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- 2Cup
- 2Con
- 2Bat
- 2Bla
- 3Cup
- 3Con
- 3Bat
- 3Bla
- 4Cup
- 4Con
- 4Bat
- 4Bla
- 5Cup
- 5Con
- 5Bat
- 5Bla
- 6Cup
- 6Con
- 6Bat
- 6Bla
- 7Cup
- 7Con
- 7Bat
- 7Bla
- 8Cup
- 8Con
- 8Bat
- 8Bla
- 9Cup
- 9Con
- 9Bat
- 9Bla
- 10Cup
- 10Con
- 10Bat
- 10Bla
- PCup
- PCon
- PBat
- PBla
- JCup
- JCon
- JBat
- JBla
- QCup
- QCon
- QBat
- QBla
- KCup
- KCon
- KBat
- KBla
- ACup
- ACon
- ABat
- ABla
- The Bastard- The monster, Mushroomman #2
- The Matrix-
- High Priestess
- Aes Sidh Banerig- The Spell Card, Pot of Greed! [Draw 2, activate them]
- Chief Executive- The Trap Card, Threatening Roar! [immediate intimidate check, +4 bonus]
- The Higher Power [1 free point of edge until end of combat]
- The Avatars- The Field Spell, Yami! All spellcasters gain 200 Attack points! [+2 to attack and spellcasting rolls]
- The Ride [+2d6 to Initiative Score]
- Discipline [+2 to all limits]
- The Hermit
- Wheel of Fortune- The Continuous Spell, Dangerous Machine Type Six! [Roll d6, on odd, +3 to all roll, on even, -3]
- The Vigilante- I Special Summon a monster from my hand! The mighty Laval Burner! [Force 12 Spirit of Man]
- The Hanged Man [-3 penalty on Defense rolls]
- The 404 [Edge Value Reduced to 1 for combat]
- Threshold: The Spell Card, Onslaught of the Fire Kings! [Immediately choose and summon a minor arcana spirit]
- The Dragon
- Tower
- Comet
- Shadows
- Eclipse- The Equip Spell Card, Metasilver Armor! [Enemies at -4 to hit summoner]
- Karma
- Ice Storm: The Spell Card, Survival's End!
- Sludge Armor: The Trap Card, Raregold Armor!
- Stunball: The Effect Monster, Thunder Lizard!
- Heal: The Spell Card, Supremacy Berry!
- Bug Zapper: The Spell Card, Eradicating Aerosol!
- Gravity Well: The Trap Card, Gravity Bind!
- Rewind: The Effect Monster, Morphing Jar!
- Alarm Ward:
- Watcher Spirit:
- Machine Spirit: The Spell Card, Iron Call!
- Blades Air, Cups Water, Coins Earth, Batons Fire
- Page: Force 9, Guard Power. Out of combat, stays until it prevents a glitch or accident
- Knight: Force 10, elemental attack. Out of combat, goes home.
- Queen: Force 11, Magical Guard until end of combat. Outside, one use of divining, then heads home.
- King: Force 12, Engulf. Outside, one use of divining, then heads home.
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