Shadow Ball [Attack - Projectile] (Ultra Rare) Mewtwo's symbol When successfully played, causes 9D to your opponent. If you play the card titled 'Charge' before this card, you may add double the damage bonus listed on that card to this damage. KO effect only active if the damage of this attack is 15D or greater. No Combo-Damage Addition Energy Attack KO effect Interrupts: 'Item: Equip', 'Dash', 'Jump', any card used as a recovery. Deck Limit = 5 Confusion [Attack] (Ultra-Rare) Mewtwo's symbol When successfully played, causes 1D to your opponent. If the next card you play is not titled 'Taunt', it cannot be interrupted or blocked. If played as an interrupt to an 'Attack - Projectile', choose one opponent, and follow these rules instead: that chosen opponent is now the target of that 'Attack - Projectile'. If it KOs the opponent, it will count as your KO. Interrupts: 'Attack - Projectile', any 'Throw' card, any card titled 'Attack' if played after the card titled 'Charge' Deck Limit = 3 Disable [Attack] (Ultra-Rare) Mewtwo's symbol Discard half of your hand. If this card is successful, you may draw up to the same amount of cards you discarded. When successfully played, the next card played against your opponent cannot be interrupted or blocked. If this card is immediately played after a card titled 'Disable', follow these rules instead: opponent receives 15D. Choose any fighter-specific card in his field. That opponent cannot play any card with that title you chose for the next 5 turns. 1st recovery stage is -10 to +15 max Endurance, and 2nd recovery stage is +16 to +30 max Endurance. KO effect only active if played after 'Disable' No Combo-Damage Addition KO effect Interrupts: any 'Throw' card, 'Dash' Deck Limit = 4 Teleport [Dodge: Air] (Ultra-Rare) Mewtwo's symbol When successfully played as a non-recovery card, your opponent must choose another opponent to face. May be played in response to any card that would cause damage to you. That card is not successful, goes into the owner's discard pile, plus effects and damage are negated. When played as a recovery card, increase the recovery stage max this card is used during by 10. End your turn. No Combo-Damage Addition Interrupts: None Deck Limit = 5 Taunt (uncommon) Mewtwo's symbol When played, draw 1 card. Whenever a card played against you is successful and causes damage to you, you may place this card in your discard pile to reduce the damage by 4. This effects the end damage amount and will change effects based on damage (such as Ganondorf's ability, certain attack's KO effects, etc). ------------------------------- When played, if your next card deals damage to your opponent, add #D to it, where # equals the difference between your Intelligence and your opponent's Intelligence. ------------------------------- When played, all energy-type attacks played by ANY player for the next three rounds are +3D. ------------------------------- When played, for the next three turns, whenever you use your ability, you may also draw 1 card. ------------------------------- When played, for the next five turns, each energy-type attack card you play does +# damage, where # equals the amount of energy-type attack cards you have in your field. ------------------------------- Interrupts: None Deck Limit = 20