Checklist

Number Name Type Rarity Description Edition
C1 Namek Dragon Ball 1 Dragon Ball Common

CONSTANT: Your other Dragon Balls cannot be captured. Your attacks deal +1 life card of damage.

Set 1
C2 Namek Dragon Ball 2 Dragon Ball Common

You may lower a personality 1 level.

Set 1
C3 Namek Dragon Ball 3 Dragon Ball Common

Draw 3 cards. Place 2 cards from your hand at the bottom of your Life Deck. Raise or lower a player's anger 1 level.

Set 1
C4 Trunks Inquisitive MP Common

CONSTANT: When entering combat, look at the top 4 cards of your Life Deck and put them back in any order. Banish the top card of your opponent’s discard pile.

Set 1
C5 Trunks Resolved MP Common

CONSTANT: When entering combat, look at the top 4 cards of a player's Life Deck and put them back in any order. Banish a card in your opponent’s discard pile.

Set 1
C6 Captain Ginyu Leader MP Common

POWER: Energy attack costing 3 stages. DAMAGE: 4 life cards. Search your Life Deck for an Ally and place it into play at 4 power stages above 0. HIT: Choose one of your Allies in play, that Ally can make actions regardless of your MP's power stage this combat.

Set 1
C7 Captain Ginyu Energized MP Common

POWER: Energy attack costing 2 stages. DAMAGE: 4 life cards. Search your discard pile for an Ally and place it into play at 5 power stages above 0. Raise your anger X levels. X = the number of your "Ginyu Force" Allies in play.

Set 1
C8 Chaozu Resurrected Ally Common

(Heroes only.) POWER: Energy attack costing 4 stages. DAMAGE: 7 life cards. Shuffle "Chaozu" into your Life Deck at the beginning of the next action this combat.

Set 1
C9 Tenshinhan Returned Ally Common

(Heroes only.) POWER: Energy attack costing 2 stages. DAMAGE: 3 life cards. HIT: Draw a card.

Set 1
C10 Guldo Ginyu Force Ally Common

(Villains only.) DEFENSE POWER: Stops a physical or energy attack. Your attacks deal +2 stages and +2 life cards of damage this combat.

Set 1
C11 Recoome Ginyu Force Ally Common

(Villains only.) POWER: Physical attack. DAMAGE: AT stages. HIT: You may have your MP pay 2 stages to draw the bottom card of your discard pile.

Set 1
C12 Nappa Space Traveler Ally Common

(Villains only.) CONSTANT: Setups cannot be used.

Set 1
C13 Black Erasing Drill Drill Common

(Limit 1 per deck.) CONSTANT: Whenever you perform a successful energy attack, you may destroy an opponent's Setup or Drill.

Set 1
C14 Black Concussive Blast Energy Common

Energy attack costing 4 stages. DAMAGE: 4 life cards. Raise your anger 2 levels. You may place a card from your hand at the bottom of your Life Deck to have your opponent put a card from his hand at the bottom of his Life Deck.

Set 1
C15 Black Corruption Energy Common

(If this card is discarded from your hand, Banish the top 2 cards of your opponent’s Life Deck.) Stops an energy attack. Raise your anger 1 level and lower your opponent’s anger 2 levels.

Set 1
C16 Black Hug Maneuver Physical Common

ENDURANCE 2. Physical attack. DAMAGE: AT stages. Raise your anger 2 levels.

Set 1
C17 Black Knee Catch Physical Common

ENDURANCE 1. Stops a physical attack. Raise your anger 2 levels.

Set 1
C18 Black Lunge Physical Common

ENDURANCE 1. Physical attack. DAMAGE: AT +4 life cards. Raise your anger 1 level.

Set 1
C19 Black Punishment Energy Common

Energy attack costing 2 stages. DAMAGE: 4 life cards. Raise your anger 1 level. HIT: Until the start of your next turn, whenever a card is banished your opponent destroys the top card of his Life Deck.

Set 1
C20 Blue Battle Readiness Setup Common

POWER: Search your Life Deck for an Ally and place it into play at 3 stages above 0. Search your discard pile for an Ally and place it into play at 3 stages above 0.

Set 1
C21 Blue Trick Setup Common

ENDURANCE 2. POWER: Capture a Dragon Ball.

Set 1
C22 Blue Battle Drill Drill Common

ENDURANCE 2. CONSTANT: Cards that end combat cannot be played or used.

Set 1
C23 Blue Biting Drill Drill Common

CONSTANT: Your attacks deal +2 power stages of damage. When a card effect lowers your opponent's anger and his anger is already 0, he destroys the top card of his Life Deck.

Set 1
C24 Blue Defensive Effect Event Common

(Banish after use.) ENDURANCE 6. POWER: Lower your opponent's anger 1 level. Your opponent cannot raise his anger this combat.

Set 1
C25 Blue Defensive Flight Physical Common

Stops a physical attack. Your Main Personality may pay any number of stages. For every 2 stages paid, lower your opponent's anger 1 level.

Set 1
C26 Blue Draining Blast Energy Common

Energy attack. Damage: 4 life cards. The personality performing this attack may pay any amount of stages. For every 2 stages paid, this attack deals an additional +1 life card of damage.

Set 1
C27 Blue Head Knock Physical Common

ENDURANCE 2. Physical Attack. DAMAGE: 5 life cards. Lower your opponent's anger to 0.

Set 1
C28 Blue Reverse Physical Common

Physical attack. DAMAGE: X stages/life cards +2 life cards. X = The damage of the last attack your opponent performed this combat, including modifiers.

Set 1
C29 Namekian Chop Physical Common

ENDURANCE 1. Physical attack. DAMAGE: AT +4 stages. HIT: Raise your anger X levels. X = the number of Dragon Balls you control.

Set 1
C30 Namekian Double Strike Energy Common

ENDURANCE 1. Energy attack costing 2 stages. DAMAGE: 5 life cards. You may shuffle a Dragon Ball you control back into its owner's Life Deck. If you do, you may use a critical damage effect.

Set 1
C31 Namekian Dragon Blast Energy Common

(Banish after use.) Energy attack costing 2 stages. DAMAGE: 4 +X life cards. HIT: Rejuvenate X. X = the number of Dragon Balls in play.

Set 1
C32 Namekian Energy Toss Energy Common

Energy attack costing 1 stage. DAMAGE: 4 life cards. If you control 2 or more Dragon Balls, all other attacks you perform this combat gain “HIT: Rejuvenate 1.”

Set 1
C33 Namekian Maximum Will Energy Common

ENDURANCE 2. Energy attack costing 2 stages. DAMAGE: 6 life cards. You may destroy up to 2 cards from the top of your Life Deck. For each card destroyed, lower your opponent's anger 2 levels.

Set 1
C34 Namekian Onslaught Energy Common

Energy attack costing 1 stage. DAMAGE: 4 life cards. Rejuvenate 1. If you control 2 or more Dragon Balls, this attack stays in play to be used a second time this combat.

Set 1
C35 Namekian Right Throw Physical Common

ENDURANCE 2. Physical attack. DAMAGE: AT +3 stages. You may shuffle a Dragon Ball you control back into its owner's Life Deck. If you do, raise your anger 2 levels.

Set 1
C36 Orange Aura Drill Drill Common

ENDURANCE 1. CONSTANT: Your energy attacks deal +2 life cards of damage.

Set 1
C37 Orange Joint Restraint Drill Drill Common

CONSTANT: Your physical attacks deal +4 stages of damage.

Set 1
C38 Orange Defensive Blast Energy Common

Energy attack costing 2 stages. DAMAGE: 4 life cards. HIT: For the remainder of combat, cards in your Life Deck without Endurance gain "Endurance 1."

Set 1
C39 Orange Distracting Beam Energy Common

(Banish after use.) Energy attack costing 2 stages. DAMAGE: 5 life cards. Choose a Styled card in your discard pile and place it on top of your Life Deck.

Set 1
C40 Orange Energy Absorption Energy Common

(Banish after use.) ENDURANCE 1. Stops an energy attack. Gain 5 stages. Raise your anger 1 level.

Set 1
C41 Orange Precise Shot Energy Common

ENDURANCE 2. Energy attack costing 1 stage. DAMAGE: 3 life cards. HIT: Search your opponent's Life Deck for a card and discard it. Raise your anger 1 level.

Set 1
C42 Orange Refocus Physical Common

ENDURANCE 1. Stops a physical attack. Raise your anger 1 level. You may search your discard pile for a Drill and place it into play.

Set 1
C43 Orange Revenge Energy Common

(Banish after use.) Energy attack costing 3 stages. DAMAGE: 4 life cards +AT stages. Raise your anger 1 level. HIT: Choose 2 Energy Combat cards in your discard pile and place them on top of your Life Deck.

Set 1
C44 Red Hunting Drill Drill Common

CONSTANT: Once per combat when you deal critical damage, you may search your opponent's Life Deck for a card and destroy it.

Set 1
C45 Red Back Kick Physical Common

Physical attack. DAMAGE: AT +3 stages. You may lower your anger 3 levels to stop all energy attacks this combat.

Set 1
C46 Red Double Strike Physical Common

Physical attack. DAMAGE: AT stages. Raise your anger 1 level. This attack stays in play to be used a second time this combat.

Set 1
C47 Red Duck Physical Common

ENDURANCE 2. Stops a physical attack. Rejuvenate X. X = your current anger level.

Set 1
C48 Red Flares Energy Common

(Banish after use.) Energy attack costing 2 stages. DAMAGE: 6 life cards. You may choose for this attack to deal no damage to lower your MP one personality level.

Set 1
C49 Red Shattering Leap Physical Common

Physical attack costing 1 stage. DAMAGE: AT +4 stages. HIT: This attack stays in play to be used a second time this combat.

Set 1
C50 Red Shoulder Grab Physical Common

Physical attack. DAMAGE: AT +3 stages. Raise your anger 1 level. For the remainder of combat, all of your successful attacks are considered to deal critical damage.

Set 1
C51 Saiyan Cheap Shot Energy Common

ENDURANCE 2. Energy attack costing 3 stages. DAMAGE: 6 life cards. Life card damage from this attack is banished.

Set 1
C52 Saiyan Energy Focus Energy Common

Energy attack costing 2 stages. DAMAGE: 3 life cards. Choose 3 non-personality/non-Mastery cards in play. Those cards lose all effects until the end of combat.

Set 1
C53 Saiyan Clothesline Physical Common

Physical attack. DAMAGE: AT +3 stages. If the personality performing this attack has a higher power level than the defending personality, this attack's base damage is 2 times the AT instead.

Set 1
C54 Saiyan Energy Toss Energy Common

Energy attack costing 2 stages. DAMAGE: 4 life cards. If the personality performing this attack has a higher power level than the defending personality, raise your anger 1 level and your other attacks this combat deal +2 life cards of damage.

Set 1
C55 Saiyan Foot Stomp Physical Common

ENDURANCE 3. Physical attack. DAMAGE: AT +2 stages. HIT: Lower your opponent's anger 2 levels.

Set 1
C56 Saiyan Pinpoint Blast Energy Common

ENDURANCE 1. Energy attack costing 2 stages. DAMAGE: 4 life cards. You may use a critical damage effect.

Set 1
C57 Saiyan Scouting Event Common

(Banish after use.) ENDURANCE 4. POWER: Choose up to two cards from your discard pile and place them on the top of your Life Deck.

Set 1
C58 Saiyan Supreme Block Energy Common

Stops an energy attack. Raise your anger 1 level. If the personality performing this block has a higher power level than the attacking personality, shuffle this card into your Life Deck after use.

Set 1
C59 Saiyan Uppercut Physical Common

Physical attack. DAMAGE: 5 stages. If the personality performing this attack has a higher power level than the defending personality, this attack's base damage is 7 stages instead.

Set 1
C60 It's Over 9,000! Event Common

(You cannot win by MPPV if you use this card.) POWER: If your opponent's MP's power level is over 9,000, both players raise their anger 6 levels.

Set 1
U61 Namek Dragon Ball 4 Dragon Ball Uncommon

Destroy up to 2 Setups or Drills.

Set 1
U62 Namek Dragon Ball 5 Dragon Ball Uncommon

Gain 5 stages. Raise your anger 1 level. Draw a card. Rejuvenate 1.

Set 1
U63 Namek Dragon Ball 6 Dragon Ball Uncommon

CONSTANT: Your MP's PUR is +3. Your opponent's attacks deal -2 stages of damage.

Set 1
U64 Trunks Energy Charged MP Uncommon

CONSTANT: When entering combat, look at the top 6 cards of your Life Deck and put them back in any order. Draw a card.

Set 1
U65 Trunks Young Super Saiyan MP Uncommon

CONSTANT: When entering combat, look at the top 6 cards of a player's Life Deck and put them back in any order.

Set 1
U66 Captain Ginyu Body Change MP Uncommon

CONSTANT: Your "Ginyu Force" Allies may make actions regardless of your MP's power stage and they cannot be discarded. All of your attacks deal +2 life cards of damage.

Set 1
U67 Captain Ginyu Frog MP Uncommon

CONSTANT: Your Allies may make actions regardless of your MP's power stage and they cannot be discarded. All of your attacks deal +X life cards of damage. X = the number of Allies you have in play when you perform that attack.

Set 1
U68 Bulma Genius Ally Uncommon

(Heroes only.) CONSTANT: When Bulma enters play, attach a card from any discard pile to her. Cards with that title cannot be played.

Set 1
U69 ChiChi Armed and Dangerous Ally Uncommon

(Heroes only. If your MP is Goku, Gohan, or Goten, you may use this power regardless of your MP's power stage.) DEFENSE POWER: Stops a physical attack.

Set 1
U70 Yamcha Action Ready Ally Uncommon

(Heroes only.) POWER: Energy attack costing 1 stage. DAMAGE: 3 life cards. HIT: Shuffle a Setup, Drill or Ally in play into its owner's Life Deck.

Set 1
U71 Burter Ginyu Force Ally Uncommon

(Villains only.) CONSTANT: Your attacks deal +1 stage of damage. If your MP is "Captain Ginyu", your attacks deal +2 stages of damage instead.

Set 1
U72 Jiece Ginyu Force Ally Uncommon

(Villains only.) POWER: Energy attack costing 2 stages. DAMAGE: 5 life cards. Raise a player’s anger 1 level.

Set 1
U73 Black Searching Technique Setup Uncommon

(Banish after use.) POWER: Search your opponent's deck for 2 non-Dragon Ball cards and banish them.

Set 1
U74 Black Adaptation Event Uncommon

DEFENSE POWER: Stops an energy attack. If that attack was an Energy Combat card, banish it. Search your opponent’s discard pile and Life Deck for a copy of that card and banish it.

Set 1
U75 Black Barrage Energy Uncommon

Energy attack costing 3 stages. DAMAGE: 4 life cards. HIT: Your opponent pays 5 stages or discards a card from his hand.

Set 1
U76 Black Delay Physical Uncommon

ENDURANCE 1. Stops a physical attack. If that attack was a Physical Combat card, return it to your opponent's hand. Your opponent discards a random card from his hand.

Set 1
U77 Black Swerve Physical Uncommon

Physical attack. DAMAGE: AT +3 stages. Chose up to two Setups in play. Search your opponent's Life Deck for one copy of each and destroy them.

Set 1
U78 Black Swirl Energy Uncommon

(Banish after use.) Energy attack costing 2 stages. DAMAGE: 4 life cards. Name a card. Your opponent cannot play that card for the remainder of combat. HIT: Raise your anger 2 levels.

Set 1
U79 Blue Blockade Setup Uncommon

DEFENSE POWER: Stops a physical or energy attack.

Set 1
U80 Blue Betrayal Physical Uncommon

Physical attack. DAMAGE: AT stages. Banish an opponent's Setup, Drill, or Ally in play.

Set 1
U81 Blue Farewell Event Uncommon

(Limit 1 per deck. Banish after use.) POWER: Shuffle an Ally you control into its owner's Life Deck to stop all attacks this combat.

Set 1
U82 Blue Lunar Ray Energy Uncommon

(Banish after use.) Energy attack costing 2 stages. DAMAGE: 4 life cards. You may search your discard pile for an Ally and place it into play at 3 power stages above 0. HIT: Raise that ally to it's highest power stage.

Set 1
U83 Blue Shifting Maneuver Event Uncommon

(Banish after use.) ENDURANCE 2. DEFENSE POWER: Stops a physical or energy attack. If your current anger level is 3 or higher, discard after use instead.

Set 1
U84 Namekian Wish Setup Uncommon

(Limit 1 per deck. Banish after use.) POWER: End Combat. Choose X cards in your discard pile and Rejuvenate them. X = the number of Dragon Balls in play.

Set 1
U85 Namekian Finger Lasers Energy Uncommon

(Banish after use.) Energy attack costing 1 stage. DAMAGE: 3 life cards. Rearrange the top X cards of your discard pile. X = your PUR +1. HIT: Draw the top card of your discard pile.

Set 1
U86 Namekian Flinch Physical Uncommon

(If this card is Rejuvenated, search your discard pile for an Ally and place it into play at 3 stages above 0.) Stops a physical attack. You may shuffle a Dragon Ball in play back into its owner's Life Deck. If your MP is level 3 or higher search your Life Deck for a Dragon Ball and play it.

Set 1
U87 Namekian Hybrid Defense Event Uncommon

DEFENSE POWER: Stops a physical or energy attack. Choose X cards in your discard pile and Rejuvenate them. X = your MP's level.

Set 1
U88 Namekian Targeted Strike Energy Uncommon

Energy attack costing 2 stages. DAMAGE: 4 life cards. HIT: You may use the effect of a Dragon Ball in play. If you do, banish this card after use.

Set 1
U89 Namekian Zone Pressure Physical Uncommon

Physical attack. DAMAGE: AT +3 stages. You may shuffle a Dragon Ball you control back into its owner's Life Deck. If you do, banish a Setup or Drill in play.

Set 1
U90 Orange Empowered Drill Drill Uncommon

ENDURANCE 2. CONSTANT: Your MP's PUR is +1. At the beginning of your turn, banish the bottom 3 cards of your opponent's discard pile.

Set 1
U91 Orange Energy Phasing Drill Drill Uncommon

CONSTANT: Whenever you perform a successful energy attack, you may have it deal -2 life cards of damage. If you do, destroy a Setup or Drill.

Set 1
U92 Orange Escape Setup Uncommon

(Banish after use.) POWER: You may play a Drill from your hand to end combat.

Set 1
U93 Orange Inspection Event Uncommon

(Banish after use.) POWER: Destroy an opponent’s Setup or Drill to draw a card.

Set 1
U94 Orange Offensive Strike Energy Uncommon

(Banish after use.) Energy attack costing 1 stage. DAMAGE: 2 life cards. Search your Life Deck for a copy of "Orange Offensive Strike" and place it into your hand.

Set 1
U95 Orange Overhead Smash Physical Uncommon

(Banish after use.) Physical attack. DAMAGE: AT +3 stages. If you have at least 5 Drills in play, this attack deals an additional +7 life cards of damage. HIT: Shuffle all Drills in your discard pile into your Life Deck.

Set 1
U96 Red Despair Drill Drill Uncommon

(Limit 1 per deck.) CONSTANT: Your attacks deal +X life cards of damage. X = your current anger level when you perform that attack.

Set 1
U97 Red Escape Energy Uncommon

(You cannot win by MPPV the turn you play this card.) Stops an energy attack. Advance your MP one personality level. Lower your MP one personality level at the end of combat.

Set 1
U98 Red Jump Kick Physical Uncommon

(Banish after use.) Physical attack. DAMAGE: AT +2 stages. HIT: Lower both players' MPs one personality level.

Set 1
U99 Red Lightning Slash Physical Uncommon

Physical attack. DAMAGE: AT stages. Raise your anger 1 level. HIT: You may lower your anger 1 level to destroy all of your opponent's Allies or all of his Drills.

Set 1
U100 Red Power Punch Physical Uncommon

ENDURANCE 2. Physical attack. DAMAGE: AT +3 stages. HIT: Search your Life Deck for a Styled Drill and place it into play.

Set 1
U101 Red Shielded Strike Physical Uncommon

ENDURANCE 2. Physical attack. DAMAGE: AT +3 stages. You may lower your anger 3 levels to stop all physical attacks this combat.

Set 1
U102 Saiyan Domination Energy Uncommon

Energy attack costing 2 stages. DAMAGE: 4 life cards. If the personality performing this attack has a higher power level than the defending personality, your opponent cannot play Events this combat.

Set 1
U103 Saiyan Gut Kick Physical Uncommon

Physical attack. DAMAGE: AT +4 stages. Your opponent skips his next action this combat.

Set 1
U104 Saiyan Multi-blast Energy Uncommon

(Banish after use.) Energy attack costing 2 stages. DAMAGE: 3 life cards. HIT: Draw a card.

Set 1
U105 Saiyan Surprise Physical Uncommon

Physical attack. DAMAGE: AT +3 stages. If the personality performing this attack has a higher power level than the defending personality, destroy up to 2 of your opponent's Allies.

Set 1
U106 Saiyan Wrist Block Physical Uncommon

Stops a physical attack. Your opponent's MP loses 3 stages.

Set 1
U107 Visiting The Past Setup Uncommon

(Limit 2 per deck. Banish after use.) INSTANT POWER: Use when entering combat. Search your discard pile for a card and place it into your hand. If you have more than 3 cards in your hand, place a card from your hand at the bottom of your Life Deck.

Set 1
U108 Battle Pausing Event Uncommon

(Limit 2 per deck. Banish after use.) POWER: Banish a card from your hand to draw the top 2 cards of your discard pile. Your opponent gains 5 stages.

Set 1
U109 Blinding Energy Move Energy Uncommon

(Limit 2 per deck. You must banish the top 2 cards of your Life Deck to play this card.) Energy attack. DAMAGE: 3 life cards. At the beginning of the next action this combat, end combat.

Set 1
U110 Devastating Blow Physical Uncommon

Physical attack. DAMAGE: AT +1 stage. Raise your anger 1 level. Lower your opponent's anger 2 levels. Choose 3 cards in your opponent's discard pile and banish them.

Set 1
U111 Empowered Flying Kick Physical Uncommon

Physical attack. DAMAGE: AT +2 stages. Both players set their anger level to 2.

Set 1
U112 Enraged Blast Energy Uncommon

(Banish after use.) Energy attack costing 3 stages. DAMAGE: 4 life cards. Raise your anger 2 levels.

Set 1
U113 Overpowering Attack Energy Uncommon

Energy attack costing 2 stages. DAMAGE: 5 life cards. Search your Life Deck or discard pile for an Ally and place it into play at 5 stages above 0.

Set 1
U114 Quickness Drill Drill Uncommon

(Limit 1 per deck.) CONSTANT: When entering combat, you may discard a card from your hand to place the bottom card of your discard pile into your hand.

Set 1
U115 Frieza's Captive Strike Physical Uncommon

(If this card is discarded from your hand by a card effect, you may raise or lower a player's anger 1 level.) Physical attack. DAMAGE: AT stages.

Set 1
U116 Gohan's Power Punch Physical Uncommon

Physical attack. DAMAGE: AT +5 stages. Raise your anger 2 levels. If you advance a personality level with this card, this attack cannot be stopped.

Set 1
U117 Goku's Kaio-Ken Event Uncommon

(You cannot win by MPPV if you use this card.) POWER: Destroy the top 3 cards of your deck. Raise your anger 6 levels.

Set 1
U118 Krillin's Solar Flare Energy Uncommon

Energy attack costing 2 stages. DAMAGE: 4 life cards. HIT: Your opponent passes for his next action this turn.

Set 1
U119 Piccolo's Weighted Clothing Event Uncommon

(If this card is in your discard pile, you may banish it as an action to raise your anger 2 levels.) INSTANT POWER: Use when entering combat as the defender. Your opponent skips his first action this combat. Gain X stages. X = your PUR.

Set 1
U120 Vegeta's Anger Event Uncommon

(You may have only one "Vegeta's Anger" attached.) POWER: Attach to your MP. Draw a card. CONSTANT: While attached, your MP is considered to have a higher power level than the defending personality for your card effects.

Set 1
R121 Namek Dragon Ball 7 Dragon Ball Rare

Choose 3 cards from your discard pile and place them on top of your Life Deck. Destroy the top 3 cards of your opponent's Life Deck.

Set 1
R122 Black Devious Mastery Mastery Rare

CONSTANT: Your attacks deal +1 power stage and +1 life card of damage. (*) POWER: Discard a card from your hand to banish the bottom 2 cards of your opponent's discard pile. If you discarded a Styled card, your opponent discards a card from his hand.

Set 1
R123 Black Mischievous Drill Drill Rare

(Limit 1 per deck.) CONSTANT: Whenever your opponent plays a Setup or Drill, you may destroy the top 4 cards of your Life Deck. If you do, banish that Setup or Drill.

Set 1
R124 Black Disorienting Blow Physical Rare

(Banish after use.) Physical attack. DAMAGE: AT stages. HIT: Search your opponent's Life Deck for a non-attack Event and play it.

Set 1
R125 Black Reflection Event Rare

(Banish after use.) POWER: Search your opponent's Banished Zone for an attack card and play it.

Set 1
R126 Black Scout Maneuver Event Rare

(Banish after use.) POWER: Name a Physical Combat, Energy Combat or Event card. Your opponent searches his Life Deck for all copies of that card and banishes them.

Set 1
R127 Blue Protective Mastery Mastery Rare

CONSTANT: Your opponent needs 6 anger to advance a personality level. DEFENSE POWER: You may discard a Physical Combat card from your hand to stop an energy attack or an Energy Combat card to stop a physical attack. If you discarded a Blue card, you may raise or lower a player's anger 1 level.

Set 1
R128 Blue Lunge Physical Rare

ENDURANCE 2. Physical Attack. DAMAGE AT +5 stages. Search the top 5 cards of your Life Deck for a Setup or Drill and place it into play. Put the remaining cards at the bottom of your Life Deck in any order.

Set 1
R129 Blue Terror Energy Rare

(Limit 1 per deck. Banish after use.) Energy attack costing 2 stages. DAMAGE: 3 life cards. Search your Life Deck for a non-Dragon Ball card and place it into your hand.

Set 1
R130 Blue Trapped Strike Physical Rare

(Banish after use.) Physical Attack. DAMAGE: AT +3 stages. If you control a Dragon Ball, this attack stays in play to be used a second time this combat. Raise or lower a player's anger 1 level.

Set 1
R131 Namekian Knowledge Mastery Mastery Rare

CONSTANT: Whenever you Rejuvenate or shuffle cards into your Life Deck, raise your anger 1 level. Whenever a Dragon Ball enters play, your opponent destroys the top card of his Life Deck. While you control 1 Dragon Ball, it cannot be captured by a critical damage effect.

Set 1
R132 Namekian Dragon Clan Setup Rare

(Limit 1 per deck. Banish after use.) POWER: Search your Life Deck for a Dragon Ball and play it. If your MP is level 4, search your Life Deck for 2 Dragon Balls instead.

Set 1
R133 Namekian Overtime Event Rare

(Banish after use.) POWER: Rejuvenate 1. Destroy the top X cards of your opponent's Life Deck. X = the number of Dragon Balls you control. Search your Life Deck for a Styled Energy Combat card and place it into your hand.

Set 1
R134 Namekian Palm Shots Energy Rare

(Banish after use.) Energy attack costing 1 stage. DAMAGE: 3 life cards. HIT: Draw the bottom card of your Life Deck and you may shuffle a Dragon Ball in play back into its owner's Life Deck to search your Life Deck for a Dragon Ball and place it into play.

Set 1
R135 Namekian Planned Attack Energy Rare

(Banish after use.) Energy attack costing 2 stages. DAMAGE: 4 life cards. HIT: Search your Life Deck for a Dragon Ball and place it into play.

Set 1
R136 Orange Adaptive Mastery Mastery Rare

CONSTANT: Your Drills are not discarded when you advance or lower a personality level. Your energy attacks deal +1 life card of damage. At the end of any combat in which you used a critical damage effect, search your discard pile for a Styled Drill and place it into play.

Set 1
R137 Orange Focusing Drill Drill Rare

CONSTANT: Your opponent's card effects cannot banish or destroy your Drills in play except for “Orange Focusing Drill”.

Set 1
R138 Orange Searching Maneuver Physical Rare

Physical attack. DAMAGE: AT stages. Search your Life Deck for a Drill and place it into play at the end of combat.

Set 1
R139 Orange Uppercut Physical Rare

(Banish after use.) Physical attack. DAMAGE: AT +4 stages. You may pay 2 power stages to search your Life Deck for an Energy Combat card and place it into your hand.

Set 1
R140 Red Enraged Mastery Mastery Rare

CONSTANT: Whenever you use a critical damage effect, raise your anger 1 level. Whenever you advance a personality level, draw a card and then discard a card from your hand. Whenever you lower a personality level, you may draw a card.

Set 1
R141 Red Forward Stance Drill Drill Rare

DEFENSE POWER: You may lower your anger 1 level to stop a physical or energy attack.

Set 1
R142 Red Heel Kick Physical Rare

(Banish after use.) Physical attack. DAMAGE: AT +2 stages. Raise your anger 1 level. You may lower your anger 2 levels to choose a Styled attack in your discard pile except "Red Heel Kick" and place it into your hand.

Set 1
R143 Red Left Bolt Energy Rare

(Banish after use.) Energy attack costing 3 stages. DAMAGE: 5 life cards. Damage from this attack is banished. Draw the bottom card of your Life Deck.

Set 1
R144 Red Observation Event Rare

(Limit 1 per deck.) POWER: Your MP pays 5 power stages to destroy all Allies, Setups and Drills. Lower your MP to his 0 power stage. Raise your anger 1 level.

Set 1
R145 Saiyan Empowered Mastery Mastery Rare

CONSTANT: You cannot win by MPPV. Your Saiyan Style attacks gain "Raise your anger 1 level. HIT: Gain 3 power stages." Whenever you Rejuvenate a Saiyan Style card, raise your anger 1 level.

Set 1
R146 Saiyan Acute Rapid Slam Physical Rare

Physical attack. DAMAGE: AT +5 stages. For the remainder of combat, your Physical Combat and Energy Combat attacks that are not banished after use are placed at the bottom of your Life Deck after use.

Set 1
R147 Saiyan Elbow Drop Physical Rare

(Banish after use.) Physical attack costing 1 stage. DAMAGE: AT +3 stages. This attack stays in play to be used a second time this combat.

Set 1
R148 Saiyan Power Up Event Rare

(Banish after use.) POWER: Your MP gains 6 stages. Draw the bottom card of your discard pile.

Set 1
R149 Dragon Radar Setup Rare

(Limit 1 per deck. Banish after use.) POWER: Search your Life Deck for a Dragon Ball and play it.

Set 1
R150 Confrontation Event Rare

(Heroes only.) POWER: Look at your opponent's hand and choose a card. Your opponent shuffles that card into his Life Deck.

Set 1
R151 Stare Down Event Rare

(Villains only.) POWER: Look at your opponent's hand and choose a card. Your opponent discards that card.

Set 1
R152 Time Is A Warrior's Tool Event Rare

(Limit 1 per deck.) POWER: Stops a physical or energy attack. Stops all of your opponent's attacks this combat.

Set 1
R153 Captain Ginyu's Body Switch Event Rare

(You cannot win by MPPV if you use this card. Banish after use.) POWER: If the power level of your opponent's MP is higher than your MP's power level, raise your anger 6 levels.

Set 1
R154 Frieza's Supernova Energy Rare

Energy attack costing 3 stages. DAMAGE: 5 life cards + X life cards. X = 3 times number of Frieza Named cards in your discard pile.

Set 1
R155 Gohan's Masenko Energy Rare

(Banish after use.) Energy attack costing 1 stage. DAMAGE: 2 life cards + X life cards. X = 2 times your anger level.

Set 1
R156 Goku's Kamehameha Energy Rare

Energy attack costing 3 stages. DAMAGE: 5 life cards. You may destroy any of your Drills. This attack deals +3 stages for each Drill destroyed.

Set 1
R157 Krillin's Destructo Disk Energy Rare

Energy attack costing 2 stages. DAMAGE: 4 life cards. This attack cannot be stopped or have its damage prevented.

Set 1
R158 Piccolo's Special Beam Cannon Energy Rare

Energy attack costing 2 stages. DAMAGE: 3 life cards. Rejuvenate 1. HIT: Name two different non-Dragon Ball cards. Search your opponent's Life Deck for 1 copy of each card and banish them.

Set 1
R159 Trunks' Sword Slash Physical Rare

(Banish after use.) Physical attack costing 1 stage. DAMAGE: AT +4 stages. Banish up to 6 cards from a player's discard pile. HIT: Your next Styled energy attack this combat cannot be stopped.

Set 1
R160 Vegeta's Galick Gun Energy Rare

Energy attack costing 2 stages. DAMAGE: 6 life cards. Damage from this attack cannot be prevented. If you deal critical damage with this attack, you may use two critical effects instead of one. Raise your anger 1 level.

Set 1
UR161 Heroic Plan Setup Ultra Rare

(Heroes only. Limit 1 per deck. Banish after use.) POWER: Search your Life Deck for a Setup, Drill, or Ally and place it into play.

Set 1
UR162 Villainous Visage Setup Ultra Rare

(Villains only. Limit 1 per deck. Banish after use.) INSTANT POWER: Use after you take damage from an attack. Your opponent destroys the top X cards of his Life Deck. X = twice the amount of life card damage that attack dealt.

Set 1
UR163 Heroic Energy Sphere Event Ultra Rare

(Heroes only.) INSTANT POWER: Use when an Event is played. Cancel the effects of that card. Rejuvenate 1.

Set 1
UR164 Villainous Energy Sphere Event Ultra Rare

(Villains only.) INSTANT POWER: Use when an Event is played. Cancel the effects of that card. Your opponent destroys the top card of his Life Deck.

Set 1
P1 Vegeta Prince of Saiyans MP Promo

CONSTANT: Your attacks gain “HIT: Raise your anger 1 level.”

Set 1
P2 Goku Protector of Earth MP Promo

POWER: Energy attack costing 2 stages. DAMAGE: 3 life cards. HIT: You may discard a card from your hand to search your Life Deck for a Styled Drill and place it into play.

Set 1
P3 Gohan Resilient Child MP Promo

CONSTANT: When you perform a Styled attack, you may destroy up to 2 cards from the top of your Life Deck. That attack deals +X life cards. X = the number of cards destroyed.

Set 1
P4 Krillin Ready MP Promo

POWER: Energy attack costing 2 stages. DAMAGE: 4 life cards. The next time a card is discarded from a hand this combat, use a critical damage effect.

Set 1
P5 Goku Super Saiyan God MP Promo

POWER: Destroy the top card of your Life Deck to draw a card.

Set 1
P6 Piccolo Stoic MP Promo

POWER: Energy attack costing 1 stage. DAMAGE: 3 life cards. Rejuvenate 1.

Set 1
P7 Goku's Kamehameha Energy Promo

Energy attack costing 3 stages. DAMAGE: 5 life cards. You may destroy any of your Drills. This attack deals +3 stages for each Drill destroyed.

Set 1
P8 Time Is A Warrior's Tool Event Promo

(Limit 1 per deck.) POWER: Stops a physical or energy attack. Stops all of your opponent's attacks this combat.

Set 1
P9 Vegeta's Galick Gun Energy Promo

Energy attack costing 2 stages. DAMAGE: 6 life cards. Damage from this attack cannot be prevented. If you deal critical damage with this attack, you may use two critical effects instead of one. Raise your anger 1 level.

Set 1
P10 Confrontation Event Promo

(Heroes only.) POWER: Look at your opponent's hand and choose a card. Your opponent shuffles that card into his Life Deck.

Set 1
P11 Trunks' Sword Slash Physical Promo

(Banish after use.) Physical attack costing 1 stage. DAMAGE: AT +4 stages. Banish up to 6 cards from a player's discard pile. HIT: Your next Styled energy attack this combat cannot be stopped.

Set 1
P12 Stare Down Event Promo

(Villains only.) POWER: Look at your opponent's hand and choose a card. Your opponent discards that card.

Set 1
P13 Frieza Tyrant MP Promo

CONSTANT: When you stop an attack, you may raise your anger 1 level.

Set 1
P14 Gohan's Masenko Energy Promo

(Banish after use.) Energy attack costing 1 stage. DAMAGE: 2 life cards + X life cards. X = 2 times your anger level.

Set 1
P15 Frieza's Supernova Energy Promo

Energy attack costing 3 stages. DAMAGE: 5 life cards + X life cards. X = 3 times number of Frieza Named cards in your discard pile.

Set 1
P16 Black Scout Maneuver Event Promo

(Banish after use.) POWER: Name a Physical Combat, Energy Combat or Event card. Your opponent searches his Life Deck for all copies of that card and banishes them.

Set 1
P17 Piccolo's Special Beam Cannon Energy Promo

Energy attack costing 2 stages. DAMAGE: 3 life cards. Rejuvenate 1. HIT: Name two different non-Dragon Ball cards. Search your opponent's Life Deck for 1 copy of each card and banish them.

Set 1
P18 Blue Terror Energy Promo

(Limit 1 per deck. Banish after use.) Energy attack costing 2 stages. DAMAGE: 3 life cards. Search your Life Deck for a non-Dragon Ball card and place it into your hand.

Set 1
P19 Captain Ginyu's Body Switch Event Promo

(You cannot win by MPPV if you use this card. Banish after use.) POWER: If the power level of your opponent's MP is higher than your MP's power level, raise your anger 6 levels.

Set 1
P20 Saiyan Power Up Event Promo

(Banish after use.) POWER: Your MP gains 6 stages. Draw the bottom card of your discard pile.

Set 1
P21 Krillin's Destructo Disk Energy Promo

Energy attack costing 2 stages. DAMAGE: 4 life cards. This attack cannot be stopped or have its damage prevented.

Set 1
S1 Vegeta Prince of Saiyans MP Starter

CONSTANT: Your attacks gain “HIT: Raise your anger 1 level.”

Set 1
S2 Vegeta Villainous MP Starter

POWER: Physical attack. DAMAGE: 4 stages. HIT: Your attacks that raise your anger deal +1 stage and +1 life card of damage this combat.

Set 1
S3 Vegeta Empowered MP Starter

CONSTANT: Your attacks that raise your anger deal +3 power stages and +3 life cards of damage.

Set 1
S4 Vegeta Renewed MP Starter

POWER: Physical attack. DAMAGE: AT +6 stages. Lower your anger 1 level to draw a card.

Set 1
S5 Goku Protector of Earth MP Starter

POWER: Energy attack costing 2 stages. DAMAGE: 3 life cards. HIT: You may discard a card from your hand to search your Life Deck for a Styled Drill and place it into play.

Set 1
S6 Goku Kaio-Ken Enhanced MP Starter

CONSTANT: At the end of each combat, you may lower your MP a personality level and you may search your Life Deck or discard pile for a Drill and place it into play.

Set 1
S7 Goku Energy Gatherer MP Starter

POWER: Energy attack costing 2 stages. DAMAGE: 5 life cards. You may choose a Drill or Setup in your discard pile and place it into play. HIT: Rejuvenate up to 5 Drills from your discard pile.

Set 1
S8 Goku Super Saiyan MP Starter

POWER: Search your Life Deck, discard pile, and Banished Zone for a total of 5 Drills and place them into play.

Set 1
S9 Gohan Resilient Child MP Starter

CONSTANT: When you perform a Styled attack, you may destroy up to 2 cards from the top of your Life Deck. That attack deals +X life cards of damage. X = the number of cards destroyed.

Set 1
S10 Gohan Young Warrior MP Starter

CONSTANT: Your Styled attacks deal +2 life cards of damage. When you deal critical damage, you may Rejuvenate 1.

Set 1
S11 Gohan Determined MP Starter

POWER: Physical attack. DAMAGE: 6 stages. You may lower your anger any amount. This attack deals +X life cards of damage. X = 2 times the amount lowered.

Set 1
S12 Gohan Armored MP Starter

CONSTANT: Your Styled attacks deal +3 life cards of damage. When one of your effects raises your anger, you may shuffle 1 card with “anger” in the text box from your discard pile into your Life Deck.

Set 1
S13 Krillin Ready MP Starter

POWER: Energy attack costing 2 stages. DAMAGE: 4 life cards. The next time a card is discarded from a hand this combat, use a critical damage effect and raise your anger 2 levels.

Set 1
S14 Krillin Energetic MP Starter

POWER: Energy attack costing 3 stages. DAMAGE: 4 life cards. HIT: Your opponent discards a card from his hand.

Set 1
S15 Krillin Ready For Battle MP Starter

POWER: Energy attack costing 2 stages. DAMAGE: 9 – X life cards. X = the number of cards in your opponent's hand.

Set 1
S16 Krillin Enraged MP Starter

CONSTANT: Your first Styled attack each turn cannot be stopped.

Set 1
S17 Frieza Tyrant MP Starter

CONSTANT: When you stop an attack, you may raise your anger 1 level.

Set 1
S18 Frieza Transformed MP Starter

POWER: Discard a card from your hand to perform the last attack your opponent used this combat. That attack deals an additional +2 stages of damage.

Set 1
S19 Frieza Galactic Conquerer MP Starter

CONSTANT: Your attacks deal +3 stages of damage and you may also use your Level 1 CONSTANT powers.

Set 1
S20 Frieza Revived MP Starter

POWER: Destroy the top 4 cards of your opponent's Life Deck. Search your Life Deck for a Frieza Named card and place it into your hand. CONSTANT: You may also use your Level 2 Powers.

Set 1
S21 Piccolo Stoic MP Starter

POWER: Energy attack costing 1 stage. DAMAGE: 3 life cards. Rejuvenate 1.

Set 1
S22 Piccolo Combat Stance MP Starter

POWER: Discard a card from your hand to Rejuvenate 2 and your opponent destroys the top 2 cards of his Life Deck. If you discarded a Styled card, you may draw a card and use a critical damage effect.

Set 1
S23 Piccolo Unleashed MP Starter

CONSTANT: Your attacks deal +2 life cards of damage. Once per Combat when you deal critical damage, you may search your Life Deck for a Dragon Ball and place it into play.

Set 1
S24 Piccolo Fused MP Starter

CONSTANT: Your opponent needs to deal 7 or more life cards to activate critical damage. POWER: Energy attack costing 2 stages. DAMAGE: 7 life cards HIT: Rejuvenate X. X = the number of Dragon Balls in play.

Set 1
S25 Saiyan Empowered Mastery Mastery Starter

CONSTANT: You cannot win by MPPV. Your Saiyan Style attacks gain "Raise your anger 1 level. HIT: Gain 3 power stages." Whenever you Rejuvenate a Saiyan Style card, raise your anger 1 level.

Set 1
S26 Orange Adaptive Mastery Mastery Starter

CONSTANT: Your Drills are not discarded when you advance or lower a personality level. Your energy attacks deal +1 life card of damage. At the end of any combat in which you used a critical damage effect, search your discard pile for a Styled Drill and place it into play.

Set 1
S27 Red Enraged Mastery Mastery Starter

CONSTANT: Whenever you use a critical damage effect, raise your anger 1 level. Whenever you advance a personality level, draw a card and then discard a card from your hand. Whenever you lower a personality level, you may draw a card.

Set 1
S28 Black Devious Mastery Mastery Starter

CONSTANT: Your attacks deal +1 power stage and +1 life card of damage. (*) POWER: Discard a card from your hand to banish the bottom 2 cards of your opponent's discard pile. If you discarded a Styled card, your opponent discards a card from his hand.

Set 1
S29 Blue Protective Mastery Mastery Starter

CONSTANT: Your opponent needs 6 anger to advance a personality level. DEFENSE POWER: You may discard a Physical Combat card from your hand to stop an energy attack or an Energy Combat card to stop a physical attack. If you discarded a Blue card, you may raise or lower a player's anger 1 level.

Set 1
S30 Namekian Knowledge Mastery Mastery Starter

CONSTANT: Whenever you Rejuvenate or shuffle cards into your Life Deck, raise your anger 1 level. Whenever a Dragon Ball enters play, your opponent destroys the top card of his Life Deck. While you control 1 Dragon Ball, it cannot be captured by a critical damage effect.

Set 1
S31 Black Power Up Setup Starter

POWER: Raise a personality to its highest power stage. You may end combat.

Set 1
S32 Blue Stretch Kick Setup Starter

POWER: Physical attack. DAMAGE: AT +5 stages. Raise your anger 1 level.

Set 1
S33 Namekian Concentration Setup Starter

(Banish after use.) INSTANT POWER: Use at the beginning of your Rejuvenation Step if you did not declare combat. Rejuvenate 4.

Set 1
S34 Orange Energy Gathering Setup Starter

POWER: Your MP gains 7 stages. Rejuvenate 2.

Set 1
S35 Red Burning Rage Setup Starter

POWER: Raise your anger 1 level. Your attacks deal +1 life card of damage and your opponent cannot use Endurance this combat.

Set 1
S36 Saiyan Offensive Rush Setup Starter

POWER: Your MP loses 4 stages. Your attacks deal +3 life cards of damage this combat.

Set 1
S37 Black Targeting Drill Drill Starter

CONSTANT: Whenever your opponent discards a card from his hand from one of your effects, the cards are chosen at random. Your opponent's physical attacks cost +1 stage to perform.

Set 1
S38 Blue Mental Drill Drill Starter

ENDURANCE 2. CONSTANT: Your opponent plays with his hand revealed.

Set 1
S39 Namekian Combat Drill Drill Starter

CONSTANT: After taking damage from an attack, your MP gains X stages. X = the number of life cards that attack dealt.

Set 1
S40 Orange Devouring Drill Drill Starter

(You cannot win by MPPV if you use this Drill's effect. Banish after use.) CONSTANT: When you play a Drill, you may banish this card. If you do, advance a personality level.

Set 1
S41 Orange Energy Dan Drill Drill Starter

CONSTANT: Once per turn after you perform a successful energy attack, you may search your opponent's Life Deck for a card and destroy it.

Set 1
S42 Orange Steady Drill Drill Starter

(Use only if your opponent has not performed a successful energy attack this combat.) DEFENSE POWER: Stops an energy attack.

Set 1
S43 Red Tactical Drill Drill Starter

CONSTANT: Your opponent's effects cannot lower your anger.

Set 1
S44 Saiyan Retaliation Drill Drill Starter

CONSTANT: Each time you take damage in a combat, your attacks deal +1 stage of damage for that combat.

Set 1
S45 Black Command Event Starter

(If this card is discarded from your hand, raise your anger 2 levels and shuffle this card into your Life Deck.) ENDURANCE 1. POWER: Banish the top 5 cards of your opponent's discard pile. If less than 5 cards are banished, your opponent destroys the top 3 cards of his Life Deck.

Set 1
S46 Blue Reprimand Event Starter

ENDURANCE 2. POWER: Return a Setup, Drill, or Dragon Ball in play to its owner's hand.

Set 1
S47 Namekian Silencing Event Starter

(If this card is Rejuvenated, your Dragon Balls cannot be captured this combat.) POWER: Your opponent may not play Events this combat.

Set 1
S48 Orange Excavation Event Starter

(Banish after use.) POWER: Rejuvenate 3 Drills from your discard pile. Draw the bottom card of your discard pile.

Set 1
S49 Red Blazing Aura Event Starter

(Banish after use.) POWER: Raise your anger 1 level. For the remainder of combat, your opponent's attacks deal -3 stages and -3 life cards of damage.

Set 1
S50 Saiyan Prelude Event Starter

(Banish after use.) POWER: Your MP gains 5 stages. Your next attack this combat deals +5 stages of damage.

Set 1
S51 Black Lightning Storm Energy Starter

Energy attack costing 2 stages. DAMAGE: 6 life cards. HIT: Your opponent plays with his hand revealed until the start of your next turn.

Set 1
S52 Black Capture Energy Starter

Energy attack costing 3 stages. DAMAGE: 5 life cards. HIT: Attach this card to your opponent's MP. At the beginning of each turn, your opponent banishes the top card of his Life Deck. Banish this card when your opponent deals critical damage.

Set 1
S53 Blue Arm Blast Energy Starter

(You may play this card to stop a physical attack instead of as an attack.) Energy attack costing 2 stages. DAMAGE: 5 life cards.

Set 1
S54 Blue Energy Overload Energy Starter

(If this card is discarded from your hand by a card effect, put the top Physical Combat card from your discard pile at the bottom of your Life Deck.) Energy attack costing 2 stages. DAMAGE: 5 life cards.

Set 1
S55 Namekian Overhead Blast Energy Starter

(If you banish this card for Endurance, your Dragon Balls cannot be captured this combat.) ENDURANCE 1. Energy attack costing 2 stages. DAMAGE: 4 life cards. HIT: Rejuvenate X. X = your MP's level.

Set 1
S56 Namekian Focused Beams Energy Starter

(Banish after use.) Energy attack costing 2 stages. DAMAGE: 5 life cards. If this attack is stopped, Banish the bottom 2 cards of your discard pile. HIT: Rejuvenate 3.

Set 1
S57 Orange Palm Blasts Energy Starter

Energy attack costing 2 stages. DAMAGE: 4 life cards. Your opponent cannot perform an energy attack in his next action.

Set 1
S58 Orange Rage Energy Starter

ENDURANCE 1. Energy attack costing 2 stages. DAMAGE: 5 life cards. Raise your anger 2 levels.

Set 1
S59 Red Heating Beams Energy Starter

(Banish after use.) ENDURANCE 1. Energy attack costing 1 stage. DAMAGE: 3 life cards. You may lower your anger 1 level to draw a card.

Set 1
S60 Red Energy Blast Energy Starter

Energy attack costing 2 stages. DAMAGE: 4 life cards. Raise your anger 1 level. Banish a Drill or Ally.

Set 1
S61 Red Energy Outburst Energy Starter

Energy attack costing 2 stages. DAMAGE: 4 life cards. HIT: If you have dealt critical damage this combat, raise your anger 2 levels.

Set 1
S62 Saiyan Triangle Beams Energy Starter

Energy attack costing 2 stages. DAMAGE: 5 life cards. If you deal critical damage with this attack, you may use two different critical effects instead of one.

Set 1
S63 Saiyan Energy Rupture Energy Starter

Energy attack costing 2 stages. DAMAGE: 3 +AT life cards. Lower your opponent's anger 2 levels.

Set 1
S64 Black Swipe Energy Starter

ENDURANCE 2. Stops an energy attack. Banish 3 cards from your opponent's discard pile.

Set 1
S65 Blue Guard Energy Starter

(If this card is discarded from your hand by a card effect, you may banish it instead to draw a card.) Stops an energy attack.

Set 1
S66 Blue Avoidance Energy Starter

Stops an energy attack. You may discard a card from your hand to perform a copy of that attack for your next action.

Set 1
S67 Namekian Crossed Guard Energy Starter

(If this card is Rejuvenated, place a Styled Drill from your discard pile into play.) ENDURANCE 1. Stops an energy attack.

Set 1
S68 Orange Energy Evasion Energy Starter

Stops an energy attack. Rejuvenate a Drill from your discard pile to gain 4 stages.

Set 1
S69 Red Energy Defensive Stance Energy Starter

ENDURANCE 2. Stops an energy attack. Raise your anger 1 level.

Set 1
S70 Saiyan Focus Energy Starter

Stops an energy attack. If the bottom card of your discard pile is a Styled card, your opponent's MP loses 4 stages, to a minimum of 0.

Set 1
S71 Black Defensive Burst Physical Starter

Physical attack. DAMAGE: 4 life cards. HIT: Your opponent cannot perform physical attacks for the remainder of combat.

Set 1
S72 Black Entanglement Physical Starter

Physical attack. DAMAGE: AT +4 stages. HIT: Your opponent reveals his hand and banishes any Setups or Drills in his hand.

Set 1
S73 Black Side Thrust Physical Starter

Physical attack. DAMAGE: AT +3 stages. Name a non-Dragon Ball card. Search your opponent's Life Deck for 1 copy of that card and discard it.

Set 1
S74 Blue Torpedo Physical Starter

(If this card is discarded from your hand by a card effect, put the top Energy Combat card from your discard pile at the bottom of your Life Deck.) ENDURANCE 1. Physical attack. DAMAGE: AT +3 stages.

Set 1
S75 Blue Round Throw Physical Starter

(You may play this card to stop an energy attack instead of as an attack.) Physical attack. DAMAGE: AT +5 stages. Lower your opponent's anger 1 level.

Set 1
S76 Namekian Crushing Slam Physical Starter

(Banish after use.) ENDURANCE 2. Physical attack. DAMAGE: AT +3 stages. Shuffle the top 2 cards from your discard pile into your Life Deck.

Set 1
S77 Namekian Elbow Strike Physical Starter

(If this card is Rejuvenated, lower your opponent's anger 2 levels.) ENDURANCE 1. Physical attack. DAMAGE: AT +4 stages.

Set 1
S78 Orange Truck Lift Physical Starter

Physical attack. DAMAGE: AT +3 stages. Search the top 4 cards of your discard pile for a Drill and place it into play.

Set 1
S79 Red Lifting Kick Physical Starter

Physical attack. DAMAGE: AT +3 stages. You may lower your anger 1 level to have this attack deal +6 stages instead of +3.

Set 1
S80 Red Power Lift Physical Starter

ENDURANCE 1. Physical attack. DAMAGE: AT +3 stages. Stops the next physical attack performed against you this combat.

Set 1
S81 Saiyan Direct Strike Physical Starter

ENDURANCE 4. Physical attack. DAMAGE: AT +3 stages and +2 life cards.

Set 1
S82 Saiyan Flying Tackle Physical Starter

Physical attack. DAMAGE: AT +3 stages. When you perform this attack you may destroy the top card of your Life Deck to have this attack deal +6 stages instead of +3.

Set 1
S83 Saiyan Left Kick Physical Starter

ENDURANCE 1. Physical attack. DAMAGE: AT +4 life cards. Raise your anger 1 level.

Set 1
S84 Saiyan Sabotage Physical Starter

Physical attack. DAMAGE: AT stages. HIT: Banish a Setup or Drill.

Set 1
S85 Black Finger Block Physical Starter

ENDURANCE 1. Stops a physical attack. Your MP gains 3 stages.

Set 1
S86 Blue Fist Catch Physical Starter

ENDURANCE 2. Stops a physical attack. Lower your opponent's anger 1 level.

Set 1
S87 Blue Wrist Block Physical Starter

Stops a physical attack. Destroy one of your opponent's Setups or Drills.

Set 1
S88 Namekian Knee Block Physical Starter

(If this card is Rejuvenated, raise your anger 1 level.) ENDURANCE 2. Stops a physical attack.

Set 1
S89 Namekian Narrow Escape Physical Starter

ENDURANCE 1. Stops a physical attack. All Styled energy attacks cost -1 stage to perform this combat, to a minimum of 1.

Set 1
S90 Red Catch Physical Starter

ENDURANCE 2. Stops a physical attack. Banish X cards from your opponent's discard pile. X = your anger level.

Set 1
S91 Blue Ki Build Up Setup Starter

POWER: Energy attack costing 2 stages. DAMAGE: 7 life cards. Lower your opponent's anger 1 level.

Set 1
S92 Namekian Fusion Setup Starter

(Banish after use.) POWER: Raise your MP to its highest power stage. Draw a card and reveal it to your opponent. If that card is Styled, Rejuvenate 2.

Set 1
S93 Orange Celebration Setup Starter

(Banish after use.) POWER: Search your Life Deck for a Styled Drill and place it into play.

Set 1
S94 Red Blaze Setup Starter

POWER: Raise your anger 1 level. Rejuvenate 2. You may use a critical damage effect.

Set 1
S95 Saiyan Enraged Setup Starter

(Banish after use.) POWER: Raise your anger 2 levels. Rejuvenate the bottom 2 cards of your discard pile. If your MP's power level is higher than your opponent's MP's power level, draw a card.

Set 1
S96 Black Smoothness Drill Drill Starter

ENDURANCE 1. CONSTANT: Your maximum hand size is +1 during the Discard Step.

Set 1
S97 Blue Positioning Drill Drill Starter

CONSTANT: Whenever you stop an attack, place a Styled card from your discard pile on top of your Life Deck.

Set 1
S98 Namekian Heritage Drill Drill Starter

ENDURANCE 1. CONSTANT: Your energy attacks deal +X life cards of damage. X = your MP's level.

Set 1
S99 Orange Burning Aura Drill Drill Starter

(Use only if your opponent has not performed a successful physical attack this combat.) DEFENSE POWER: Stops a physical attack.

Set 1
S100 Orange Guardian Drill Drill Starter

POWER: Choose a Setup or Drill in your hand and place it into play.

Set 1
S101 Orange Hiding Drill Drill Starter

CONSTANT: Your opponent's attacks deal -2 life cards of damage.

Set 1
S102 Red Intimidation Drill Drill Starter

CONSTANT: Once per turn when you deal critical damage, you may draw a card.

Set 1
S103 Saiyan Analysis Drill Drill Starter

ENDURANCE 1. CONSTANT: You need 1 less anger to advance a personality level.

Set 1
S104 Black Taunt Event Starter

(Banish after use.) POWER: Your opponent destroys the top X cards of his Life Deck. X = his current anger level + 1. Your opponent shuffles his hand into his Life Deck and draws the same number of cards.

Set 1
S105 Blue Rest Event Starter

ENDURANCE 2. DEFENSE POWER: Prevent all damage from an attack. Place at the bottom of your Life Deck after use.

Set 1
S106 Namekian Regeneration Event Starter

(Banish after use.) POWER: Rejuvenate the top or bottom 4 cards of your discard pile.

Set 1
S107 Orange Destruction Event Starter

POWER: Your opponent destroys top X cards of his Life Deck. X = 1 + the number of Drills you have in play.

Set 1
S108 Red Burning Stance Physical Starter

Physical attack. DAMAGE: AT stages. Raise your anger 1 level. HIT: Banish a Setup or Drill.

Set 1
S109 Saiyan Preparation Event Starter

(Banish after use.) POWER: Look at top card of your Life Deck. You may place that card at the bottom of your Life Deck. Draw a card.

Set 1
S110 Black Energy Toss Energy Starter

Energy attack costing 4 stages. DAMAGE: 4 life cards. HIT: Gain 3 stages and your opponent cannot play Events for the remainder of combat.

Set 1
S111 Black Interceptor Barrage Energy Starter

ENDURANCE 1. Energy attack costing 2 stages. DAMAGE: 4 life cards and 4 stages. HIT: Banish 3 cards from a discard pile.

Set 1
S112 Black Energy Web Energy Starter

Energy attack costing 2 stages. DAMAGE: 6 life cards. HIT: Your opponent cannot perform energy attacks for the remainder of combat.

Set 1
S113 Blue Neck Beam Energy Starter

(If this card is discarded from your hand by a card effect, your MP gains 4 stages.) ENDURANCE 1. Energy attack costing 2 stages. DAMAGE: 4 life cards. HIT: Raise or lower your opponent's MP one personality level at the end of combat.

Set 1
S114 Namekian Double Palm Burst Energy Starter

(If this card is Rejuvenated, gain 2 stages.) Energy attack costing 2 stages. DAMAGE: 4 life cards. HIT: While you control 4 or less Dragon Balls, your Dragon Balls cannot be captured this combat.

Set 1
S115 Namekian Sudden Blast Energy Starter

Energy attack costing 2 stages. DAMAGE: 5 life cards. HIT: Choose 4 cards in your discard pile. Banish 2 of those cards and shuffle the remaining into your Life Deck.

Set 1
S116 Orange Power Point Energy Starter

ENDURANCE 3. Energy attack costing 2 stages. DAMAGE: 6 life cards. HIT: Search your Life Deck for a Styled Drill and place it into play.

Set 1
S117 Orange Stare Down Energy Starter

Energy attack costing 2 stages. DAMAGE: 4 life cards. Banish an opponent's Setup, Drill or Ally.

Set 1
S118 Red Frenzied Blasts Energy Starter

Energy attack costing 2 stages. DAMAGE: 4 life cards. HIT: Raise your anger 2 levels.

Set 1
S119 Red Surrounded Beams Energy Starter

Energy attack costing 2 stages. DAMAGE: 5 life cards. Raise your anger 1 level. If you advance a personality level with this card, this attack cannot be stopped.

Set 1
S120 Red Static Shot Energy Starter

Energy attack costing 2 stages. DAMAGE: 5 life cards. Your opponent cannot use Endurance on your Styled attacks this combat. HIT: Raise your anger 2 levels.

Set 1
S121 Saiyan Diving Burst Energy Starter

Energy attack costing 2 stages. DAMAGE: 4 stages. When you perform this attack you may destroy the top card of your Life Deck to have this attack deal +4 stages.

Set 1
S122 Saiyan Straight Shot Energy Starter

ENDURANCE 1. Energy attack costing 2 stages. DAMAGE: 4 life cards. If stopped, shuffle this card into your Life Deck.

Set 1
S123 Black Speedy Dodge Energy Starter

Stops an energy attack. You may discard a card from your hand. If you do, your opponent discards a card from his hand.

Set 1
S124 Blue Defensive Stance Energy Starter

ENDURANCE 1. Stops an energy attack. Raise or lower a player's anger 1 level.

Set 1
S125 Blue Narrow Escape Energy Starter

(Banish after use.) ENDURANCE 3. Stops an energy attack. Choose 2 Energy Combat cards in your discard pile and place them on top of your Life Deck.

Set 1
S126 Namekian Stance Energy Starter

Stops an energy attack. Your opponents attacks need to deal +2 life cards to use a critical damage effect this combat.

Set 1
S127 Namekian Energy Guard Energy Starter

Stops an energy attack. Shuffle the top and bottom cards of your discard pile into your Life Deck.

Set 1
S128 Orange Energy Catch Energy Starter

ENDURANCE 3. Stops an energy attack. Raise your anger 1 level. For the remainder of combat, all your attacks deal +2 stages of damage.

Set 1
S129 Red Energy Shield Energy Starter

(Banish after use.) Stops an energy attack. Raise a personality to their highest power stage.

Set 1
S130 Saiyan Energy Deflection Energy Starter

ENDURANCE 2. Stops an energy attack. Raise your anger 1 level.

Set 1
S131 Black Flying Kick Physical Starter

ENDURANCE 1. Physical attack. DAMAGE: AT +2 stages. Banish the top 3 cards of your opponent's discard pile.

Set 1
S132 Black Left Kick Physical Starter

ENDURANCE 1. Physical attack. DAMAGE: AT +3 stages. HIT: Choose 3 cards in your opponent's discard pile. Your opponent shuffles those cards into his Life Deck.

Set 1
S133 Black Jab Physical Starter

(If this card is discarded from your hand, choose a card in your opponent's discard pile and place it on top of his Life Deck.) Physical attack. DAMAGE: AT +2 stages. If your opponent has no cards in his hand, destroy a Setup or Drill.

Set 1
S134 Black Strike Physical Starter

Physical attack. DAMAGE: AT +4 stages. Choose a random card from your opponent's hand. Your opponent shuffles that card into his Life Deck and draws a card.

Set 1
S135 Blue Fist Smash Physical Starter

Physical attack. DAMAGE: AT +2 stages. HIT: Prevent X stages and X life cards of damage from your opponent's next attack this combat. X = the number of power stages of damage dealt by this attack.

Set 1
S136 Namekian Pound Physical Starter

Physical attack. DAMAGE: AT +3 stages. HIT: You may destroy up to 4 cards from the top of your Life Deck. For each card destroyed, gain 1 stage.

Set 1
S137 Namekian Side Kick Physical Starter

(Banish after use.) Physical attack. DAMAGE: AT +2 life cards. Lower your opponent's anger 2 levels. HIT: Draw the top card of your discard pile.

Set 1
S138 Orange Launcher Physical Starter

ENDURANCE 1. Physical attack. DAMAGE: 3 life cards. You may use a critical damage effect.

Set 1
S139 Red Right Cross Physical Starter

Physical attack costing 4 stages. DAMAGE: AT +4 stages. Raise your anger 2 levels.

Set 1
S140 Red Power Rush Physical Starter

(Banish after use.) Physical attack. DAMAGE: AT +3 stages. Raise your anger 1 level. If you have 3 or more anger, this attack cannot be stopped or have its damage prevented by Physical Combat cards.

Set 1
S141 Saiyan Face Stomp Physical Starter

Physical attack. DAMAGE: AT +4 stages. When you perform this attack you may destroy the top card of your Life Deck to have this attack also deal +3 life cards.

Set 1
S142 Saiyan Light Jab Physical Starter

ENDURANCE 2. Physical attack. DAMAGE: AT +4 stages. HIT: Shuffle this card back into your Life Deck.

Set 1
S143 Blue Crouch Physical Starter

ENDURANCE 3. Stops a physical attack. If your MP's power level is lower than your opponent's MP's power level, place this card on top of your Life Deck after use.

Set 1
S144 Blue Swift Block Physical Starter

Stops a physical attack. You may discard a card from your hand to perform a copy of that attack for your next action.

Set 1
S145 Namekian Forceful Block Physical Starter

Stops a physical attack. Gain 5 stages. Rejuvenate 1.

Set 1
S146 Orange Cover Up Physical Starter

ENDURANCE 1. Stops a physical attack. Also stops a physical attack in your opponent's next action.

Set 1
S147 Orange Quick Dodge Physical Starter

Stops a physical attack. Gain 5 stages. Prevent 1 stage of damage from all of your opponent's attacks this combat.

Set 1
S148 Red Blocking Hand Physical Starter

Stops a physical attack. Raise your anger 2 levels. Gain 2 stages.

Set 1
S149 Saiyan Arm Catch Physical Starter

ENDURANCE 2. Stops a physical attack. Raise your anger 1 level.

Set 1
S150 Saiyan Lightning Dodge Physical Starter

Stops a physical attack. Your opponent loses 4 stages, to a minimum of 0.

Set 1