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 Card Search Results (72)

 Card Title  Set  Type

Red Back Kick



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

Set 1

Physical Combat

Red Blaze



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

Set 1

Setup

Red Blazing Aura



(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

Event

Red Blocking Hand



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

Set 1

Physical Combat

Red Burning Rage



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

Set 1

Setup

Red Burning Stance



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

Set 1

Physical Combat

Red Catch



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

Set 1

Physical Combat

Red Despair Drill



(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

Drill

Red Double Strike



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

Physical Combat

Red Duck



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

Set 1

Physical Combat

Red Energy Blast



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

Set 1

Energy Combat

Red Energy Defensive Stance



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

Set 1

Energy Combat

Red Energy Outburst



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

Energy Combat

Red Energy Shield



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

Set 1

Energy Combat

Red Enraged Mastery



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

Mastery

Red Enraged Mastery



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

Mastery

Red Escape



(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

Energy Combat

Red Flares



(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

Energy Combat

Red Forward Stance Drill



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

Set 1

Drill

Red Frenzied Blasts



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

Set 1

Energy Combat

Red Heating Beams



ENDURANCE 1. Energy attack costing 1 stages. DAMAGE: 3 life cards. You may lower your anger 1 level to draw a card.

Set 1

Energy Combat

Red Heel Kick



(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

Physical Combat

Red Hunting Drill



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

Drill

Red Intimidation Drill



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

Set 1

Drill

Red Jump Kick



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

Set 1

Physical Combat

Red Left Bolt



(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

Energy Combat

Red Lifting Kick



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

Physical Combat

Red Lightning Slash



Physical attack. DAMAGE: AT stages. Raise your anger 1 level. HIT: You may lower your anger 2 levels to destroy all of your opponent's Allies or all of his Drills.

Set 1

Physical Combat

Red Observation



(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

Event

Red Power Lift



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

Set 1

Physical Combat

Red Power Punch



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

Set 1

Physical Combat

Red Power Rush



(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

Physical Combat

Red Right Cross



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

Set 1

Physical Combat

Red Shattering Leap



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

Physical Combat

Red Shielded Strike



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

Set 1

Physical Combat

Red Shoulder Grab



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

Set 1

Physical Combat

Red Static Shot



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

Energy Combat

Red Surrounded Beam



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

Energy Combat

Red Tactical Drill



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

Set 1

Drill

Red Destiny



(Banish after use.) POWER: Raise your anger 2 levels. For the remainder of combat, your opponent's attacks deal -2 stages and -2 life cards of damage.

Heroes and Villains

Setup

Red Emergency



POWER: Use a critical damage effect. If you have 2 or more anger, search your discard pile for 2 Drills. Rejuvenate 1 of them and place the other into play.

Heroes and Villains

Event

Red Containment



ENDURANCE 2. POWER: Destroy a Setup. If you have 2 or more anger, you may destroy up to X Setups instead. X = the number of Drills you have in play.

Heroes and Villains

Event

Red Sacrifice



(If this card is discarded from your hand by a card effect, raise your anger 2 levels and damage from your next attack this combat cannot be prevent.) Stops an energy attack.

Heroes and Villains

Energy Combat

Red Restraint



(If this card is discarded from your hand by a card effect, raise your anger 1 level, gain 3 stages and your next attack this combat deals +2 life cards of damage.) Stops a physical attack.

Heroes and Villains

Physical Combat

Red Knee Lift



Physical attack. DAMAGE: AT stages. Use a critical damage effect. HIT: You may lower your anger 1 level. If you do, use a critical damage effect.

Heroes and Villains

Physical Combat

Red Leap



(Heroes only. If this card is Rejuvenated during combat or destroyed from your Life Deck by a non-damage effect, your attacks deal +2 life cards of damage for the remainder of combat.) Physical attack costing 2 stages. DAMAGE: AT +3 life cards. Raise

Heroes and Villains

Physical Combat

Red Embarassing Drill



ENDURANCE 2. POWER: When one of your effects requires you to lower your anger, you may reduce that amount to 0.

Heroes and Villains

Drill

Red Stop



(Banish after use.) POWER: Stops a physical or energy attack. You may lower your anger 1 level. If you do, search your discard pile or Banished Zone for a Styled Drill and place it into play.

Heroes and Villains

Event

Red Controlled Attack



Physical attack. DAMAGE: AT +3 stages. HIT: You may lower your MP 1 level. If you do, your opponents skip his next action this combat.

Heroes and Villains

Physical Combat

Red Overpower



(Limit 2 per deck. Banish after use.) Energy attack costing 3 stages. DAMAGE: 5 life cards. You may lower your MP 1 level. If you do, Styled cards in your Life Deck without Endurance gain "Endurance 1" this combat.

Heroes and Villains

Energy Combat

Red Combined Blast



ENDURANCE 3. Energy attack costing 3 stages. DAMAGE: 6 life cards. Raise your anger 1 level. You may lower your anger 3 levels. If you do your opponent cannot play Events this combat.

Heroes and Villains

Energy Combat

Red City Destruction



POWER: Use a critical damage effect. Your anger cannot be lowered by critical damage effects this turn. Until the start of your next turn, your effects that require you to lower your anger are reduced by 1 (to a minimum of 0).

Heroes and Villains

Event

Red Palm Strike



(Villains only.) Physical attack costing 1 stage. DAMAGE: AT +2 stages. Raise your anger 1 level. For the remainder of combat, whenever your opponent uses Endurance you may lower your anger 1 level. If you do, reduce that Endurance to 0. HIT: Use a

Heroes and Villains

Physical Combat

Red Stomach Dive



Physical attack. DAMAGE: AT +4 stages. Attach to your MP. While attached, when you perform an attack you may lower your anger 1 level. If you do, that attack deals +2 life cards of damage. Destroy this card when you take critical damage.

Heroes and Villains

Physical Combat

Red Club



Physical attack. DAMAGE: AT +3 stages. Attach to your MP. While attached, when your opponent performs a successful attack you may lower your anger 1 level. If you do, prevent 2 life cards of damage from that attack. Destroy this card when you change

Heroes and Villains

Physical Combat

Red Retreat



(Limit 2 per deck. Banish after use.) POWER: Search your Life Deck for a Drill and place it into play. You may banish a Drill you control. If you do, end combat.

The Movie Collection

Event

Red Restriction



(Banish after use.) POWER: Use when entering combat. Players can only attack or pass in their actions this combat. Draw 2 cards and then discard a card from your hand.

The Movie Collection

Event

Red Threatening Drill



(When you advance a level, you may banish this Drill instead of discarding it. If you do, your physical attacks deal +3 stages of damage this combat.) CONSTANT: Your attacks deal +1 stage of damage.

The Movie Collection

Drill

Red Mule Kick



ENDURANCE 2. Physical attack. DAMAGE: AT +2 stages. Raise your anger 1 level. You may banish an attached card in play. If that card was Red, use a critical damage effect.

The Movie Collection

Physical Combat

Red Relaxation



(Banish after use.) POWER: Use when entering combat. Use a critical damage effect. Your MP gains 2 stages. Draw the bottom card of your discard pile.

The Movie Collection

Setup

Red Vaulted Kick



Physical attack. DAMAGE: AT +3 stages. Raise your anger 1 level. HIT: Banish 2 + X cards from your opponent's discard pile. X = your MP's level.

The Movie Collection

Physical Combat

Red Slide



ENDURANCE 1. Physical attack. DAMAGE: AT +4 stages. Raise your anger 1 level. Your Drills are not discarded when changing levels this combat.

The Movie Collection

Physical Combat

Red Resourceful Block



ENDURANCE 3. Stops a physical attack. Lower your MP 1 level. If you do, advance your MP 1 level at the end of combat.

The Movie Collection

Physical Combat

Red Right Punch



ENDURANCE 1. Physical attack. DAMAGE: AT stages. Search your Life Deck for X Drills and place them into play. X = your current anger level.

The Movie Collection

Physical Combat

Red Hop



ENDURANCE 2. Stops an energy attack. Your next attack this combat gains - HIT: Use a critical damage effect.

The Movie Collection

Energy Combat

Red Face Break



(Banish after use.) Physical attack. DAMAGE: AT +4 stages. Raise your anger 1 level. You may discard a card from your hand. If you do, draw a card.

The Movie Collection

Physical Combat

Red Maneuvering Drill



CONSTANT: Whenever one of your attacks lowers your anger, that attack deals +X stages of damage. X = the amount of anger lowered.

The Movie Collection

Drill

Red Saving Drill



ENDURANCE 2. CONSTANT: When you are changing levels, you may banish this Drill. If you do, your other Drills are not discarded.

The Movie Collection

Drill

Red Dazing Drill



CONSTANT: When this Drill is leaving play, you may banish it to search your Life Deck for a copy of Red Dazing Drill and place it into your hand. The first time your anger is lowered during combat, your opponent skips his next action this combat.

The Movie Collection

Drill

Red Freezing Beam



(Banish after use.) ENDURANCE 1. Energy attack costing 2 stages. DAMAGE: AT +2 stages. You may raise your anger 1 level. Search your discard pile or Banished Zone for a Drill and place it into play.

The Movie Collection

Energy Combat

Red Tandem Attack



(If this card is discarded from your hand by an opponent's effect, draw a card and raise your anger 1 level.) ENDURANCE 2. Physical attack. DAMAGE: AT +3 stages. Raise your anger 1 level. If your opponent has 5 or more cards in his hand, draw a card.

The Movie Collection

Physical Combat

Red Trailing Blast



ENDURANCE 2. Energy attack costing 1 stage. DAMAGE: 3 life cards. Attach to your MP. While attached when your MP changes levels, return this card to your hand.

The Movie Collection

Energy Combat