Post by Ace Rimmer, Attorney at Large on Aug 6, 2006 21:34:35 GMT -5
118/170 (PREMIUM RARE – The Spirit Squad)
The Spirit Squad (Superstar Card)
Starting Hand Size: 1+
Superstar Value: 3
Tag Team Superstar Ability:
You may pack the Superstars Johnny, Kenny, Mikey, Mitch, and Nicky in your Backstage area. Reveal any number of them, choose 1, and add his Starting Hand Size and Superstar Ability to yours.
Your cards titled Give me an S … Give me a P … Give me an I … Give me an R … Give me an I … Give me a T… are Set-up cards and -5F. When you successfully play that card, you may switch to a different Superstar Ability to add to your own.
119/170 (PREMIUM RARE – Johnny)
Johnny (Superstar Card)
Starting Hand Size: 7
Superstar Value: 0
Superstar Ability:
When you play a Strike maneuver, you may discard 1 card. If you do, it is instead considered a High Risk maneuver.
You may pack cards with The Spirit Squad logo, but you do not count as that Superstar.
120/170 (PREMIUM RARE – Kenny)
Kenny (Superstar Card)
Starting Hand Size: 7
Superstar Value: 0
Superstar Ability:
Your High Risk maneuvers are +2 Stun Value and considered Multi maneuvers.
You may pack cards with The Spirit Squad logo, but you do not count as that Superstar.
121/170 (PREMIUM RARE – Mikey)
Mikey (Superstar Card)
Starting Hand Size: 6
Superstar Value: 0
Superstar Ability:
Once during each of your turns you may remove 1 Reversal card in your hand from the game and then put 1 Action card from your Ringside pile into your hand.
You may pack cards with The Spirit Squad logo, but you do not count as that Superstar.
122/170 (PREMIUM RARE – Mitch)
Mitch (Superstar Card)
Starting Hand Size: 5
Superstar Value: 0
Superstar Ability:
Once during each of your turns you may discard 1 Action card and overturn 1 card and then your opponent randomly puts 2 cards from his hand on the bottom of his Arsenal.
You may pack cards with The Spirit Squad logo, but you do not count as that Superstar.
123/170 (PREMIUM RARE – Nicky)
Nicky (Superstar Card)
Starting Hand Size: 6
Superstar Value: 0
Superstar Ability:
When you successfully play a Grapple maneuver or a Submission maneuver, you may put 1 card with printed Damage less than the maneuver’s Damage from your opponent’s Ring area into his Ringside pile.
You may pack cards with The Spirit Squad logo, but you do not count as that Superstar.
124/170 (ULTRA RARE – FOIL – The Spirit Squad)
High Spirits
Trademark Finisher: Run-in / Action
As an action, this card is -40F and -30D, discard this card and then draw up to 5 cards.
Unique
SV: 5
F: 40 D: 30
125/170 (PREMIUM RARE – The Spirit Squad)
S-P-I-R-I-T-S-Q-U-A-D … SPIRIT SQUAD!
Pre-match Event
During any turn, you may skip your Draw Segment and then search your Arsenal for the card titled Give me an S … Give me a P … Give me an I … Give me an R … Give me an I … Give me a T …, reveal it to your opponent, put it into your hand, and shuffle your Arsenal.
Your opponent’s cards with the word “blank,” “loses,” or “switch” in the text are considered blank.
¶ ¶ ¶ (Activated Card Effect Symbol)
Permanent
F: 0 D: 0
126/170 (PREMIUM RARE – The Spirit Squad)
The Johnny-Go-Round Kick
Strike + High Risk
Multi
F: 0 D: 8
127/170 (PREMIUM RARE – The Spirit Squad)
Trampoline Leap
High Risk
Can only be played after a successfully played Action: Set-up card or a 5D or greater maneuver.
When successfully played, remove up to 5 cards in your opponent’s Ringside pile from the game.
SV: 1
F: 8 D: 12
128/170 (PREMIUM RARE – The Spirit Squad)
Air Kenny
High Risk + High Risk
Can only be played after a successfully played Action: Set-up card or a 5D or greater maneuver.
When successfully played, shuffle up to 5 cards from your Ringside pile into your Arsenal.
Multi
SV: 2
F: 20 D: 20
48/170
Give me an S … Give me a P … Give me an I … Give me an R … Give me an I … Give me a T…
Action
Put 1 non-unique card that is a Strike, Grapple, Submission, High Risk, Action, or Reversal card from your Ringside pile into your hand and put up to 1 non-unique card of each of the other types from your Ringside pile on the bottom of your Arsenal.
F: 5 D: 0
The Spirit Squad (Superstar Card)
Starting Hand Size: 1+
Superstar Value: 3
Tag Team Superstar Ability:
You may pack the Superstars Johnny, Kenny, Mikey, Mitch, and Nicky in your Backstage area. Reveal any number of them, choose 1, and add his Starting Hand Size and Superstar Ability to yours.
Your cards titled Give me an S … Give me a P … Give me an I … Give me an R … Give me an I … Give me a T… are Set-up cards and -5F. When you successfully play that card, you may switch to a different Superstar Ability to add to your own.
119/170 (PREMIUM RARE – Johnny)
Johnny (Superstar Card)
Starting Hand Size: 7
Superstar Value: 0
Superstar Ability:
When you play a Strike maneuver, you may discard 1 card. If you do, it is instead considered a High Risk maneuver.
You may pack cards with The Spirit Squad logo, but you do not count as that Superstar.
120/170 (PREMIUM RARE – Kenny)
Kenny (Superstar Card)
Starting Hand Size: 7
Superstar Value: 0
Superstar Ability:
Your High Risk maneuvers are +2 Stun Value and considered Multi maneuvers.
You may pack cards with The Spirit Squad logo, but you do not count as that Superstar.
121/170 (PREMIUM RARE – Mikey)
Mikey (Superstar Card)
Starting Hand Size: 6
Superstar Value: 0
Superstar Ability:
Once during each of your turns you may remove 1 Reversal card in your hand from the game and then put 1 Action card from your Ringside pile into your hand.
You may pack cards with The Spirit Squad logo, but you do not count as that Superstar.
122/170 (PREMIUM RARE – Mitch)
Mitch (Superstar Card)
Starting Hand Size: 5
Superstar Value: 0
Superstar Ability:
Once during each of your turns you may discard 1 Action card and overturn 1 card and then your opponent randomly puts 2 cards from his hand on the bottom of his Arsenal.
You may pack cards with The Spirit Squad logo, but you do not count as that Superstar.
123/170 (PREMIUM RARE – Nicky)
Nicky (Superstar Card)
Starting Hand Size: 6
Superstar Value: 0
Superstar Ability:
When you successfully play a Grapple maneuver or a Submission maneuver, you may put 1 card with printed Damage less than the maneuver’s Damage from your opponent’s Ring area into his Ringside pile.
You may pack cards with The Spirit Squad logo, but you do not count as that Superstar.
124/170 (ULTRA RARE – FOIL – The Spirit Squad)
High Spirits
Trademark Finisher: Run-in / Action
As an action, this card is -40F and -30D, discard this card and then draw up to 5 cards.
Unique
SV: 5
F: 40 D: 30
125/170 (PREMIUM RARE – The Spirit Squad)
S-P-I-R-I-T-S-Q-U-A-D … SPIRIT SQUAD!
Pre-match Event
During any turn, you may skip your Draw Segment and then search your Arsenal for the card titled Give me an S … Give me a P … Give me an I … Give me an R … Give me an I … Give me a T …, reveal it to your opponent, put it into your hand, and shuffle your Arsenal.
Your opponent’s cards with the word “blank,” “loses,” or “switch” in the text are considered blank.
¶ ¶ ¶ (Activated Card Effect Symbol)
Permanent
F: 0 D: 0
126/170 (PREMIUM RARE – The Spirit Squad)
The Johnny-Go-Round Kick
Strike + High Risk
Multi
F: 0 D: 8
127/170 (PREMIUM RARE – The Spirit Squad)
Trampoline Leap
High Risk
Can only be played after a successfully played Action: Set-up card or a 5D or greater maneuver.
When successfully played, remove up to 5 cards in your opponent’s Ringside pile from the game.
SV: 1
F: 8 D: 12
128/170 (PREMIUM RARE – The Spirit Squad)
Air Kenny
High Risk + High Risk
Can only be played after a successfully played Action: Set-up card or a 5D or greater maneuver.
When successfully played, shuffle up to 5 cards from your Ringside pile into your Arsenal.
Multi
SV: 2
F: 20 D: 20
48/170
Give me an S … Give me a P … Give me an I … Give me an R … Give me an I … Give me a T…
Action
Put 1 non-unique card that is a Strike, Grapple, Submission, High Risk, Action, or Reversal card from your Ringside pile into your hand and put up to 1 non-unique card of each of the other types from your Ringside pile on the bottom of your Arsenal.
F: 5 D: 0