Super Mushroom [Item] (Rare) 'Use' symbol If in the field for 3 turns without being 'used', place into owner's discard pile. You're Strength and Endurance statistics are now considered to by multiplied by 2. For Endurance and KO purposes, this doubles your maximum Endurance and your current damage. Whenever you wish to play a card with the word 'Dodge' in the title in response to an opponent's card played, you must discard one card to play it. When 'used' by Mario, any time you play the card titled 'Taunt', all opponents must discard one card. Lasts 3 turns. Deck Limit = 4 Metal Box [Item] (Rare) 'Use' symbol Whenever you are to receive damage from any attack, reduce the amount of damage by 1/2 (round up). Whenever you play a card used as a recovery, you must discard one card. Lasts 3 turns. Deck Limit = 5 Fire Flower [Item] (Rare) 'Equip' When you play the card titled 'Attack', choose an additional opponent. All targeted opponents receive 5D. You may continue this attack by discarding one card, causing another 5D to your targets, causing them to discard one card, and using another 'power' on the item. When you play the card titled 'Item: Throw', causes 5D to your opponent, and is not considered an 'Energy-type' attack. You may play 'Item: Throw' to 'interrupt' 'Dash', 'Jump', 'Item: Equip', or any card used as a recovery. You may play 'Attack' to 'interrupt' 'Taunt', or 'Dash'. Interrupts: 'Dash', 'Jump', 'Taunt', 'Item: Equip', or any card used as a recovery. Energy-type Unequip = 20D Power = 10 Deck Limit = 4 Capsule [Item] (Rare) 'Equip' symbol Your cards titled 'Attack' now count as 'Item: Throw' while equipped. When used, causes 5D to your opponent. Roll 1d6. On a 6, the capsule explodes, causing 10D extra to the opponent, and adding the KO effect to your attack. Search your deck and/or discard pile for 3 'items' of your choice. Show them to your opponents, put them into your hand, and shuffle your deck. You may play any 'attack' card against this card while it is in the item field. Follow all rules as above, except you do not receive 5D, but you still must roll the 1d6 and follow applicable rules. If you receive 10D or more due to one card, the capsule explodes, causing 10D to both you and your opponent, and it has the KO effect. Interrupts: 'Dash', 'Jump', 'Item: Equip', or any card used as a recovery. Deck Limit = 3 Ray Gun [Item] (Rare) 'Equip' symbol While equipped, any card titled 'Attack' that you play is considered to do 5D, and counts as a 'Attack - Projectile'. When equipped, if you play the card titled 'Item: Throw', causes 8D to your opponent, and is not considered to be an energy-type attack, but will have Combo-Damage addition. Interrupts (if you play 'Attack' or 'Item: Throw'): 'Dash', 'Jump', 'Item: Equip', any card played as a recovery No Combo-Damage Addition Energy Attack Unequip = 20 Power = 15 Deck Limit = 5 Heart Container [Item] (Rare) 'Use' symbol Recovers up to 100 lost Endurance. Will not recover more than the total amount of damage you have taken. Instant Use Interrupts: None Deck Limit = 3 Green Shell [Item] (Rare) 'Equip' symbol When equipped, your cards titled 'Attack' and 'Item: Throw' both do the following: When used, all opponents are targeted, and this counts as an 'Attack - Projectile'. Choose who gets hit first, then second, and so on. Each target must successfully play a card that interrupts this 'Attack - Projectile', or receive 9D. For each opponent you successfully hit, draw 1 card. Any opponent that successfully plays the card titled 'Power Block' or any 'Attack' after discarding a card titled 'Charge', in response to this 'Attack - Projectile', hits this projectile back at his opponents. It now counts as his 'Attack - Projectile', and every opponent of his must follow the above rules. This 'Attack - Projectile' may only be used up to three times in the manner. KO effect. No Combo-Damage Addition. Unequip = 10D Deck Limit = 4 Starman [Item] (Rare) 'Use' Symbol If in the field for 3 turns without being 'used', place into owner's discard pile. You are invincible. You will not take any damage from anything your opponent(s) play against you, and you will not be affected by any effects on those cards. You may play up to 10 cards without any interruptions (if you end your turn early, you give up this item into the owner's discard pile). Your attacks may be blocked or dodged, but you are never interrupted until this effect runs out. Interrupts: None Deck Limit = 3 Beam Sword [Item] (Rare) 'Equip' symbol You may play the card titled 'Charge' and add it's bonuses to your next card if it is titled 'Attack'. When equipped, your cards titled 'Attack' now cause 8D (instead of using your Strength statistic) and your opponent must discard one card. If equipped by Link, Marth, Roy, or Young Link, your attack does 10D and your opponent must discard 2 cards. When equipped, if you play the card titled 'Item: Throw', your opponent takes 10D. Interrupts (only by playing 'Item: Throw'): 'Dash', 'Jump', 'Item: Equip', any card used as a recovery Deck Limit = 5 Flipper [Item] (Rare) 'Equip' symbol When equipped, your cards titled 'Attack' and 'Item: Throw' both cause the following effect: When used, place back in the middle of field, but sideways, to show that this is in use. Anyone who plays a card as a recovery card must discard 2 and receive 2D, and does not recover back to the field. If the player plays a successful 2nd Recovery card, regardless if the last one played was a 2nd Recovery or not, THEN he will recover back to the field. This effects all players who play a card as a recovery. If anyone is KOed due to not being able to play a 2nd recovery after hitting this 'Flipper', the KO point goes to the player who used this card. No Combo-Damage Addition Interrupts: None Unequip = 10D Deck Limit = 3