| Card
|
Badges
|
Type
|
Sub-type
|
Attack
|
Defense
|
Card Text
|
| Z03MG
|
|
Ally
|
Homeschool
|
1
|
1
|
Damage dealt by #Z03MG has a 33% chance to be unstoppable.
#Z03MG has a 33% chance to deal double damage.
|
| 15 Minutes
|
|
Event
|
|
0
|
0
|
On deplete, gain 2 Willpower Counters.
|
| Back on Your Feet
|
|
Tactical
|
|
2
|
2
|
Recover 2.
|
| Bantam
|
|
Ally
|
Upperclassman
|
2
|
0
|
When Bantam is depleted, shuffle a Martial Attack from your depletion pile into your deck.
|
| Bookworm
|
|
Ally
|
Upperclassman
|
0
|
2
|
When Bookworm is depleted, shuffle a Tactical Attack from your depletion pile into your deck.
|
| Brain Drain
|
|
Martial
|
|
1
|
3
|
Remove up to 2 Willpower Counters from your opponent. For each Willpower Counter removed in this way, you gain 1 Willpower Counter.
|
| Cross Training
|
|
Tactical
|
|
0
|
0
|
|
| Demoralize
|
|
Tactical
|
|
1
|
2
|
+1 Willpower Counters
Your opponent's next Martial Attack deals -2 damage.
|
| Desperation
|
|
Tactical
|
|
0
|
0
|
Desperation has a 50% chance your opponent depletes 4.
|
| Endure
|
|
Tactical
|
|
1
|
3
|
Recover 3.
|
| Fast Learner
|
|
Ally
|
Freshman
|
1
|
3
|
The next attack you play deals +1 damage.
|
| Flurry of Blows
|
|
Martial
|
|
2
|
1
|
Expend up to 3 Willpower Counters. For each Willpower Counter expended in this way, deal +1 damage.
|
| Follow Through
|
|
Martial
|
|
2
|
1
|
+3 damage.
|
| Form Follows Function
|
|
Tactical
|
|
3
|
2
|
+1 Willpower Counters
|
| Freestyle Training
|
|
Martial
|
|
0
|
0
|
|
| Glass Jaw
|
|
Tactical
|
|
1
|
1
|
If Glass Jaw deals damage, it deals +2 damage.
|
| Greater Block
|
|
Tactical
|
|
3
|
1
|
|
| Greater Flame
|
|
Tactical
|
|
3
|
1
|
|
| Greater Focus
|
|
Tactical
|
|
4
|
0
|
|
| Greater Grind
|
|
Tactical
|
|
4
|
0
|
|
| Greater Jump Kick
|
|
Martial
|
|
3
|
1
|
|
| Greater Leg Sweep
|
|
Martial
|
|
3
|
1
|
|
| Greater Spark
|
|
Martial
|
|
4
|
0
|
|
| Greater Strike
|
|
Martial
|
|
4
|
0
|
|
| Have a Nice Trip
|
|
Tactical
|
|
2
|
0
|
Damage dealt by Have a Nice Trip is unstoppable.
|
| Healing Flame
|
|
Martial
|
|
1
|
2
|
Recover 3.
|
| Healing Light
|
|
Martial
|
|
2
|
2
|
Recover 2.
|
| Hit 'Em Where You Ain't
|
|
Tactical
|
|
2
|
0
|
The next attack you play has a +33% chance of being a critical strike.
|
| In Plain Sight
|
|
Tactical
|
|
2
|
1
|
Your next attack has a 20% chance to be unstoppable.
|
| Jab
|
|
Tactical
|
|
2
|
1
|
Reveal the top card of your deck. If it is a Martial Attack, deal +1 damage.
|
| Kiss the Sky v.1
|
|
Martial
|
|
2
|
1
|
|
| Kiss the Sky v.2
|
|
Martial
|
|
2
|
1
|
|
| Lie in Wait
|
|
Martial
|
|
2
|
0
|
If Lie in Wait deals damage, remove 1 Willpower Counter from your opponent.
|
| Lucky Rabbit's Foot
|
|
Memento
|
|
0
|
0
|
While in deck, attacks you play have a +10% chance of being critical strikes.
|
| Lunge
|
|
Tactical
|
|
2
|
1
|
The next attack you play deals +1 damage.
|
| Mind's Eye
|
|
Martial
|
|
2
|
0
|
The next attack you play will be a critical strike.
|
| Misery
|
|
Tactical
|
|
0
|
2
|
Your opponent's next 2 attacks deal -1 damage.
|
| Missed Me
|
|
Martial
|
|
2
|
0
|
The next threat your opponent plays deals -4 damage.
|
| One-Two Punch
|
|
Martial
|
|
2
|
1
|
If the last threat you played was a Martial Attack, deal +2 damage.
|
| Practice Makes Perfect
|
|
Martial
|
|
2
|
1
|
Reveal the top card of your deck. If it is a Tactical Attack, deal +1 damage.
|
| Rise to the Occasion
|
|
Martial
|
|
2
|
2
|
Expend 2 Willpower Counters. For each Willpower Counter removed in this way, deal +1 damage.
|
| Rise Up
|
|
Martial
|
|
2
|
1
|
If you have at least 5 Willpower Counters, play an additional Martial Attack.
|
| Round Up
|
|
Martial
|
|
2
|
3
|
+1 Willpower Counters
|
| Shield Wall v.1
|
|
Tactical
|
|
1
|
3
|
|
| Shield Wall v.2
|
|
Tactical
|
|
1
|
3
|
|
| Sidestep
|
|
Martial
|
|
0
|
0
|
The next attack played against you has a 25% chance to deal no damage.
|
| Slow Burn
|
|
Martial
|
|
1
|
2
|
Each opponent depletes 2.
|
| Sparring Practice
|
|
Tactical
|
|
2
|
3
|
|
| Structural Damage
|
|
Tactical
|
|
3
|
0
|
Your next attack has a +20% chance to be a critical strike.
|
| That Felt Good
|
|
Martial
|
|
3
|
0
|
Recover 3.
|
| The Beacon
|
|
Ally
|
Upperclassman
|
1
|
2
|
When you play The Beacon, your opponent banishes a card from their depletion pile.
When The Beacon is depleted, your opponent banishes 2 cards from their depletion pile.
|
| The Bigger They Are...
|
|
Tactical
|
|
0
|
4
|
If you prevent 4 or more damage on your next turn, your opponent depletes 4.
|
| Training Regimen
|
|
Tactical
|
|
3
|
0
|
For this and the next 3 turns, attacks you play deal +1 damage.
|
| Try Again
|
|
Martial
|
|
2
|
0
|
If your previous threat dealt no damage, Try Again deals +2 damage.
|
| Word on the Street
|
|
Event
|
|
0
|
0
|
On deplete, your next Tactical Attack deals +3 damage.
|