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- if i wanna talk about the monster cards i need to talk about how the whole game works
- its Not That Simple to explain though
- so the game is focused around defending four different areas on the board, each area has a limit to how many monsters can be in them at the same time, and if the limit is reached then the area becomes panicked. if all four areas are panicked, then you lose the game
- monsters are deployed using a deck where the card you flip over shows how many monsters are being deployed, and the back of the next card of the deck shows which area they are being sent to
- you have three types of monsters, footsoldiers, regular monsters, and bosses
- combat has you drawing from a character specific deck for each ranger, and you can have up to five cards at a time, but you can add however many you want at the start of each game round
- there's an energy system where every character has one energy point, but each time a battle starts you add two energy units to a shared pool that every player in the fight uses. stronger cards use energy in order to activate them, but there are cards that cost zero energy to play
- but the interesting thing here is that your card deck ALSO acts as your health
- whenever a monster does damage, you have to flip over the top card of your deck and check how many shields are in the bottom. if the shield count is higher than the damage, then you can i think add it back to the deck instead of discarding it, but if the damage is equal you just discard it, and if its lower, you keep flipping cards until the total shields you've drawn is equal or above the damage dealt, then you discard them
- combat for monsters is decided by how many types of enemies are in the area the battle is declared in
- you can only have two types of foot soldier enemies per game, so if you say, have a battle with two standard putty patrollers and a super putty patroller in the same area, you draw two cards from the putty deck and one card from the super putty deck, and they attack in the sequence drawn
- but the monster attack cards also represent the monster's health, with each card having hp that you have to deplete
- and when you defeat a monster card, you destroy the corresponding monster (eg. you defeat a putty card, you remove a putty from the area)
- however, non-foot soldier monsters (which you have to have two of per game), instead draw four cards instead
- im not sure about how many cards boss monsters draw, i think it's 4 but it might be six
- anyway in order to defeat a monster for good, you have to defeat 3 or 4 of the monster's attack cards (i forget i think its 4)
- while foot soldier attack cards get shuffled back into their decks, monster and boss attack cards are instead permanently removed from the game
- the goal is to survive and protect each area until the boss appears, then defeat the boss
- oh yeah and whichever area a monster spawns in becomes instantly panicked so you have to beat them quickly
- the last things to note are the fast and guard monster cards, which are fairly self explanatory
- fast means that you move that card to the front of the respective monster's row of attack cards, but one fast card period means that the monsters get to attack first
- guard cards don't let you attack any other monster attack cards until you get rid of them
- monsters and bosses get 8 cards in their decks, footsoldiers get 10
- oh yeah and if a ranger runs out of cards to defend themselves with, even if the cards they drew protected them, they still die and have to use one of the three extra lives to revive
- and if you run out of lives and someone dies, then you lose
- -
- Putty Patrollers
- Type: Foot Soldier
- Season: Might Morphin' Power Rangers (S1) - Zyuranger
- Flanking
- HP: 2
- Amount: 2
- Passive
- While this card is in play, each time another enemy card deals damage, increase that damage by 1.
- Leaping Attack
- HP: 2
- Amount: 3
- Deal 3 damage.
- Cannon Fodder
- HP: 3
- Amount: 3
- Guard
- Deal 2 damage.
- Swarm Attack
- HP: 3
- Amount: 2
- Deal 1 damage. Increase this damage by 1 for each foot soldier in this location.
- -
- Super Putty Patrollers
- Type: Foot Soldier
- Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
- Engulf
- HP: 2
- Amount: 3
- Fast, Guard
- Drain 1 Energy.
- Regrow
- HP: 2
- Amount: 2
- Deploy 1 Super Putty Patroller to this location.
- Putty Pummel
- HP: 3
- Amount: 3
- Deal 3 damage.
- Swarm Attack
- HP: 3
- Amount: 2
- Deal 1 damage. Increase this damage by 1 for each foot soldier in this location.
- -
- Z Putty Patrollers
- Type: Foot Soldier
- Season: Mighty Morphin' Power Rangers (S2) - Original
- Overwhelm
- HP: 2
- Amount: 2
- Fast
- Deal 2 damage. Skip the next Ranger turn in this battle.
- Self-Destruct
- HP: 2
- Amount: 2
- Passive
- While this card is in play, each time a Z Putty Patroller card (including this one) is defeated, deal 2 damage.
- Fierce Strike
- HP: 3
- Amount: 3
- Deal 4 damage.
- Z-Shield
- HP: 3
- Amount: 3
- Guard
- Drain 2 Energy.
- -
- Tenga Warriors
- Type: Foot Soldier
- Season: Mighty Morphin' Power Rangers (S3) - Original
- Deadly Talons
- HP: 2
- Amount: 3
- Fast
- Deal 3 damage.
- Fly Away
- HP: 3
- Amount: 3
- Move 1 Tenga Warrior from this location to the next location clockwise that is not panicked.
- Piercing Screech
- HP: 3
- Amount: 2
- Guard
- Each Ranger must discard 1 card from their hand.
- Swarm Attack
- HP: 3
- Amount: 2
- Deal 1 damage. Increase this damage by 1 for each foot soldier in this location.
- -
- Quantrons
- Type: Foot Soldier
- Season: In Space - Original
- Q-Blades
- HP: 2
- Amount: 3
- Deal 2 damage. Deal 2 damage.
- Cyber Slash
- HP: 3
- Amount: 2
- Fast
- Deal 3 damage, unless a Ranger discards 1 card from their hand to prevent it.
- Priority Target
- HP: 3
- Amount: 3
- Deal 3 damage to the lead Ranger.
- Phalanx Formation
- HP: X
- Amount: 2
- Guard, Passive
- Drain 1 Energy when this card resolves. This card's health value is equal to the number of foot soldiers in this location.
- -
- Mastodon Trooper
- Type: Foot Soldier
- Season: Mighty Morphin' Power Rangers (Comic) - Original
- Alpha Strike
- HP: 2
- Amount: 2
- Fast
- Deal 4 total damage , divided among the Rangers as they choose.
- Armored Assault
- HP: 3
- Amount: 3
- Guard
- Roll 2 dice and deal that much damage to a single Ranger.
- Blaster Rifle
- HP: 3
- Amount: 3
- Deal 2 damage to each Ranger.
- Dragon Cannon
- HP: 3
- Amount: 2
- Fast
- Drain 1 Energy. Each Ranger must discard 1 card from their hand.
- -
- Tronics
- Type: Foot Soldier
- Season: Beast Morphers - Go-Busters
- Energy Thieves
- HP: 2
- Amount: 2
- Passive
- While this card is in play, each time an adjacent enemy card resolves, drain 1 Energy. when this card resolves, drain 1 Energy.
- Scatter Shots
- HP: 2
- Amount: 2
- Fast, Guard
- Deal 2 damage each to half of the Rangers in this battle (rounded up).
- Cyber Slash
- HP: 3
- Amount: 3
- Fast
- Deal 3 damage, unless a Ranger discards 1 card from their hand to prevent it.
- Laser Raid
- HP: 3
- Amount: 3
- Guard
- Drain 1 Energy. Deal 2 damage to the Ranger with the most cards in their hand.
- -
- Finster
- Type: Monster
- Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
- Crafted Cannon
- HP: 4
- Amount: 2
- Deal 3 damage to 2 different Rangers. Drain 3 Energy.
- Freshly Made
- HP: 4
- Amount: 2
- Fast
- Deploy 2 Putty Patrollers to this location.
- Artistic Genius
- HP: 5
- Amount: 1
- Fast, Passive
- While this card is in play, all foot soldier cards have a +1 health and each time a foot soldier card resolves (even if it is defeated), deal 2 damage.
- Kill Command
- HP: 6
- Amount: 3
- Deal 3 damage. Increase this damage by 1 for each foot soldier in this location.
- -
- Bones
- Type: Monster
- Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
- Eye Lasers
- HP: 3
- Amount: 2
- Fast
- Deal 3 damage to 2 different Rangers.
- Skeleton Sword
- HP: 3
- Amount: 3
- Fast, Guard
- Deal 4 damage to the lead Ranger.
- Grave Digger Slash
- HP: 5
- Amount: 2
- Fast
- Drain 1 Energy. Each Ranger must discard the bottom card from their deck.
- Regeneration
- HP: 7
- Amount: 1
- Flip all defeated Bones cards in this battle face up. They are no longer defeated.
- -
- Pudgy Pig
- Type: Monster
- Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
- Salad Fork Stab
- HP: 3
- Amount: 3
- Guard
- Deal 4 damage to the Ranger with the most cards in their hand.
- Butter Knife Cutter
- HP: 4
- Amount: 3
- Deal 3 damage to 2 different Rangers.
- Ravenous Hunger
- HP: 5
- Amount: 2
- Fast, Passive
- While this card is in play, Rangers cannot play cards with an energy cost greater than zero.
- -
- Eye Guy
- Type: Monster
- Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
- Focused Fire
- HP: 3
- Amount: 2
- Deal 4 damage to the Ranger with the fewest cards in their deck.
- Scattered Visage
- HP: 3
- Amount: 2
- Guard, Passive
- While this card is in play, each time a Ranger deals damage to this card, reduce it to 1.
- Optic Blast
- HP: 4
- Amount: 3
- Deal 2 damage to each Ranger twice.
- Devour Mind
- HP: 5
- Amount: 1
- Fast
- The Ranger with the most cards in their hand must discard 3 cards from their hand.
- -
- Knasty Knight
- Type: Monster
- Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
- Knasty Slash
- HP: 4
- Amount: 2
- Deal 4 damage.
- Lion Shield
- HP: 4
- Amount: 3
- Guard, Passive
- After a Ranger deals damage to this card, that Ranger suffers the same amount of damage.
- Smash & Slash
- HP: 4
- Amount: 2
- Deal 3 damage to a single Ranger twice.
- Blade Beam
- HP: 5
- Amount: 1
- Fast
- Deal 4 damage to the lead Ranger and 2 damage to each other Ranger.
- -
- Madame Woe
- Type: Monster
- Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
- Deadly Claws
- HP: 3
- Amount: 3
- Fast
- Deal 4 damage.
- Braid Lash
- HP: 4
- Amount: 2
- Guard
- Deal 3 damage. Drain 1 Energy.
- Breath of Death
- HP: 4
- Amount: 2
- Fast
- Each Ranger must discard 1 random card from their hand.
- Teleport
- HP: 5
- Amount: 1
- Guard, Passive
- While this card is in play, Rangers cannot deal any damage to other Madame Woe cards.
- -
- Evil Green Ranger
- Type: Monster
- Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
- Dragon Dagger
- HP: 4
- Amount: 3
- Fast
- Roll 4 dice and deal that much damage to 2 different Rangers.
- Dragon Rush
- HP: 4
- Amount: 2
- Roll 6 dice and deal that much damage to the lead Ranger. Roll 2 dice and deal that much damage to each other Ranger.
- Dragon Shield
- HP: 6
- Amount: 1
- Passive
- While this card is in play, each time a Ranger deals damage to an Evil Green Ranger card (including this one), deal 2 damage to that Ranger.
- Sword of Darkness
- HP: 6
- Amount: 2
- Deal 6 damage to the lead Ranger.
- -
- Polluticorn
- Type: Monster
- Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
- Prismatic Orbs
- HP: 3
- Amount: 2
- Fast
- Deal 2 damage to each ranger twice.
- Ferocious Strength
- HP: 4
- Amount: 3
- Guard
- Deal 5 damage.
- Toxic Tornado
- HP: 5
- Amount: 2
- The Rangers must discard a total of 4 cards, divided as they choose.
- Unicorn Blaster
- HP: 6
- Amount: 1
- Deal 9 damage, divided among the Rangers as they choose.
- -
- Pumpkin Rapper
- Type: Monster
- Season: Mighty Morphin' Power Rangers (S1) - Zyu2
- Rapper's Trap
- HP: 3
- Amount: 2
- Guard, Passive
- While this card is in play, each time a Ranger attacks this card, they must spend +1 Energy.
- Spit Hot Fire
- HP: 4
- Amount: 3
- Deal 3 damage to each Ranger.
- Hip-Hop Bomb Drop
- HP: 5
- Amount: 1
- Fast
- Each Ranger must discard from their hand 1 card with an energy cost of zero.
- Rhymin' Vines
- HP: 5
- Amount: 2
- Fast
- Deal 2 damage. Deal 2 damage. Deal 2 damage.
- -
- Rhinoblaster
- Type: Monster
- Season: Mighty Morphin' Power Rangers (S1) - Zyu2
- Charging Tackle
- HP: 4
- Amount: 3
- Fast
- Deal 6 damage, unless a Ranger discards 2 cards from their hand to prevent it.
- Lightning Horn
- HP: 4
- Amount: 2
- The Rangers must discard a total of 4 cards, divided as they choose.
- Water Mist Breath
- HP: 4
- Amount: 1
- Guard
- Each Ranger must discard 1 card from their hand.
- Grim Scimitar
- HP: 5
- Amount: 2
- Fast
- Deal 5 damage.
- -
- Commander Crayfish
- Type: Monster
- Season: Mighty Morphin' Power Rangers (S1) - Zyu2
- Shellfish Slasher
- HP: 3
- Amount: 2
- Guard
- Deal 4 damage.
- Claw Crusher
- HP: 4
- Amount: 3
- Deal 3 damage to a single Ranger twice.
- Crayfish Command
- HP: 4
- Amount: 2
- Fast
- Deal 2 damage. Increase this damage by 1 for each foot soldier in this location.
- Deformed Power Sword
- HP: 5
- Amount: 1
- Passive
- Deal 5 damage when this card resolves. While this card is in play, each time an adjacent enemy card deals damage, increase that damage by 2.
- -
- Primator
- Type: Monster
- Season: Mighty Morphin' Power Rangers (S2) - Zyu2
- Mocking Dance
- HP: 3
- Amount: 2
- Guard
- Two Rangers must each discard 1 card from their hand.
- Electric Thunder
- HP: 4
- Amount: 2
- Fast
- Deal 2 damage to each Ranger.
- Mimicry
- HP: 4
- Amount: 3
- One Ranger must discard 1 random card from their hand. That Ranger suffers damage equal to the number of Shields on that card.
- Copy Confusion
- HP: 5
- Amount: 1
- Passive
- While this card is in play, each time a Ranger attacks a Primator card (including this one), deal 2 damage to the lead Ranger.
- -
- Robogoat
- Type: Monster
- Season: Mighty Morphin' Power Rangers (S2) - Zyu2
- Charging Headbutt
- HP: 4
- Amount: 3
- Fast
- Deal 4 damage, unless a Ranger spends 2 Energy to prevent it.
- Staff Slam
- HP: 4
- Amount: 3
- Guard
- Deal 5 damage to the lead Ranger.
- Cloven Combo
- HP: 5
- Amount: 2
- Deal 1 damage. Deal 2 damage. Deal 3 damage.
- -
- Prince Gasket
- Type: Monster
- Season: Zeo - Ohranger
- Disarming Slash
- HP: 4
- Amount: 3
- Fast
- The Ranger with the most cards in their hand must place 1 random card from their hand on top of their deck. Then deal 4 damage to that Ranger.
- En Garde!
- HP: 4
- Amount: 2
- Fast, Guard
- Deal 4 damage.
- Duelist Stance
- HP: 5
- Amount: 2
- Guard, Passive
- While this card is in play, each time a Ranger deals damage to this card, they must discard the top card of their deck.
- Lover's Barrage
- HP: 6
- Amount: 1
- Deal 2 damage to each Ranger. Then, if any Prince Gasket or Princess Archerina cards have been defeated or discarded, deal 3 damage to each Ranger.
- -
- Princess Archerina
- Type: Monster
- Season: Zeo - Ohranger
- Heart Strike
- HP: 4
- Amount: 3
- Guard
- Deal 4 damage to the Ranger with the most cards in their hand.
- Lover's Shot
- HP: 4
- Amount: 2
- Passive
- While this card is in play, each time a Ranger deals damage to an enemy card with the FAST or GUARD keyword, they must discard the top card of their deck.
- Enchanting Arrow
- HP: 5
- Amount: 2
- One Ranger must discard all attack cards from their hand. If they discarded fewer than 2 cards, deal 4 damage to that Ranger.
- Lover's Barrage
- HP: 6
- Amount: 1
- Deal 2 damage to each Ranger. Then, if any Prince Gasket or Princess Archerina cards have been defeated or discarded, deal 3 damage to each Ranger.
- -
- Ecliptor
- Type: Monster
- Season: In Space - Megaranger
- Eclipse Blade
- HP: 4
- Amount: 3
- Fast
- Deal 2 damage to each Ranger, increased by 1 for each Shield on the top card of their=r discard pile.
- Eye of Ecliptor
- HP: 4
- Amount: 2
- Fast, Guard
- Half of the Rangers in this battle (rounded up) must each shuffle their deck, then discard half of their deck (rounded up).
- Mirror Image
- HP: 4
- Amount: 2
- Guard, Passive
- While this card is in play, deal 3 damage at the start of each enemy turn in battle.
- Regeneration
- HP: 7
- Amount: 1
- Flip all defeated Ecliptor cards in this battle face up. They are no longer defeated.
- -
- Darkonda
- Type: Monster
- Season: In Space - Megaranger
- Brutal Pulse
- HP: 4
- Amount: 2
- Fast, Guard
- Deal 3 damage each to 3 different Rangers. This damage cannot be reduced.
- Dark Blade
- HP: 4
- Amount: 3
- Fast, Guard
- Deal 9 damage, divided among the Rangers as they choose. This damage cannot be reduced.
- Rending Slash
- HP: 4
- Amount: 2
- Two Rangers who do not have at least 9 Shields total in their discard pile must each discard cards from their hand and/or the top of their deck until they do.
- Nine Lives
- HP: 9
- Amount: 1
- Passive
- While this card is in play, all Damage dealt to adjacent Darkonda cards is dealt to this card instead. At the end of each enemy turn, remove 1 hit token from this card.
- -
- General Venjix
- Type: Monster
- Season: Wild Force - Juukou B-Fighter
- Big Bad Beating
- HP: 4
- Amount: 2
- Fast
- The lead Ranger must discard cards from the top of their deck until they have discarded at least 3 Shields or are defeated.
- Thunder Burst
- HP: 4
- Amount: 2
- Fast
- Deal 3 damage to each Ranger.
- Machine Empire Elite
- HP: 5
- Amount: 1
- Passive
- While this card is in play, the shield value of all combat cards with exactly 3 Shields is reduced by 2 Shields.
- Shadow Claw
- HP: 5
- Amount: 3
- Guard
- Deal 3 damage to the lead Ranger twice.
- -
- Elsa
- Type: Monster
- Season: Dino Thunder - Original
- Rapid Cuts
- HP: 3
- Amount: 2
- Fast
- Deal 1 damage. Deal 2 damage. Deal 3 damage.
- Apostle's Blade
- HP: 4
- Amount: 3
- Fast, Guard
- Deal 4 damage. Then the Ranger with the fewest cards in their deck must discard the top card of their deck.
- Blast Cascade
- HP: 5
- Amount: 2
- Each Ranger must discard cards from the top of their deck until they are tied with all other Rangers for having the fewest cards in their deck. then deal 3 damage.
- Harsh Discipline
- HP: 6
- Amount: 1
- Guard, Passive
- While this card is in play, each time Elsa deals damage, she targets the Ranger with the fewest cards in their deck.
- -
- Evil Dino Thunder White
- Type: Monster
- Season: Dino Thunder - Abaranger
- Drago Sword
- HP: 4
- Amount: 3
- Fast
- Deal 4 damage. The Ranger who suffers this damage reduces the shield value of each card they reveal for defense by 1.
- Zord Control
- HP: 4
- Amount: 2
- Guard
- Deal 3 damage. Repeat this effect once for each Zord card in play.
- Dark Laser Arrow
- HP: 5
- Amount: 2
- Fast
- Roll 1 die for each Energy in the shared energy pool and in the storage of Rangers in this battle. Deal damage to each Ranger equal to the total Damage results.
- Brutal Persona
- HP: 6
- Amount: 1
- Passive
- Each time a Ranger discards a card for defense, drain 1 Energy.
- -
- Black Dragon
- Type: Monster
- Season: Mighty Morphin' Power Rangers (Comic) - Original
- Black Claw
- HP: 4
- Amount: 3
- Deal 5 damage.
- Dragon Crusher
- HP: 4
- Amount: 2
- Guard
- Deal 3 damage. The Ranger who suffers the damage must discard from their hand the card with the most Shields.
- Chaos Wave
- HP: 5
- Amount: 1
- Passive
- While this card is in play, each time a Ranger plays a card, drain 1 Energy after that card resolves.
- Nega-Beam
- HP: 5
- Amount: 2
- Fast
- Each Ranger must shuffle 1 random card from their hand back into their deck, then discard the top 2 cards of their deck.
- -
- Ranger Slayer
- Type: Monster
- Season: Mighty Morphin Power Rangers (Comic) - Original
- Slaying Shot
- HP: 4
- Amount: 3
- Fast
- Roll 4 dice and deal that much damage to the Ranger with the fewest card in their deck.
- Suppressing Shots
- HP: 4
- Amount: 2
- Guard
- Deal 3 damage to each Ranger. Skip the next Ranger turn.
- Thunder Kick
- HP: 4
- Amount: 2
- Fast
- The Ranger with the most cards in their hand must discard cards from their hand until they have discarded at least 4 Shields or until they have no cards remaining in their hand.
- Bow of Darkness
- HP: 6
- Amount: 1
- Deal 6 damage to the lead Ranger.
- -
- Evil Robot Tommy
- Type: Monster
- Season: Ninja Steel - Original
- Cyborg Beatdown
- HP: 3
- Amount: 3
- Fast
- Deal 3 damage to the lead Ranger. The lead Ranger must discard 1 card.
- Heartless Barrage
- HP: 2
- Amount: 2
- Guard
- The lead Ranger must discard the top 3 cards of their deck.
- Dark Brachio Staff
- HP: 5
- Amount: 2
- Deal 4 damage to the lead Ranger. Deal 2 damage to each other Ranger.
- Single Combat
- HP: 5
- Amount: 1
- Guard, Passive
- While this card is in play, only the lead Ranger can play combat cards.
- -
- Blaze
- Type: Monster
- Season: Beast Morphers - Go-Busters
- Morph-X Raid
- HP: 4
- Amount: 2
- Guard
- Drain 2 Energy. Deal an amount of damage to each Ranger equal to the number of undefeated foot soldier cards in this battle.
- Spiteful Slash
- HP: 4
- Amount: 2
- Deal 2 damage to the Ranger with the most cards in their deck. Increase this damage by 1 for each card in their deck.
- Shockwave Kick
- HP: 5
- Amount: 3
- Fast, Guard
- Deal 3 damage each to half of the Rangers in this battle (rounded up).
- Crimson Sword
- HP: 6
- Amount: 1
- Fast
- Each Ranger must search their deck for all cards with exactly 3 Shields, then discard those cards and shuffle their deck.
- -
- Roxy
- Type: Monster
- Season: Beast Morphers - Go-Busters
- Double Chain Guns
- HP: 4
- Amount: 2
- Fast
- Deal 2 damage to 2 different Rangers twice.
- Morph-X Heist
- HP: 4
- Amount: 2
- Guard
- Drain an amount of Energy equal to the number of undefeated foot soldier cards in this battle. Deal 2 damage to each Ranger.
- Heartbreaker
- HP: 5
- Amount: 3
- Fast, Guard
- Drain 2 Energy. Deal 2 damage to a single Ranger twice.
- Sinister Sabotage
- HP: 6
- Amount: 1
- Passive
- While this card is in play, each time 1 or more Energy is drained, 1 Ranger must discard the bottom card of their deck.
- -
- Rita Repulsa
- Type: Boss
- Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
- Chain Lightning
- HP: 4
- Amount: 2
- Fast
- Deal 4 damage to each Ranger.
- Cruel Laughter
- HP: 4
- Amount: 2
- Guard
- Each Ranger must discard from their hand the card with the most Shields.
- Witch's Curse
- HP: 5
- Amount: 1
- Passive
- While this card is in play, the energy cost of all combat cards is increased by 1.
- Wicked Hex
- HP: 6
- Amount: 2
- Fast
- Deal 6 damage to the Ranger with the fewest cards in their deck.
- Shadow Binding
- HP: 7
- Amount: 1
- Fast
- Deal 3 damage to the Ranger with the most cards in their hand. That Ranger must discard their entire hand.
- -
- Goldar
- Type: Boss
- Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
- Grudge
- HP: 4
- Amount: 2
- Deal 2 damage. Increase this damage by 1 for each hit token on Goldar cards (including this one) in battle.
- Roaring Slash
- HP: 5
- Amount: 2
- Guard
- Deal 5 damage to 2 different Rangers.
- Sword Strike
- HP: 5
- Amount: 2
- Fast
- Deal 6 damage to the lead Ranger.
- Heat Beam Eyes
- HP: 6
- Amount: 1
- Fast
- Deal 4 damage to each Ranger.
- Vengeful
- HP: 6
- Amount: 1
- Passive
- While this card is in play, each time a Goldar card (including this one) is defeated, deal 3 damage.
- -
- Mega Goldar
- Type: Boss
- Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
- Left Wing of Goldar
- HP: 4
- Fast
- Drain 2 Energy.
- -
- Passive
- Each time Mega Goldar deals damage, increase that damage by 1.
- Right Wing of Goldar
- HP: 4
- Fast
- Deal 2 damage to each Ranger
- -
- Passive
- Each time Mega Goldar deals damage, increase that damage by 1.
- Claw of Goldar
- HP: 6
- Deal 2 damage to 2 different Rangers.
- -
- Fast
- Deal 2 damage to each Ranger
- Helm of Goldar
- HP: 6
- Guard
- Two different Rangers must each discard the top card of their deck.
- -
- Fast
- Two different Rangers must each discard 1 card from their hand.
- Sword of Goldar
- HP: 7
- Deal 5 damage to the lead Ranger.
- -
- Deal 2 damage to the Ranger with the fewest cards in their deck. Deal 2 damage to the Ranger with the fewest cards in their deck.
- Armor of Goldar
- HP: 8
- Guard
- Remove 2 hit tokens from each Mega Goldar card (including this one).
- -
- Drain 1 Energy. Deal 3 damage.
- -
- Scorpina
- Type: Boss
- Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
- Deadly Stinger
- HP: 4
- Amount: 2
- Deal 5 damage to the Ranger with the fewest cards in their deck.
- Scorpion Strike
- HP: 4
- Amount: 2
- Fast, Guard
- Deal 4 damage. Drain 2 Energy.
- Boomerang Blade
- HP: 6
- Amount: 2
- Fast, Passive
- Deal 4 damage. After the last Scorpina card in this battle resolves, if this card has not been defeated, deal 4 damage.
- Feinting Slash
- HP: 6
- Amount: 1
- Fast
- Deal 5 damage. Skip the next Ranger turn in this battle.
- Sweeping Slash
- HP: 6
- Amount: 1
- Fast
- Deal 5 damage to 2 different Rangers.
- -
- Cyclopsis
- Type: Boss
- Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
- Left Arm of Cyclopsis
- HP: 4
- Each other Cyclopsis component card has +1 health.
- -
- Each time Cyclopsis deals damage, increase that damage by 1.
- Right Arm of Cyclopsis
- HP: 4
- Each time a Ranger attacks another Cyclopsis component card, deal 2 damage to that Ranger.
- -
- Each time Cyclopsis deals damage, increase that damage by 1.
- Left Leg of Cyclopsis
- HP: 5
- At the end of each battle, draw and resolve 1 Cyclopsis enemy card.
- -
- At the end of each battle, each Ranger must discard 1 card from the bottom of their deck.
- Right Leg of Cyclopsis
- HP: 5
- At the start of each battle, draw and resolve 1 Cyclopsis enemy card.
- -
- At the start of each battle, each Ranger must place 1 card from their hand on the bottom of their deck.
- Head of Cyclopsis
- HP: 6
- Rangers cannot use Zord abilities.
- -
- Each time the Rangers use a Zord ability, deal 3 damage.
- Core of Cyclopsis
- HP: 8
- At the end of each battle, move 1 hit token from each other Cyclopsis component card to this card.
- -
- When this card is flipped to this side, immediately deal 10 damage, divided among the Rangers as they choose.
- Arc Lightning
- HP: N/A
- Amount: 1
- Deal 2 damage to each Ranger.
- Devastating Strike
- HP: N/A
- Amount: 1
- Deal 3 damage, increase this damage by 1 for each defeated Cyclopsis component card.
- Missile Barrage
- HP: N/A
- Amount: 2
- Drain 1 Energy. Deal 4 damage, divided among the Rangers as they choose.
- Unstoppable Force
- HP: N/A
- Amount: 2
- Deal 3 damage to the lead Ranger.
- -
- Lord Zedd
- Type: Boss
- Season: Mighty Morphin' Power Rangers (S2) - Original
- Cruel Strike
- HP: 4
- Amount: 2
- Fast
- One Ranger must discard the top 3 cards of their deck.
- Inferno
- HP: 5
- Amount: 2
- Guard
- Deal 5 damage to each Ranger.
- Z-Lightning
- HP: 5
- Amount: 2
- Deal 12 damage, divided among the Rangers as they choose.
- Aura of Doom
- HP: 6
- Amount: 1
- Passive
- While this card is in play, each time a Ranger plays a card with an energy cost greater than zero, deal 2 damage to that Ranger after the card resolves.
- Darkness Burst
- HP: 7
- Amount: 1
- Fast
- Deal damage to each Ranger equal to the number of cards in their hand.
- -
- Wizard of Deception
- Type: Boss
- Season: Mighty Morphin' Power Rangers (S2) - Original
- Dark Knowledge
- HP: 4
- Amount: 3
- Fast
- Each Ranger must draw 2 cards and then discard 2 random cards from their hand.
- Banishment
- HP: 5
- Amount: 1
- The lead Ranger must discard their entire hand.
- Shadow Pact
- HP: 5
- Amount: 2
- Guard
- Deal 3 damage to each Ranger. Drain 2 Energy.
- Shadow Phantasm
- HP: 6
- Amount: 1
- Passive
- While this card is in play, each time a Ranger defeats a Wizard of Deception card (including this one), they must discard the top 2 cards of their deck.
- Foul Ritual
- HP: 7
- Amount: 1
- Fast, Passive
- At the end of this battle, if this card has not been defeated, deal 7 damage to each Ranger.
- -
- Rito Revolto
- Type: Boss
- Season: Mighty Morphin' Power Rangers (S3) - Kakuranger
- Blade of Bones
- HP: 4
- Amount: 2
- Deal 5 damage.
- Crushing Impact
- HP: 5
- Amount: 2
- Guard
- Deal 3 damage to a single Ranger twice.
- Flamethrower
- HP: 5
- Amount: 2
- Fast
- Deal 3 damage to each Ranger
- Hideous Strength
- HP: 6
- Amount: 1
- Passive
- While this card is in play, each time a Rito Revolto card deals damage, increase that damage by 2.
- Stumbling Fool
- HP: 6
- Amount: 1
- Fast
- Draw 2 cards from Rito Revolto's enemy deck and place them after this card in the combat sequence. Place 1 hit token on each of those cards.
- -
- Master Vile
- Type: Monster
- Season: Mighty Morphin' Power Rangers (S3) - Kakuranger
- Gravity Well
- HP: 5
- Amount: 2
- Guard
- Deal 3 damage to each Ranger twice.
- Hex Blast
- HP: 5
- Amount: 2
- Fast
- Deal 6 damage. Deal 6 damage.
- Negation Wave
- HP: 5
- Amount: 2
- Drain 6 Energy
- Hideous Power
- HP: 6
- Amount: 1
- Passive
- While this card is in play, each time a Master Vile card deals damage, increase that damage by 2.
- Warlock's Curse
- HP: 6
- Amount: 1
- Passive
- While this card is in play, the energy cost of all combat cards is increased by 1.
- -
- King Mondo
- Type: Boss
- Season: Zeo - Ohranger
- Imperial Fist
- HP: 4
- Amount: 2
- Fast
- Deal 4 damage. The Ranger who suffers this damage must discard 1 random card from their hand.
- Tyrant Barrage
- HP: 5
- Amount: 2
- Fast
- Deal 2 damage to each Ranger twice.
- Machine King
- HP: 6
- Amount: 1
- Fast, Passive
- While this card is in play, each time a Ranger rolls dice for an attack, remove 1 die from that attack and place 1 hit token on this card.
- Thunder Wave
- HP: 6
- Amount: 2
- Guard
- Deal 4 damage to each Ranger.
- Sword of Damocles
- HP: 10
- Amount: 1
- Guard
- Deal 1 damage to each Ranger. Reduce this damage by 1 for each hit token on this card.
- -
- Louie Kaboom
- Type: Boss
- Season: Zeo - Ohranger
- Bombardment
- HP: 4
- Amount: 2
- Guard
- Deal 3 damage to each Ranger.
- Bunker Buster
- HP: 5
- Amount: 2
- Each Ranger must discard the top card and bottom card of their deck.
- Warhead
- HP: 5
- Amount: 1
- Passive
- This card cannot be dealt damage until all other Louie Kaboom cards in this battle have been defeated. Deal 6 damage to each Ranger at the end of this battle.
- Explosive Entrance
- HP: 6
- Amount: 2
- Fast
- Roll 1 die and deal three times that much damage to each Ranger.
- Shock and Awe
- HP: 6
- Amount: 1
- Fast
- Deal 3 damage to each Ranger. Skip the next Ranger turn in this battle.
- -
- Astronema
- Type: Boss
- Season: In Space - Megaranger
- Wrath Staff
- HP: 4
- Amount: 2
- Guard
- One Ranger must discard the top 2 cards of their deck. Then deal 4 damage to that Ranger.
- Psychokinesis
- HP: 5
- Amount: 1
- Fast, Passive
- While this card is in play, cards cannot leave Ranger discard piles. When this card resolves, drain 2 Energy and each Ranger must discard 1 random card from their hand.
- Shatterbolt
- HP: 5
- Amount: 2
- Fast
- Deal an amount of damage to each Ranger equal to the number of Rangers in this battle.
- Astral Vortex
- HP: 6
- Amount: 1
- Guard, Passive
- While this card is in play, each time a Ranger deals any amount of Damage to an enemy card without the GUARD keyword, drain 1 Energy and that Ranger must discard the top card of their deck.
- Dark Matter Wave
- HP: 6
- Amount: 2
- Fast
- Each Ranger must reveal a random card from their hand. Deal 3 damage to each Ranger, increased by 1 for each Shield on their revealed card.
- -
- Mesogog
- Type: Boss
- Season: Dino Thunder - Original
- Psionic Blast
- HP: 4
- Amount: 2
- Fast
- Deal an amount of damage to each Ranger equal to the number of cards in their hand.
- Merciless Plan
- HP: 6
- Amount: 1
- Fast, Guard, Passive
- While this card is in play, resolve +1 enemy card during each enemy turn in battle.
- Mind Spike
- HP: 6
- Amount: 2
- Guard
- The lead ranger must draw 3 cards, then discard all duplicate cards from their hand. if they discarded no cards, deal 4 damage to that Ranger.
- Ripclaw Rush
- HP: 6
- Amount: 2
- Fast
- Deal 4 damage. The Ranger who suffers this damage must then discard a number of cards from the top of their deck equal to the number of cards they discarded for defense.
- Oppressive Aura
- HP: 7
- Amount: 1
- Guard, Passive
- While this card is in play, Rangers cannot add extra dice of Damage to their attacks.
- -
- Lord Drakkon
- Type: Boss
- Season: Mighty Morphin' Power Rangers (Comic) - Original
- Cyclone Strike
- HP: 5
- Amount: 3
- Fast
- Deal 4 damage. Deal 3 damage. Deal 2 damage.
- Havoc Blow
- HP: 5
- Amount: 2
- Fast, Guard
- Deal 3 damage. Drain 2 Energy.
- Thunder Slash
- HP: 5
- Amount: 1
- Deal 3 damage to each Ranger twice.
- Dominate
- HP: 6
- Amount: 1
- Guard
- The lead Ranger must discard 2 random cards from their hand. Deal damage to each other Ranger equal to the number of Shields on the discarded cards.
- Stolen Power
- HP: 7
- Amount: 1
- Passive
- While this card is in play, when Energy is spent or drained, place the energy tokens on this card. Each time Lord Drakkon deals damage, increase that damage by 1 for each energy token on this card.
- -
- Kiya
- Type: Boss
- Season: Mighty Morphin' Power Rangers (Comic) - Original
- Anointed Strike
- HP: 4
- Amount: 2
- Fast, Guard
- Drain 1 Energy. Roll 4 dice and deal that much damage each to half of the Rangers in this battle (rounded up).
- Deep Scars
- HP: 5
- Amount: 2
- Passive
- While this card is in play, at the end of each Ranger turn, roll a number of dice equal to twice the number of defeated Kiya cards in this battle and deal that much damage to each Ranger.
- Necessary Evil
- HP: 5
- Amount: 2
- Fast
- Reveal 1 random card from the deck of each defeated monster. Deal an amount of damage to each Ranger equal to the highest health value among those cards.
- Omega Trident
- HP: 6
- Amount: 1
- Fast
- Drain 3 Energy. Roll 6 dice and deal that much damage to the lead Ranger.
- Grim Conviction
- HP: 7
- Amount: 1
- Guard, Passive
- While this card is in play, each time Kiya rolls a Null result, 1 Ranger must discard the top card of their deck.
- -
- Psycho Rangers
- Type: Nemesis
- Psycho Red
- Psycho: Deal 4 damage to the attached Ranger.
- Psycho Sword
- HP: 5
- Amount: 1
- Fast
- Deal 5 damage to the lead Ranger.
- Path of Flame
- HP: 6
- Amount: 1
- Passive
- While this card is in play, each time a defeated enemy card resolves, deal 3 damage. When this card resolves, resolve all Psycho effects.
- Psycho Black
- Psycho: Deal 3 damage to the attached Ranger and 2 damage to another Ranger.
- Psycho Staff
- HP: 5
- Amount: 1
- Guard
- Deal 3 damage to each Ranger.
- Path of Stone
- HP: 6
- Amount: 1
- Passive
- While this card is in play, the health value of all other enemy cards is increased by 1. When this card resolves, resolve all Psycho effects.
- Psycho Blue
- Psycho: The attached Ranger must discard from their hand the card with the highest energy cost.
- Psycho Axe
- HP: 5
- Amount: 1
- Three different Rangers must each discard from their hand the card with the highest energy cost.
- Path of Frost
- HP: 6
- Amount: 1
- Passive
- While this card is in play, the shared energy pool cannot exceed greater than 2. Drain any excess Energy. When this card resolves, resolve all Psycho effects.
- Psycho Yellow
- Psycho: The attached Ranger must discard from their hand the card with the most Shields.
- Psycho Slinger
- HP: 5
- Amount: 1
- Three different Rangers must each discard from their hand the card with the most Shields.
- Path of Venom
- HP: 6
- Amount: 1
- Passive
- While this card is in play, each time a Ranger reveals a card for defense, remove 1 Shield from that card. When this card resolves, resolve all Psycho effects.
- Psycho Pink
- Psycho: Drain 1 Energy and deal 2 damage to the attached Ranger.
- Psycho Bow
- HP: 5
- Amount: 1
- Guard
- Drain 2 Energy. Deal 3 damage to the Ranger with the fewest cards in their deck.
- Path of Thorns
- HP: 6
- Amount: 1
- Passive
- While this card is in play, each time a Ranger attacks this card or an adjacent enemy card, deal 2 damage to that Ranger. When this card resolves, resolve all Psycho effects.
- Psycho Green
- Psycho: The attached Ranger and another Ranger must each discard the top card of their deck.
- Psycho Dagger
- HP: 5
- Amount: 1
- Fast
- Each Ranger must discard the top card of their deck.
- Path of Cruelty
- HP: 6
- Amount: 1
- Passive
- While this card is in play, the first time each Ranger plays a card this battle, they must discard the top card of their deck. When this card resolves, resolve all Psycho effects.
- Nemesis Drain
- HP: 3
- Amount: 2
- Guard
- Drain 1 Energy. Resolve all Psycho effects.
- Psycho Burst
- HP: 3
- Amount: 2
- Deal 2 damage to each Ranger. Resolve all Psycho effects.
- Psycho Strike
- HP: 4
- Amount: 2
- Fast
- Resolve all Psycho effects.
- Psycho Assault
- HP: 5
- Amount: 1
- Deal 3 damage. If there are 2 or more Psycho Rangers in this location, deal 6 damage instead.
- -
- Zeltrax
- Type: Nemesis
- Season: Dino Thunder - Abaranger
- Each time the attached Ranger suffers damage, increase that damage by 1.
- Thunder Gladius
- HP: 3
- Amount: 3
- Fast
- Deal 2 damage to each Ranger. Deal 2 damage to the lead Ranger.
- Grip of Zeltrax
- HP: 4
- Amount: 2
- Fast, Guard
- Drain 1 Energy. Deal 3 damage each to half of the Rangers in this battle (rounded up).
- Grim Vendetta
- HP: 5
- Amount: 2
- The lead Ranger may discard any number of cards from their hand. Then deal 3 damage to that Ranger for each card left in their hand.
- Shield of Zeltrax
- HP: 6
- Amount: 1
- Guard, Passive
- While this card is in play, each time a Ranger performs an attack, they must remove all but 2 dice from that attack after rolling.
- -
- Dayne
- Type: Nemesis
- Season: Mighty Morphin' Power Rangers (Comic) - Original
- Each time an enemy card with the PASSIVE keyword resolves, deal 3 damage to the attached Ranger, then attach this card to any other Ranger in this battle.
- Blinding Shot
- HP: 4
- Amount: 2
- Fast, Passive
- While this card is in play, each time a Ranger rolls a Two Damage result during an attack, change it to a Null result.
- Isolate Prey
- HP: 4
- Amount: 1
- Fast, Passive
- While this card is in play, Dayne's current nemesis is the only Ranger who can play combat cards. When this card resolves, deal 3 damage to each Ranger.
- Plasma Whip
- HP: 4
- Amount: 2
- Guard, Passive
- While this card is in play, each time the ability of Dayne's deployment card resolves, increase that damage by 1.
- Bounty Breaker
- HP: 5
- Amount: 2
- Fast
- Deal 5 damage. attach Dayne's deployment card to the Ranger who suffers this damage.
- Just as Planned
- HP: 5
- Amount: 1
- Guard, Passive
- While this card is in play, Rangers cannot place hit tokens on Dayne cards that have not yet resolved.
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