Card List
Empire Set: 92 cards

Minions (56 cards)

Name: Belome
HP: 60
Evolution Stage: Basic Minion
Minion Type: ?
Attack 1: ? Lick-20.
Attack 2: ?? Clone-Choose an enemy Possessed Minion. Move it and any cards or damage attached to it to this land. It is now under your control.
Card Number: 1/92
Rarity Symbol: Rare

Name: Bundt
HP: 50
Evolution Stage: Basic Minion
Minion Type: ?
Attack 1: ? Rekindle-Remove one damage counter from Bundt.
Attack 2: ??? Sandstorm-This attack does 10 damage to every target in the land you are attacking.
Card Number: 2/92
Rarity Symbol: Uncommon

Name: Raspberry
HP: 80
Evolution Stage: Stage 1-Evolves from Bundt
Minion Type: ?
Attack 1: ??? Sandstorm-This attack does 10 damage to every target in the land you are attacking.
Attack 2: ???? Diamond Saw-60.
Card Number: 3/92
Rarity Symbol: Rare

Name: Blue Virus
HP: 50
Evolution Stage: Basic Minion
Minion Type: ?
Special Note: Any color of Virus may be played on top of any other color of Virus as though you were evolving it; however, it does not count as an evolution. The stack then behaves as a single Minion. Only the Virus on top of the stack is 'active' and may attack. The HP of the active Virus is increased by 20 for every other Virus in the stack. When the total damage on the stack exceeds this HP, all of the Viruses in the stack are Knocked Out. At any time on your turn, before your attack, you may switch the Viruses in the stack so that a different one is active.
Attack 1: ? Tackle-10.
Attack 2: ?? Disease-30.
Card Number: 4/92
Rarity Symbol: Common

Name: Red Virus
HP: 50
Evolution Stage: Basic Minion
Minion Type: ?
Special Note: Any color of Virus may be played on top of any other color of Virus as though you were evolving it; however, it does not count as an evolution. The stack then behaves as a single Minion. Only the Virus on top of the stack is 'active' and may attack. The HP of the active Virus is increased by 20 for every other Virus in the stack. When the total damage on the stack exceeds this HP, all of the Viruses in the stack are Knocked Out. At any time on your turn, before your attack, you may switch the Viruses in the stack so that a different one is active.
Attack 1: ? Tackle-10.
Attack 2: ?? Contagious-You may separate the Viruses in this stack into as many stacks or single Viruses as you want. All Energy and damage remains with the stack containing this Virus.
Card Number: 5/92
Rarity Symbol: Common

Name: Yellow Virus
HP: 50
Evolution Stage: Basic Minion
Minion Type: ?
Special Note: Any color of Virus may be played on top of any other color of Virus as though you were evolving it; however, it does not count as an evolution. The stack then behaves as a single Minion. Only the Virus on top of the stack is 'active' and may attack. The HP of the active Virus is increased by 20 for every other Virus in the stack. When the total damage on the stack exceeds this HP, all of the Viruses in the stack are Knocked Out. At any time on your turn, before your attack, you may switch the Viruses in the stack so that a different one is active.
Attack 1: ? Tackle-10.
Attack 2: ?? Heal-
Discard ? from Yellow Virus to remove up to two damage counters from him.

Card Number: 6/92
Rarity Symbol: Common

Name: Possessed Toadstool
HP: 40
Evolution Stage: Basic Minion
Minion Type: ?
Attack 1: ? Another Castle-Search your deck for a Building, and play it in this land. You may only search for a Building that you would be allowed to play here.
Attack 2: ?? Help-Search your deck for a Basic Minion and an Energy card, and play them in this land.
Card Number: 7/92
Rarity Symbol: Common

Name: Possessed Peach
HP: 60
Evolution Stage: Stage 1-Evolves from Possessed Toadstool
Minion Type: ?
Attack 1: ??? Therapy-Discard ? from Possessed Peach to remove up to 3 damage counters from a Minion in this land.
Attack 2: ???? Group Hug-Discard ? from Possessed Peach to remove up to 1 damage counter from every Minion in this land.
Card Number: 8/92
Rarity Symbol: Uncommon

Name: Possessed Yoshling
HP: 40
Evolution Stage: Basic Minion
Minion Type: ?
Attack 1: ? Eat-Remove 1 Energy card from the attacked Minion, and attach it to Possessed Yoshling.
Attack 2: ??? Egg Lay-Discard ?? from Possessed Yoshling, and place an Egg Counter on this card.
Card Number: 9/92
Rarity Symbol: Uncommon

Name: Possessed Yoshi
HP: 70
Evolution Stage: Stage 1-Evolves from Possessed Yoshling
Minion Type: ?
Attack 1: ?? Watermelon-Discard ? from Possessed Yoshi to cause 40 damage to an enemy target. If the discarded Energy is Fire, Ice, or Plant, this attack does 10 extra damage.
Attack 2: ?? Egg Bomb-Discard 1 Egg Counter from Possessed Yoshi to cause 60 damage to an enemy target.
Card Number: 10/92
Rarity Symbol: Rare

Name: Possessed Geno
HP: 60
Evolution Stage: Basic Minion
Minion Type: ?
Attack 1: ?? Finger Shot-20.
Attack 2: ????? Geno Whirl-Flip a coin. If heads, this attack does 80 damage. If tails, it does 50.
Card Number: 11/92
Rarity Symbol: Rare

Name: Wiggler
HP: 70
Evolution Stage: Basic Minion
Minion Type: Plant
Attack 1: PP Tackle-20.
Attack 2: PP Anger-Tackle now does 40 damage. This effect lasts until Wiggler is damaged.
Card Number: 12/92
Rarity Symbol: Uncommon

Name: Popple
HP: 80
Evolution Stage: Stage 1-Evolves from Croco
Minion Type: Plant
Attack 1: PPP Axe-40.
Attack 2: PPP Loot Toss-Discard as many Spells as you want from your hand. These Spells cause no effect. This attack does 30 damage for every Spell discarded in this way.
Card Number: 13/92
Rarity Symbol: Uncommon

Name: Possessed Mushroomer
HP: 40
Evolution Stage: Basic Minion
Minion Type: Plant
Attack 1: P Treasure Chests-Search your deck for three Spell cards and show them to your opponent. He or she chooses one for you to keep in your hand. Shuffle the other two back into your deck.
Attack 2: PPP True Colors-Choose an adjoining land to attack. If Possessed Mushroomer has an odd number of damage counters, all attacked targets with an even number of damage counters take 10 damage. If Possessed Mushroomer has an even number of damage counters, all attacked targets with an odd number of damage counters take 10 damage.
Card Number: 14/92
Rarity Symbol: Common

Name: Possessed Toad
HP: 60
Evolution Stage: Stage 1-Evolves from Possessed Mushroomer
Minion Type: Plant
Attack 1: PP Information-Your opponent shows you his or her hand.
Attack 2: PP Vegetable Throw-Flip a coin. If heads, this attack does 40 damage. If tails, it does 20.
Card Number: 15/92
Rarity Symbol: Common

Name: Possessed Toadofsky
HP: 40
Evolution Stage: Basic Minion
Minion Type: Plant
Attack 1: PP Scale-This attack does 10 damage the first time it is used, 20 the second, 30 the third, and 20 the fourth. Then repeat the pattern. This applies regardless of whether the attack is used consecutively.
Attack 2: PPP Orchestra-
This attack does 20 damage for every Minion in this land.

Card Number: 16/92
Rarity Symbol: Common

Name: Possessed Tayce T.
HP: 40
Evolution Stage: Basic Minion
Minion Type: Plant
Attack 1: P Mistake-10.
Attack 2: P Improve Item-Discard a Common card from your hand in order to search your deck for an Uncommon card. Or, discard an Uncommon card from your hand in order to search your deck for a Rare card. Then shuffle your deck.
Card Number: 17/92
Rarity Symbol: Common

Name: Possessed Zess T.
HP: 60
Evolution Stage: Stage 1-Evolves from Possessed Tayce T.
Minion Type: Plant
Attack 1: PP Mystery-Flip a coin. If heads, this attack does 50 damage. If tails, draw three cards.
Attack 2: PPP Zess Dynamite-
This attack does 10 damage to every target in the adjoining land you are attacking.
Card Number: 18/92
Rarity Symbol: Uncommon

Name: Big Bully
HP: 60
Evolution Stage: Stage 1-Evolves from Bully
Minion Type: Fire
Attack 1: R Shove-20. Flip a coin. If heads, this attack does 10 extra damage.
Attack 2: RR Lava Drop-Discard all Energy from Big Bully in order to cause 50 damage to the target.
Card Number: 19/92
Rarity Symbol: Common

Name: Cobrat
HP: 40
Evolution Stage: Basic Minion
Minion Type: Fire
Attack 1: R Bite-10.
Attack 2: RR Poison Spit-20.
Card Number: 20/92
Rarity Symbol: Common

Name: Triclyde
HP: 80
Evolution Stage: Stage 1-Evolves from Cobrat
Minion Type: Fire
Attack 1: RRR Triple Bite-30.
Attack 2: RRR Firestorm-Flip three coins. This attack does 20 damage times the number of heads.
Card Number: 21/92
Rarity Symbol: Uncommon

Name: Possessed Baby Mario
HP: 30
Evolution Stage: Basic Minion
Minion Type: Fire
Attack 1: R Wail-Search your deck for a Possessed Minion and add it to this land. That Minion may attack immediately, if you can meet the attack requirements.
Attack 2: R Starman-Possessed Baby Mario cannot be attacked during your opponent's next turn.
Card Number: 22/92
Rarity Symbol: Common

Name: Possessed Mario
HP: 50
Evolution Stage: Stage 1-Evolves from Possessed Baby Mario
Minion Type: Fire
Attack 1: RR Fireball-Flip 2 coins. This attack does 20 damage times the number of heads.
Attack 2: RRR Jump-50.
Card Number: 23/92
Rarity Symbol: Common

Name: Possessed Super Mario
HP: 80
Evolution Stage: Stage 2-Evolves from Possessed Mario
Minion Type: Fire
Attack 1: RRR Super Fireball-Flip 2 coins. This attack does 30 damage times the number of heads.
Attack 2: RRRR Super Jump-70.
Card Number: 24/92
Rarity Symbol: Uncommon

Name: Blurp
HP: 70
Evolution Stage: Basic Minion
Minion Type: Water
Attack 1: W Interfere-Next time a target in this land is attacked, the target takes only half damage, rounded down. Blurp takes the other half, also rounded down.
Attack 2: WWWW Swallow-Discard all Energy attached to Blurp. Flip a coin. If heads, the target is automatically Knocked Out.
Card Number: 25/92
Rarity Symbol: Rare

Name: Clawdaddy
HP: 40
Evolution Stage: Basic Minion
Minion Type: Water
Attack 1: W Scuttle-At any time when he would normally be allowed to move, Clawdaddy may move to a land diagonal from the one he is in. This effect lasts until Clawdaddy is Knocked Out, and is not cancelled by evolution.
Attack 2: WW Pinch-20.
Card Number: 26/92
Rarity Symbol: Common

Name: Clawgrip
HP: 70
Evolution Stage: Stage 1-Evolves from Clawdaddy
Minion Type: Water
Attack 1: WWW Rock Throw-30.
Attack 2: WWWW Crab Claw-50.
Card Number: 27/92
Rarity Symbol: Uncommon

Name: Possessed Frogfucious
HP: 50
Evolution Stage: Basic Minion
Minion Type: Water
Attack 1: W Meditate-Place a Zen counter on Possessed Frogfucious.
Attack 2: WW Find Weakness-10. This attack does 10 extra damage for every Zen counter on Possessed Frogfucious.
Card Number: 28/92
Rarity Symbol: Uncommon

Name: Possessed Mallow
HP: 70
Evolution Stage: Stage 1-Evolves from Possessed Frogfucious
Minion Type: Water
Attack 1: WW Snowy-30.
Attack 2: WWW Psychopath-Exchange all damage counters between Possessed Mallow and the target.
Card Number: 29/92
Rarity Symbol: Rare

Name: Guerilla
HP: 50
Evolution Stage: Basic Minion
Minion Type: Fighting
Attack 1: F Ball and Chain-Choose a Minion in this land. As long as you do not remove it from this land, and even if it evolves, it cannot be forcibly moved by your opponent.
Attack 2: FF Primate Punch-20.
Card Number: 30/92
Rarity Symbol: Common

Name: Chained Kong
HP: 80
Evolution Stage: Stage 1-Evolves from Guerilla
Minion Type: Fighting
Attack 1: FFF Ash Stone-30.
Attack 2: FFFF Slam-50.
Card Number: 31/92
Rarity Symbol: Uncommon

Name: Jagger
HP: 50
Evolution Stage: Basic Minion
Minion Type: Fighting
Attack 1: F Study-Choose an enemy target.
Attack 2: FF Terrapunch-20. If the target of this attack is the same target that Jagger Studied last turn, the damage done increases to 50.
Card Number: 32/92
Rarity Symbol: Common

Name: Jinx
HP: 90
Evolution Stage: Stage 1-Evolves from Jagger
Minion Type: Fighting
Attack 1: FFF Triple Kick-Flip 3 coins. This attack does 20 damage times the number of heads.
Attack 2: FFFF Silver Bullet-If the remaining HP of the target is equal to or less than Jinx's remaining HP, the target is Knocked Out.
Card Number: 33/92
Rarity Symbol: Rare

Name: Possessed Baby Luigi
HP: 30
Evolution Stage: Basic Minion
Minion Type: Fighting
Attack 1: F Cry-Draw a card.
Attack 2: FF Twin Bond-50. This attack may only be used if Possessed Baby Mario is in this land.
Card Number: 34/92
Rarity Symbol: Common

Name: Possessed Luigi
HP: 40
Evolution Stage: Stage 1-Evolves from Possessed Baby Luigi
Minion Type: Fighting
Attack 1: F Poltergust 3000-Choose an enemy Minion, and move him to a land adjoining this one that is empty or owned by your opponent. That Minion cannot move during your opponent's next turn. If the Minion is Evil, this attack causes 10 damage.
Attack 2: FF Parade-Flip 3 coins. For each heads, search your deck for a Basic Minion and add it to your hand. If you search your deck, then shuffle it.
Card Number: 35/92
Rarity Symbol: Common

Name: Dry Bones
HP: 70
Evolution Stage: Basic Minion
Minion Type: Evil
Attack 1: EE Reincarnate-Discard E from Dry Bones in order to move a Basic Minion from your discard pile to this land.
Attack 2: EE Last Revenge-This attack may only be used if a Minion in this land was Knocked Out in the last round. Do 50 damage to the Minion responsible for the knock-out.
Card Number: 36/92
Rarity Symbol: Uncommon

Name: Greaper
HP: 50
Evolution Stage: Basic Minion
Minion Type: Evil
Attack 1: EE Deathsickle-20.
Attack 2: EE Passing-10. This attack may be used on any enemy target that would then be Knocked Out.
Card Number: 37/92
Rarity Symbol: Common

Name: Glum Reaper
HP: 80
Evolution Stage: Stage 1-Evolves from Greaper
Minion Type: Evil
Attack 1: EE Eternal-Discard all Energy from this Minion. The next time this Minion would be Knocked Out, instead place a total of 4 damage counters on it and leave it in play.
Attack 2: EEE Scythe-40.
Card Number: 38/92
Rarity Symbol: Uncommon

Name: Fawful
HP: 50
Evolution Stage: Basic Minion
Minion Type: Evil
Attack 1: EE Head Beam-20.
Attack 2: EEE Wand Ball-30. You may divide this damage among multiple targets in the land you are attacking. Damage must be distributed in units of 10.
Card Number: 39/92
Rarity Symbol: Uncommon

Name: Cackletta
HP: 80
Evolution Stage: Stage 1-Evolves from Fawful
Minion Type: Evil
Attack 1: EE Black Hole-Flip a coin. If heads, choose an enemy Minion in an adjoining land. Move it and all cards attached to it to the side of the board. At the end of your opponent's next turn, put it back. If the land is no longer under your opponent's control, your opponent may place the Minion in any land under his or her control. If tails, this attack fails.
Attack 2:
EEE Bats-This attack does 10 damage to every target in the adjoining land you are attacking.

Card Number: 40/92
Rarity Symbol: Rare

Name: Klepto
HP: 40
Evolution Stage: Basic Minion
Minion Type: Air
Attack 1: A Snatch-Take one Energy card from the target and attach it to Klepto. This attack cannot be used if Klepto already has three or more Energies.
Attack 2: A Dive Bomb-10.
Card Number: 41/92
Rarity Symbol: Common

Name: Buzzar
HP: 60
Evolution Stage: Stage 1-Evolves from Klepto
Minion Type: Air
Attack 1: AA Talon Grab-20.
Attack 2: AAA Feather Shot-30. You may choose to discard A from Buzzar in order to cause 10 damage to a second target in the same land as the first.
Card Number: 42/92
Rarity Symbol: Uncommon

Name: Dodo
HP: 60
Evolution Stage: Basic Minion
Minion Type: Air
Attack 1: AA Flutter Hush-Flip a coin. If heads, your opponent may not use any Spells while Dodo is in play. This effect is cancelled by evolution.
Attack 2: AAA Multi-Strike-Flip three coins. This attack does 20 damage times the number of heads.
Card Number: 43/92
Rarity Symbol: Uncommon

Name: Valentina
HP: 90
Evolution Stage: Stage 1-Evolves from Dodo
Minion Type: Air
Attack 1: AA Sacrifice Ally-Choose a Minion other than Valentina in this land. Remove damage from Valentina equal to that Minion's remaining HP (e.g., if the Minion has 80 HP and 30 damage, you may remove up to 50 damage from Valentina). That Minion is now Knocked Out. Valentina can never have more than 90 HP remaining.
Attack 2: AAA Drain Beam-The target takes damage equal to half its remaining HP, rounded up.
Card Number: 44/92
Rarity Symbol: Rare

Name: Ice Bully
HP: 90
Evolution Stage: Stage 2-Evolves from Big Bully
Minion Type: Ice
Attack 1: II Body Check-30. Flip a coin. If heads, this attack does 10 extra damage.
Attack 2: III Deep Freeze-50.
Card Number: 45/92
Rarity Symbol: Uncommon

Name: Cluster
HP: 40
Evolution Stage: Basic Minion
Minion Type: Ice
Attack 1: I Tackle-10.
Attack 2: II Crystal-30.
Card Number: 46/92
Rarity Symbol: Common

Name: Pulsar
HP: 70
Evolution Stage: Stage 1-Evolves from Cluster
Minion Type: Ice
Attack 1: I Tackle-10.
Attack 2: III Star Burst-Both Pulsar and the target are automatically Knocked Out.
Card Number: 47/92
Rarity Symbol: Rare

Name: Bully
HP: 40
Evolution Stage: Basic Minion
Minion Type: Lightning
Attack 1: L Push-10. Flip a coin. If heads, this attack does 10 extra damage.
Attack 2: L Anger-Discard all Energy from Bully to search your deck for either Big Bully or Ice Bully and add that card to your hand. Then shuffle your deck.
Card Number: 48/92
Rarity Symbol: Common

Name: Punchinello
HP: 60
Evolution Stage: Basic Minion
Minion Type: Lightning
Attack 1: L Push Away-10.  This attack can only be used on Minions.  If the target is not Knocked Out after the damage is done, move it to another land under your opponent's control.
Attack 2: L Bob-Omb Call-Search your deck for up to two Bob-Ombs, and play them in this land.
Card Number: 49/92
Rarity Symbol: Common

Name: Ding-a-ling
HP: 40
Evolution Stage: Basic Minion
Minion Type: Lightning
Attack 1: L Doom Reverb-Choose one Spell card in play and move it to its owner's discard pile.
Attack 2: LL Bell Chime-20.
Card Number: 50/92
Rarity Symbol: Common

Name: Countdown
HP: 80
Evolution Stage: Stage 1-Evolves from Ding-a-ling
Minion Type: Lightning
Attack 1: LLL Corona-50.
Attack 2: LLL Water Blast-This attack does 10 damage to every target in the land you are attacking.
Card Number: 51/92
Rarity Symbol: Rare

Name: Corkpedite
HP: 80
Evolution Stage: Basic Minion
Minion Type: Ground
Attack 1: GG Summon Monster-Search your deck for any Minion. Show it to your opponent, add it to your hand, and shuffle your deck.
Attack 2: GGG Migraine-Whenever Corkpedite is Knocked Out by an attack, calculate the actual amount of damage done by that attack (ignore damage beyond what was necessary to Knock Out Corkpedite). The attacking Minion receives that amount of damage.
Card Number: 52/92
Rarity Symbol: Uncommon

Name: Thwimp
HP: 30
Evolution Stage: Basic Minion
Minion Type: Ground
Attack 1: G Forward-10.
Attack 2: GG Backward-10. This attack can only be used on a target in a land diagonal from this one.
Card Number: 53/92
Rarity Symbol: Common

Name: Thwomp
HP: 50
Evolution Stage: Stage 1-Evolves from Thwimp
Minion Type: Ground
Attack 1: GG Up-Discard all Energies attached to Thwomp. Then move Thwomp and any cards still attached to him to your hand.
Attack 2: GG Down-30.
Card Number: 54/92
Rarity Symbol: Common

Name: Cloaker and Domino
HP: 80
Evolution Stage: Basic Minion
Minion Type: Ground
Attack 1: GGG Solidify-
This attack does 10 damage to every target in the land you are attacking.
Attack 2: GGG Sword Slash-50.
Card Number: 55/92
Rarity Symbol: Rare

Name: Earth Link and Mad Adder
HP: 120
Evolution Stage: Stage 1-Evolves from Cloaker and Domino
Minion Type: Ground
Attack 1: GGGG Carni-Kiss-70.
Attack 2: GGGGG Boulder-
This attack does 20 damage to every target in the land you are attacking.
Card Number: 56/92
Rarity Symbol: Rare

Buildings (6 cards)

Name: Catapult
HP: 40
Function: Any time you attack, you may discard 1 Energy from the attacking Minion in order to choose a target anywhere on the board.
Card Number: 57/92
Rarity Symbol: Uncommon

Name: Stronghold
HP: 70
Function: As long as Stronghold is in play, all Buildings attached to it remain under the control of their original owners.
Card Number: 58/92
Rarity Symbol: Rare

Name: Warehouse
HP: 40
Function: When Warehouse is played, choose whether it is Open or Closed. On his or her turn, either player may place cards from their hand to the side of the board. If the Warehouse is Open, place the cards face-up; if it is Closed, place them face-down. Also on their turn, a player may choose to discard their entire hand and pick up all cards from the Warehouse. A player may only collect cards from the Warehouse if he or she has put at least one card in that pile. If you place cards into the Warehouse on a turn, you may not collect the pile on that turn. If Warehouse is destroyed, all cards in the pile are discarded.
Card Number: 59/92
Rarity Symbol: Common

Name: Energy Cannon
HP: 50
Function: This Building may be attacked by its owner. Damage caused in this way is counted differently from normal damage, and never causes Energy Cannon to be Knocked Out. On your turn, you may choose to fire the Cannon. All the damage you (not your opponent) have dealt to the Cannon is then distributed evenly to all targets in a neighboring land of your choice.
If it cannot be done evenly, add one extra damage counter to as many targets of your choice as necessary. After firing the Cannon, the total damage you have dealt to it reverts to zero.
Card Number: 60/92
Rarity Symbol: Uncommon

Name: Energy Shield
HP: 50
Function: On your turn, you may choose to discard one Energy from your hand. During your opponent's next turn, no target in this land can take more than 10 damage.
Card Number: 61/92
Rarity Symbol: Uncommon

Name: Item Shop
HP: 50
Function: As long as there is a Possessed Minion in this land, once per turn you may search your deck for a Spell card and add it to your hand. Shuffle your deck afterwards.
Card Number: 62/92
Rarity Symbol: Common

Spells (25 cards)

Name: Sniper
Location: Discard pile
Function: If your opponent plays a Midnight Raid, you may immediately use this card. Your opponent may steal only one Energy card.
Card Number: 63/92
Rarity Symbol: Common

Name: Reverse Raid
Location: Discard pile
Function: If your opponent plays a Midnight Raid, you may immediately use this card. Midnight Raid has no effect. Discard one Energy card from an enemy Minion of your choice.
Card Number: 64/92
Rarity Symbol: Rare

Name: Reconnaissance
Location: Discard pile
Function: Choose a land, and discard all Ambushes in it.
Card Number: 65/92
Rarity Symbol: Uncommon

Name: Prefabrication
Location: Your lands
Function: A Foundation played in this land may be immediately upgraded.
Card Number: 66/92
Rarity Symbol: Uncommon

Name: Magic Exchange
Location: Discard pile
Function: After discarding Magic Exchange, you and your opponent trade all Spell cards in your hands.
Card Number: 67/92
Rarity Symbol: Uncommon

Name: Coin
Location: Discard pile
Function: Worth 5. At the end of the game, count all Coin cards in your discard pile and add their total value to your money.
Card Number: 68/92
Rarity Symbol: Common

Name: Red Coin
Location: Discard pile
Function: Worth 10. At the end of the game, count all Coin cards in your discard pile and add their total value to your money.
Card Number: 69/92
Rarity Symbol: Uncommon

Name: Blue Coin
Location: Discard pile
Function: Worth 25. At the end of the game, count all Coin cards in your discard pile and add their total value to your money.
Card Number: 70/92
Rarity Symbol: Rare

Name: Heart Shield
Location: Any land
Function: The next Spell that would normally affect this land, does not. After this event, discard Heart Shield.
Card Number: 71/92
Rarity Symbol: Uncommon

Name: Scavenge
Location: Discard pile
Function: Choose up to two cards from your opponent's discard pile, and place them in yours.
Card Number: 72/92
Rarity Symbol: Uncommon

Name: Summon
Location: Discard pile
Function: Your attack this turn causes no damage. Instead, calculate the damage it would have caused. For every 20 points of damage, search your deck for a Spell card and add it to your hand. Shuffle your deck afterwards.
Card Number: 73/92
Rarity Symbol: Uncommon

Name: Blitz
Location: Discard pile
Function: When you complete this turn, immediately take another turn. Your opponent then takes two turns. Play then returns to normal. You can never take more than two turns in a row.
Card Number: 74/92
Rarity Symbol: Rare

Name: Long War
Location: Discard pile
Function: Both players shuffle their discard piles back into their decks. Then discard Long War.
Card Number: 75/92
Rarity Symbol: Uncommon

Name: Miracle
Location: Discard pile
Function: Discard three Miracles in one turn to take all cards from your opponent's hand and add them to your own.
Card Number: 76/92
Rarity Symbol: Rare

Name: Lucky Coin
Location: Any land
Function: After either player performs a coin flip, he or she may choose to redo it. The first result is ignored and the second is used. This Spell applies to entire coin-flipping events (e.g. a card tells you to flip two coins, you must reflip both), and may be used only once per event.
Card Number: 77/92
Rarity Symbol: Uncommon

Name: Brute Force
Location: Any land
Function: All attacks now cause only base damage (the number immediately following the attack name). Any additional text is disregarded.
Card Number: 78/92
Rarity Symbol: Common

Name: Guerrilla Warfare
Location: Any land
Function: After an attack is launched from this land, the attacking Minion's owner may move the Minion to another land under their control.
Card Number: 79/92
Rarity Symbol: Uncommon

Name: Counterspell
Location: Discard pile
Function: Choose one Spell card in play and move it to its owner's discard pile.
Card Number: 80/92
Rarity Symbol: Common

Name: Conscription
Location: Discard pile
Function: Search your deck for as many Basic Minions as you want and add them to your hand. Then you must discard an equal number of Energies from your deck. Shuffle your deck when you are finished.
Card Number: 81/92
Rarity Symbol: Common

Name: Veterans
Location: Discard pile
Function: You and your opponent both count the Minions in your discard piles. When you find an Evolved Minion, do not count the other stages that that card was played on top of. For every Minion, search your deck for any card with the same rarity symbol as the Minion and add it to your hand. All Minions remain in the discard piles. Shuffle your deck when you are finished.
Card Number: 82/92
Rarity Symbol: Common

Name: Lucky Fruit
Location: Discard pile
Function:
Remove up to three damage counters from one of your Possessed Minions.

Card Number: 83/92
Rarity Symbol: Common

Name: Brainwashing
Location: Discard pile
Function: Choose an enemy Possessed Minion. Move it and any cards or damage attached to it to one of your lands. It is now under your control.
Card Number: 84/92
Rarity Symbol: Uncommon

Name: Double Agent
Location: Any land
Function: Attach Double Agent to a Possessed Minion. At the beginning of every turn, the active player takes control of that Minion and places it, with all cards or damage attached to it, in one of his or her lands. This Spell takes effect at the beginning of the next round.
Card Number: 85/92
Rarity Symbol: Common

Name: Guard Duty
Location: Your lands
Function: Choose a Minion in this land, and an enemy Minion in an adjoining land. As long as this Spell is in effect and your Minion remains in this land, the enemy Minion cannot move.
Card Number: 86/92
Rarity Symbol: Common

Name: Camouflage
Location: Your lands
Function: Attach Camouflage to a Minion. Play continues as though the Minion was not on the board. The next time the Minion moves or attacks, discard Camouflage.
Card Number: 87/92
Rarity Symbol: Common

Energy (5 cards)

Elemental Energy-Provides 1 Energy of any type. Uncommon. 88/92

Chance Energy-Provides 1 Energy of any type. Only one Chance Energy may be attached to a Minion. When Chance Energy is used to fuel an attack that normally causes damage, flip a coin. If heads, the attack does 10 more damage; if tails, it does 10 less damage. Uncommon. 89/92

Kamikaze Energy-Provides 1 Energy of any type. When Kamikaze Energy is used to fuel an attack that normally causes damage, that damage is doubled. Deal the normal amount of damage to the attacking Minion. Rare. 90/92

Boost Energy-Provides 2 Energies of any type. After each attack Boost Energy is used to fuel, flip a coin. If tails, discard Boost Energy. Uncommon. 91/92

Emergency Energy-Provides 3 Energies of any type. After using Emergency Energy to fuel an attack, discard it. Emergency Energy may not be used to fuel attacks that normally discard Energy. Uncommon. 92/92

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