Name Set ImageFile Destiny Type Color Requirements Emblem Strength Defense Blast Rarity Collector Text ElecMan: Fully Charged Power_Up! PU_001 NetNavi [El] 1 0 1 Common 1 C 1 Whenever you play a BattleChip, you may place up to 2 cards from your discard pile in your power gauge. GutsMan: Body Strength Power_Up! PU_002 NetNavi [Gu] 3 1 3 Common 1 C 2 Whenever you play a BattleChip, your GutsMan is strength +1. MagicMan: Riddler Power_Up! PU_003 NetNavi [Ma] 2 2 3 Common 1 C 3 Whenever you play a BattleChip, your MagicMan is blast -2. NumberMan: Calculator Power_Up! PU_004 NetNavi [Nu] 1 3 2 Common 1 C 4 Roll: Hip and Cool Power_Up! PU_005 NetNavi [Ro] 1 2 2 Common 1 C 5 Whenever you play a BattleChip, your Roll is defense +2. WackoMan: Whimsical Power_Up! PU_006 NetNavi [Wa] 1 3 3 Common 1 C 6 Whenever you play a BattleChip, you may recharge an energy. AirShot Power_Up! PU_007 3 BattleChip 2 Common 1 C 7 Burn 1 power to make your NetNavi defense +3. AreaSteal Power_Up! PU_008 4 BattleChip Common 1 C 8 Burn 1 power to make your NetNavi strength +2. You may play an additional BattleChip. Boomer2 Power_Up! PU_009 4 BattleChip Y Common 1 C 9 Burn 1 power to make your NetNavi strength +4. BoysBomb Power_Up! PU_010 3 BattleChip Y 2 Common 1 C 10 Your NetNavi is strength +1 for each card in your power gauge. CannonBall Power_Up! PU_011 4 BattleChip G Common 1 C 11 Discard a card to make your NetNavi strength +4. CyberSword Power_Up! PU_012 4 BattleChip B Common 1 C 12 Make your opponent take a random card from his or her discard pile into hand to make your NetNavi strength +4. [Clarification: You can't play a Cyber Sword if your opponent has no cards in his or her discard pile.] [ERRATA CRD_v04-01-2005] Guard1 Power_Up! PU_013 3 BattleChip Common 1 C 13 Discard a blue card to make your NetNavi defense +3. LaserBlast Power_Up! PU_014 5 BattleChip RR 3 Common 1 C 14 Your NetNavi is strength +5. MegaEnergyBomb Power_Up! PU_015 4 BattleChip 4 Common 1 C 15 Lose 1 energy to make your NetNavi strength +2 for each blue resource you have in play. RockCube Power_Up! PU_016 2 BattleChip Common 1 C 16 Burn 1 power to make your NetNavi defense +2. You may play an additional BattleChip. TimeBomb Power_Up! PU_017 3 BattleChip RR 3 Common 1 C 17 Your NetNavi is defense +5. Tornado Power_Up! PU_018 2 BattleChip G Common 1 C 18 Your NetNavi is strength +1 for each card in your opponent's hand. Vulcan1 Power_Up! PU_019 2 BattleChip 2 Common 1 C 19 Your NetNavi is strength +2. Asking For It Power_Up! PU_020 5 Event G G Common 1 C 20 Opponent draws 2 cards. Canceled Power_Up! PU_021 5 Event B B Common 1 C 21 Discard a card to cancel a BattleChip. Fast And Powerful Power_Up! PU_022 4 Event B B Common 1 C 22 Reduce a NetNavi's blast to 1. [Clarification: This card does not make a NetNavi's blast equal 1 if that NetNavi's blast is less than 1. If you choose a NetNavi with a current blast of 1 or less when you play Fast and Powerful, there is no effect.] [ERRATA CRD_v04-01-2005] Fish Intervention Power_Up! PU_023 4 Event Y Y Common 1 C 23 Power Up. Fish On The Brain Power_Up! PU_024 4 Event B B Common 1 C 24 Discard a card to cancel a blast destiny. Impressive Battlers Power_Up! PU_025 3 Event R R 3 Common 1 C 25 Add 4 to your blast destiny. Not Enough Power Power_Up! PU_026 2 Event R R Common 1 C 26 You may play an additional BattleChip. Playing Dirty Power_Up! PU_027 2 Event Y Y Common 1 C 27 Burn an opponent's power. Pretty Good Move Power_Up! PU_028 4 Event R RR 2 Common 1 C 28 Make your NetNavi defense +4. Technical Difficulties Power_Up! PU_029 4 Event Y YY Common 1 C 29 Destroy a resource. That's too easy Power_Up! PU_030 5 Event G GG 3 Common 1 C 30 Take any card from your deck into hand. Shuffle your deck. Uncommon NetBattler Power_Up! PU_031 3 Event G G 2 Common 1 C 31 Draw 2 cards. BattleChip Geek Power_Up! PU_032 4 Resource g 2 Common 1 C 32 SPEND: Burn 2 power to draw 3 cards. Big Trouble Power_Up! PU_033 1 Resource B 2 Common 1 C 33 SPEND: Make a NetNavi blast -1 until end of next turn. BucketHead Power_Up! PU_034 3 Resource Y [Gu] [Gu] Common 1 C 34 SPEND: Spend a resource for no effect to power up twice. Channeling Power_Up! PU_035 3 Resource B [Ro] 4 [Ro] Common 1 C 35 SPEND: Place 2 cards from hand in your power gauge. Charging Up Power_Up! PU_036 4 Resource G [El] [El] Common 1 C 36 SPEND: Burn a power to recharge 2 energy. | (Recharge an energy by placing a random card from your discard pile beneath your deck.) Clever Trick Power_Up! PU_037 3 Resource G Common 1 C 37 SPEND: If you played a BattleChip this turn, draw a card. Clowning Around Power_Up! PU_038 1 Resource G [Wa] 3 Common 1 C 38 SPEND: Your opponent draws 3 cards. Counter Attack Power_Up! PU_039 2 Resource Y [Nu} [Nu] Common 1 C 39 SPEND: Lose 2 energy to burn an opponent's power. CyberWarrior Power_Up! PU_040 4 Resource Y Common 1 C 40 SPEND: Burn 2 power to destroy an opponent's resource. Data Scan Power_Up! PU_041 1 Resource B [Ro] [Ro] Common 1 C 41 SPEND: Place all of your resources in play (including this one) in your power gauge. Delicious and Nutritious Power_Up! PU_042 1 Resource G Common 1 C 42 SPEND: Recharge and energy. | (Recharge an energy by placing a random card from your discard pile beneath your deck.) Determined Power_Up! PU_043 1 Resource R Common 1 C 43 SPEND: Lose an energy to make your opponent lose an energy. Difference in Power Power_Up! PU_044 1 Resource B 2 Common 1 C 44 SPEND: Make a NetNavi blast +1 until end of next turn. Double Zap Power_Up! PU_045 3 Resource Y [El] [El] Common 1 C 45 SPEND: Blast. This does not count against your blast limit. Eat More Fish Power_Up! PU_046 3 Resource G 2 Common 1 C 46 SPEND: Burn a power to draw 2 cards. Fiery NetNavi Power_Up! PU_047 2 Resource R 3 Common 1 C 47 SPEND: Add your NetNavi's defense to its strength. Focus Power_Up! PU_048 2 Resource Y Common 1 C 48 SPEND: Lose 2 energy to power up. Great Surprise Power_Up! PU_049 2 Resource B Common 1 C 49 SPEND: Discard a card to make your opponent discard a card. GutsHammer Power_Up! PU_050 2 Resource R [Gu] 3 [Gu] Common 1 C 50 SPEND: Add your GutsMan blast to your blast destiny. Handy Work Power_Up! PU_051 3 Resource B 3 Common 1 C 51 SPEND: Play a resource. [Clarification: If you have four resources in play and one of them is Handy Work, you can spend it to play another resource. When you spend Handy Work to use its game text, it is no longer a resource in play and you can play another resource in its place.] [ERRATA CRD_v04-01-2005] It's an Emergency Power_Up! PU_052 3 Resource Y 2 Common 1 C 52 SPEND: Burn 1 power to place a card from your discard pile in your power gauge. [Clarification: You must first burn 1 power, so the card you burned is in your discard pile when you choose a card to place in your power gauge. | Your copy of It's an Emergency is not in your discard pile when you power up.] [ERRATA CRD_v04-01-2005] It's Not Over Yet Power_Up! PU_053 1 Resource G Common 1 C 53 SPEND: Draw a card. Let 'em Have It Power_Up! PU_054 2 Resource Y Common 1 C 54 SPEND: Burn a power to burn an opponent's power. Looking Hot Power_Up! PU_055 2 Resource B [To] 3 [To] Common 1 C 55 SPEND: Opponent can't play events and BattleChips. Mind Tricks Power_Up! PU_056 3 Resource G [Ma] 4 [Ma] Common 1 C 56 SPEND: Burn a power to take any card from your deck into hand. Shuffle your deck, then place this card beneath your deck. No One Can Escape Power_Up! PU_057 3 Resource B 2 Common 1 C 57 SPEND: Discard a card to cancel a green blast destiny. Odds Are Against You Power_Up! PU_058 2 Resource B [Ma] [Ma] Common 1 C 58 SPEND: Burn a power to make a NetNavi blast +2 until end of next turn. Place this card beneath your deck. Power Pastries Power_Up! PU_059 1 Resource R Common 1 C 59 SPEND: Add 1 to your blast destiny. Ready For Action Power_Up! PU_060 2 Resource R [Nu] [Nu] Common 1 C 60 SPEND: Lose 2 energy to add 3 to your blast destiny. Ready For Battle Power_Up! PU_061 3 Resource Y 2 Common 1 C 61 SPEND: Discard a yellow card to power up twice. Recharge and Try Again Power_Up! PU_062 4 Resource G Common 1 C 62 SPEND: Burn 2 power to recharge 3 energy. | (Recharge an energy by placing a random card from your discard pile beneath your deck.) Rival Power_Up! PU_063 1 Resource R 2 Common 1 C 63 SPEND: Make your NetNavi defense +1. Routine Defense Power_Up! PU_064 3 Resource B 2 Common 1 C 64 SPEND: Discard a card to cancel a yellow blast destiny. Send in the Clowns Power_Up! PU_065 1 Resource B [Wa] [Wa] Common 1 C 65 SPEND: Your opponent discards down to 3 cards. Show No Mercy Power_Up! PU_066 3 Resource B 2 Common 1 C 66 SPEND: Discard a card to cancel a red blast destiny. SmackDown Power_Up! PU_067 5 Resource Y 3 Common 1 C 67 SPEND: Discard 2 cards to destroy 2 of your opponent's resources. Strength Under Pressure Power_Up! PU_068 3 Resource R 3 Common 1 C 68 SPEND: Discard a card to make your NetNavi defense +3. Take Control Power_Up! PU_069 1 Resource G Common 1 C 69 SPEND: Draw a card to make your opponent draw a card. Two for One Power_Up! PU_070 4 Resource G [Me] 2 [Me] Common 1 C 70 SPEND: Take the next 3 cards you draw randomly from your discard pile instead of your deck. Useless One Power_Up! PU_071 3 Resource B 2 Common 1 C 71 SPEND: Discard a card to cancel a blue blast destiny. Winning Hand Power_Up! PU_072 2 Resource Y 2 Common 1 C 72 SPEND: If you played a BattleChip this turn, power up. Worthy Opponent Power_Up! PU_073 1 Resource R 2 Common 1 C 73 SPEND: Add 2 to your blast destiny. Barrier Power_Up! PU_074 3 BattleChip R 3 Rare 1 R 74 Add your NetNavi's strength to defense. BigHammer1 Power_Up! PU_075 3 BattleChip YY [Gu] [Gu] Rare 1 R 75 Make your GutsMan strength +5. Bubbler Power_Up! PU_076 4 BattleChip BB [Ro] [Ro] Rare 1 R 76 Make your Roll defense +4. Discord Power_Up! PU_077 3 BattleChip GG [Wa] [Wa] Rare 1 R 77 Discard 2 green cards to make your WackoMan strength +2 for each card in your opponent's hand. HeatShot Power_Up! PU_078 1 BattleChip RR [To] [To] Rare 1 R 78 Burn 2 power to make your TorchMan strength +3 for each TorchMan card you have in play. Invisible Power_Up! PU_079 4 BattleChip BB [Ma] [Ma] Rare 1 R 79 Make your MagicMan strength +4. Place this card beneath your deck. Lightning1 Power_Up! PU_080 4 BattleChip YY Rare 1 R 80 When your opponent loses energy during battle, lost cards come first from his or her power gauge. [Clarification: If you have played Lightning1 (1R80) and your opponent has played EnergyBomb (1P2), your opponent takes no damage during the Battle Phase. | A loop is created in which your opponent loses the rightmost card in his or her power gauge (Lightning1), and then replaces that same card in the same place (EnergyBomb).] [ERRATA CRD_v04-01-2005] LongSword Power_Up! PU_081 3 BattleChip G 3 Rare 1 R 81 Your NetNavi is strength +1 for each card in our hand. MiniBoomer Power_Up! PU_082 3 BattleChip RR [Nu] [Nu] Rare 1 R 82 Lose 2 energy and note their destinies. Add them to your NumberMan's strength. Spreader Power_Up! PU_083 5 BattleChip GG [Me] [Me] Rare 1 R 83 Discard a card. Whenever your opponent loses an energy, you may draw a card. Thunder1 Power_Up! PU_084 5 BattleChip YY [El] [El] Rare 1 R 84 Discard 2 yellow cards to make your ElecMan strength +2 for each card in your power gauge. WideSword Power_Up! PU_085 5 BattleChip B Rare 1 R 85 Discard a card to reduce a NetNavi's strength to 0. [Clarification: When this card reduces a NetNavi's strength to 0, all modifications to that strength are canceled and the effect is like that NetNavi's printed strength is 0. That NetNavi's strength can be modified by cards played later in the same turn. Blasting adds to your NetNavi's strength, so when your opponent plays Wide Sword, the effects of that blast (adding to strength) are removed. However, Wide Sword does not cancel your blast destiny. You may play cards that add to your blast destiny, or cards that refer to your blast destiny (such as Disaster Strikes).] [ERRATA CRD_v04-01-2005] Disaster Strikes Power_Up! PU_086 3 Event R RRR 2 Rare 1 R 86 If your blast destiny is greater than 7, burn 2 power to make your opponent lose 10 energy. Drowning Power_Up! PU_087 3 Event G G 2 Rare 1 R 87 All players count their cards in hand, shuffle those hands into their decks, and draw that number of cards. Flush Out Your Opponent Power_Up! PU_088 3 Event B B 2 Rare 1 R 88 Return up to 2 resources to their owner's hands Intense Power Power_Up! PU_089 5 Event Y YY 3 Rare 1 R 89 Reveal the cards in your power gauge. If their total destiny is 12 or greater, search your opponent's deck and place 4 cards from it in his or her discard pile. Then the opponent shuffles that deck. Calculated Power_Up! PU_090 4 Resource Y [Nu] [Nu] Rare 1 R 90 SPEND: Whenever you lose an energy, you may place that card in your power gauge. You may do this twice. Energized Power_Up! PU_091 4 Resource Y [El] 3 [El] Rare 1 R 91 SPEND: Place this resource in your power gauge. Flame Brain Power_Up! PU_092 1 Resource B [To] [To] Rare 1 R 92 SPEND: Opponent discards a card. GutsThump Power_Up! PU_093 5 Resource R [Gu] [Gu] Rare 1 R 93 SPEND: Spend a resource for no effect to make your opponent's NetNavi defense 0. Heightened Defenses Power_Up! PU_094 4 Resource R [Me] [Me] Rare 1 R 94 SPEND: Discard 2 cards to make your MegaMan defense +4. Magic Block Power_Up! PU_095 4 Resource B [Ma] [Ma] Rare 1 R 95 SPEND: Discard 2 cards to cancel a blast destiny. Place this card beneath your deck. RollBlast Power_Up! PU_096 2 Resource Y [R0] [Ro] Rare 1 R 96 SPEND: Burn 2 power and note which has the smaller destiny. Place that many cards from the bottom of your discard pile in your power gauge. SteamRoll Power_Up! PU_097 3 Resource G [Wa] [Wa] Rare 1 R 97 SPEND: Burn 4 power to recharge 2 energy for each card in your opponent's hand. | (Recharge an energy by placing a random card from your discard pile beneath your deck.) Superior Technique Power_Up! PU_098 4 Resource R [Me] [Me] Rare 1 R 98 SPEND: Discard 2 cards to add 5 to your blast destiny. Towering Inferno Power_Up! PU_099 4 Resource R [To] [To] Rare 1 R 99 SPEND: Burn a power to make opponent lose 2 energy. Upload Power_Up! PU_100 4 Resource G 2 Rare 1 R 100 SPEND: Burn 2 power to take a card from your discard pile into hand. MegaMan: NetWarrior Power_Up! PU_101 NetNavi [Me] 2 2 2 Starter Exclusive 1 St 101 TorchMan: HotHead Power_Up! PU_102 NetNavi [To] 2 2 2 Starter Exclusive 1 St 102 Fire it Up Power_Up! PU_103 2 Resource R 3 Starter Exclusive 1 St 103 SPEND: Lose 1 energy to add 3 to your blast destiny. Rich Kid Power_Up! PU_104 2 Resource G Starter Exclusive 1 St 104 SPEND: Burn a power to recharge 2 energy. | (Recharge an energy by placing a random card from your discard pile beneath your deck.) Incredible Speed Power_Up! PU_105 5 Event R RRRR Super Rare 1 SR 105 Add 8 to your blast destiny. Method For Well-Being Power_Up! PU_106 5 Event Y YYYY Super Rare 1 SR 106 Power up until your power gauge is full and burn all of your opponent's power. Perfectly Executed Power_Up! PU_107 5 Event G GGGG Super Rare 1 SR 107 Whenever your opponent loses an energy, you recharge an energy. | (Recharge an energy by placing a random card from your discard pile beneath your deck.) System Error Power_Up! PU_108 3 Event B BBBB 3 Super Rare 1 SR 108 Burn 2 power. When you are about to lose energy during battle, your opponent loses that energy instead. [Clarification: If two copies of this card are played on the same turn by different players, the effects cancel each other out and losing energy returns to normal for both players. | Subsequent additional System Error cards played on the same turn after this have no effect.] [ERRATA CRD_v04-01-2005] Count Zap: Metal Head Power_Up! PU_109 5 Resource G [El] [El] Super Rare 1 SR 109 NetOp. Whenever you play another ElecMan card, you may recharge an energy. | (Recharge an energy by placing a random card from your discard pile beneath your deck.) Dex: Jokester Power_Up! PU_110 4 Resource Y [Gu] 4 [Gu] Super Rare 1 SR 110 NetOp. Whenever you play another GutsMan card, you may destroy a resource. Higsby: Nerdy Power_Up! PU_111 3 Resource R [Nu] [Nu] Super Rare 1 SR 111 NetOp. Whenever you play another NumberMan card, you may place a card from your discard pile on top of your deck. Lan: NetBattler Power_Up! PU_112 1 Resource G [Me] 2 [Me] Super Rare 1 SR 112 NetOp. Whenever you play another MegaMan card, you may draw 2 cards." Maddy: Trickster Power_Up! PU_113 3 Resource G [Wa] [Wa] Super Rare 1 SR 113 NetOp. Whenever you play another WackoMan card, you may make your opponent draws 2 cards. Maylu: SweetHeart Power_Up! PU_114 5 Resource Y [Ro] [Ro] Super Rare 1 SR 114 NetOp. Whenever you play another Roll card, you may look at the cards in your power gauge and replace them in any order. Mr. Match: Red Hot Power_Up! PU_115 3 Resource R [To] [To] Super Rare 1 SR 115 NetOp. Whenever you play another TorchMan card, you may make your opponent lose an energy. Yahoot: Guru Power_Up! PU_116 2 Resource B [Ma] [Ma] Super Rare 1 SR 116 NetOp. Whenever you play another MagicMan card, you may place a card from hand in your power gauge. Counter1 Power_Up! PU_117 5 BattleChip 4 Ultra Rare 1 UR 117 Discard 3 cards to make all of your cards destiny +5. Jealousy Power_Up! PU_118 5 BattleChip 5 Ultra Rare 1 UR 118 Burn 4 power to make your NetNavi strength +10. LifeAura Power_Up! PU_119 5 BattleChip 5 Ultra Rare 1 UR 119 Burn 5 power to make opponent discard his or her hand. Then you draw a card and recharge an energy for each card opponent discarded. [Clarification: If your opponent plays Life Aura and you have Canceled in hand, you can't use Canceled to cancel Life Aura before it has its effect. Events, Resources, and BattleChips must complete their effects before you may perform an action. | A BattleChip like LifeAura that does not have an ongoing effect can't be canceled. It functions much like an event.] [ERRATA CRD_v04-01-2005] M-Cannon Power_Up! PU_120 3 BattleChip 5 Ultra Rare 1 UR 120 Burn 5 power to make your NetNavi strength +3 for each resource in play. Best Throw Ever Power_Up! PU_121 5 Event R [Nu][Nu][Nu] 5 [Nu] Ultra Rare 1 UR 121 Lose 3 energy and note the total of their destinies. Add that amount to your blast destiny. BusterBlast Power_Up! PU_122 7 Event G [Me][Me][Me] [Me] Ultra Rare 1 UR 122 Burn 1 power to draw 4 cards. Feel The Thump Power_Up! PU_123 3 Event Y [Gu][Gu][Gu] [Gu] Ultra Rare 1 UR 123 Spend 2 resources for no effect to destroy all of your opponent's resources and burn all of your opponent's power. Fire Factory Power_Up! PU_124 5 Event R [To][To][To] 5 [To] Ultra Rare 1 UR 124 Burn 3 power to make your opponent lose 12 energy. HeartBurn Power_Up! PU_125 5 Event B [Wa][Wa][Wa] 5 [Wa] Ultra Rare 1 UR 125 Burn 2 power to make you opponent discard his or her hand and lose an energy for each card discarded. Shocker Power_Up! PU_126 5 Event Y [El][El][El] 3 [El] Ultra Rare 1 UR 126 Burn 2 power to blast from your opponent's power gauge twice. This does not count against your blast limit. Underestimated Power_Up! PU_127 5 Event B [Ro][Ro][Ro] 3 [Ro] Ultra Rare 1 UR 127 Burn 3 power. Whenever you are about to lose an energy, you may recharge an energy instead. You may do this 5 times. [Misprint: This card is an event (its card type is correct), not a resource (its template is wrong). | Clarification: The effect of this card is optional. If you choose to use the effect of this card, you are not losing energy, you are recharging instead. You can't combo Underestimated with Rock Solid or Clear Victory, since you can't play either of the latter two cards if you're not losing energy. | You can play multiple copies of this card on the same turn and recharge 5 energy with each.] [ERRATA CRD_v04-01-2005] Wheel of Magic Power_Up! PU_128 7 Event G [Ma][Ma][Ma] [Ma] Ultra Rare 1 UR 128 Burn 2 power to take any 2 cards from your deck into hand. Shuffle your deck. AirMan: Ready to Blow Grand_Prix GP_001 NetNavi [Ai] 1 2 3 Common 2 C 1 Whenever you play a BattleChip, you may return up to 2 resources to their owners' hands. IceMan: Deceptively Cool Grand_Prix GP_002 NetNavi [Ic] 1 3 4 Common 2 C 2 Whenever you play a resource, you may make your opponent play a card from hand in his or her power gauge. MegaMan: BattleMaster Grand_Prix GP_003 NetNavi [Me] 2 3 4 Common 2 C 3 SnakeMan: Sly Bandit Grand_Prix GP_004 NetNavi [Sn] 1 3 2 Common 2 C 4 Boomer1 Grand_Prix GP_005 1 BattleChip Y Common 2 C 5 Make your NetNavi strength +3. FastGauge Grand_Prix GP_006 1 BattleChip GG 2 Common 2 C 6 Whenever you lose an energy, you may draw a card. GrabRevenge Grand_Prix GP_007 4 BattleChip B Common 2 C 7 Whenever you play an event, you may return a resource to its owner's hand. Guard2 Grand_Prix GP_008 4 BattleChip 3 Common 2 C 8 Discard a blue card to make your NetNavi defense +4. HiCannon Grand_Prix GP_009 4 BattleChip 3 Common 2 C 9 Burn a power to make your NetNavi strength +1 for each resource in play. HolyPanel Grand_Prix GP_010 2 BattleChip 3 Common 2 C 10 Whenever you spend a resource, you may recharge an energy. MokoRush1 Grand_Prix GP_011 3 BattleChip R Common 2 C 11 Whenever your opponent blasts, you may make your NetNavi defense +3. Vulcan2 Grand_Prix GP_012 1 BattleChip 3 Common 2 C 12 Make your NetNavi strength +3. WhiteWeb1 Grand_Prix GP_013 3 BattleChip 2 Common 2 C 13 Your opponent cannot recharge energy. Chip Junkie Grand_Prix GP_014 5 Event R R Common 2 C 14 Reveal a random card from your discard pile. If it is a BattleChip, you may play it. This does not count against your BattleChip limit. | (To play a card, its requirements must be met.) Choose Carefully Grand_Prix GP_015 5 Event G G Common 2 C 15 Name a card type. Lose energy one card at a time until you lose a card of that type. Take that card into hand. | (BattleChip, event, and resource are card types.) Counting Down Grand_Prix GP_016 5 Event Y Y Common 2 C 16 Look at the cards in your power gauge and replace them in any order. Loud and Clear Grand_Prix GP_017 5 Event B B Common 2 C 17 Opponent discards down to 3 cards. Air Head Grand_Prix GP_018 2 Resource B [Ai] [Ai] Common 2 C 18 SPEND: Place a card from hand on top of your deck to make a NetNavi +2 until end of next turn. Bitten Grand_Prix GP_019 3 Resource B 2 Common 2 C 19 SPEND: Discard a card with your NetNavi's emblem to place 2 cards from hand in your power gauge. Charge Forward Grand_Prix GP_020 Resource Y 3 Common 2 C 20 SPEND: Discard a yellow card to place a card from your discard pile into your power gauge. Clean 'Em Out Grand_Prix GP_021 1 Resource R Common 2 C 21 SPEND: Discard a red card to make your NetNavi defense +3. Dogged Determination Grand_Prix GP_022 1 Resource B Common 2 C 22 SPEND: Discard a blue card to cancel a BattleChip. Gaia Grand_Prix GP_023 4 Resource B 4 Common 2 C 23 Virus. SPEND: Burn a power to prevent your opponent from playing events and BattleChips. | (Viruses qre not unique. Whenever you play a virus, you may play another copy of that virus from your deck, then shuffle your deck.) Gloomer Grand_Prix GP_024 3 Resource G 3 Common 2 C 24 Virus. SPEND: Make your opponent take a card from his or her discard pile into hand to draw 2 cards. | (Viruses qre not unique. Whenever you play a virus, you may play another copy of that virus from your deck, then shuffle your deck.) Guidance Grand_Prix GP_025 4 Resource B [Me] [Me] Common 2 C 25 SPEND: Place a blue card from hand in your power gauge. Place this card in your power gauge. Head to Fist Grand_Prix GP_026 2 Resource R [Sn] [Sn] Common 2 C 26 SPEND: Discard a card and note its destiny. Add that amount to your blast destiny. Headstrong Grand_Prix GP_027 1 Resource B 3 Common 2 C 27 SPEND: Discard 2 cards to reduce a NetNavi's strength to 0. Hot Ice Grand_Prix GP_028 3 Resource Y [Ic] 4 [Ic] Common 2 C 28 SPEND: Place a resource in its owner's power gauge. It's Electric Grand_Prix GP_029 1 Resource Y 2 Common 2 C 29 SPEND: Discard 2 cards to burn 3 of an opponent's power. Kilby Grand_Prix GP_030 4 Resource G 4 Common 2 C 30 Virus. SPEND: Make your opponent take a card from his or her discard pile into hand to recharge 3 energy. | (Viruses qre not unique. Whenever you play a virus, you may play another copy of that virus from your deck, then shuffle your deck.) Mettaur Grand_Prix GP_031 4 Resource Y 4 Common 2 C 31 Virus. SPEND: Lose 3 energy to burn an opponent's power. More to Come Grand_Prix GP_032 3 Resource G [Sn] [Sn] Common 2 C 32 SPEND: Discard a card an note its destiny. Take a card of that destiny into hand from your discard pile. Peace Grand_Prix GP_033 2 Resource B Common 2 C 33 SPEND: Lose 2 energy to make a NetNavi blast +2 until end of next turn. Permanent Results Grand_Prix GP_034 2 Resource R [Ph] 2 [Ph] Common 2 C 34 SPEND: Burn a power to make your opponent lose 3 energy. Playing Hooky Grand_Prix GP_035 3 Resource G 2 Common 2 C 35 SPEND: Discard 2 cards to take a card into hand from your deck. Shuffle your deck. Playtime Grand_Prix GP_036 3 Resource G Common 2 C 36 SPEND: Discard a green card to draw 2 cards. Raise the Temp Grand_Prix GP_037 1 Resource R 2 Common 2 C 37 SPEND: Place a card from your discard pile on top of your deck. Ready, Aim,… Grand_Prix GP_038 2 Resource Y 2 Common 2 C 38 SPEND: Discard a card with your NetNavi's emblem to burn 2 of an opponent's power. Roll of Thunder Grand_Prix GP_039 3 Resource Y 3 Common 2 C 39 SPEND: Discard a card to blast. This does not count against your blast limit. Rush: Roll Over Grand_Prix GP_040 3 Resource G 3 Common 2 C 40 Ally. SPEND: Place all viruses in play beneath their owners' decks. Shrimpy2 Grand_Prix GP_041 2 Resource B 3 Common 2 C 41 Virus. SPEND: Burn a power to add your NetNavi's defense to your blast destiny. | (Viruses qre not unique. Whenever you play a virus, you may play another copy of that virus from your deck, then shuffle your deck.) Silly Grand_Prix GP_042 4 Resource Y 5 Common 2 C 42 Virus. SPEND: Lose 3 energy to destroy an opponent's resource. | (Viruses qre not unique. Whenever you play a virus, you may play another copy of that virus from your deck, then shuffle your deck.) Snowed In Grand_Prix GP_043 1 Resource G [Ic] [Ic] Common 2 C 43 SPEND: Lose an energy to draw 2 cards. Spikey Grand_Prix GP_044 1 Resource R Common 2 C 44 Virus. SPEND: Discard a card to play a BattleChip. This does not count against your BattleChip limit. | (Viruses qre not unique. Whenever you play a virus, you may play another copy of that virus from your deck, then shuffle your deck.) Spin Cycle Grand_Prix GP_045 3 Resource G [Ai] [Ai] Common 2 C 45 SPEND: Place a card from your power gauge on top of your deck to recharge 2 energy. Talking Smack Grand_Prix GP_046 3 Resource B [Pr] [Pr] Common 2 C 46 SPEND: Make your ProtoMan blast -1. The Way Grand_Prix GP_047 2 Resource G Common 2 C 47 SPEND: Discard a card with your NetNavi's emblem to recharge 3 energy. | (Recharge an energy by placing a random card from your discard pile beneath your deck.) Thrill of Anticipation Grand_Prix GP_048 2 Resource Y [Me] [Me] Common 2 C 48 SPEND: Discard a yellow card to burn an opponent's power and power up. VulGear Grand_Prix GP_049 3 Resource R Common 2 C 49 Virus. SPEND: Discard a card to add 2 to your blast destiny. | (Viruses qre not unique. Whenever you play a virus, you may play another copy of that virus from your deck, then shuffle your deck.) Weepers Grand_Prix GP_050 2 Resource R 3 Common 2 C 50 SPEND: Reveal the top card of your deck. You may play it, even if it is a resource. | (To play a card, its requirements must be met.) Abubis Grand_Prix GP_051 3 BattleChip YY [Ph] 3 [Ph] Rare 2 R 51 Discard a PharaohMan card to make your PharaohMan strength +2 for each resource in play. Blizzard Grand_Prix GP_052 7 BattleChip YY [Ic] [Ic] Rare 2 R 52 Discard an IceMan card to make your IceMan strength +2 for each card in your opponent's power gauge. CustomSword Grand_Prix GP_053 3 BattleChip BB [Pr] 3 [Pr] Rare 2 R 53 Discard a ProtoMan card to double your ProtoMan's strength. Magnum Grand_Prix GP_054 3 BattleChip R 4 Rare 2 R 54 Discard 2 cards and note their destinies. Add their total value to your NetNavi's strength. NeoVariable Grand_Prix GP_055 3 BattleChip YY [Me] [Me] Rare 2 R 55 Discard a MegaMan card and burn 2 power-note the higher destiny. Add that amount to MegaMan's strength twice. Snake Grand_Prix GP_056 5 BattleChip GG [Sn] [Sn] Rare 2 R 56 Discard a SnakeMan card to make your SnakeMan defense +3 for each card in hand. Wind Grand_Prix GP_057 5 BattleChip BB [Ai] [Ai] Rare 2 R 57 Discard an AirMan card to make your AirMan blast -1 and strength +6. Always a Competition Grand_Prix GP_058 3 Event Y YY Rare 2 R 58 Spend a yellow resource for no effect to power up 4 times. Burner Grand_Prix GP_059 2 Event R RR Rare 2 R 59 Make your opponent lose an energy for each resource in play. Construct a Victory Grand_Prix GP_060 5 Event G GG Rare 2 R 60 Spend a green resource for no effect to draw a card for each card in your opponent's hand. Enlightenment Grand_Prix GP_061 2 Event G GG Rare 2 R 61 Choose any cards from your hand, power gauge and resources in play and place them beneath your deck. Friendly Rivals Grand_Prix GP_062 1 Event G [Ic][Ic][Ic] [Ic] Rare 2 R 62 Opponent places each card in his or her power gauge beneath his or her deck. Grave Problem Grand_Prix GP_063 1 Event B BB Rare 2 R 63 Opponent takes all cards in his or her power gauge into hand. Like Father, Like Son Grand_Prix GP_064 4 Event B BB Rare 2 R 64 Return up to 3 resources to their owners' hands. Nose Knows Grand_Prix GP_065 5 Event R RR Rare 2 R 65 Add 1 to your blast destiny for each resource in play. Unwavering Loyalty Grand_Prix GP_066 2 Event B [Me] [Me] Rare 2 R 66 Discard a card to make your MegaMan blast -2. Place this card in your power gauge. What an Intrusion Grand_Prix GP_067 3 Event Y YY Rare 2 R 67 Place all cards in your hand in your power gauge. A Higher Level Grand_Prix GP_068 3 Resource R [Pr] 4 [Pr] Rare 2 R 68 SPEND: Add 4 to your blast destiny. Bring It On Grand_Prix GP_069 4 Resource B [Pr] [Pr] Rare 2 R 69 SPEND: Reduce your ProtoMan's strength by any amount (to a minimum of 0) to reduce his blast by that amount. Falling Object Grand_Prix GP_070 2 Resource R [Ph] [Ph] Rare 2 R 70 SPEND: Burn a power to place 2 cards from your discard pile on top of your deck. Full of Hot Air Grand_Prix GP_071 5 Resource G [Ai] 2 [Ai] Rare 2 R 71 SPEND: Place this card on top of your deck. Glide: At Your Service Grand_Prix GP_072 1 Resource G 5 Rare 2 R 72 Ally. SPEND: Take a card from your deck into hand. Shuffle your deck. Keep Battling Grand_Prix GP_073 3 Resource G [Sn] 3 [Sn] Rare 2 R 73 SPEND: If you have no cards in hand, burn a power to draw 4 cards." MegaMan: Licensed to Delete Grand_Prix GP_074 1 Resource R 4 Rare 2 R 74 Ally. SPEND: Make your opponent lose 3 energy. Petrify Grand_Prix GP_075 2 Resource Y [Ph] 2 [Ph] Rare 2 R 75 SPEND: Burn 3 power to burn all of your opponent's power. ProtoMan: Controlled Fury Grand_Prix GP_076 1 Resource B 4 Rare 2 R 76 Ally. SPEND: Make your opponent place each card in hand in his or her power gauge. Roll: Downtown Chaperone Grand_Prix GP_077 1 Resource Y 4 Rare 2 R 77 Ally. SPEND: Power up twice for each other ally you have in play. PharaohMan: Ultimate NetNavi Grand_Prix GP_078 NetNavi [Ph] 3 2 4 Starter Exclusive 2 St 78 ProtoMan: Grand Prix Champ Grand_Prix GP_079 NetNavi [Pr] 3 1 2 Starter Exclusive 2 St 79 Open the Door Grand_Prix GP_080 3 Resource R 4 Starter Exclusive 2 St 80 SPEND: If you played a BattleChip this turn, add its destiny to your blast destiny. Virtual Martyr Grand_Prix GP_081 3 Resource B 4 Starter Exclusive 2 St 81 SPEND: Make a NetNavi blast -1 until end of next turn. Place this card in your power gauge. Correction Grand_Prix GP_082 5 Event B BBB Super Rare 2 SR 82 Opponent discards down to 1 card. Owe You One Grand_Prix GP_083 5 Event G GGG Super Rare 2 SR 83 Opponent draws 3 cards and you recharge 3 energy. Ultimate Sacrifice Grand_Prix GP_084 5 Event Y YYY Super Rare 2 SR 84 Destroy all resources, burn all power and discard all hands. Unbelievable! Grand_Prix GP_085 5 Event R RRR Super Rare 2 SR 85 Place all BattleChips in your discard pile on top of your deck. Arashi: Wide Open Grand_Prix GP_086 4 Resource B [Ai] 4 [Ai] Super Rare 2 SR 86 NetOp. Your AirMan is blast -1 for each of your other AirMan cards in play. Chaud: Smooth Operator Grand_Prix GP_087 4 Resource R [Pr] 4 [Pr] Super Rare 2 SR 87 NetOp. Your ProtoMan is defense +1 for each of your other ProtoMan cards in play. Lan: Hot Shot Grand_Prix GP_088 2 Resource B [Me] 3 [Me] Super Rare 2 SR 88 NetOp. Your power gauge has one additional position for each of your MegaMan cards in play. Ms. Millionaire: Politely Evil Grand_Prix GP_089 2 Resource G [Sn] 3 [Sn] Super Rare 2 SR 89 NetOp. Your SnakeMan is strength +1 for each of your other SnakeMan cards in play. Sacred Kingdom Grand_Prix GP_090 5 Resource Y [Ph] 5 [Ph] Super Rare 2 SR 90 Whenever you are about to lose an energy during battle, you may power up instead. You may only do this once each turn for each of your other PharaohMan cards in play. Tory: Rookie NetOp Grand_Prix GP_091 3 Resource Y [Ic] 4 [Ic] Super Rare 2 SR 91 NetOp. Whenever you blast, you may place a card from hand in your power gauge for each of your other IceMan cards in play. BoysBomb3 Grand_Prix GP_092 5 BattleChip YYY 4 Ultra Rare 2 UR 92 Lose 2 energy to make your NetNavi strength +3 for each card in your power gauge. DoublePoint Grand_Prix GP_093 5 BattleChip 4 Ultra Rare 2 UR 93 Burn 2 power to make your NetNavi strength +2 for each BattleChip you play this turn (including this one). You may play another BattleChip. Geddon3 Grand_Prix GP_094 5 BattleChip G 5 Ultra Rare 2 UR 94 Burn 3 power to make your NetNavi strength +2 for each card in your hand and your opponent's hand. Recovery200 Grand_Prix GP_095 5 BattleChip 3 Ultra Rare 2 UR 95 Discard 4 cards of the same color to make your NetNavi defense +10. Blown Away Grand_Prix GP_096 2 Event B [Ai] [Ai] Ultra Rare 2 UR 96 Lose 1 energy for each point of your AirMan's blast and note each destiny. Opponent reveals his or her hand and discards each card with any of those destinies. Collect 'Em All Grand_Prix GP_097 6 Event R [Sn] [Sn] Ultra Rare 2 UR 97 Discard 2 cards to make your opponent lose 1 energy for each point of his or her blast destiny. Dark Admonition Grand_Prix GP_098 3 Event R [Pr] [Pr] Ultra Rare 2 UR 98 Lose 2 energy for each point of strength your ProtoMan has to make your opponent lose 5 energy. Liberation Grand_Prix GP_099 3 Event R [Ph][Ph][Ph] [Ph] Ultra Rare 2 UR 99 Whenever you burn a power, you make add 3 to your blast destiny. [Clarification: As defined in the rulebook on page 8, "burn a power" means to burn one of your own power, not your opponent's power. Liberation only works when you burn your own power.] [ERRATA CRD_v04-01-2005] All Natural Grand_Prix GP_100 3 Resource G [Ic] 4 [Ic] Ultra Rare 2 UR 100 SPEND: Burn 5 power to reveal all cards in your opponent's power gauge and note the total of their destinies. Recharge that much energy. Glow, Baby, Glow Grand_Prix GP_101 5 Resource Y [Me] 4 [Me] Ultra Rare 2 UR 101 SPEND: Discard 3 cards to power up 5 times. MagnetMan: Polarized Grave Gr_001 NetNavi [Mg] 4 0 3 Common 3 C 1 Whenever you blast, you may recharge 2 energy. ShadowMan: Dark Ninja Grave Gr_002 NetNavi [Sd] 1 2 2 Common 3 C 2 Whenever you blast, you may return up to 2 resources to their owners' hands. SkullMan: Skeletal Agent Grave Gr_003 NetNavi [Sk] 2 1 2 Common 3 C 3 Whenever you blast, you may place your resource in play in your power gauge. WoodMan: Natural Leader Grave Gr_004 NetNavi [Wo] 3 3 0 Common 3 C 4 Recovery10 Grave Gr_005 4 BattleChip Common 3 C 5 Make your opponent take 2 random card from his or her discard pile into hand to make your NetNavi defense +2. Vulcan3 Grave Gr_006 2 BattleChip 4 Common 3 C 6 Make your NetNavi strength +4. WhiteWeb2 Grave Gr_007 5 BattleChip G Common 3 C 7 Opponent cannot draw cards. Fortified Grave Gr_008 2 Event G G Common 3 C 8 Recharge 2 energy. Like You Mean It Grave Gr_009 2 Event B B Common 3 C 9 Opponent discards a card. No Joke Grave Gr_010 5 Event Y Y Common 3 C 10 Opponent powers up twice. Wrap It Up Grave Gr_011 2 Event R Common 3 C 11 Add 3 to your blast destiny. Backed Up Grave Gr_012 1 Resource R [Wo] [Wo] Common 3 C 12 SPEND: Return this resource to your hand. BomBoy Grave Gr_013 3 Resource R 4 Common 3 C 13 Virus. SPEND: Discard a card to reduce a NetNavi's defense to 0. | (Viruses are not unique. Whenever you play a virus, you may play another copy of that virus from your deck, then shuffle your deck.) Carb Craving Grave Gr_014 5 Resource R 3 Common 3 C 14 SPEND: Discard 2 cards to power up three times. Doubting Navi Grave Gr_015 2 Resource Y Common 3 C 15 SPEND: Discard a card to burn an opponent's power. Eliminate Grave Gr_016 2 Resource B 3 Common 3 C 16 SPEND: Return this resource or a resource in play to its owner's hand. Envious Evil Grave Gr_017 5 Resource R Common 3 C 17 SPEND: Lose 1 energy. Firm Barrier Grave Gr_018 2 Resource R Common 3 C 18 SPEND: Discard a card to make your NetNavi defense +2. Gender Differences Grave Gr_019 1 Resource G 3 Common 3 C 19 SPEND: Lose 2 energy to take a card from your discard pile into hand. Giving It Away Grave Gr_020 4 Resource G Common 3 C 20 SPEND: Discard 2 cards to recharge 3 energy. Interconnected Grave Gr_021 3 Resource Y [Ba] 3 [Ba] Common 3 C 21 SPEND: Discard a card to blast. This does not count against your blast limit. Just a Nuisance Grave Gr_022 3 Resource B Common 3 C 22 SPEND: Discard a card and note its color. Cancel a blast destiny of that color. Lark Grave Gr_023 0 Resource B 3 Common 3 C 23 Virus. SPEND: Burn a power to make your opponent discard a card. | (Viruses are not unique. Whenever you play a virus, you may play another copy of that virus from your deck, then shuffle your deck.) MagTect Grave Gr_024 3 Resource Y 4 Common 3 C 24 Virus. SPEND: Lose 3 energy to place a card from your discard pile in your power gauge. | (Viruses are not unique. Whenever you play a virus, you may play another copy of that virus from your deck, then shuffle your deck.) No More Practice Grave Gr_025 3 Resource Y 2 Common 3 C 25 SPEND: Discard a yellow card to blast an additional time. One to Talk Grave Gr_026 3 Resource R 3 Common 3 C 26 SPEND: Place a card from your discard pile on top of your deck. Requital Grave Gr_027 1 Resource B [Sh] 3 [Sh] Common 3 C 27 SPEND: If you played a BattleChip this turn, place 2 cards from hand in your power gauge. Shadow Boss Grave Gr_028 1 Resource R [Sd] [Sd] Common 3 C 28 SPEND: Discard a card to make your opponent lose 1 energy for each card in his or her hand over 2. Spidy Grave Gr_029 2 Resource G 4 Common 3 C 29 Virus. SPEND: Make your opponent draw a card. | (Viruses are not unique. Whenever you play a virus, you may play another copy of that virus from your deck, then shuffle your deck.) Stuck in Place Grave Gr_030 1 Resource Y [Mg] [Mg] Common 3 C 30 SPEND: Discard a card to power up once for each resource you have in play. Surprise Transfer Grave Gr_031 4 Resource B 2 Common 3 C 31 SPEND: Lose 2 energy to place a card from hand in your power gauge. Sweet Indignation Grave Gr_032 3 Resource G 4 Common 3 C 32 SPEND: Burn a power to take a card from your deck into hand. Shuffle your deck. Watch Out Grave Gr_033 0 Resource Y [Sk] [Sk] Common 3 C 33 SPEND: Power up. AirHockey3 Grave Gr_034 3 BattleChip BG 5 Uncommon 3 U 34 Make your NetNavi strength +2 for each card you have in hand more than your opponent has in hand. BambooLance Grave Gr_035 1 BattleChip G [Wo][Wo] [Wo] Uncommon 3 U 35 Return any number of cards in your power gauge to hand. Make your WoodMan strength +1 for each card in your hand. [Misprint: This Grave card has the wrong set number.] [ERRATA CRD_v04-01-2005] BigHammer3 Grave Gr_036 5 BattleChip RY 3 Uncommon 3 U 36 Whenever you blast, you may add 4 to your blast destiny BugBomb Grave Gr_037 6 BattleChip BY Uncommon 3 U 37 Opponent cannot play events or BattleChips. Place this card in your power gauge. BugCharge Grave Gr_038 5 BattleChip R [Ba][Ba] 3 [Ba] Uncommon 3 U 38 Discard a card to make your Bass defense +2 for each card in your power gauge. [Misprint: This Grave card has the wrong set number.] [ERRATA CRD_v04-01-2005] CircleGun1 Grave Gr_039 4 BattleChip RG Uncommon 3 U 39 Make your NetNavi strength +1 for each card in your hand. Place this card on top of your deck. Geyser Grave Gr_040 5 BattleChip B [Sh][Sh] 3 [Sh] Uncommon 3 U 40 Return any number of your resources in play to hand. Make your SharkMan strength +3 for each resource returned. [Misprint: This Grave card has the wrong set number.] [ERRATA CRD_v04-01-2005] GunDelSol2 Grave Gr_041 5 BattleChip RB 4 Uncommon 3 U 41 Make your NetNavi defense +6. MagBolt3 Grave Gr_042 5 BattleChip Y [Mg][Mg] 4 [Mg] Uncommon 3 U 42 Opponent may spend any number of resources for no effect. Then make your MagnetMan strength +3 for resource he or she has in play. [Misprint: This Grave card has the wrong set number.] [ERRATA CRD_v04-01-2005] Mine Grave Gr_043 4 BattleChip 2 Uncommon 3 U 43 Make your NetNavi strength +2 for each virus your opponent has in play. Muramasa Grave Gr_044 3 BattleChip B [Sd][Sd] 3 [Sd] Uncommon 3 U 44 Opponent may discard any number of cards. Then make your ShadowMan strength +2 for each card in your opponent's hand. [Misprint: This Grave card has the wrong set number.] [ERRATA CRD_v04-01-2005] Sanctuary Grave Gr_045 3 BattleChip GY 4 Uncommon 3 U 45 Whenever you burn an opponent's power, you may recharge 4 energy. VoodooDoll Grave Gr_046 3 BattleChip Y 3 [Sk][Sk] [Sk] Uncommon 3 U 46 Burn 3 power to make your Skull-Man strength +2 for each resource your opponent has in play and each card in his or her power gauge. [Misprint: This Grave card has the wrong set number.] [ERRATA CRD_v04-01-2005] Evolution Grave Gr_047 3 Event B B Uncommon 3 U 47 If you have exactly 2 cards in hand, place both of them in your power gauge. Frozen Out Grave Gr_048 5 Event G G Uncommon 3 U 48 If you have exactly 3 cards in hand, lose an energy to take a card from your discard pile into hand. Guarding Solo Grave Gr_049 3 Event R R Uncommon 3 U 49 If you have no cards in hand, make your NetNavi defense +3. Quite Confident Grave Gr_050 3 Event Y Y Uncommon 3 U 50 If you have exactly 1 card in hand, power up twice. Connection Interrupted Grave Gr_051 2 Resource B 3 Uncommon 3 U 51 SPEND: Burn a power and name a color. For each resource your opponent has in play of that color, he or she discards a card. Food Education Grave Gr_052 0 Resource G 3 Uncommon 3 U 52 SPEND: Lose 3 energy to draw 3 cards. Guardian of the Forest Grave Gr_053 3 Resource G 4 Uncommon 3 U 53 SPEND: Burn a power and name a color. Recharge 2 energy for each resource of that color your opponent has in play. Hidden Force Grave Gr_054 2 Resource Y 3 Uncommon 3 U 54 SPEND: Burn a power and name a color. Destroy all but one of your opponent's resources of that color. MegaModification Grave Gr_055 2 Resource Y 3 Uncommon 3 U 55 SPEND: Discard a yellow card to place 2 cards from your discard pile in your power gauge. Mission of Defeat Grave Gr_056 2 Resource B 2 [Sd] [Sd] Uncommon 3 U 56 SPEND: Whenever you spend another resource this turn, you may place it in your power gauge. Mystical Grave Gr_057 5 Resource B 4 [Sk] [Sk] Uncommon 3 U 57 SPEND: Opponent cannot play events and BattleChips until end of next turn. Pulls You In Grave Gr_058 1 Resource G 3 [Mg] [Mg] Uncommon 3 U 58 SPEND: Discard a card to recharge 4 energy. Set to Win Grave Gr_059 0 Resource R 4 Uncommon 3 U 59 SPEND: If you played a BattleChip this turn, add 5 to your blast destiny. Timber Terror Grave Gr_060 1 Resource G [Wo] [Wo] Uncommon 3 U 60 SPEND: Make your hand size +2 until end of your next turn. Usual Policy Grave Gr_061 0 Resource R 3 Uncommon 3 U 61 SPEND: Burn a power and name a color. Opponent loses 2 energy for each resource of that color he or she has in play. Beginning to Learn Grave Gr_062 5 Event Y YYY Rare 3 R 62 For each card your opponent drew this turn, he or she spends a resource for no effect. Bow Down Grave Gr_063 4 Event R [Sd][Sd] [Sd] Rare 3 R 63 Name a destiny and reveal your opponent's hand. For each revealed card with that destiny, your opponent loses 2 energy. Cutting Edge Grave Gr_064 5 Event R RR Rare 3 R 64 Opponent loses an energy for each card fewer than 5 in his or her hand. Eerie Blast Grave Gr_065 5 Event Y [Sk][Sk] [Sk] Rare 3 R 65 Reveal the cards in your power gauge. If their total destiny is greater than 15, opponent places his or her hand in his or her power gauge. Modest Defense Grave Gr_066 4 Event B B Rare 3 R 66 Opponent reveals his or her hand. Place a revealed BattleChip in your opponent's discard pile. Opposites Attract Grave Gr_067 3 Event G [Mg][Mg][Mg] [Mg] Rare 3 R 67 Whenever you lose energy during battle, take the lost cards into hand. Out of Water Grave Gr_068 4 Event [Sh] 2 [Sh] Rare 3 R 68 Play any number of resources. Pay a Price Grave Gr_069 4 Event B Rare 3 R 69 Opponent discards a card for each resource he or she spent this turn. Unlikely Source Grave Gr_070 3 Event Y Rare 3 R 70 Discard a BattleChip to make your opponent blast, if possible. Place this card in your power gauge. Your Apologies Grave Gr_071 4 Event G GG Rare 3 R 71 Opponent draws 2 cards for each point of energy he or she has lost this turn. At Fault Grave Gr_072 2 Resource Y Rare 3 R 72 SPEND: Search your opponent's deck and place a card there in his or her discard pile. Flawless Grave Gr_073 1 Resource R [Ba] [Ba] Rare 3 R 73 SPEND: Place a card from your discard pile on top of your deck. GutsMan: Full Out Battler Grave Gr_074 1 Resource R 4 Rare 3 R 74 Ally. SPEND: Make your blast destiny +4. SharkMan: Fishy Agent Grave Gr_075 1 Resource B 4 Rare 3 R 75 Ally. SPEND: Cancel a BattleChip. SkullMan: Friendly Ghoul Grave Gr_076 1 Resource Y 4 Rare 3 R 76 Ally. SPEND: Place a resource in play in its owner's power gauge. Surprisingly Sharp Grave Gr_077 1 Resource G [Sh] [Sh] Rare 3 R 77 SPEND: If you played a BattleChip this turn, draw 2 cards. Viperous Vines Grave Gr_078 1 Resource G [Wo] [Wo] Rare 3 R 78 SPEND: Lose 2 energy to take a card from your discard pileinto hand. WoodMan: Outdoorsy Grave Gr_079 1 Resource G Rare 3 R 79 Ally. SPEND: Take a card from your discard pile into hand. Bass: Ultimate Reborn Grave Gr_080 NetNavi [Ba] 3 1 2 Starter Exclusive 3 St 80 SharkMan: Aquatic Enforcer Grave Gr_081 NetNavi [Sh] 2 2 2 Starter Exclusive 3 St 81 Deletion Inevitable Grave Gr_082 4 Event R R Starter Exclusive 3 St 82 Discard a BattleChip to make your opponent lose 4 energy. No Alternatives Grave Gr_083 4 Event G G Starter Exclusive 3 St 83 Discard a BattleChip to replace each card in your opponent's power gauge with a card from his or her discard pile. Place the replaced cards in your opponent's discard pile. AquaCustom Grave Gr_084 2 Resource B BB 2 Super Rare 3 SR 84 Style Change. Whenever a player spends a Blue resource, you may make your opponent discard a card. ElecTeam Grave Gr_085 4 Resource Y Y Super Rare 3 SR 85 Style Change. During each of your draw phases, if the only resources in play are yellow, you may power up an additional time. Grave VirusBeast Grave Gr_086 4 Resource Y [Ba] 4 [Ba] Super Rare 3 SR 86 Whenever you play another Bass card, you may burn an opponent's power. HeatGuts Grave Gr_087 0 Resource R R Super Rare 3 SR 87 Style Change. For each other red resource in play, your NetNavi's blast destinies are each +1. Kid Grave: Just a Puppet Grave Gr_088 4 Resource R [Sd] 4 [Sd] Super Rare 3 SR 88 Whenever you play another ShadowMan card, you may make your opponent lose 1 energy for each resource he or she has in play. Maysa: Commander Beef Grave Gr_089 2 Resource B [Sh] 3 [Sh] Super Rare 3 SR 89 NetOp. Whenever you play another SharkMan card, you may take a card from your power gauge into hand. Miyu: Misteriyu Grave Gr_090 0 Resource Y [Sk] 3 [Sk] Super Rare 3 SR 90 NetOp. Whenever you play another SkullMan card, you may place a resource from your discard pile in your power gauge. Mr. Gauss: Devious Investor Grave Gr_091 2 Resource Y [Mg] 3 [Mg] Super Rare 3 SR 91 NetOp. Whenever you play another MagnetMan card, you may power up. Sal: Black Rose Grave Gr_092 1 Resource G [Wo] 4 [Wo] Super Rare 3 SR 92 NetOp. Whenever you play another WoodMan card, you may take a BattleChip from your discard pile into hand. WoodShield Grave Gr_093 2 Resource G G Super Rare 3 SR 93 Style Change. The first time each turn you draw a card, reveal it. If that card is Green, draw another card. AquaUpper3 Grave Gr_094 5 BattleChip BB 4 Ultra Rare 3 UR 94 Burn 4 power. Each time a player spends a resource, you may make your NetNavi strength +4. ElecShock Grave Gr_095 3 BattleChip YY 5 Ultra Rare 3 UR 95 Burn 5 power and note the total of the destinies of all resources in play. Add that amount to your NetNavi's strength. Meteors1 Grave Gr_096 2 BattleChip RR Ultra Rare 3 UR 96 You may play up to 2 additional BattleChips. At the end of turn, if in your discard pile, return each to hand. RollArrow3 Grave Gr_097 5 BattleChip GG 4 Ultra Rare 3 UR 97 Burn 2 power to reveal 3 random cards from your opponent's hand. Add the total of their destinies to your NetNavi's strength. Branched Out Grave Gr_098 1 Resource R [Wo][Wo] 4 [Wo] Ultra Rare 3 UR 98 SPEND: Discard any number of cards. For each card discarded, make your WoodMan strength +2 and your opponent lose 1 energy. Drawn to It Grave Gr_099 4 Resource Y [Mg] [Mg] Ultra Rare 3 UR 99 SPEND: Discard 2 cards to place 2 cards from your discard pile in your power gauge. Fish at Hand Grave Gr_100 5 Resource G [Sh] 4 [Sh] Ultra Rare 3 UR 100 SPEND: Burn 3 power to recharge an energy for each resource in play and each card in your hand. Helping Out Grave Gr_101 5 Resource B [Sk] 3 [Sk] Ultra Rare 3 UR 101 SPEND: Burn a power to cancel a BattleChip. Immobilize Force Grave Gr_102 5 Resource B [Sd] 4 [Sd] Ultra Rare 3 UR 102 SPEND: Discard a card to make your opponent take all cards in his or her power gauge into hand. Memory Scan Complete Grave Gr_103 4 Resource R [Ba] 4 [Ba] Ultra Rare 3 UR 103 SPEND: Lose an energy and addits destiny to each of yourblast destinies. Mega Man X: Invincible Red_Alert P3_001 NetNavi [MX] 3 1 2 Promotional 3' P 1 DarkCannon Tournament-Level_Up! T1_001 5 BattleChip RRR Tournament 1 T 1 Spend 1 Level Up card. All cards revealed when you blast provide blast destiny. All About Endurance Tournament-Level_Up! T1_002 5 Event G GG 3 Tournament 1 T 2 Spend 1 Level Up card. Discard 2 green cards to recharge 8 energy. | (Recharge an energy by placing a random card from your discard pile beneath your deck.) Double Power Tournament-Level_Up! T1_003 4 Event Y Y 3 Tournament 1 T 3 Spend 2 Level Up cards. Blast. This does not count against your blast limit. [Clarification: You can't play this card during your opponent's turn. You can only blast during your main phase (Power Up rulebook, page 14). | Even though some cards do "break the rules," you can't blast during your opponent's turn because the rulebook expressly forbids this.] [ERRATA CRD_v04-01-2005] Infamous Dr. Wily Tournament-Level_Up! T1_004 7 Event B BB Tournament 1 T 4 Spend 3 Level Up Cards. Discard a card to make your opponent discard his or her hand. Pink Pixel Brat Tournament-Level_Up! T1_005 4 Event R R 2 Tournament 1 T 5 Spend 2 Level Up cards. Make a NetNavi defense 0. LEVEL UP!: MegaMan Tournament-Level_Up! T1_006 (Me) Level Up! [Me] Tournament 1 T 6 LEVEL UP!: GutsMan Tournament-Level_Up! T1_007 (Gu) Level Up! [Gu] Tournament 1 T 7 LEVEL UP!: Roll Tournament-Level_Up! T1_008 (Ro) Level Up! [Ro] Tournament 1 T 8 MegaMan: CyberHero Promo_Cards P1_001 NetNavi [Me] 2 1 2 Promotional 1 P 1 Whenever you discard down, you may place discarded cards beneath your deck instead of your discard pile. [Clarification: The game text of this card works with any card or rule that uses the words "discard down." So that means that game text works with part c of the Draw phase, and also with Send in the Clowns (1C65).] [ERRATA CRD_v04-01-2005] EnergyBomb Promo_Cards P1_002 5 BattleChip YYY Promotional 1 P 2 When you lose energy during battle, place the lost cards first in your power gauge (until it is full)." [Clarification: If you have played Lightning1 (1R80) and your opponent has played EnergyBomb (1P2), your opponent takes no damage during the Battle Phase. | A loop is created in which your opponent loses the rightmost card in his or her power gauge (Lightning1), and then replaces that same card in the same place (EnergyBomb).] [ERRATA CRD_v04-01-2005] Guardian Promo_Cards P1_003 5 BattleChip GG Promotional 1 P 3 Discard 2 cards. When you lose energy during battle, take the lost cards into hand. Blue Battler Promo_Cards P1_004 1 Resource G 3 Promotional 1 P 4 SPEND: Burn 3 power to take 2 cards from your discard pile into hand. Dish a Little Dirt Promo_Cards P1_005 4 Resource B 3 Promotional 1 P 5 SPEND: Discard a card and note its destiny. Cancel a blast destiny of that value. Friendly Ms. Mari Promo_Cards P1_006 3 Resource Y 3 Promotional 1 P 6 SPEND: Burn 2 power to place 2 cards from your discard pile in your power gauge. Rock Solid Promo_Cards P1_007 2 Resource R 2 Promotional 1 P 7 SPEND: Lose 2 energy and note which has the smaller destiny. Your opponent loses that much energy. ProtoMan: Unbeatable Promo_Cards P2_001 NetNavi [Pr] 3 2 5 Promotional 2 P 1 Whenever you play a BattleChip, you may add 2 to your blast destiny. Maysa: Staunch Supporter Promo_Cards P2_002 3 Resource B 4 Promotional 2 P 2 You may have an additional resource in play. SPEND: Place any number of your resources in play (including this one) in your power gauge. Dr. Hikari: Paternal Hero Promo_Cards CardMissing 4 Resource R 4 Promotional 2 P 3 SPEND: Reveal all cards in your power gauge. You may play one, even if it is a resource. Let's Jam Promo_Cards CardMissing 1 Resource G 3 Promotional 2 P 4 SPEND: Burn 2 power to draw 5 cards. Flatter Yourself Promo_Cards CardMissing 1 Resource R 2 Promotional 2 P 5 SPEND: Discard a card with your NetNavi's emblem to add 4 to your blast destiny. Zero: Maverick Hunter Promo_Cards CardMissing NetNavi [Ze] 3 2 4 Promotional 3 P 1 MegaMan: NetCity Defender Promo_Cards CardMissing NetNavi [Me] 2 2 4 Promotional 3 P 2 Whenever you play a BattleChip, you may burn an opponent's power. Decipher Convention Exclusive 2005 AquaCustom Activate! Promo_Cards P3_003 3 Event B BBBB Promotional 3 P 3 Style Change. Spend 4 blue resources for no effect to reveal your opponent's hand. Add the number of resources revealed to your NetNavi's strength and defense for the rest of the game. ElecTeam Activate! Promo_Cards CardMissing 5 Event Y YY Promotional 3 P 4 Style Change. Discard an ally to perform its "SPEND:" text twice. HeatGuts Activate! Promo_Cards P3_005 5 Event R RR Promotional 3 P 5 Style Change. Look at the cards in your power gauge. You may play each of them this main phase, even if it is a resource. Burn all of your remaining power at the end of turn. [Clarification: When you play this event, for the rest of your main phase, you can look at and play the cards currently in your power gauge as if they were in your hand. Your opponent gets a chance to play cards inbetween your card plays as usual. If you add more cards to your power gauge after you play this event, those cards may not be looked at or played. You can't count the card you are playing towards its power gauge requirements. | Example: If you have 4 cards in your power gauge when you play HeatGuts Activate, you can't play one of those cards if it requires 4 power to play.] [ERRATA CRD_v04-01-2005] WoodShield Activate! Promo_Cards P3_006 1 Event G GGGG Promotional 3 P 6 Style Change. Place all of your resources, cards in hand, and cards in your power gauge on the bottom of your deck. Recharge 2 energy for each card placed there. Clear Victory Promo_Cards CardMissing 2 Resource R Promotional 3 P 7 SPEND: Lose 6 energy to make your opponent lose 4 energy. Reckless Promo_Cards P3_008 5 Resource Y 3 Promotional 3 P 8 SPEND: Discard 2 yellow cards to destroy 3 of your opponent's resources. Mr. Famous: Suave Savant Promo_Cards CardMissing 1 Resource G 5 Promotional 4 P 1 SPEND: The next time you spend a resource, leave it in play instead of placing it in your discard pile. Clear Victory [special] Promo_Cards -1_001 2 Resource R Special 1 - 1 SPEND: Lose 6 energy to make your opponent lose 4 energy. Reckless [special] Promo_Cards -1_002 5 Resource Y 3 Special 1 - 2 SPEND: Discard 2 yellow cards to destroy 3 of your opponent's resources. Attentive Opponent Promo_Cards -2_001 3 Resource G 4 Special 2 - 1 SPEND: Discard 4 cards. For each card of a different destiny you discard, each player draws a card and you recharge an energy. Do-Si-Do Promo_Cards -2_002 3 Resource Y 4 Special 2 - 2 SPEND: Discard 4 cards. For each card of a different destiny you discard, burn an opponent's power and power up.