Link's Boomerang [Attack - Projectile] (Ultra-Rare) Link's symbol When successfully played, causes 5D to your opponent. Draw one card. If your opponent plays any card besides 'Block', 'Power Block', or a character-specific card in response to this, then he must play another card in response to it, or receive 5D and end his turn. No Combo-Damage addition. Interrupts: 'Item: Equip', 'Jump', 'Dash', any card played as a 2nd Recovery except 'Dodge: Air' Deck Limit = 5 Light Arrows [Attack - Projectile] (Ultra-Rare) Link's symbol When successfully played, causes 3D to your opponent. Before playing this card, you may discard any one 'Charge' card to add the amount listed on that card to the damage of this card. You may search your deck for any card titled 'Link's Boomerang' or 'Link's Bomb', show it to your opponent, place it in your hand, then shuffle your deck. No Combo-Damage addition. Interrupts: 'Item: Equip', 'Jump', 'Dash', any card played as a 2nd Recovery except 'Dodge: Air' Deck Limit = 5 Link's Bomb [Attack - Projectile] (ultra-rare) Link's symbol You MUST discard 1 card to play this card, and flip 3 cards from your deck into your discard pile. Place it on your ID card as if it was an 'equipped' item. When successfully played, choose 1 extra target besides the one you already have targeted. Both opponents receive 15D. If this is blocked or interrupted in any way, place this card into the field. Any player may now 'equip' this card like an item, and use it as described above. If it is not picked up after 2 rounds, it explodes dealing 15D to the person who rolls the highest on 1d6. If you are hit with any one attack that deals more than 8D to you, then discard the item into the owner's pile, and you receive 15D. You may discard any card titled 'Charge' to have the bomb instantly explode when used, making it so that no one can 'equip' it afterwards. No Combo-Damage Addition. KO effect Interrupts: any card played as a 2nd Recovery except 'Dodge: Air' Deck Limit = 4 Link's Spin Attack [Attack] (Ultra-Rare) Link's symbol When successfully played, choose one extra opponent. Each opponent receives 12D, and must discard 2 cards. If the card titled 'Jump' was played before this card, follow above instructions, but instead of 12D, each opponent receives 10D. Each opponent hit with this attack must roll 1d6. Each opponent that rolls a 5 or a 6 takes 10D extra, and is KO-ed, if they are 10 below max Endurance. The first recovery stage changes to -10 Endurance through +15 Endurance. The second recovery stage changes to +16 through +30. KO effect 2nd Recovery Interrupts: 'Jump', any attack played after 'Jump' as long as you played a 'Jump' card in response to theirs, 'Dash' Deck Limit = 3 'Taunt' (uncommon) Link's symbol For the rest of this turn, for every attack you do that causes less than 10D, any card your opponent flips from his arsenal will NOT effect damage done or interrupt your turn. ------------------- For the next two turns, you take -1 damage from anything (minimum 1). ------------------- If the next card you play is an 'Attack - Projectile', it cannot be 'blocked' by any card. ------------------- For the next three cards titled 'Attack' that you play, add +2 damage. If your opponent is Ganondorf, then it is +4 damage. ------------------- Search your deck for any two cards titled 'Charge', show them to your opponent(s), put them in your hand, and shuffle your deck. Interrupts: none (of course) Deck Limit = 20