Name Set ImageFile Cost Type SubType Trait Damage FollowUp Rarity Collector Text Alex SFR1 SFR1-001 Character C SFR1-001 Once per turn when you finish a combo with a throw, you may put it in your hand instead of your energy pile. (*) When your effects lower damage to your rival's attacks, increase the amount lowered by 2. [ERRATA 11-02-2005] Dudley SFR1 SFR1-002 Character C SFR1-002 You cannot play kicks. (*) When you flip an event because you played a punch, draw a card. (*) Anytime you draw an event, you may reveal it and set it. Ibuki SFR1 SFR1-003 Character C SFR1-003 When one of your kicks or weapons hits, your rival keeps -1 cards in his hand during this turn's Discard. Ken SFR1 SFR1-004 Character C SFR1-004 You can play low kicks and low projectiles as high kicks and high projectiles and vice versa. (*) When you play a kick or projectile, you may switch a card in your hand with the top card of your deck. Ryu SFR1 SFR1-005 Character C SFR1-005 Your rival discards +1 card from his deck when your other effects discard cards from his deck. (*) Your first projectile each turn costs -1 energy for each punch in your energy pile. Sean SFR1 SFR1-006 Character C SFR1-006 When your rival blocks a punch or kick, he must discard a card from his hand or take +2 chipping. (*) While your rival has 5 or more energy, cards that go into his energy pile are discarded instead. Twelve SFR1 SFR1-007 Character C SFR1-007 When you flip an event that is not removed, put it in your energy pile after it finishes. (*) At the start of Battle, you may discard an event in your energy pile to put a weapon from your discard pile into your hand. [ERRATA 11-02-2005] Busted SFR1 SFR1-008 0 Event C SFR1-008 Flip when your rival blocks a punch. This attack's chipping gains +X. X = your energy. Fond Memories SFR1 SFR1-009 1 Event C SFR1-009 Flip when your rival attacks. Put the top card of your discard pile into your hand. Remove this card. (*) Limit 1 per deck. Form of the Mountain SFR1 SFR1-010 1 Event C SFR1-010 Flip at the start of Battle. Your rival's attacks do -1 damage this step. Killer Bee Recon SFR1 SFR1-011 1 Event C SFR1-011 STREET FIGHTER ONLY. (*) Flip at the start of Battle. Your rival reveals his hand. Looking Good SFR1 SFR1-012 1 Event C SFR1-012 Flip when you pass. Your rival reveals his hand. Choose and discard a card in his hand. (*) Limit 1 per deck. Power of a God SFR1 SFR1-013 1 Event C SFR1-013 Flip when you pass. End this step. (*) Limit 1 per deck. Sensei's Death SFR1 SFR1-014 1 Event C SFR1-014 Flip when you attack. Discard a rival's face-down card in the arena. (*) Limit 1 per deck. Shadaloo Warrior SFR1 SFR1-015 0 Event C SFR1-015 Flip when you attack. You may link a punch from this attack. The Master's Teaching SFR1 SFR1-016 0 Event C SFR1-016 Flip at the start of Discard. You may keep +3 cards in your hand this step. Thuggin' SFR1 SFR1-017 1 Event C SFR1-017 Flip when you attack. Your rival must pay 2 energy before he can block this attack. Uncontrollable Rage SFR1 SFR1-018 1 Event C SFR1-018 Flip when you play a 0 or 1 cost attack. This attack becomes "high" and "low" and requires your rival to block high and low. He may block it twice. Aerial Combo SFR1 SFR1-019 1 Attack High Kick 4 Punch C SFR1-019 HIT- This card stays on the table to be played 1 more time. If it's in the arena when Battle ends, discard it. Assist SFR1 SFR1-020 0 Attack High Kick 2 Projectile C SFR1-020 HIT - Look at and rearrange the top 4 cards of your deck. You may look and rearrange an additional card for each projectile in your energy pile. Back to Back SFR1 SFR1-021 0 Attack High Kick 2 Throw C SFR1-021 HIT - Put the top card of your discard pile at the bottom of your deck. Backlash SFR1 SFR1-022 0 Attack High Weapon 2 Kick C SFR1-022 HIT - If you have a kick in your energy pile, name a card. Your rival reveals his hand and discards any copies of that card in his hand. Basketball Poke SFR1 SFR1-023 0 Attack High Projectile 2 Weapon C SFR1-023 HIT - If linked from a weapon, your rival's attacks cost +1 energy this step. Ceiling Dive SFR1 SFR1-024 0 Attack High Weapon 2 Throw C SFR1-024 HIT - Your rival's attacks cost +2 energy in his next action. Crouching Fierce Punch SFR1 SFR1-025 1 Attack High Punch 4 Throw C SFR1-025 Your rival's first attack in his next action deals no damage if you have 15 or fewer cards in your deck. Crow Kick SFR1 SFR1-026 1 Attack High Kick 3 Punch C SFR1-026 HIT - When you link a kick in this combo, discard the top card of your rival's deck. Dark Shoryuken SFR1 SFR1-027 1 Attack High Punch 4 Projectile C SFR1-027 Pay any amount of energy. For each energy paid, discard the top card of your rival's deck. Dragon Elbow SFR1 SFR1-028 1 Attack High Punch 4 Projectile C SFR1-028 HIT - Each player discards X cards from the top of his deck. X = the number of cards in each player's hand. Face Crush SFR1 SFR1-029 0 Attack High Punch 2 Weapon C SFR1-029 You may pay 1 energy to have this attack do +X damage. X = the damage the previous attack in this combo dealt, to a max of +4. Face Jab SFR1 SFR1-030 0 Attack High Punch 2 Throw C SFR1-030 HIT - You may pay 1 energy to keep your rival from playing low attacks in his next action. Fire Fists SFR1 SFR1-031 1 Attack High Punch 4 Kick C SFR1-031 HIT - If your rival blocks your next attack in this combo, you may return it to your hand instead of putting it into your energy pile. Forward Fierce SFR1 SFR1-032 1 Attack High Punch 5 Weapon C SFR1-032 Gloves of Steel SFR1 SFR1-033 1 Attack High Punch 4 Projectile C SFR1-033 If played by Dudley or Balrog, punches can link from this attack. (*) HIT - Discard the top card of your rival's deck for each of your face-down cards in the arena, to a max of 3. Grab and Throw SFR1 SFR1-034 1 Attack High Throw 4 Projectile C SFR1-034 Your rival must discard one of his face-down cards in the arena before he can block this attack. Handstand Whip SFR1 SFR1-035 0 Attack High Kick 2 Projectile C SFR1-035 HIT - You may put the projectile closest to the top of your discard pile on top of your deck. Head Crunch SFR1 SFR1-036 0 Attack High Punch 3 Kick C SFR1-036 Head Kick SFR1 SFR1-037 0 Attack High Kick 2 Weapon C SFR1-037 If played in a combo that included a weapon attack, your rival puts a card from his hand on top of his deck. Hurricane Kicks SFR1 SFR1-038 1 Attack High Kick 4 Throw C SFR1-038 HIT - Put the bottom 3 cards of your discard pile at the bottom of your deck. Inside Jab SFR1 SFR1-039 0 Attack High Punch 2 Kick C SFR1-039 HIT - Your next attack in this combo does +2 damage. Jump Kick SFR1 SFR1-040 0 Attack High Kick 2 Punch C SFR1-040 If played as the 3rd or higher attack in a combo, discard the top 2 cards of your rival's deck. Jumping Punch SFR1 SFR1-041 0 Attack High Punch 2 Projectile C SFR1-041 When your rival blocks this attack and he has 2 or less energy, he discards the top 2 cards of his deck. Ki Charge SFR1 SFR1-042 1 Attack High Punch 5 Punch C SFR1-042 If played by Ryu, this attack can link as a projectile and may have a projectile follow up. Kubi-jime Katagurama SFR1 SFR1-043 1 Attack High Throw 4 Punch C SFR1-043 HIT - Your rival must pay an additional 2 energy before he can block the next attack in this combo. Leaping Kick SFR1 SFR1-044 0 Attack High Kick 2 Projectile C SFR1-044 When an event is damaged by an attack in this combo, you may put that attack on top of your deck instead of your energy pile. Muay Thai Leap SFR1 SFR1-045 1 Attack High Punch 4 Throw C SFR1-045 Your rival's high attacks in his next action do -1 damage for each throw in your energy pile, to a max of -2. Multi-Kicks SFR1 SFR1-046 0 Attack High Kick 2 Throw C SFR1-046 HIT - Put the bottom card of your discard pile at the bottom of your deck. Neck Breaker SFR1 SFR1-047 1 Attack High Throw 4 Kick C SFR1-047 HIT - Put the top 2 cards of your discard pile at the bottom of your deck. Overpowered Ki SFR1 SFR1-048 1 Attack High Projectile 4 Punch C SFR1-048 Discard one of your face-down events in the arena to discard the top 3 cards of your rival's deck. Push SFR1 SFR1-049 0 Attack High Punch 2 Throw C SFR1-049 Lower the damage of your rival's first attack in his next action by the amount of damage this attack deals. Quick Strikes SFR1 SFR1-050 1 Attack High Kick 4 Throw C SFR1-050 HIT - Anytime you play another attack in this combo, put the bottom card of your discard pile at the bottom of your deck. Rapid Wrists SFR1 SFR1-051 1 Attack High Punch 4 Kick C SFR1-051 You cannot copy this effect. HIT - If this is the first time this turn you've played a card titled "Rapid Wrists", draw a card if you have a kick in your energy pile. [ERRATA 11-02-2005] Rising Gut Kick SFR1 SFR1-052 1 Attack High Kick 4 Weapon C SFR1-052 HIT - Your rival takes 3 random cards from his hand and puts them at the bottom of his deck and draws 1 card for each card put there from this effect. Strong Throw SFR1 SFR1-053 1 Attack High Throw 4 Kick C SFR1-053 HIT - The first time your cards are damaged during your rival's next action, put any damaged throws at the bottom of your deck. Strongman Slam SFR1 SFR1-054 1 Attack High Punch 4 Weapon C SFR1-054 HIT - If your rival blocks the next attack in this combo, he takes +X chipping. That attack cannot have its damage modified. X = half the attack's damage, rounded up. Test of Strength SFR1 SFR1-055 1 Attack High Throw 4 Throw C SFR1-055 HIT - Put up to 3 throws in your hand at the bottom of your deck and draw the same number of cards. Tiger Shot SFR1 SFR1-056 0 Attack High Projectile 2 Throw C SFR1-056 Your rival must reveal a 2nd block from his hand without playing it before he can block this attack. (*) HIT - Reveal the top 5 cards of your deck. Set any events and put the rest at the bottom of your deck. Tiger Uppercut SFR1 SFR1-057 1 Attack High Punch 4 Throw C SFR1-057 You may play this card to block a high attack. Universal Overhead SFR1 SFR1-058 1 Attack High Punch 4 Kick C SFR1-058 HIT - Discard the top card of your deck. If it can link from this card, you may play it from your discard pile when you link from this card. Violent Knee Drop SFR1 SFR1-059 1 Attack High Kick 4 Weapon C SFR1-059 HIT - When you play another attack in this combo, end this step when that attack finishes. Backstab SFR1 SFR1-060 0 Attack Low Punch 2 Weapon C SFR1-060 HIT - Your rival keeps - 2 cards in his hand during this turn's Discard. Ballroom Blitz SFR1 SFR1-061 1 Attack Low Kick 4 Punch C SFR1-061 Damage from this attack and any other attacks in this combo cannot be lowered. Body Kick SFR1 SFR1-062 0 Attack Low Kick 2 Throw C SFR1-062 HIT - If linked from a throw, put 3 throws from your discard pile at the bottom of your deck. Close Knee SFR1 SFR1-063 0 Attack Low Kick 2 Weapon C SFR1-063 If you have exactly 2 energy, this attack does +3 damage. Hitting the Weak Spot SFR1 SFR1-064 1 Attack Low Kick 3 Projectile C SFR1-064 HIT - Your rival cannot play high attacks in his next action. Palm Thrust SFR1 SFR1-065 1 Attack Low Punch 4 Kick C SFR1-065 When your rival takes chipping during this combo, he takes double that amount. Gekirou SFR1 SFR1-066 1 Attack Low Kick 4 Throw C SFR1-066 HIT - If your next attack in this combo hits, that attack deals no damage. Put X cards from the bottom of your discard pile at the bottom of your deck instead. X = the damage that attack would have dealt. Sharp Edge SFR1 SFR1-067 1 Attack Low Weapon 4 Kick C SFR1-067 HIT - If your rival has more cards in his hand than you, he discards a card from his hand. Shocking! SFR1 SFR1-068 1 Attack Low Electric 4 Throw C SFR1-068 HIT - The next attack in this combo can be played from the top of your discard pile if it can link from this attack and if it's printed cost is 1 or less. [ERRATA 12-16-2005] Sinking Elbow SFR1 SFR1-069 0 Attack Low Punch 3 Throw C SFR1-069 Sparring SFR1 SFR1-070 0 Attack Low Punch 2 Punch C SFR1-070 Sumo Tackle SFR1 SFR1-071 0 Attack Low Punch 2 Projectile C SFR1-071 Discard up to X cards from the top of your deck to discard the same number of cards from the top of your rival's deck. X = the number of punches in your energy pile. Zanku Hadouken SFR1 SFR1-072 1 Attack Low Projectile 4 Throw C SFR1-072 Your rival must pay +1 energy to block this attack for each throw in your energy pile. Aerial Stuff SFR1 SFR1-073 0 Block High C SFR1-073 If this blocks a kick, remove up to 3 cards in your rival's discard pile. Duck SFR1 SFR1-074 0 Block High C SFR1-074 If you have a kick in your energy pile, put the bottom 2 cards of your discard pile at the bottom of your deck. High Impact Stop SFR1 SFR1-075 0 Block High C SFR1-075 Your rival's effects cannot discard from your deck or increase damage this step. Iron Defense SFR1 SFR1-076 0 Block High C SFR1-076 If this card blocks a throw, the costs of your other cards this step cannot be modified. Slide Aside SFR1 SFR1-077 0 Block High C SFR1-077 Back Bend SFR1 SFR1-078 0 Block Low C SFR1-078 If this blocks a weapon, your attacks chip +2 this turn. Projectile Reflection SFR1 SFR1-079 0 Block Low C SFR1-079 If this blocks a projectile, your rival's action ends after this attack finishes. Weight Shift SFR1 SFR1-080 0 Block Low C SFR1-080 Your throws cost -1 energy this step. Elena SFR1 SFR1-081 Character R SFR1-081 Your punches are kicks. (*) Once per attack, when you link from or into a kick during a combo, put the bottom card of your discards at the bottom of your deck. Gill SFR1 SFR1-082 Character R SFR1-082 All your attacks that cost 1 or more do +2 damage. (*) When you finish a combo of 3 or more attacks, draw a card. Hugo SFR1 SFR1-083 Character R SFR1-083 When a throw is damaged from your deck and you have less than 8 energy, put it into your energy pile. (*) When your first attack in an action is a throw, you may pay X energy to have it do +X damage. (*) Your deck may have 10 additional cards. Dark Magic SFR1 SFR1-084 1 Event R SFR1-084 Flip when you attack. It takes 2 blocks to block this attack. This attack's damage cannot be lowered. Limit 1 per deck. [ERRATA 12-16-2005] Elena's Healing SFR1 SFR1-085 4 Event R SFR1-085 Flip as an action in Battle. Put the bottom 12 cards of your discard pile at the bottom of your deck in any order. Remove this card. Gill's Resurrection SFR1 SFR1-086 5 Event R SFR1-086 Flip when you would lose a round. Shuffle your discard pile into your deck. The round is not over. Remove this card. (*) Limit 1 per deck. The Dark Hadou SFR1 SFR1-087 1 Event R SFR1-087 RYU, KEN AND AKUMA ONLY. (*) Flip at the start of Battle. Your attacks do +2 damage this step. What a Combo! SFR1 SFR1-088 0 Event R SFR1-088 Flip after you finish a combo. End this step. (*) Limit 1 per deck. Alex's Boomerang Raid SFR1 SFR1-089 2 Attack High Punch 10 Throw R SFR1-089 Put a throw from your discard pile into your hand. You can only play 1 more attack in this combo. Alex's Hyper Bomb SFR1 SFR1-090 4 Attack High Throw 20 R SFR1-090 Your rival must pay 3 energy and discard 2 cards from his hand before he can block this attack. Dudley's Corkscrew Blow SFR1 SFR1-091 2 Attack High Punch 10 R SFR1-091 You cannot copy this effect. If this is the first time this turn you've played a card titled "Dudley's Corkscrew Blow", set 2 events from your discard pile that do not draw cards. [ERRATA 11-02-2005] Dudley's Rocket Uppercut SFR1 SFR1-092 4 Attack High Punch 20 R SFR1-092 HIT - Put up to 10 events from your discard pile on top of your deck in any order. Gill's Seraphic Wing SFR1 SFR1-093 5 Attack High Projectile 15 R SFR1-093 Discard the top 10 cards of your rival's deck. Hugo's Hammer Frenzy SFR1 SFR1-094 2 Attack High Punch 15 R SFR1-094 Hugo's Megaton Press SFR1 SFR1-095 4 Attack High Throw 25 R SFR1-095 HIT - You may search and discard up to 4 cards from your deck as damage and then shuffle your deck. Ibuki's Kasumi Suzaku SFR1 SFR1-096 2 Attack High Projectile 10 R SFR1-096 HIT - Your rival discards 2 random cards from his hand. Ibuki's Yoroi Doshi SFR1 SFR1-097 4 Attack High Throw 20 R SFR1-097 You may change this attack to a projectile when you play it. (*) HIT - All players discard their hands. Ken's Shippu Jinraikyaku SFR1 SFR1-098 2 Attack High Kick 13 R SFR1-098 Put this card on top of your deck after it finishes instead of your energy pile. Ken's Shoryu Reppa SFR1 SFR1-099 4 Attack High Punch 20 R SFR1-099 Discard all of your rival's face-down cards in the arena. Ryu's Shin Shoryuken SFR1 SFR1-100 4 Attack High Punch 20 R SFR1-100 HIT - Choose any attacks in your energy pile without "Ryu" in the title and use the text on those cards except for their "HIT -" texts. Sean's Hyper Tornado SFR1 SFR1-101 4 Attack High Punch 20 R SFR1-101 HIT - Discard all your rival's energy. Super Assault SFR1 SFR1-102 1 Attack High Projectile 4 Weapon R SFR1-102 HIT - Switch a card in your discard pile that has a character's name in the title with a card in your hand. Twelve's X.C.O.P.Y. SFR1 SFR1-103 4 Attack High Weapon 0 R SFR1-103 Search your rival's deck for any attack and play it at no cost instead of this one. When it finishes, discard it into your rival's discard pile and put this card into your energy pile. Link from your rival's card. Crouching Fierce Kick SFR1 SFR1-104 1 Attack Low Kick 4 Punch R SFR1-104 HIT - When you link from this attack, you may pay 1 energy to keep it in the arena to be played 1 more time. The final time it is played, or when the step ends, remove it. Elena's Brave Dance SFR1 SFR1-105 2 Attack Low Kick 10 R SFR1-105 Draw the bottom card of your deck. (*) HIT - Draw the bottom card of your deck. Remove this card. Kunai Dart SFR1 SFR1-106 0 Attack Low Projectile 2 Weapon R SFR1-106 HIT - Discard a card in your rival's energy pile. Put a card in your rival's discard pile into his energy pile. Lunging Sweep SFR1 SFR1-107 0 Attack Low Kick 2 Punch R SFR1-107 HIT - If you have more energy than your rival, this attack stays in the arena to be played a second time this step. If it's in the arena when Battle ends, discard it. Ryu's Shinku Hadoken SFR1 SFR1-108 2 Attack Low Projectile 10 R SFR1-108 The first time this card is played, choose 2 attacks in your energy pile without "Ryu's" in the title and use the texts on those cards except for "HIT -" texts. Sean Tackle SFR1 SFR1-109 2 Attack Low Punch 10 R SFR1-109 HIT - Discard a card in your rival's energy pile. Tag Team SFR1 SFR1-110 0 Attack Low Punch 2 Kick R SFR1-110 The first event flipped with this attack is flipped face-down instead of discarded and cannot be flipped again this turn. Twelve's X.N.D.L. SFR1 SFR1-111 2 Attack Low Projectile 10 R SFR1-111 Set an event from your discard pile for each weapon in your energy pile. Amazing Defense SFR1 SFR1-112 1 Block Low R SFR1-112 STREET FIGHTER ONLY. (*) Block all of your rival's low attacks this step. Remove this card. (*) Limit 1 per deck. Capcom Team Up SFR1 SFR1-113 0 Block Low R SFR1-113 STREET FIGHTER ONLY. (*) You may pay 1 energy to have this card stay in the arena to be played a second time this step. Discard this card the second time you play it, or when this step ends. Fighting the Darkness SFR1 SFR1-114 1 Event UR SFR1-114 Flip when you attack. Put an attack with the same attack trait from your discard pile into your hand. Remove this card. (*) Limit 1 per deck. Information Gathering SFR1 SFR1-115 1 Event UR SFR1-115 STREET FIGHTER ONLY. Flip at the start of Set. Search your deck for 2 events, reveal them and set them. (*) Limit 1 per deck. Jab SFR1 SFR1-116 0 Attack High Punch 2 Kick UR SFR1-116 While in your energy pile at the end of Battle, you may put a card with "Jab" in the title from your energy pile into your hand. Flying Peach SFR1 SFR1-117 0 Attack Low Slam 2 Kick UR SFR1-117 HIT - The next kick in this combo can be played out of your energy pile. You cannot discard that attack to pay for itself. Evil Ryu SFR1 SFR1-118 Character HR SFR1-118 Counts as Ryu. (*) When you attack, you may discard one of your face-down cards in the arena to search your deck for The Dark Hadou and set and flip it immediately at no cost. Shin Akuma SFR1 SFR1-119 Character HR SFR1-119 ((TOP LEFT KING CARD)) Counts as Akuma. Ashrah MKR1 MKR1-001 Character C MKR1-001 At the start of Set, you may switch any cards from your hand with any weapons or projectiles in your energy pile. Baraka MKR1 MKR1-002 Character C MKR1-002 Your rival discards the top card of his deck when you link from a punch in a combo. (*) Your weapon attacks do +1 damage. Bo' Rai Cho MKR1 MKR1-003 Character C MKR1-003 Twice while taking damage from an attack, you may put a damaged punch at the bottom of your deck instead of your discard pile if you have more energy than your rival. Darrius MKR1 MKR1-004 Character C MKR1-004 When you play a punch with no effect or link from a punch with no effect, you may put a card in your discard pile on top of your deck. (*) Your attacks without text cannot be discarded by effects. [ERRATA 11-02-2005] Kabal MKR1 MKR1-005 Character C MKR1-005 You may always look at your rival's face-down cards in the arena. (*) When one of your kicks or weapons hits, you may choose a player to put a random card in his hand at the bottom of his deck and draw a card. Sindel MKR1 MKR1-006 Character C MKR1-006 When you finish a combo with a projectile, you may have any rival put his hand at the bottom of his deck and draw the same number of cards. (*) Your attacks linked from a projectile cost +1 energy to block. Sub-Zero MKR1 MKR1-007 Character C MKR1-007 When you finish a combo if the last 2 or more consecutive punches and/or projectiles hit, you may end the step. [ERRATA 11-02-2005] Death Trap MKR1 MKR1-008 0 Event C MKR1-008 Flip when you finish an attack that hit. Remove your rival's discard pile. Dirty Tricks MKR1 MKR1-009 0 Event C MKR1-009 Flip when you attack. Name a block. Your rival cannot play that block this attack. Emissary of the Gods MKR1 MKR1-010 1 Event C MKR1-010 Flip when your rival attacks. Discard an attack from your hand that has damage equal or greater than your rival's attack to block it. Fatal Blow MKR1 MKR1-011 1 Event C MKR1-011 Flip after you finish an attack that hit. Discard a card in your rival's energy pile. Flawless Victory MKR1 MKR1-012 2 Event C MKR1-012 Flip when your rival loses a round. If he dealt you no damage in that round, you win the game. Hidden Intentions MKR1 MKR1-013 0 Event C MKR1-013 Flip when you attack. You may link a projectile off this attack. Lin Kuei Training MKR1 MKR1-014 0 Event C MKR1-014 MORTAL KOMBAT ONLY. (*) Flip when you attack. Your attack gains "Discard the top 3 cards of your rival's deck." Power Up MKR1 MKR1-015 1 Event C MKR1-015 Flip when you attack. Put 5 attacks from your discard pile at the bottom of your deck. (*) Limit 1 per deck. Trapped in the Korner MKR1 MKR1-016 1 Event C MKR1-016 Flip when your rival has blocked 2 or more consecutive attacks in a combo. Your rival cannot attack this step. Unfair Advantage MKR1 MKR1-017 1 Event C MKR1-017 Flip at the end of Discard. Your rival discards a random card from his hand. (*) Remove this card. Air Kicks MKR1 MKR1-018 1 Attack High Kick 4 Projectile C MKR1-018 HIT - You may put the projectile closest to the bottom of your discard pile on top of your deck. Arrowed!!! MKR1 MKR1-019 1 Attack High Projectile 3 Punch C MKR1-019 Discard the top 2 cards of your rival's deck. Battle Mastery MKR1 MKR1-020 1 Attack High Weapon 4 Kick C MKR1-020 Choose up to X rival's face-down cards in the arena. Those cards cannot be flipped this turn. X = the number of weapons in your energy pile. Berserk Chop MKR1 MKR1-021 0 Attack High Weapon 2 Projectile C MKR1-021 HIT - Switch up to 3 weapons in your hand with the same number of cards from your energy pile. Bitter Blade MKR1 MKR1-022 0 Attack High Weapon 2 Punch C MKR1-022 You may set each event damaged by this attack. Bludgeon Fist MKR1 MKR1-023 0 Attack High Punch 2 Kick C MKR1-023 Your other attacks in this combo do +1 damage. Chest Clincher MKR1 MKR1-024 1 Attack High Kick 4 Projectile C MKR1-024 HIT - You may put up to 3 cards in your rival's discard pile on top of his deck. Choy Lay Power MKR1 MKR1-025 0 Attack High Weapon 2 Projectile C MKR1-025 HIT - You may switch any weapons in your hand with the same amount of cards from the top of your deck. Dark Fists MKR1 MKR1-026 0 Attack High Punch 2 Projectile C MKR1-026 This attack is unblockable and it's damage cannot be modified. (*) If played by Sub-Zero, discard the top card of your rival's deck. Deadly Palm MKR1 MKR1-027 0 Attack High Punch 2 Throw C MKR1-027 HIT - Your rival's attacks in his next action cannot deal more than X damage. X = the number of attacks with the same attack trait in his energy pile after he pays the attack's cost. Decapitation! MKR1 MKR1-028 1 Attack High Weapon 4 Punch C MKR1-028 This attack does +2 damage when linked from an attack that hit. Double Handed Uppercut MKR1 MKR1-029 1 Attack High Weapon 4 Throw C MKR1-029 HIT - If you have a throw in your energy pile, you may discard a throw from your hand to end this step. Flurry of Blows MKR1 MKR1-030 0 Attack High Punch 2 Throw C MKR1-030 Your rival's first attack in his next action does -1 damage. Hammer Palm Strike MKR1 MKR1-031 0 Attack High Punch 1 Projectile C MKR1-031 HIT - Each player discards X cards from the top of his deck. X = the number of cards in each player's hand. Head Crush MKR1 MKR1-032 1 Attack High Punch 3 Weapon C MKR1-032 This attack does +X damage to a max of +5. X = each weapon in your energy pile. Head Throw MKR1 MKR1-033 1 Attack High Throw 4 Weapon C MKR1-033 Your rival must have more energy than you to block this attack. Heavy Damage MKR1 MKR1-034 1 Attack High Weapon 4 Punch C MKR1-034 HIT - Put a weapon from your discard pile into your energy pile. Killer in White MKR1 MKR1-035 1 Attack High Punch 4 Throw C MKR1-035 HIT - Your rival's low attacks in his next action do -1 damage for each punch in your energy pile, to a max of -2. King Palms MKR1 MKR1-036 0 Attack High Punch 1 Weapon C MKR1-036 This attack does +1 damage for each weapon in your energy pile. Left Hook MKR1 MKR1-037 0 Attack High Punch 2 Projectile C MKR1-037 Discard the top card of your rival's deck. Monkey Rage MKR1 MKR1-038 1 Attack High Punch 4 Punch C MKR1-038 Natural Instincts MKR1 MKR1-039 1 Attack High Punch 4 Punch C MKR1-039 Neck Crank MKR1 MKR1-040 1 Attack High Throw 4 Projectile C MKR1-040 If your rival has more cards in his removed pile than his discard pile, this attack is unblockable. Nose Breaker MKR1 MKR1-041 0 Attack High Punch 2 Punch C MKR1-041 On the Edge MKR1 MKR1-042 1 Attack High Weapon 4 Punch C MKR1-042 This attack does +1 damage for each face-down card in the arena to a max of X. X = the number of punches in your energy pile. Out Prioritized MKR1 MKR1-043 1 Attack High Punch 4 Kick C MKR1-043 HIT - You may put the next attack played in this combo on top of your deck instead of your energy pile or removed pile. Power Clash MKR1 MKR1-044 1 Attack High Punch 4 Projectile C MKR1-044 If this attack linked from an attack that hit, discard the top 3 cards of your rival's deck. Rocky Road MKR1 MKR1-045 1 Attack High Punch 4 Weapon C MKR1-045 Each time a block is damaged by this attack, your rival takes one extra damage. Seeker Shot MKR1 MKR1-046 1 Attack High Projectile 4 Throw C MKR1-046 Your rival must block this attack twice to block it. (*) Scorpion may link any attack from this one. Skillful Skinning MKR1 MKR1-047 1 Attack High Weapon 4 Throw C MKR1-047 Your rival cannot play more than 2 attacks in his next action. Sliding Kick MKR1 MKR1-048 0 Attack High Kick 2 Weapon C MKR1-048 HIT - If your rival has more cards in his hand than you, your rival discards X cards from his hand. X = the number of weapons in your energy pile to a max of 2. Stomach Slaughter MKR1 MKR1-049 1 Attack High Throw 4 Weapon C MKR1-049 You may put this attack at the bottom of your deck when it finishes to put a card from your discard pile into your energy pile. Electric Torpedo MKR1 MKR1-050 1 Attack High Electric 4 Weapon C MKR1-050 HIT - Set an event from your discard pile if you have 2 or more weapons in your energy pile. THE Uppercut MKR1 MKR1-051 1 Attack High Punch 4 Throw C MKR1-051 HIT - Your rival's first attack in his next action does a max of X damage. X = the damage this attack deals. Turning Pole MKR1 MKR1-052 1 Attack High Weapon 4 Throw C MKR1-052 HIT- Reveal the top 2 cards of your deck and put any weapons found there into your energy pile and discard the rest. Whirling Blades MKR1 MKR1-053 0 Attack High Weapon 2 Kick C MKR1-053 HIT - Your rival keeps -1 cards in his hand during this turn's Discard for each kick in your energy pile. Whirling Demon MKR1 MKR1-054 1 Attack High Weapon 4 Projectile C MKR1-054 HIT - If you have a weapon in your energy pile put a block from your discard pile into your hand. Ankle Biter MKR1 MKR1-055 0 Attack Low Bite 2 Punch C MKR1-055 HIT - Any player with 5 or more energy discards from his energy pile until he has 5 energy. Back Kick MKR1 MKR1-056 0 Attack Low Kick 2 Weapon C MKR1-056 Switch 2 random cards in your rival's hand with the top 2 cards of his deck. Chain Combo MKR1 MKR1-057 1 Attack Low Kick 4 Punch C MKR1-057 You cannot copy this effect. HIT - If this is the first time this turn you've played a card titled "Chain Combo", you may put any other remaining attacks in this combo on top of your deck when they finish instead of your energy pile. [ERRATA 11-02-2005] Chin Poker MKR1 MKR1-058 1 Attack Low Weapon 4 Kick C MKR1-058 HIT - Each player discards a card from his hand. Foot Slice MKR1 MKR1-059 0 Attack Low Weapon 2 Punch C MKR1-059 HIT - The next attack in this combo costs -1 energy. Frenzy Slashes MKR1 MKR1-060 0 Attack High Weapon 2 Punch C MKR1-060 You may pay 1 energy to have this attack gain any modifiers from the previous attack of this combo. Hell on Earth MKR1 MKR1-061 1 Attack Low Kick 4 Weapon C MKR1-061 HIT - If you have a weapon in your energy pile and your rival has more than 3 cards in his hand, he discards down to 3 cards in hand. Ice Clone MKR1 MKR1-062 1 Attack Low Projectile 4 Punch C MKR1-062 If your rival's first attack in his next action hits, his action ends when that attack finishes. (*) If used by Sub-Zero, discard the top card of your rival's deck. Khan's Commander MKR1 MKR1-063 0 Attack Low Kick 2 Projectile C MKR1-063 You may remove any cards in your discard pile. Kneecap Strike MKR1 MKR1-064 0 Attack Low Punch 2 Weapon C MKR1-064 If played as the 3rd attack or higher in a combo, this attack does +2 damage. Shattering Kick MKR1 MKR1-065 1 Attack Low Kick 4 Throw C MKR1-065 HIT - This attack copies the "HIT - " text on 1 attack in your energy pile if that attack puts cards into your deck. Swinging Sweep MKR1 MKR1-066 0 Attack Low Kick 2 Throw C MKR1-066 When any effects from attacks in this combo put cards into your deck, you may increase the amount by +2. Take All Comers MKR1 MKR1-067 1 Attack Low Punch 1 Weapon C MKR1-067 This attack does +1 damage for each card in your hand. Telekinetic Trip MKR1 MKR1-068 0 Attack Low Projectile 2 Weapon C MKR1-068 Your rival must pay +1 energy before he can block this attack. The Sounds of Music MKR1 MKR1-069 0 Attack Low Projectile 2 Punch C MKR1-069 While in your energy pile, your rival must pay 1 energy before he can block your 0 cost projectiles. Thigh Cut MKR1 MKR1-070 0 Attack Low Weapon 2 Throw C MKR1-070 Your rival's events cost +1 energy this step. Tiger Tail Kick MKR1 MKR1-071 1 Attack Low Kick 4 Projectile C MKR1-071 HIT - The "HIT -" text of your next attack in this combo is used when you play that attack instead. Under Cut MKR1 MKR1-072 0 Attack Low Weapon 2 Kick C MKR1-072 If this attack is blocked, put a card from your discard pile into your energy pile. Hat Trick MKR1 MKR1-073 0 Block High C MKR1-073 If you have a projectile in your energy pile, your rival discards a card from his hand. Protective Teleport MKR1 MKR1-074 0 Block High C MKR1-074 If you have a punch in your energy pile, you may pay 1 energy to set an event from your discard pile. Wrist Reflect MKR1 MKR1-075 0 Block High C MKR1-075 If this blocks a punch, the punch goes to the discard pile after it finishes. You're Not Worthy MKR1 MKR1-076 0 Block High C MKR1-076 MORTAL KOMBAT ONLY. (*) Discard the top 2 cards of your rival's deck. Basic Block MKR1 MKR1-077 0 Block Low C MKR1-077 If you have a throw in your energy pile, your attacks cost +2 energy to block this step. Got Your Back MKR1 MKR1-078 0 Block Low C MKR1-078 You may pay 1 energy to draw 1 card. Small Hop MKR1 MKR1-079 0 Block Low C MKR1-079 If you have a throw in your energy pile, discard a card in your rival's energy pile if it shares the same title with another card in that energy pile. Too Fast For You MKR1 MKR1-080 0 Block Low C MKR1-080 If you have a weapon in your energy pile, your rival's attacks cost +1 energy this step. Hotaru MKR1 MKR1-081 Character R MKR1-081 You may block a high attack by discarding a weapon from your hand. (*) At the end of Battle, shuffle 2 cards from your discard pile into your deck if your rival dealt you no damage that turn. Jade MKR1 MKR1-082 Character R MKR1-082 Your kicks and punches in a combo do +1 damage for each previous attack in that combo. (*) You may block a projectile by discarding a punch or kick from your hand. Noob Smoke MKR1 MKR1-083 Character R MKR1-083 Draw a card at the start of Battle. (*) When you hit with a throw or projectile, name a block card. Your rival cannot play that block for the rest of the combo. Catfight MKR1 MKR1-084 1 Event R MKR1-084 Flip when you attack. Draw 2 cards. Remove this card. (*) Limit 1 per deck. Graceful Beauty MKR1 MKR1-085 1 Event R MKR1-085 Flip at the start of battle. Both players draw 3 cards. Both players may set cards. (*) Limit 1 per deck. Insanity MKR1 MKR1-086 1 Event R MKR1-086 Flip when you attack. Your attack does +10 damage. (*) Limit 1 per deck. Quick Reflexes MKR1 MKR1-087 0 Event R MKR1-087 Flip when your rival flips an event. Pay that event's cost to stop its effect and discard it. (*) Limit 1 per deck. Ashrah's Nature's Torpedo MKR1 MKR1-088 2 Attack High Punch 12 R MKR1-088 Switch a card in your hand with a card in your energy pile. Baraka's Chop Chop Blades MKR1 MKR1-089 2 Attack High Weapon 10 R MKR1-089 This attack copies the text of the previous attack in this combo if the attack increases its own damage. Baraka's Head Kabob MKR1 MKR1-090 4 Attack High Weapon 20 R MKR1-090 If you have 3 or more attacks in your energy pile that modify their own damage, this attack gains their texts. Blazing Fury MKR1 MKR1-091 0 Attack High Kick 2 Punch R MKR1-091 HIT - If this attack was linked from a punch that hit, draw a card. Bo' Rai Cho's Breath of Fire MKR1 MKR1-092 4 Attack High Projectile 20 R MKR1-092 If your rival hit with 4 or more attacks this step, this attack does +15 damage. Dark Alliance MKR1 MKR1-093 1 Attack High Projectile 3 Kick R MKR1-093 HIT - Your rival's attacks cost +X energy this turn. X = the number of weapons and kicks in your energy pile. Darrius' Arm Rip MKR1 MKR1-094 4 Attack High Throw 20 R MKR1-094 If you have 3 or more attacks in your energy pile that are either Darrius' Chest Crunchers and/or attacks without text, this attack does +15 damage. Darrius' Chest Cruncher MKR1 MKR1-095 2 Attack High Punch 10 R MKR1-095 If this attack is blocked, it is discarded instead of put into the energy pile. (*) While this card is in your energy pile, your attacks without text do +2 damage. Hotaru's Super Slam MKR1 MKR1-096 4 Attack High Throw 20 R MKR1-096 If you have blocked 4 or more attacks this step, this attack does +15 damage. Ice Maker MKR1 MKR1-097 1 Attack High Weapon 4 Throw R MKR1-097 Choose a rival's face-down card. He reveals it. (*) HIT - Discard the revealed face-down card. Jade's Blazing Nitro Kick MKR1 MKR1-098 2 Attack High Kick 10 R MKR1-098 Damage from this attack is removed instead of discarded. (*) HIT - You may shuffle this attack into your deck after it finishes. Jade's Spear Kabob MKR1 MKR1-099 4 Attack High Weapon 20 R MKR1-099 If this is the 4th or higher attack in this combo, this attack does +15 damage. Kabal's Spinner MKR1 MKR1-100 4 Attack High Weapon 20 R MKR1-100 Guess all the titles of the cards in your rival's hand. Your rival reveals his hand. If no cards were guessed incorrectedly, this attack does +15 damage. Noob Smoke's Dark Shadows MKR1 MKR1-101 4 Attack High Punch 20 R MKR1-101 If your hand has 2 or more times the cards in your rival's hand, this attack does +15 damage. Noob Smoke's Ninja Stars MKR1 MKR1-102 2 Attack High Projectile 10 R MKR1-102 Draw a card. (*) HIT - Draw a card. Sub-Zero's Freeze and Throw MKR1 MKR1-103 4 Attack High Projectile 20 R MKR1-103 If 3 or more previous attacks in this combo created an effect that discarded cards from your rival's deck, this attack does +15 damage. Ashrah's Voodoo MKR1 MKR1-104 4 Attack Low Special 20 R MKR1-104 If cards have been switched from your hand 3 or more times this turn, this attack does +15 damage. Bo' Rai Cho's Puke MKR1 MKR1-105 2 Attack Low Projectile 10 R MKR1-105 HIT - Attach this card to your rival's character instead of putting this into your energy pile. While attached, your rival's attacks do -1 damage. Hotaru's Lava Burst MKR1 MKR1-106 2 Attack Low Projectile 10 R MKR1-106 Block all your rival's low attacks this step. Remove this card. Kabal's Plasma Blast MKR1 MKR1-107 2 Attack Low Projectile 10 R MKR1-107 HIT - Your rival reveals all but 1 random card in his hand. (*) Look at your rival's deck without changing its order. Power Hook MKR1 MKR1-108 1 Attack Low Weapon 3 Projectile R MKR1-108 HIT - If linked from a projectile, your rival's attacks cost +1 energy this step. Sindel's Banshee Scream MKR1 MKR1-109 2 Attack Low Projectile 0 R MKR1-109 HIT - Your rival draws 10 cards and then discards 10 random cards from his hand. Sindel's Super Scream MKR1 MKR1-110 4 Attack Low Special 20 R MKR1-110 If your rival has passed in his previous 2 actions this step, this attack does +15 damage. [ERRATA 11-02-2005] Sub-Zero's Ice Blast MKR1 MKR1-111 2 Attack Low Projectile 10 R MKR1-111 HIT - Your next attack this step is unblockable. Your rival must pass for his next action. Bite Me MKR1 MKR1-112 1 Block High R MKR1-112 MORTAL KOMBAT ONLY. (*) Block all of your rival's high attacks this step. Remove this card. (*) Limit 1 per deck. Bo Knows Defense MKR1 MKR1-113 0 Block Low R MKR1-113 Your rival's low attacks do -1 damage this step. Drunken Master MKR1 MKR1-114 0 Event UR MKR1-114 Flip before you play an attack. The attack costs -2 energy. (*) Limit 1 per deck. Searching the Realms MKR1 MKR1-115 1 Event UR MKR1-115 MORTAL KOMBAT ONLY. (*) Flip at the start of the Draw. Search your deck for a card and put it in your hand. (*) Limit 1 per deck. Hooked on Fatalities MKR1 MKR1-116 1 Attack High Weapon 4 Projectile UR MKR1-116 While in your energy pile with one or more projectiles, your rival's attacks cost +1 energy unless they are 0 cost attacks. Only 1 Hooked on Fatalities can modify your rival's costs. Twin Fangs MKR1 MKR1-117 1 Attack High Weapon 4 Projectile UR MKR1-117 While in your energy pile, discard the top X cards of your rival's deck at the start of the Draw. X = the number of projectiles in your energy pile. Liu Kang MKR1 MKR1-118 Character HR MKR1-118 When you play an attack, you may pay 1 energy to have it do +3 damage. (*) At the start of the Draw, discard the top card of your rival's deck. The Dragon King (TR) MKR1 MKR1-119 King HR MKR1-119 ((TOP RIGHT PIECE)) You play your kamidogu at no cost. Dairou MKPr MKPr+001 Character C+ MKPr+001 You may remove 3 cards in your discard pile at the start of Draw. (*) When you draw a card, you may draw if from the bottom of your discard pile if that card is a weapon. (*) Your punches do +1 damage for each different kamidogu you control. Kira MKPr MKPr+002 Character C+ MKPr+002 When your effects discard the last card(s) in your rival's hand, you may play a kamidogu. (*) When you play a kick or weapon, it does +1 damage for each card you have in your hand over your rival's hand. Kobra MKPr MKPr+003 Character C+ MKPr+003 When a punch or kick is damaged from your deck, you may switch it with a card in your hand. (*) When you play an attack, you may reveal a copy of it from your hand to have the attack do +4 damage. Li Mei MKPr MKPr+004 Character C+ MKPr+004 When you finish a combo that ends with 2 or more consecutive kicks and/or projectiles that hit, you may play a kamidogu. (*) Discard the top 2 cards of your rival's deck when you play or gain control of a kamidogu. Mileena MKPr MKPr+005 Character C+ MKPr+005 Your attacks that link into kicks also link into weapons, and vice versa. (*) When you finish a combo, you block all your rival's attacks in his next action that do X damage. X = number of attacks in your combo. Scorpion MKPr MKPr+006 Character C+ MKPr+006 When one of your projectiles or weapons hits, discard a rival's card in the arena. (*) When one of your attacks finish, you may discard it from your energy pile to discard an attack in your rival's energy pile with the same trait. Shujinko MKPr MKPr+007 Character C+ MKPr+007 You may have cards in your deck with one additional character's name in the title. (*) Your first attack each turn does +X damage. X = the number of Kamidogu you control. Obligatory Violence MKPr MKPr+008 0 Event C+ MKPr+008 Flip when you attack. Your attack does +4 damage. (*) You cannot link off of this attack. Vixen Vendetta MKPr MKPr+009 0 Event C+ MKPr+009 Flip as an action in Battle. Put the top card of your discard pile on top of your deck. Arm Snapper MKPr MKPr+010 0 Attack High Throw 2 Punch C+ MKPr+010 Reveal a random card in your hand. Your rival's first attack in his next action does -X Damage. X = the cost of the revealed card. Axe Throw MKPr MKPr+011 0 Attack High Projectile 2 Throw C+ MKPr+011 HIT - Name a block. Your rival cannot play that block during this combo. Back Stomp MKPr MKPr+012 0 Attack High Throw 2 Punch C+ MKPr+012 HIT - Your rival's attacks in his next action do -1 damage. Chaos Axe Kick MKPr MKPr+013 0 Attack High Throw 2 Kick C+ MKPr+013 When an attack in this combo puts any card(s) into your deck from its effect, it does +X damage. X = the number of cards it puts into your deck. Dairou's Stretch and Slam MKPr MKPr+014 4 Attack High Throw 20 C+ MKPr+014 This attack does +3 damage for each kamidogu you control. Eye Gouge MKPr MKPr+015 0 Attack High Weapon 2 Throw C+ MKPr+015 HIT - Name an attack trait. Your rival's first attack in his next action cannot have that trait. Frankensteiner MKPr MKPr+016 0 Attack High Throw 2 Kick C+ MKPr+016 HIT - Rearrange the order of your discard pile. Front Flip MKPr MKPr+017 0 Attack High Throw 2 Weapon C+ MKPr+017 HIT - Your rival cannot use "HIT -" effects in his next action. Hair Kut MKPr MKPr+018 0 Attack High Weapon 2 Projectile C+ MKPr+018 While in your energy pile, your rival cannot play any copy of an attack he has in his energy pile. Jawbreaker MKPr MKPr+019 0 Attack High Punch 2 Throw C+ MKPr+019 If any attack in this combo lowers your rival's damage, increase the amount lowered by 1. Kenshi's Telekinetic Push MKPr MKPr+020 2 Attack High Projectile 10 C+ MKPr+020 When this card is put in your energy pile choose a card in your rival's energy pile that creates an effect while in his energy pile. The chosen card has a blank text box while this card is in your energy pile. Kira's Neck Slicer MKPr MKPr+021 4 Attack High Weapon 20 C+ MKPr+021 If your rival has no cards in his hand, this attack does +15 damage. Klothes Klipping MKPr MKPr+022 1 Attack High Weapon 4 Projectile C+ MKPr+022 HIT - At the start of your rival's next action, he must pay 2 energy or pass. Knee Launch MKPr MKPr+023 0 Attack High Throw 2 Projectile C+ MKPr+023 The next attack in this combo can link to any trait. Knee Popper MKPr MKPr+024 0 Attack High Throw 2 Projectile C+ MKPr+024 The costs of this attack and any future attack in this combo cannot be modified. Kobra's Windmill Kick MKPr MKPr+025 2 Attack High Kick 12 C+ MKPr+025 While this card is in your energy pile when you play an attack, you may reveal from your hand a copy of the attack you played for it to do +4 damage. Li Mei's Flipping Heel Kick MKPr MKPr+026 2 Attack High Kick 10 C+ MKPr+026 Gain control of a kamidogu your rival controls. Lightning from Above MKPr MKPr+027 0 Attack High Projectile 0 Punch C+ MKPr+027 Discard the bottom 2 cards of your rival's deck. Mileena's Head Bite MKPr MKPr+028 4 Attack High Bite 20 C+ MKPr+028 If your rival passed in 3 consecutive actions this step, this attack does +15 damage. Raiden's Shocking Touch MKPr MKPr+029 2 Attack High Throw 8 C+ MKPr+029 HIT - Search your rival's deck for up to 4 cards and discard them. Your rival shuffles his deck. Scorpion's Head Rip MKPr MKPr+030 4 Attack High Throw 20 C+ MKPr+030 If you discarded 3 or more cards in your rival's energy pile this step, this attack does +15 damage. Sindel's Star Screamer MKPr MKPr+031 2 Attack High Projectile 12 C+ MKPr+031 HIT - Choose 2 cards in your rival's discard pile. Your rival discards 2 random cards from his hand and puts the 2 chosen cards into it. Shujinko's Flaming Fist MKPr MKPr+032 2 Attack High Punch 10 C+ MKPr+032 When your modifiers increase damage to this attack double that increase up to +10. Bloodletter MKPr MKPr+033 0 Attack Low Weapon 1 Punch C+ MKPr+033 This attack does +1 damage for each card in your rival's hand. Crackling Legs Projectile MKPr MKPr+034 0 Attack Low Projectile 2 Weapon C+ MKPr+034 HIT - Gain control of a rival's kamidogu. Darrius' Target Practice MKPr MKPr+035 1 Attack High Punch 7 Punch C+ MKPr+035 Search a player's deck for a card and discard it. That player shuffles his deck. (*) HIT - Switch a punch in your discard pile with a card in your energy pile. Ki War MKPr MKPr+036 0 Attack Low Projectile 1 Punch C+ MKPr+036 If played by Sub-Zero, your rival's next action this step is skipped. (*) HIT - Discard the top card of your rival's deck for each projectile in your energy pile. Klean Break MKPr MKPr+037 1 Attack Low Punch 0 Weapon C+ MKPr+037 This attack does +4 damage. Knife Pinning MKPr MKPr+038 1 Attack Low Projectile 4 Kick C+ MKPr+038 HIT - Choose a trait in your rival's energy pile. Your rival's first 2 attacks in his next action cannot have that trait. Missile Murder MKPr MKPr+039 0 Attack Low Projectile 2 Throw C+ MKPr+039 When the next attack in this combo hits, put a card from your discard pile into your energy pile. Overloaded MKPr MKPr+040 0 Attack Low Projectile 2 Punch C+ MKPr+040 HIT - Reveal a random card in your rival's hand. Discard X cards from the top of his deck. X = the revealed card's cost. Pinpoint Disarm MKPr MKPr+041 0 Attack Low Projectile 2 Kick C+ MKPr+041 HIT - Your rival cannot play weapons this step. Skirt Sweep MKPr MKPr+042 0 Attack Low Kick 2 Weapon C+ MKPr+042 Your rival's attacks go to the discard pile instead of the energy pile when they finish this step. Each time he does this, he puts the top card of his deck into his energy pile. Staff Trip MKPr MKPr+043 0 Attack Low Weapon 2 Throw C+ MKPr+043 HIT - If your rival has cards in his energy pile, his first attack in his next action cannot be a 0 cost attack. Tactical Thunder MKPr MKPr+044 0 Attack Low Electric 2 Throw C+ MKPr+044 HIT - Your rival must pay +1 energy to block your next attack in this Combo. Toe Crush MKPr MKPr+045 1 Attack Low Weapon 4 Kick C+ MKPr+045 Pay any amount of energy up to your total energy. If you paid at least 1 energy, your rival cannot play attacks in his next action that cost less than or equal to the energy you just paid. Tomahawk Chop MKPr MKPr+046 0 Attack Low Weapon 2 Punch C+ MKPr+046 If this is your 5th or higher attack in this combo, this attack does +5 damage. Trick Shot MKPr MKPr+047 0 Attack Low Projectile 2 Kick C+ MKPr+047 HIT - Put the kick closest to the top of your discard pile on top of your deck. Kounterslice MKPr MKPr+048 0 Block High C+ MKPr+048 If you have a kick in your energy pile, shuffle this card into your deck. Krossbar MKPr MKPr+049 0 Block High C+ MKPr+049 If you have a weapon in your energy pile, put this card into your energy pile. Left Sidestep MKPr MKPr+050 0 Block High C+ MKPr+050 MORTAL KOMBAT ONLY. (*) When this card is damaged from your deck, you may pay 1 energy to put it into your hand. Golf Swing MKPr MKPr+051 0 Block Low C+ MKPr+051 While you have a weapon in your energy pile this step, your rival cannot take control of the kamidogu you control. Nimble MKPr MKPr+052 0 Block Low C+ MKPr+052 You may pay 1 energy to put a block from your discard pile on top of your deck. Right Sidestep MKPr MKPr+053 0 Block Low C+ MKPr+053 MORTAL KOMBAT ONLY (*) When this card is damaged from your deck, you may pay 1 energy to put it into your hand. Roller MKPr MKPr+054 0 Block Low C+ MKPr+054 If you have a punch in your energy pile, gain control of a rival's kamidogu. Earthrealm MKPr MKPr+055 0 Kamidogu C+ MKPr+055 Put the top card of your discard pile into your energy pile. Netherrealm MKPr MKPr+056 1 Kamidogu C+ MKPr+056 While you control this card, your rival discards the top 2 cards of his deck at the start of Battle. Orderrealm MKPr MKPr+057 1 Kamidogu C+ MKPr+057 Put any 3 cards in your discard pile on top of your deck. (*) You may play this kamidogu as an action in battle. Kenshi MKPr MKPr+058 Character R+ MKPr+058 All effects on your rival's attacks are now "HIT -" effects. (*) When your rival flips an event, you may remove X weapons or projectiles from your discard pile to blank out its text box. X = the cost of the event +1. Raiden MKPr MKPr+059 Character R+ MKPr+059 When attacking with an electric, you may change it to a throw or projectile for that attack. (*) When you finish a throw or projectile that hit, search your rival's deck for a card and discard it. Your rival shuffles his deck. Kontinuing Legacy MKPr MKPr+060 0 Event R+ MKPr+060 Flip when you attack. Put this card into your energy pile. (*) While in your energy pile, your rival's effects cannot discard other cards from your energy pile. (*) Limit 1 per deck. Puzzle Kombat MKPr MKPr+061 0 Event R+ MKPr+061 Flip at the end of Discard. Your rival discards a card from his hand. (*) Remove this card. Toasty MKPr MKPr+062 1 Event R+ MKPr+062 Flip when you attack. This attack gains "HIT - Your rival discards the top 4 cards of his deck." Baraka's Mutant Blades MKPr MKPr+063 2 Attack High Weapon 2 Weapon R+ MKPr+063 This attack does +8 damage. Hotaru's Grasshopper MKPr MKPr+064 2 Attack High Kick 10 R+ MKPr+064 While in your energy pile, you may discard this card when your rival plays a 0 or 1 cost attack to block that attack. Jade's Amazon Power Strike MKPr MKPr+065 1 Attack High Projectile 7 Punch R+ MKPr+065 While in your energy pile, any of your modifiers to your attacks gain +1. If this card is discarded to pay for "Jade's Blazing Nitro Kick," put this card in your hand. Kabal's Raging Flash MKPr MKPr+066 2 Attack High Slam 12 R+ MKPr+066 HIT - Your rival shuffles his deck. Kenshi's Telekinetic Rip MKPr MKPr+067 4 Attack High Projectile 20 R+ MKPr+067 If another effect makes this attack unblockable and it defeats your rival this round, you are the aggressor in the next round of this game, and you start the round with 6 cards instead of 3. Kira's Black Dragon Ball MKPr MKPr+068 2 Attack High Slam 10 R+ MKPr+068 HIT - Your rival reveals his hand. Choose and discard a card in his hand. Kobra's Heart Rip MKPr MKPr+069 4 Attack High Punch 20 R+ MKPr+069 Reveal 3 /Kobra's Heart Rip/ cards from your hand. If you do, this attack does +15 damage. Li Mei's Aftershock MKPr MKPr+070 4 Attack High Weapon 20 R+ MKPr+070 HIT - If you control 6 different kamidogu, you win the round. Noob Smoke's Dark Assassin MKPr MKPr+071 3 Attack High Projectile 15 R+ MKPr+071 HIT - You may put your hand at the bottom of your deck and draw 3 cards. Raiden's Electrify MKPr MKPr+072 4 Attack High Electric 20 R+ MKPr+072 If your rival has 4 copies of 2 different cards in his discard pile, this attack does +15 damage. Scorpion's Bloody Spear MKPr MKPr+073 2 Attack High Projectile 10 R+ MKPr+073 While in your energy pile, this card has all attack traits. (*) HIT - Your next attack this turn cannot be stopped. Shujinko's Master Swordplay MKPr MKPr+074 4 Attack High Weapon 20 R+ MKPr+074 If this attack is played from the top of your deck with Shujinko's effect, it does +15 damage. Ashrah's Heavenly LIght MKPr MKPr+075 2 Attack Low Projectile 10 R+ MKPr+075 When you play another attack this step, you may switch a card in your hand with a card in your energy pile. (*) HIT - Put a weapon or projectile from your discard pile into your energy pile. Bo' Rai Cho's Earthquake MKPr MKPr+076 2 Attack Low Projectile 10 R+ MKPr+076 While in your energy pile, increase the number of times per attack you can use Bo' Rai Cho's text by +1. Dairou's Tombstone Drop MKPr MKPr+077 2 Attack Low Projectile 7 R+ MKPr+077 This attack is unblockable. (*) Rearrange your discard pile. Mileena's Soaring Sai MKPr MKPr+078 2 Attack Low Projectile 10 R+ MKPr+078 While in your energy pile, your rival discards the top card of his deck when you block one of his attacks. Sub-Zero's Cold Shoulder MKPr MKPr+079 1 Attack Low Slam 7 Punch R+ MKPr+079 You may switch a card from your hand with a card in your energy pile that has "Sub-Zero" in its text box. (*) HIT - You may choose for the aggressor to not change at the end of the turn. Chaosrealm MKPr MKPr+080 2 Kamidogu R+ MKPr+080 Your rival discards 2 cards from his hand. Edenia MKPr MKPr+081 2 Kamidogu R+ MKPr+081 Set up to 2 events from your discard pile. Outworld MKPr MKPr+082 1 Kamidogu R+ MKPr+082 Draw the top 2 cards of your discard pile. Discard 2 cards from your hand. Dragon's Victory MKPr MKPr+083 0 Event UR+ MKPr+083 Flip when you attack. While you control 6 different kamidogu this turn, your attacks do +30 damage and are unblockable. (*) Limit 1 per deck. Kollecting Kamidogu MKPr MKPr+084 0 Event UR+ MKPr+084 Flip as an action in Battle. Play a kamidogu from your side deck. (*) Limit 1 per deck. Quan Chi MKPr MKPr+085 Character HR+ MKPr+085 Draw the bottom card of your discard pile at the start of Battle. (*) When you finish a combo, your rival discards a card from his hand. The Dragon King (TL) MKPr MKPr+086 King HR+ MKPr+086 ((TOP LEFT PIECE)) Each turn, all players must pass in all of their actions after their first one. Back Breaker TKR1 TKR1-001 0 Attack High Throw 2 Punch C TKR1-001 Your rival's kicks do -1 damage this turn. (*) HIT - Your rival cannot play kicks this turn. Blade Kick TKR1 TKR1-002 0 Attack High Kick 2 Punch C TKR1-002 When played while you have no cards in your hand, you may reveal the top 3 cards of your deck and put a block from those cards into your hand. Median Line Destruction TKR1 TKR1-003 1 Attack High Punch 4 Kick C TKR1-003 HIT - This attack stays in the arena to be played 2 more times. If it's in the arena when Battle ends, discard it. Rear Cross Punch TKR1 TKR1-004 0 Attack High Punch 3 Punch C TKR1-004 Side Elbow TKR1 TKR1-005 0 Attack High Punch 2 Kick C TKR1-005 While you have an attack in your energy pile that has a printed cost of 2 or more, this attack does +4 damage. Sidestep Elbow TKR1 TKR1-006 0 Attack High Punch 2 Kick C TKR1-006 HIT - Choose a block in your discard pile and put it in your hand. Your action ends. Spinning Flare Kick TKR1 TKR1-007 1 Attack High Kick 4 C TKR1-007 HIT - If you have only punches in your energy pile, you may put a block from your discard pile into your hand. Caranguejo Throw TKR1 TKR1-008 1 Attack Low Throw 4 Punch C TKR1-008 While this card is in your energy pile when you finish a combo of 3 or more attacks that included a punch and a throw, your rival's attacks in his next action that turn do -2 damage. Fist Hammer TKR1 TKR1-009 0 Attack Low Punch 2 Throw C TKR1-009 Your rival's high attacks do -1 damage during his next action this turn. Rock Cleaving Palm TKR1 TKR1-010 0 Attack Low Punch 4 High Attack C TKR1-010 /Knock Down/ You must have a punch in your energy pile to play this attack. Palm Block TKR1 TKR1-011 0 Block High C TKR1-011 If this blocks a punch, put the top 2 cards of your discard pile into your energy pile. Lunge TKR1 TKR1-012 1 Block Low C TKR1-012 If your rival does not have "Roll Away" in his discard pile or energy pile, he discards the top 4 cards of his deck. Jin Kazama's Demon's Paw TKR1 TKR1-013 2 Attack Low Punch 10 Kick C TKR1-013 You may discard a card from your hand for your next attack in this combo to do +4 damage. Gravity Brain Buster TKR1 TKR1-014 0 Attack High Throw 2 Kick C TKR1-014 HIT - Your rival's first attack in his next action goes to the discard pile instead of the energy pile. Heel Bazooka TKR1 TKR1-015 0 Attack High Kick 2 Throw C TKR1-015 HIT - You may pay 1 energy for your rival to put a card from his hand on top of his deck. Pulse Blast TKR1 TKR1-016 0 Attack High Kick 2 Kick C TKR1-016 Your other kicks do +1 damage for this combo. Running Jaguar Bomb TKR1 TKR1-017 0 Attack High Throw 2 Kick C TKR1-017 When played, discard a card from your hand. (*) When linked from a kick that hit, you may put a kick from your energy pile into your hand for this attack to do +2 damage. Skyscraper Kick TKR1 TKR1-018 1 Attack High Kick 4 High Attack C TKR1-018 /Launcher/ When played, you may choose an event in your discard pile and put it at the bottom of your deck. Spinning High Kick TKR1 TKR1-019 1 Attack High Kick 4 Throw C TKR1-019 When played while your rival has no cards in his hand, this attack does +4 damage. Wind Slicer TKR1 TKR1-020 0 Attack High Kick 2 Kick C TKR1-020 When played while your rival has no cards in his hand, your rival draws 3 cards and skips his next action this turn. Shin Crusher TKR1 TKR1-021 0 Attack Low Kick 2 Throw C TKR1-021 HIT - Your rival's low attacks do -2 damage this turn. Stomp TKR1 TKR1-022 1 Attack Low Kick 4 Kick C TKR1-022 When played while your rival is knocked down, search your deck for a kick that has a printed cost of 0 and put it in you hand. Wolf's Tail TKR1 TKR1-023 0 Attack Low Kick 2 Low Attack C TKR1-023 /Knock Down/ HIT - You may pay 1 energy to choose 2 cards in your discard pile and shuffle them into your deck. Flip TKR1 TKR1-024 0 Block High C TKR1-024 You may pay 1 energy. If you do, your rival's action ends when this attack finishes. Roll Away TKR1 TKR1-025 1 Block Low C TKR1-025 If your rival does not have the card "Lunge" in his discard pile or energy pile, he discards 2 cards from his hand. Nina Williams' Twisted Mind TKR1 TKR1-026 1 Attack Low Kick 4 Kick C TKR1-026 HIT - If your rival is knocked down, he discards 1 card from his hand and 2 cards from the top of his deck. Bruce Irvin TKR1 TKR1-027 Character C TKR1-027 Your attacks do +X damage. X = the number of cards in your energy pile that have "Knee" or "Elbow" in the title, to a max of 5. Bryan Fury TKR1 TKR1-028 Character C TKR1-028 Your rival can discard only 1 card from your energy pile per turn. (*) At the start of Battle, you may pay 2 energy to search your discard pile for an attack and put it into your energy pile. Christie Monteiro TKR1 TKR1-029 Character C TKR1-029 Your rival must discard +1 blocks when discarding blocks to recover. (*) You may change the follow-up of any of your kicks to "Kick." (*) Once per turn when you finish a combo that had 3 or more different attacks that hit, draw 2 cards. Craig Marduk TKR1 TKR1-030 Character C TKR1-030 Your punches with a printed cost of 2 or more gain the text, "Hit - Your rival cannot play throws in his next action." (*) While your rival is launched, the cost of all of your events are 0. (*) When you flip an event during an attack, that attack gains "Launcher" and loses "Knock Down." Ganryu TKR1 TKR1-031 Character C TKR1-031 Your throws, slams and attacks with "Ganryu" in the title cannot be blocked by effects. (*) Your rival's throws cost +1 energy to play. JACK-5 TKR1 TKR1-032 Character C TKR1-032 When one of your Launchers hits, your next attack in that combo does +2 damage. (*) When you play a low attack in a combo after your previous attack in that combo hits, that attack does +1 damage. Julia Chang TKR1 TKR1-033 Character C TKR1-033 When you hit with a throw, you may pay 1 energy to knock down your rival. (*) When you do 10 or more damage with a punch, look at your rival's hand and choose a card. Your rival discards that card. Kuma TKR1 TKR1-034 Character C TKR1-034 When one of your Launchers hits, you may discard a card to draw a card. (*) When one of your Knock Downs hits, your rival discards a card to draw a card. Lee Chaolan TKR1 TKR1-035 Character C TKR1-035 Your attacks that stay in the arena to be played again cannot have their damage lowered or their costs raised. (*) Your weapons may link into kicks and vice versa. Wang Jinrei TKR1 TKR1-036 Character C TKR1-036 When you chip cards, put them at the bottom of your deck instead of your discard pile. (*) When you flip an event, shuffle the top 4 cards of your discard pile into your deck. Yoshimitsu TKR1 TKR1-037 Character C TKR1-037 Your weapons that have a printed cost of 0 are unblockable. (*) Your rival must discard a card from his hand before playing a weapon. Otherwise, that attack does 0 damage. Betrayal TKR1 TKR1-038 1 Event C TKR1-038 Flip at the start of Set. Take control of one of your rival's events until the end of the turn. Break Dancing TKR1 TKR1-039 2 Event C TKR1-039 Flip during Set. Put X cards from your discard pile into your energy pile. X = the number of low kicks in your energy pile to a max of 5. Care Free TKR1 TKR1-040 1 Event C TKR1-040 Flip during Set. Shuffle 3 cards from your energy pile into your deck to discard 2 cards in your rival's energy pile. Disgusted TKR1 TKR1-041 0 Event C TKR1-041 Flip at the start of Discard. Your rival discards X cards. X = the number of copies of the card "Girth" in your discard pile multiplied by 2. Friendship TKR1 TKR1-042 0 Event C TKR1-042 Flip as an action in Battle. You draw 2 cards and your rival draws 3 cards. (*) Your attacks do +1 damage in your next action. (*) Your rival's attacks do +2 damage this turn. (*) Remove this card. (*) Limit 2 per deck. I'll See You in Hell TKR1 TKR1-043 2 Event C TKR1-043 You can only flip one "I'll See You In Hell" per turn. Flip when your rival is knocked down from an attack. Your rival discards the top 10 cards of his deck. (*) Your action ends when that attack finishes. (*) Remove after use. Legendary Showdown TKR1 TKR1-044 0 Event C TKR1-044 Flip at the start of Draw. For this turn, you and your rival cannot raise and/or lower the damage and costs of each others cards. Oddities TKR1 TKR1-045 0 Event C TKR1-045 Flip as an action in Battle. Your rival's attacks this turn do -2 damage. Powerful Fists TKR1 TKR1-046 1 Event C TKR1-046 Flip when one of your punches is blocked. Draw X cards. X = the printed cost of the punch + 1 (*) Remove this card. Sisterly Hate TKR1 TKR1-047 2 Event C TKR1-047 Flip when you play a weapon. That weapon gains "Knock Down" and does +X damage. X = the number of weapons in your discard pile to a max of 10. Student and Teacher TKR1 TKR1-048 1 Event C TKR1-048 Flip when your rival plays an attack that has the same title as a card in his energy pile. Block that attack. (*) Search your deck for an attack that has the same title as a card in your energy pile. The Better Man TKR1 TKR1-049 0 Event C TKR1-049 Flip as an action in Battle, discard 2 attacks from your hand to shuffle the bottom 10 cards of your discard pile into your deck. (*)Remove this card. The Villain of the Story TKR1 TKR1-050 1 Event C TKR1-050 Flip when your rival flips an event. Your rival's next attack this turn costs +2 energy. Tragic Reunion TKR1 TKR1-051 1 Event C TKR1-051 Flip at the start of Draw, you cannot draw cards this turn. Search your discard pile for a card and put it in your hand. Remove this card. (*) Limit 1 per deck. Abolishing Fist TKR1 TKR1-052 0 Attack High Punch 4 Projectile C TKR1-052 Your next attack this action gains "Knock Down." (*) HIT - Your attacks this action gain, "When played while your rival is knocked down, he discards the top 2 cards of his deck." Birds Flock TKR1 TKR1-053 0 Attack High Punch 2 Kick C TKR1-053 When played while your rival is launched, you may pay 1 energy to search your deck for a block and put it into your hand. Bruce Irvin's Gatling Kicks TKR1 TKR1-054 1 Attack High Kick 6 Kick C TKR1-054 HIT - This attack stays in the arena to be played X times this turn. X = the number of kicks in your energy pile to a max of 5. If it's in the arena when Battle ends, discard it. Bulldog TKR1 TKR1-055 1 Attack High Throw 4 Punch C TKR1-055 If you have lowered the damage on any of your rival's attacks this turn, this attack gains "Knock Down." Bulldog Bite TKR1 TKR1-056 1 Attack High Kick 4 High Attack C TKR1-056 /Launcher/ If your next attack is a high throw, your rival is able to play a low block to block it. Only a low block can block that throw. Cobra Sword TKR1 TKR1-057 1 Attack High Kick 8 Slam C TKR1-057 When played, shuffle your energy pile into your deck. Death Valley Bomb TKR1 TKR1-058 0 Attack High Throw 4 Throw C TKR1-058 Double Hammer TKR1 TKR1-059 1 Attack High Punch 4 High Attack C TKR1-059 /Launcher/ If your rival has 7 or more cards in his hand, this attack is unblockable. Dragon's Fire TKR1 TKR1-060 1 Attack High Punch 4 High Attack C TKR1-060 /Launcher/ If you played a low block in your rival's previous action this turn, this attack does +4 damage. Dragon's Hammer TKR1 TKR1-061 1 Attack High Punch 4 C TKR1-061 When you launch your rival this turn, you may discard a face-down card in your arena for your attacks to do +2 damage this turn. Elbow Uppercut TKR1 TKR1-062 0 Attack High Punch 2 Throw C TKR1-062 When played while you have no cards in your energy pile, your rival's next attack this turn does -2 damage. Ground Zero TKR1 TKR1-063 0 Attack High Throw 2 Punch C TKR1-063 Your rival's next attack this turn does +10 damage and gains, "If blocked, Battle ends." Hammer Driver TKR1 TKR1-064 0 Attack High Punch 2 Punch C TKR1-064 While in your energy pile, your punches gain "Launcher". Hammer Punch TKR1 TKR1-065 1 Attack High Punch 4 Low Attack C TKR1-065 /Knock Down/ If your rival has 2 or fewer cards in his hand, he cannot block this attack. Headhunter TKR1 TKR1-066 1 Attack High Punch 4 Throw C TKR1-066 When played while your rival is launched and while you have only throws and punches in your energy pile, this attack does +6 damage. Impaling Knee TKR1 TKR1-067 0 Attack High Kick 2 High Attack C TKR1-067 /Launcher/ You can only play this attack while you have a kick in your energy pile. Jaguar Lariat TKR1 TKR1-068 0 Attack High Slam 2 Throw C TKR1-068 Your next throw this turn does +4 damage and gains, "If blocked, your rival may draw 2 cards." Jet Uppercut TKR1 TKR1-069 1 Attack High Punch 4 High Attack C TKR1-069 /Launcher/ Your rival's next attack this turn does -2 damage. Knee Strike TKR1 TKR1-070 1 Attack High Kick 4 Throw C TKR1-070 Reveal the top 2 cards of your deck. Your rival may choose for you to put the revealed cards in your hand or discard them. If the revealed cards were discarded, your next attack this turn is unblockable. Lee Stunner TKR1 TKR1-071 0 Attack High Throw 0 Slam C TKR1-071 When played search your deck for 5 throws and remove them. If you do, this attack does +8 damage. Mongolian Chop TKR1 TKR1-072 1 Attack High Punch 10 Slam C TKR1-072 This attack does -8 damage unless you discard 2 slams from your hand. Shoulder Bash TKR1 TKR1-073 1 Attack High Slam 5 Low Attack C TKR1-073 /Knock Down/ You may discard a slam from your hand for this attack to do +3 damage. (*) Your rival draws a card. Siren's Kiss TKR1 TKR1-074 1 Attack High Kick 4 Kick C TKR1-074 When played while your rival is launched, this attack stays in the arena to be played 1 more time and does +2 damage. If it's in the arena when Battle ends, discard it. Skull Smash TKR1 TKR1-075 1 Attack High Punch 8 Kick C TKR1-075 When played, your rival may choose a card in your energy pile and discard it. Step Kick TKR1 TKR1-076 1 Attack High Kick 3 Punch C TKR1-076 Switch a kick in your hand with a projectile in your energy pile. (*) HIT - Put a kick from your energy pile into your hand. Stomach Blow TKR1 TKR1-077 1 Attack High Punch 4 Punch C TKR1-077 While in your energy pile, your attacks with "Jab" in the title do +2 damage. Sword Stab TKR1 TKR1-078 0 Attack High Weapon 2 Weapon C TKR1-078 If your rival does not have a weapon in his energy pile, he must play 2 blocks to block this attack. Tombstone Pile Driver TKR1 TKR1-079 2 Attack High Throw 15 Slam C TKR1-079 Your rival must be launched to play this attack. Twisted Sister TKR1 TKR1-080 1 Attack High Throw 4 Throw C TKR1-080 You may play this card as a high block with a printed cost of 0 when your rival plays an attack with "Bomb" in the title. Back Handspring TKR1 TKR1-081 1 Attack Low Kick 4 Throw C TKR1-081 HIT - While you have 3 or more throws in your energy pile during this combo, your rival's blocks cost +1 energy. Blonde Bomb TKR1 TKR1-082 0 Attack Low Punch 2 Throw C TKR1-082 Your rival's next attack this turn does -1 damage. Camel Clutch TKR1 TKR1-083 2 Attack Low Throw 15 Kick C TKR1-083 You rival must be knocked down to play this attack. Dragon Tail TKR1 TKR1-084 1 Attack Low Kick 3 Low Attack C TKR1-084 /Knock Down/ Foot Stomp TKR1 TKR1-085 0 Attack Low Kick 2 Projectile C TKR1-085 Your rival must reveal a projectile from his hand, or your next attack this combo is unblockable. Giant Swing TKR1 TKR1-086 2 Attack Low Throw 15 Kick C TKR1-086 Your rival must be launched to play this attack. Handstand Kick TKR1 TKR1-087 1 Attack Low Kick 4 High Attack C TKR1-087 /Launcher/ Your rival cannot block this attack with effects. Infernal Destruction TKR1 TKR1-088 1 Attack Low Projectile 4 Low Attack C TKR1-088 /Knock Down/ When played and your rival has 6 or more cards in hand, your rival cannot draw cards this turn. Jumping Power Bomb TKR1 TKR1-089 1 Attack Low Throw 8 Slam C TKR1-089 Your rival must be knocked down to play this attack. Low Cross Cut Saw TKR1 TKR1-090 1 Attack Low Punch 4 Low Attack C TKR1-090 /Knock Down/ When blocked, this attack stays in the arena to be played 1 more time. If it's in the arena when Battle ends, discard it. Rasteila TKR1 TKR1-091 1 Attack Low Kick 4 Low Attack C TKR1-091 /Knock Down/ HIT - Your next throw this turn stays in the arena to be played one more time. If it's in the arena when Battle ends, discard it. Samba TKR1 TKR1-092 1 Attack High Kick 4 Low Attack C TKR1-092 /Launcher/ HIT - Your rival's next attack this turn costs +1 energy. Snake Edge TKR1 TKR1-093 1 Attack Low Kick 4 High Attack C TKR1-093 /Launcher/ HIT - Your next weapon this turn costs -1 energy. Sumo Squash TKR1 TKR1-094 1 Attack Low Slam 4 Kick C TKR1-094 When played, you may remove the card "Girth" from your discard pile for this attack to do +6 damage. Sweeping Cartwheel TKR1 TKR1-095 0 Attack Low Slam 2 Kick C TKR1-095 Your next kick this turn gains "Knock Down." (*) While your rival is knocked down, your slams do +2 damage this turn. Anticipated TKR1 TKR1-096 1 Block High C TKR1-096 Your rival chooses a card in his energy pile and discards it. Footwork TKR1 TKR1-097 0 Block High C TKR1-097 TEKKEN ONLY. (*)If you have a kick in your energy pile, draw 2 cards. Girth TKR1 TKR1-098 0 Block High C TKR1-098 When this blocks a throw, your rival discards 1 card from his energy pile. Metal Skin TKR1 TKR1-099 0 Block High C TKR1-099 Your rival's next attack this combo does -4 damage. Teacher's Knowledge TKR1 TKR1-100 0 Block High C TKR1-100 Choose 2 blocks in your discard pile and shuffle them into your deck. Too Cute TKR1 TKR1-101 0 Block High C TKR1-101 Put the top 2 cards of your discard pile at the bottom of your deck. Energy Aura TKR1 TKR1-102 0 Block Low C TKR1-102 This block stays in the arena to be played X more times. X = the number of projectiles in your energy pile when you play this block from your hand. If it's in the arena when Battle ends, discard it. Play Dead TKR1 TKR1-103 0 Block Low C TKR1-103 Your rival's next attack in this combo must be a low attack and have a printed cost 1 or more. Otherwise, his action ends when this attack finishes. Quick Sit TKR1 TKR1-104 0 Block Low C TKR1-104 This block may be played against a high attack if that attack is a Launcher or a Knock Down. Jin Kazama TKR1 TKR1-105 Character R TKR1-105 When you search for a block, you may also put the top card of your discard pile into your energy pile. (*) While you have 1 or more energy than your rival, your punches, kicks and lightnings gain "Launcher." Jin Kazama's Power Stance TKR1 TKR1-106 1 Event R TKR1-106 Flip at the start of Battle. Your first attack this Battle gains "Launcher," is unblockable, and does +5 damage. You cannot flip any other events this turn. You cannot copy the effects of any events this turn. Jin Kazama's Evil Intent TKR1 TKR1-107 4 Attack High Punch 16 R TKR1-107 This attack is unblockable. (*) This attack does +6 damage while you have a kick and punch in your energy pile. Nina Williams TKR1 TKR1-108 Character R TKR1-108 When you chip cards, your rival discards the top 2 cards of his deck. (*) While your rival is knocked down, your kicks do +2 damage. Nina Williams' Evil Mist TKR1 TKR1-109 1 Event R TKR1-109 Flip as an action in Battle. Your rival can only play attacks with a printed cost of 0 or 1 this Battle. Nina Williams' Power Charge TKR1 TKR1-110 4 Attack High Punch 20 R TKR1-110 If this is the first attack you've played this turn, your rival must play 2 blocks to block it. (*) HIT - You cannot play attacks this turn. Kazuya Mishima TKR1 TKR1-111 Character R TKR1-111 Your rival can flip only 1 event per step. (*) Once per step when you flip an event, you may discard a card in your rival's energy pile. King TKR1 TKR1-112 Character R TKR1-112 Your throws link into throws. (*) At the start of Battle, you may discard 2 cards from your hand to search your deck for a throw and put it in your hand. Ling Xiaoyu TKR1 TKR1-113 Character R TKR1-113 When you play a block, put it at the bottom of your deck instead of discarding it. (*) At the start of Discard shuffle the top 2 cards of your discard pile into your deck. Marshall Law TKR1 TKR1-114 Character R TKR1-114 When you launch a rival, you may discard a card to draw a card. (*) When you hit with a kick while your rival is launched, you may choose 2 cards in your rival's discard pile and remove them. Paul Phoenix TKR1 TKR1-115 Character R TKR1-115 Your punches and kicks do +4 chipping.(*) When one of your Knock Downs hits, you may pay 2 energy to search your discard pile for a punch with a cost of 1 or less. Raven TKR1 TKR1-116 Character R TKR1-116 At the start of Battle, you may discard 2 weapons from your energy pile to make your first attack that Battle unstoppable. (*) When you block an attack, you may discard a weapon from your energy pile and put the top 2 cards of your deck into your energy pile. Ling Xiaoyu's Hypnotist TKR1 TKR1-117 0 Event R TKR1-117 Flip at the start of Battle. Your low attacks cost -1 energy this step to a minimum of 1. (*) Limit 2 per deck. Yoshimitsu's Death Copter TKR1 TKR1-118 3 Event R TKR1-118 Flip after you chip cards from an attack to discard that attack and end Battle. Remove this card. (*) Limit 1 per deck. Bruce Irvin's Ducking Knee Launcher TKR1 TKR1-119 2 Attack High Kick 10 High Attack R TKR1-119 /Launcher/ HIT - Discard all of your rival's cards in the arena. Bruce Irvin's Killing Blow TKR1 TKR1-120 4 Attack High Punch 20 R TKR1-120 While you have 2 or more cards with "Elbow" in the title and 2 or more cards with "Knee" in the title in your energy pile, this attack is unblockable. Bryan Fury's Mach Breaker TKR1 TKR1-121 2 Attack High Punch 8 R TKR1-121 While in your energy pile, your rival's attacks do -1 damage. Bryan Fury's Slash Kick TKR1 TKR1-122 2 Attack High Kick 8 R TKR1-122 While in your energy pile, your attacks do +1 damage. Christie Monteiro's Fruit Picker TKR1 TKR1-123 0 Attack High Kick 4 Kick R TKR1-123 HIT - This attack stays in the arena to be played 1 more time. If it's in the Arena when Battle ends, discard it. (*) HIT - Shuffle the top 2 cards of your discard pile into your deck. Christie Monteiro's Dos Sole TKR1 TKR1-124 1 Attack High Kick 4 R TKR1-124 When played while your rival is launched, choose 5 cards in your discard pile and shuffle them into your deck and remove your discard pile. Craig Marduk's Annihilator Hammer TKR1 TKR1-125 1 Attack High Punch 5 High Attack R TKR1-125 /Launcher/ If this attack is blocked, end your action. (*) Damage from your punches cannot be modified this turn. Craig Marduk's Death Bringer TKR1 TKR1-126 4 Attack High Punch 22 R TKR1-126 When played while your rival has no throws in his energy pile, this attack is unblockable. Craig Marduk's Suplex Bomb TKR1 TKR1-127 1 Attack High Throw 6 R TKR1-127 HIT - Battle ends. Ganryu's Choke Slam TKR1 TKR1-128 2 Attack High Slam 5 Throw R TKR1-128 HIT - Your rival reveals his hand and shuffles any kicks he revealed into his deck. Ganryu's Tsuri Dashi TKR1 TKR1-129 2 Attack High Throw 8 R TKR1-129 While in your energy pile, your rival's throws do a max of 4 damage. JACK-5's Dark Greeting TKR1 TKR1-130 4 Attack High Punch 20 R TKR1-130 HIT - If you have 1 or more energy then your rival put the top 4 cards of your discard pile into your energy pile. JACK-5's Rocket Uppercut TKR1 TKR1-131 2 Attack High Punch 10 High Attack R TKR1-131 /Launcher/ HIT - For this combo, your other attacks gain "Put the bottom card of your discard pile into your energy pile." Julia Chang's Heavy Uppercut TKR1 TKR1-132 2 Attack High Punch 10 High Attack R TKR1-132 /Launcher/ Put the top 3 cards of your discard pile at the bottom of your deck. Julia Chang's Palm Explosion TKR1 TKR1-133 4 Attack High Punch 20 R TKR1-133 While in your energy pile, your rival discards a card from his hand when he becomes Knocked Down. Kazuya Mishima's Hell Lancer TKR1 TKR1-134 2 Attack High Kick 8 High Attack R TKR1-134 /Launcher/ When played, your rival may pay 1 energy. Otherwise, this attack does +4 damage. Kazuya Mishima Stone Head TKR1 TKR1-135 1 Attack High Throw 4 Low Attack R TKR1-135 /Knock Down/ HIT - Choose 2 cards in your rival's energy pile and have him shuffle them into his deck. (*) Your rival draws 2 cards. King's Burning Knuckle TKR1 TKR1-136 1 Attack High Punch 4 Throw R TKR1-136 HIT - Your rival cannot modify the damage on your throws this turn. King's Cobra Clutch TKR1 TKR1-137 2 Attack High Throw 9 Throw R TKR1-137 While in your energy pile, your throws cost -1 to play, to a minimum of 1. (*) Only 1 "King's Cobra Clutch" can be active in your energy pile. (*) This effect cannot be copied. King's Cobra Twist into Reverse DDT TKR1 TKR1-138 2 Attack High Throw 8 Throw R TKR1-138 HIT - This attack stays in the arena to be played 1 more time. If it's in the arena when Battle ends, discard it. (*) When played from the arena, this attack cost -1 energy and does +2 damage. Kuma's Deadly Claw TKR1 TKR1-139 4 Attack High Weapon 20 Weapon R TKR1-139 Your rival's attacks do a max of 5 damage this turn. Kuma's Demon Uppercut TKR1 TKR1-140 1 Attack High Punch 4 High Attack R TKR1-140 /Launcher/ While your rival is launched this turn, his blocks cost +1 energy to play. Kuma's Double Claw TKR1 TKR1-141 2 Attack High Weapon 8 Punch R TKR1-141 HIT - Your rival's attacks that cost 2 or more energy cost +1 energy. Lee Chaolan's Blazing Kick TKR1 TKR1-142 1 Attack High Kick 4 High Attack R TKR1-142 /Launcher/ Your kicks do +2 damage while your rival is launched this turn. Lee Chaolan's Lee Cutter TKR1 TKR1-143 2 Attack High Kick 8 Kick R TKR1-143 While in your energy pile, your attacks that stay in the arena cost -1 energy. Lee Chaolan's Silver Cyclone TKR1 TKR1-144 4 Attack High Kick 20 Kick R TKR1-144 HIT - This attack stays in the arena to be played one more time. If it's in the arena when Battle ends, discard it. (*) Remove this card after it is played from the arena. Ling Xiaoyu's Raccoon Swing TKR1 TKR1-145 0 Attack High Kick 2 High Attack R TKR1-145 /Launcher/ This card's text cannot be copied. (*) HIT - Draw 2 cards and discard 2 cards from your hand and remove this card. Ling Xiaoyu's Thunder Strike TKR1 TKR1-146 1 Attack High Punch 4 Punch R TKR1-146 You may play this attack as an electric. (*) Your other punches do +2 damage this combo. (*) Your other punches do +1 damage this turn. Marshall Law's Back Flip TKR1 TKR1-147 0 Attack High Kick 4 High Attack R TKR1-147 /Launcher/ HIT - This attack stays in the arena to be played 1 more time. If it's in the arena when Battle ends, discard it. Marshall Law's Charge Power Punch TKR1 TKR1-148 4 Attack High Punch 20 R TKR1-148 HIT - Your rival cannot draw cards in the next Draw step. Marshall Law's Fury Fist Rush TKR1 TKR1-149 1 Attack High Punch 4 R TKR1-149 This attack does +1 damage for each punch in your energy pile. Paul Phoenix's Burning Fist TKR1 TKR1-150 4 Attack High Punch 20 Low Attack R TKR1-150 /Knock Down/ HIT - If you rival has more then 3 cards in his energy pile, then he discards from it until he has 3. Paul Phoenix's Phoenix Smasher TKR1 TKR1-151 2 Attack High Punch 5 Low Attack R TKR1-151 /Knock Down/ If your rival played an attack this turn, this attack does +10 damage. Raven's Death From Above TKR1 TKR1-152 0 Attack High Kick 2 Punch R TKR1-152 When your rival plays a projectile, you may reveal this card from your hand. If you do, your rival's attack is blocked, his action ends, and you must play this card first in your next action. Otherwise, you must pass your next action and discard this card from your hand. Raven's Orbiting Moon TKR1 TKR1-153 2 Attack High Throw 10 R TKR1-153 When played, you may discard a kick from your hand to search your discard pile for a block. Wang Jinrei's Dragon Power Punch TKR1 TKR1-154 4 Attack High Punch 20 High Attack R TKR1-154 /Launcher/ When played, you may discard up to 5 blocks from your hand. Your rival discards the top 2 cards of his deck for each block you discarded in this way. Wang Jinrei's Energy Blast TKR1 TKR1-155 1 Attack High Punch 4 R TKR1-155 HIT - Shuffle X blocks from your discard pile into your deck. X = the damage this attack deals. Wang Jinrei's Heavy Uppercut TKR1 TKR1-156 2 Attack High Punch 8 High Attack R TKR1-156 /Launcher/ Your next high attack this combo gains, "HIT - Search your deck for 2 blocks." Yoshimistu's Suicide TKR1 TKR1-157 4 Attack High Weapon 30 R TKR1-157 Your rival may draw 3 cards. (*) HIT - You lose the round at the end of this action. Yoshimitsu's Thunder Blade TKR1 TKR1-158 2 Attack High Weapon 8 Weapon R TKR1-158 You may play this attack as an electric. (*) This attack does +X damage. X = the number of weapons in your rival's energy pile. Bryan Fury's Meteor Smash TKR1 TKR1-159 4 Attack Low Punch 20 R TKR1-159 While in your energy pile when your rival plays a low attack, you may discard 2 cards in your energy pile to block that attack. Christie Monteiro's Mirage TKR1 TKR1-160 0 Attack Low Kick 4 High Attack R TKR1-160 /Launcher/ Ganryu's Sumo Tackle TKR1 TKR1-161 2 Attack Low Throw 10 Slam R TKR1-161 When played while you have the card "Girth" in your discard pile, your rival must play an additional low block to block this attack. JACK-5's Gun Bomb TKR1 TKR1-162 1 Attack Low Throw 6 R TKR1-162 When played, you may reveal the card "Metal Skin" from your hand to have your rival's attacks do -3 damage this turn. Julia Chang's Foot Stomp TKR1 TKR1-163 1 Attack Low Kick 9 R TKR1-163 Your rival must be knocked down to play this attack. Kazuya Mishima's Lightning Screw Uppercut TKR1 TKR1-164 4 Attack Low Electric 28 R TKR1-164 This attack does -2 damage for each non-electric used to pay for its cost. Paul Phoenix's Hammer of the Gods TKR1 TKR1-165 1 Attack Low Punch 2 R TKR1-165 While your rival is knocked down, this attack does +6 damage and your action ends when this attack finishes. Raven's Quicksand TKR1 TKR1-166 2 Attack Low Kick 8 High Attack R TKR1-166 /Launcher/ This attack does +6 damage while you have 3 or more different kicks in your energy pile. Heihachi Mishima TKR1 TKR1-167 Character UR TKR1-167 Your rival's attacks do -X damage. X = your energy minus your rival's energy to a minimum of 0. (*) You may play your attacks as electrics.(*) When you play an electric, your rival discards the top card of his deck. Dominated TKR1 TKR1-168 2 Event UR TKR1-168 Flip when you finish a combo that either launched or knocked down your rival. Your rival discards his hand and Battle ends. Remove this card. (*) Limit 1 per deck. The Devil Gene TKR1 TKR1-169 2 Event UR TKR1-169 Flip during Set. Discard 4 face-down cards in your arena to gain +4 damage to your attacks this turn. Sidestep and Walk TKR1 TKR1-170 1 Block High UR TKR1-170 Your rival cannot play attacks this turn that share the same trait as any of the attacks in his energy pile. (*) Remove this card. (*) Limit 1 per deck. Devil Jin TKR1 CardMissing Character HR TKR1-171 Jinpachi Mishima TKR1 CardMissing Character HR TKR1-172 Gouken PC SFR1-GP1 Character GP SFR1-GP1 Your attacks do +1 damage. (*) You may keep +1 cards in your hand during Discard. Deep Injury PC SFR1-P01 0 Event P SFR1-P01 Flip when you attack. Damage and chipping from this attack and other attacks in this combo are removed. Perfect Pose PC SFR1-P02 0 Event P SFR1-P02 Flip when you attack. You may put that attack on top of your deck when it finishes. Remove this card. Interpol Agent PC SFR1-P03 1 Event P SFR1-P03 Flip when your rival reveals his hand. Choose and discard a card in his hand. Super Leap PC SFR1-P05 0 Event P SFR1-P05 Flip when you attack. Discard an attack from your hand to discard an attack with the same attack trait in your rival's energy pile. If this happens, put a card from his discard pile into his energy pile. Focused Ki PC SFR1-SF1 0 Event SF SFR1-SF1 Flip before you play a card that has a modified cost. You pay the printed cost to play that card. Evil Reborn PC SFR1-SF2 0 Event SF SFR1-SF2 Flip at the start of Battle. Discard a projectile from your hand to stop all effects that modify the costs of your attacks this step. Recovery PC SFR1-SF3 0 Event SF SFR1-SF3 Flip when an effect puts cards from your discard pile into your deck. Double the base amount. Remove this card. Training PC SFR1-SF4 1 Event SF SFR1-SF4 Flip at the start of Draw. Instead of drawing from the top of your deck, draw from the bottom of your discard pile this step. Dual Defense PC MKPr-P01 0 Event P MKPr-P01 Flip when your rival attacks. He cannot gain control of your Kamidogu this action. (*) Remove this card. Lost Souls PC MKPr-P02 0 Event P MKPr-P02 Flip when you pass and you have 8, 1, or 05 energy. Remove 29 cards from your discard pile. If you do, search your deck for a card. Shuffle your deck and put that card on top. (*) Remove this card. Knock Back PC MKPr-P03 0 Event P MKPr-P03 Flip when you attack. If this attack hits, you may choose for it to do no damage. If you do, your rival's attacks in his next action do -X damage. X = the damage of this attack. Frightening Lightning PC MKR1-P04 0 Event P MKR1-P04 Flip when you attack. Search your deck for an electric attack, reveal it, and put it in your hand. Remove this card. Zombies Need Brains PC MKR1-MK1 1 Event MK MKR1-MK1 Flip when you attack. Instead of dealing damage with this attack, put the same number of cards from the bottom of your discard pile at the bottom of your deck. For Battle! PC MKR1-MK2 1 Event MK MKR1-MK2 Flip when a For Battle! is damaged from your deck. Your next attack is unblockable and does a max of 5 damage. If you are the Dragon King, put this card into your hand. Extra Padding PC MKPr-MK3 0 Block High MK MKPr-MK3 If this blocks a kick, your rival's action ends when this attack finishes. Back Whack PC MKPr-MK4 0 Attack Low Weapon 2 Kick MK MKPr-MK4 HIT - At the start of your rival's next action, he must either discard a card from his hand or pass. Krazy Kombos PC MKPr-MK5 1 Event MK MKPr-MK5 Flip when you finish a combo. Draw a card. Knife Hand Slash PC MKPr-MK6 0 Attack Low Punch 2 Kick MK MKPr-MK6 Any modifiers that increase the damage of this attack are doubled. This attack cannot deal more than 7 damage total. The Dragon King (BL) PC MKPr-MK7 King MK MKPr-MK7 ((BOTTOM LEFT PIECE)) Your side deck can contain only kamidogu.(*) During Set, you must play a kamidogu each turn. If you cannot, discard the top 15 cards of your deck.(*) When a rival would steal a Kamidogu you control remove it instead and discard the top 5 cards of your deck. The Dragon King (BR) PC MKPr-MK8 King MK MKPr-MK8 ((BOTTOM RIGHT PIECE)) While you control 4 or more Kamidogu, your attacks do +3 damage and gain +3 chip. (*) Your rival's atttacks do -1 damage and gain -3 chip. (*) When you flip an event, you may remove it to use its text.