Bionichute

heroes of the grid playable characters

Jan 16th, 2021 (edited)
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  1. Mighty Morphin Red
  2. Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
  3.  
  4. Character Cards:
  5. Jason Lee Scott
  6. Leadership
  7. Once Per Battle, a Ranger of your choice may reroll any number of dice during an attack.
  8.  
  9. Mighty Morphin Red (Dragon Shield)
  10. Legacy of the Dragon
  11. During Setup, add the Dragon Shield (Mighty Morphin Red) and Dragon Dagger (Mighty Morphin Red) cards to your starting hand.
  12.  
  13. Rocky DeSantos
  14. Bravery
  15. When you reveal a card for defense, if that card would be placed on the bottom of your deck, you may add it to your hand instead.
  16.  
  17. Zord Cards:
  18. Tyrannosaurus
  19. Exhaust this card before a Ranger performs an attack to add 2 dice to that attack.
  20.  
  21. Red Ape Ninjazord
  22. Exhaust this card at the start of any turn in battle. Choose a card name. All cards wth that name have a shield value of 3 shields until the end of this turn.
  23.  
  24. Combat Cards:
  25. Block
  26. Cost: 0
  27. Type: Reaction
  28. Defense: 3
  29. Amount: 2
  30. Play this card when any Ranger suffers damage to reduce that damage by 3.
  31.  
  32. Lead The Charge
  33. Cost: 0
  34. Type: Attack
  35. Damage: 2 Dice
  36. Defense: 2
  37. Amount: 2
  38. The next time any Ranger performs an attack during this battle, add 1 die to that attack.
  39.  
  40. Team Tactics
  41. Cost: 0
  42. Type: Maneuver
  43. Defense: 1
  44. Amount: 2
  45. Gain 1 Energy. Another Ranger of your choice may immediately play 1 card.
  46.  
  47. Dragon Shield
  48. Cost: 1
  49. Type: Reaction
  50. Defense: 3
  51. Amount: 1
  52. Play this card when any Ranger suffers damage to reduce that damage by 3. The next time you perform an attack during this battle, add 1 die to that attack.
  53.  
  54. Tyranno Slash
  55. Cost: 1
  56. Type: Attack
  57. Damage: 3 Dice
  58. Defense: 2
  59. Amount: 2
  60. You may reroll any number of dice during this attack.
  61.  
  62. Dragon Dagger
  63. Cost: 3
  64. Type: Attack
  65. Damage: 3 Dice
  66. Defense: 3
  67. Amount: 1
  68. Perform this attack twice.
  69.  
  70. Power Sword
  71. Cost: 3
  72. Type: Attack
  73. Damage: 5 Dice
  74. Defense: 3
  75. Amount: 1
  76. The next time any Ranger performs an attack during this battle, add 2 dice to that attack.
  77.  
  78. Blade Blaster
  79. Cost: X
  80. Type: Attack
  81. Damage: Special
  82. Defense: 1
  83. Amount: 1
  84. This attack deals an amount of Damage equal to the amount of Energy spent to play this card. You may divide this Damage among any number of targets.
  85.  
  86. -
  87.  
  88. Mighty Morphin Blue
  89. Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
  90.  
  91. Character Cards:
  92. Billy Cranston
  93. Strategize
  94. Once per battle, a Ranger of your choice may draw 1 card and then place 1 card from their hand back on the top of their deck.
  95.  
  96. Zord Cards:
  97. Triceratops
  98. Exhaust this card to allow any Ranger to choose up to 2 cards from their discard pile and return them to the top of their deck, in any order.
  99.  
  100. Blue Wolf Ninjazord
  101. Exhaust this card when any Ranger suffers damage. Reduce that damage by 2. That Ranger may look at the top card of their deck and may swap it with a card from their hand.
  102.  
  103. Combat Cards:
  104. Counter Jab
  105. Cost: 0
  106. Type: Attack
  107. Damage: 1 Die + 1 Damage
  108. Defense: 1
  109. Amount: 2
  110. Star: If this card is revealed for defense, deal 1 Damage to an enemy of your choice.
  111.  
  112. Knowledge Is Power
  113. Cost: 0
  114. Type: Maneuver
  115. Defense: 2
  116. Amount: 2
  117. Gain 1 Energy. A Ranger of your choice may search their deck for a card and add it to their hand. If they do, they must shuffle their deck.
  118.  
  119. Tactical Strike
  120. Cost: 0
  121. Type: Attack
  122. Damage: 2 Dice
  123. Defense: 2
  124. Amount: 2
  125. After you play this card, place it on the top of your deck instead of discarding it.
  126.  
  127. Mighty Maces
  128. Cost: 1
  129. Type: Attack
  130. Damage: 3 Dice
  131. Defense: 3
  132. Amount: 2
  133. Star: If this card is revealed for defense, gain 1 Energy.
  134.  
  135. Power Lance
  136. Cost: 3
  137. Type: Attack
  138. Damage: 4 Dice
  139. Defense: 3
  140. Amount: 1
  141. After you play this card, place it on top of your deck instead of discarding it.
  142.  
  143. Blade Blaster
  144. Cost: X
  145. Type: Attack
  146. Damage: Special
  147. Defense: 1
  148. Amount: 1
  149. This attack deals an amount of Damage equal to the amount of Energy spent to play this card. You may divide this Damage among any number of targets.
  150.  
  151. -
  152.  
  153. Mighty Morphin Pink
  154. Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
  155.  
  156. Character Cards:
  157. Kimberly Ann Hart
  158. Quick Shot
  159. At the start of each battle, you may deal 1 Damage to an enemy card of your choice.
  160.  
  161. Kat Hillard
  162. Agile
  163. When you suffer damage, before revealing a card for defense, you may look at the top 2 cards of your deck and put them back in any order.
  164.  
  165. Zord Cards:
  166. Pterodactyl
  167. Exhaust this card during a battle to gain 2 Energy.
  168.  
  169. Pink Crane Ninjazord
  170. Exhaust this card at the start of a battle. Deal 1 Damage to an enemy card of your choice. The next time any Ranger performs an attack during this battle, they may ignore the GUARD keyword.
  171.  
  172. Combat Cards:
  173. Acrobatics
  174. Cost: 0
  175. Type: Reaction
  176. Defense: 3
  177. Amount: 2
  178. Play this card when you reveal a card for defense to add that revealed card to your hand instead of discarding it or placing it on the bottom of your deck.
  179.  
  180. Flying Kick
  181. Cost: 0
  182. Type: Attack
  183. Damage: 2 Dice
  184. Defense: 2
  185. Amount: 2
  186. Gain 1 Energy
  187.  
  188. Take Aim
  189. Cost: 0
  190. Type: Maneuver
  191. Defense: 1
  192. Amount: 2
  193. Gain 1 Energy. You may immediately play another card. If it is an attack, you may reroll any number of dice during that attack.
  194.  
  195. Arrow Shot
  196. Cost: 1
  197. Type: Attack
  198. Damage: 3 Dice
  199. Defense: 2
  200. Amount: 2
  201. Ignore the GUARD keyword when choosing a target for this attack.
  202.  
  203. Power Bow
  204. Cost: 3
  205. Type: Attack
  206. Damage: 6 Dice
  207. Defense: 3
  208. Amount: 1
  209. Ignore the GUARD keyword when choosing a target for this attack.
  210.  
  211. Blade Blaster
  212. Cost: X
  213. Type: Attack
  214. Damage: Special
  215. Defense: 1
  216. Amount: 1
  217. This attack deals an amount of Damage equal to the amount of Energy spent to play this card. You may divide this Damage among any number of targets.
  218.  
  219. -
  220.  
  221. Mighty Morphin Black
  222. Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
  223.  
  224. Character Cards:
  225. Zack Taylor
  226. Hip-Hop Kido
  227. Once per battle, after you defeat an enemy card with an attack, you may deal 1 Damage to another enemy card adjacent to your target.
  228.  
  229. Adam Park
  230. Adaptable
  231. Once per battle, you may swap a card from your hand with the top card of your discard pile.
  232.  
  233. Zord Cards:
  234. Mastodon
  235. Exhaust this card to immediately remove 1 foot soldier figure from any location and place it on the experience track.
  236.  
  237. Black Frog Ninjazord
  238. Exhaust this card after any Ranger resolves an attack. That Ranger may immediately perform an additional attack with 2 dice.
  239.  
  240. Combat Cards:
  241. Mammoth Slam
  242. Cost: 0
  243. Type: Attack
  244. Damage: 2 Dice
  245. Defense: 2
  246. Amount: 2
  247. If there are 4 or more cards in your discard pile, add 1 die to this attack.
  248.  
  249. Smooth Moves
  250. Cost: 0
  251. Type: Reaction
  252. Defense: 2
  253. Amount: 2
  254. Play this card when any Ranger suffers damage to reduce that damage by 2 and gain 1 Energy.
  255.  
  256. Reckless Blow
  257. Cost: 1
  258. Type: Attack
  259. Damage: 2 Dice
  260. Defense: 1
  261. Amount: 2
  262. Before rolling, you may discard the top card of your deck to add 2 dice to this attack.
  263.  
  264. Sweeping Strike
  265. Cost: 1
  266. Type: Attack
  267. Damage: 2 Dice
  268. Defense: 3
  269. Amount: 2
  270. Deal 1 Damage to an enemy card adjacent to the target.
  271.  
  272. Power Axe
  273. Cost: 3
  274. Type: Attack
  275. Damage: 3 Dice
  276. Defense: 3
  277. Amount: 1
  278. After rolling, choose 2 dice from this attack and deal that much Damage to each enemy card adjacent to the target.
  279.  
  280. Blade Blaster
  281. Cost: X
  282. Type: Attack
  283. Damage: Special
  284. Defense: 1
  285. Amount: 1
  286. This attack deals an amount of Damage equal to the amount of Energy spent to play this card. You may divide this Damage among any number of targets.
  287.  
  288. -
  289.  
  290. Mighty Morphin Yellow
  291. Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
  292.  
  293. Character Cards:
  294. Trini Kwan
  295. Double Strike
  296. Once per battle, after you play a card, you may immediately play another card with the same name.
  297.  
  298. Aisha Campbell
  299. Momentum
  300. Once per battle, after you defeat an enemy card with an attack, gain 1 Energy.
  301.  
  302. Zord Cards:
  303. Saber-Toothed Tiger
  304. Exhaust this card during a battle to allow each participating Ranger to draw up to 2 cards.
  305.  
  306. Yellow Bear Ninjazord
  307. Exhaust this card during any Ranger turn in battle. Any Ranger may choose 2 cards with the same name from their discard pile and add them to their hand.
  308.  
  309. Combat Cards:
  310. Precise Strike
  311. Cost: 0
  312. Type: Attack
  313. Damage: 2 Damage
  314. Defense: 2
  315. Amount: 2
  316. After you play this card, you may spend 1 Energy to shuffle it back into your deck instead of discarding it.
  317.  
  318. Tenacity
  319. Cost: 0
  320. Type: Maneuver
  321. Defense: 2
  322. Amount: 2
  323. Gain 1 Energy. Choose 2 cards from your discard pile and return them to the top of your deck in any order.
  324.  
  325. Twin-Fang Teamwork
  326. Cost: 0
  327. Type: Reaction
  328. Defense: 2
  329. Amount: 2
  330. Play this card after another Ranger resolves an attack to deal 1 Damage to the target of that attack.
  331.  
  332. Sabertooth Strike
  333. Cost: 1
  334. Type: Attack
  335. Damage: 2 Dice
  336. Defense: 2
  337. Amount: 2
  338. If this attack defeats the target, you may immediately perform a second attack with 2 dice.
  339.  
  340. Power Daggers
  341. Cost: 3
  342. Type: Attack
  343. Damage: 4 Dice
  344. Defense: 3
  345. Amount: 1
  346. After you resolve this attack, a Ranger of your choice may immediately play 1 card.
  347.  
  348. Blade Blaster
  349. Cost: X
  350. Type: Attack
  351. Damage: Special
  352. Defense: 1
  353. Amount: 1
  354. This attack deals an amount of Damage equal to the amount of Energy spent to play this card. You may divide this Damage among any number of targets.
  355.  
  356. -
  357.  
  358. Alpha 5
  359. Season: Mighty Morphin' Power Rangers (S1) - Original
  360.  
  361. Character Cards:
  362. Supportive A.I.
  363. Recovery Boost
  364. When any Ranger performs the RECOVER action, they may choose to recover up to 2 fewer Defenses in order to draw an equal number of cards from the Alpha 5 deck. When any Ranger plays an Alpha 5 card, shuffle it back into the Alpha 5 Deck.
  365.  
  366. Loyal Robot
  367. Aye-yi-yi!
  368. You cannot move from the Command Center. You cannot perform the BATTLE action, but you may play cards in every battle, regardless of location. When you perform the RECOVER action, you may allow another Ranger to recover instead.
  369.  
  370. Rules Cards:
  371. Supportive A.I.
  372. In this mode, Alpha 5 is an extra member of the team, not controlled by any single player. During setup, place the Alpha 5 character card next to the power board, Supportive A.I. side up. Then shuffle the Alpha 5 deck and place it nearby, face down. During the game, players can interact with the Alpha 5 deck as specified on Alpha 5's character card.
  373.  
  374. Loyal Robot
  375. In this mode, one player controls Alpha 5 instead of controlling a Ranger. During setup, that player puts the Alpha 5 character card in front of them, Loyal Robot side up. Then they shuffle the Alpha 5 deck and draw a starting hand like everyone else. Alpha 5 is treated as a Ranger, for all game effects, Other abilities and restrictions are specified on Alpha 5's character card.
  376.  
  377. Combat Cards:
  378. Emergency Shields!
  379. Cost: 0
  380. Type: Reaction
  381. Defense: 2
  382. Amount: 2
  383. Play this card when any Ranger suffers damage to reduce that damage by 2.
  384.  
  385. Energize
  386. Cost: 0
  387. Type: Maneuver
  388. Defense: 1
  389. Amount: 2
  390. Gain 3 Energy.
  391.  
  392. Tactical Support
  393. Cost: 0
  394. Type: Maneuver
  395. Defense: 1
  396. Amount: 2
  397. A Ranger of your choice may draw up to 2 cards, the immediately play 1 card.
  398.  
  399. Go! Go!
  400. Cost: 1
  401. Type: Reaction
  402. Defense: 2
  403. Amount: 1
  404. Play this card before another Ranger performs an attack to add 2 dice to that attack.
  405.  
  406. Recovery Protocol
  407. Cost: 1
  408. Type: Reaction
  409. Defense: 1
  410. Amount: 2
  411. Play this card when another Ranger plays a card to allow that Ranger to return the card to their hand instead of discarding it.
  412.  
  413. Teleport
  414. Cost: 3
  415. Type: Maneuver
  416. Defense: 3
  417. Amount: 1
  418. Move 1 Ranger from another location to this location.
  419.  
  420. -
  421.  
  422. Mighty Morphin Green
  423. Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
  424.  
  425. Character Cards:
  426. Tommy Oliver
  427. Loner
  428. If you are the only player with a Ranger in your location, you may add 1 die to each of your attacks.
  429.  
  430. Tommy Oliver
  431. Gift of the Dragon
  432. Once per battle, you may place 1 card from you hand on another Ranger's character card. That Ranger may play that card as if it were in their hand. Place that card on the bottom of your deck after it resolves.
  433.  
  434. Zord Cards:
  435. Dragonzord
  436. Exhaust this card when any Ranger defeats an enemy card with an attack to deal excess Damage from that attack to another enemy card of your choice.
  437.  
  438. Combat Cards:
  439. Solo Strike
  440. Cost: 0
  441. Type: Attack
  442. Damage: 2 Dice
  443. Defense: 2
  444. Amount: 2
  445. Before Rolling, you may remove 1 die from this attack. If you do, return this card to your hand instead of discarding it after this attack resolves.
  446.  
  447. Dagger Solo
  448. Cost: 1
  449. Type: Maneuver
  450. Defense: 1
  451. Amount: 2
  452. For the rest of this battle, the energy cost of all combat cards is reduced by 1.
  453.  
  454. Dragon Rush
  455. Cost: 1
  456. Type: Attack
  457. Damage: 1 Die
  458. Defense: 2
  459. Amount: 2
  460. After you resolve this attack, you may perform a second attack with 2 dice.
  461.  
  462. Dragon Shield
  463. Cost: 1
  464. Type: Reaction
  465. Defense: 3
  466. Amount: 2
  467. Play this card when any Ranger suffers damage to reduce that damage by 3. The next time you perform an attack during this battle, add 1 die to that attack.
  468.  
  469. Dragon Dagger
  470. Cost: 3
  471. Type: Attack
  472. Damage: 3 Dice
  473. Defense: 3
  474. Amount: 1
  475. Perform this attack twice. (You may choose a new target for the second attack. Any effect applied to the first attack apply to both attacks.)
  476.  
  477. Blade Blaster
  478. Cost: X
  479. Type: Attack
  480. Damage: Special
  481. Defense: 1
  482. Amount: 1
  483. This attack deals an amount of Damage equal to the amount of Energy spent to play this card. You may divide this Damage among any number of targets.
  484.  
  485. -
  486.  
  487. Mighty Morphin White
  488. Season: Mighty Morphin' Power Rangers (S2) - Dairanger
  489.  
  490.  
  491. Character cards:
  492. Tommy Oliver
  493. Guardian Light
  494. Once per battle, when any Ranger reveals a card for defense, you may add 1 Defense to that card.
  495.  
  496. Tommy Oliver
  497. Rallying Light
  498. Once per battle, if there is no Energy in the shared pool, you may gain 1 Energy.
  499.  
  500. Zord Cards
  501. White Tigerzord
  502. Exhaust this card after any Ranger performs a maneuver to allow another Ranger to immediately play 1 card with an energy cost of zero.
  503.  
  504. White Ninja Falconzord
  505. Exhaust this card after any Ranger resolves a card with an energy cost of zero. That Ranger may immediately play that card again. Then they must discard the top card of their deck.
  506.  
  507. Combat Cards:
  508. Flash Kick
  509. Cost: 0
  510. Type: Reaction
  511. Defense: 2
  512. Amount: 2
  513. Play this card before the first turn of a battle to roll 2 dice and deal that much Damage to the first enemy card in the combat sequence.
  514.  
  515. Flying Tiger
  516. Cost: 0
  517. Type: Attack
  518. Damage: 2 Dice
  519. Defense: 2
  520. Amount: 2
  521. After you resolve this attack, you may spend 1 Energy too allow another Ranger to immediately play 1 card with an energy cost of zero.
  522.  
  523. Guardian Armor
  524. Cost: 0
  525. Type: Maneuver
  526. Defense: 3
  527. Amount: 2
  528. Gain 2 Energy. Place this card on top of your deck instead of discarding it.
  529.  
  530. Feinting Slash
  531. Cost: 1
  532. Type: Attack
  533. Damage: 3 Dice
  534. Defense: 1
  535. Amount: 2
  536. if you roll any Null results during this attack, return this card to your hand instead of discarding it.
  537.  
  538. Saba's Eye Beams
  539. Cost: 2
  540. Type: Maneuver
  541. Defense: 1
  542. Amount: 1
  543. Deal 1 Damage to up to 4 enemy cards.
  544.  
  545. Saba Slash
  546. Cost: 3
  547. Type: Attack
  548. Damage: 5 Dice
  549. Defense: 3
  550. Amount: 1
  551. You may divide this Damage among any number of targets.
  552.  
  553. -
  554.  
  555. Ninjor
  556. Season: Mighty Morphin' Power Rangers (S3) - Kakuranger
  557.  
  558. Character Cards:
  559. Creator of the Power Coins
  560. The Power of Ninja!
  561. Once per battle, each Ranger may look at the bottom card of their deck and swap that card with a card from their hand.
  562.  
  563. Zord Cards:
  564. Ninjor Battle Mode
  565. Exhaust this card to allow up to 3 Rangers to each choose 1 card from their discard pile and place it on the bottom of their deck.
  566.  
  567. Combat Cards:
  568. Encouraging Word
  569. Cost: 0
  570. Type: Reaction
  571. Defense: 3
  572. Amount: 2
  573. Play this card when another Ranger rolls any Null results during an attack. That Ranger may choose 1 card from their discard pie and place it on the bottom of their deck.
  574.  
  575. Flying Kick
  576. Cost: 0
  577. Type: Attack
  578. Damage: 2 Dice
  579. Defense: 2
  580. Amount: 2
  581. Gain 1 Energy.
  582.  
  583. Showboating
  584. Cost: 0
  585. Type: Reaction
  586. Defense: 1
  587. Amount: 2
  588. Play this card when an enemy card without the PASSIVE keyword resolves. Prevent all effects of that enemy card. Gain 1 Energy. Skip the next Ranger turn in this battle.
  589.  
  590. Ninjato Blade
  591. Cost: 1
  592. Type: Attack
  593. Damage: 3 Dice
  594. Defense: 2
  595. Amount: 2
  596. After this attack resolves, you may place this card on the bottom of your deck instead of discarding it.
  597.  
  598. Unlock Potential
  599. Cost: 1
  600. Type: Reaction
  601. Defense: 1
  602. Amount: 1
  603. Play this card after any Ranger exhausts a Zord card to ready that Zord card. You may play this card in any battle regardless of location.
  604.  
  605. Nimbus Strike
  606. Cost: 3
  607. Type: Attack
  608. Damage: 3 Dice
  609. Defense: 3
  610. Amount: 1
  611. Instead of choosing a target, choose a keyword (such as FAST, GUARD, or PASSIVE). This attack deals its full Damage to up to 3 enemy cards with that keyword.
  612.  
  613. -
  614.  
  615. Zeo Ranger I Pink
  616. Season: Zeo - Ohranger
  617.  
  618. Character Cards:
  619. Kat Hillard
  620. One Step Ahead
  621. You may look at the top card of your deck at any time. You may play that card as though it were in your hand.
  622.  
  623. Zord Cards:
  624. Zeo Zord I
  625. Exhaust this card to gain 1 Energy and allow each Ranger to look at the top card of their deck. Each Ranger may either draw that card or return it to the top of their deck
  626.  
  627. Combat Cards:
  628. Dancer's Grace
  629. Cost: 0
  630. Type: Maneuver
  631. Defense: 1
  632. Amount: 2
  633. Gain 1 Energy. Look at the top 2 cards of your deck and put them back in any order. Then you may immediately play another card.
  634.  
  635. Disc Throw
  636. Cost: 0
  637. Type: Attack
  638. Damage: 2 Dice
  639. Defense: 2
  640. Amount: 2
  641. After you play this card, if you played it from the top of your deck, return it to the top of your deck instead of discarding it.
  642.  
  643. Tai Chi Strike
  644. Cost: 0
  645. Type: Attack
  646. Damage: 2 Dice
  647. Defense: 2
  648. Amount: 2
  649. Gain 1 Energy for each Null result you roll during this attack. If you played this card from the top of your deck, add 1 die to this attack.
  650.  
  651. Fire Cloud
  652. Cost: 1
  653. Type: Attack
  654. Damage: 3 Dice
  655. Defense: 3
  656. Amount: 2
  657. If you played this card from the top of your deck, you may divide this Damage between any 2 adjacent targets and ignore the GUARD keyword when choosing targets for this attack.
  658.  
  659. Power Pod Sword
  660. Cost: 1
  661. Type: Reaction
  662. Defense: 1
  663. Amount: 1
  664. Play this card when any Ranger performs an attack to add 1 die to that attack. That Ranger may divide that Damage among any number of targets.
  665.  
  666. Power Disc
  667. Cost: 3
  668. Type: Reaction
  669. Defense: 3
  670. Amount: 1
  671. Play this card when any Ranger suffers damage to reduce that damage by 3 and deal 3 Damage to an enemy card of your choice.
  672.  
  673. -
  674.  
  675. Zeo Ranger II Yellow
  676. Season: Zeo - Ohranger
  677.  
  678. Character Cards:
  679. Tanya Sloan
  680. Critical Strike
  681. Once during each of your attacks, if you roll any 2 Damage die results, add 1 Damage to that attack.
  682.  
  683. Zord Cards:
  684. Zeo Zord II
  685. Exhaust this card before any Ranger performs an attack. Add 3 dice to that attack, then after rolling remove 3 dice from that attack.
  686.  
  687. Combat Cards:
  688. Building Momentum
  689. Cost: 0
  690. Type: Maneuver
  691. Defense: 2
  692. Amount: 2
  693. Gain 1 Damage. Any Ranger may immediately play 1 card with an energy cost of zero. If that card is an attack, add 1 die to that attack, then after rolling remove 1 die from that attack.
  694.  
  695. Chain Combo
  696. Cost: 0
  697. Type: Attack
  698. Damage: 3 Dice
  699. Defense: 2
  700. Amount: 2
  701. After rolling, remove 1 die from this attack.
  702.  
  703. Intercepting Strike
  704. Cost: 1
  705. Type: Reaction
  706. Defense: 2
  707. Amount: 2
  708. Play this card when any Ranger discards a card for defense. Deal an amount of Damage equal to the number of Defense on the discarded card to an enemy card of your choice.
  709.  
  710. Power Pod Sword
  711. Cost: 1
  712. Type: Reaction
  713. Defense: 1
  714. Amount: 1
  715. Play this card when any Ranger performs an attack to add 1 die to that attack. That Ranger may divide that Damage among any number of targets.
  716.  
  717. Rapid Kicks
  718. Cost: 1
  719. Type: Attack
  720. Damage: 4 Dice
  721. Defense: 2
  722. Amount: 2
  723. After rolling, remove 2 dice from this attack.
  724.  
  725. Power Double Clubs
  726. Cost: 3
  727. Type: Attack
  728. Damage: 5 Dice
  729. Defense: 3
  730. Amount: 1
  731. After rolling, remove 2 dice from this attack. Then perform a second attack with 2 dice, targeting an enemy card adjacent to the first target.
  732.  
  733. -
  734.  
  735. Zeo Ranger III Blue
  736. Season: Zeo - Ohranger
  737.  
  738. Character Cards:
  739. Rocky DeSantos
  740. Called Shot
  741. At the start of each battle, you may attach 1 energy token to an enemy card of your choice. When an enemy card is defeated, move all attached energy tokens from that card to the shared pool.
  742.  
  743. Zord Cards:
  744. Zeo Zord III
  745. Exhaust this card to allow 2 different Rangers to each choose 1 card from their discard pile and place it on top of their deck.
  746.  
  747. Combat Cards:
  748. Let's Party!
  749. Cost: 0
  750. Type: Maneuver
  751. Defense: 1
  752. Amount: 2
  753. Choose up to 2 enemy cards and attach 1 energy token to each of them. After you play this card, a Ranger of your choice may play 1 card.
  754.  
  755. Triple Threat
  756. Cost: 0
  757. Type: Attack
  758. Damage: 2 Dice
  759. Defense: 2
  760. Amount: 2
  761. Before rolling, attach 1 energy token to the target of this attack.
  762.  
  763. Power Pod Sword
  764. Cost: 1
  765. Type: Reaction
  766. Defense: 1
  767. Amount: 1
  768. Play this card when any Ranger performs an attack to add 1 die to that attack. That Ranger may divide that Damage among any number of targets.
  769.  
  770. Power Spin
  771. Cost: 1
  772. Type: Attack
  773. Damage: 2 Dice
  774. Defense: 2
  775. Amount: 2
  776. After you resolve this attack, deal 1 Damage to each enemy card, other than the target, with at least 1 energy token attached to it.
  777.  
  778. Reckless Assault
  779. Cost: 1
  780. Type: Attack
  781. Damage: 2 Dice
  782. Defense: 3
  783. Amount: 2
  784. If this attack defeats the target, you may immediately play another card.
  785.  
  786. Power Axes
  787. Cost: 3
  788. Type: Attack
  789. Damage: 3 Dice
  790. Defense: 3
  791. Amount: 1
  792. Instead of choosing a target, this attack deals its full Damage to each enemy card with at least 1 energy token attached to it.
  793.  
  794. -
  795.  
  796. Zeo Ranger IV Green
  797. Season: Zeo - Ohranger
  798.  
  799. Character Cards:
  800. Adam Park
  801. Vanguard
  802. Each time an enemy card deals damage to you, gain 1 hit tokeen and place it on this card (max 3). You may spend hit tokens from this card to trigger special abilities on your combat cards.
  803.  
  804. Zord Cards:
  805. Zeo Zord IV
  806. Exhaust this card to deal Damage to an already resolved enemy card equal to the number of hit tokens on it.
  807.  
  808. Combat Cards:
  809. Avenging Strike
  810. Cost: 0
  811. Type: Attack
  812. Damage: 1 Die
  813. Defense: 2
  814. Amount: 2
  815. You may spend any number of hit tokens to add an equal number of dice to this attack.
  816.  
  817. Charging Strike
  818. Cost: 0
  819. Type: Attack
  820. Damage: 2 Dice
  821. Defense: 3
  822. Amount: 2
  823. You may either gain 1 hit token or spend any number of hit tokens to gain an equal amount of Energy.
  824.  
  825. Cross Chop
  826. Cost: 1
  827. Type: Attack
  828. Damage: 3 Dice
  829. Defense: 2
  830. Amount: 2
  831. After you play this card, you may spend 1 hit token to place it on top of your deck instead of discarding it.
  832.  
  833. Not Done Yet!
  834. Cost: 1
  835. Type: Maneuver
  836. Defense: 1
  837. Amount: 2
  838. Gain 1 hit token. You may immediately play 1 card from your discard pile.
  839. Star: If this card is revealed for defense, you may spend any number of hit tokens to add an equal number of Defense to this card.
  840.  
  841. Power Pod Sword
  842. Cost: 1
  843. Type: Reaction
  844. Defense: 1
  845. Amount: 1
  846. Play this card when any Ranger performs an attack to add 1 die to that attack. That Ranger may divide that Damage among any number of targets.
  847.  
  848. Power Hatchets
  849. Cost: 3
  850. Type: Attack
  851. Damage: 4 Dice
  852. Defense: 3
  853. Amount: 1
  854. You may spend any number of hit tokens to reroll an equal number of dice during this attack. After you perform this attack, gain 3 hit tokens.
  855.  
  856. -
  857.  
  858. Zeo Ranger V Red
  859. Season: Zeo - Ohranger
  860.  
  861. Character Cards:
  862. Tommy Oliver
  863. Shining Star
  864. Once per battle, you may reveal 1 card from you hand and use the Star ability on that card as if it were revealed for defense.
  865.  
  866. Zord Cards:
  867. Zeo Zord V
  868. Exhaust this card when any Ranger discards a card for defense. Gain 1 Energy. That Ranger may return that card to the top of their deck.
  869.  
  870. Red Battlezord
  871. Exhaust this card during any Ranger turn in battle to perform an attack with 3 dice instead of playing a card.
  872.  
  873. Combat Cards:
  874. Red Riposte
  875. Cost: 0
  876. Type: Reaction
  877. Defense: 2
  878. Amount: 2
  879. Play this card when any Ranger reveals a card for defense to add 2 Defense to that card.
  880. Star: If this card is revealed for defense, another Ranger of your choice may return the top card of their discard pile to the top of their deck.
  881.  
  882. Star Strike
  883. Cost: 0
  884. Type: Attack
  885. Damage: 2 Dice
  886. Defense: 2
  887. Amount: 2
  888. Star: If this card is revealed for defense, gain 1 Energy.
  889.  
  890. Flying Power Kick
  891. Cost: 1
  892. Type: Attack
  893. Damage: 2 Dice
  894. Defense: 3
  895. Amount: 2
  896. Star: if this card is revealed for defense, the next time any ranger performs an attack during this battle, add 1 die to that attack.
  897.  
  898. Lead By Example
  899. Cost: 1
  900. Type: Maneuver
  901. Defense: 1
  902. Amount: 2
  903. You may immediately play another card. Then another Ranger of your choice may immediately play 1 card.
  904.  
  905. Power Pod Sword
  906. Cost: 1
  907. Type: Reaction
  908. Defense: 1
  909. Amount: 1
  910. Play this card when any Ranger performs an attack to add 1 die to that attack. That Ranger may divide that Damage among any number of targets.
  911.  
  912. Zeo Battle Sword
  913. Cost: 3
  914. Type: Attack
  915. Damage: 5 Dice
  916. Defense: 3
  917. Amount: 1
  918. After you resolve this attack, reveal up to 2 cards from your hand and resolve the Star abilities on those cards as if they were revealed for defense.
  919.  
  920. -
  921.  
  922. Zeo Gold Ranger
  923. Season: Zeo - Ohranger
  924.  
  925. Character Cards:
  926. Trey of Triforia
  927. Power of Triforia
  928. Each time you play a card, in addition to its normal effects, resolve the 王 ability on that card. You may spend 1 Energy to resolve that ability a second time.
  929.  
  930. Jason Lee Scott
  931. Heart of Gold
  932. Each time you play a card, in addition to its normal effects, you may reveal 1 card from your hand and resolve the 王 ability on the revealed card. If you do, place the revealed card on the bottom of your deck and draw 1 card.
  933.  
  934. Zord Cards:
  935. Pyramidas
  936. Exhaust this card when any Ranger reveals a card for defense. Add 1 Defense to that card, gain 1 Energy, and deal 1 Damage to an enemy card of your choice.
  937.  
  938. Combat Cards:
  939. Armored Blow
  940. Cost: 0
  941. Type: Attack
  942. Damage: 2 Dice
  943. Defense: 2
  944. Amount: 2
  945. 王: A Ranger of your choice may draw 1 card. That Ranger may then choose 1 card from their hand and place it on top of their deck.
  946.  
  947. Golden Guard
  948. Cost: 0
  949. Type: Reaction
  950. Defense: 3
  951. Amount: 2
  952. Play this card when any Ranger suffers damage to reduce that damage by 2.
  953. 王: Move 1 hit token from an enemy card of your choice to another enemy card.
  954.  
  955. Inspiring Presence
  956. Cost: 0
  957. Type: Maneuver
  958. Defense: 1
  959. Amount: 2
  960. After you play this card, another Ranger of your choice may immediately play 1 card.
  961. 王: Gain 1 Energy.
  962.  
  963. Gold Rush
  964. Cost: 1
  965. Type: Attack
  966. Damage: 3 Dice
  967. Defense: 1
  968. Amount: 1
  969. 王: A Ranger of your choice may choose 1 card from their discard pile and shuffle it back into their deck.
  970.  
  971. Lightning Rod
  972. Cost: 1
  973. Type: Attack
  974. Damage: 2 Dice + 1 Damage
  975. Defense: 2
  976. Amount: 2
  977. 王: Deal 1 Damage to an enemy card of your choice.
  978.  
  979. Golden Power Staff
  980. Cost: 3
  981. Type: Attack
  982. Damage: 6 Dice
  983. Defense: 3
  984. Amount: 1
  985. Resolve the 王 ability on any 1 card in your discard pile.
  986.  
  987. -
  988.  
  989. Turbo Red
  990. Season: Turbo - Carranger
  991.  
  992. Character Cards:
  993. Tommy Oliver
  994. Shift Into Turbo
  995. Once per battle, when any Ranger plays a card with an energy cost of X, they may resolve it as though they spent +1 Energy.
  996.  
  997. Zord Cards:
  998. Exhaust this card at the start of a battle to allow the Rangers to take the first turn, even if there is an enemy card with the FAST keyword in play. Skip the final Ranger turn in this battle.
  999.  
  1000. Combat Cards:
  1001. Redline Slash
  1002. Cost: 0
  1003. Type: Attack
  1004. Damage: 2 Dice
  1005. Defense: 2
  1006. Amount: 2
  1007. If there is no Energy in the shared pool, add 1 die to this attack.
  1008.  
  1009. Slipstream Charge
  1010. Cost: 0
  1011. Type: Reaction
  1012. Defense: 1
  1013. Amount: 2
  1014. Play this card when another Ranger gains Energy to gain 1 Energy.
  1015.  
  1016. Turbo Strike
  1017. Cost: 0
  1018. Type: Attack
  1019. Damage: 2 Dice
  1020. Defense: 2
  1021. Amount: 2
  1022. After rolling, choose 1 die from this attack and gain an amount of Energy equal to the Damage of that die.
  1023.  
  1024. Auto Blaster
  1025. Cost: X
  1026. Type: Attack
  1027. Damage: Special
  1028. Defense: 1
  1029. Amount: 1
  1030. This attack deals an amount of Damage equal to the amount of Energy spent to play this card. You may ignore the GUARD keyword when choosing a target for this attack.
  1031.  
  1032. Full Throttle
  1033. Cost: X
  1034. Type: Maneuver
  1035. Defense: 3
  1036. Amount: 2
  1037. A Ranger of your choice may immediately play 1 card. If it is an attack, add a number of dice to that attack equal to the amount of Energy spent to play this card.
  1038.  
  1039. Turbo Lightning Sword
  1040. Cost: X
  1041. Type: Attack
  1042. Damage: 2 Dice
  1043. Defense: 3
  1044. Amount: 1
  1045. After you resolve this attack, you may perform a second attack with a number of dice equal to the amount of Energy spent to play this card.
  1046.  
  1047. -
  1048.  
  1049. Phantom Ranger
  1050. Season: Turbo - Carranger
  1051.  
  1052. Character Cards:
  1053. Mysterious Hero
  1054. Cloaking Device
  1055. When you perform a MOVE action, you may move your figure to or from this card. During any battle, if your figure is on this card, you may move it to that location to join the battle.
  1056.  
  1057. Zord Cards:
  1058. Artillatron
  1059. Exhaust this card when any Ranger performs an attack. Gain 1 Energy. That Ranger may ignore the GUARD keyword when choosing a target for that attack.
  1060.  
  1061. Combat Cards:
  1062. Invisible Hero
  1063. Cost: 0
  1064. Type: Reaction
  1065. Defense: 1
  1066. Amount: 2
  1067. Play this card when any Ranger suffers damage to reduce that damage by 2. If your figure is on your character card, you may play this card in any battle, regardless of location.
  1068.  
  1069. Phantom Cloak
  1070. Cost: 0
  1071. Type: Maneuver
  1072. Defense: 1
  1073. Amount: 1
  1074. Gain 1 Energy. Move your figure from its current location to your character card.
  1075.  
  1076. Wraith Strike
  1077. Cost: 0
  1078. Type: Attack
  1079. Damage: 2 Dice
  1080. Defense: 2
  1081. Amount: 2
  1082. If your figure is on your character card, you may play this card in any battle, regardless of location.
  1083.  
  1084. Phantom Laser
  1085. Cost: 1
  1086. Type: Attack
  1087. Damage: 2 Dice + 1 Damage
  1088. Defense: 3
  1089. Amount: 2
  1090. You may ignore the GUARD keyword when choosing a target for this attack.
  1091.  
  1092. Specter Barrage
  1093. Cost: 1
  1094. Type: Attack
  1095. Damage: 3 Dice
  1096. Defense: 2
  1097. Amount: 2
  1098. If the target of this attack has the GUARD keyword, you may deal any amount of Damage from this attack to an enemy card adjacent to the target instead.
  1099.  
  1100. Power Ruby Blast
  1101. Cost: X
  1102. Type: Maneuver
  1103. Defense: 3
  1104. Amount: 1
  1105. Deal 2 Damage each to a number of enemy cards equal to the amount of Energy spent to play this card.
  1106.  
  1107. -
  1108.  
  1109. Red Space Ranger
  1110. Season: In Space - Megaranger
  1111.  
  1112. Character Cards:
  1113. Andros
  1114. Covert Tactics
  1115. Once per battle, any Ranger may ignore the GUARD keyword when choosing a target for an attack.
  1116.  
  1117. Zord Cards:
  1118. Mega V1
  1119. Exhaust this card when any Ranger performs a maneuver or a reaction. Gain 1 Energy. That Ranger may place that card on the bottom of their deck instead of discarding it.
  1120.  
  1121. Combat Cards:
  1122. Mega Drill Breaker
  1123. Cost: 0
  1124. Type: Attack
  1125. Damage: 2 Dice
  1126. Defense: 2
  1127. Amount: 2
  1128. If this attack does not defeat the target, you may spend 1 Energy to perform a second attack with 2 dice against the same target.
  1129.  
  1130. Pierce Defenses
  1131. Cost: 0
  1132. Type: Attack
  1133. Damage: 2 Dice
  1134. Defense: 2
  1135. Amount: 2
  1136. The next time any Ranger performs an attack, thay may ignore the GUARD keyword when chosing a target for that attack.
  1137.  
  1138. Telekinesis
  1139. Cost: 0
  1140. Type: Reaction
  1141. Defense: 3
  1142. Amount: 2
  1143. Play this card att the start of a battle. Any Ranger may take the top card of their discard pile and add it to their hand.
  1144.  
  1145. Let's Rocket!
  1146. Cost: 1
  1147. Type: Maneuver
  1148. Defense: 1
  1149. Amount: 2
  1150. Roll 2 dice and gain an amount of Energy equal to the Damage results. Another Ranger of your choice may immediately play 1 card. Place this card on top of your deck instead of discarding it.
  1151.  
  1152. Spiral Saber
  1153. Cost: 3
  1154. Type: Attack
  1155. Damage: 4 Dice
  1156. Defense: 3
  1157. Amount: 1
  1158. You may ignore the GUARD keyword when choosing a target for this attack. Deal 2 Damage, divided as you choose among enemy cards adjacent to the target.
  1159.  
  1160. Astro Blaster
  1161. Cost: X
  1162. Type: Reaction
  1163. Defense: 1
  1164. Amount: 1
  1165. Play this card to allow any Ranger to ignore the GUARD keyword when choosing a target for an attack. Add 1 Damage to that attack for each Energy spent to play this card (max 3).
  1166.  
  1167. -
  1168.  
  1169. Black Space Ranger
  1170. Season: In Space - Megaranger
  1171.  
  1172. Character Cards:
  1173. Carlos Vallerte
  1174. Hot Blooded
  1175. Once per attack, if you have 2 or fewer cards in your hand, you may reroll any number of dice during that attack.
  1176.  
  1177. Zord Cards:
  1178. Mega V2
  1179. Exhaust this card at any time. Any Ranger may discard up to 2 cards from their hand, then choose twice that many cards from their discard pile and place them on top of their deck in any order.
  1180.  
  1181. Combat Cards:
  1182. Covering Strike
  1183. Cost: 0
  1184. Type: Attack
  1185. Damage: 2 Dice
  1186. Defense: 2
  1187. Amount: 2
  1188. Before you perform this attack, any Ranger may choose 1 card from their hand and place it on top of their deck.
  1189.  
  1190. Meteor Smash
  1191. Cost: 0
  1192. Type: Attack
  1193. Damage: 2 Dice
  1194. Defense: 3
  1195. Amount: 2
  1196. Before rolling, you may discard 1 card from your hand to either gain 1 Energy or add 1 die to this attack.
  1197.  
  1198. Rising Moon
  1199. Cost: 0
  1200. Type: Maneuver
  1201. Defense: 2
  1202. Amount: 2
  1203. Draw 1 card, then choose any number of cards from your hand and place them on top of your deck. Any Ranger may immediately play 1 card.
  1204.  
  1205. Moon Fang Piercer
  1206. Cost: 1
  1207. Type: Attack
  1208. Damage: 5 Dice
  1209. Defense: 1
  1210. Amount: 2
  1211. Before rolling, remove 1 die from this attack for each card remaining in your hand.
  1212.  
  1213. Lunar Lance
  1214. Cost: 3
  1215. Type: Attack
  1216. Damage: 4 Dice
  1217. Defense: 3
  1218. Amount: 1
  1219. You may discard 2 cards from your hand instead of paying this card's energy cost.
  1220.  
  1221. Astro Blaster
  1222. Cost: X
  1223. Type: Reaction
  1224. Defense: 1
  1225. Amount: 1
  1226. Play this card to allow any Ranger to ignore the GUARD keyword when choosing a target for an attack. Add 1 Damage to that attack for each Energy spent to play this card (max 3).
  1227.  
  1228. -
  1229.  
  1230. Blue Space Ranger
  1231. Season: In Space - Megaranger
  1232.  
  1233. Character Cards:
  1234. T.J. Johnson
  1235. Level Headed
  1236. Once per battle, when any Ranger performs an attack, they may remove up to 2 dice before rolling to add that much Damage to that attack.
  1237.  
  1238. Zord Cards:
  1239. Mega V3
  1240. Exhaust this card when any Ranger performs an attack. After rolling, that Ranger may remove 1 die to add 2 Damage to that attack.
  1241.  
  1242. Combat Cards:
  1243. Buster Rifle
  1244. Cost: 0
  1245. Type: Attack
  1246. Damage: Special
  1247. Defense: 2
  1248. Amount: 2
  1249. Reveal the top card of your deck. This attack deals an amount of Damage equal to the number of Defense on that card.
  1250.  
  1251. Precision Tactics
  1252. Cost: 0
  1253. Type: Maneuver
  1254. Defense: 2
  1255. Amount: 2
  1256. A Ranger of your choice may immediately play 1 card. If that card is an attack, they may remove any number of dice before rolling to add that much Damage to that attack.
  1257.  
  1258. Strategic Defense
  1259. Cost: 0
  1260. Type: Reaction
  1261. Defense: 1
  1262. Amount: 2
  1263. Play this card at the start of a battle. Gain 1 Energy. Each Ranger may look at the top 2 cards of their deck and put them back in any order.
  1264.  
  1265. Cosmic Cleave
  1266. Cost: 1
  1267. Type: Attack
  1268. Damage: 2 Dice
  1269. Defense: 3
  1270. Amount: 2
  1271. If this attack defeats the target, you may place this card on top of your deck instead of discarding it.
  1272.  
  1273. Astro Axe
  1274. Cost: 3
  1275. Type: Attack
  1276. Damage: Special
  1277. Defense: 3
  1278. Amount: 1
  1279. Reveal the top card of your deck, and 1 card from your hand. This attack deals an amount of Damage equal to the number of Defense on those cards.
  1280.  
  1281. Astro Blaster
  1282. Cost: X
  1283. Type: Reaction
  1284. Defense: 1
  1285. Amount: 1
  1286. Play this card to allow any Ranger to ignore the GUARD keyword when choosing a target for an attack. Add 1 Damage to that attack for each Energy spent to play this card (max 3).
  1287.  
  1288. -
  1289.  
  1290. Yellow Space Ranger
  1291. Season: In Space - Megaranger
  1292.  
  1293. Character Cards:
  1294. Ashley Hammond
  1295. Optimism
  1296. Once per battle, when any Ranger rolls any Null results during an attack, gain 1 Energy.
  1297.  
  1298. Zord Cards:
  1299. Mega V4
  1300. Exhaust this card at any time. Gain 1 Energy. Any Ranger may draw any number of cards.
  1301.  
  1302. Combat Cards:
  1303. Precise Shot
  1304. Cost: 0
  1305. Type: Attack
  1306. Damage: 1 Die + 1 Damage
  1307. Defense: 2
  1308. Amount: 2
  1309. You may ignore the GUARD keyword when choosing a target for this attack.
  1310.  
  1311. Take Aim
  1312. Cost: 0
  1313. Type: Maneuver
  1314. Defense: 1
  1315. Amount: 2
  1316. Gain 1 Energy. You may immediately play another card. If that card is an attack, you may reroll any number of dice during that attack.
  1317.  
  1318. Trick Shot
  1319. Cost: 0
  1320. Type: Attack
  1321. Damage: 2 Dice
  1322. Defense: 3
  1323. Amount: 2
  1324. If you roll any Null results during this attack, deal 1 Damage to an enemy card that is not adjacent to the target.
  1325.  
  1326. Rapid Fire
  1327. Cost: 1
  1328. Type: Reaction
  1329. Defense: 2
  1330. Amount: 2
  1331. Play this card when any Ranger rolls any Null results during an attack. Add 2 dice to that attack.
  1332.  
  1333. Star Slinger
  1334. Cost: 3
  1335. Type: Attack
  1336. Damage: 3 Dice
  1337. Defense: 3
  1338. Amount: 1
  1339. After rolling, choose 2 dice from this attack and deal that much Damage each to up to 2 enemy cards that are not adjacent to the target.
  1340.  
  1341. Astro Blaster
  1342. Cost: X
  1343. Type: Reaction
  1344. Defense: 1
  1345. Amount: 1
  1346. Play this card to allow any Ranger to ignore the GUARD keyword when choosing a target for an attack. Add 1 Damage to that attack for each Energy spent to play this card (max 3).
  1347.  
  1348. -
  1349.  
  1350. Pink Space Ranger
  1351. Season: In Space - Megaranger
  1352.  
  1353. Character Cards:
  1354. Cassie Chan
  1355. Ready to Rock
  1356. Once per battle, any Ranger may discard the top card of their deck, then choose 1 card from their discard pile and place it on top of their deck.
  1357.  
  1358. Zord Cards:
  1359. Mega V5
  1360. Exhaust this card when any Ranger suffers damage. Reduce that damage by 2. That Ranger may then choose 1 card from their hand and place it on top of their deck.
  1361.  
  1362. Combat Cards:
  1363. Comet Kick
  1364. Cost: 0
  1365. Type: Attack
  1366. Damage: 2 Dice
  1367. Defense: 1
  1368. Amount: 2
  1369. Star: When this card is revealed for defense, you may gain 1 Energy or add 1 Defense to this card.
  1370.  
  1371. Orbital Dropkick
  1372. Cost: 0
  1373. Type: Maneuver
  1374. Defense: 2
  1375. Amount: 2
  1376. During the next Ranger turn in this battle, instead of playing a card, you may perform an attack with 3 dice, then deal 1 Damage to each enemy card adjacent to the target.
  1377.  
  1378. Tough Stuff
  1379. Cost: 0
  1380. Type: Reaction
  1381. Defense: 3
  1382. Amount: 2
  1383. Play this card when any Ranger reveals a card for defense. Double the number of Defense on that card.
  1384. Star: When this card is revealed for defense, you may spend 1 Energy to add 2 Defense to this card.
  1385.  
  1386. Sweeping Strike
  1387. Cost: 1
  1388. Type: Attack
  1389. Damage: 2 Dice
  1390. Defense: 3
  1391. Amount: 2
  1392. After you resolve this attack, deal 1 Damage to an enemy card adjacent to the target.
  1393.  
  1394. Satellite Stunner
  1395. Cost: 2
  1396. Type: Maneuver
  1397. Defense: 3
  1398. Amount: 1
  1399. Choose up to 2 foot soldier cards, 1 monster card, or 1 boss monster card. For each card chosen, add hit tokens until it has a number equal to 1 less than its health value.
  1400.  
  1401. Astro Blaster
  1402. Cost: X
  1403. Type: Reaction
  1404. Defense: 1
  1405. Amount: 1
  1406. Play this card to allow any Ranger to ignore the GUARD keyword when choosing a target for an attack. Add 1 Damage to that attack for each Energy spent to play this card (max 3).
  1407.  
  1408. -
  1409.  
  1410. Silver Space Ranger
  1411. Season: In Space - Megaranger
  1412.  
  1413. Character Cards:
  1414. Zhane
  1415. Silver Charm
  1416. Once per battle, when you gain any amount of Energy, increase that amount by 1.
  1417.  
  1418. Zord Cards:
  1419. Mega Winger
  1420. Exhaust this card at the end of a battle. Move any amount of Energy from the shared energy pool to this card (max 4). At the start of a battle, you may move all Energy from this card to the shared energy pool.
  1421.  
  1422. Combat Cards:
  1423. Silver Strike
  1424. Cost: 0
  1425. Type: Attack
  1426. Damage: 2 Dice
  1427. Defense: 2
  1428. Amount: 2
  1429. If there is at least 3 Energy in the shared energy pool, return this card to your hand instead of discarding it.
  1430.  
  1431. Telekinesis
  1432. Cost: 0
  1433. Type: Reaction
  1434. Defense: 3
  1435. Amount: 2
  1436. Play this card at the start of a battle. Any Rangers may take the top card from their discard pile and add it to their hand.
  1437.  
  1438. Total Confidence
  1439. Cost: 0
  1440. Type: Maneuver
  1441. Defense: 1
  1442. Amount: 2
  1443. Another Ranger may immediately play 1 attack card. if that attack defeats the target, gain 2 Energy.
  1444.  
  1445. Argent Charge
  1446. Cost: 1
  1447. Type: Attack
  1448. Damage: 2 Dice
  1449. Defense: 2
  1450. Amount: 2
  1451. Gain 2 Energy. You may reroll any number of dice during this attack.
  1452.  
  1453. Silverizer Blast
  1454. Cost: X
  1455. Type: Reaction
  1456. Defense: 1
  1457. Amount: 1
  1458. Play this card after any Ranger gains Energy. Deal an amount of Damage to an enemy card of your choice equal to the amount of Energy spent to play this card.
  1459.  
  1460. Silverizer Slash
  1461. Cost: X
  1462. Type: Attack
  1463. Damage: 2 Dice
  1464. Defense: 3
  1465. Amount: 1
  1466. Instead of choosing a target, this attack deal its full Damage to a number of enemy cards equal to the amount of Energy spent to play this card (max 4).
  1467.  
  1468. -
  1469.  
  1470.  
  1471. Magna Defender
  1472. Season: Lost Galaxy - Gingaman
  1473.  
  1474. Character Cards:
  1475. Mike Corbett
  1476. Avenging Knight
  1477. Once per battle, after an enemy card deals damage to you, deal 1 Damage to that enemy card.
  1478.  
  1479. Zord Cards:
  1480. Torozord
  1481. Exhaust this card after any Ranger discards a card for defense. Deal an amount of Damage to an already resolved enemy card equal to the number of Defense on that card.
  1482.  
  1483. Combat Cards:
  1484. Magna Defense
  1485. Cost: 0
  1486. Type: Reaction
  1487. Defense: 2
  1488. Amount: 2
  1489. Play this card when any Ranger suffers damage to reduce that damage by 2.
  1490. If there is a card named Magna Defense in your discard pile, reduce that damage by 4 instead.
  1491.  
  1492. Noble Blow
  1493. Cost: 0
  1494. Type: Attack
  1495. Damage: 2 Dice
  1496. Defense: 2
  1497. Amount: 2
  1498. If there is a card named Noble Blow in your discard pile, gain 2 Energy.
  1499.  
  1500. Sacrifice
  1501. Cost: 0
  1502. Type: Maneuver
  1503. Defense: 1
  1504. Amount: 2
  1505. Discard the top card of your deck. Up to 2 other Rangers in your location may each choose 1 card from their discard pile and add it to their hand or place it on top of their deck.
  1506.  
  1507. Valiant Charge
  1508. Cost: 1
  1509. Type: Attack
  1510. Damage: 2 Dice
  1511. Defense: 3
  1512. Amount: 2
  1513. If there is a card named Valiant Charge in your discard pile, add 2 dice to this attack.
  1514.  
  1515. Magna Blaster
  1516. Cost: 2
  1517. Type: Attack
  1518. Damage: 2 Dice
  1519. Defense: 1
  1520. Amount: 1
  1521. You may divide the Damage from this card among any number of targets.
  1522. If there is a card named Magna Blade in your discard pile, add 2 dice to this attack.
  1523.  
  1524. Magna Blade
  1525. Cost: 3
  1526. Type: Attack
  1527. Damage: 5 Dice
  1528. Defense: 3
  1529. Amount: 1
  1530. You may ignore the GUARD keyword when choosing a target for this attack.
  1531. If there is a card named Magna Blaster in your discard pile, you may reroll any number of dice during this attack.
  1532.  
  1533. -
  1534.  
  1535. Titanium Ranger
  1536. Season: Lightspeed Rescue - Original
  1537.  
  1538. Character Cards:
  1539. Ryan Mitchell
  1540. Unbreakable
  1541. Once per battle, if your deck is reduced to zero cards, you are not defeated. Instead, recover cards from your discard pile with a total of up to 3 Shields.
  1542.  
  1543. Zord Cards:
  1544. Max Solarzord
  1545. Exhaust this card at the start of any turn in battle. Ignore the effect text of all enemy cards with the PASSIVE keyword until the end of that turn.
  1546.  
  1547. Combat Cards:
  1548. Cursebreaker
  1549. Cost: 0
  1550. Type: Attack
  1551. Damage: 2 Dice
  1552. Defense: 2
  1553. Amount: 2
  1554. If the target has the PASSIVE keyword, add 2 dice to this attack.
  1555.  
  1556. Sturdy Blow
  1557. Cost: 0
  1558. Type: Attack
  1559. Damage: 1 Dice + 1 Damage
  1560. Defense: 1
  1561. Amount: 2
  1562. When this card is revealed for defense, it gains +1 Shield.
  1563.  
  1564. Shockwave Slam
  1565. Cost: 1
  1566. Type: Attack
  1567. Damage: 2 Dice
  1568. Defense: 1
  1569. Amount: 2
  1570. You may discard the top card of your deck to deal 1 Damage to each enemy card adjacent to the target.
  1571.  
  1572. Titanium Power
  1573. Cost: 1
  1574. Type: Reaction
  1575. Defense: 3
  1576. Amount: 2
  1577. Play this card when any ranger discards a card for defense. Gain an amount of Energy equal to the number of Shields on that card.
  1578.  
  1579. Titanium Axe
  1580. Cost: 3
  1581. Type: Attack
  1582. Damage: Special
  1583. Defense: 3
  1584. Amount: 1
  1585. This attack deals an amount of Damage equal to the number of cards in your discard pile (max 10). You may divide this Damage among any number of targets.
  1586.  
  1587. Titanium Laser
  1588. Cost: 3
  1589. Type: Attack
  1590. Damage: Special
  1591. Defense: 3
  1592. Amount: 1
  1593. This attack deals an amount of Damage equal to the number of cards in your deck (max 10). Ignore the GUARD keyword when choosing a target for this attack.
  1594.  
  1595. -
  1596.  
  1597. Time Force Pink
  1598. Season: Time Force - Timeranger
  1599.  
  1600. Character Cards:
  1601. Jen Scotts
  1602. Contingency
  1603. At the start of each battle, you may choose 2 enemy cards of the same type (Foot Soldier, Monster, Boss) and swap their positions in the combat sequence.
  1604.  
  1605. Zord Cards:
  1606. Time Flyer 5
  1607. Exhaust this card to allow a Ranger of your choice to play a card in a battle taking place in another location, as though they were in that location.
  1608.  
  1609. Combat Cards:
  1610. Overclock
  1611. Cost: 0
  1612. Type: Attack
  1613. Damage: 2 Dice
  1614. Defense: 1
  1615. Amount: 2
  1616. Discard another card from your hand, then gain 1 Energy for each Defense on that card.
  1617.  
  1618. Warp Vector
  1619. Cost: 0
  1620. Type: Attack
  1621. Damage: 2 Dice
  1622. Defense: 3
  1623. Amount: 2
  1624. Choose 1 card from your discard pile and place it on top of your deck.
  1625.  
  1626. Chrono Saber
  1627. Cost: 1
  1628. Type: Attack
  1629. Damage: 3 Dice
  1630. Defense: 2
  1631. Amount: 2
  1632. If this attack defeats the target, gain 2 Energy.
  1633.  
  1634. Covering Fire
  1635. Cost: 1
  1636. Type: Reaction
  1637. Defense: 2
  1638. Amount: 2
  1639. Play this card when another Ranger plays a maneuver. Roll 2 dice and deal that much Damage to an enemy card of your choice.
  1640.  
  1641. Chrono Blaster
  1642. Cost: 2
  1643. Type: Attack
  1644. Damage: 3 Damage
  1645. Defense: 1
  1646. Amount: 1
  1647. You may divide the Damage from this attack among any number of targets.
  1648.  
  1649. V-5 Blaster
  1650. Cost: 3
  1651. Type: Attack
  1652. Damage: 4
  1653. Defense: 3
  1654. Amount: 1
  1655. Before rolling, add 1 die to this attack for each Energy remaining in the shared pool
  1656.  
  1657. -
  1658.  
  1659. Green Samurai Ranger
  1660. Season: Ninja Storm - Hurricanger
  1661.  
  1662. Character Cards:
  1663. Cameron Watanabe
  1664. Super Samurai Mode
  1665. At the start of each battle, if Samurai Shield is not in your hand, you MUST search your deck and discard pile for that card and swap it with a card from your hand. If you searched your deck, shuffle it.
  1666.  
  1667. Zord Cards:
  1668. Samurai Star Chopper
  1669. Exhaust this card when any Ranger suffers damage. Reduce that damage by 2.
  1670. Exhaust this card when any Ranger performs an attack. That Ranger may reroll any number of dice during that attack.
  1671.  
  1672. Combat Cards:
  1673. Clever Tactics
  1674. Cost: 0
  1675. Type: Maneuver
  1676. Defense: 1
  1677. Amount: 2
  1678. Gain 1 Energy. Any Ranger may choose 1 card from their discard pile and add it to their hand. Place this card on top of your deck instead of discarding it.
  1679.  
  1680. Cross Counter
  1681. Cost: 0
  1682. Type: Reaction
  1683. Defense: 2
  1684. Amount: 2
  1685. Play this card when an enemy card deals damage to a Ranger. If Samurai Shield is in your hand, reduce that damage by 2. Otherwise, deal 1 Damage to an enemy card of your choice.
  1686.  
  1687. Perfect Strike
  1688. Cost: 0
  1689. Type: Attack
  1690. Damage: 2 Dice
  1691. Defense: 2
  1692. Amount: 2
  1693. If Samurai Shield is in your hand, place this card on top of your deck instead of discarding it. Otherwise, you may reroll any number of dice during this attack.
  1694.  
  1695. Samurai Shield
  1696. Cost: 0
  1697. Type: Reaction
  1698. Defense: 1
  1699. Amount: 1
  1700. Play this card when any Ranger reveals a card for defense. Add 2 Shield to that card.
  1701.  
  1702. Cyclone Slash
  1703. Cost: 1
  1704. Type: Attack
  1705. Damage: 2 Dice
  1706. Defense: 3
  1707. Amount: 2
  1708. After you resolve this attack, if Samurai Shield is in your hand, you may discard it to perform a second attack with 3 dice.
  1709.  
  1710. Samurai Saber
  1711. Cost: 3
  1712. Type: Attack
  1713. Damage: 4 Dice
  1714. Defense: 3
  1715. Amount: 1
  1716. After you resolve this attack, if Samurai Shield is in your hand, gain 1 Energy. Otherwise, you may perform a second attack with 2 dice.
  1717.  
  1718. -
  1719.  
  1720. Dino Thunder Red
  1721. Season: Dino Thunder - Abaranger
  1722.  
  1723. Character Cards:
  1724. Conner McKnight
  1725. Swift Striker
  1726. If there is an enemy card in play with the FAST keyword, you may take the first turn of the battle. If you do, remove 1 die before rolling from the first attack you perform during this battle.
  1727.  
  1728. Zord Cards:
  1729. Tyrannozord
  1730. Exhaust this card when any Ranger performs an attack. Add 1 die to that attack. That Ranger may reroll any number of dice during that attack.
  1731.  
  1732. Combat Cards:
  1733. Corner Kick
  1734. Cost: 0
  1735. Type: Attack
  1736. Damage: 2 Dice
  1737. Defense: 3
  1738. Amount: 2
  1739. After rolling, you may choose to deal the full Damage from this attack to an enemy card adjacent to the target instead.
  1740.  
  1741. Extreme Speed
  1742. Cost: 0
  1743. Type: Maneuver
  1744. Defense: 2
  1745. Amount: 2
  1746. Any Ranger may immediately play 1 card. If it is the first attack card played during this battle, add 1 die to that attack. Otherwise, place this card on the bottom of your deck and you may draw 1 card.
  1747.  
  1748. Outpace
  1749. Cost: 0
  1750. Type: Reaction
  1751. Defense: 1
  1752. Amount: 2
  1753. Play this card when an enemy card resolves. Reduce the damage that card deals by 1. if that card has the FAST keyword, gain 1 Energy.
  1754.  
  1755. Thundermax Saber
  1756. Cost: 1
  1757. Type: Attack
  1758. Damage: 2 Dice
  1759. Defense: 1
  1760. Amount: 1
  1761. If any other effects add dice to this attack, add +1 die to this attack. You may divide the Damage from this attack among any number of targets.
  1762.  
  1763. Tyranno Strike
  1764. Cost: 1
  1765. Type: Attack
  1766. Damage: 3 Dice
  1767. Defense: 2
  1768. Amount: 2
  1769. You may reroll any number of dice during this attack.
  1770.  
  1771. Tyranno Staff
  1772. Cost: 3
  1773. Type: Attack
  1774. Damage: 4 Dice + 1 Damage
  1775. Defense: 3
  1776. Amount: 1
  1777. You may divide the Damage from this attack among any number of targets that have not yet resolved.
  1778.  
  1779. -
  1780.  
  1781. Dino Thunder Blue
  1782. Season: Dino Thunder - Abaranger
  1783.  
  1784. Character Cards:
  1785. Ethan James
  1786. Clever Solution
  1787. Once per attack, when you roll a Null result, any Ranger may draw 1 card.
  1788.  
  1789. Zord Cards:
  1790. Tricerazord
  1791. Exhaust this card when any Ranger suffers damage. Reduce that damage by 2. That Ranger may choose 1 card from their discard pile and place it on top of their deck.
  1792.  
  1793. Combat Cards:
  1794. Improvise!
  1795. Cost: 0
  1796. Type: Reaction
  1797. Defense: 2
  1798. Amount: 2
  1799. Play this card when any Ranger performs an attack. Reveal the top card of that Ranger's deck. If it is an attack card, add 1 die to that Ranger's attack. Otherwise, gain 1 Energy.
  1800.  
  1801. Low Kick
  1802. Cost: 0
  1803. Type: Attack
  1804. Damage: 4 Dice
  1805. Defense: 2
  1806. Amount: 2
  1807. During this attack, all Two Damage results are treated as Null results.
  1808.  
  1809. Tricera Skin
  1810. Cost: 0
  1811. Type: Reaction
  1812. Defense: 3
  1813. Amount: 2
  1814. Play this card when any Ranger suffers damage. Reduce that damage by 3.
  1815.  
  1816. Shield Bash
  1817. Cost: 1
  1818. Type: Attack
  1819. Damage: 3 Dice
  1820. Defense: 1
  1821. Amount: 2
  1822. After you perform this attack, you may discard 1 reaction card from your hand. If you do, return this card to your hand instead of discarding it.
  1823.  
  1824. Thundermax Saber
  1825. Cost: 1
  1826. Type: Attack
  1827. Damage: 2 Dice
  1828. Defense: 1
  1829. Amount: 1
  1830. If any other effects add dice to this attack, add +1 die to this attack. You may divide the Damage from this attack among any number of targets.
  1831.  
  1832. Tricera Skin
  1833. Cost: 3
  1834. Type: Reaction
  1835. Defense: 3
  1836. Amount: 1
  1837. Play this card when any Ranger suffers damage. Reduce that damage by 3. The next time any Ranger performs an attack during this battle, add 3 dice to that attack.
  1838.  
  1839. -
  1840.  
  1841. Dino Thunder Yellow
  1842. Season: Dino Thunder - Abaranger
  1843.  
  1844. Character Cards:
  1845. Kira Ford
  1846. Perfect Pitch
  1847. Once per attack, when you roll a Two Damage result, gain 1 Energy.
  1848.  
  1849. Zord Cards:
  1850. Pterazord
  1851. Exhaust this card during any Ranger turn in battle. Gain 1 Energy. Reduce the health value of an enemy card that has not suffered any Damage by 2 until the end of this turn.
  1852.  
  1853. Combat Cards:
  1854. Flying Kick
  1855. Cost: 0
  1856. Type: Attack
  1857. Damage: 2 Dice
  1858. Defense: 2
  1859. Amount: 2
  1860. Gain 1 Energy.
  1861.  
  1862. Harmonize
  1863. Cost: 0
  1864. Type: Maneuver
  1865. Defense: 1
  1866. Amount: 2
  1867. Another Ranger may immediately play 1 card. After that card resolves, choose 1 card from your discard pile with the same shield value as the played card and add it to your hand.
  1868.  
  1869. Rapid Spin
  1870. Cost: 0
  1871. Type: Attack
  1872. Damage: 2 Dice
  1873. Defense: 2
  1874. Amount: 2
  1875. If you roll any Null results during this attack, you may immediately perform a second attack with a number of dice equal to the Null results.
  1876.  
  1877. Ptera Scream
  1878. Cost: 1
  1879. Type: Reaction
  1880. Defense: 3
  1881. Amount: 2
  1882. Play this card when any Ranger performs an attack. Before that attack resolves, reduce the health value of the target by 2 until the end of this turn.
  1883.  
  1884. Thundermax Saber
  1885. Cost: 1
  1886. Type: Attack
  1887. Damage: 2 Dice
  1888. Defense: 1
  1889. Amount: 1
  1890. If any other effects add dice to this attack, add +1 die to this attack. You may divide the Damage from this attack among any number of targets.
  1891.  
  1892. Ptera Grips
  1893. Cost: 3
  1894. Type: Attack
  1895. Damage: 3 Dice
  1896. Defense: 3
  1897. Amount: 1
  1898. After you resolve this attack, any Ranger may immediately play 1 card. if it is an attack card, add 1 die to that attack.
  1899.  
  1900. -
  1901.  
  1902. Dino Thunder Black
  1903. Season: Dino Thunder - Abaranger
  1904.  
  1905. Character Cards:
  1906. Tommy Oliver
  1907. Legendary Mentor
  1908. Once per battle, before a Ranger performs an attack, you may add 1 die to that attack.
  1909.  
  1910. Zord Cards:
  1911. Brachiozord
  1912. When you summon this card, and at the start of each Action Phase, take 1 random Zord card from the box and attach it to this card. Exhaust this card to use the ability of an attached Zord card, then discard that card.
  1913.  
  1914. Combat Cards:
  1915. Fire Strike
  1916. Cost: 0
  1917. Type: Attack
  1918. Damage: 2 Dice
  1919. Defense: 3
  1920. Amount: 2
  1921. The next time any Ranger performs an attack, that Ranger may reroll any number of dice during that attack.
  1922.  
  1923. Jurassic Counter
  1924. Cost: 0
  1925. Type: Reaction
  1926. Defense: 2
  1927. Amount: 2
  1928. Play this card when an enemy card deals damage to any Ranger. Gain 1 Energy and deal 1 Damage to that enemy card.
  1929.  
  1930. Wave Strike
  1931. Cost: 0
  1932. Type: Attack
  1933. Damage: 3 Dice
  1934. Defense: 2
  1935. Amount: 2
  1936. You must deal the Damage of each die from this attack to a different target.
  1937.  
  1938. Energy Orb
  1939. Cost: 1
  1940. Type: Attack
  1941. Damage: 5 Dice
  1942. Defense: 1
  1943. Amount: 1
  1944. Skip the next Ranger turn in this battle.
  1945.  
  1946. Finishing Blow
  1947. Cost: 1
  1948. Type: Attack
  1949. Damage: 2 Dice
  1950. Defense: 1
  1951. Amount: 2
  1952. Add 1 die to this attack for each hit token on the targeted enemy.
  1953.  
  1954. Brachio Staff
  1955. Cost: 3
  1956. Type: Maneuver
  1957. Defense: 3
  1958. Amount: 1
  1959. Choose 2 attack cards in your discard pile with an energy cost of 1 or less and play them both, one at a time, without paying their energy costs.
  1960.  
  1961. -
  1962.  
  1963. Dino Thunder White
  1964. Season: Dino Thunder - Abaranger
  1965.  
  1966. Character Cards:
  1967. Trent Mercer
  1968. Fierce Impact
  1969. Once per battle, after you resolve an attack, if the attack dealt at least 3 Damage, deal 1 Damage to an enemy card adjacent to the target.
  1970.  
  1971. Zord Cards:
  1972. Dragozord
  1973. Exhaust this card when an enemy card is defeated. Deal 2 Damage divided as you choose among enemy cards adjacent to that card.
  1974.  
  1975. Combat Cards:
  1976. Dash & Slash
  1977. Cost: 0
  1978. Type: Attack
  1979. Damage: 1 Damage
  1980. Defense: 3
  1981. Amount: 2
  1982. Before rolling, you may place 1 card from your hand on the bottom of your deck. If you do, add 2 dice to this attack.
  1983.  
  1984. Misdirection
  1985. Cost: 0
  1986. Type: Reaction
  1987. Defense: 2
  1988. Amount: 2
  1989. Play this card when an enemy card deals damage. Gain 1 Energy. You may divide that damage among any number of Rangers.
  1990.  
  1991. Arrow Shot
  1992. Cost: 1
  1993. Type: Attack
  1994. Damage: 3 Dice
  1995. Defense: 2
  1996. Amount: 2
  1997. Ignore the GUARD keyword when choosing a target for this attack.
  1998.  
  1999. Drago Strike
  2000. Cost: 2
  2001. Type: Attack
  2002. Damage: 4 Dice
  2003. Defense: 1
  2004. Amount: 2
  2005. If this card is revealed for defense, the next time any Ranger performs an attack during this battle, add 1 die to that attack.
  2006.  
  2007. Drago Sword
  2008. Cost: 3
  2009. Type: Maneuver
  2010. Defense: 3
  2011. Amount: 1
  2012. Choose 1 attack card from your discard pile with an energy cost of 2 or less. play that card without paying its energy cost. Add 3 dice to that attack.
  2013.  
  2014. Laser Arrows
  2015. Cost: X
  2016. Type: Attack
  2017. Damage: 1 Dice
  2018. Defense: 1
  2019. Amount: 1
  2020. Add a number of dice to this attack equal to the amount of Energy spent to play this card. If this attack defeats the target, you may divide any excess Damage among enemy cards adjacent to the target.
  2021.  
  2022. -
  2023.  
  2024. S.P.D. Shadow Ranger
  2025. Season: SPD - Dekaranger
  2026.  
  2027. Character Cards:
  2028. Anubis Cruger
  2029. Squad Commander
  2030. Once per battle, during any Ranger turn, you may spend 1 Energy to allow another Ranger to perform an attack with 3 dice instead of playing a card.
  2031.  
  2032. Zord Cards:
  2033. Delta Base
  2034. Exhaust this card when any Ranger performs the RECOVER action. That Ranger may recover +4 Defense.
  2035.  
  2036. Combat Cards:
  2037. Bark Orders
  2038. Cost: 0
  2039. Type: Maneuver
  2040. Defense: 2
  2041. Amount: 2
  2042. Another Ranger may immediately play 1 card. After that card resolves, that Ranger may place that card on top of their deck instead of discarding it.
  2043.  
  2044. Discipline
  2045. Cost: 0
  2046. Type: Reaction
  2047. Defense: 1
  2048. Amount: 2
  2049. Play this card when any Ranger performs an attack. That Ranger may reroll any number of dice during that attack.
  2050.  
  2051. Judgment
  2052. Cost: 0
  2053. Type: Maneuver
  2054. Defense: 1
  2055. Amount: 1
  2056. Gain 1 Energy. Gain +1 Energy if there is a monster in this location or +2 Energy if there is a boss in this location. Then place this card on top of your deck instead of discarding it.
  2057.  
  2058. Crowd Control
  2059. Cost: 1
  2060. Type: Attack
  2061. Damage: 2 Dice
  2062. Defense: 3
  2063. Amount: 2
  2064. After this attack resolves, if the target was a foot soldier card, you may perform an additional attack with 2 dice, targeting a different foot soldier card.
  2065.  
  2066. Shadow Slash
  2067. Cost: 1
  2068. Type: Attack
  2069. Damage: 3 Dice
  2070. Defense: 2
  2071. Amount: 2
  2072. Before rolling, you may remove 1 die from this attack to gain 2 Energy.
  2073.  
  2074. Shadow Saber
  2075. Cost: 3
  2076. Type: Attack
  2077. Damage: Special
  2078. Defense: 3
  2079. Amount: 1
  2080. Roll a number of dice for this attack equal to the health value of the targeted enemy card. Before rolling, remove 1 die from this attack for each hit token on the targeted enemy card.
  2081.  
  2082. -
  2083.  
  2084. Jungle Fury Wolf Ranger
  2085. Season: Jungle Fury - Gekiranger
  2086.  
  2087. Character Cards:
  2088. Robert "RJ" James
  2089. Unorthodox Master
  2090. Once per battle, after any Ranger performs a maneuver or reaction, gain 1 Energy.
  2091.  
  2092. Zord Cards:
  2093. Wolf Animal Spirit
  2094. Exhaust this card after any Ranger performs a maneuver or reaction. Roll 2 dice and deal that much Damage to an enemy card of your choice.
  2095.  
  2096. Combat Cards:
  2097. Go With the Flow
  2098. Cost: 0
  2099. Type: Reaction
  2100. Defense: 2
  2101. Amount: 2
  2102. Play this card after another Ranger performs a reaction. This card gains the effect text of that reaction card.
  2103.  
  2104. Pai Zhua Strike
  2105. Cost: 0
  2106. Type: Attack
  2107. Damage: 2 Dice
  2108. Defense: 1
  2109. Amount: 1
  2110. After you resolve this attack, any Ranger may choose a maneuver or reaction from their discard pile and add it to their hand.
  2111.  
  2112. Swoop Technique
  2113. Cost: 0
  2114. Type: Maneuver
  2115. Defense: 3
  2116. Amount: 2
  2117. Reveal the top card of your deck. If it is an attack, you may immediately play it and add 1 die to that attack. Otherwise, perform an attack with 2 dice.
  2118.  
  2119. Wolf Fang Strike
  2120. Cost: 0
  2121. Type: Attack
  2122. Damage: 2 Dice
  2123. Defense: 2
  2124. Amount: 2
  2125. If the previous combat card played in this battle was a reaction, gain 1 Energy or add 1 die to this attack.
  2126.  
  2127. Wolf Buster
  2128. Cost: 1
  2129. Type: Attack
  2130. Damage: 3 Dice
  2131. Defense: 1
  2132. Amount: 2
  2133. If the previous combat card played in this battle was a maneuver, you may divide the Damage from this attack among any number of targets.
  2134.  
  2135. Spirit of the Wolf
  2136. Cost: 3
  2137. Type: Attack
  2138. Damage: 4 Dice
  2139. Defense: 3
  2140. Amount: 1
  2141. If the previous combat card played in this battle was a maneuver or reaction, add 2 Damage to this attack. otherwise, reduce the energy cost of this card by 1.
  2142.  
  2143. -
  2144.  
  2145. Super Samurai Red
  2146. Season: Samurai - Shinkenger
  2147.  
  2148. Character Cards:
  2149. Lauren Shiba
  2150. True Focus
  2151. At the end of each battle, add 1 Energy to your personal storage (if you do not have 1 already).
  2152.  
  2153. Zord Cards:
  2154. Bullzord
  2155. Exhaust this card when any Ranger plays a card to reduce that card's energy cost by 1. if it is an attack, add 1 die to that attack.
  2156.  
  2157. Combat Cards:
  2158. Discipline
  2159. Cost: 0
  2160. Type: Reaction
  2161. Defense: 1
  2162. Amount: 2
  2163. When any Ranger performs an attack, play this card to allow that Ranger to reroll any number of dice.
  2164.  
  2165. Hold the Line
  2166. Cost: 0
  2167. Type: Maneuver
  2168. Defense: 3
  2169. Amount: 2
  2170. Gain 1 Energy. Each Ranger in this battle may draw 1 card and then place 1 card from their hand back on top of their deck.
  2171.  
  2172. Strafe Burst
  2173. Cost: 0
  2174. Type: Attack
  2175. Damage: 2 Dice
  2176. Defense: 2
  2177. Amount: 2
  2178. For each Null rolled during this attack, deal 1 Damage to an enemy card adjacent to your target.
  2179.  
  2180. Burn Out
  2181. Cost: 1
  2182. Type: Attack
  2183. Damage: 3 Dice
  2184. Defense: 2
  2185. Amount: 2
  2186. After rolling, you may choose 1 die from this attack and deal its Damage to an enemy card adjacent to the target instead.
  2187.  
  2188. Spin Sword
  2189. Cost: 1
  2190. Type: Attack
  2191. Damage: 3 Dice
  2192. Defense: 1
  2193. Amount: 1
  2194. Before rolling, you may spend any amount of Energy to add that many dice to this attack.
  2195.  
  2196. Black Box
  2197. Cost: 2
  2198. Type: Maneuver
  2199. Defense: 3
  2200. Amount: 1
  2201. You may immediately play another card. If it is an attack, double the Damage dealt by that attack.
  2202.  
  2203. -
  2204.  
  2205. Mighty Morphin Purple
  2206. Season: Mighty Morphi' Power Rangers (Comic) - Original
  2207.  
  2208. Character Cards:
  2209. Farkas "Bulk" Bulkmeier
  2210. Big Bully
  2211. Once per battle, you may verbally insult 1 enemy card, then discard 1 card from your hand to deal 1 Damage to that enemy card.
  2212.  
  2213. Zord Cards:
  2214. Baconodon
  2215. Exhaust this card when any Ranger suffers damage to increase that damage by 1, then deal 3 Damage to an enemy card of your choice.
  2216.  
  2217. Combat Cards:
  2218. Big Pig Energy
  2219. Cost: 0
  2220. Type: Maneuver
  2221. Defense: 1
  2222. Amount: 2
  2223. Gain 1 Energy. The next time you perform an attack during this battle, add 2 dice to that attack. After you play this card, place it on top of your deck instead of discarding it.
  2224.  
  2225. Fight Dirty
  2226. Cost: 0
  2227. Type: Reaction
  2228. Defense: 2
  2229. Amount: 2
  2230. Play this card when another Ranger suffers damage to increase the damage by 1, then roll 2 dice and deal that much Damage to an enemy card of your choice.
  2231.  
  2232. Hip Check
  2233. Cost: 0
  2234. Type: Attack
  2235. Damage: 3 Dice
  2236. Defense: 3
  2237. Amount: 2
  2238. After you resolve this attack, suffer 1 damage for each Null result rolled.
  2239.  
  2240. Cockroach Combo
  2241. Cost: 1
  2242. Type: Attack
  2243. Damage: 2 Dice
  2244. Defense: 1
  2245. Amount: 1
  2246. Another Ranger may discard 1 card from their hand to add 2 dice to this attack. If that card is named Cockroach Combo, add 4 dice instead.
  2247.  
  2248. Fist-Bump Strike
  2249. Cost: 1
  2250. Type: Attack
  2251. Damage: 3 Dice
  2252. Defense: 2
  2253. Amount: 2
  2254. Offer a fist bump to another Ranger in your location. If they accept, deal 1 Damage to an enemy card of that Ranger's choice.
  2255.  
  2256. Power Bomb
  2257. Cost: 2
  2258. Type: Attack
  2259. Damage: 2 Dice
  2260. Defense: 3
  2261. Amount: 1
  2262. After you resolve this attack, flip this card onto the combat sequence from a height of at least 12 inches. When it lands, deal 3 Damage to each enemy card it touches.
  2263.  
  2264. -
  2265.  
  2266. Mighty Morphin Orange
  2267. Season: Mighty Morphi' Power Rangers (Comic) - Original
  2268.  
  2269. Character Cards:
  2270. Eugene "Skull" Skullovitch
  2271. Wingman
  2272. Once per battle, when another Ranger defeats an enemy card, you may offer them a high five. If they accept, that Ranger may choose 1 card from their discard pile and return it to the bottom of their deck.
  2273.  
  2274. Zord Cards:
  2275. Featherdactyl
  2276. Exhaust this card to allow any Ranger to choose any number of cards from their discard pile and return them to the bottom of their deck. That Ranger must then discard an equeal number of cards from the top of their deck.
  2277.  
  2278. Combat Cards:
  2279. Chancey Chop
  2280. Cost: 0
  2281. Type: Attack
  2282. Damage: 2 Dice
  2283. Defense: 2
  2284. Amount: 2
  2285. Before rolling, choose evens or odds. If the number of Damage results you roll matches your choice, gain 1 Energy and return this card to your hand instead of discarding it.
  2286.  
  2287. Fight or Flight
  2288. Cost: 0
  2289. Type: Reaction
  2290. Defense: 2
  2291. Amount: 2
  2292. Play this card when any Ranger suffers damage to flip a coin: If heads, deal 2 Damage to an enemy card of your choice. If tails, reduce the damage by 2.
  2293.  
  2294. Finger Guns
  2295. Cost: 0
  2296. Type: Attack
  2297. Damage: Special
  2298. Defense: 1
  2299. Amount: 2
  2300. Point at one or two enemy cards and say "pew pew." This attack deals 2 Damage, divided as you choose between those enemy cards.
  2301.  
  2302. Cockroach Combo
  2303. Cost: 1
  2304. Type: Attack
  2305. Damage: 2 Dice
  2306. Defense: 1
  2307. Amount: 1
  2308. Another Ranger may discard 1 card from their hand to add 2 dice to this attack. If that card is named Cockroach Combo, add 4 dice instead.
  2309.  
  2310. High-Five Strike
  2311. Cost: 1
  2312. Type: Attack
  2313. Damage: 1 Die
  2314. Defense: 3
  2315. Amount: 2
  2316. Offer a high five to another Ranger in your location. If they accept, that Ranger may immediately play 1 card, reducing its energy cost by 1.
  2317.  
  2318. Power Nap
  2319. Cost: 2
  2320. Type: Maneuver
  2321. Defense: 3
  2322. Amount: 1
  2323. Roll 5 dice. For each Damage result, any Ranger may choose 1 card from their discard pile and return it to the top of their deck.
  2324.  
  2325. -
  2326.  
  2327. HyperForce Red
  2328. Season: HyperForce - Original
  2329.  
  2330. Character Cards:
  2331. Marvin Shin
  2332. Determination
  2333. Once per battle, you may either discard 1 card to gain 1 Energy or spend 1 Energy to draw 1 card.
  2334.  
  2335. Zord Cards:
  2336. Lion Hyper Zord
  2337. Exhaust this card when any Ranger performs an attack to convert all Null results to Damage results.
  2338.  
  2339. Combat Cards:
  2340. Defensive Stance
  2341. Cost: 0
  2342. Type: Maneuver
  2343. Defense: 3
  2344. Amount: 2
  2345. Gain 1 Energy. Draw 1 card, then place this card on top of your deck instead of discarding it.
  2346.  
  2347. Find Weakness
  2348. Cost: 0
  2349. Type: Maneuver
  2350. Defense: 1
  2351. Amount: 2
  2352. Gain 1 Energy. The next time any Ranger performs an attack during this battle, add 2 Damage to that attack.
  2353.  
  2354. Iapetus Blaster
  2355. Cost: 0
  2356. Type: Attack
  2357. Damage: 2 Dice
  2358. Defense: 2
  2359. Amount: 2
  2360. Before rolling, you may spend 1 Energy to add 1 dice to this attack.
  2361.  
  2362. Double Slash
  2363. Cost: 1
  2364. Type: Attack
  2365. Damage: 2 Dice
  2366. Defense: 2
  2367. Amount: 2
  2368. After you resolve this attack, you may discard 1 card from your hand to perform a second attack with 2 dice, targeting a different enemy card.
  2369.  
  2370. Iapetus Claws
  2371. Cost: 3
  2372. Type: Attack
  2373. Damage: 3 Dice
  2374. Defense: 3
  2375. Amount: 1
  2376. After you resolve this attack, you may perform a second attack with 2 dice. Them you may perform a third attack with 1 die.
  2377.  
  2378. Blade Blaster
  2379. Cost: X
  2380. Type: Attack
  2381. Damage: Special
  2382. Defense: 1
  2383. Amount: 1
  2384. This attack deals an amount of Damage equal to the amount of Energy spent to play this card. You may divide this Damage among any number of targets.
  2385.  
  2386. -
  2387.  
  2388. HyperForce Blue
  2389. Season: HyperForce - Original
  2390.  
  2391. Character Cards:
  2392. Eddie Banks
  2393. Technician
  2394. Once per battle, a Ranger of your choice may place up to 3 cards from their hand on the bottom of their deck, then draw an equal amount of cards.
  2395.  
  2396. Zord Cards:
  2397. Serpent Hyper Zord
  2398. Exhaust this card during a battle to flip up to 2 foot soldier cards face down, as though defeated. (Do not remove any foot soldier figures from that location.)
  2399.  
  2400. Combat Cards:
  2401. Coiling Viper
  2402. Cost: 0
  2403. Type: Attack
  2404. Damage: 2 Dice
  2405. Defense: 2
  2406. Amount: 2
  2407. After you play this card, place it on top of your deck instead of discarding it.
  2408.  
  2409. Oceanus Blades
  2410. Cost: 0
  2411. Type: Attack
  2412. Damage: 2 Dice
  2413. Defense: 1
  2414. Amount: 2
  2415. After you resolve this attack, you and another Ranger of your choice may each draw 1 card.
  2416.  
  2417. Serpent Strike
  2418. Cost: 0
  2419. Type: Maneuver
  2420. Defense: 3
  2421. Amount: 2
  2422. Gain 1 Energy. Attach this card to 1 enemy card. After that enemy card resolves, deal 2 Damage to that enemy card.
  2423.  
  2424. Python Grab
  2425. Cost: 1
  2426. Type: Maneuver
  2427. Defense: 2
  2428. Amount: 2
  2429. Attach this card to 1 enemy card. Reduce all damage dealt by that enemy card by 2. That enemy card loses the GUARD keyword for the rest of this battle.
  2430.  
  2431. Oceanus Trident
  2432. Cost: 3
  2433. Type: Attack
  2434. Damage: 3 Dice
  2435. Defense: 3
  2436. Amount: 1
  2437. After you resolve this attack, choose up to 3 cards from Ranger discard piles and shuffle them back into their respective decks.
  2438.  
  2439. Blade Blaster
  2440. Cost: X
  2441. Type: Attack
  2442. Damage: Special
  2443. Defense: 1
  2444. Amount: 1
  2445. This attack deals an amount of Damage equal to the amount of Energy spent to play this card. You may divide this Damage among any number of targets.
  2446.  
  2447. -
  2448.  
  2449. HyperForce Pink
  2450. Season: HyperForce - Original
  2451.  
  2452. Character Cards:
  2453. Chloe Ashford
  2454. Impulsive
  2455. You may spend 1 Energy to take the first turn in the battle even if there is an enemy card with the FAST keyword in play.
  2456.  
  2457. Zord Cards:
  2458. Phoenix Hyper Zord
  2459. Exhaust this card to allow a Ranger of your choice to choose a card from their discard pile and return it to their hand.
  2460.  
  2461. Combat Cards:
  2462. Hurricane Kick
  2463. Cost: 0
  2464. Type: Attack
  2465. Damage: 1 Die
  2466. Defense: 1
  2467. Amount: 2
  2468. Deal the Damage from this attack to the target and to another enemy card adjacent to the target.
  2469.  
  2470. Swift Strike
  2471. Cost: 0
  2472. Type: Attack
  2473. Damage: 1 Die + 1 Damage
  2474. Defense: 2
  2475. Amount: 2
  2476. After you resolve this attack, if the target had the FAST keyword, gain 1 Energy.
  2477.  
  2478. Accelerate
  2479. Cost: 1
  2480. Type: Maneuver
  2481. Defense: 2
  2482. Amount: 2
  2483. A Ranger of your choice may immediately play 1 card if it is an attack, add 1 die to that attack.
  2484.  
  2485. Hyperion Bow
  2486. Cost: 1
  2487. Type: Attack
  2488. Damage: 3 Dice
  2489. Defense: 3
  2490. Amount: 2
  2491. Ignore the GUARD keyword when choosing a target for this attack.
  2492.  
  2493. Hyperion Scythe
  2494. Cost: 3
  2495. Type: Attack
  2496. Damage: 2 Dice
  2497. Defense: 3
  2498. Amount: 1
  2499. Double the Damage dealt by this attack.
  2500.  
  2501. Blade Blaster
  2502. Cost: X
  2503. Type: Attack
  2504. Damage: Special
  2505. Defense: 1
  2506. Amount: 1
  2507. This attack deals an amount of Damage equal to the amount of Energy spent to play this card. You may divide this Damage among any number of targets.
  2508.  
  2509. -
  2510.  
  2511. HyperForce Black
  2512. Season: HyperForce - Original
  2513.  
  2514. Character Cards:
  2515. Vesper Vasquez
  2516. Cry Havoc
  2517. If there are 3 or more enemy figures in your location, reduce the energy cost of all of your cards by 1.
  2518.  
  2519. Zord Cards:
  2520. Cerberus Hyper Zord
  2521. Exhaust this card to deal 1 Damage each to up to 3 enemy cards.
  2522.  
  2523. Combat Cards:
  2524. Hades Technique
  2525. Cost: 0
  2526. Type: Maneuver
  2527. Defense: 2
  2528. Amount: 2
  2529. Gain 1 Energy for each enemy card already defeated in battle.
  2530.  
  2531. Ground and Pound
  2532. Cost: 0
  2533. Type: Attack
  2534. Damage: 2 Dice
  2535. Defense: 1
  2536. Amount: 2
  2537. If the target of this attack has already resolved, add 1 die to this attack.
  2538.  
  2539. Cerberus Fang
  2540. Cost: 1
  2541. Type: Attack
  2542. Damage: 3 Dice
  2543. Defense: 2
  2544. Amount: 2
  2545. Star: If this card is revealed for defense, add it to your hand instead of discarding it or placing it on the bottom of your deck.
  2546.  
  2547. Coeus Shield
  2548. Cost: 1
  2549. Type: Reaction
  2550. Defense: 3
  2551. Amount: 2
  2552. Play this card when any Ranger suffers damage to reduce that damage by 2. Then, place this card on top of your deck instead of discarding it.
  2553.  
  2554. Coeus Axe
  2555. Cost: 3
  2556. Type: Attack
  2557. Damage: 4 Dice
  2558. Defense: 3
  2559. Amount: 1
  2560. After you resolve this attack, deal 1 Damage to each enemy card that has already resolved.
  2561.  
  2562. Blade Blaster
  2563. Cost: X
  2564. Type: Attack
  2565. Damage: Special
  2566. Defense: 1
  2567. Amount: 1
  2568. This attack deals an amount of Damage equal to the amount of Energy spent to play this card. You may divide this Damage among any number of targets.
  2569.  
  2570. -
  2571.  
  2572. HyperForce Yellow
  2573. Season: HyperForce - Original
  2574.  
  2575. Character Cards:
  2576. Jack Thomas
  2577. Steadfast
  2578. Each time you suffer damage, before revealing any cards for defense, you may choose 1 card from your hand and place it on top of your deck.
  2579.  
  2580. Zord Cards:
  2581. Ram Hyper Zord
  2582. Exhaust this card when any Ranger suffers damage to reduce that damage by 3.
  2583.  
  2584. Combat Cards:
  2585. Headbutt
  2586. Cost: 0
  2587. Type: Attack
  2588. Damage: 2 Dice
  2589. Defense: 3
  2590. Amount: 2
  2591. After you resolve this attack, if the target had the GUARD keyword, return this card to your hand instead of discarding it.
  2592.  
  2593. Protect and Serve
  2594. Cost: 0
  2595. Type: Reaction
  2596. Defense: 2
  2597. Amount: 2
  2598. When another Ranger would discard a card for defense, play this card to gain 1 Energy and allow that Ranger to place the card on the bottom of their deck instead of discarding it.
  2599.  
  2600. Crius Cannon
  2601. Cost: 1
  2602. Type: Attack
  2603. Damage: 3 Dice
  2604. Defense: 2
  2605. Amount: 2
  2606. If this attack defeats the target, deal 1 Damage to an enemy card adjacent to the target.
  2607.  
  2608. Ram Rush
  2609. Cost: 1
  2610. Type: Attack
  2611. Damage: 3
  2612. Defense: 1
  2613. Amount: 2
  2614. Star: If this card is discarded for defense, the next time you perform an attack during this battle, add 1 die to that attack.
  2615.  
  2616. Crius Hammer
  2617. Cost: 3
  2618. Type: Attack
  2619. Damage: 5 Dice
  2620. Defense: 3
  2621. Amount: 1
  2622. The next time any Ranger suffers damage during this battle, reduce that damage by 2.
  2623.  
  2624. Blade Blaster
  2625. Cost: X
  2626. Type: Attack
  2627. Damage: Special
  2628. Defense: 1
  2629. Amount: 1
  2630. This attack deals an amount of Damage equal to the amount of Energy spent to play this card. You may divide this Damage among any number of targets.
  2631.  
  2632. -
  2633.  
  2634. HyperForce Green
  2635. Season: HyperForce - Original
  2636.  
  2637. Character Cards:
  2638. Joe Shih
  2639. Enduring Strength
  2640. Once per battle, you may spend 1 Energy to choose 1 card from any Ranger's discard pila and place it on the bottom of their deck.
  2641.  
  2642. Zord Cards:
  2643. Hydra Hyper Zord
  2644. Exhaust this card when any ranger discards a card for defense. Place that card on the bottom of their deck. Deal 1 Damage to an enemy card of your choice.
  2645.  
  2646. Combat Cards:
  2647. Hydra Coil
  2648. Cost: 0
  2649. Type: Attack
  2650. Damage: 2 Damage
  2651. Defense: 2
  2652. Amount: 2
  2653. After you resolve this attack, attach this card to the target. Deal 1 Damage to the attached enemy card after it resolves.
  2654.  
  2655. Hydra Shield
  2656. Cost: 0
  2657. Type: Reaction
  2658. Defense: 2
  2659. Amount: 2
  2660. Play this card after any Ranger performs a maneuver. Gain 1 Energy and place this card on top of your deck instead of discarding it.
  2661.  
  2662. Enduring Strike
  2663. Cost: 1
  2664. Type: Attack
  2665. Damage: 2 Dice
  2666. Defense: 3
  2667. Amount: 2
  2668. After you resolve this attack, choose 1 card from your discard pile and place it on the bottom of your deck.
  2669.  
  2670. Venom Charge
  2671. Cost: 2
  2672. Type: Maneuver
  2673. Defense: 2
  2674. Amount: 2
  2675. Attach this card to an enemy card. At the end of each enemy turn in battle, deal 1 Damage to that enemy card. Another Ranger may immediately play 1 card.
  2676.  
  2677. Rhea Swords
  2678. Cost: 3
  2679. Type: Attack
  2680. Damage: 1 Dice
  2681. Defense: 3
  2682. Amount: 1
  2683. After you resolve this attack, you may perform a second attack with 2 dice. then you may perform a third attack with 3 dice.
  2684.  
  2685. Blade Blaster
  2686. Cost: X
  2687. Type: Attack
  2688. Damage: Special
  2689. Defense: 1
  2690. Amount: 1
  2691. This attack deals an amount of Damage equal to the amount of Energy spent to play this card. You may divide this Damage among any number of targets.
  2692.  
  2693. -
  2694.  
  2695. Rebel Ranger Slayer
  2696.  
  2697. Character Cards:
  2698. Kimberly Ann Hart
  2699. Finishing Shot
  2700. After the last enemy card in the combat sequence resolves, deal 1 Damage to an enemy card of your choice.
  2701.  
  2702. Zord Cards:
  2703. Gravezord
  2704. Exhaust this card to use the ability of another Zord that has been summoned.
  2705.  
  2706. Combat Cards:
  2707. Ptera Kick
  2708. Cost: 0
  2709. Type: Attack
  2710. Damage: 2 Dice
  2711. Defense: 2
  2712. Amount: 2
  2713. After you resolve this attack, if the target was not defeated, return this card to your hand instead of discarding it.
  2714.  
  2715. Scorned Shot
  2716. Cost: 0
  2717. Type: Reaction
  2718. Defense: 3
  2719. Amount: 2
  2720. Play this card after an enemy card resolves to roll 2 dice and deal that much Damage to that enemy card.
  2721.  
  2722. Veteran Instincts
  2723. Cost: 0
  2724. Type: Maneuver
  2725. Defense: 1
  2726. Amount: 2
  2727. Gain 1 Energy. You may draw up to 2 cards, then you may immediately play another card.
  2728.  
  2729. Piercing Shot
  2730. Cost: 1
  2731. Type: Attack
  2732. Damage: 3 Dice
  2733. Defense: 2
  2734. Amount: 2
  2735. If this attack defeats the target, deal any remaining Damage from this attack to an enemy card adjacent to the target.
  2736.  
  2737. Bow of Darkness
  2738. Cost: 3
  2739. Type: Attack
  2740. Damage: 5 Damage
  2741. Defense: 3
  2742. Amount: 1
  2743. Ignore the GUARD keyword when choosing a target for this attack.
  2744.  
  2745. Blade Blaster
  2746. Cost: X
  2747. Type: Attack
  2748. Damage: Special
  2749. Defense: 1
  2750. Amount: 1
  2751. This attack deals an amount of Damage equal to the amount of Energy spent to play this card. You may divide this Damage among any number of targets.
  2752.  
  2753. -
  2754.  
  2755. Violet Solar Ranger
  2756. Season: Mighty Morphin' Power Rangers (Comic) - Original
  2757.  
  2758. Character Cards:
  2759. Ellarien
  2760. A Light in the Darkness
  2761. Once per battle, when you add Energy from you personal storage to the shared energy pool, gain 1 Energy.
  2762.  
  2763. Zord Cards:
  2764. Solar Zord
  2765. Exhaust this card when there is no Energy in the shared energy pool. Gain 3 Energy.
  2766.  
  2767. Combat Cards:
  2768. Desperate Measures
  2769. Cost: 0
  2770. Type: Attack
  2771. Damage: 2 Dice
  2772. Defense: 1
  2773. Amount: 2
  2774. If there is no Energy in the shared energy pool, add 1 Damage to this attack.
  2775.  
  2776. Stronger Together
  2777. Cost: 0
  2778. Type: Reaction
  2779. Defense: 2
  2780. Amount: 2
  2781. Play this card when another Ranger uses an ability that is limited to once per battle. That Ranger may use that ability an extra time during this battle.
  2782.  
  2783. Solarix
  2784. Cost: 1
  2785. Type: Maneuver
  2786. Defense: 1
  2787. Amount: 1
  2788. Any Ranger may immediately play 1 card without paying its energy cost.
  2789.  
  2790. Nova Flare
  2791. Cost: 2
  2792. Type: Maneuver
  2793. Defense: 3
  2794. Amount: 2
  2795. Roll 4 dice and deal that much Damage, divided among any number of enemy cards. Remove all Energy from the shared energy pool.
  2796.  
  2797. Void Chakram
  2798. Cost: 3
  2799. Type: Attack
  2800. Damage: 4 Dice
  2801. Defense: 3
  2802. Amount: 1
  2803. After you resolve this attack, if there is no Energy in the shared energy pool, gain 3 Energy.
  2804.  
  2805. Solar Strike
  2806. Cost: X
  2807. Type: Attack
  2808. Damage: Special
  2809. Defense: 2
  2810. Amount: 2
  2811. Before you play this card, any Ranger may reveal an attack card with an energy cost of 1 or zero. This card gains the energy cos, attack value, and effect text of that card.
  2812.  
  2813. -
  2814.  
  2815. Omega Red Ranger
  2816. Season: Mighty Morphin' Power Rangers (Comic) - Original
  2817.  
  2818. Character Cards:
  2819. Jason Lee Scott
  2820. Omega Fire Power
  2821. Once per battle, when any Ranger performs an attack, you may remove all Null results from their attack. If you do, the next time any Ranger performs an attack in this battle, add that many dice to that attack.
  2822.  
  2823. Zord Cards:
  2824. Omega Red Zord
  2825. Exhaust this card when any Ranger performs an attack. Any Ranger may exhaust another Zord card to add 3 more dice to that attack.
  2826.  
  2827. Combat Cards:
  2828. Fire Strike
  2829. Cost: 0
  2830. Type: Attack
  2831. Damage: 2 Dice
  2832. Defense: 3
  2833. Amount: 2
  2834. The next time any Ranger performs an atatck during this battle, they may reroll any number of dice during that attack.
  2835.  
  2836. Omega Forever
  2837. Cost: 0
  2838. Type: Reaction
  2839. Defense: 1
  2840. Amount: 1
  2841. Play this card at the end of a battle. Roll 2 dice and deal that much Damage to an enemy card of your choice.
  2842.  
  2843. Ready Stance
  2844. Cost: 0
  2845. Type: Maneuver
  2846. Defense: 1
  2847. Amount: 2
  2848. Gain 1 Energy. Deal 1 Damage to an enemy card of your choice. Place this card on top of your deck instead of discarding it.
  2849.  
  2850. Leading Slash
  2851. Cost: 1
  2852. Type: Attack
  2853. Damage: 3 Dice
  2854. Defense: 2
  2855. Amount: 2
  2856. After rolling, you may remove any number of dice from this attack. The next time any Ranger performs an attack during this battle, add an equal number of dice to that attack.
  2857.  
  2858. Take the Initiative
  2859. Cost: 1
  2860. Type: Maneuver (i think this is an error, it acts like a reaction)
  2861. Defense: 2
  2862. Amount: 2
  2863. Play this card at the start of a battle. The Rangers may either ignore the FAST keyword to take the first turn in battle or ignore the GUARD keyword during their first turn in battle.
  2864.  
  2865. Omega Katana
  2866. Cost: 3
  2867. Type: Attack
  2868. Damage: 6 Dice
  2869. Defense: 3
  2870. Amount: 1
  2871. You may reroll any number of dice during this attack.
  2872.  
  2873. -
  2874.  
  2875. Omega Black Ranger
  2876. Season: Mighty Morphin' Power Rangers (Comic) - Original
  2877.  
  2878. Character Cards:
  2879. Zack Taylor
  2880. Omega Air Power
  2881. Once per battle, at the start of any Ranger turn, you may remove 1 hit token from an enemy card of your choice. If you do, place 1 hit token each on up to 2 other enemy cards.
  2882.  
  2883. Zord Cards:
  2884. Omega Black Zord
  2885. Exhaust this card when an enemy card is defeated. Gain 1 Energy. Any Ranger may exhaust another Zord Card to gain +3 Energy.
  2886.  
  2887. Combat Cards:
  2888. Fakeout Strike
  2889. Cost: 0
  2890. Type: Attack
  2891. Damage: 1 Dice
  2892. Defense: 2
  2893. Amount: 2
  2894. Add 1 die to this attack for each enemy card adjacent to the target that has suffered Damage or has been defeated.
  2895.  
  2896. Omega Forever
  2897. Cost: 0
  2898. Type: Reaction
  2899. Defense: 1
  2900. Amount: 1
  2901. Play this card at the end of a battle. Roll 2 dice and deal that much Damage to an enemy card of your choice.
  2902.  
  2903. Tricky Mix-Up
  2904. Cost: 0
  2905. Type: Reaction
  2906. Defense: 2
  2907. Amount: 2
  2908. Play this card after another Ranger resolves an attack. Gain 1 Energy. You may remove 1 hit token from the target and place 1 hit token each on up to 2 other enemy cards.
  2909.  
  2910. Air Slash
  2911. Cost: 1
  2912. Type: Attack
  2913. Damage: 3 Dice
  2914. Defense: 1
  2915. Amount: 2
  2916. You may remove up to 2 dice from this attack before rolling. For each die you remove, deal 1 Damage to an enemy card that has not suffered any Damage.
  2917.  
  2918. Can't Touch This
  2919. Cost: 1
  2920. Type: Reaction
  2921. Defense: 3
  2922. Amount: 2
  2923. Play this card when any Ranger suffers damage to reduce that damage by 1 for each enemy card in this battle that has suffered Damage or been defeated.
  2924.  
  2925. Omega Kamas
  2926. Cost: 3
  2927. Type: Attack
  2928. Damage: 3 Dice
  2929. Defense: 3
  2930. Amount: 1
  2931. Deal 3 Damage, divided among any number of enemy cards adjacent to the target.
  2932.  
  2933. -
  2934.  
  2935. Omega Yellow Ranger
  2936. Season: Mighty Morphin' Power Rangers (Comic) - Original
  2937.  
  2938. Character Cards:
  2939. Trini Kwan
  2940. Omega Earth Power
  2941. Once per battle, when any Ranger plays an attack card, they may discard another card with the same name from their hand. If they do, add 2 dice to that attack.
  2942.  
  2943. Zord Cards:
  2944. Omega Yellow Zord
  2945. Exhaust this card when any Ranger suffers damage. Reduce that damage by 2. Any Ranger may exhaust another Zord card to prevent that damage entirely.
  2946.  
  2947. Combat Cards:
  2948. Find Weakness
  2949. Cost: 0
  2950. Type: Maneuver
  2951. Defense: 1
  2952. Amount: 1
  2953. Gain 1 Energy. The next time any Ranger performs an attack during this battle, add 2 Damage to that attack.
  2954.  
  2955. Omega Forever
  2956. Cost: 0
  2957. Type: Reaction
  2958. Defense: 1
  2959. Amount: 1
  2960. Play this card at the end of a battle. Roll 2 dice and deal that much Damage to an enemy card of your choice.
  2961.  
  2962. Tenacious Blow
  2963. Cost: 0
  2964. Type: Attack
  2965. Damage: 2 Dice
  2966. Defense: 2
  2967. Amount: 2
  2968. While this card is in your discard pile, its shield value is reduced by 1.
  2969.  
  2970. Avalanche Swing
  2971. Cost: 1
  2972. Type: Attack
  2973. Damage: 2 Dice + 1 Damage.
  2974. Defense: 3
  2975. Amount: 2
  2976. If you discard this card from your hand without playing it, you may spend 1 Energy to deal 1 Damage to an enemy card of your choice.
  2977.  
  2978. Earth Smash
  2979. Cost: 1
  2980. Type: Attack
  2981. Damage: 2 Dice
  2982. Defense: 2
  2983. Amount: 2
  2984. After you resolve this attack, you may choose cards with a total of up to 2 Shields from your discard pile and place them on the bottom of your deck, in any order.
  2985.  
  2986. Omega Maul
  2987. Cost: 3
  2988. Type: Attack
  2989. Damage: 4 Dice
  2990. Defense: 3
  2991. Amount: 1
  2992. You may play this card as normal or immediately after another Ranger resolves an attack or maneuver with an energy cost of 1 or zero.
  2993.  
  2994. -
  2995.  
  2996. Beast Morphers Red Ranger
  2997. Season: Beast Morphers - Go-Busters
  2998.  
  2999. Character Cards:
  3000. Devon Daniels
  3001. Quick Wits
  3002. Once per battle, when any Ranger suffers damage, you may draw 1 card. If you do, reduce that damage by the number of Shields on that card.
  3003.  
  3004. Zord Cards:
  3005. Racer Zord
  3006. Exhaust this card at the start of a battle. Roll 2 dice and deal that uch Damage to an enemy card of your choice.
  3007.  
  3008. Combat Cards:
  3009. Accelerate
  3010. Cost: 0
  3011. Type: Maneuver
  3012. Defense: 2
  3013. Amount: 2
  3014. Any Ranger may immediately play 1 card. If it is an attack, add 1 die to that attack.
  3015.  
  3016. Flicker Jab
  3017. Cost: 0
  3018. Type: Attack
  3019. Damage: 1 Dice + 1 damage
  3020. Defense: 2
  3021. Amount: 2
  3022. You may remove 1 die from this attack before rolling. If you do, place this card on top of your deck instead of discarding it.
  3023.  
  3024. Lightning Reflexes
  3025. Cost: 0
  3026. Type: Reaction
  3027. Defense: 1
  3028. Amount: 2
  3029. Play this card when any Ranger suffers damage. Before revealing any cards for defense, that Ranger may look at the top card of their deck and may swap it with a card in their hand. Gain 1 Energy.
  3030.  
  3031. Unleash the Beast
  3032. Cost: 1
  3033. Type: Attack
  3034. Damage: 2 Dice
  3035. Defense: 3
  3036. Amount: 2
  3037. After you resolve this attack, another Ranger may discard 1 card from their hand to perform an attack with 2 dice.
  3038.  
  3039. Cheetah Claws
  3040. Cost: 3
  3041. Type: Attack
  3042. Damage: 6 Dice
  3043. Defense: 3
  3044. Amount: 1
  3045. After you resolve this attack, any Ranger may immediately play 1 card. If they do, skip the next Ranger turn in this battle.
  3046.  
  3047. Beast-X Blaster
  3048. Cost: X
  3049. Type: Attack
  3050. Damage: Special
  3051. Defense: 1
  3052. Amount: 1
  3053. This attack deals an amount of Damage equal to the amount of Energy spent to play this card. Place this card on the bottom of your deck instead of discarding it.
  3054.  
  3055. -
  3056.  
  3057. Beast Morphers Blue Ranger
  3058. Season: Beast Morphers - Go-Busters
  3059.  
  3060. Character Cards:
  3061. Ravi Shaw
  3062. Grid Battleforce Training
  3063. Once per battle, when any Ranger reveals a card for defense, if that card has a Star ability, that ability resolves twice.
  3064. (BM Blue isnt the only character with star abilities i just havent been marking them. its generally just "when this card is revealed for defense" effect texts)
  3065.  
  3066. Zord Cards:
  3067. Wheeler Zord
  3068. Exhaust this card at any time. Move up to 2 foot soldier figures from any location to an outer location of your choice.
  3069.  
  3070. Combat Cards:
  3071. Battleforce Technique
  3072. Cost: 0
  3073. Type: Maneuver
  3074. Defense: 2
  3075. Amount: 2
  3076. Choose 1 card each from 2 different Ranger discard piles. Place those cards on top of their respective decks.
  3077. Star: When this card is revealed for defense, gain 1 Energy.
  3078.  
  3079. Heavy Throw
  3080. Cost: 0
  3081. Type: Attack
  3082. Damage: 2 Dice
  3083. Defense: 2
  3084. Amount: 2
  3085. Ignore the GUARD keyword when choosing a target for this attack.
  3086. Star: When this card is revealed for defense, another Ranger may draw 1 card.
  3087.  
  3088. Gorilla Smash
  3089. Cost: 1
  3090. Type: Attack
  3091. Damage: 3 Dice
  3092. Defense: 1
  3093. Amount: 2
  3094. Star: When this card is revealed for defense, deal 1 Damage to an enemy card of your choice.
  3095.  
  3096. Overheat
  3097. Cost: 1
  3098. Type: Reaction
  3099. Defense: 3
  3100. Amount: 2
  3101. Play this card when you perform an attack. Add 2 dice to that attack. If that attack defeats the target, a Ranger of your choice must suffer 3 damage.
  3102.  
  3103. Beast-X Blaster
  3104. Cost: X
  3105. Type: Attack
  3106. Damage: Special
  3107. Defense: 1
  3108. Amount: 1
  3109. This attack deals an amount of Damage equal to the amount of Energy spent to play this card. Place this card on the bottom of your deck instead of discarding it.
  3110.  
  3111. Beast-X Cannon
  3112. Cost: X
  3113. Type: Attack
  3114. Damage: 2 Dice
  3115. Defense: 3
  3116. Amount: 1
  3117. Add a number of dice to this attack equal to the amount of Energy spent to play this card. If this attack defeats the target, deal 1 Damage to each enemy card adjacent to the target.
  3118.  
  3119. -
  3120.  
  3121. Beast Morphers Yellow Ranger
  3122. Season: Beast Morphers - Go-Busters
  3123.  
  3124. Character Cards:
  3125. Zoey Reeves
  3126. Problem Solver
  3127. Once per battle, when any Ranger draws a card after the Preparation Step, gain 1 Energy.
  3128.  
  3129. Zord Cards:
  3130. Chopper Zord
  3131. Exhaust this card to allow any Ranger to shuffle their hand into their deck. That Ranger may then draw up to 5 cards.
  3132.  
  3133. Combat Cards:
  3134. Rabbit Punch
  3135. Cost: 0
  3136. Type: Attack
  3137. Damage: 2 Dice
  3138. Defense: 2
  3139. Amount: 2
  3140. After you resolve this attack, you may draw 1 card. If you do, you may perform a second attack with 1 die.
  3141.  
  3142. Rapid Metabolism
  3143. Cost: 0
  3144. Type: Reaction
  3145. Defense: 2
  3146. Amount: 2
  3147. Play this card when an enemy card drains Energy or deals damage. Prevent up to 3 drain and gain 1 Energy.
  3148.  
  3149. Tornado Takedown
  3150. Cost: 1
  3151. Type: Attack
  3152. Damage: 3 Dice
  3153. Defense: 1
  3154. Amount: 2
  3155. If this attac defeats the target, place this card on top of your deck instead of discarding it. Another Ranger may draw 1 card.
  3156.  
  3157. Backflip
  3158. Cost: X
  3159. Type: Reaction
  3160. Defense: 3
  3161. Amount: 2
  3162. Play this card when any Ranger suffers damage. Reduce that damage by twice the amount of Energy spent to play this card. Then gain 1 Energy.
  3163.  
  3164. Beast-X Blaster
  3165. Cost: X
  3166. Type: Attack
  3167. Damage: Special
  3168. Defense: 1
  3169. Amount: 1
  3170. This attack deals an amount of Damage equal to the amount of Energy spent to play this card. Place this card on the bottom of your deck instead of discarding it.
  3171.  
  3172. Beast-X Spin Saber
  3173. Cost: X
  3174. Type: Attack
  3175. Damage: 2 Dice
  3176. Defense: 3
  3177. Amount: 1
  3178. Add a number of dice to this attack equal to the amount of Energy spent to play this card. If you spent at least 3 Energy, return this card to your hand instead of discarding it.
  3179.  
  3180. -
  3181.  
  3182. Megazord Cards:
  3183.  
  3184. Dino Megazord
  3185. Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
  3186. Exhaust this card to place the Megazord token in any location. At the start of each battle in the Megazord's current location, deal 1 Damage to each enemy card.
  3187.  
  3188. Dragonzord Battle Mode
  3189. Season: Mighty Morphin' Power Rangers (S1) - Zyuranger
  3190. Exhaust this card to place the Megazord token in any location. At the start of each battle in the Megazord's location, roll 6 dice and deal that much damage to an enemy card of your choice.
  3191.  
  3192. Ninja Megazord
  3193. Season: Mighty Morphin' Power Rangers (S3) - Kakuranger
  3194. When this card is summoned and at the star of each action phase, add 2 energy tokens to this card (max 2). Once per battle, after any Ranger turn, the Rangers may remove 1 token from this card to immediately take another turn.
  3195.  
  3196. Ninja Megafalconzord
  3197. Season: Mighty Morphin' Power Rangers (S3) - Kakuranger
  3198. Exhaust this card after any Ranger resolves a card. That Ranger may immediately play that card a second time, ignoring its energy cost. If its energy cost is zero, they may immediately play it a third time.
  3199.  
  3200. Zeo Megazord
  3201. Season: Zeo - Ohranger
  3202. Exhaust this card to place the Megazord token in any location. During each battle in the Megazord's location, reduce the energy cost of all cards by 1.
  3203.  
  3204. Mega Voyager
  3205. Season: In Space - Megaranger
  3206. When you summon this card, and at the start of each Action Phase, place 5 energy tokens on this card (max 5). Each time a Ranger suffers damage, you may remove 1 energy token from this card to reduce that damage by 3.
  3207.  
  3208. Lightspeed Solarzord
  3209. Season: Lightspeed Rescue - GogoV
  3210. When any Ranger reveals a card with exactly 1 Shield for defense, that Ranger may either deal 1 Damage to an enemy card of their choice or add +1 Shield to that card.
  3211.  
  3212. Thundersaurus Megazord
  3213. Season: Dino Thunder - Abaranger
  3214. When this card is summoned and at the start of each round, add 4 energy tokens to this card (max 4). Once per Ranger turn in battle, any Ranger may remove 1 energy token from this card to ready an exhausted Zord card.
  3215.  
  3216. Delta Command Megazord
  3217. Season: SPD - Dekaranger
  3218. Exhaust this card to place the Megazord token in any location. When any Ranger moves to that location or performs the RECOVER action in that location, they may power up.
  3219.  
  3220. Chronos HyperForce Megazord
  3221. Season: HyperForce - Original
  3222. At the start of each battle, each participating Ranger may search their deck or discard pile for a card and add it to their hand. If they do, they must shuffle their deck.
  3223.  
  3224. Solar Megazord
  3225. Season: Mighty Morphin' Power Rangers (Comic) - Original
  3226. Exhaust this card during a battle. Gain 7 Energy.
  3227.  
  3228. Beast-X Megazord
  3229. Season: Beast Morphers - Go-Busters
  3230. At the start of each battle, place 3 energy tokens on this card (max 3). Any Ranger may remove 1 energy token from this card to play 1 card from tehir discard pile as though it were from their hand. if they do, reduce its energy cost by 1.
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