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About the Game => Custom Cards => Topic started by: Tussin on March 31, 2014, 01:53:54 AM

Title: DC3 Special List Update (A-Ha)
Post by: Tussin on March 31, 2014, 01:53:54 AM
  * AQUAMAN  (H) <DC3>                   E: 1   F: 5   S: 7   I: 6   (19)
     * ALLIES FROM THE DEEP (MH) <DC3>
        Acts as a level 9 Strength Power card. May only be used to defend. May defend Aquaman or teammate.
     * DOLPHIN (JC) <JL> {U}
        Acts as a level 5 Energy attack. Aquaman may play 1 additional Special card.
     * HOOK (AR) <JL> {R}
        Acts as a level 7 Fighting attack.
     * KING OF THE SEAS (AG) <JL> {U}
        Avoid 1 attack.
     * LINE (CH) <JL> {VR} [OPD]
        Target character must discard all Placed cards and may not attack for remainder of battle.

* AZRAEL  (H) <BS> {VR}                      E: 5   F: 8   S: 3   I: 3   (19)
     * AVENGING ANGEL (EE) <DC3>
        Avoid 1 attack made with a Power card or remove 1 Power card Hit from Azrael or teammate
     * BATTLE ARMOR (AD) <DC3>
        Avoid 1 attack that contains an Energy icon.
     * DIVINE INSPIRATION (NI) <DC3>
        Acts as a level 5 Intellect atack. If Successful, Opponent must discard all Activator cards from Hand.
     * FLAMING SWORD (AE) <BS> {R}
        Acts as a level 4 Energy attack. May combine with 1 Strength card for a single attack.
     * KNOW MY WRATH (AS) <JL> {R} [OPD]
        Acts as a level 10 Fighting attack.
     * THE SYSTEM (DU) <BS> {VR} [OPD]
        Azrael may make 2 Power card attacks at +2 each, or 1 Power card attack at +3. Bonus not applied to damage, or Venture Total.

* BANE  (V) <DC3>                      E: 1   F: 6   S: 6   I: 6   (19)
         ~ Fighting Power Grid Rating is 8 for attack. ~
     * ENHANCED PHYSIQUE (LO) <DC3>
        Avoid 1 attack with a Fighting icon. Bane may draw 1 card from the top of the Draw Pile. Discard duplicates.
     * FERAL RAGE (DG) <BS> {U}
        Acts as a level 2 Strength attack. May make 2 additional attacks.
     * INTELLECTUAL SUPERIORITY (HR) <JL> {R} [OPD]
        Acts as a level 9 Energy or Intellect attack.
     * INTIMIDATION (LH) <DC3> [OPD]
        Acts as a level 6 Intellect attack. If successful, Bane may Venture up to 4 Mission cards with no penalty next battle. May not Venture more than 4 Mission cards.
     * VENGEANCE OF BANE (DD) <DC3>
        Acts as a level 5 Energy attack. If successful, all attacks on Target Character are +1 for remainder of battle.
     * VENOM INJECTION (DV) <BS> {VR} [OPD]
        Bane may make 1 attack at +4.  May not be combined with Universe cards.

  * BATMAN  (H) <DC3>                          E: 2   F: 8   S: 4   I: 7   (21)
  * BATMAN AVENGER  (H) <BH> {X}               E: 4   F: 8   S: 4   I: 4   (20)
       ~ MultiPower Power cards +1 vs. any Character with a Villain code. ~
  * BATMAN DETECTIVE  (H) <BH> {X}             E: 4   F: 4   S: 4   I: 8   (20)
       ~ May Play Comm Gordon & GCPD "Sting Operation" Special. ~
     * BATARANG (AB) <BS> {U}
        Acts as a level 4 Fighting attack. May make 1 additional Fighting attack against a different opponent.
     * THE DARK KNIGHT (HL) <DC3> [OPD]
        Opponent's team may not use Power cards level 6 through 8 to attack for remainder of battle.
     * MAGNESIUM FLARE (DB) <DC3>
        Avoid all attacks from 1 Teamwork card, or Target Character must discard 1 Placed Teamwork card.
     * MARTIAL ARTS EXPERT (BA) <BS> {VR} [OPD]
        Acts as a level 3 Intellect attack. Can only be defended by a defensive Special card.
     * MASTER DETECTIVE (LX) <DC3> [OPD]
        Acts as a level 6 Intellect attack. If successful, during each Draw Phase, Batman and Opponent draw either 6 cards, 8 cards or 10 cards. Batman's choice before Draw Phase. May change each battle.
     * OLYMPIC LEVEL ATHLETE (AD) <BS> {R}
        Avoid any attack made with a Power card.

  * BLACK CANARY  (H) <DC3>                     E: 6   F: 7   S: 2   I: 3   (18)
     * BIRD OF PREY (AA) <JL> {C}
        Acts as a level 4 Fighting attack. May make 1 additional attack.
     * OPENING FLOWER DISCIPLINE (JH) <JL> {U}
        Acts as a level 5 Strength attack. If successful, Target character -2 to defense for remainder of battle.
     * THE ORACLE CONNECTION (JC) <JL> {U}
        Acts as a level 5 Intellect attack. Black Canary may play 1 additional Special card.
     * STREET SMARTS (FE) <DC3> [OPD]
        Acts as a level 6 Fighting attack. Each Front Line teammate may make 1 additional Fighting attack.
     * WORKING CLOTHES (AD) <JL> {C}
        Avoid 1 attack made with a Universe card.

  * BLUE BEETLE  (H) <JL> {C}                  E: 4   F: 6   S: 4   I: 5   (19)
       ~ Team is +2 to Venture Total per battle. ~
     * AIRGUN (BA) <JL> {U}
        Acts as a level 3 Energy attack. Can only be defended by a card with a Strength icon.
     * THE BUG (BQ) <DC3> [OPD]
        Play during battle. Blue Beetle may exchange this card for any 1 Special card in Dead Pile and play it immediately.
     * BWAH-HA-HA-HA! (HO) <JL> {R}
        Acts as a level 6 Intellect attack. If successful, opponent -4 to Venture total.
     * FRICTIONLESS FOAM (JB)=>(IB) <JL> {U}
        Opponent must discard all placed Universe cards, and is -3 to Venture total.
     * QUICK WITS (AD) <JL> {U}
        Avoid any attack made with a Power card.

* BOOSTER GOLD  (H) <JL> {C}                 E: 6   F: 4   S: 5   I: 3   (18)
       ~ Intellect Power cards are +3 when used for defense. ~
     * ENERGY ABSORPTION FIELD (AH) <JL> {VR} [OPD]
        Avoid 1 attack with an Energy icon. No Energy Power cards may be played against Booster Gold's team for remainder of battle.
     * GAUNTLET ENERGY BLAST (AA) <JL> {C}
        Acts as a level 4 Energy attack. May make 1 additional attack.
     * MIDAS MODE (LO) <DC3>
        Booster Gold or teammate may avoid 1 attack of 4 or less. Booster Gold may draw 1 card from the top of the Draw Pile. Discard duplicates
     * QUARTERBACK SNEAK (AN) <JL> {U}
        Acts as a level 6 Strength attack, may be used against character in Reserve, who may defend.
     * SKEETS (HT) <JL> {U} [OPD]
        Choose 1 Power card usable by Booster Gold from Power Pack and place in hand. May be duplicate. Reshuffle Power Pack.

  * BRAINIAC  (V) <DC3>                     E: 7   F: 1   S: 4   I: 8   (20)
     * BRAIN DRAIN (CU) <JL> {R} [OPD]
        Acts as a level 8 Intellect attack. If successful Target must immediately discard 1 Placed card, of Brainiac's choice.
     * FORCE FIELD (AG) <BS> {R}
        Avoid 1 attack.
     * FORCE OF MIND (AI) <BS> {C}
        Target hero must discard 1 placed Universe card of Brainiac's choice.
     * LORD OF WARWORLD (CC) <BS> {R}
        Acts as a level 5 Strength Power card. May be used to attack or defend. May not be combined with Universe cards.
     * MENTAL CONTROL (AV) <BS> {VR} [OPD]
        Target character may not attack for remainder of battle.
     * MENTAL ILLUSIONS (NJ) <DC3>
        Acts as a level 3 Fighting attack. May may 1 additional Power card attack. Neither attack is affected by Special ccards already in play.

* CAPTAIN ATOM  (H) <DC3>                     E: 8   F: 3   S: 6   I: 3   (20)
     * ANTI-GRAVITY FIELD (JD) <DC3> [OPD]
        Captain Atom may not attack or be attacked with Universe cards for remainder of game.
     * ATOMIC BOLT (HR) <JL> {VR} [OPD]
        Acts as a level 9 Energy or Fighting attack.
     * ATOMIC PUNCH (AA) <JL> {C}
        Acts as a level 4 Strength attack. May make 1 additional attack.
     * QUANTUM JUMP (JB) <JL> {VR} [OPD]
        Remove all Hits from Captain Atom's Permanent Record and Current Battle, and switch places with the Reserve.
     * SKIN ALLOY (OQ) <DC3>
        Avoid 1 attack. Opponent must discard 1 card from Hand. Opponent's choice.

  * CAPTAIN MARVEL  (H) <DC3>                   E: 6   F: 2   S: 8   I: 2   (18)
     * THE MARVEL FAMILY (JC) <JL> {R}
        Acts as a level 3 Energy, Fighting, Strength, or Intellect attack. Captain Marvel may play 1 additional Special card.
     * POWER OF ZEUS (DO) <JL> {U}
        Negates the effect of any 1 Special card played by opponent against Captain Marvel only.
     * SPEED OF MERCURY (AY) <DC3> [OPD]
        Acts as a level 7 Fighting attack. If successful, Captain Marvel's Fighting Rating increases to 7 for remainder of game.
     * STAMINA OF ATLAS (EE) <DC3>
        Avoid 1 attack made with a Special card or remove 1 Special card Hit from Captain Marvel or teammate.
     * STRENGTH OF HERCULES (AP) <JL> {U}
        Acts as a level 6 Strength attack. Cannot be defended by a card with an Energy icon.

  * CATWOMAN  (V) <DC3>  E: 3   F: 6   S: 2   I: 6   (17)
    ~ When Catwoman has Initiative, Opponents team is -4 to Venture Total per battle. ~
  * CATWOMAN WHIPLASH  (V) <DC3>    E: 3   F: 7   S: 3   I: 4   (17)
       ~ Fighting Power cards +1 vs. any Character with a Hero code. ~
     * CAT-LIKE REFLEXES (CN) <BS> {U}
        No Universe cards may be played against Catwoman for remainder of battle.
     * CUNNING THIEF (BW) <DC3> [OPD]
        Acts as a level 6 Intellect attack. If successful, Opponent must discard top 5 cards from Draw Pile into Dead Pile.
     * NINE LIVES (AD) <DC3>
        Avoid 1 attack that contains a Fighting icon.
     * PROWLING BY NIGHT (DB) <JL> {R}
        Avoids all attacks from 1 Teamwork card, or Target Character must discard 1 Placed Teamwork card.
     * RAZOR SHARP CLAWS (AP) <BS> {R}
        Acts as a level 5 Fighting attack. Cannot be defended by a card with a Fighting icon.
     * WHIP STRIKE (AF) <DC3> [OPD]
        Acts as a level 3 Strength attack. If successful, Opponent's team is -2 to Venture Total per battle for remainder of game. This Special may not be negated.

* COMM. GORDON AND THE G.C.P.D. (H) <DC3>  E: 5   F: 5   S: 5   I: 6   (21)
      ~ Counts as 17-points for Tournament Deckbuilding. ~
  * COMM. JAMES GORDON  (H) <DC3>         E: 5   F: 6   S: 4   I: 5   (20)
       ~ +2 Venture Total each battle. ~
     * THE BAT SIGNAL (AO) <DC3>
        Negates the effect of any 1 Special card played by Opponent.
     * REINFORCEMENTS (HF) <DC3>
        Acts as a level 6 Energy or Fighting attack.
     * RIOT GEAR (AH) <BS> {R}
        No cards with an Energy icon may be played against Commissioner Gordon & G.C.P.D. for remainder of battle.
     * STING OPERATION (BY) <BS> {VR} [OPD]
        Opponent must immediately discard all cards with an Intellect icon currently held in hand.
     * SWAT TEAM (AQ) <BS> {VR} [OPD]
        Acts as a level 8 Energy, Fighting, Strength, or Intellect attack.
     * TEAR GAS GUNS (MM) <DC3> [OPD]
        Play during battle. All Hits in Comm Gordon & GCPD's Hits from Current Battle do not count for Venture Total and are subtracted from Opponent's Venture Total.

  * CYBORG  (V) <DC3>                           E: 5   F: 2   S: 7   I: 6   (20)
     * COLD-BLOODED KILLER (AE) <BS> {R}
        Acts as a level 4 Fighting attack. May combine with 1 Intellect card for a single attack.
     * DOOM FROM ABOVE (FT) <DC3>
        Acts as a level 9 Strength attack. If successful, Cyborg or Cyborg's teammates may not defend Cyborg with Special cards for remainder of game.
     * INTERSTELLAR MENACE (CH) <JL> {R} [OPD]
        Target character must discard all Placed cards and may not attack for remainder of battle.
     * LASER VISION (AR) <BS> {U}
        Acts as a level 4 Energy attack.
     * MECHANICAL METAMORPH (DF) <DC3> [OPD]
        Acts as a level 6 Energy attack. If successful, Cyborg may Reshuffle Power Pack into Draw Pile.
     * REGENERATION (LO) <DC3>
        Avoid 1 attack made with a Power card. Cyborg may draw 1 card from top of the Draw Pile. Discard duplicates.

  * DARKSEID  (V) <JL> {R}                     E: 6   F: 3   S: 8   I: 6   (23)
     * DESAAD (JC) <JL> {U}
        Acts as a level 5 Intellect attack. Darkseid may play 1 additional Special card.
     * GRANNY GOODNESS (EN) <DC3> [OPD]
        Play during battle. All Mission cards Ventured this battle return to piles Ventured from. Continue this battle with no Venture, and no conceding.
     * KALIBAK (AR) <DC3>
        Acts as a level 7 Strength attack.
     * LORD OF APOKOLIPS (DU) <JL> {VR} [OPD]
        Darkseid may make 4 attacks, 3 attacks at +1 each, 2 attacks at +2 each, or 1 attack at +3. Bonus not applied to damage, or Venture Total.
     * OMEGA EFFECT (BM) <JL> {VR} [OPD]
        Acts as a level 7 Intellect attack. If successful, Target character may not attack for remainder of battle

  * DOCTOR POLARIS  (V) <DC3>                   E: 7   F: 4   S: 4   I: 5   (20)
       ~ Power cards are +1 when used for defense. ~
     * BLACK HOLE FORCE BEAM (DQ) <DC3> [OPD]
        Acts as a level 5 Strength attack. If successful, Target character's Hits to KO number is decreased by 5 points for remainder of game.
     * FORCE OF NATURE (AD) <DC3>
        Doctor Polaris or teammate may avoid any numerical attack.
     * MAGNETIC ENERGY BOLT (HF) <JL> {C}
        Acts as a level 4 Fighting or Strength attack.
     * MAGNETIC SPHERE (AG) <JL> {U}
        Avoid 1 attack.
     * MAKE THE BLOOD BOIL (GD) <JL> {VR} [OPD]
        Acts as a level 7 Any-Power attack. If successful, acts as a level 0 Energy, Fighting, Strength or Intellect power card.

  * DOOMSDAY  (V) <BS> {VR}                    E: 4   F: 6   S: 8   I: 1   (19)
     * BONY PROTRUSIONS (AP) <BS> {R}
        Acts as a level 6 Fighting attack. Cannot be defended by a card with a Strength icon.
     * ENGINE OF DESTRUCTION (GL) <DC3> [OPD]
        Acts as a level 6 Energy attack. If successful, sort through opponent's Draw Pile. Choose any 1 card and remove it from the game. Reshuffle Draw Pile.
     * IRRESISTIBLE FORCE (DO) <BS> {R}
        Negates the effect of any 1 Special card played by opponent against Doomsday only.
     * OUT FOR BLOOD (FD) <DC3> [OPD]
        Only Doomsday and Target Character may attack, be attacked, or defend this battle. Neither player may concede this battle.
     * TOUGH HIDE (AD) <DC3>
        Avoid 1 attack that contains an Energy icon.
     * UNEARTHLY STRENGTH (AS) <DC3> [OPD]
        Acts as a level 9 Strength attack.

* ERADICATOR  (H) <BS> {U}                   E: 7   F: 2   S: 7   I: 3   (19)
     * AIRBORNE ASSAULT (AA) <BS> {U}
        Acts as a level 4 Fighting attack. May make 1 additional attack.
     * ENERGY BLAST (EM) <BS> {R}
        Acts as a level 4 Energy attack. If successful, opponent must discard 1 card of opponent's choice from hand.
     * A LASTING IMPRESSION (MF) <DC3> [OPD]
        Eradicator may play any Special cards playable by Target teammate for remainder of game.
     * POWER PUNCH (AQ) <BS> {VR} [OPD]
        Acts as a level 7 Energy, Fighting, Strength, or Intellect attack.
     * SELF HEALING (AL) <DC3>
        Remove 1 Hit from Eradicator's Permanent Record or Hits from Current Battle.
     * VENGEFUL PROTECTOR (MP) <DC3>
        For remainder of battle, any Special played by Eradicator or Eradicator's teammates may not be Negated until "Vengeful Protector" is Negated.

  * THE FLASH  (H) <DC3>                      E: 6   F: 6   S: 4   I: 3   (19)
       ~ Energy Power Grid Rating is 8 for defense. ~
     * 1-2 (THOUSAND) PUNCH (DG) <JL> {C}
        Acts as a level 2 Strength attack. May make 2 additional attacks.
     * THE FASTEST MAN ALIVE (AG) <JL> {U}
        Avoid 1 attack.
     * REAP THE WHIRLWIND (AI) <JL> {U}
        Opponent must discard 1 Placed card of The Flash's choice.
     * SPEED-LENDING (AR) <JL> {U}
        Acts as a level 7 Strength attack.
     * TAPPING THE SPEED FORCE (JA) <JL> {VR} [OPD]
        Discard one Energy Power card usable by The Flash to draw 4 cards from top of the Draw Pile. May keep duplicates.
     * SCARLET SPEEDSTER (FK) <DC3> [OPD]
        Acts as a level 6 Energy attack. If successful, The Flash may sort through Draw Pile and choose any 4 cards. Reshuffle Draw Pile. Put 4 chosen cards on top of Draw Pile.

* GREEN ARROW  (H) <JL> {U}                  E: 4   F: 7   S: 3   I: 5   (19)
       ~ May attack the Reserve with Energy Power cards. ~
     * AIKIDO STRIKE (HF) <JL> {C}
        Acts as a level 4 Intellect or Strength attack.
     * Black Canary (DG) <DC3> [OPD]
        Acts as a level 3 Intellect atack. May make 2 additional attacks at +2. Bonus not applied to damage, or Venture Total.
     * EDDIE FYERS (JC) <JL> {U}
        Acts as a level 5 Fighting attack. Green Arrow may play 1 additional Special card.
     * THE EMERALD ARCHER (IE) <JL> {VR} [OPD]
        Play during battle. At end of battle, opponent may only move 1 Mission card. Other Mission cards return to piles Ventured from.
     * KYUDO DISCIPLINE (AV) <JL> {VR} [OPD]
        Target opponent may not attack for remainder of battle.
     * THE LONGBOW HUNTER (EI) <JL> {U}
        Acts as a level 2 Strength attack. May be made after opponent has conceded the battle, opponent may defend.

* GREEN LANTERN  (H) <DC3>                    E: 8   F: 4   S: 4   I: 3   (18)
     * GOIN' BALLISTIC (AD) <JL> {C}
        Avoid 1 attack that contains a Strength icon.
     * GOTCHA! (AX) <JL> {U}
        Green Lantern and Target character may not attack for remainder of battle.
     * LET'S GET MEDIEVAL! (BV) <DC3> [OPD]
        Acts as a level 6 Energy attack. If successful, Green Lantern may make as many Power card attacks as possible. Opponent may defend.
     * POWER OF IMAGINGATION (HR) <JL> {VR} [OPD]
        Acts as a level 9 Energy or Intellect attack.
     * ...THIS IS A GUN (HN) <JL> {U}
        Acts as a level 8 Any-Power attack. Does not count toward Spectrum KO.

  * HAWKMAN  (H) <DC3>                          E: 4   F: 6   S: 6   I: 4   (20)
       ~ May play "Thanagarian Blaster" from Reserve. ~
     * CESTUS GLOVE (AD) <DC3> [OPD]
        Teammate may avoid 1 attack of 9 or less. May be played while Hawkman is in Reserve.
     * KATAR BLADE (FW) <DC3> [OPD]
        Hawkman'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.
     * MACE (AP) <JL> {U}
        Acts as a level 6 Strength attack. Cannot be defended by a card with a Fighting icon.
     * THANAGARIAN BLASTER (HF) <JL> {C}
        Acts as a level 4 Fighting or Energy attack.
     * THE WINGED WARRIOR (FD) <JL> {VR} [OPD]
        Only Hawkman and Target character may attack, be attacked or defend this battle.

  * HAZARD  (V) <DC3>                        E: 7   F: 2   S: 5   I: 5   (19)
       ~ MultiPower Power cards are +2 when used for defense. ~
     * CUTTING LASER (EN) <BS> {R}
        Acts as a level 4 Energy attack. If attack succeeds, add +2 to damage.
     * CYBER-JACKED (HQ) <JL> {U} =>[OPD]
        Draw 3 cards. Discard duplicates.
     * CYBERNETIC STRENGTH (AR) <DC3>
        Acts as a level 7 Strength attack.
     * FLIGHT PACK (AD) <BS> {C}
        Avoid 1 attack made with a Universe card.
     * SPLIT (DB) <DC3>
        Avoids all attacks from 1 Teamwork card, or Target Character must discard 1 Placed Teamwork card.
     * TELEKINETIC FIST (EO) <BS> {VR} [OPD]
        Acts as a level 7 Energy attack. If successful, Hazard and target character may not attack for remainder of battle.