DC3 Universal Forces

Started by fennshysa, December 11, 2023, 03:21:56 PM

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fennshysa

For years I've had a DC set posted on here. It just keeps growing so last year I decided to divide it up. This set has the characters and cards that were in the notes for the unreleased DC set (along with the name Universal Forces). It also had revised characters and specials for those that were lacking (here's looking at you Batman/Superman set.) I also did all the Teamwork cards that DC was missing.
Here is the Google Drive link: https://drive.google.com/drive/folders/1o03XdJo-SEu56LY_HUl7APK2LIWiFWj2?usp=drive_link

I'll post the text below as I get the time.


Black Lightning    7-5-4-4    20    May attack with Energy Power cards while in Reserve.
Deathstroke    2-8-5-6    21   
Fate        6-6-3-3    18    Power cards are +1 when used to attack.
The Hyperclan    7-6-7-3    23   
Impulse        6-6-3-2    17    May make 1 follow up attack to a Universe: Teamwork card from Reserve.
The JSA        7-5-4-7    23   
The Legion    4-4-4-4    19    Begin game with Basic Universe cards providing no more than a total bonus of 5. The Legion's Power Grid gets Bonuses in the chosen Power Types for remainder of game.
Lobo        1-7-8-6    22   
Mordru        8-2-6-7    23   
The Rogues    7-4-3-5    19    The Rogues Universe: Ally cards are +1 and they may play a Rogues' Special card as a follow up attack.
The Shade    7-3-3-5    18    Energy Power cards are +2 when defending attacks made against The Shade's battlesite.
Spectre        -------    28    Counts as 28 points for Tournament Deckbuilding. May play any teammate's Special cards. May not play "One Per Deck" Special cards.
Starman        7-5-3-4    19    While "Cosmic Rod" placed to Starman, his Energy Power cards are +1.

Any Character-Devourer Of Worlds   
Play during battle. Opponent cannot use Activator cards for remainder of game or until this Special has been attacked with 4 Activator card attacks. This Special may not be negated.

Any Character-Krypto Runs Wild   
Acts as a level 7 Strength attack. Counts as a duplicate of all "Any Hero/Character" AR Special Cards

Any Character-League Of Assassins   
On your turn, play before opponent concedes. Opponent may not concede battle. This card may be placed. Counts as a duplicate of all "Any Hero/Character" BL/DF Special Cards.

Any Character-Mister Mischief
Mxyzptlk's Mischievous Magic! Opponent -3 to venture total for this battle. Counts as a duplicate of all "Any Hero/Character" AF Special Cards.

Any Character-Phantom Stranger 
Negate the effect of any 1 Special card. This card may be Placed. If Placed, may only negate an "Any Hero/Character" Special.  Counts as a duplicate of all "Any Hero/Character" ZZ Special Cards.

Any Character-Power Leech
Opponent must immediately discard 4 cards of opponent's choice with icon of Parasite's choice currently placed or in hand.

Any Character-Unlucky At Love
Spurned by Catwoman! Any 1 of opponent's characters is -2 to defense for remainder of battle.

Aquaman-Tempest
Acts as a level 8 Energy attack. Aquaman may play 1 additional Special card.

Black Canary-Canary Cry
Acts as a level 6 Energy attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be Placed or in Hand.

Black Lightning-Beagle
Add 3 to Venture Total for this battle. Black Lightning may play with Strength or MultiPower Power card usable by Black Lightning. Value of Power Card is also added to Venture Total for this battle.

Black Lightning-Electromagnetic Field
Black Lightning or teammate may avoid 1 attack of 6 or less. May be played from Reserve.

Black Lightning-High Voltage
Acts as a level 9 Energy or Strength attack.

Black Lightning-Mr. Pierce
For remainder of game, Black Lightning's team may draw 1 card from top of Draw Pile immediately after playing any Universe: Training card. Discard if duplicate.

Black Lightning-Strike Like Lightning
Acts as a level 4 Energy attack, may be played from Reserve. If successful, Black Lightning may continue to attack while in Reserve.

Black Lightning-Urban Legend
Black Lightning's Team's attacks with an Energy icon made against Opponent's Battlesite count towards Venture total for remainder of game. May be played from Reserve.

Captain Atom-Ground Zero
Acts as a level 10 Any-Power attack. May be used against Battlesite. If used against Battlesite, damage counts toward Venture total.

Deathstroke-Battlestaff
Acts as a level 4 Energy attack. May combine with 1 Fighting card for a single attack.

Deathstroke-Broadsword
Acts as a level 5 Fighting or Intellect attack. May not be defended by a card from a Battlesite.

Deathstroke-Immortality Factor
Remove up to 2 hits from Deathstroke's Permanent Record.

Deathstroke-Instant Reflexes
Avoid 1 attack with a Special card. Deathstroke may draw 1 card from the top of the Draw Pile. Discard duplicates.

Deathstroke-Sidearm   
Acts as a level 2 Energy attack. May make 2 additional attacks.

Deathstroke-Wintergreen
Acts as a level 1 Energy, Fighting, Strength, or Intellect attack. Deathstroke may play 1 additional Special card.

Fate-Agent Of Order
Acts as a level 12 Energy attack. May only be played if Fate has Hits totaling 15 or more in his Permanent Record.

Fate-Ankh Darts
Acts as a level 4 Fighting attack. Fate may make 1 additional Energy and/or 1 additional Intellect Power card attack

Fate-Dagger Of Nabu
Acts as a level 5 Fighting attack. May not be defended with a Special card.

Fate-Mystical Bandages
Remove 1 Hit from Fate's Permanent Record or Hits to Current Battle.

Fate-Right Arm Of Chaos
Negates the effects of any 1 Special card. May not be used to avoid a numerical attack, or remove a numerical hit.

Fate-Second Sight
Look at top 8 cards of Draw Pile and choose any 1 card. Put chosen card in Hand. Put "Second Sight" on top of Draw Pile. Reshuffle Draw Pile.

Flash-City Patrol
Remove 1 Hit from The Flash's Battlesite.

Flash-Scarlet Speedster
Opponent may not attack or defend with cards from Battlesite for remainder of battle.

Green Lantern-Emerald Gladiator
Negates the effect of any 1 Special card played by opponent against Green Lantern only.

Hawkman-Hawkwoman
Acts as a level 5 Fighting attack. Hawkman may play 1 additional Special card.

Hyperclan-A-Mortal
Acts as a level 6 Energy or Fighting attack.

Hyperclan-Armek
Acts as a level 7 Any-Power attack. +3 when used to attack a Battlesite. Bonus counts toward damage.

Hyperclan-Fluxus
Acts as a level 5 Any-Power attack. May make 1 additional attack.


Hyperclan-Primaid
The Hyperclan may play Power card attacks face down for remainder of battle. Opponent must guess defense.

Hyperclan-Protex
Target character must discard all Placed cards and may not attack for remainder of battle.

Hyperclan-Zenturion
Negates the effect of any 1 Special card played by opponent against The Hyperclan only.

Hyperclan-Zum
Acts as a level 5 Fighting attack. If successful The Hyperclan may make as many Power card attacks as possible. Opponent may defend.

Impulse-Game Over
Play on your turn to concede battle. Impulse's Mission cards return to pile Ventured from. Opponent's Mission cards advance as normal.

Impulse-Can't Hold Still   
Avoid 1 attack.

Impulse-Life In The Fast Lane
Acts as a level 4 Fighting attack. If successful, Impulse may not attack or be attacked for remainder of battle.

Impulse-Max Mercury   
Play with any Power Card usable by Impulse. For remainder of game, Impulse does not have to discard duplicates of chosen Power Card's Power Type and Value.

Impulse-Reckless Youth   
Acts as a level 7 Fighting or Strength attack. If not successful, Impulse is -2 to attack for remainder of battle.

Impulse-Showing Off   
Impulse may make 1 follow-up attack after Impulse plays a Universe: Teamwork card for remainder of game.

JSA    Doctor Fate   
Opponent must immediately discard all cards with an Strength icon currently held in hand.

JSA    Dr Mid-Nite   
Play to Concede battle. Remove all Hits from The JSA's or teammate's Permanent Record and Hits from Current Battle.

JSA    Golden Age Flash   
Acts as a level 1 Intellect attack. May make 2 additional attacks at +1, or 1 additional attack at +2. Bonus not applied to damage, or Venture Total.

JSA    Golden Age Green Lantern   
Negates the effect of any 1 Special card played by opponent.

JSA    Hawkman   
Acts as a level 4 Fighting attack. May make 1 additional attack.

JSA    Wildcat   
 Play during battle. In the battle that The JSA are KO'd, The JSA may continue to fight, are +1 to attack and are not discarded until the end of the battle.

Legion    Brainiac 5   
 Acts as a level 4 Intellect attack against Target Character, or a level 8 Any-Power attack against Target Battlesite.

Legion    Cosmic Boy   
"The Legion may avoid any numerical attack.

"
Legion    Invisible Kid   
The Legion may not attack or be attacked for remainder of battle.

Legion    Kinetix   
On their turn, The Legion may exchange this card for any 1 card in Dead Pile and play it immediately.

Legion    Livewire   
Sort through Power Pack card by card. Put the first 3 cards with Energy icons in Hand. May keep duplicates. Reshuffle Power Pack.

Legion    Saturn Girl   
Acts as a level 3 Energy attack. If successful, opponent must reveal Hand and play open-handed for remainder of battle.

Legion    Triad   
Acts as a level 2 Fighting attack. May make 2 additional attacks.

Legion    Ultra Boy   
Acts as a level 12 Strength attack. If successful, The Legion or The Legion's teammates may not defend The Legion with Special cards for remainder of game.

Lobo    I'm Not Givin' Up   
Acts as a level 12 Intellect attack. May only be played if Lobo has Hits totaling 15 or more in his Permanent Record.

Lobo    Is That The Best Ya Can Do?   
Remove 1 Hit from Lobo's Permanent Record or Hits From Current Battle.

Lobo    Main Man   
Acts as a level 4 Energy attack. May make 1 additional attack.

Lobo    Mindless Violence   
Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.

Lobo    One Mean Bastich   
Lobo is +2 to all attacks against target character and +2 to defense from attacks made by target character for remainder of battle.

Lobo    Ya See This Hook?   
Acts as a level 7 Fighting attack. If successful, target character may not attack for remainder of battle.

Mordru    Arch Sorcerer   
Negates the effect of any 1 Special card played by opponent.

Mordru    Dark Lord Of The 30th Century   
Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.

Mordru    Emerald Eye   
Choose one Tactic: Artifact card and any one Power card from Draw Pile and place in hand. Chosen cards cannot be duplicates. Reshuffle Draw pile.

Mordru    Immortal Evil   
Play during battle. On your turn, after Mordru is KO'd, discard this Special to move Mordru from Defeated Characters Pile to Reserve. Play as normal.

Mordru    Once And Future Tyrant   
 Play with any Power card attack. Power card must be blocked twice.

Mordru    Talismans Of Power   
Mordru may play any Artifact card on himself for remainder of game.

Nightwing    Titans Together   
Nightwing's Team's attacks with a Fighting icon made against Opponent's Battlesite count towards Venture total for remainder of game. May be played from Reserve.

The Rogues    Abra Kadabra   
Draw 3 cards. Discard duplicates.

The Rogues    Heat Wave   
Acts as a level 5 Energy attack. The Rogues may play 1 additional Special card.

The Rogues    Captain Boomerang   
Play when The Rogues make a Power card attack. If defended, The Rogues' Power card is returned to top of Draw Pile.

The Rogues    Captain Cold   
Acts as a level 6 Energy attack. If successful, Target Character may not play Special cards for remainder of battle.

The Rogues    Mirror Master   
Play with any Energy, Fighting, or Strength Power card attack. Power card must be blocked twice.

The Rogues    Unholy Alliance   
Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.

The Rogues    Weather Wizard   
Play in current battle. Next battle, Opponent may not Place any cards.

The Shade    Historian   
Sort through Defeated Heroes Pile and remove 1 Event card. Put Event card into Draw Pile. Reshuffle Draw Pile.

The Shade    Immortal Englishman   
Shade cannot be Spectrum KO'd for remainder of game.

The Shade    Shadowland Creature   
Acts as a level 9 Energy or Strength attack.

The Shade    Shade's Town   
Remove 1 Hit from Shade's Battlesite. OR Negates the effect of any 1 Special card played by opponent against Shade's battlesite.

The Shade    Shadowport   
Choose one Tactic: Artifact card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.

The Shade    Umbrakinesis   
Acts as a level 4 Any-Power attack, may combine with 1 Energy, Fighting, Strength, or Intellect Power card for a single attack.

Starman    Blast From The Staff   
Acts as a level 10 Energy attack.

Starman    Cosmic Rod   
Acts as a level 7 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.

Starman    Legacy Hero   
Starman's "Cosmic Rod"and "Reluctant Hero" become Any Character Specials for remainder of game. Starman's Hits to K.O. is +3 for remainder of game.

Starman    Local Dispute   
Play during Battle. Next Battle, Opponent may not play any Activator Cards or Any-Character Special Cards.

Starman    Reluctant Hero   
Acts as a level 3 Intellect attack, +1 for each Mission card in opponent's Completed Missions Pile.

Starman    Star Quest   
Starman may increase either his team's or opponent's ventured Mission cards by 1.

fennshysa

#1
Here are the revised cards. The characters fall into two categories. Characters from Batman/Superman where the Grids were reasonable but they didn't get an inherent. Characters where they were just weak. The Superman family, Nightwing deserving a 7 Fighting, etc...

The Special revisions were weak specials that were never used in newer sets. You never see an AC code after B/S. AR's that were 4. I just tried to buff specials to a newer version or something close, or just make it a better version of itself. (The Specials may have a few new one in this list also)

Bane        1-6-6-6    19   
May play "Enhanced Physique" and Tactic cards from Reserve.

Blue Beetle        4-6-4-6    20   
Intellect Power Grid Rating is 8 for defense. Counts as 17 Points for Tournament Deckbuilding if on a Team with Booster Gold.

Booster Gold        6-4-6-4    20   
Intellect Power cards are +3 when used for defense. Counts as 17 Points for Tournament Deckbuilding if on a Team with Blue Beetle.

Catwoman        3-6-2-6    17   
Each battle Catwoman may draw 1 card from Power Pack for opponent's first discarded duplicate Power Card. Do not discard if duplicate.

Flash        7-7-3-3    20   
Hazard        7-2-5-5    19   
Attacks made with Energy Power cards may not be moved or shifted from Target Character.

Huntress        4-6-3-6    19   
If Huntress' homebase or battlesite is "Gotham City", Huntress may play her first attack face down each battle.

Joker        4-5-2-7    18   
May move 1 Mission from the Defeated Mission Pile to the Reserve Mission Pile if a teammate is K.O.'d as a result of "Double Cross".

Killer Croc        4-5-6-1    16   
May only be Spectrum KO'd by four Power Types.

Nightwing        2-7-4-6    19   
"Parallax    8-4-4-5    21
   
Penguin        6-6-1-6    19   
May make 1 Intellect Power card attack after opponent has conceded the battle. Opponent may defend.

Poison Ivy        4-5-2-6    17    Opponent's team is -1 to Venture Total for each Poison Ivy Special targeting their characters or in character's Permanent Record or Hits From Current battle.

Riddler        3-5-3-7    18   
May place cards face-down, they do not count as duplicates of cards in Hand

Steel        5-2-6-7    20   

Superboy    7-3-6-2    18
   
Supergirl    7-4-6-3    20   

Superman    7-2-8-4    21   

Thorn        4-6-3-5    18   
Thorn's Basic Universe cards count toward Damage and Venture Total. Thorn may play any Fighting Basic Universe cards.

Two-Face        3-6-3-6    18   
If Two-Face or opponent venture's 2 cards, Two-Face may draw 2 cards. Keep 1 and return 1 to Draw Pile, reshuffle. May not keep duplicates.

Azrael    Avenging Angel   
Acts as a level 3 Strength attack, +1 for each Mission card in Azrael's Defeated Missions Pile.

Azrael    Battle Armor   
Azrael may avoid any numerical attack.

Azrael    Divine Inspiration   
For every Hit in Azrael's Permanent Record, move 1 Mission card from the Defeated Missions Pile to the Reserve Missions Pile.

Bane    Enhanced Physique   
Bane's Fighting Rating increases to 7 and hits to K.O. number is increased by 5 points for remainder of game.

Bane    Intimidation   
Target Character may not attack or play Special cards for remainder of battle.

Batman    Magnesium Flare   
Search your Draw Pile for 1 non-duplicate Ally card and draw it, reshuffle Draw Pile. Batman's team is +3 to Venture total for battle.

Batman    Master Detective   
Opponent must reveal hand and play open handed for remainder of battle.

Batman    Olympic Level Athlete   
Avoid 1 attack with a Power card. Batman may draw 1 card from the top of the Draw Pile. Discard duplicates.

Catwoman    Cat-Like Reflexes   
Catwoman may avoid any numerical attack.

Catwoman    Nine Lives   
Remove up to 2 Hits with a Fighting icon from Catwoman's Permanent Record.

Catwoman    Whip Strike   
Acts a level 3 Strength attack. If attack is defended, Catwoman may draw 1 card from top of Draw Pile. Discard duplicates.

Comm. Gordon & The G.C.P.D.   
The Bat Signal    Choose one Activator card from Draw Pile and place in hand. Cannot be a duplicate. Reshuffle Draw Pile.

Doomsday    Tough Hide   
Doomsday may avoid any numerical attack.

Doomsday    Unearthly Strength   
Acts as a level 12 Strength attack. If successful, Doomsday or Doomsday's teammates may not defend Doomsday with Special cards for remainder of game.

Eradicator    Self Healing   
Discard 1 Power card usable by Eradicator to remove all Hits from Eradicator's Permanent Record of equal or lesser value.

Eradicator    Vengeful Protector   
Attack made on Joker is now made on teammate of Joker's choice, who may defend. If successfuly defended, teammate may draw 1 card from the Draw Pile. Discard duplicates.

Flash    City Patrol   
Remove 1 Hit from The Flash's Battlesite.

Green Lantern    Goin' Ballistic   
Avoid 1 attack with an Strength icon. Green Lantern may draw 1 card from the top of the Draw Pile. Discard duplicates.

Huntress    Crossbow   
Acts as a level 5 Energy attack. If successful, Target Character loses Inherent Ability and is considered to have no Inherent Ability for remainder of battle.

Joker    Double Cross   

Joker    Maniacal Genius   
Avoids all attacks from 1 Teamwork card, or Target Character must discard 1 Placed Teamwork card.

Killer Croc   
Rampage    Acts as a level 6 Fighting attack. If not successful, Killer Croc may make as many Power and Special card attacks as possible. Opponent may defend.

Knockout    Killer Physique   
Avoid 1 attack with an Fighting icon. Knockout may draw 1 card from the top of the Draw Pile. Discard duplicates.

Lex Luthor    Global Resources
Discard 1 Intellect Power card usable by Lex Luthor. Show Opponent up to 5 cards usable by Lex Luthor from Hand. Draw equal number from Draw Pile. Discard duplicates.

Martian Manhunter    John Jones   
Draw 3 cards. Discard duplicates.

Martian Manhunter    Shapeshifter   
Martian Manhunter may switch entire permanent record with any front line teammate.

Metallo    Assimilate   
Play with any Basic Universe card. Metallo's Power Grid gets Bonus in that Power Type for remainder of game.

Metallo    Kryptonite Fueled Revenge   
Acts as a level 7 Energy, Strength, Fighting, or Intellect attack.

Metropolis SCU    Dan Turpin   
Acts as a level 2 Intellect attack. If successful, attacks made on Target Character may not be moved to any of Target's teammates for remainder of game.

Metropolis SCU    Maggie Sawyer   
All Metropolis S.C.U. Special cards are doubled when determining Venture total for this battle.

Mister Miracle    Alpha Effect   
Acts as a level 5 Energy card. May be used to attack or defend. May not be combined with Universe cards.

Mister Miracle    Last Second Escape   
Opponent must immediately discard all Special cards in play that affect "the remainder of the battle" or "the remainder of the Game."

Neron    Enhance Abilities   
Target Teammate's Energy, Strength or Intellect Rating increases to 7 for remainder of game.

Neron    Deal With The Devil   
Target Character may follow up a Universe: Teamwork card with any Power card, regardless of Power Type.

Nightwing    Expert Sleuth   
Acts as a level 6 Intellect attack. If successful, Opponent must reveal all cards playable by Target Character and play them open handed for remainder of battle.

Nightwing    Glider Wings   
Nightwing may avoid any numerical attack.

Orion    Dog Of War   
Acts as a level 9 Energy or Strength attack.

Orion    Unbridled Rage   
For remainder of battle, Orion's Fighting and Strength actions are +2. Intellect actions are -2.

Parallax    Entitiy Of Fear   
Target Character must discard all Placed cards and may not attack for remainder of battle.

Parallax    Living Battery   
Acts as a level 11 Energy, Fighting, or Strength attack. Parallax's Team may not attack for remainder of battle.

Parallax    Yellow Taint   
Target Character's Team is -10 to Venture total this battle.

Parasite    Energy Siphon   
Acts as a level 7 Fighting attack. If successful, Opponent must sort through Draw Pile and discard first 3 Special cards into Dead Pile. Reshuffle Draw Pile.

Parasite    Kinetic Absorption   
Avoid 1 attack made with a Power card. Parasite may draw 1 card from the top of the Draw Pile. Discard duplicates.

Parasite    Life Leech   
Opponent must discard 3 cards from Hand. Cards chosen by Opponent.

Parasite    Sucking The City Dry   
Opponent must discard top 5 cards from Power Pack into Dead Pile.

Penguin    Flame Thrower Umbrella   
 Acts as a level 7 Energy attack.

Penguin    Master Planner   
Target Character's Team is -10 to Venture total this battle.

Poison Ivy    Seductress   
Acts as a level 3 Energy attack. Cannot be defended by a male hero.

Poison Ivy    Strangle Vines   
Target Character must discard all Placed cards and may not attack for remainder of battle.

Poison Ivy    Venus Flytrap   
Acts as a level 7 Strength attack.

Robin    Loyal Partner   
Acts as a level 5 Intellect attack. Teammate may play 1 additional Special card.

Steel    Exo-Skeleton   
Acts as a level 4 Strength attack. May be used against Reserve, who may defend. If successful against Reserve, Reserve must skip a battle before moving to Front Line.

Steel    Human Shield   
Acts as a level 9 Strength Power card. May only be used to defend. May defend Steel or teammate.

Superboy    Attitude   
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.

Superboy    Hotheaded   
Acts as a level 7 Energy, Strength, Fighting, or Intellect attack.

Superboy    Quick Save   
 Teammate may avoid 1 attack of 9 or less.

Superboy    Up, Up, And Away   
Avoid 1 attack with more than 1 icon. Superboy may draw 1 card from the top of the Draw Pile. Discard duplicates.

Supergirl    Levitation   
Teammate may avoid 1 attack made with a Universe Card. Supergirl may draw 1 card from top of Draw Pile. Discard duplicates.

Supergirl    Psychokinetic Bolt   
Acts as a level 4 Energy attack. If successful, move all of target character's Hits from Permanent Record into Hits from Current Battle. Affects Venture total.

Superman    Defying Earth's Gravity   
Avoid 1 attack.

Superman    Earth's Greatest Hero   
Add 6 to Venture total this battle.

Superman    Heat Vision   
Acts as a level 7 Energy attack.

Superman    Man Of Steel   
Superman cannot be Cumulative KO'd for remainder of game.

Thorn    Battle Instinct   
Acts as a level 6 Fighting or Intellect attack.

Thorn    Street Fighter   
For remainder of game, Thorn may Draw 1 card from top of Draw Pile for each Basic Universe card played by Thorn. Discard duplicates.

"Two-Face   Criminal Mastermind   
Acts as a level 6 Intellect attack. If successful, opponent -4 to Venture total.

"Two-Face   Tommy Gun   
Two-Face may make as many Power card attacks as possible. Opponent may defend.


fennshysa

#2
Here are the locations and Aspects

Arkham Asylum
Joker   
Harley Quinn   
Scarecrow   
Two-Face   
Poison Ivy   
Riddler   
All of Opponent's Universe Teamwork card bonuses are +0.

Batcave   
Azrael   
Batgirl   
Batman   
Nightwing   
Robin   
Spoiler   
Batcave team may include 3 Oracle Special cards in their deck that may be played as "Any Character" Specials.

DC Universe   
Any tournament legal team, using normal deck building rules.                        Opponent's Team is -1 to Venture Total per Battle.

Gotham City   
Batman   
Robin   
Oracle   
Comm Gordon   
Huntress   
Catwoman   
"Shadow Of The Bat" Special cards may be played by any Gotham character.

JLI Embassy   
Blue Beetle   
Booster Gold   
Captain Atom   
Fire & Ice   
Guy Gardner   
Martian Manhunter   
JLI Embassy team is +3 to Venture Total per battle and  Reserve Character may enter battle immediately upon KO of Front Line Character.

Keystone City   
The Flash   
Grodd   
Impulse   
Jay Garrick   
The Rogues   
The Shade   
Keystone City Team's Energy power cards are +1 to defense.

Metropolis   
Booster Gold   
Lex Luthor   
Metropolis SCU   
Steel   
Supergirl   
Superman   
Metropolis Team's Special Cards are an additional +1 to Venture Total when they Hit.

STAR Labs   
Captain Atom   
Cyborg   
Doom Patrol   
Firestorm   
Flash   
Steel   
If opponent has any Artifact or Aspect cards in hand after placing, they must reveal them.

Watchtower   
Batman   
Flash   
Green Lantern   
Martian Manhunter   
Superman   
Wonder Woman   
Watchtower team may not Venture more than 3 cards per battle.

Arkham Asylum   Homicidal Maniacs   
For remainder of game, Arkham Asylum team's attacks made with Power cards may not be defended by Opponent's team's Special cards already in play.

Batcave   Alfred Pennyworth   
For remainder of game, Batcave's team may use Intellect Power cards to remove 1 Hit from the Permanent Record of any Front Line Character.

DC Universe   Linear Men   
Each player is -3 to Venture Total for each Special card in play at the end of battle.

Gotham City   Gotham Knights   
Gotham team is +2 to Venture total for each "Shadow Of The Bat" Special card in play or in a character's Hit's from Current Battle and Permanent Record.


JLI Embassy   United Nations Mandate   
For remainder of game, JLI Embassy's team may draw 1 card from top of Draw Pile immediately after blocking an attack using a MultiPower Power card. Discard if duplicate.

Metropolis   City Of Tomorrow   
Remove 1 Hit from Metropolis Team's Battlesite.

STAR Labs   Research Team   
Play with an Intellect Power card playable by S.T.A.R. Lab's team; You may duplicate the gametext of opponent's Tactic: Artifact in play while it is on table. OR Shuffle opponent's Tactic: Artifact card back into their Draw Pile.