Vigorous Smashup (Blue)
Vigorous Smashup (Blue) ¥100
When this defends, clash with the attacking hero. The winner creates a Vigor token. You may put your revealed card on the bottom of its owner's deck. (Clashing heroes reveal the top card of their deck. The hero that reveals the card with greatest {p} wins.)
Sadistic Scowl
Sadistic Scowl from ¥100
Your next attack this turn gets +5{p}. Intimidate target hero. (They banish a random card from their hand face-down. At the beginning of the end phase, return it to their hand.) Go again
Disarm
Disarm ¥100
When this attacks, if you've been cheered this turn, create a Toughness token. When this defends, if it has 6 or more {d}, the attacking hero puts a card from their hand on the bottom of their deck.
Comeback Kid (Red)
Comeback Kid (Red) ¥100
When this attacks a hero, if you have less {g} than them, the crowd cheers you. If you've been cheered this turn, this gets +1{p}.
Two Steps Ahead
Two Steps Ahead from ¥100
At the start of your turn, destroy this, then create a Confidence and 3 Might tokens.
No Hero Stands Alone
No Hero Stands Alone ¥200
While this is in any zone, if you've controlled a Toughness token this turn, this gets +3{d} and ambush. (While this is in your arsenal, you may defend with it.) When this defends, clash with the attacking hero. The winner may choose an attacking or defending card to get -3{p} and -3{d} this chain link.
Hit the Gas
Hit the Gas from ¥200
Maxx Specialization (You may only have this in your deck if your hero is Maxx.) Turn any number of Hyper Drivers in your banished zone face-down and gain that many action points. If 3 or more cards are turned face-down this way, draw a card.
Fix the Match
Fix the Match from ¥400
When this attacks, search your deck for a card, then shuffle and put that card on top. Whenever a card defends this, clash with the defending hero. The winner creates a Might token. (Clashing heroes reveal the top card of their deck. The hero that reveals the card with greatest {p} wins.)
Crowd Goes Wild
Crowd Goes Wild ¥200
If you've been cheered this turn, this costs {r}{r}{r} less to play.
Unexpected Backhand (Blue)
Unexpected Backhand (Blue) ¥100
When you win a clash revealing this, deal 1 damage to the other hero.
Edge of Their Seats (Red)
Edge of Their Seats (Red) ¥100
Suspense (This enters the arena with 2 suspense counters. At the start of your turn, remove a suspense counter from it. When it has none, destroy it.) When this leaves the arena, your next attack this turn gets +5{p}.
Story Beats (Blue)
Story Beats (Blue) ¥100
When this attacks or defends, you may put a suspense counter on, or remove one from, an aura of suspense you control.
Full of Bravado (Blue)
Full of Bravado (Blue) ¥100
When this attacks or defends, if you control an aura of suspense, create a Confidence token.
Gallow, End of the Line
Gallow, End of the Line ¥200
Action -- {r},{t}: Attack Instant -- {t}, discard a card with watery grave: Until end of turn, effects controlled by opponents don't trigger when their attacks hit. Watery Grave (When this is put into your graveyard from the arena, turn it face-down.)
Battlefield Beacon
Battlefield Beacon from ¥200
When this attacks, choose 1 for each card you've banished from your soul this combat chain. You may choose the same mode up to 3 times; Create a Courage token. Create a Toughness token. Create a Vigor token.
Tough Smashup (Yellow)
Tough Smashup (Yellow) ¥100
When this defends, clash with the attacking hero. The winner creates a Toughness token. You may put your revealed card on the bottom of its owner's deck. (Clashing heroes reveal the top card of their deck. The hero that reveals the card with greatest {p} wins.)
Rough Up (Red)
Rough Up (Red) ¥100
If there is a card with 6 or more {p} in your pitch zone, this gets +1{p}.
Goon Beatdown
Goon Beatdown ¥100
If you control 3 or more auras, this gets +3{p} and "When this hits a hero, the crowd boos you."
Cruel Ambition
Cruel Ambition ¥100
Create 3 Might tokens. Go again
Act of Glory (Blue)
Act of Glory (Blue) ¥100
Suspense (This enters the arena with 2 suspense counters. At the start of your turn, remove a suspense counter from it. When it has none, destroy it.) When this leaves the arena, your next attack this turn gets +4{p}.
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