Set: Seventh CrossRarity: UncommonNumber: 19Hand Size: 7Vitality: 20Description: E (4+): Remove the top card of your opponent's discard pile. You may play 1 enhance ability on the removed card, ...
Set: Seventh CrossRarity: UncommonNumber: 10Hand Size: 7Vitality: 21Description: Before the game begins, search your deck for 1 copy of ""Spell circle"" and add it to your momentum, then shuffle...
Set: Seventh CrossRarity: UncommonNumber: 37Hand Size: 5Vitality: 33Description: R: After you play a character card, draw 1 card. E Add 1 character card from your card pool to your staging area...
Set: Seventh CrossRarity: UncommonNumber: 1Hand Size: 6Vitality: 29Description: E [Once per turn] Add 1 card from your hand to your staging area face down: Your non-Throw attack gets +1 damage f...
Set: Cowboy BebopRarity: RareNumber: 136Description: E Remove: This attack gets +3 or -3 speed. You may add 1 copy of “Big Shot: Punch” from your discard pile to your hand.Card Type: Act...
Set: Cowboy BebopRarity: PromoNumber: 2Description: {CB01} R Remove: After your opponent plays an ability on their character for the second or greater time this turn, cancel its effects....
Set: Cowboy BebopRarity: RareNumber: 115Description: R Flip: After your opponent discards any number of momentum as a cost, they must add 1 card from their hand to their card pool face d...
Set: Cowboy BebopRarity: RareNumber: 25Description: E Flip: Seal 1 of your opponent’s foundations.Card Type: FoundationResource: All Order VoidControl: 5Difficulty: 2Block Modifier: -Blo...
Set: Cowboy BebopRarity: RareNumber: 20Description: E [Opponent’s attack] Commit: Switch this attack’s speed and damage Card Type: FoundationResource: All Order VoidControl: 5Difficulty:...
Set: Cowboy BebopRarity: RareNumber: 144Description: R Commit, discard 1 momentum: After your opponent plays an ability on an action card, cancel its effects. R Remove: After your opponen...
Set: Seventh CrossRarity: RareNumber: 44Description: R [Card Pool] [Twice per turn]: After you discard any number of momentum, add 1 card from your hand to your momentum. E Discard 1 mome...
Set: Seventh CrossRarity: Ultra RareNumber: 15Description: R [Card Pool] [Twice per turn]: After you discard any number of momentum, add 1 card from your hand to your momentum. E Discard ...
Set: Seventh CrossRarity: Ultra RareNumber: 33Description: Remove this card from the game after it resolves. E Discard 1 momentum: Freeze X of your opponent's committed foundations. X...
Set: Mega Man: Battle for PowerRarity: RareNumber: 62Description: R: After your Ready Phase, your opponent reveals 1 random card from their hand. If it is a high block, they discard it and draw ...
Set: Mega Man: Battle for PowerRarity: RareNumber: 70Description: R Destroy: After your opponent plays an ability on 1 of their foundation or assets that has been played at least twice this ...
Set: Mega Man: Battle for PowerRarity: RareNumber: 59Description: First E: Seal this attack. Add the top card of your deck to your momentum.Card Type: AttackResource: Air Death GoodControl: 3Dif...
Set: Mega Man: Battle for PowerRarity: RareNumber: 48Description: First E: Destroy 1 of your opponent's foundations. Your opponent may lose 3 vitality to cancel this effect.Card Type: AttackReso...
Set: Mega Man: Battle for PowerRarity: RareNumber: 93Description: E Discard 1 momentum: If this attack deals damage, reveal the top 4 cards of your deck. Add 1 foundation you could normally play...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '