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Bionichute

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Jul 20th, 2023 (edited)
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  1. Hariet
  2. Purple
  3. Super Mario
  4. 3
  5. Ally - Rabbit
  6. Explosive (When this unit performs an Attack, adjacent lanes are targeted as well for half this unit's Power.)
  7. 4/2
  8. 2
  9.  
  10. Blade Trap
  11. Red
  12. The Legend of Zelda
  13. 3
  14. Obstacle
  15. Reaction - When an opponent plays a unit with less than 3 Defense, you may play this card to Attack for 4 Power.
  16.  
  17. Magolor, Far-Flung Atoner
  18. White
  19. Kirby
  20. Captain - Mage
  21. Captain Ability - Atone for One's Misdeeds
  22. 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.
  23. Captain Action - Settling A Score
  24. 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.
  25. 2/2
  26. 5
  27.  
  28. Magolor
  29. Blue
  30. Kirby
  31. 3
  32. Ally - Mage
  33. This card also has the "Pilot" type.
  34. This card gains +1 Energy at the start of your turn for every Power-Up card played the previous turn.
  35. 1/2
  36. 2
  37.  
  38. Susie
  39. Yellow
  40. Kirby
  41. 2
  42. Ally - Pilot
  43. While this card is in play, Yellow Equipment cards cost -2 Energy to play.
  44. If this card has Equipment attached to it, Power and Defense become 4/4 and gains +4 Energy gain.
  45. 1/2
  46. 1
  47.  
  48. Traitor Magolor
  49. Purple
  50. Kirby
  51. 5
  52. Ally - Mage
  53. Flight (This unit can attack from the back row)
  54. To play this card, you must Sacrifice an Ally card you control, as well as pay its Energy cost.
  55. If this card has an Equipment card attached, it gains an additional +3 Power and -3 Energy gain.
  56. 6/5
  57. 7
  58.  
  59. Business Suit
  60. Yellow
  61. Kirby
  62. 5
  63. Support - Equipment
  64. 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.
  65.  
  66. Louie, King of Bugs
  67. Blue
  68. Pikmin
  69. Captain - Pilot
  70. Captain Ability - Beast Rider
  71. 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.
  72. 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.
  73. 4/2
  74. 10
  75.  
  76.  
  77. Captain Olimar, Pikmin Commander
  78. White
  79. Pikmin
  80. Captain - Pilot
  81. Captain Ability - Pikmin Strategist
  82. 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.
  83. 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.
  84. 2/4
  85. 10
  86.  
  87. Red Pikmin
  88. Red
  89. Pikmin
  90. 1
  91. Ally - Pikmin
  92. Swarm (More than 4 copies of this card can be in your deck.)
  93. 2/2
  94. 1
  95.  
  96. Blue Pikmin
  97. Blue
  98. Pikmin
  99. 1
  100. Ally - Pikmin
  101. Swarm (More than 4 copies of this card can be in your deck.)
  102. 1/2
  103. 0
  104.  
  105. Ice Pikmin
  106. Blue
  107. Pikmin
  108. 2
  109. Ally - Pikmin
  110. Swarm (More than 4 copies of this card can be in your deck.)
  111. 1/2
  112. 2
  113.  
  114. Creeping Chrysanthemum
  115. Green
  116. Pikmin
  117. 4
  118. Ally - Wildlife
  119. This card also has the "Plant" type.
  120. Ambush (This card can only be played like an Obstacle card)
  121. 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.
  122. 3/5
  123. 1
  124.  
  125. Emperor Bulblax
  126. Green
  127. Pikmin
  128. 8
  129. Ally - Wildlife
  130. Tough (This unit must be defeated, through Attacks or effects, twice before being removed)
  131. Block (Units in the back row of the lane this card is in cannot be targeted for attacks)
  132. 3/7
  133. 1
  134.  
  135. Glow Pikmin
  136. Green
  137. Pikmin
  138. 4
  139. Ally - Pikmin
  140. Swarm (More than 4 copies of this card can be in your deck.)
  141. 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.
  142. 2/1
  143. 3
  144.  
  145. Groovy Long Legs
  146. Yellow
  147. Pikmin
  148. 5
  149. Ally - Wildlife
  150. This card also has the "Insect" type.
  151. Crush (When this card performs an attack, the targeted card's Defense is lowered by half of this card's power, rounded up)
  152. When this card performs an Attack, the targeted unit becomes Confused (Confused units cannot perform actions on your opponent's next turn)
  153. 3/5
  154. 3
  155.  
  156. Winged Pikmin
  157. Yellow
  158. Pikmin
  159. 2
  160. Ally - Pikmin
  161. Swarm (More than 4 copies of this card can be in your deck.)
  162. Flight (This unit can attack from the back row)
  163. 1/2
  164. 1
  165.  
  166. Yellow Pikmin
  167. Yellow
  168. Pikmin
  169. 1
  170. Ally - Pikmin
  171. Swarm (More than 4 copies of this card can be in your deck.)
  172. Vault (This unit can Attack the back row.)
  173. 2/1
  174. 2
  175.  
  176. Purple PIkmin
  177. Purple
  178. Pikmin
  179. 2
  180. Ally - Pikmin
  181. Swarm (More than 4 copies of this card can be in your deck.)
  182. 4/2
  183. 0
  184.  
  185. White Pikmin
  186. White
  187. Pikmin
  188. 2
  189. Ally - Pikmin
  190. Swarm (More than 4 copies of this card can be in your deck.)
  191. Fast (This unit can perform actions the turn it is played)
  192. 1/1
  193. 2
  194.  
  195. Rock Pikmin
  196. White
  197. Pikmin
  198. 2
  199. Ally - Pikmin
  200. Swarm (More than 4 copies of this card can be in your deck.)
  201. Break (This unit attacks both the front and back rows when performing an Attack)
  202. 2/4
  203. 0
  204.  
  205. Pellets
  206. Yellow
  207. Pikmin
  208. X
  209. Power-Up
  210. 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.
  211.  
  212. Candypop Bud
  213. White
  214. Pikmin
  215. 0
  216. Power-Up
  217. 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.
  218.  
  219. End of Day
  220. Red
  221. Pikmin
  222. 7
  223. Obstacle
  224. 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.
  225.  
  226. All-Devouring Black Hole Loan Sharks
  227. Purple
  228. Pikmin
  229. 4
  230. Support - Obstacle
  231. 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.
  232.  
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