.<br />Damage&#58; Incredible on first hit. Moderate on second hit. Cracks panel struck. Breaking.<br />One-use<br /><br />I-127<br />Card Name&#58; Dread Joker X<br />Element&#58; Summon/Breaking<br />Description&#58; Dread Joker appears, slamming his fist onto the ground, causing a tower to rise 2 meters high from beneath a foe, and two others to rise up as well on other enemies. If there&#39;s only one opponent, then the other towers will rise on random locations. Towers lasts for three turns before collapsing, though they instantly collapse if hit by a Breaking attack. Otherwise, towers are indestructible.<br />Aspect&#58; The user smashes their fist into the ground, cracking the panel where the fist strikes. 3 towers then rise from the ground where the user wishes, each tower capable of damaging an opponent. If a tower damages an opponent once it appears, it immediatly disappears. The user chooses the location of the towers. The user may also choose to punch an opponent with their fist to deal damage without punching the ground, although the towers will not form if the fist does not make contact with the ground. Only 1 tower can damage a single opponent.<br />Damage&#58; Incredible on contact with towers. Moderate added on contact with Joker&#39;s fist. All attacks Break.<br />One-use<br /><br />I-128<br />Card Name&#58; Jack Corvus X<br />Element&#58; Fire/Wind<br />Description&#58; Jack Corvus appears, spreading his wings and arms as he summons three dark fiery claws which go side by side towards the target, disappearing after they&#39;ve moved 6 meters. A single target can only be hit by one claw, and any contact with the claw will inflict Gravity on the target. If a Queen Virgo card is in the same custom, then another wave of side-by side claws is sent out, increasing the maximum hits to 2.<br />Aspect&#58; The user sends out 3 firey claws that home in on a single opponent. The claws can travel a maximum distance of 10 meters. Only 1 claw may damage a single opponent. If the user has Queen Virgo in their custom, another wave of 3 claws is sent out towards the opponent, increasing the max hit to 2 instead of 1.<br />Damage&#58; Immense per hit, if applicable.<br />One-use<br /><br />I-129<br />Card Name&#58; Queen Virgo X<br />Element&#58; Aqua/Breaking<br />Description&#58; Queen Virgo appears, spinning her staff in her hands before slamming it into the Ground, summoning a water dragon which surges forward. Water dragon is composed of three parts, each two meters in diameter, meaning anyone caught in the dragon&#39;s path can be hit 3 times. Breaks shields, guards, etc. Also, if a Jack Corvus card is in the same custom, the dragon gains a fourth part, making a total of four hits possible.<br />Aspect&#58; The user is given a staff, which they may use to summon a water dragon which surges forward. Water dragon is composed of three parts, each two meters in diameter, meaning anyone caught in the dragon&#39;s path can be hit 3 times. Breaks shields, guards, etc. The staff can be used for melee purposes to deal the same amount of damage as a single section of the water dragon. The staff disappears after 1 turn. If the user has Jack Corvus in their custom, the Water Dragon has 4 parts instead of 3.<br />Damage&#58; High per hit. Breaking.<br />One-use<br /><br />I-130<br />Card Name&#58; Moon Destroyer X<br />Element&#58; Null<br />Description&#58; Moon Destroyer appears, and performs one of two attacks. He can either spin rapidly from left to right to send out three crescent moon-shaped boomerangs side by side, only one of them capable of stricking a single foe, or he can spin in place, sending all three boomerangs at a single opponent. Damage varies depending on attack used. Boomerangs inflict confusion on contact.<br />Aspect&#58; The user can either summon a 3 meter crecent moon-shaped boomerang or three 1 meter crescent moon-shaped boomerangs. The user may throw the boomerangs at an opponent, each flying in a curved path right for their target. If used against multiple enemies, the boomerangs may curve to hit 2 opponents each. The boomerangs deal damage based in their quantity.<br />Damage&#58; First option deals Incredible. Second option deals Great per hit. Both options inflict Confusion.<br />One-use<br /><br />I-131<br />Card Name&#58; Sirius X<br />Element&#58; Light<br />Description&#58; Sirius appears, floating above the battle field as he fires his devastating laser, destroying a 5-by-5 meter area. The laser begins where the target is, then snakes over to the left, before hitting the middle again, then hitting the right area, causing any Null panels to become holes. Anyone or anything caught in the middle may take two hits.<br />Aspect&#58; The user fires a meter wide beam from their hands that lings for a few seconds. The laser can connect with the ground as it travels, turning panels that come in contact with the laser into holes. The laser can travel a total of 10 meters squared before it disappears.<br />Damage&#58; Incredible per hit, if applicable. Null panels become holes.<br />One-use<br /><br />I-132<br />Card Name&#58; Rogue Sword/EX/SP/X<br />Element&#58; Sword/Dark<br />Description&#58; Rogue appears wielding an ancient blade of Mu before dashing at a single target, rapidly slashing three times. The first slice is vertical and reaches 2 meters long, the second is horizontal and covers a 3x2 meter area, and during the last attack he slams his sword down vertically, hitting a 2 meter long area and smashing through guards and shields.<br />Aspect&#58; The user is given a 2 meter long Murian sword that they may use to slash up to 3 times at a single opponent. Sword disappears at the end of the turn.<br />Damage&#58; 3 hits of Moderate/Modest/High/Great. Last hit is breaking.<br />One-use<br /><br />I-133<br />Card Name&#58; Rocket Launch/EX/SP/X<br />Element&#58; Elec/Breaking<br />Description. Spade Magnes appears with two missiles by his side, one black and one white. Then, he transforms into a rocket and flies towards an enemy along with his missiles. A single target can only be struck by either the rocket or one of the missiles. Rocket Breaks, while black missile inflicts Gravity upon struck target.<br />Aspect&#58; The user summons a meter wide rocket from the sky that comes screaming towards a designated opponent. Accompanying the rocket are 2 missles about half of the size of the rocket, one being black and another one white. The black missile inflicts Gravity on contact. All 3 projectiles shoot towards a signle opponent at the same time.<br />Damage&#58; High/Great/Immense/Incredible damage on contact with rocket, Modest/High/Great/Immense on contact with either missile. Rocket is Breaking, black missile inflicts Gravity.<br />One-use<br /><br />I-134<br />Card Name&#58; Break Ice Hammer/EX/SP/X<br />Element&#58; Aqua/Breaking<br />Description&#58; Diamond Ice appears in front of the user, before reappearing one meter away from an opponent and slamming her big hammer down on them, which Breaks through defenses. Upon contact with the ground, ice spikes shoot up from the ground in a one-meter radius from the hammer&#39;s head, Freezing anybody struck by them.<br />Aspect&#58; The user is given a big blue hammer with a meter wide head to slam down on an opponent that Breaks through defenses. Upon contact with the ground, ice spikes shoot up from the ground in a one-meter radius from the hammer&#39;s head, Freezing anybody struck by them.<br />Damage&#58; Contact with the hammer is High/Great/Immense/Incredible damage and is Breaking while contact with ice spikes is Moderate/Modest/High/Great and Freezes. A single target cannot be struck by both the hammer and the ice spikes.<br />One-use<br /><br />I-135<br />Card Name&#58; Strong Swing/EX/SP/X<br />Element&#58; Wood/Breaking<br />Description&#58; Club Strong appears in front of the user, before warping in front of the nearest opponent and wildly slamming his two-meter long club in their general location. Swings his weapon a total of 10 times, though a single opponent can only be hit up to three times. Breaks.<br />Aspect&#58; The user is given a massive 2 meter club to slam down on opponents up to a total of 10 times. The club is fairly innacurate and can only hit an opponent up to 3 times.<br />Damage&#58; Low/Moderate/Modest/High per hit, with a maximum of three hits on a single opponent. Breaking<br />One-use<br /><br />&#58;&#58;Giga Cards&#58;&#58;<br /><br />G-001<br />Card Name&#58; Ox Tackle<br />Element&#58; Fire/ Breaking<br />Description&#58; Ox Fire appears, before lowering his horns and charging forwards to ram and hit anything in a straight line. Breaks. Ox Fire disappears after moving twenty meters.<br />Damage&#58; Outstanding. Breaking<br />One-use<br /><br />G-002<br />Card Name&#58; Gorgon Eye<br />Element&#58; Wood<br />Description&#58; Ophiuchus Queen appears, staring down the enemy and then unleashing a bright laser from her eyes that hits anything in a straight line. Laser Pierces. After performing her attack, Ophiucus Queen disappears.<br />Damage&#58; Outstanding. Piercing<br />One-use<br /><br />G-003<br />Card Name&#58; Gemini Thunder<br />Element&#58; Elec/Breaking<br />Description&#58; Gemini Spark White and Gemini Spark Black appear, before both send out a concentrated blast of electricity, which spreads to one meter to either side upon contact. Getting hit directly by the blast Paralyzes, Pierces and Breaks, while being caught in the spread only Pierces and Breaks.<br />Damage&#58; Incredible. Breaking, Piercing and may Paralyze<br />One-use<br /><br />G-004<br />Card Name&#58; Nadare Daiko<br />Element&#58; Aqua<br />Description&#58; Yeti Blizzard appears, beating his chest and sending out a five-meter wide, two-meter tall avalanche that appears from the ground in front of Yeti and goes ten meters forwards before it disappears. Avalanche hits up to eight times and Freezes anybody struck.<br />Damage&#58; Moderate per hit. Freezes<br />One-use<br /><br />G-005<br />Card Name&#58; Gekiryuu Wave<br />Element&#58; Aqua<br />Description&#58; Brachio Wave appears, using his powerful fins to send a giant, three meter-tall and five-meter wide tsunami to hit his targets. All obstacles caught in the tsunami are washed away, and for each obstacle, the tsunami grows stronger by a Great amount, with a cap of 65% damage if it removes three or more obstacles.<br />Damage&#58; Immense + Great for each obstacle in path. Caps at 65%<br />One-use<br /><br />G-006<br />Card Name&#58; Flying Impact<br />Element&#58; Wood/Breaking<br />Description&#58; Condor Geograph appears, flying in to dive bomb at the enemy. Breaks.<br />Damage&#58; Outstanding. Breaking<br />One-use<br /><br />G-007<br />Card Name&#58; Burai Break<br />Element&#58; Sword/ Breaking<br />Description&#58; Burai appears, brandishing his two-meter-long Laplace blade before jumping forwards and bringing down his sword in a mighty two-handed strike that creates a shockwave to either side of the blade upon contact. Direct contact with the sword Breaks<br />Damage&#58; Outstanding. Possible Breaking<br />One-use<br /><br />G-008<br />Card Name&#58; Phantom Slash<br />Element&#58; Dark/Wind<br />Description&#58; Phantom Black appears, rushing towards an opponent and spinning on the spot, striking anything within one meter of him up to six times. Blows away Auras and Barriers and Pierces.<br />Damage&#58; Modest per hit. Piercing. Blows away Auras and Barriers<br />One-use<br /><br />G-009<br />Card Name&#58; Empty Magic<br />Element&#58; Null<br />Description&#58; Empty Magic appears, before casting spells and attacking with four straight-forward electric bullets, a slicing wood tornado that hits up to four times, a blast of fire that strikes a three-meter-wide and three-meter long area and a five-meter tall aquatic wave that strikes the same area. Electric bullets pierce Invisible, wood tornado blows away Auras and Barriers, and aquatic wave bubbles.<br />Damage&#58; Moderate x4 Elec, Pitiful x4 Wood, Moderate Fire and Moderate Aqua. May Pierce, blow away Auras and Barriers and Bubble<br />One-use<br /><br />G-010<br />Card Name&#58; Wing Blade<br />Element&#58; Sword/Breaking<br />Description&#58; Acid Ace appears, before aiming at an opponent and using his rocket boots to charge head on at them. His wings each release a red meter-long shockwave to either side that travel along with him. Direct contact with Acid Ace himself shatters through shields and guards. Acid Ace disappears after he travels 20 meters.<br />Damage&#58; Outstanding. Breaking on contact with Acid Ace.<br />One-use<br /><br />G-011<br />Card Name&#58; G Meteor Laser<br />Element&#58; Null<br />Description&#58; Dread Joker appears, charging briefly before unleashing a massive three-meter wide beam that hits anything within its range up to seven times.<br />Damage&#58; Modest per hit<br />One-use<br /><br />G-012<br />Card Name&#58; Light of Saint<br />Element&#58; Light<br />Description&#58; Queen Virgo appears and moves towards an opponent as five half-meter diameter balls of light appear and swirl around her, hitting anything within a one-meter radius of her up to five times.<br />Damage&#58; High per hit<br />One-use<br /><br />G-013<br />Card Name&#58; Pain Hell Flame<br />Element&#58; Fire<br />Description&#58; Jack Corvus appears, raining down ten aimed balls of fire aimed at opponents on the battlefield. A single target cannot be struck more than four times.<br />Damage&#58; High per hit<br />One-use<br /><br />G-014<br />Card Name&#58; Pegasus Magic GX<br />Element&#58; Aqua<br />Description&#58; Pegasus Magic appears, summoning a swirling, circular symbol that is three-meter in diameter appears underneath the opponent. Shortly afterwards, ice spikes rise up from the ground, hitting and freezing anything within the circle&rsquo;s diameter.<br />Damage&#58; Incredible. Freezes<br />One-use<br /><br />G-015<br />Card Name&#58; Leo Kingdom GX<br />Element&#58; Fire/Breaking<br />Description&#58; Leo Kingdom appears, charging up his breath before unleashing a three-meter wide blast of fiery energy at his opponents. Breaks.<br />Damage&#58; Incredible. Breaking<br />One-use<br /><br />G-016<br />Card Name&#58; Dragon Sky GX<br />Element&#58; Wood/Wind<br />Description&#58; Dragon Sky appears, disappearing into the air before briefly reappearing and spinning around quickly, creating a strong three-meter-diameter tornado that strikes any opponent within its range and also blows away their Auras and Barriers.<br />Damage&#58; Incredible. Blows away Auras and Barriers<br />One-use<br /><br />G-017<br />Card Name&#58; Aquila Thunder GX<br />Element&#58; Elec/Shadow<br />Description&#58; Aquila Thunder appears before disappearing and reappearing as two shadowy images Aquila Thunder overhead. The two images of Aquila shimmer with electricity dive simultaneously at incredible speeds, aiming to swoop down and strike foes below with their razor sharp talons in an approximate 2 meter diameter each. An enemy may only be struck by one image. Attack Pierces.<br />Damage&#58; Incredible. Piercing<br />One-use<br /><br />G-018<br />Card Name&#58; Andromeda<br />Element&#58; Null<br />Description&#58; Andromeda appears in her first form, but immediately activates her next one. She unleashes nine precise aimed missiles at her opponents. Then, she charges up her core and unleashes a massive three-meter wide beam. Missiles Pierce, and a single target cannot be struck by more than three missiles.<br />Damage&#58; High per missile, Piercing. Incredible for laser<br />One-use<br /><br />G-019<br />Card Name&#58; Ra Mu<br />Element&#58; Null/ Breaking<br />Description&#58; Ra Mu appears in his first form, but immediately activates his next one. His hands turn into blades which he slams at the ground, each blade covering a two-meter wide and three-meter long area. Then, he charges for a moment before unleashing a massive three-meter wide laser. Blades Break.<br />Damage&#58; Immense per hit. Breaking on first two hits<br />One-use<br /><br />G-020<br />Card Name&#58; Meteor of Crimson<br />Element&#58; Null<br />Description&#58; Crimson Dragon appears, before opening his jaws wide and spewing a torrent of superheated plasma that hits a three-meter-wide and three-meter long area. Then, he charges for a moment before unleashing another torrent of superheated plasma upon the same area.<br />Damage&#58; Incredible per hit<br />One-use<br /><br />G-021<br />Card Name&#58; Dark Sword<br />Element&#58; Dark/Blade<br />Description&#58; The user temporarily gains a black sword that emanates dark energy. A slash from this sword covers a three-meter-wide and two-meter-long area, and also leaves behind Poison panels on the ground where it passes over. The sword vanishes after it is used.<br />Damage&#58; Incredible. Creates Poison Panels.<br />One-use<br /><br />G-022<br />Card Name&#58; Thousand Kick<br />Element&#58; Wind<br />Description&#58; The user kicks their target rapidly multiple times for a total of 24 hits. Auras and Barriers are also blown away.<br />Damage&#58; Pitiful per hit. Blows away Auras and Barriers.<br />One-use<br /><br />G-023<br />Card Name&#58; Destroy Missile<br />Element&#58; Null<br />Description&#58; Twelve accurate missile fall from the skies, each one aimed at a specific area. All missiles can be aimed at a single target, just like they can be aimed at different targets as well. Missiles Pierce.<br />Damage&#58; Moderate per hit. Piercing.<br />One-use<br /><br />G-024<br />Card Name&#58; Darkness Hole<br />Element&#58; Dark/Wind<br />Description&#58; A three-meter diameter swirling void of darkness appears in the ground, fastly sucking objects into it with a great amount of force. Each turn, a person outside of the black hole&#39;s range is pulled closer towards it by three meters. Anyone within three meters of it is dealt High damage. Damage cannot be avoided or blocked, only by getting out of range. This card cannot be boosted by any means. Black hole dissapears after five turns.<br />Damage&#58; High per turn<br />One-use<br /><br />G-025<br />Card Name&#58; Break Count Bomb<br />Element&#58; Fire/ Breaking<br />Description&#58; The user sets a bomb on the field with a single-turn timer. On the following turn, the bomb explodes, hitting anything in a eight-meter radius during the opponent&#39;s next turn, including the user. The time bomb appears in front of the user. The bomb has Immense health and Breaks when it explodes.<br />Damage&#58; Outstanding. Breaking<br />One-use<br /><br />G-026<br />Card Name&#58; Dopple Mirror<br />Element&#58; Dark/Summon<br />Description&#58; When activated, the user creates a doppelganger of themselves. On the turn the doppelganger is summoned, the user chooses one of his Weapons. Every turn, the doppelganger can use any of that Weapon&#39;s Attacks in order to attack, though it can&#39;t use any cards. Any Attacks performed by the doppelganger deal one damage level less damage and have their elements changed to this card&#39;s elements (if the Attack has no Sub-Element, it gains one due to this effect). The doppelganger is still affected by the cooldowns of the Attacks it uses. The doppelganger&#39;s actions count toward the user&#39;s regular three-actions-per-turn. If the doppelganger is destroyed, any objects that it summoned are destroyed as well. The doppelganger has Outstanding health.<br />Damage&#58; Equivalent to Attack of the Weapon copied. Doppelganger has Outstanding health.<br />One-use<br /><br />G-027<br />Card Name&#58; Poison Pharaoh<br />Element&#58; Poison/Summon<br />Description&#58; When activated, this summons a large sarcophagus in front of the user that spews poison from its mouth, spreading a toxic gas that affects anyone within eight meters of the sarcophagus. The sarcophagus has Incredible health.<br />Damage&#58; Moderate per turn.<br />One-use<br /><br />G-028<br />Card Name&#58; Mu Rejection<br />Element&#58; Dark<br />Description&#58; Whenever the user would be hit, an invisible barrier springs up in front of them, blocking the whole of an attack. This effect is only usable during the custom this card was activated, and only activates five times.<br />Damage&#58; None<br />One-use<br /><br />G-029<br />Card Name&#58; Buster Max<br />Element&#58; Null<br />Description&#58; When activated, the user chooses one of their weapons. Then, for twenty turns, the selected weapon&rsquo;s damage is increased by two damage levels.<br />Damage&#58; Selected Weapon raised two damage levels.<br />One-use<br /><br />G-030<br />Card Name&#58; Attack+50<br />Element&#58; Null<br />Description&#58; Increases the damage (per hit, if applicable) of the selected card attack by a Moderate amount. Wears off after the first use with a Multi-Use card.<br />Damage&#58; Adds Moderate damage to chosen card<br />One-use<br /><br />G-031<br />Card Name&#58; Dark Aura<br />Element&#58; Dark<br />Description&#58; The user is covered by a full-body black Aura that blocks all attacks in their entirety for the duration of twenty turns. All attacks that deal less than High are blocked Attacks that would blow it away or break it merely weaken it to a normal Aura. This card overrides any shield that is in use by the user.<br />Damage&#58; Negates all attacks High and lower.<br />One-use<br /><br />&#58;&#58;Custom Cards&#58;&#58;<br /><br />Standard Cards<br /><br />CS-001<br />Card Name&#58; Lyra Guitar<br />Element&#58; Light/Summon<br />Description&#58; The user is given a guitar to use in battle. By playing the guitar, the user creates 3 musical notes that screech toward an opponent, confusing the opponent if hit. The guitar rests around the user&#39;s neck by means of a strap, but both hands are required to attack.<br />Damage&#58; Lowx3. Confuses. Only 1 note may hit a single target.<br />Multi-use<br /><br />CS-002<br />CardName&#58; Chaos Card<br />Element&#58; Chaos<br />Description&#58; Allows the user to access chaos server for one custom. This card must be slotted in to activate.<br />Damage&#58; None<br />One-use<br /><br />CS-003<br />Card Name&#58; Chaos Interrupt<br />Element&#58; Chaos<br />Description&#58; If the user has the effects of a Chaos Server on, using this card disables his own Chaos Server and resets his condition to normal. If Chaos Server was accesed via means of Chaos Cards, it is considered as used. Chaos Server may not be accessed for the remainder of this custom.<br />Damage&#58; None<br />One-use<br /><br />CS-004<br />Card Name&#58; Chaos Stack<br />Element&#58; Chaos<br />Description&#58; If user alreadly has a Chaos Server effect in place, using this card allows the user to use the Chaos Server again to stack its effects. This effect applies to both bonuses and drawbacks. If conflicting bonuses and drawbacks occur, they are both neutralized. Two same effects may stack at any one single time.<br />Damage&#58; None<br />One-use<br /><br />CS-005<br />Card Name&#58; Chaos Equal<br />Element&#58; Chaos<br />Description&#58; Disables the Ability Waves of everyone in the area for the remainder of the battle, including the user&#39;s own and his allies.<br />Damage&#58; None<br />One-use<br /><br />CS-006<br />Card Name&#58; Elemental Chaos<br />Element&#58; Chaos<br />Description&#58; The user forms a buster on either arm which shot has a different effect and element per turn. This weapon can only inflict one Status Effect in all. Once a Status Effect is used, all Status Effects for this card are considered as used. Can only be shot once per turn, even if bonuses state otherwise or in the presence of multiple enemies. The Status Effect and Sub Element given by this attack is determined by rolling a 6 sided die when this attack is used.<br />Damage&#58; Low.<br />1- Chaos/Elec damage with Paralysis.<br />2- Chaos/Dark damage with Gravity.<br />3- Chaos/Aqua damage with Bubble.<br />4- Chaos/Shadow damage with Blind.<br />5- Chaos/Poison damage with temporary Poison (3-Turn Pathetic).<br />6- Chaos/Wood damage with Confusion.<br />Multi-use<br /><br />CS-007<br />Card Name&#58; Cycle 1+<br />Element&#58; Varies<br />Description&#58; Changes selected card&#39;s Main Element to any element in Cycle 1 (Fire, Aqua, Elec or Wood) and changes its Sub Element to the card&#39;s previous Main Element while the card is in use. The element must be chosen when the card is first slotted in. This card can only be used alongside an offensive card.<br />Damage&#58; N/A<br />One-Use<br /><br />CS-008<br />Card Name&#58; Cycle 2+<br />Element&#58; Varies<br />Description&#58; Changes selected card&#39;s Main Element to any element in Cycle 2 (Light, Dark or Chaos) and changes its Sub Element to the card&#39;s previous Main Element while the card is in use. The element must be chosen when the card is first slotted in. This card can only be used alongside an offensive card.<br />Damage&#58; N/A<br />One-Use<br /><br />CS-009<br />Card Name&#58; Cycle 3+<br />Element&#58; Varies<br />Description&#58; Changes selected card&#39;s Main Element to any element in Cycle 3 (Blade, Sniping, Shadow or Wind) and changes its Sub Element to the card&#39;s previous Main Element while the card is in use. The element must be chosen when the card is first slotted in. This card can only be used alongside an offensive card.<br />Damage&#58; N/A<br />One-Use<br /><br />CS-010<br />Card Name&#58; Cycle 4+<br />Element&#58; Varies<br />Description&#58; Changes selected card&#39;s Main Element to any element in Cycle 4 (Poison, Breaking or Summon) and changes its Sub Element to the card&#39;s previous Main Element while the card is in use. The element must be chosen when the card is first slotted in. This card can only be used alongside an offensive card.<br />Damage&#58; N/A<br />One-Use<br /><br />CS-011<br />Card Name&#58; Freeze Plus<br />Element&#58; Null<br />Description&#58; Adds a Freeze effect to one card attack made by the user. Overrides any other status effects on the card. Wears off after the first hit with a Multi-use card.<br />Damage&#58; Adds Freeze to selected card.<br />One-use<br /><br />CS-012<br />Card Name&#58; Bubble Plus<br />Element&#58; Null<br />Description&#58; Adds a Bubble effect to one card attack made by the user. Overrides any other status effects on the card. Wears off after the first hit with a Multi-use card.<br />Damage&#58; Adds Bubble to selected card.<br />One-use<br /><br />CS-013<br />Card Name&#58; Blind Plus<br />Element&#58; Null<br />Description&#58; Adds a Blind effect to one card attack made by the user. Overrides any other status effects on the card. Wears off after the first hit with a Multi-use card.<br />Damage&#58; Adds Blind to selected card.<br />One-use<br /><br />CS-014<br />Card Name&#58; Poison Plus<br />Element&#58; Null<br />Description&#58; Adds a Poison effect to one card attack made by the user. Overrides any other status effects on the card. Wears off after the first hit with a Multi-use card. Poison deals Pathetic damage every turn for five turns.<br />Damage&#58; Adds Poison to selected card.<br />One-use<br /><br />CS-015<br />Card Name&#58; Confuse Plus<br />Element&#58; Null<br />Description&#58; Adds a Confusion effect to one card attack made by the user. Overrides any other status effects on the card. Wears off after the first hit with a Multi-use card.<br />Damage&#58; Adds Confusion to selected card.<br />One-use<br /><br />CS-016<br />Card Name&#58; Pearl Burst 1<br />Element&#58; Light/Aqua<br />Description&#58; Either of the user&#39;s lower arms is covered in a white light, transforming the limb into a crystalline form. From their crystal hand they may form a fragile pearl, five centimeters in diameter and with Pathetic health, and lob it at a target, dealing Low damage. Upon contact with a target or panel, a geyser of water shoots up from below, dealing Low damage to anything on the panel and up to three meters above it.<br />Damage&#58; Low, then Low<br />Multi-Use<br /><br />CS-017<br />Card Name&#58; Pearl Burst 2<br />Element&#58; Light/Aqua<br />Description&#58; Either of the user&#39;s lower arms is covered in a white light, transforming the limb into a crystalline form. From their crystal hand they may form a fragile pearl, five centimeters in diameter in diameter and with Pathetic health, and lob it at a target, dealing Low damage. Upon contact with a target or panel, a geyser of water shoots up from below, dealing Moderate damage to anything on the panel and up to three meters above it.<br />Damage&#58; Low, then Moderate<br />Multi-Use<br /><br />CS-018<br />Card Name&#58; Pearl Burst 3<br />Element&#58; Light/Aqua<br />Description&#58; Either of the user&#39;s lower arms is covered in a white light, transforming the limb into a crystalline form. From their crystal hand they may form a fragile pearl, five centimeters in diameter in diameter and with Pathetic health, and lob it at a target, dealing Low damage. Upon contact with a target or panel, a geyser of water shoots up from below, dealing Modest damage to anything on the panel and up to three meters above it.<br />Damage&#58; Low, then Modest<br />Multi-Use<br /><br />CS-019<br />Card Name&#58; Evil Claw 1<br />Element&#58; Dark/Shadow<br />Description&#58; Either of the user&#39;s lower arms are encased in darkness, deforming their hand into a trio of thin, elongated claws, each a meter in length. The first attack after activating this card allows the user to warp within a meter in front of a target before attacking. The user does not warp back to their original location after use and may only warp after responding to all attacks made against them prior to their turn.<br />Damage&#58; Moderate; warp on first use<br />Multi-Use<br /><br />CS-020<br />Card Name&#58; Evil Claw 2<br />Element&#58; Dark/Shadow<br />Description&#58; Either of the user&#39;s lower arms are encased in darkness, deforming their hand into a trio of thin, elongated claws, each a meter in length. The first attack after activating this card allows the user to warp within a meter in front of a target before attacking. The user does not warp back to their original location after use and may only warp after responding to all attacks made against them prior to their turn.<br />Damage&#58; Modest; warp on first use<br />Multi-Use<br /><br />CS-021<br />Card Name&#58; Evil Claw 3<br />Element&#58; Dark/Shadow<br />Description&#58; Either of the user&#39;s lower arms are encased in darkness, deforming their hand into a trio of thin, elongated claws, each a meter in length. The first attack after activating this card allows the user to warp within a meter in front of a target before attacking. The user does not warp back to their original location after use and may only warp after responding to all attacks made against them prior to their turn.<br />Damage&#58; High; warp on first use<br />Multi-Use<br /><br />CS-021<br />Card Name&#58; Wild Cutter 1<br />Element&#58; Chaos/Wind<br />Description&#58; Either of the user&#39;s hands are covered with a metal component ending with a propeller, each of the three blades only a quarter meter in length. While the range of the weapon is limited to the user&#39;s reach, powerful suction draws in targets the weapon is aimed at up to a meter away on the first use of this weapon. The number of hits dealt is determined by a die rolled at the end of the turn, dealing one hit with a result of 1 or 2, two hits with a result of 3 or 4, and three hits with a result of 5 or 6, out of 6.<br />Damage&#58; Low x1-3. Pulling Wind Effect(Level 1) on first use.<br />Multi-Use<br /><br />CS-022<br />Card Name&#58; Wild Cutter 2<br />Element&#58; Chaos/Wind<br />Description&#58; Either of the user&#39;s hands are covered with a metal component ending with a propeller, each of the three blades only a quarter meter in length. While the range of the weapon is limited to the user&#39;s reach, powerful suction draws in targets the weapon is aimed at up to a meter away on the first use of this weapon. The number of hits dealt is determined by a die rolled at the end of the turn, dealing two hits with a result of 1 or 2, three hits with a result of 3 or 4, and four hits with a result of 5 or 6, out of 6.<br />Damage&#58; Low x2-4. Pulling Wind Effect(Level 1) on first use.<br />Multi-Use<br /><br />CS-022<br />Card Name&#58; Wild Cutter 3<br />Element&#58; Chaos/Wind<br />Description&#58; Either of the user&#39;s hands are covered with a metal component ending with a propeller, each of the three blades only a quarter meter in length. While the range of the weapon is limited to the user&#39;s reach, powerful suction draws in targets the weapon is aimed at up to a meter away on the first use of this weapon. The number of hits dealt is determined by a die rolled at the end of the turn, dealing three hits with a result of 1 or 2, four hits with a result of 3 or 4, and five hits with a result of 5 or 6, out of 6.<br />Damage&#58; Low x3-5. Pulling Wind Effect(Level 1) on first use.<br />Multi-Use<br /><br />CS-023<br />Card Name&#58; Ninjato Raid 1<br />Element&#58; Shadow/Blade<br />Description&#58; The user wields a lightweight, handheld black blade a half meter in length. The blade may be used up to three times per turn, utilizing an action per use. The blade may be dismissed a maximum of one time and summoned again to the same hand (utilizing an action to summon it, but not dismiss), though the card is considered used upon wielding the blade for the first time.<br />Damage&#58; Low (max 3)<br />Multi-Use<br /><br />CS-024<br />Card Name&#58; Ninjato Raid 2<br />Element&#58; Shadow/Blade<br />Description&#58; The user wields a lightweight, handheld black blade a half meter in length. The blade may be used up to three times per turn, utilizing an action per use. The blade may be dismissed a maximum of one time and summoned again to the same hand (utilizing an action to summon it, but not dismiss), though the card is considered used upon wielding the blade for the first time.<br />Damage&#58; Moderate (max 3)<br />Multi-Use<br /><br />CS-025<br />Card Name&#58; Ninjato Raid 3<br />Element&#58; Shadow/Blade<br />Description&#58; The user wields a lightweight, handheld black blade a half meter in length. The blade may be used up to three times per turn, utilizing an action per use. The blade may be dismissed a maximum of two times and summoned again to the same hand (utilizing an action to summon it, but not dismiss), though the card is considered used upon wielding the blade for the first time.<br />Damage&#58; Modest (max 3)<br />Multi-Use<br /><br />CS-026<br />Card Name&#58; Sun Flower 1<br />Element&#58; Light/Wood<br />Description&#58; The user&#39;s hand is covered by a brown gardening glove, and from the wrist radiates a large number of thin yellow petals that form a circle about a half meter across. With this the user may fire a pulse of light, cylindrical in shape, a half meter wide and long, that inflicts Blind upon hitting a target on first use.<br />Damage&#58; Low; inflicts Blind on first use<br />Multi-Use<br /><br />CS-027<br />Card Name&#58; Sun Flower 2<br />Element&#58; Light/Wood<br />Description&#58; The user&#39;s hand is covered by a brown gardening glove, and from the wrist radiates a large number of thin yellow petals that form a circle about a half meter across. With this the user may fire a pulse of light, cylindrical in shape, a half meter wide and long, that inflicts Blind upon hitting a target on first use.<br />Damage&#58; Moderate; inflicts Blind on first use<br />Multi-Use<br /><br />CS-028<br />Card Name&#58; Sun Flower 3<br />Element&#58; Light/Wood<br />Description&#58; The user&#39;s hand is covered by a brown gardening glove, and from the wrist radiates a large number of thin yellow petals that form a circle about a half meter across. With this the user may fire a pulse of light, cylindrical in shape, a half meter wide and long, that inflicts Blind upon hitting a target on the first use.<br />Damage&#58; Modest; inflicts Blind on first use<br />Multi-Use<br /><br />CS-029<br />Card Name&#58; Night Wing series 1<br />Element&#58; Dark/Wind<br />Description&#58; Either of the user&#39;s arms is reshaped into a dark, avian wing still at human length. By flapping their new wing (which returns to normal when dismissed), the user may send out a gust that deals damage within a half meter radius around themselves, or a focused wind one meter wide and three meters forward.<br />Damage&#58; Low; blows away Barriers and Auras on first use<br />Multi-Use<br /><br />CS-030<br />Card Name&#58; Night Wing series 2<br />Element&#58; Dark/Wind<br />Description&#58; Either of the user&#39;s arms is reshaped into a dark, avian wing still at human length. By flapping their new wing (which returns to normal when dismissed), the user may send out a gust that deals damage within a half meter radius around themselves, or a focused wind one meter wide and three meters forward.<br />Damage&#58; Moderate; blows away Barriers and Auras on first use<br />Multi-Use<br /><br />CS-031<br />Card Name&#58; Night Wing series 3<br />Element&#58; Dark/Wind<br />Description&#58; Either of the user&#39;s arms is reshaped into a dark, avian wing still at human length. By flapping their new wing (which returns to normal when dismissed), the user may send out a gust that deals damage within a half meter radius around themselves, or a focused wind one meter wide and three meters forward.<br />Damage&#58; Modest; blows away Barriers and Auras on first use<br />Multi-Use<br /><br />CS-032<br />Card Name&#58; Crazy Chain 1<br />Element&#58; Chaos/Breaking<br />Description&#58; The user wields a strange blade modified to look and function like a chainsaw, which is a meter in length. Against defenses such as shields, barriers, Auras and summons, the damage is boosted by one level. This boost will never apply to the damage the target behind the defense takes.<br />Damage&#58; Moderate<br />Multi-Use<br /><br />CS-033<br />Card Name&#58; Crazy Chain 2<br />Element&#58; Chaos/Breaking<br />Description&#58; The user wields a strange blade modified to look and function like a chainsaw, which is a meter in length. Against defenses such as shields, barriers, Auras and summons, the damage is boosted by one level. This boost will never apply to the damage the target behind the defense takes.<br />Damage&#58; Modest<br />Multi-Use<br /><br />CS-034<br />Card Name&#58; Crazy Chain 3<br />Element&#58; Chaos/Breaking<br />Description&#58; The user wields a strange blade modified to look and function like a chainsaw, which is a meter in length. Against defenses such as shields, barriers, Auras and summons, the damage is boosted by one level. This boost will never apply to the damage the target behind the defense takes.<br />Damage&#58; High<br />Multi-Use<br /><br />CS-035<br />Card Name&#58; Silent Knight 1<br />Element&#58; Shadow/Blade<br />Description&#58; The user wields a katana, one meter in length. When making an attack, the blade is able to slice completely through the target without causing any visual damage, though the attack may be blocked or dodged normally. If it hits any target on its first use, it renders the user Invisible for any following actions of the same turn, but only once. The invis effect is not granted if the attack is blocked from hitting an enemy by any means.<br />Damage&#58; Moderate; Invisible on first use if it hits<br />Multi-Use<br /><br />CS-036<br />Card Name&#58; Silent Knight 2<br />Element&#58; Shadow/Blade<br />Description&#58; The user wields a katana, one meter in length. When making an attack, the blade is able to slice completely through the target without causing any visual damage, though the attack may be blocked or dodged normally. If it hits any target on its first use, it renders the user Invisible for any following actions of the same turn, but only once. The invis effect is not granted if the attack is blocked from hitting an enemy by any means.<br />Damage&#58; Modest; Invisible on first use if it hits<br />Multi-Use<br /><br />CS-037<br />Card Name&#58; Silent Knight 3<br />Element&#58; Shadow/Blade<br />Description&#58; The user wields a katana, one meter in length. When making an attack, the blade is able to slice completely through the target without causing any visual damage, though the attack may be blocked or dodged normally. If it hits any target on its first use, it renders the user Invisible for any following actions of the same turn, but only once. The invis effect is not granted if the attack is blocked from hitting an enemy by any means.<br />Damage&#58; High; Invisible on first use if it hits<br />Multi-Use<br /><br />CS-038<br />Card Name&#58; White Lightning 1<br />Element&#58; Light/Elec<br />Description&#58; Either of the user&#39;s arms is charged with holy energy to zap targets. The attack sends out a bolt of electricity, a meter in length, that is automatically aimed (but does not curve to either side). The bolt travels one meter per second, redirecting itself toward a target as it bounces off the ground repeatedly in a 1 meter arc. The bolt travels a total of 5 meters before disippating. Any single target may only be struck once per attack, and each attack may strike up to one target.<br />Damage&#58; Low<br />Multi-Use<br /><br />CS-039<br />Card Name&#58; White Lightning 2<br />Element&#58; Light/Elec<br />Description&#58; Either of the user&#39;s arms is charged with holy energy to zap targets. The attack sends out a bolt of electricity, a meter in length, that is automatically aimed (but does not curve to either side). The bolt travels one meter per second, redirecting itself toward a target as it bounces off the ground repeatedly in a 1 meter arc. The bolt travels a total of 5 meters before disippating. Any single target may only be struck once per attack, and each attack may strike up to two targets.<br />Damage&#58; Moderate, then Low<br />Multi-Use<br /><br />CS-040<br />Card Name&#58; White Lightning 3<br />Element&#58; Light/Elec<br />Description&#58; Either of the user&#39;s arms is charged with holy energy to zap targets. The attack sends out a bolt of electricity, a meter in length, that is automatically aimed (but does not curve to either side). The bolt travels one meter per second, redirecting itself toward a target as it bounces off the ground repeatedly in a 1 meter arc. The bolt travels a total of 5 meters before disippating. Any single target may only be struck once per attack, and each attack may strike up to three targets.<br />Damage&#58; Modest, then Low, then Low<br />Multi-Use<br /><br />CS-041<br />Card Name&#58; Black Magic 1<br />Element&#58; Dark/Sniping<br />Description&#58; Either of the user&#39;s arms is charged with dark power to attack targets. The attacks sends out a ball of dark energy, a half meter in diameter, that travels approximately one meter per second. The ball is able to modify its trajectory by up to 45&deg; during flight, though the redirecting is noticeably sharper towards targets within .5m of it&#39;s launch.<br />Damage&#58; Low; homing<br />Multi-Use<br /><br />CS-042<br />Card Name&#58; Black Magic 2<br />Element&#58; Dark/Sniping<br />Description&#58; Either of the user&#39;s arms is charged with dark power to attack targets. The attacks sends out a ball of dark energy, a half meter in diameter, that travels approximately one meter per second. The ball is able to modify its trajectory by up to 45&deg; during flight, though the redirecting is noticeably sharper towards targets within .5m of it&#39;s launch.<br />Damage&#58; Moderate; homing<br />Multi-Use<br /><br />CS-043<br />Card Name&#58; Black Magic 3<br />Element&#58; Dark/Sniping<br />Description&#58; Either of the user&#39;s arms is charged with dark power to attack targets. The attacks sends out a ball of dark energy, a half meter in diameter, that travels approximately one meter per second. The ball is able to modify its trajectory by up to 45&deg; during flight, though the redirecting is noticeably sharper towards targets within .5m of it&#39;s launch.<br />Damage&#58; Modest; homing<br />Multi-Use<br /><br />CS-044<br />Card Name&#58; Ashes 1<br />Element&#58; Chaos/Poison<br />Description&#58; Either of the user&#39;s arms is wreathed in swirling black dust, a thin layer coating the entirety of the limb, darkening it and tipping each finger with a short claw. The user of this Card takes Pathetic damage each turn until it&#39;s dismissed, and may attack by lashing out at a target, sending forth wisps of ash that reach out up to two meters in a straight line, about a half meter wide.<br />Damage&#58; Pathetic to self per turn; Modest<br />Multi-Use<br /><br />CS-045<br />Card Name&#58; Ashes 2<br />Element&#58; Chaos/Poison<br />Description&#58; Either of the user&#39;s arms is wreathed in swirling black dust, a thin layer coating the entirety of the limb, darkening it and tipping each finger with a short claw. The user of this Card takes Pathetic damage each turn until it&#39;s dismissed, and may attack by lashing out at a target, sending forth wisps of ash that reach out up to two meters in a straight line, about a half meter wide.<br />Damage&#58; Pathetic to self per turn; High<br />Multi-Use<br /><br />CS-046<br />Card Name&#58; Ashes 3<br />Element&#58; Chaos/Poison<br />Description&#58; Either of the user&#39;s arms is wreathed in swirling black dust, a thin layer coating the entirety of the limb, darkening it and tipping each finger with a short claw. The user of this Card takes Pitiful damage each turn until it&#39;s dismissed, and may attack by lashing out at a target, sending forth wisps of ash that reach out up to two meters in a straight line, about a half meter wide.<br />Damage&#58; Pitiful to self per turn; Great<br />Multi-Use<br /><br />CS-047<br />Card Name&#58; Water Strider 1<br />Element&#58; Shadow/Aqua<br />Description&#58; The user focuses their energy by keeping either hand curled into a peace sign, and this Card is dismissed by releasing the fingers. As long as this Card is active, water flows beneath the user&#39;s feet, granting them a Float Shoes effect for its duration. The actual attack for this Card, which uses an action, involves any form of kick at a target, the range being limited to the user&#39;s reach.<br />Damage&#58; Low; Float Shoes until dismissed<br />Multi-Use<br /><br />CS-048<br />Card Name&#58; Water Strider 2<br />Element&#58; Shadow/Aqua<br />Description&#58; The user focuses their energy by keeping either hand curled into a peace sign, and this Card is dismissed by releasing the fingers. As long as this Card is active, water flows beneath the user&#39;s feet, granting them a Float Shoes effect for its duration. The actual attack for this Card, which uses an action, involves any form of kick at a target, the range being limited to the user&#39;s reach.<br />Damage&#58; Moderate; Float Shoes until dismissed<br />Multi-Use<br /><br />CS-049<br />Card Name&#58; Water Strider 3<br />Element&#58; Shadow/Aqua<br />Description&#58; The user focuses their energy by keeping either hand curled into a peace sign, and this Card is dismissed by releasing the fingers. As long as this Card is active, water flows beneath the user&#39;s feet, granting them a Float Shoes effect for its duration. The actual attack for this Card, which uses an action, involves any form of kick at a target, the range being limited to the user&#39;s reach.<br />Damage&#58; Modest; Float Shoes until dismissed<br />Multi-Use<br /><br />CS-050<br />Card Name&#58; Morning Star 1<br />Element&#58; Light/Breaking<br />Description&#58; The user wields a shaft about one meter long, ending with a heavily spiked ball about a quarter meter in diameter. If wielded with two hands, the weapon is modified by an aura of light that extends the shaft to two meters, and expands the spiked ball to a half meter in diameter. Though the weapon then becomes noticeably heavy, and may not be reverted, only dismissed, the base damage is also increased by one level.<br />Damage&#58; Moderate/Modest<br />Multi-Use<br /><br />CS-051<br />Card Name&#58; Morning Star 2<br />Element&#58; Light/Breaking<br />Description&#58; The user wields a shaft about one meter long, ending with a heavily spiked ball about a quarter meter in diameter. If wielded with two hands, the weapon is modified by an aura of light that extends the shaft to two meters, and expands the spiked ball to a half meter in diameter. Though the weapon then becomes noticeably heavy, and may not be reverted, only dismissed, the base damage is also increased by one level.<br />Damage&#58; Modest/High<br />Multi-Use<br /><br />CS-052<br />Card Name&#58; Morning Star 3<br />Element&#58; Light/Breaking<br />Description&#58; The user wields a shaft about one meter long, ending with a heavily spiked ball about a quarter meter in diameter. If wielded with two hands, the weapon is modified by an aura of light that extends the shaft to two meters, and expands the spiked ball to a half meter in diameter. Though the weapon then becomes noticeably heavy, and may not be reverted, only dismissed, the base damage is also increased by one level.<br />Damage&#58; High/Great<br />Multi-Use<br /><br />CS-053<br />Card Name&#58; Wing Boots 1<br />Element&#58; Wind<br />Description&#58; The user is equipped with white-winged boots in place of their current footwear. These boots grant the user an Air shoes effect for 2 turns, and while air borne they may dive for a full-body tackle on a target to deal damage.<br />Damage&#58; Low<br />One-Use<br /><br />CS-054<br />Card Name&#58; Wing Boots 2<br />Element&#58; Wind<br />Description&#58; The user is equipped with white-winged boots in place of their current footwear. These boots grant the user an Air shoes effect for 2 turns, and while air borne they may dive for a full-body tackle on a target to deal damage.<br />Damage&#58; Moderate<br />One-Use<br /><br />CS-055<br />Card Name&#58; Wing Boots 3<br />Element&#58; Wind<br />Description&#58; The user is equipped with white-winged boots in place of their current footwear. These boots grants the user an Air shoes effect for 3 turns, and while air borne they may dive for a full-body tackle on a target to deal damage.<br />Damage&#58; Modest<br />One-Use<br /><br />CS-056<br />Card Name&#58; Ice Sickle 1<br />Element&#58; Dark/Aqua<br />Description&#58; The user wields a short sickle ending with a meter long blade curved into a crescent. The handle is a half meter from base to tip while the blade&#39;s curve extends out half of a meter from the handle. A large snowflake is suspended in the center of the half-circle blade, allowing the weapon to flash freeze struck targets or super-cool the ground below it. Each attack can leave behind an Ice Panel directly below where the weapon is swung, though this weapon can&#39;t Freeze and lay an Ice Panel in the same turn.<br />Damage&#58; Moderate; Freezes on first use<br />Multi-Use<br /><br />CS-057<br />Card Name&#58; Ice Sickle 2<br />Element&#58; Dark/Aqua<br />Description&#58; The user wields a short sickle ending with a meter long blade curved into a crescent. The handle is a half meter from base to tip while the blade&#39;s curve extends out half of a meter from the handle. A large snowflake is suspended in the center of the half-circle blade, allowing the weapon to flash freeze struck targets or super-cool the ground below it. Each attack can leave behind an Ice Panel directly below where the weapon is swung, though this weapon can&#39;t Freeze and lay an Ice Panel in the same turn.<br />Damage&#58; Modest; Freezes on first use<br />Multi-Use<br /><br />CS-058<br />Card Name&#58; Ice Sickle 3<br />Element&#58; Dark/Aqua<br />Description&#58; The user wields a short sickle ending with a meter long blade curved into a crescent. The handle is a half meter from base to tip while the blade&#39;s curve extends out half of a meter from the handle. A large snowflake is suspended in the center of the half-circle blade, allowing the weapon to flash freeze struck targets or super-cool the ground below it. Each attack can leave behind an Ice Panel directly below where the weapon is swung, though this weapon can&#39;t Freeze and lay an Ice Panel in the same turn.<br />Damage&#58; High; Freezes on first use<br />Multi-Use<br /><br />CS-059<br />Card Name&#58; DisCord 1<br />Element&#58; Chaos<br />Description&#58; Either of the user&#39;s arms is wrapped in a thick chain that doesn&#39;t restrict their movement. One end of the chain is held in the user&#39;s hand and can be used as a whip to attack opponents, but cannot wrap them up. The length this end extends past the hand may vary from one meter to a maximum of three meters, starting at one meter and it costing one action to extend or contract it one meter. The chain returns to one meter in length after a successful hit.<br />Damage&#58; Modest<br />Multi-Use<br /><br />CS-060<br />Card Name&#58; DisCord 2<br />Element&#58; Chaos<br />Description&#58; Either of the user&#39;s arms is wrapped in a thick chain that doesn&#39;t restrict their movement. One end of the chain is held in the user&#39;s hand and can be used as a whip to attack opponents, but cannot wrap them up. The length this end extends past the hand may vary from one meter to a maximum of three meters, starting at one meter and it costing one action to extend or contract it one meter. The chain returns to one meter in length after a successful hit.<br />Damage&#58; High<br />Multi-Use<br /><br />CS-061<br />Card Name&#58; DisCord 3<br />Element&#58; Chaos<br />Description&#58; Either of the user&#39;s arms is wrapped in a thick chain that doesn&#39;t restrict their movement. One end of the chain is held in the user&#39;s hand and can be used as a whip to attack opponents, but cannot wrap them up. The length this end extends past the hand may vary from one meter to a maximum of three meters, starting at one meter and it costing one action to extend or contract it one meter. The chain returns to one meter in length after a successful hit.<br />Damage&#58; Great<br />Multi-Use<br /><br />CS-062<br />Card Name&#58; Double-Shot Gun 1<br />Element&#58; Sniping<br />Description&#58; A silver handgun manifests in the hand of the user. Rounds from this gun are .25m wide spheres of silver energy that shoot forwards. The gun fires with 2 shots in quick succession, the second shot being slightly less accurate than the first.<br />Damage&#58; Low x2<br />Multi-Use<br /><br />CS-063<br />Card Name&#58; Double-Shot Gun 2<br />Element&#58; Sniping<br />Description&#58; A silver handgun manifests in the hand of the user. Rounds from this gun are .25m wide spheres of silver energy that shoot forwards. The gun fires with 2 shots in quick succession, the second shot being slightly less accurate than the first.<br />Damage&#58; Moderate x2<br />Multi-Use<br /><br />CS-064<br />Card Name&#58; Double-Shot Gun 3<br />Element&#58; Sniping<br />Description&#58; A silver handgun manifests in the hand of the user. Rounds from this gun are .25m wide spheres of silver energy that shoot forwards. The gun fires with 2 shots in quick succession, the second shot being slightly less accurate than the first.<br />Damage&#58; Modest x2<br />Multi-Use<br /><br />CS-065<br />Card Name&#58; Space Laser 1<br />Element&#58; Sniping/Breaking<br />Description&#58; The user makes use of satellite cannon orbiting the plant above in space. Large red cross-hairs cover the 2m by 2m area that will be struck just before impact. The area marked is struck 3 seconds later with a 2m wide blueish laser beam dealing damage to all within it.<br />Damage&#58; Modest<br />One-Use<br /><br />CS-066<br />Card Name&#58; Space Laser 2<br />Element&#58; Sniping/Breaking<br />Description&#58; The user makes use of satellite cannon orbiting the plant above in space. Large red cross-hairs cover the 2m by 2m area that will be struck just before impact. The area marked is struck 3 seconds later with a 2m wide blueish laser beam dealing damage to all within it.<br />Damage&#58; High<br />One-Use<br /><br />CS-067<br />Card Name&#58; Space Laser 3<br />Element&#58; Sniping/Breaking<br />Description&#58; The user makes use of satellite cannon orbiting the plant above in space. Large red cross-hairs cover the 2m by 2m area that will be struck just before impact. The area marked is struck 3 seconds later with a 2m wide blueish laser beam dealing damage to all within it.<br />Damage&#58; Great<br />One-Use<br /><br />CS-068<br />Card Name&#58; Russian Roulette 1<br />Element&#58; Sniping/Chaos<br />Description&#58; The user is granted a sleek silver, 6-shot revolver with crimson engravings. When this weapon is used two bullets are consumed, making a maximum of 3 uses of this card. A die must be rolled the turn before this card is used to determine each shot. Rolling a 1 or 2s fire off two bullets in quick succession. Rolling a 3 or 4 consumes two bullets to fire a crimson beam shot .25m in diameter that travels 5m and pierces. Rolling a 5 or 6 fires off a blank and sets off one mis-fire, creating a small explosion and damaging the user. This card must be used if a die was pre-rolled for this card.<br />Damage&#58; Low x2; Moderate, Piercing; Pathetic to user<br />Multi-Use<br /><br />CS-069<br />Card Name&#58; Russian Roulette 2<br />Element&#58; Sniping/Chaos<br />Description&#58; The user is granted a sleek silver, 6-shot revolver with crimson engravings. When this weapon is used two bullets are consumed, making a maximum of 3 uses of this card. A die must be rolled the turn before this card is used to determine each shot. Rolling a 1 or 2s fire off two bullets in quick succession. Rolling a 3 or 4 consumes two bullets to fire a crimson beam shot .25m in diameter that travels 5m and pierces. Rolling a 5 or 6 fires off a blank and sets off one mis-fire, creating a small explosion and damaging the user. This card must be used if a die was pre-rolled for this card.<br />Damage&#58; Moderate x2; Modest, Piercing; Pitiful to user<br />Multi-Use<br /><br />CS-070<br />Card Name&#58; Russian Roulette 3<br />Element&#58; Sniping/Chaos<br />Description&#58; The user is granted a sleek silver, 6-shot revolver with crimson engravings. When this weapon is used two bullets are consumed, making a maximum of 3 uses of this card. A die must be rolled the turn before this card is used to determine each shot. Rolling a 1 or 2s fire off two bullets in quick succession. Rolling a 3 or 4 consumes two bullets to fire a crimson beam shot .25m in diameter that travels 5m and pierces. Rolling a 5 or 6 fires off a blank and sets off one mis-fire, creating a small explosion and damaging the user. This card must be used if a die was pre-rolled for this card.<br />Damage&#58; Modest x2; High, Piercing; Low to user<br />Multi-Use<br /><br />CS-071<br />Card Name&#58; Madness Spread 1<br />Element&#58; Chaos<br />Description&#58; The user gains a 6 barreled gun on one arm that fires off a random number of shots. The number of shots fired in each round is determined by a 6-sided die roll, the rolled number equaling the number of shots fired. Bullets spread out a bit when fired rather than traveling straight ahead.<br />Damage&#58; Pathetic x1-6<br />Multi-Use<br /><br />CS-072<br />Card Name&#58; Madness Spread 2<br />Element&#58; Chaos<br />Description&#58; The user gains a 6 barreled gun on one arm that fires off a random number of shots. The number of shots fired in each round is determined by a 6-sided die roll, the rolled number equaling the number of shots fired. Bullets spread out a bit when fired rather than traveling straight ahead.<br />Damage&#58; Pitiful x1-6<br />Multi-Use<br /><br />CS-073<br />Card Name&#58; Madness Spread 3<br />Element&#58; Chaos<br />Description&#58; The user gains a 6 barreled gun on one arm that fires off a random number of shots. The number of shots fired in each round is determined by a 6-sided die roll, the rolled number equaling the number of shots fired. Bullets spread out a bit when fired rather than traveling straight ahead.<br />Damage&#58; Low x1-6<br />Multi-Use<br /><br />CS-074<br />Card Name&#58; Hunter&#39;s Rifle 1<br />Element&#58; Sniping<br />Description&#58; The user gains a black rifle equipped with a scope to be wielded with two hands. The rifle fires green beams .1m in diameter. Beams from this rifle curve toward their target to some degree and travel a maximum of 10m before dissipating.<br />Damage&#58; Moderate, Homing<br />Multi-Use<br /><br />CS-075<br />Card Name&#58; Hunter&#39;s Rifle 2<br />Element&#58; Sniping<br />Description&#58; The user gains a black rifle equipped with a scope to be wielded with two hands. The rifle fires green beams .1m in diameter. Beams from this rifle curve toward their target to some degree and travel a maximum of 10m before dissipating.<br />Damage&#58; Modest, Homing<br />Multi-Use<br /><br />CS-076<br />Card Name&#58; Hunter&#39;s Rifle 3<br />Element&#58; Sniping<br />Description&#58; The user gains a black rifle equipped with a scope to be wielded with two hands. The rifle fires green beams .1m in diameter. Beams from this rifle curve toward their target to some degree and travel a maximum of 10m before dissipating.<br />Damage&#58; High, Homing<br />Multi-Use<br /><br />CS-077<br />Card Name&#58; Mini-Me 1<br />Element&#58; Summon<br />Description&#58; A 1/2 scale exact replica of the user appears at their feet. This miniature wave warrior looks acts and sounds like the user. It may use any Melee, Gun, or Bombr, no cards, transformations or abilities. All attacks by this clone are Unstated, deal Low Summon Element damage and it may attack once per turn. The mini-me disappears after 2 turns or until destroyed. This card shares cooldowns of attacks with the user.<br />Health&#58; Modest<br />Damage&#58; Low<br />One-Use<br /><br />CS-078<br />Card Name&#58; Mini-Me 2<br />Element&#58; Summon<br />Description&#58; A 1/2 scale exact replica of the user appears at their feet. This miniature wave warrior looks acts and sounds like the user. It may use any Melee, Gun, or Bomb, no cards, transformations or abilities. All attacks by this are clone Unstated, deal Low Summon Element damage and it may attack once per turn. The mini-me disappears after 3 turns or until destroyed. This card shares cooldowns of attacks with the user.<br />Health&#58; High<br />Damage&#58; Moderate<br />One-Use<br /><br />CS-079<br />Card Name&#58; Mini-Me 3<br />Element&#58; Summon<br />Description&#58; A 1/2 scale exact replica of the user appears at their feet. This miniature wave warrior looks acts and sounds like the user. It may use any Melee, Gun, or Bomb, no cards, transformations or abilities. All attacks by this clone are Unstated, deal Modest Summon Element damage and it may attack once per turn. The mini-me disappears after 4 turns or until destroyed. This card shares cooldowns of attacks with the user.<br />Health&#58; Great<br />Damage&#58; Modest<br />One-Use<br /><br />CS-080<br />Card Name&#58; Tornado 1<br />Element&#58; Wind/Summon<br />Description&#58; The user summons a dusty Tornado 2m in diameter in front of their self and it begins to move toward a target at a speed of 1m per second. The Tornado hits anything it comes into contact with and blows away Auras and Barriers until is disappears 3 turns after summoning. While indestructible by regular means, any blade attacks instantly destroy the tornado.<br />Damage&#58; Moderate, Removes Barriers Auras<br />One-Use<br /><br />CS-081<br />Card Name&#58; Tornado 2<br />Element&#58; Wind/Summon<br />Description&#58; The user summons a dusty Tornado 2m in diameter in front of their self and it begins to move toward a target at a speed of 1m per second. The Tornado hits anything it comes into contact with and blows away Auras and Barriers until is disappears 3 turns after summoning. While indestructible by regular means, any blade attacks instantly destroy the tornado.<br />Damage&#58; Modest, Removes Barriers Auras<br />One-Use<br /><br />CS-082<br />Card Name&#58; Tornado 3<br />Element&#58; Wind/Summon<br />Description&#58; The user summons a dusty Tornado 2m in diameter in front of their self and it begins to move toward a target at a speed of 1m per second. The Tornado hits anything it comes into contact with and blows away Auras and Barriers until is disappears 3 turns after summoning. While indestructible by regular means, any blade attacks instantly destroy the tornado.<br />Damage&#58; High, Removes Barriers Auras<br />One-Use<br /><br />CS-083<br />Card Name&#58; Reflector Beam 1<br />Element&#58; Light/Sniping<br />Description&#58; The user&#39;s hand begins to glow between all colors of the spectrum before firing a beam of white light .5m in diameter that travels up to 5m at a speed of 1 meter per second before dissipating. When it hits a target this attack can reflect off of the first target and redirect towards a second within 5m, and so on to a maximum of 1 reflection. The beams deal one damage level less per reflection.<br />Damage&#58; Moderate<br />One-Use<br /><br />CS-084<br />Card Name&#58; Reflector Beam 2<br />Element&#58; Light/Sniping<br />Description&#58; The user&#39;s hand begins to glow between all colors of the spectrum before firing a beam of white light .5m in diameter that travels up to 5m at a speed of 1 meter per second before dissipating. When it hits a target this attack can reflect off of the first target and redirect towards a second within 5m, and so on to a maximum of 2 reflections. The beams deal one damage level less per reflection.<br />Damage&#58; Modest<br />One-Use<br /><br />CS-085<br />Card Name&#58; Reflector Beam 3<br />Element&#58; Light/Sniping<br />Description&#58; The user&#39;s hand begins to glow between all colors of the spectrum before firing a beam of white light .5m in diameter that travels up to 5m at a speed of 1 meter per second before dissipating. When it hits a target this attack can reflect off of the first target and redirect towards a second within 5m, and so on to a maximum of 3 reflections. The beams deal one damage level less per reflection.<br />Damage&#58; High<br />One-Use<br /><br />CS-086<br />Card Name&#58; Mistletoe Magic<br />Element&#58; Aqua/Light<br />Description&#58; The user claps both their hands above their head, and a mistletoe plant appears above a target of choice. The plant will then proceed to spill a concentrated stream of water below, hitting a one-meter diameter area. If it hits the enemy, the user will heal Low damage.<br />Damage&#58; Moderate damage, User heals Low damage in case of contact<br />One-use<br /><br />CS-087<br />Card Name&#58; Santa Claws<br />Element&#58; Sword/Light<br />Description&#58; The user is outfitted with green and red gloves, accentuating the feel of joy with the three 1 Meter Long, curved and rather maniacal looking claws from each glove. The claws are designed with a white and red, curved style; much like a candy cane. Swift and easy to use, they also slash through anything stopping the spread of joy.<br />Damage&#58; Modest Damage. Pierces on first use.<br />Multi-Use<br /><br />CS-088<br />Card Name&#58; Kandy Cane<br />Element&#58; Light<br />Description&#58; The user summons a 2 meter long candy cane to use as a staff. Just like a candy cane, one of the ends has a shepard&#39;s hook that make it easier to parry or trap oncoming melee weapons. Kandy Cane can be used with one hand, but it is difficult to fully utilize because of its size. Despite its name, the staff is not made of candy.<br />Damage&#58; Moderate. Can be used multiple times a turn.<br />Multi-use<br /><br />CS-089<br />Card Name&#58; Reindeer Ride<br />Element&#58; Aqua<br />Description&#58; The user summons a Reindeer underneath them, which they mount and can then use to ram into their enemies. The Reindeer typically moves at speeds slightly above the summoner&#39;s running speed, and the rider can attack from mount. The reindeer lasts until the end of the user&#39;s turn.<br />Damage&#58; High damage<br />One-use<br /><br />CS-090<br />Card Name&#58; Box o&#39; Joy<br />Element&#58; Summon<br />Description&#58;<br />Summons a Box o&#39; Joy in front of the user. When an enemy steps within a meter in front of or next to it, it automatically blows apart, throwing up shrapnel in a two-meter radius with a blinding light. Shrapnels and blinding light can hit the user.<br /><br />The Box o&#39; Joy is approximately a meter tall. The box itself is white. Red ribbon runs up the middle of each side. On top, red ribbon forms a bow.<br />Damage&#58;<br />Shrapnels do Moderate damage, and the cube can take up to High damage before being destroyed. Shrapnel Pierces. White flash blinds.<br />One-use<br />Edited by Sniper, Aug 17 2015, 04&#58;28 AM.<br /><br />Link Post &middot; Post #10 View Source Apr 20 2012, 06&#58;02 PM &nbsp;&nbsp; &nbsp;Van of Team Dai-Gurren<br />Mega Cards<br /><br />CM-001<br />Card Name&#58; Snow Away<br />Element&#58; Aqua/Shadow<br />Description&#58; The user freezes up as they are struck by an attack, only for their attacker to watch their flesh fall away as ice and snow, leaving behind a wooden branch skeleton. The user is now five meters up in the air, throwing down large meter-diameter snowballs, one after the other, at possible targets.<br />Damage&#58; Deals up to three hits of High Aqua/Stealth damage. Each snowball may only strike a single target. Snowballs may be spread between up to three targets. The user warps back to his original location after this attack subsides, and cannot be interrupted (but isn&rsquo;t necessarily invincible) during the maneuver.<br />One-use<br /><br />CM-002<br />Card Name&#58; Pine Javelin<br />Element&#58; Wood/Wind<br />Description&#58; The user holds a pine cone in their hand, which quickly grows to become a pine tree with a long wooden handle, much like a spear, with a reach of three meters (three forward panel range). By stabbing a target, they can inflict the faded injuries they have endured upon the foe, while throwing this weapon as a heavy missile will add more damage to the attack as a whole.<br />Damage&#58; Deals Wood/Wind damage equal to the amount of damage the target has successfully healed. Throwing rather than stabbing adds High damage to the base, with the maximum damage this Card can deal being Incredible.<br />One-use<br /><br />CM-003<br />Card Name&#58; Satan Blade<br />Element&#58; Fire/Blade<br />Description&#58; The user materialises a blade from flames in their hands, with a reach of three meters (three forward panel range). A successful slash doubles the severity of a target&rsquo;s injuries, while impaling them will inflict more damage to the attack as a whole. The blade is somewhat unwieldy, due to its length.<br />Damage&#58; Deals Fire/Sword damage equal to the amount of damage the target has already taken. Stabbing rather than slashing adds High damage to the base, with the maximum damage this Card can deal being Incredible.<br />One-use<br /><br />CM-004<br />Card Name&#58; Titan Fist<br />Element&#58; Elec/Breaking<br />Description&#58; The user&rsquo;s forearms are encased in a pair of golden gauntlets. By smashing them into the ground, the user may damage everyone in a 7 meter by 7 meter area, including themselves, with a radiating shock wave. They may opt to strike targets directly (one hit per gauntlet), though these gauntlets are exceedingly heavy and rather slow, but carry tremendous force when they start moving.<br />Damage&#58; Shockwave deals Great damage and cracks panels. Direct punches deal Immense damage with only one fist being allowed to hit a single target.<br />One-use<br /><br />CM-005<br />Card Name&#58; Ryuu Meteor<br />Element&#58; Null<br />Description&#58; Five loosely aimed meteors fall from the skies, followed by another five for every foe (does not include viruses with less than Immense health), up to a maximum of twenty meteors.<br />Damage&#58; Each meteor deals Low damage. No more than five meteors may strike a single foe. This attack cannot be boosted in any way.<br />One-use<br /><br />CM-006<br />Card Name&#58; Electro Rocket<br />Element&#58; Elec/Sniping<br />Description&#58; Ratchet appears, firing off a rocket from his weapon, dealing High damage on a direct hit. The rocket sends out a tendril of electricity at all foes within a two meter radius, damaging them for Modest damage.<br />Damage&#58; High damage on contact with rocket, Modest on contact with tendril. A single target cannot be struck by both rocket and tendril.<br />One-Use<br /><br />CM-007<br />Card Name&#58; Blade Dance<br />Element&#58; Blade/Shadow<br />Description&#58; Rayne appears, dashing towards an opponent and spininning like a tornado, hitting anything within one meter of her up to three times.<br />Damage&#58; Moderate per hit<br />One-Use<br /><br /><br />CM-008<br />Card Name&#58; Quick Silver<br />Element&#58; Null<br />Description&#58; Silver emerges onto the battlefield, but instantly turns into QuickSilver. He speeds torwards the enemy, and goes for a five-hit Beat Rush, then dissapears.<br />Damage&#58; Low per hit<br />One-Use<br /><br />CM-009<br />Card Name&#58; Mega Slash<br />Element&#58; Sword<br />Descrtiption&#58; Elesis falls from the sky just in front of the user of this card. She grabs her sword and pours all her energy into one swing as she charges an opponent. When she near enough she unsheathes her sword and slashes in one swift motion in a three-meter-wide and two-meter long area.<br />Damage&#58; Great<br />One-Use<br /><br />CM-010<br />Card Name&#58; Shooting Star Rockman<br />Element&#58; Null<br />Description&#58; The user MUST have rolled a separate 6-sided die on the previous turn to use this Card. Once a die is rolled for the effects of this card, Shooting Star Rockman must be used on the next turn. Rockman appears before taking on one of six forms. The form and effect are dependent on die roll.<br />1- Rockman activates the Red Leo Star Break, becoming Fire Leo Rockman. He then warps in front of the nearest foe to sear them with Flame Burner, a flamethrower attack, dealing High Fire damage.<br />2- Rockman activates the Green Dragon Star Break, becoming Wind Dragon Rockman. He then warps in front of the nearest foe to pelt them with Woody Shot, a vulcan seed attack, dealing three hits of Low Wood damage.<br />3- Rockman activates the Blue Pegasus Star Break, becoming Ice Pegasus Rockman. He then warps in front of the nearest foe to impale them with Ice Slash, an icicle projectile attack, dealing Modest Aqua damage and freezing.<br />4- Rockman uses the Dino Rock of the Dinosaur Tribe to become Saurian Rockman. He then warps in front of the nearest foe to blast them with Dino Cannon, a spreading cannon attack, dealing High Fire damage, and Modest fire damage in the meter-radius explosion.<br />5- Rockman uses the Wind Star of the Shinobi Tribe to become Ninja Rockman. He then warps in front of the nearest foe to hit them with Shinobi Star, a shuriken attack, dealing three hits of Low Sword damage.<br />6- Rockman uses the Light Sword of the Berserk Tribe to become Zerker Rockman. He then warps in front of the nearest foe to strike them with Thunder Slash, a shock wave attack, dealing Modest Elec damage and paralyzing.<br />One-use<br /><br /><br />Illegal Cards<br /><br />CI-001<br />Card Name&#58; Pearl Burst X<br />Element&#58; Light/Aqua<br />Description&#58; Either of the user&#39;s lower arms is covered in a white light, transforming the limb into a crystalline form. From their crystal hand they may form a fragile pearl, five centimeters in diameter in diameter and with Pathetic health, and lob it at a target, dealing Low damage. Upon contact with a target or panel, a geyser of water shoots up from below, dealing High damage to anything on the panel and up to three meters above it.<br />Damage&#58; Low, then High<br /><br /><br />CI-002<br />Card Name&#58; Evil Claw X<br />Element&#58; Dark/Shadow<br />Description&#58; Either of the user&#39;s lower arms are encased in darkness, deforming their hand into a trio of thin, elongated claws, each a meter in length. The first attack after activating this card allows the user to warp within a meter in front of a target before attacking. The user does not warp back to their original location after use and may only warp after responding to all attacks made against them prior to their turn.<br />Damage&#58; Great; warp on first use<br />Multi-Use<br /><br />CI-003<br />Card Name&#58; Wild Cutter X<br />Element&#58; Chaos/Wind<br />Description&#58; Either of the user&#39;s hands are covered with a metal component ending with a propeller, each of the three blades only a quarter meter in length. While the range of the weapon is limited to the user&#39;s reach, powerful suction draws in targets the weapon is aimed at up to a meter away on the first use of this weapon. The number of hits dealt is determined by a die rolled at the end of the turn, dealing four hits with a result of 1 or 2, five hits with a result of 3 or 4, and six hits with a result of 5 or 6, out of 6.<br />Damage&#58; Low x4-6. Pulling Wind Effect(Level 1) on first use.<br />Multi-Use<br /><br />CI-004<br />Card Name&#58; Ninjato Raid X<br />Element&#58; Shadow/Blade<br />Description&#58; The user wields a lightweight, handheld black blade a half meter in length. The blade may be used up to three times per turn, utilizing an action per use. The blade may be dismissed a maximum of two times and summoned again to the same hand (utilizing an action to summon it, but not dismiss), though the card is considered used upon wielding the blade for the first time.<br />Damage&#58; High (max 3)<br />Multi-Use<br /><br />CI-005<br />Card Name&#58; Sun Flower X<br />Element&#58; Light/Wood<br />Description&#58; The user&#39;s hand is covered by a brown gardening glove, and from the wrist radiates a large number of thin yellow petals that form a circle about a half meter across. With this the user may fire a pulse of light, cylindrical in shape, a half meter wide and long, that inflicts Blind upon hitting a target on first use.<br />Damage&#58; High; inflicts Blind on first use<br />Multi-Use<br /><br />CI-006<br />Card Name&#58; Night Wing X<br />Element&#58; Dark/Wind<br />Description&#58; Either of the user&#39;s arms is reshaped into a dark, avian wing still at human length. By flapping their new wing (which returns to normal when dismissed), the user may send out a gust that deals damage within a half meter radius around themselves, or a focused wind one meter wide and three meters forward.<br />Damage&#58; High; blows away Barriers and Auras on first use<br />Multi-Use<br /><br />CI-007<br />Card Name&#58; Crazy Chain X<br />Element&#58; Chaos/Breaking<br />Description&#58; The user wields a strange blade modified to look and function like a chainsaw, which is a meter in length. Against defenses such as shields, barriers, Auras and summons, the damage is boosted by one level. This boost will never apply to the damage the target behind the defense takes.<br />Damage&#58; Great<br />Multi-Use<br /><br />CI-008<br />Card Name&#58; Silent Knight X<br />Element&#58; Shadow/Blade<br />Description&#58; The user wields a katana with a blade one meter in length. When making an attack, the blade is able to slice completely through the target without causing any visual damage, though the attack may be blocked or dodged normally. If it hits any target on its first use, it renders the user Invisible for any following actions of the same turn, but only once. The invis effect is not granted if the attack is blocked from hitting an enemy by any means.<br />Damage&#58; Great; Invisible on first use if it hits<br />Multi-Use<br /><br />CI-009<br />Card Name&#58; White Lightning X<br />Element&#58; Light/Elec<br />Description&#58; Either of the user&#39;s arms is charged with holy energy to zap targets. The attack sends out a bolt of electricity, a meter in length, that is automatically aimed (but does not curve to either side). The bolt travels one meter per second, redirecting itself toward a target as it bounces off the ground repeatedly in a 1 meter arc. The bolt travels a total of 5 meters before disippating. Any single target may only be struck once per attack, and each attack may strike up to four targets.<br />Damage&#58; High, then Moderate, then Low, then Low<br />Multi-Use<br /><br />CI-010<br />Card Name&#58; Black Magic X<br />Element&#58; Dark/Sniping<br />Description&#58; Either of the user&#39;s arms is charged with dark power to attack targets. The attacks sends out a ball of dark energy, a half meter in diameter, that travels approximately one meter per second. The ball is able to modify its trajectory by up to 45&deg; during flight, though the redirecting is noticeably sharper towards targets within .5m of it&#39;s launch.<br />Damage&#58; High; homing<br />Multi-Use<br /><br />CI-011<br />Card Name&#58; Ashes X<br />Element&#58; Chaos/Poison<br />Description&#58; Either of the user&#39;s arms is wreathed in swirling black dust, a thin layer coating the entirety of the limb, darkening it and tipping each finger with a short claw. The user of this Card takes Low damage each turn until it&#39;s dismissed, and may attack by lashing out at a target, sending forth wisps of ash that reach out up to two meters in a straight line, about a half meter wide.<br />Damage&#58; Low to self per turn; Immense<br />Multi-Use<br /><br />CI-012<br />Card Name&#58; Water Strider X<br />Element&#58; Shadow/Aqua<br />Description&#58; The user focuses their energy by keeping either hand curled into a peace sign, and this Card is dismissed by releasing the fingers. As long as this Card is active, water flows beneath the user&#39;s feet, granting them a Float Shoes effect for its duration. The actual attack for this Card, which uses an action, involves any form of kick at a target, the range being limited to the user&#39;s reach.<br />Damage&#58; High; Float Shoes until dismissed<br />Multi-Use<br /><br />CI-013<br />Card Name&#58; Morning Star X<br />Element&#58; Light/Breaking<br />Description&#58; The user wields a shaft about one meter long, ending with a heavily spiked ball about a quarter meter in diameter. If wielded with two hands, the weapon is modified by an aura of light that extends the shaft to two meters, and expands the spiked ball to a half meter in diameter. Though the weapon then becomes noticeably heavy, and may not be reverted, only dismissed, the base damage is also increased by one level.<br />Damage&#58; Great/Immense<br />Multi-Use<br /><br />CI-014<br />Card Name&#58; Ice Sickle X<br />Element&#58; Dark/Aqua<br />Description&#58; The user wields a short sickle ending with a meter long blade curved into a crescent. The handle is a half meter from base to tip while the blade&#39;s curve extends out half of a meter from the handle. A large snowflake is suspended in the center of the half-circle blade, allowing the weapon to flash freeze struck targets or super-cool the ground below it. Each attack can leave behind an Ice Panel directly below where the weapon is swung, though this weapon can&#39;t Freeze and lay an Ice Panel in the same turn.<br />Damage&#58; Great; Freezes on first use<br />Multi-Use<br /><br />CI-015<br />Card Name&#58; DisCord X<br />Element&#58; Chaos<br />Description&#58; Either of the user&#39;s arms is wrapped in a thick chain that doesn&#39;t restrict their movement. One end of the chain is held in the user&#39;s hand and can be used as a whip to attack opponents, but cannot wrap them up. The length this end extends past the hand may vary from one meter to a maximum of three meters, starting at one meter and it costing one action to extend or contract it one meter. The chain returns to one meter in length after a successful hit.<br />Damage&#58; Immense<br />Multi-Use<br /><br />CI-016<br />Card Name&#58; Double-Shot Gun X<br />Element&#58; Sniping<br />Description&#58; A silver handgun manifests in the hand of the user. Rounds from this gun are .25m wide spheres of silver energy that shoot forwards. The gun fires with 2 shots in quick succession, the second shot being slightly less accurate than the first.<br />Damage&#58; High x2<br />Multi-Use<br /><br />CI-017<br />Card Name&#58; Space Laser X<br />Element&#58; Sniping/Breaking<br />Description&#58; The user makes use of satellite cannon orbiting the plant above in space. Large red cross-hairs cover the 2m by 2m area that will be struck just before impact. The area marked is struck 3 seconds later with a 2m wide blueish laser beam dealing damage to all within it.<br />Damage&#58; Immense<br />One-Use<br /><br />CI-018<br />Card Name&#58; Russian Roulette X<br />Element&#58; Sniping/Chaos<br />Description&#58; The user is granted a sleek silver, 6-shot revolver with crimson engravings. When this weapon is used two bullets are consumed, making a maximum of 3 uses of this card. A die must be rolled the turn before this card is used to determine each shot. Rolling a 1 or 2s fire off two bullets in quick succession. Rolling a 3 or 4 consumes two bullets to fire a crimson beam shot .25m in diameter that travels 5m and pierces. Rolling a 5 or 6 fires off a blank and sets off one mis-fire, creating a small explosion and damaging the user. This card must be used if a die was pre-rolled for this card.<br />Damage&#58; High x2; Great, Piercing; Moderate to user<br />Multi-Use<br /><br />CI-019<br />Card Name&#58; Madness Spread X<br />Element&#58; Chaos<br />Description&#58; The user gains a 6 barreled gun on one arm that fires off a random number of shots. The number of shots fired in each round is determined by a 6-sided die roll, the rolled number equaling the number of shots fired. Bullets spread out a bit when fired rather than traveling straight ahead.<br />Damage&#58; Moderate x1-6<br />Multi-Use<br /><br />CI-020<br />Card Name&#58; Hunter&#39;s Rifle X<br />Element&#58; Sniping<br />Description&#58; The user gains a black rifle equipped with a scope to be wielded with two hands. The rifle fires green beams .1m in diameter. Beams from this rifle curve toward their target to some degree and travel a maximum of 10m before dissipating.<br />Damage&#58; Great, Homing<br />Multi-Use<br /><br />CI-021<br />Card Name&#58; Mini-Me X<br />Element&#58; Summon<br />Description&#58; A 1/2 scale exact replica of the user appears at their feet. This miniature wave warrior looks acts and sounds like the user. It may use any Melee, Gun, or Bomb, no cards, transformations or abilities. All attacks by this clone are Unstated, deal High Summon Element damage and it may attack once per turn. The mini-me disappears after 5 turns or until destroyed. This card shares cooldowns of attacks with the user.<br />Health&#58; Immense<br />Damage&#58; High<br />One-Use<br /><br />CI-022<br />Card Name&#58; Tornado X<br />Element&#58; Wind/Summon<br />Description&#58; The user summons a dusty Tornado 2m in diameter in front of their self and it begins to move toward a target at a speed of 1m per second. The Tornado hits anything it comes into contact with and blows away Auras and Barriers until is disappears 3 turns after summoning. While indestructible by regular means, any blade attacks instantly destroy the tornado.<br />Damage&#58; Great, Removes Barriers Auras<br />One-Use<br /><br />CI-023<br />Card Name&#58; Reflector Beam X<br />Element&#58; Light/Sniping<br />Description&#58; The user&#39;s hand begins to glow between all colors of the spectrum before firing a beam of white light .5m in diameter that travels up to 5m at a speed of 1 meter per second before dissipating. When it hits a target this attack can reflect off of the first target and redirect towards a second within 5m, and so on to a maximum of 4 reflections. The beams deal one damage level less per reflection.<br />Damage&#58; Great<br />One-Use<br /><br />CI-024<br />Card Name&#58; Wing Boots X<br />Element&#58; Wind<br />Description&#58; The user is equipped with white-winged boots in place of their current footwear. These boots grants the user an Air shoes effect for 3 turns, and while air borne they may dive for a full-body tackle on a target to deal damage.<br />Damage&#58; High<br />One-Use<br />•</p> \
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