C 001: Iron Fist
Cost-3
Life-21
Strength-7
Agility-8
Intelligence-1
Damage Type-Unarmed Melee
[can choose to use Hearts as Attack and Spades as Defend during combat]
Power [Brawl]
Iron Chi-Can opt to skip Iron Fist's current turn. Iron Chi cannot be used for Iron Fist's next turn.
You can choose one out of four choices below during your next Draw Phase.
[Healing Chi-1st Healing card played will double amount of HP recovered]
[Critical Chi-+4 damage for Iron Fist's next Attack. Not applicable against Defending Burst]
[Fortress Chi-Iron Fist cannot be damaged during the next Defend card played. Not applicable against Attacking Burst]
[Fortress Chi-Iron Fist cannot be damaged during the next Defend card played. Not applicable against Attacking Burst]
[Silent Chi-Immune to 1st Stun card played]
Cost-1.5
Cost-2.5
Life-15
Strength-7
Agility-5
Intelligence-2
Damage Type-Energy Ranged
[1st Lock Attack costs nothing]
Power [Lock]
C 002: Angel
Cost-1.5
Life-16
Strength-5
Agility-7
Intelligence-1
Damage Type-Unarmed Melee
[can choose to use Hearts as Attack and Spades as Defend during combat]
Power [Lock]
Soaring Free-1st Attack with value of 4 or more will give Angel one Lock Attack for free. Power can only be used once per turn.
C 003: War Machine
Cost-2.5
Life-15
Strength-7
Agility-5
Intelligence-2
Damage Type-Energy Ranged
[1st Lock Attack costs nothing]
Power [Lock]
Noble Assistance: If you have any Clubs card in hand, you can choose to use it during opponent player's turn. You can only use this Power once till your next turn.
C 004: Morbius
Cost-1
Life-18
Strength-7
Agility-6
Intelligence-3
Damage Type-Unarmed Melee
[can choose to use Hearts as Attack and Spades as Defend during combat]
Power [Wild Card]
Power [Wild Card]
Living Vampire: Whenever Morbius is attacked and you choose not to use a Defend card, draw a card from the attacking Character's deck. If drawn card is a Diamond numbering 2-10, use it to heal Morbius according to the card value.
[Wild Card effect: Morbius gains immunity to next Attack]
C 005: Mister Fantastic
Cost-1.5
Life-14
Strength-5
Agility-4
Intelligence-4
Damage Type-Unarmed Melee
[can choose to use Hearts as Attack and Spades as Defend during combat]
Power [Wild Card]
Elastic Deflection: Defend card with value 8 or more will nullify any non-Burst Attack targeting Mister Fantastic.
[When Defending Burst is used-Redirect damage to one target Character]
[Wild Card effect: Draw one card from Mister Fantastic's deck whenever this Power is used]
C 006: Sentinel
Cost-3
Life-24
Strength-10
Agility-2
Intelligence-1
Damage Type-Energy Ranged
[1st Lock Attack costs nothing]
Power [Lock]
Extermination Programming: Sentinel can never be healed. Any Diamonds card used together with a Spades card will increase current Attack by 1. Can only use this Power once per turn.
[Using Diamonds card with value of Jack/Queen/King-Deals 1 Lock Attack which affects all opposing players' Characters]
C 007: Mystique
Cost-1
Life-12
Strength-4
Agility-4
Intelligence-2
Damage Type-Unarmed Melee
[can choose to use Hearts as Attack and Spades as Defend during combat]
Power [Leadership]
Imposter: If you have the least number of Characters in play during anytime, Mystique will copy the stats of any Character belonging to target opposing player.
C 008: Avalanche
Cost-1.5
Life-18
Strength-6
Agility-4
Intelligence-1
Damage Type-Energy Ranged
[1st Lock Attack costs nothing]
Power [Lock]
Seismic Shock: Whenever any of your Character uses a Burst card, Avalanche deals 7 points Damage to every opposing Characters.
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