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.