Card # Title |
Rarity |
Type |
N/A/D |
Card Text |
50/114 Always Bring an Extra Weapon |
Unc |
Orange |
5/1/3 |
Put 1 Weapon card from your discard pile into your hand. |
|
My comments: A good way to get a strong weapon back into play. |
51/114 Always Have a Backup Plan |
Unc |
Thunder |
- |
H: Discard this card to stop 1 damage from this attack.
D: You may discard 1 card from you hand. If you do, put any Corner cards, other then [sic] Nitro cards, that come up from your deck during the rest of this attack into your corner. |
|
My comments: I wouldn't rely on this card, but it has the potential to get a lot of strong Corner cards into play in a big hurry. The official erratum that Mix in Some Nitro should be a Move card instead of a Corner card should be kept in mind. |
52/114 Announcer's Table |
Unc |
White Corner |
3/2/+7 |
Weapon. You may use this card only if the action is out of the ring. If the referee is distracted and you play an Attack card that allows you to use a Weapon, you may discard this card from your corner. If you do, that attack does +7 damage and is illegal. |
|
My comments: Strong and inexpensive Weapon. Why make this a White Corner when all cards which allow the use of weapons are Orange?
***Update: According to designer Mike Fitzgerald, neither this card nor Metal Steps to the Ring were intended to be weapons. |
53/114 Axe Handle outside the Ring |
Unc |
Green |
2/1/3 |
You may play this card only if the action is out of the ring. Does +1 damage for each other Punch you've already played this turn. |
|
My comments: I don't see much use for this one. With all of the other great "out of the ring" cards in the set, who is going to play Punches? |
54/114 Backwards Low-Blow |
Unc |
Orange |
6/1/3 |
If none of the damage from this card is stopped, the action is out of the ring until your turn ends and you gain 1 extra Action Point this turn. |
|
My comments: Somewhat weaker than other cards which take the action out of the ring. |
55/114 Change of Momentum |
Unc |
Thunder |
- |
H: Play this card with an Attack card. That attack does +1 damage.
D: You may discard 1 Nitro card from your corner. If you do, put the next Attack card that comes up from your deck face up on the table. You may play that card during your next turn without spending any Action Points. Discard it afterward. |
|
My comments: This may require a clarification. Must you still have sufficient Nitro cards in your corner to play that "free" Attack or is the Nitro cost also waived? Also, I think the words "during the current Attack" may need to be added between "deck" and "face up" in the second sentence in order to avoid other interpretation problems. As for the card itself, the ability to gain a free Attack could be very useful. Even a low damage Attack would be OK if it's free!
***Update: According to designer Mike Fitzgerald, the Attack card gained via Change of Momentum is intended to be a totally free play, i.e., no Nitro or AP cost and refers to the current attack only. |
56/114 Clothesline over the Top Rope |
Unc |
Green |
7/2/7 |
If none of the damage from this card is stopped, the action is out of the ring until your turn ends and you gain 1 extra Action Point this turn. |
|
My comments: The extra AP will be most useful to Green decks. Card is expensive. |
57/114 Crossface |
Unc |
Yellow |
5/2/5 |
The first point of damage that this card does that is not stopped comes randomly from the other player's hand instead of his or her deck. When that player has no cards left in his or her hand, the rest of the damage comes from his or her deck. |
|
My comments: I read this card as meaning that the first damage point which is not stopped by a Corner card or via Thunder card played from the hand must be taken as a random discard from the opponent's hand since turning over a card from your deck is not "stopping" damage. As such, this card could be good more for the nuisance value than for the actual amount of damage it deals. Same ability, but stronger card than Front Face Lock or Wicked Hair-Pull. Those three cards could combine to make a strong "opponent must discard" theme deck. |
58/114 David Flair Joins Vince Russo |
Unc |
White |
4/0/- |
Play this card with an Attack card. You may discard a Wrestler card from another player's corner to add that Wrestler's Reputation to this attack's damage number. |
|
My comments: Defense against outside interference decks. |
59/114 Elizabeth Steps In |
Unc |
Thunder |
- |
H: Play this card with an orange Attack card. That attack does +2 damage.
D: Put this card into your corner. You may discard this card from your corner during your turn to distract the referee until that turn ends. |
|
My comments: Both abilities are useful. The advantage of the ref distraction ability is that it would not also benefit your opponent. |
60/114 Flying Shoulder |
Unc |
Blue |
6/3/8 |
If none of the damage from this card is stopped, the action is out of the ring until your turn ends and you gain 2 extra Action Points this turn. |
|
My comments: Just a shade below the equivalent Magenta cards, but still strong. |
61/114 Front Face-Lock |
Unc |
Yellow |
4/1/2 |
The first point of damage that this card does that is not stopped comes randomly from the other player's hand instead of his or her deck. When that player has no cards left in his or her hand, the rest of the damage comes from his or her deck. |
|
My comments: I read this card as meaning that the first damage point which is not stopped by a Corner card or via Thunder card played from the hand must be taken as a random discard from the opponent's hand since turning over a card from your deck is not "stopping" damage. As such, this card could be good more for the nuisance value than for the actual amount of damage it deals. Same ability, but weaker card than Crossface or Wicked Hair-Pull. Those three cards could combine to make a strong "opponent must discard" theme deck. |
62/114 Get out of My Ring! |
Unc |
Orange |
6/2/6 |
If none of the damage from this card is stopped, the action is out of the ring until your turn ends and you gain 1 extra Action Point this turn. |
|
My comments: Good card for Orange decks to take the action "out of the ring". |
63/114 Giving the Fans What They Want |
Unc |
White Corner |
4/2/- |
Each attack does +1 damage. |
|
My comments: Since this works for both players, this is a bit of a neutral card. Best use might be in decks to negate the -1 damage effect of other Fan cards (i.e., Loud Fans). |
64/114 Got Anything Left? |
Unc |
Thunder |
- |
H: Play this card with an Attack card. That attack requires 1 less Nitro.
D: You may discard 2 cards from your hand. If you do, put any Nitro cards that come up from your deck during this attack into your corner. |
|
My comments: Unreliable way to try to get more Nitro cards into your corner. |
65/114 Heave onto the Concrete |
Unc |
Magenta |
8/1/5 |
If none of the damage from this card is stopped, the action is out of the ring until your turn ends and you gain 1 extra Action Point this turn. |
|
My comments: The Magenta "Toss" cards are better ways to get the action out of the ring. |
66/114 High-Impact Kick |
Unc |
Green |
3/2/4 |
If none of the damage from this card is stopped, the action is out of the ring until your turn ends and you gain 1 extra Action Point this turn. |
|
My comments: Inexpensive way for Green decks to get out of the ring. |
67/114 High-Risk Body-Press |
Unc |
Blue |
2/3/7 |
If a Dodge or Block Thunder card comes up from the other player's deck during this attack, discard 1 Nitro card from your corner (if you have any). |
|
My comments: An otherwise decent 7-damage attack which is saddled with the Nitro discard provision. A question here is must the player discard 1 Nitro card for *each* Dodge/Block Thunder overturned or just a maximum of one Nitro? The discard provision might make it difficult to include this card in one's deck. Why Nitro-hose yourself? |
68/114 Hold and Shove through the Ropes |
Unc |
Yellow |
4/2/4 |
If none of the damage from this card is stopped, the action is out of the ring until your turn ends and you gain 1 extra Action Point this turn. |
|
My comments: Good card, equal to the Green versions but not as strong as the Magenta "Toss" cards. |
69/114 Humiliating Block |
Unc |
White Corner |
5/3/- |
You may discard this card from your corner to stop the first 12 damage from an attack. |
|
My comments: Stronger and less expensive than Big Block. |
70/114 It Gets Dangerous for the Fans |
Unc |
White Corner |
4/2/- |
If the action is out of the ring, all of your attacks do +1 damage. |
|
My comments: As if "out of the ring" attacks needed any more help! |
71/114 Let's Take This Outside |
Unc |
Yellow |
2/2/3 |
If none of the damage from this card is stopped, the action is out of the ring until your turn ends and you gain 1 extra Action Point this turn. |
|
My comments: Inexpensive way to get "out of the ring" and deal out some pain. |
72/114 Metal Steps to the Ring |
Unc |
White Corner |
6/2/+9 |
Weapon. You may use this card only if the action is out of the ring. If the referee is distracted and you play an Attack card that allows you to use a Weapon, you may discard this card from your corner. If you do, that attack does +9 damage and is illegal. |
|
My comments: Strong and expensive Weapon. Why make this a White Corner when all cards which allow the use of weapons are Orange? |
73/114 Punch in the Nose |
Unc |
Orange |
4/1/2 |
Does +1 damage for each other Punch you've already played this turn and is illegal. |
|
My comments: I don't see much use for it since it's equal in stats to Top-Rope Punch and has the potential of leading to a DQ. |
74/114 Shove out of the Ring |
Unc |
Orange |
4/1/2 |
If none of the damage from this card is stopped, the action is out of the ring until your turn ends. |
|
My comments: Orange decks take it out to the floor. |
75/114 Surprise Guest-Referee |
Unc |
White Corner |
5/1/- |
Any player must either discard 4 Nitro cards from his or her corner instead of 3 or lose the round, when the other player plays a Pin. |
|
My comments: Pin decks just got tougher, folks! |
76/114 Tackle over the Ropes |
Unc |
Green |
2/1/1 |
If none of the damage from this card is stopped, the action is out of the ring until your turn ends. |
|
My comments: Damage of one makes it almost a certainty that this card will take the action out of the ring where more high-powered damage cards can be used. |
77/114 Throw 'Em Out |
Unc |
Yellow |
4/1/2 |
If none of the damage from this card is stopped, the action is out of the ring until your turn ends. |
|
My comments: Another card which almost guarantees "out of the ring" action. |
78/114 Toss from the Turnbuckle |
Unc |
Magenta |
8/2/8 |
If none of the damage from this card is stopped, the action is out of the ring until your turn ends and you gain 2 extra Action Points this turn. |
|
My comments: Tremendous card! Big damage, plus the 2 extra APs essentially make it a freebie to play, plus it sets up more punishment out of the ring. This one could lead to serious total damage. |
79/114 Toss over the Ropes |
Unc |
Magenta |
6/3/9 |
If none of the damage from this card is stopped, the action is out of the ring until your turn ends and you gain 2 extra Action Points this turn. |
|
My comments: Tremendous card #2! Magenta power decks are going to get really nasty with the two "Toss" cards in them. Card uses the same picture as Military Press-Drop. |
80/114 Two-Count |
Unc |
White Corner |
3/0/- |
Draw 1 card when you play this card. When the other player plays a Pin, you may discard this card and 1 Nitro card from your corner. If you do, the Pin has no effect. |
|
My comments: Good defense against Pins. |
81/114 We're Going Outside Again! |
Unc |
White |
5/1/- |
Choose up to 2 Move cards from your discard pile that say "you may play this card only if the action is out of the ring" and put them into your hand. |
|
My comments: Good recycling card for getting those strong "out of the ring" cards into your hand. |
82/114 Wicked Hair-Pull |
Unc |
Yellow |
3/2/4 |
The first point of damage that this card does that is not stopped comes randomly from the other player's hand instead of his or her deck. When that player has no cards left in his or her hand, the rest of the damage comes from his or her deck. |
|
My comments: I read this card as meaning that the first damage point which is not stopped by a Corner card or via Thunder card played from the hand must be taken as a random discard from the opponent's hand since turning over a card from your deck is not "stopping" damage. As such, this card could be good more for the nuisance value than for the actual amount of damage it deals. Weaker than Crossface, but combined with that card and Front Face-Lock, you could make a strong "opponent must discard" theme deck. |