DC3 Special List Update (Su-W)

Started by Tussin, April 01, 2014, 11:01:39 PM

Previous topic - Next topic

Tussin

  * SUPERBOY  (H) <DC3>                         E: 6   F: 3   S: 7   I: 2   (18)
     * COOL SHADES (AE) <BS> {R}
        Acts as a level 4 Energy attack. May combine with 1 Fighting card for a single attack.
     * DUBBILEX (EY) <BS> {VR} [OPD]
        Opponent's team may not use cards with an Intellect icon for remainder of battle.
     * KID OF STEEL (AH) <BS> {U}
        No cards with a Fighting icon may be played against Superboy for remainder of battle.
     * THE RAVERS (FE) <JL> {R}
        Acts as a level 3 Fighting attack, each Front Line teammate may make one additional attack.
     * TACTILE TELEKINESIS (AI) <BS> {R}
        Target character must discard 1 placed card of Superboy's choice.
     * UP, UP, AND AWAY (AD) <DC3>
        Avoid any attack made with a Special card.

  * SUPERGIRL  (H) <DC3>                     E: 7   F: 3   S: 7   I: 2   (19)
     * CLOAKING SHIELD (FA) <BS> {R}
        Supergirl may not attack or be attacked for remainder of battle.
     * GIRL OF STEEL (HR) <JL> {R} [OPD]
        Acts as a level 9 Fighting or Strength attack.
     * LEVITATION (CN) <BS> {U}
        No Universe cards may be played against Supergirl for remainder of battle.
     * PSYCHOKINETIC BOLT (AR) <BS> {U}
        Acts as a level 4 Energy attack.
     * SHAPESHIFT (EZ) <BS> {VR} [OPD]
        Play in the current battle. Supergirl's Energy and Fighting skills are increased to 7 in the next battle.
     * TELEKINETIC SHIELD (AG)=>(AD) <BS> {R}
        Supergirl or teammate may avoid 1 attack of 4 or less.
     * MAIDEN OF MIGHT (AB) <DC3>
        Acts as a level 4 Fighting or Intellect attack. May make 1 additional Energy and/or Strength attack against a different Opponent. Each attack must be against a different Opponent.
     * KARA ZOR-EL (DP) <DC3> [OPD]
        Target Character may not used cards with icon of Supergirl's choice for remainder of battle.

  * SUPERMAN  (H) <DC3>                    E: 7   F: 3   S: 8   I: 3   (21)
     * DEFYING EARTH'S GRAVITY (AD) <BS> {U}
        Avoid 1 Energy or Fighting attack.
     * EARTH'S GREATEST HERO (AD) <DC3>
        Teammate may avoid 1 attack.
     * HEAT VISION (AR) <BS> {U}
        Acts as a level 4 Energy attack.
     * LAST SON OF KRYPTON (BM) <BS> {VR} [OPD]
        Acts as a level 7 Strength attack. If successful, target character may not attack for remainder of battle.
     * THE MAN BEYOND TOMORROW (HN) <JL> {R} [OPD]
        Acts as a level 11 Any-Power attack. Does not count toward Spectrum KO.
     * MAN OF STEEL (HR) <DC3> [OPD]
        Acts as a level 9 Fighting or Intellect attack.

  * THORN  (V) <DC3>                      E: 4   F: 7   S: 4   I: 3   (18)
     ~ When KO'd, Thorn may continue to fight and is not discarded until end of battle. ~
     * BARBED LASH (IA) <DC3>
        Play during battle as an attack. Target Character moves into Reserve for remainder of battle.
     * BATTLE INSTINCT (BX) <BS> {R}
        Acts as a level 4 Intellect attack. May combine with a Universe card. Universe bonus added to Venture total for this battle.
     * COMBAT DAGGERS (AB) <BS> {U}
        Acts as a level 4 Fighting attack. May make 1 additional Fighting attack.
     * EXPLOSIVE CHARGE (AU) <BS> {VR} [OPD]
        Target character must discard all placed cards.
     * STREET FIGHTER (AD) <DC3>
        The Thorn or teammate may avoid 1 Fighting or Strength attack.
     * TELL ME WHAT YOU KNOW (CW) (H) <DC3> [OPD]
        Opponent must reveal hand and play open handed for remainder of battle.

  * THE TRICKSTER  <JL> {R}                    E: 6   F: 5   S: 1   I: 7   (19)
     * BAIT AND SWITCH (AT) <DC3>
        Acts as a level 5 Fighting attack. If successful, The Trickster may draw 1 card from top of Draw Pile. Discard duplicates.
     * CLEAN GETAWAY (AG) <JL> {U}
        Avoid 1 attack.
     * DON'T MIND ME... (AA) <JL> {C}
        Acts as a level 4 Intellect attack. May make 1 additional attack.
     * THE SHELL GAME (FB) <JL> {VR} [OPD]
        Target character must choose 1 card from The Trickster's hand. If card is an attack, Target is Hit. If not, chosen card is discarded to the Power Pack.
     * SMOOTH TALKER (JM) <JL> {VR} [OPD]
        The Trickster may move 1 Mission Card from the Defeated Missions Pile to the Reserve Missions Pile.

  * TWO-FACE  (V) <DC3>                       E: 3   F: 6   S: 3   I: 6   (18)
       ~ May Play "Law and Disorder" from Reserve. ~
  * TWO-FACE CRIMEBOSS  (V) <BH> {X}           E: 6   F: 3   S: 3   I: 6   (18)
       ~ May play "Flip of the Coin" from Reserve. ~
     * CRIMINAL MASTERMIND (BT) <DC3>
        Only Intellect attacks may be played against Two-Face for remainder of battle.
     * DOUBLE TROUBLE (GM) <DC3> [OPD]
        Acts as a level 5 Intellect attack. If successful, Two-Face may sort throuigh Opponent's Battlesite and discard any 2 special cards. May be played from Reserve.
     * .45 AUTOMATIC (AP) <BS> {R}
        Acts as a level 6 Energy attack. Cannot be defended by a card with an Intellect icon.
     * FLIP OF THE COIN (FB) <BS> {U}
        Draw top card from Draw Pile. If drawn card is an attack, Two-Face may use it. If drawn card is not an attack, discard it to the Dead Pile.
     * LAW AND DISORDER (BQ) <JL> {VR} [OPD]
        On his turn, Two-Face may exchange this card for any 1 card in Dead Pile and play it immediately.
     * TOMMY GUN (BR) <DC3> [OPD]
        Acts as a level 5 Strength attack. If successful, Two-Face may have 1 additional card Placed on him until Two-Face is KO'd. May be played from Reserve.

  * WONDER WOMAN (H) <JL> {R}                  E: 1   F: 8   S: 6   I: 5   (20)
     * AMAZON MIGHT (JN) <JL> {VR} [OPD]
        Acts as a level 1 Strength attack, +1 for each card in Wonder Woman's hand. If successful, acts as a level 5 Energy or Intellect Power card.
     * BLESSED BY THE GODS (BG)=>(BQ) <JL> {VR} [OPD]
        On her turn, Wonder Woman may exchange this card for any 1 card in Dead Pile and play it immediately.
     * BULLETS & BRACELETS (AD) <JL> {C}
        Wonder Woman may avoid any numerical attack.
     * GIFT OF FLIGHT (AG)=>(AD) <JL> {U}
        Teammate may avoid 1 attack of 9 or less.
     * LASSO OF TRUTH (BZ) <DC3> [OPD]
        Acts as a level 6 Energy attack. If successful, Opponent must reveal hand and play open handed for remainder of battle.