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About the Game => Custom Cards => Topic started by: Tussin on April 01, 2014, 01:04:49 AM

Title: DC3 Special List Update (Hu-St)
Post by: Tussin on April 01, 2014, 01:04:49 AM
since there is a limit ot text in 1 post i needed to create a new thread to continue.

  * HUNTRESS  (H) <DC3>                         E: 4   F: 6   S: 3   I: 6   (19)
      ~ May have 2 Special cards Placed. May not be duplicates. ~
     * CROSSBOW (MT) <DC3>
        Acts as a level 4 Fighting attack, may be played from Reserve. If successful, Huntress May continue to attack while in Reserve.
     * EXPERT TRACKER (AF) <DC3>
        Add 2 to Venture Total for this battle. May be played from Reserve.
     * SNEAK ATTACK (BP) <BS> {VR} [OPD]
        Acts as a level 6 Strength attack. May be played while Huntress is in Reserve.
     * THRILL OF THE HUNT (KE) <DC3> [OPD]
        Draw 2 cards from top of Huntress' Draw Pile. Put 1 card on bottom of Draw Pile. Put 1 card in Hand. May be Duplicate.
     * THROWING KNIVES (DG) <BS> {U}
        Acts as a level 2 Fighting attack. May make 2 additional attacks.
     * TRAINED GYMNAST (CD) <BS> {R}
        Only attacks made with Universe cards may be played against Huntress for remainder of battle.

  * JOKER  (V) <BS> {R}                        E: 3   F: 5   S: 3   I: 7   (18)
        ~ Team +5 to Venture total when KO'd. ~
     * ACID SPRAY FLOWER (CU) <BS> {R}
        Acts as a level 3 Energy attack. If successful, target character must discard 1 placed card of opponent's choice.
     * DOUBLE CROSS (GA) <DC3>
        Target Character may not play Specials for remainder of battle.
     * HIGH VOLTAGE JOY BUZZER (CY) <BS> {R}
        Acts as a level 4 Energy attack. Joker may make 1 additional Fighting and/or 1 additional Intellect Power card attack.
     * JOKER VENOM (BM) <BS> {VR} [OPD]
        Acts as a level 7 Energy attack. If successful, target character may not attack for remainder of battle.
     * KEYS TO THE KINGDOM (AD) <JL> {R}
        The Joker may avoid any numerical attack.
     * MANIACAL GENIUS (IA) <DC3> [OPD]
        Target Character must discard all Placed cards and move into Reserve for remainder of battle.

  * KILLER CROC  (V) <BS> {U}                  E: 3   F: 6   S: 6   I: 1   (16)
        ~ May Place and play any Strength Universe Teamwork cards. ~
     * BRUTE FORCE (AE) <BS> {R}
        Acts as a level 4 Strength attack. May combine with 1 Fighting card for a single attack.
     * DUMB LUCK (AP) <JL> {R}
        Acts as a level 6 intellect attack. Cannot be defended by a card with an Intellect icon.
     * RAMPAGE (AY) <DC3>
        Acts as a level 4 Energy attack. If attack is defended, Killer Croc's Strength Rating increases to 8 for remainder of battle.
     * SCALY SKIN (AD) <DC3>
        Teammate may avoid any numerical attack.
     * SLIPPERY ESCAPE (AG) <BS> {R}
        Avoid 1 attack.
     * WRESTLING HOLD (BM) <BS> {VR} [OPD]
        Acts as a level 7 Strength attack. If successful, target character may not attack for remainder of battle.

  * KNOCKOUT  (V) <BS> {U}                     E: 2   F: 6   S: 7   I: 3   (18)
     * ...8...9...10! YOU'RE OUT! (NB) <DC3> [OPD]
        Acts as a level 11 Strength attack. Knockout's teammates may not attack for remainder of battle.
     * FEMALE FURY (AA) <BS> {U}
        Acts as a level 4 Energy attack. May make 1 additional attack.
     * HOT TEMPERED (JY) <DC3>
       Acts as a level 8 Energy attack. May not be affected by a card with the word 'teammate' on it.
     * KILLER PHYSIQUE (AH) <BS> {U}
        No Fighting Power cards may be played against Knockout for remainder of battle.
     * MIGHTY BLOW (AN) <BS> {R}
        Acts as a level 6 Strength attack. May be used against opponent in reserve, who may defend.
     * PICKING A FIGHT (BL) <BS> {VR} [OPD]
        Play when opponent concedes battle. Opponent may not concede battle.

  * LEX LUTHOR  (V) <BS> {U}                   E: 3   F: 4   S: 3   I: 8   (18)
     * ART OF THE DEAL (IG) <JL> {R} [OPD]
        Remove any cards from Lex Luthor's Draw Pile and discard into Dead Pile. Reshuffle Draw Pile.
     * GLOBAL RESOURCES (FR) <DC3> [OPD]
        Lex Luthor may draw a number of cards equal to the number of Mission cards Lex Luthor Ventured this battle. Discard duplicates.
     * POWER HUNGRY (HT) <DC3> [OPD]
        Choose 1 Power card not useable by Lex Luthor from Draw Pile and place in Hand. May be duplicate. Reshuffle Draw Pile.
     * PROTOTYPE BLASTER (AP) <BS> {R}
        Acts as a level 6 Energy attack. Cannot be defended by a card with a Strength icon.
     * RUTHLESS ADVERSARY (AW) <BS> {VR} [OPD]
        Opponent -6 to Venture total for this battle.
     * SKILLED MARTIAL ARTIST (DG) <BS> {U}
        Acts as a level 2 Strength attack. May make 2 additional attacks.

  * MARTIAN MANHUNTER  (H) <JL> {U}            E: 4   F: 4   S: 7   I: 5   (20)
       ~ Teammates' Training card bonuses are +1. ~
     * ALIEN PHYSIQUE (CW) <JL> {VR} [OPD]
        Avoid 1 attack. May not be attacked for remainder of battle.
     * MALLEABLE FORM (AO) <DC3>
        Negates the effect of any Special card played by Opponent.
     * MARTIAN STRENGTH (AE) <JL> {R}
        Acts as a level 4 Any-Power attack, may combine with 1 Energy, Fighting, Strength, or Intellect Power card for a single attack.
     * MARTIAN VISION (BO) <DC3> [OPD]
        Acts as a level 6 Energy attack. May combine with 1 Strength Power card for a single attack. If attack is defended, Martian Manhunter may draw 1 card from top of Draw Pile. Discard duplicates.
     * TELEPATHIC PROBE (BM) <JL> {U}
        Acts as a level 5 Energy attack. If successful, Target character may not attack Martian Manhunter for remainder of battle.

* METALLO  (V) <BS> {U}                      E: 6   F: 2   S: 7   I: 2   (17)
     * DAMAGE CONTROL (EE) <DC3>
        Avoid 1 attack made with a Power card or remove 1 Power card Hit from Metallo or teammate.
     * EYE BEAMS (AS) <DC3> [OPD]
        Acts as a level 9 Energy attack.
     * I'LL BE BACK! (JB) <JL> {R} [OPD]
        Remove all Hits from Metallo's Permanent Record and Current Battle, and switch places with the Reserve.
     * MECHANICAL JUGGERNAUT (BW) <DC3> [OPD]
        Acts as a level 6 Strength attack. If successful, Opponent must discard top 5 cards from Draw Pile into Dead Pile.
     * SERVO-ASSISTED STRENGTH (AI) <BS> {C}
        Target character must discard 1 placed Universe card of Metallo's choice.
     * WALKING ARSENAL (AB) <BS> {U}
        Acts as a level 4 Energy attack. May make 1 additional Energy attack.

  * METROPOLIS S.C.U.  (H) <DC3>              E: 7   F: 4   S: 4   I: 4   (19)
     ~ May make 1 Power card attack after Opponent has conceded the battle. Opponent may defend. ~
     * BATTLESUIT BRIGADE (CY) <BS> {R}
        Acts as a level 4 Energy attack. Metropolis S.C.U. may make 1 additional Strength and/or 1 additional Fighting Power card attack.
     * COURAGE UNDER FIRE (AG) <JL> {R}
        Avoid 1 attack.
     * HEAVY ARTILLERY (AS) <BS> {VR} [OPD]
        Acts as a level 11 Energy attack. Metropolis S.C.U. may not attack for remainder of battle.
     * PARAMILITARY TRAINING (OE) <DC3> [OPD]
        Sort throught Power Pack and choose any 2 cards. Put 2 chosen cards in Hand. May not be duplicate. Reshuffle Power Pack.
     * SNIPER FIRE (AN) <BS> {R}
        Acts as a level 6 Fighting attack. May be used against character in reserve, who may defend.
     * STUN GUNS (AB) <BS> {U}
        Acts as a level 4 Energy attack. May make 1 additional Energy attack.

  * MISTER MIRACLE  (H) <JL> {U}               E: 3   F: 5   S: 3   I: 7   (18)
       ~ May only be Spectrum KO'd by four Power Types. ~
     * AERO DISKS (BS) <JL> {VR} [OPD]
        For remainder of battle, If Mister Miracle can block a Power card attack with an equal value Power card, Mister Miracle's Power card hits attacker.
     * BIG BARDA (JC) <JL> {U}
        Acts as a level 5 Strength attack. Mister Miracle may play 1 additional Special card.
     * MOTHER BOX (BQ) <DC3> [OPD]
        Play during battle. Mister Miracle may exchange this card for any 1 Special card in Draw Pile not playable by Mister Miracle and play it immediately. Reshuffle Draw Pile.
     * OBERON (FI) <DC3>
        Acts as a level 3 Fighting attack. If successful, Mister Miracle may immediately draw 2 cards from top of Draw Pile. Discard if duplicate.
     * SUPER-ESCAPE ARTIST (AH) <JL> {C}
        No Special cards may be played against Mister Miracle for remainder of battle.

  * NERON  (V) <JL> {R}                        E: 5   F: 2   S: 6   I: 8   (21)
     * LORD OF THE UNDERWORLD (CT) <JL> {VR} [OPD]
        All attacks made on Neron are made on Target teammate until teammate is KO'd. Teammate may defend.
     * NECROMANTIC BLAST (EJ) <JL> {U}
        Acts as a level 2 Energy attack. If successful, acts as a level 8 Fighting Power card.
     * SEDUCTION OF THE INNOCENT (IB) <JL> {U}
        Opponent must discard all Placed Ally cards, and is -3 to Venture total.
     * YOUR HEART'S DESIRE (HT) <JL> {VR} [OPD]
        Choose 1 Special card not usable by Neron from Draw Pile and place in hand. May not be a "One Per Deck". May be duplicate. Reshuffle Draw Pile.
     * YOUR SOUL IS MINE! (HY) <JL> {U}
        Acts as a level 6 Intellect attack. If successful, Target character must discard 2 cards of opponent's choice. Cards may be placed or in hand.
     * MASTER OF MALEFICIUM (AS) <DC3> [OPD]
        Acts as a level 8 Intellect attack, +1 for each Hit on Target Characters Permanent Record and Hits from Current Battle.

  * NIGHTWING  (H) <DC3>                        E: 2   F: 7   S: 4   I: 5   (18)
      ~ May play any Non-OPD "Robin" Special cards. ~
     * CIRCUS ACROBAT (AH) <BS> {R}
        No cards with a Strength icon may be played against Nightwing for remainder of battle.
     * ESCRIMA STICKS (AB) <BS> {U}
        Acts as a level 4 Strength attack. May make 1 additional Strength attack.
     * EXPERT SLEUTH (AU) <DC3> [OPD]
        Opponent must immediately discard all Placed Power cards.
     * GLIDER WINGS (AD) <DC3>
        Nightwing or teammate may avoid 1 attack of 9 or less.
     * TIES THAT BIND (DF) <DC3> [OPD]
        Acts as a level 6 Strength attack. If successful, Nightwing may reshuffle Dead Pile into Draw Pile.
     * TITANS FOUNDER (AF) <BS> {R}
        Add 3 to Venture total for this battle.

  * ORION  (H) <JL> {R}                        E: 4   F: 7   S: 7   I: 2   (20)
     * ASTRO-GLIDER (CC) <JL> {U}
        Acts as a level 6 Any-Power card. May be used to attack or defend. May not be combined with Universe cards.
     * BOOM TUBE (AD) <DC3>
        Orion or teammate may avoid 1 Fighting attack.
     * CONSULT THE SOURCE (HQ) <DC3> [OPD]
        Draw 3 cards. Discard duplicates.
     * MOTHER BOX (JJ) <JL> {VR} [OPD]
        Acts as a level 11 Energy attack. Orion may not attack for remainder of battle.
     * SOURCE OF THE BEAST (GJ) <JL> {C}
        Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May make 1 additional attack.

  * PARALLAX  (V) <DC3>                    E: 8   F: 6   S: 4   I: 3   (21)
     * BEWARE MY POWER (BA) <JL> {VR} [OPD]
        Acts as a level 2 Energy, Fighting, Strength or Intellect attack. Can only be defended by a defensive Special card.
     * HEROIC REDEMPTION (AD) <DC3>
        Teammate may avoid 1 attack.
     * IN BLACKEST NIGHT (MC) <DC3> [OPD]
        Acts as a level 11 Energy, Strength or Fighting attack. Parallaxes team may not atack for remainder of battle.
     * IN BRIGHTEST DAY (AA) <JL> {C}
        Acts as a level 4 Energy attack. May make 1 additional attack.
     * ZERO HOUR (JL) <JL> {VR} [OPD]
        Play during battle. At the end of the battle, all Hits from The Current Battle for all characters are discarded and not added to the Permanent Record.

  * PARASITE  (V) <BS> {U}                     E: 7   F: 2   S: 6   I: 2   (17)
     * CELLULAR RECONSTRUCTION (AL) <DC3> [OPD]
        Remove all Hits from Parasites's Permanent Record and Current Battle. Affects Venture Total.
     * DOC PARASITE (AO) <DC3>
        Negates the effect of any 1 Special card played by Opponent.
     * KINETIC ABSORPTION (AH) <BS> {U}
        No Fighting Power cards may be played against Parasite for remainder of battle.
     * POWER THEFT (AR) <BS> {R}
        Acts as a level 6 Energy attack. If successful, Parasite gains skill levels of target opponent for remainder of battle.
     * SUCKING THE CITY DRY (AY) <BS> {U}
        Avoid 1 Energy attack. Parasite's Energy skill is increased to 8 for remainder of battle.
     * VITALITY DRAIN (AL) <BS> {R}
        Acts as a level 5 Fighting attack. If successful, remove 1 hit from Parasite's Permanent Record.

  * PENGUIN  (V) <DC3>                    E: 5   F: 5  S: 2   I: 7   (19)
      ~ May Place and play any Villain Ally cards. ~
     * BIRDS OF PREY (DG) <BS> {U}
        Acts as a level 2 Fighting attack. May make 2 additional attacks.
     * FEATHERY DISTRACTION (CW) <BS> {VR} [OPD]
        Avoid 1 attack. Penguin may not be attacked for remainder of battle.
     * FLAME THROWER UMBRELLA (AR) <BS> {U}
        Acts as a level 4 Energy attack.
     * GOTHAM'S EMPEROR PENGUIN (AS) <JL> {R} [OPD]
        Acts as a level 11 Intellect attack, The Penguin may not attack for remainder of battle.
     * MASTER PLANNER (AF) <BS> {R}
        Opponent -3 to Venture total for this battle.
     * SMOKE UMBRELLA (FR) <DC3> [OPD]
        Penguin may draw a number of cards equal to the number of Mission cards in the Penguin's Defeated Mission Pile. Discard duplicates.

  * POISON IVY  (V) <DC3>                     E: 5   F: 4   S: 2   I: 6   (17)
       ~ May play "Strangle Vines" from Reserve. ~
     * BLOWING YOU A KISS (BJ) <JL> {R} [OPD]
        Poison Ivy may not be attacked for remainder of battle.
     * MASTER MANIPULATOR (CC) <DC3> [OPD]
        Acts as a level 8 Intellect Power card. May be used to attack or defend. May not be combined with Universe cards.
     * POISON KISS (DP) <BS> {VR} [OPD]
        Target character may not use cards with icon of Poison Ivy's choice for remainder of battle.
     * SEDUCTRESS (MZ) <DC3>
        Opponent must discard 1 Placed card of Poison Ivy's choice. May be played from Reserve.
     * STRANGLE VINES (JW) <DC3>
        Acts as a level 3 Strength attack. May make 1 additional Power card attack. Neither attack may be defended with a Special card.
     * VENUS FLYTRAP (AR) <BS> {U}
        Acts as a level 4 Strength attack.

  * RA'S AL GHUL  (V) <BS> {R}                 E: 3   F: 7   S: 3   I: 7   (20)
  * RA'S AL GHUL SWORD MASTER  (V) <BH> {X}    E: 4   F: 7   S: 4   I: 5   (20)
       ~ Basic Universe cards are an additional +1 when used by Ra's Al Ghul. ~
     * THE CLENCH (DQ) <DC3> [OPD]
        Acts as a level 3 Strength attack. If attack is defended, Opponent's team's Hits to K.O. number is decreased by 3 points for remainder of battle.
     * DEMON'S HEAD (AO) <DC3>
        Negates the effects of any 1 Special card played by Opponent.
     * LAZARUS PIT (AL) <DC3> [OPD]
        Remove 1 Hit from Ra's Al Ghul's Hits from Current Battle. Affects Venture Total.
     * MASTER SWORDSMAN (AA) <BS> {U}
        Acts as a level 4 Fighting attack. May make 1 additional attack.
     * MEGALOMANIAC (EL) <DC3> [OPD]
        Acts as a level 7 Any-Power attack. If successful, Target Character may not used cards that have more than one icon for remainder of battle.
     * TALIA (CC) <BS> {R}
        Acts as a level 5 Intellect Power card. May be used to attack or defend. May not be combined with Universe cards.

  * THE RAY  (H) <JL> {R}                      E: 8   F: 4   S: 4   I: 2   (18)
     * BLINDED BY THE LIGHT (BK) <DC3> [OPD]
        Acts as a level 6 Strength attack. If successful, The Ray plays numerical attacks face down for remainder of battle. Opponent must guess defense.
     * ENERGY SHIELD (AH) <JL> {U}
        Avoid 1 attack with an Energy icon. No Energy Power cards may be played against The Ray for remainder of battle.
     * IN A BLAZE OF POWER (AS)=>(HR) <JL> {VR} [OPD]
        Acts as a level 9 Energy or Fighting attack.
     * LIGHT CONSTRUCTS (HQ) <JL> {U} =>[OPD]
        Draw 3 cards. Discard duplicates.
     * SPEED OF LIGHT (AD) <JL> {C}
        The Ray may avoid any numerical attack.

  * RIDDLER  (V) <DC3>                         E: 5   F: 3   S: 3   I: 7   (18)
       ~ May not be Spectrum or Cumulative KO'd with Universe Teamwork cards. ~
     * COLT REVOLVER (DG) <BS> {U}
        Acts as a level 2 Energy attack. May make 2 additional attacks.
     * DEATH TRAP (BA) <BS> {R} [OPD]
        Acts as a level 3 Strength attack. Can only be defended by a Power card with a Universe card.
     * DIRTY CHEAT (CN) <DC3>
        No Universe cards may be played against Riddler for remainder of battle.
     * MASTER OF MISDIRECTION (BK) <DC3> [OPD]
        Acts as a level 6 Fighting attack. If successful, Riddler plays numerical attacks face down for remainder of battle. Opponent must guess defense.
     * PRINCE OF PUZZLES (CP) <JL> {R} [OPD]
        The Riddler may exchange remaining cards in hand with equal number of cards from the top of the Draw Pile. May keep Duplicates.
     * QUERY AND ECHO (CC) <BS> {R}
        May be used as a level 5 Fighting Power card to attack, or a level 5 Intellect Power card to defend. May not be combined with a Universe card.

  * ROBIN  (H) <BS> {U}                        E: 3   F: 6   S: 2   I: 7   (18)
     * BO STAFF (AE) <BS> {R}
        Acts as a level 4 Fighting attack. May combine with 1 Energy card for a single attack.
     * EXPERT TRAINING (AG) <DC3>
        Avoid 1 attack.
     * INSIGNIA DART (BA) <BS> {R}
        Acts as a level 3 Fighting attack. Can only be defended by a card with an Intellect icon.
     * LOYAL PARTNER (FE) <DC3>
        Acts as a level 6 Intellect atack. Each Front Line teammate may make 1 additional Intellect attack.
     * QUICK THINKING (AT) <BS> {VR} [OPD]
        Draw 1 card. Do not discard if duplicate.
     * SURFING THE NET (JA) <JL> {R} [OPD]
        Discard one Intellect Power card usable by Robin to draw 4 cards from top of the Draw Pile. May keep duplicates.

  * STEEL  (H) <DC3>                         E: 3   F: 3   S: 6   I: 6   (18)
        ~ May attack Reserve with Energy or Fighting Power cards. ~
     * BOOT JETS (CD) <BS> {R}
        Only attacks made with Universe cards may be played against Steel for remainder of battle.
     * EXO-SKELETON (AR) <BS> {U}
        Acts as a level 4 Strength attack.
     * HAMMER (AQ) <BS> {VR} [OPD]
        Acts as a level 7 Energy, Strength, Fighting, or Intellect attack.
     * HUMAN SHIELD (AC) <DC3>
        Attack made on teammate is now made on Steel, who may defend. If Defended, Steel may draw 1 card from top of Draw Pile. Discard duplicates.
     * NIGHT VISION GOGGLES (HQ) <JL> {R} =>[OPD]
        Draw 3 cards. Discard duplicates.
     * RIVET GUN (EX) <DC3>
        Acts as a level 5 Energy attack. If successful, Target Character may not use cards with a Fighting Icon for remainder of battle.