Then I did a Teen Titans Young Justice set. Most of this is new. I think i've only posted the Wonder Girl and a few other before.
Google Drive Link: https://drive.google.com/drive/folders/1BDTdozMFMBR0nobeOoDPGn_B2uDwioIU?usp=drive_link
Arrowette 4-6-2-4 16
Arsenal 4-7-4-4 19
Arsenal's level 2 Power cards are +3 to attack. May keep duplicate level 2 Fighting Power cards while "Quiver" on table. May be on a team with Titan's Tower as Homebase.
Beast Boy 3-6-5-4 18
MultiPower Power cards are +2 when used to attack.
Blackfire 7-5-5-4 21
Power cards are +1 to attack vs any Character with an Energy Grid of 6-8.
Cyborg 6-4-6-6 22
Counts as 19 points to Tournament Deckbuilding.
Donna Troy 3-7-7-3 20
Dove 5-6-5-5 21
Counts as 16 points to Tournament Deckbuilding if on a team with Hawk.
Hawk 3-6-6-3 18
Counts as 16 points to Tournament Deckbuilding if on a team with Dove.
Lobo Li'L Lobo 1-6-7-5 19
May be on a team with Happy Harbor as Homebase.
Raven 8-2-5-4 19
Red Tornado 7-3-6-3 19
May be on a team with Happy Harbor as Homebase.
Secret 7-3-2-4 16
May not be Spectrum or Cummulative KO'd by Strength Power cards.
Starfire 7-5-5-3 20
+1 to defense vs any attack with an Energy Icon.
Teen Titans Go! 5-5-3-2 15
May not be Spectrum or Cumulative KO'd with Power cards. Ratings Rivals! May not be on a team with X-Babies.
Tempest 7-4-6-3 20
May be on a team with Titans Tower as Homebase.
Terra 7-4-2-4 17
Terra's attacks with Power cards made against Opponent's Battlesite count toward Venture Total.
Wonder Girl 3-6-6-5 20
May play any Intellect Teamwork cards.
Arrowette-Bushwack
Arrowette-Grit
Play during battle. In the battle that Arrowette is KO'd, Arrowette may continue to fight and is not discarded until Arrowette has taken 1 additional Hit, or until the end of the battle.
Arrowette-Nimble
Avoid 1 attack with a Fighting icon. Arrowette may draw 1 card from the top of the Draw Pile. Discard duplicates.
Arrowette-Pinpoint Accuracy
Acts as a level 6 Fighting attack. May be used against Character in Reserve, who may defend.
Arrowette-Triple Shot
Acts as a level 2 Fighting attack. May make up to 2 additional Fighting attacks.
Arrowette-Young Justice Acts as a level 4 Energy, Strength or Intellect Power card. May be used to attack or defend. May combine with a Universe: Training card.
Arsenal-Return Fire
Avoid 1 attack made with a Power card. Arsenal may draw 1 card from the top of the Draw Pile. Discard duplicates.
Arsenal-Loaded For Bear
Sort through Power Pack card by card. Put the first 3 cards with Fighting icons in Hand. May keep duplicates. Reshuffle Power Pack.
Arsenal-Quiver
Choose one Arsenal Special from Draw Pile and immediately place it. Cannot be a duplicate. Reshuffle. Arsenal may have an unlimited number of Special cards Placed on him until Arsenal is KO'd. Specials may not be duplicates.
Arsenal-Speedy
Acts as a level 2 Fighting attack. May make up to 2 additional Fighting attacks.
Arsenal-Titans
Together Acts as a level 5 Fighting attack. If successful, Arsenal may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile.
Arsenal-Trick Shot
Acts as a level 4 Energy, Fighting, Strength, or Intellect attack. May be used against Character in Reserve, who may defend.
Beast Boy-Animal Stamina
Cards with a Strength icon do not count toward Beast Boy's Spectrum or Cumulative KO for remainder of game.
Beast Boy-Gorrilla Morph
Acts as a level 7 Strength attack. If successful, Beast Boy's Strength Power cards are +2 for remainder of battle.
Beast Boy-Metamorph
Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.
Beast Boy-Shift Form
Choose 1 Beast Boy Special from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile. Beast Boy's Fighting Power cards are +2 for remainder of battle.
Beast Boy-Titans Together
Attack made on teammate is now made on Beast Boy, who may defend it. If successfully defended, Beast Boy may draw 1 card from Draw Pile. Discard duplicates.
Beast Boy-Rapid Shift
Avoid 1 Attack. Opponent must discard 1 card from Hand. Opponents choice.
Blackfire-Backstabber
KO any one of Blackfire's teammates. All of Teammate's Hits from Current Battle are discarded and do not get added to Venture Total for this battle.
Blackfire-Blackbolt
Acts as a level 7 Energy attack.
Blackfire-Childhood Envy
Discard 1 Intellect Power card usable by Blackfire. Blackfire is +2 to all Power card attacks against Target Character for remainder of game.
Blackfire-Citadel Training
Acts as a level 4 Fighting or Intellect attack. May make 1 additional attack.
Blackfire-False Alliance
Attack made on Blackfire is now made on teammate of her choice, who may defend. If successfuly defended, teammate may draw 1 card from Draw Pile. Discard duplicates.
Blackfire-Ultraviolet Absorption
Sort through Power Pack card by card. Put the first 3 cards with Energy icons in Hand. May keep duplicates. Reshuffle Power Pack.
Cheshire-Blademaster
Acts as a level 7 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.
Cheshire-Deadly Assassin
Acts as a level 7 Fighting attack. If Target Character is K.O.'d by this Hit, Cheshire may move 1 Mission card from the Defeated Pile to the Completed Pile.
Cheshire-Paralytic Toxin
Target Character may not attack or play Special cards for remainder of battle.
Cheshire-Poison Claws
Target Character's Hits to KO number is decreased by 5 points for remainder of game.
Cheshire-The Ravens
Acts as a level 5 Strength attack. Cheshire may play 1 additional Special card.
Cheshire-Narrow Escape
Avoid 1 attack.
Cyborg-Adaptive Learning
Avoid 1 attack made with a Power card. Cyborg may not be attacked by a Power card with the same value for remainder of game.
Cyborg-Repair & Upgrade
Remove 1 hit from Cyborg's Permanent Record. Choose 1 Basic Universe card from the Draw Pile and immediately Install it. Reshuffle Draw Pile.
Cyborg-Sonic Cannon
Acts as a level 6 Energy attack. If successful, opponent may not play any Activator Cards for remainder of battle.
Cyborg-Systems Morph
Acts as a level 5 Fighting attack. May not be defended with a Special card.
Cyborg-Tech Interface
Draw 3 cards. Discard duplicates. If any drawn cards are Basic Universe cards you may place or Install them (if possible) and Draw another.
Cyborg-Titans Together
Play during battle. For remainder of game, +1 to Venture Total for each "Titans Together" Special card and Tactic: Doubleshot card played that battle.
Donna Troy-Amazon Armor
Donna Troy is +1 to defense (+2 when defending with Fighting Power cards) for remainder of game.
Donna Troy-Amazon Legacy
Donna Troy's "Strength Of The Amazons", Wonder Girl's "Themysciran Training", Wonder Woman's "Bullets & Bracelets" and "Gift Of Flight" become Any Character Specials for remainder of game.
Donna Troy-Finish it
Acts as a level 5 Fighting attack. If successful and Target has Hits totaling 15 or more, then Target is KO'd regardless of Inherent Abilities and other Special cards.
Donna Troy-Lasso of Persuasion
Acts as a level 6 Energy attack. If successful, opponent must reveal all cards playable by Target Character and play them open-handed for remainder of battle.
Donna Troy-Strength Of The Amazons
Acts as a level 7 Strength attack.
Donna Troy-Titans Together
Acts as a level 4 Any-Power card. May be used to attack or defend. May be combined with any Tactic: Doubleshot card played by teammate.
Dove-Peace & Order
Play during battle. For remainder of battle, no Special cards that act as an attack may be played. Other Special cards may be played.
Dove-Concentrated Radiance
Acts as a level 5 Energy attack. If successful, opponent must immediately discard all Special cards in play that affect the "remainder of battle" or the "remainder of game".
Dove-Danger Sense Transformation
Choose One Dove Special card from the Draw Pile and play it immediately. Reshuffle Draw Pile. May be played defensively.
Dove-Hyper Vigilance
Avoid 1 attack.
Dove-Loyal Teammate
Teammate may avoid 1 attack made with a Power card. Dove may draw 1 card from top of Draw Pile. Discard duplicates.
Fearsome Five-Out For Revenge
Target Character's Team is -10 to Venture total this battle.
Fearsome Five-Gizmo
Fearsome Five's team's Basic Universe cards used to attack count toward Damage and Venture Total for remainder of game.
Fearsome Five-Jinx
Anytime opponent chooses/draws cards from the Draw Pile outside of the Draw Phase, you may look at the drawn cards and choose to let your opponent keep them or make them shuffle them back into their Draw Pile and draw an equal number of cards. (May not look at redrawn cards.)
Fearsome Five-Mammoth
Acts as a level 7 Strength attack.
Fearsome Five-Psimon
Acts as a level 5 Energy attack. If successful, may immediately make an additional attack against target's teammate using any card placed to target.
Fearsome Five-Shimmer
Negates the effect of any one Special, Aspect or Tactic card played by opponent. Negated card is returned to opponent's Hand next Draw Phase. OR Target Character loses Inherent Ability and is considered to have no Inherent Ability for remainder of battle.
Hawk-Angry Partner
Acts as a level 8 Strength attack +1 for each hit on Target Teammate's Permanent Record.
Hawk-Chaos & War
Play during battle. For remainder of battle, any Special card played must be a Special card that acts as an attack. Other Special cards may not be played.
Hawk-Danger Sense Transformation
Choose one Power card from the Power Pack playable by Hawk and play it immediately. Reshuffle Power Pack. May be played defensively.
Hawk-Fueling The Anger
Remove 1 Hit from Hawk's Hits to Current Battle. Hawk may make 1 attack with any card, usable by Hawk and in Hand, of equal or less Value than removed Hit.
Hawk-Talon Strike
Acts as a level 4 Fighting attack. If successful, opponent must discard 1 card of opponent's choice from hand.
Hawk & Dove-Strike A Balance
Hawk and Dove may defend any Front Line Teammate for remainder of game. Power cards are +2 to defense if defending each other.
Impulse-Young Justice
Choose 1 non-duplicate Universe: Training card from Draw Pile. Reshuffle. For remainder of game, MultiPower Power cards may be combined with Universe: Training cards.
Raven-Astral Projection
Acts as a level 7 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.
Raven-Empathic Healing
Remove up to 2 hits of 5 or less from one teammate's Permanent Record.
Raven-Empathic Response
Play during battle. Raven is +1 to all actions vs opponent's characters for each of that character's Special cards in Raven's Hits to Current Battle and Permanent Record.
Raven-Rebirth
Play during battle. On your turn, after Raven is KO'd, discard this Special to move Raven from Defeated Characters Pile to Reserve. Play as normal.
Raven-Titans Together
All Tactic: Doubleshot Card Hits on Target Character are doubled when determining Cumulative K.O. for remainder of game. Does not count toward Venture Total.
Raven-Trigon's Daughter
Acts as a level 13 Any-Power attack. If successful, Raven or Raven's teammates may not defend Raven with Special cards for remainder of game.
Red Tornado-Air Elemental Avoid 1 attack with an Fighting icon. Red Tornado may draw 1 card from the top of the Draw Pile. Discard duplicates.
Red Tornado-Android Body
Avoid 1 attack with a Strength icon. Move all hits from Red Tornado's Hits from Current Battle into Permanent Record. Affects Venture Total.
Red Tornado-F5 Class Winds
Acts as a level 7 Any-Power attack. +3 when used to attack a Battlesite. Bonus counts toward damage.
Red Tornado-Blow Back
Acts as a level 5 Energy attack. If successful, target character must discard 2 cards or move into Reserve for remainder of battle. Opponents choice.
Red Tornado-Young Justice
Play during battle. For remainder of game, +1 to Venture Total for each "Young Justice" Special card and Universe: Training card played that battle.
Red Tornado-Whirlwind
Discard any number of cards from Hand to appropriate Discard Piles. Sort through Power Pack and draw an equal number of cards. May not be duplicates.
Robin -Young Justice
Choose 1 non-duplicate Universe: Training card from Draw Pile. Reshuffle. Robin's team's Universe: Training cards used to attack count toward Venture Total for remainder of game.
Secret-Concealing Mists
Team gains +2 to defense for remainder of battle.
Secret-Ethereal Attack
Acts as a level 4 Intellect attack. May make 1 additional attack.
Secret-Intangible
Secret may avoid any numerical attack.
Secret-Manifest Form
Acts as a level 6 Strength or Intellect attack.
Secret-Warder
Play when teammate is K.O.'d. You may remove any cards from Secret's Draw Pile that are playable by K.O.'d teammate and discard into Dead Pile. Reshuffle Draw Pile.
Secret-Young Justice
Acts as a level 6 Any-Power attack. If successful, Secret may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile.
Starfire-Hot Temper
Play during battle. In the battle that Starfire is KO'd, Starfire may continue to fight, is +2 to attacks and is not discarded until Starfire has taken 1 additional Hit, or until the end of the battle.
Starfire-Energy Absorption
Avoid 1 Energy attack. Remove all Hits with an Energy icon from Permanent Record of Starfire and Starfire's team.
Starfire-Fiery Flight
Avoid 1 attack.
Starfire-Solar Fury
Acts as a level 11 Energy attack, Starfire may not attack for remainder of battle.
Starfire-Starbolt
Acts as a level 5 Energy attack. May not be defended with a Special card.
Starfire-Titans Together
Choose one Tactic: Doubleshot card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile. For remainder of game, Starfire's team's Power card contributions to Tactic Doubleshot actions are +1.
Superboy-Young Justice
Choose 1 non-duplicate Universe: Training card from Draw Pile. Reshuffle. For remainder of game, when a Universe: Training card is used to defend, a teammate may make 1 attack with the unused Power type.
Teen Titans Go!-Beast Boy
Avoid 1 attack
Teen Titans Go!-Cyborg
Sort through Power Pack card by card. Put the first 3 cards with MultiPower icons in Hand. May keep duplicates. Reshuffle Power Pack.
Teen Titans Go!-Raven
Negates the effect of any 1 Special card played by opponent.
Teen Titans Go!-Robin
Acts as a level 6 Fighting attack. Each Front Line teammate may make 1 additional Fighting attack.
Teen Titans Go!-Silkie
Opponent must discard top 5 cards from Draw Pile into Dead Pile.
Teen Titans Go!-Starfire
Acts as a level 6 Energy attack. If successful, opponent -4 to Venture total.
Tempest-Aquamancy Acts as a level 5 Energy attack. If successful, Tempest may sort through Draw Pile, select any Aspect card and play it immediately. Reshuffle Draw Pile.
Tempest-Atlantean Strength
Acts as a level 8 Strength Power card. May be used to attack or defend. May not be combined with Universe cards.
Tempest-Boil And Freeze
Acts as a level 6 Energy or Fighting attack. Each Frontline Teammate may make 1 additional attack with a card with more than 1 icon.
Tempest-Idylist Heir
Add 6 to Venture total for this battle.
Tempest-Ocean Sense
Acts as a level 3 Intellect attack. If successful, Tempest may immediately draw 2 cards from top of Draw Pile. Discard if duplicate.
Tempest-Titans Together
Choose one Tactic: Doubleshot card from Draw Pile and place in Hand. Reshuffle Draw Pile. Do not discard duplicate Tactic: Doubleshot cards for remainder of game.
Terra-Accomplished Actress
Avoid 1 attack. May not be attacked for remainder of battle.
Terra-Earth Power
Terra-Geokinetic
Acts as a level 4 Energy attack. May combine with 1 of opponent's placed Power cards for a single attack. May be blocked as a whole or in parts.
Terra-Sowing Distrust
Avoids all attacks from 1 Teamwork card, or Target Character must discard 1 Placed Teamwork card.
Terra-Titans Betrayed
Move all of target opponent's Hits from Permanent Record into Hits from Current Battle. Affects Venture total.
Terra-Tower Destroyed
Target Battlesite must discard 1 Placed card chosen at random. If discarded card has a numerical attack value, it is added to Terra's Venture Total for this battle.
Wonder Girl-Daughter Of Zeus
Avoid 1 attack.
Wonder Girl-Indomitable Spirit
Acts as a level 5 Energy, Fighting, Strength, or Intellect attack, +1 for each Mission card in opponent's Completed Missions Pile.
Wonder Girl-Lasso Of Ares
Acts as a level 2 Fighting attack. If successful, acts as a level 8 Energy Power card.
Wonder Girl-Never Giving Up
For remainder of game, if Opponent draws cards during battle, Wonder Girl may draw an equal number from Draw Pile. Wonder Girl must show drawn cards. May not keep duplicates.
Wonder Girl-Themysciran Training
Acts as a level 4 Fighting attack. May make 1 additional Fighting attack against a different opponent.
Wonder Girl-Young Justice
Choose 1 non-duplicate Universe: Training card from Draw Pile. Reshuffle. For remainder of game, when a Universe: Training card is used to attack, a teammate may make a follow up attack with the unused Power type.
You may have noticed a theme with Training cards for the Young Justice members and Doubleshot for the Teen Titans. The locations pull them together.
Happy Harbor
Arrowette
Impulse
Robin
Secret
Superboy
Wonder Girl
Happy Harbor team may draw 1 card from top of Draw Pile after playing a Universe: Training card. Discard duplicates.
Titans Tower
Beast Boy
Cyborg
Donna Troy
Nightwing
Raven
Starfire
Titans Tower team may draw 1 card from top of Draw Pile after playing a Tactic: Doubleshot card. Discard duplicates.
i must admire the dedication involved in typing this all up. sota gathering it all for "public viewing", so to speak. i've been keeping up in the "lots & lots" google drive link & the ATL, so i seem to have seen these all already. and as always, i much admire the thought and effort involved. great work, fenn!