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- Hariet
- Purple
- Super Mario
- 3
- Ally - Rabbit
- Explosive (When this unit performs an Attack, adjacent lanes are targeted as well for half this unit's Power.)
- 4/2
- 2
- Blade Trap
- Red
- The Legend of Zelda
- 3
- Obstacle
- Reaction - When an opponent plays a unit with less than 3 Defense, you may play this card to Attack for 4 Power.
- Magolor, Far-Flung Atoner
- White
- Kirby
- Captain - Mage
- Captain Ability - Atone for One's Misdeeds
- For each opposing Ally this card defeats in battle, place 1 Power Counter on it. This card gains +1 Power and Defense, up to +5, and gains +1 Energy.
- Captain Action - Settling A Score
- If this card has 5 Power Counters on it, you may remove them to Attack the current lane. Opposing units in the targeted lane are successfully attacked regardless of current Defense or abilities.
- 2/2
- 5
- Magolor
- Blue
- Kirby
- 3
- Ally - Mage
- This card also has the "Pilot" type.
- This card gains +1 Energy at the start of your turn for every Power-Up card played the previous turn.
- 1/2
- 2
- Susie
- Yellow
- Kirby
- 2
- Ally - Pilot
- While this card is in play, Yellow Equipment cards cost -2 Energy to play.
- If this card has Equipment attached to it, Power and Defense become 4/4 and gains +4 Energy gain.
- 1/2
- 1
- Traitor Magolor
- Purple
- Kirby
- 5
- Ally - Mage
- Flight (This unit can attack from the back row)
- To play this card, you must Sacrifice an Ally card you control, as well as pay its Energy cost.
- If this card has an Equipment card attached, it gains an additional +3 Power and -3 Energy gain.
- 6/5
- 7
- Business Suit
- Yellow
- Kirby
- 5
- Support - Equipment
- Equipped unit gains +5 Power and Defense, Explosive (When this unit performs an Attack, adjacent lanes are targeted as well for half this unit's Power.), and the Machine type. If the equipped unit would be removed from play, remove this card from the field instead.
- Louie, King of Bugs
- Blue
- Pikmin
- Captain - Pilot
- Captain Ability - Beast Rider
- When an Ally with the "Wildlife" or "Insect" type is played, you may attach it to this card as though it were an Equipment card. While an Ally is equipped, Attacks and Defends use the combined Power and Defense as both cards. If this card would be defeated, you may sacrifice the equipped card to avoid losing a Shield.
- If this card is defeated by an Attack, and the drawn Shield card is an Ally of the "Wildlife" or "Insect" type, you may play it for free.
- 4/2
- 10
- Captain Olimar, Pikmin Commander
- White
- Pikmin
- Captain - Pilot
- Captain Ability - Pikmin Strategist
- Any "Pikmin" type units are able to attack any lane while in the front row. All "Pikmin" type units gain +1 Energy while in the back row.
- When this unit or any "Pikmin" type unit performs an Attack, it gains Power equal to the number of other "Pikmin" type units currently in play.
- 2/4
- 10
- Red Pikmin
- Red
- Pikmin
- 1
- Ally - Pikmin
- Swarm (More than 4 copies of this card can be in your deck.)
- 2/2
- 1
- Blue Pikmin
- Blue
- Pikmin
- 1
- Ally - Pikmin
- Swarm (More than 4 copies of this card can be in your deck.)
- 1/2
- 0
- Ice Pikmin
- Blue
- Pikmin
- 2
- Ally - Pikmin
- Swarm (More than 4 copies of this card can be in your deck.)
- 1/2
- 2
- Creeping Chrysanthemum
- Green
- Pikmin
- 4
- Ally - Wildlife
- This card also has the "Plant" type.
- Ambush (This card can only be played like an Obstacle card)
- Reaction - Play this card when the opponent plays a unit from their hand to the field. This unit must be played to the front row of the same lane. If there are any units in that location, they must be moved. If they cannot be moved, this card cannot be played.
- 3/5
- 1
- Emperor Bulblax
- Green
- Pikmin
- 8
- Ally - Wildlife
- Tough (This unit must be defeated, through Attacks or effects, twice before being removed)
- Block (Units in the back row of the lane this card is in cannot be targeted for attacks)
- 3/7
- 1
- Glow Pikmin
- Green
- Pikmin
- 4
- Ally - Pikmin
- Swarm (More than 4 copies of this card can be in your deck.)
- When this unit performs an attack, it gains Power for every other card in play named "Glow Pikmin". It cannot gain Power through other unit abilities.
- 2/1
- 3
- Groovy Long Legs
- Yellow
- Pikmin
- 5
- Ally - Wildlife
- This card also has the "Insect" type.
- Crush (When this card performs an attack, the targeted card's Defense is lowered by half of this card's power, rounded up)
- When this card performs an Attack, the targeted unit becomes Confused (Confused units cannot perform actions on your opponent's next turn)
- 3/5
- 3
- Winged Pikmin
- Yellow
- Pikmin
- 2
- Ally - Pikmin
- Swarm (More than 4 copies of this card can be in your deck.)
- Flight (This unit can attack from the back row)
- 1/2
- 1
- Yellow Pikmin
- Yellow
- Pikmin
- 1
- Ally - Pikmin
- Swarm (More than 4 copies of this card can be in your deck.)
- Vault (This unit can Attack the back row.)
- 2/1
- 2
- Purple PIkmin
- Purple
- Pikmin
- 2
- Ally - Pikmin
- Swarm (More than 4 copies of this card can be in your deck.)
- 4/2
- 0
- White Pikmin
- White
- Pikmin
- 2
- Ally - Pikmin
- Swarm (More than 4 copies of this card can be in your deck.)
- Fast (This unit can perform actions the turn it is played)
- 1/1
- 2
- Rock Pikmin
- White
- Pikmin
- 2
- Ally - Pikmin
- Swarm (More than 4 copies of this card can be in your deck.)
- Break (This unit attacks both the front and back rows when performing an Attack)
- 2/4
- 0
- Pellets
- Yellow
- Pikmin
- X
- Power-Up
- You may pay up to 5 Energy to draw that many cards. Afterwards, if you have more than 5 cards in your hand, discard until you only have 5 cards in your hand.
- Candypop Bud
- White
- Pikmin
- 0
- Power-Up
- Choose an Ally that is on the field that costs 3 or less Energy. Discard it, and replace it with an Ally card of a different color that costs equal or fewer Energy than the chosen Ally card.
- End of Day
- Red
- Pikmin
- 7
- Obstacle
- Reaction - You may play this card directly after your opponent gains their Energy. When played, all Ally cards in play that are not "Wildlife", "Insect", or "Plant" type must be either moved to available back row locations (Regardless of adjacency) or defeated. Your opponent and you cannot play any Ally cards until the start of your opponent's next turn.
- All-Devouring Black Hole Loan Sharks
- Purple
- Pikmin
- 4
- Support - Obstacle
- Reaction - When the opponent gains Energy during their turn, but after the start of their turn, you may play this card to cancel it. Any Energy spent to gain the removed Energy is still used.
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