Card Library
Ranger Cards
Ranger Cards
THE NICE LIST
Choose a number of cards from your discard pile equal to the amount of [ENERGY] spent to play this card. SHuffle those cards and give them to other Rangers as gifts.
MILK & COOKIES
Choose cards from your discard pile with a total of up to 5 [SHIELD] and shuffle them back into your deck.
CHRISTMAS RUSH
Give 1 card from your hand to another Ranger as a gift. That Ranger may immediately play 1 card. Place this card on the bottom of your deck instead of discarding it.
BETTER WATCH OUT
BELL RINGER
Look at the top card of your deck. You may give it to another Ranger as a gift.
THE NAUGHTY LIST
VOID CHAKRAM
After you resolve this attack, if there is no [ENERGY] in the shared energy pool, gain 3 [ENERGY].
SOLARIX
Any Ranger may immediately play 1 card without paying it's energy cost.
NOVA FLARE
Roll 4 dice and deal that much [HIT], divided among any number of enemy cards. Remove all [ENERGY] from the shared energy pool.
SOLAR STRIKE
Before you play this card, any Ranger may reveal an attack card with an energy cost of 1 or zero. This card gains the energy cost, attack value, and effect text of that card.
STRONGER TOGETHER
Play this card after another Ranger uses an ability that is limited to once per battle. That Ranger may use that ability an extra time during this battle.
DESPERATE MEASURES
If there is no [ENERGY] in the shared energy pool, add 1 [HIT] to this attack.
OMEGA CLAWS
After you resolve this attack, perform another attack with 2 dice. If you roll at least 1 [HIT][HIT] result during that attack, perform another attack with 2 dice. Repeat this process until you roll no [HIT][HIT] results.
POUNCE
You may ignore the GUARD keyword when choosing a target for this attack. After rolling, you may convert 1 result to a [HIT][HIT] result if the target is adjacent to at least 1 enemy card with the GUARD keyword.
BEASTIAL CUNNING
Roll 2 dice and gain an amount of [ENERGY] equal to the [HIT] results. Another Ranger may immediately play 1 card with an energy cost of zero.
FURY SWIPES
When rolling dice for this attack, you may treat 2 [HIT] results as 1 [HIT][HIT] result.
PACK TACTICS
Play this card after another Ranger rolls dice for an attack. Add 1 die to that attack for each [HIT][HIT] result. If they roll a [HIT][HIT] result on the extra die, repeat this process.
OMEGA KAMAS
Deal 3 [HIT], divide among any number of enemy cards adjacent to the target.
CAN’T TOUCH THIS
Play this card when any Ranger suffers damage to reduce that damage by 1 for each enemy card in this battle that has suffered [HIT] or been defeated.
TRICKY MIX-UP
Play this card after another Ranger resolves an attack. Gain 1 [ENERGY]. You may remove 1 hit token from the target and place 1 hit token each on up to 2 other enemy cards.
FAKEOUT STRIKE
Add dice to this attack for each enemy card adjacent to the target that has suffered any [HIT] or been defeated.
AIR SLASH
You may remove up to 2 dice from this attack before rolling. For each die you remove, deal 1 [HIT] to an enemy card that has not suffered any [HIT].
OMEGA MAUL
You may play this card as normal or immediately after another Ranger resolves an attack or maneuver with an energy cost of 1 or zero.
AVALANCHE SWING
If you discard this card from your hand without playing it, you may spend 1 [ENERGY] to deal 1 [HIT] to an enemy card of your choice.
EARTH SMASH
After you resolve this attack, you may choose cards with a total of up to 2 [SHIELD] from your discard pile and place them on the bottom of your deck, in any order.
TENACIOUS BLOW
While this card is in your discard pile, it's shield value is reduced by 1.
OMEGA FOREVER
Play this card at the end of a battle. Roll 2 dice and deal that much [HIT] to an enemy card of your choice.
FIRE STRIKE
The next time any Ranger performs an attack during this battle, they may reroll any number of dice during that attack.
LEADING SLASH
After rolling, you may remove any number of dice from this attack. The next time any Ranger performs an attack during this battle, add an equal number of dice to that attack.
TAKE THE INITIATIVE
REACTION (missprint as a maneuver) Play this card at the start of a battle. The Rangers may either ignore the FAST keyword to take the first turn in battle or ignore the GUARD keyword during their first turn in battle.
READY STANCE
Gain 1 [ENERGY]. Deal 1 [HIT] to an enemy card of your choice. Place this card on top of your deck instead of discarding it.
RHEA SWORDS
After you resolve this attack, you may perform a second attack with 2 dice. Then you may perform a third attack with 3 dice.
ENDURING STRIKE
After you resolve this attack, choose 1 card from your discard pile and place it on the bottom of your deck.
HYDRA SHIELD
Play this card after any Ranger performs a maneuver. Gain 1 [ENERGY] and place this card on top of your deck instead of discarding it.
HYDRA COIL
After you resolve this attack, attack this card to the target. Deal 1 [HIT] to the attacked enemy card after it resolves.
VENOM CHARGE
Attack this card to an enemy card. At the end of each enemy turn in battle, deal 1 [HIT] to that enemy card. Another Ranger math immediately play 1 card.
COEUS AXE
After you resolve this attack, deal 1 [HIT] to each enemy card that has already resolved.
COEUS SHIELD
Play this card when any Ranger suffers damage to reduce that damage by 2. Then, place this card on top of your deck instead of discarding it.
CERBERUS FANG
HADES TECHNIQUE
Gain 1 [ENERGY] for each enemy card already defeated in this battle.
GROUND AND POUND
If the target of this attack has already resolved, add 1 die to this attack.
OCEANUS TRIDENT
After you resolve this attack, choose up to 3 cards from Ranger discard piles and shuffle them back into their respective decks.
SERPENT STRIKE
Gain 1 [ENERGY]. Attack this card to 1 enemy card. After that enemy card resolves, deal 2 [HIT] to that enemy card.
PYTHON GRAB
Attach this card to 1 enemy card. Reduce all damage dealt by that enemy card by 2. That enemy card looses the GUARD keyword for the rest of this battle.
OCEANUS BLADES
After you resolve this attack, you and another Ranger of your choice may each draw 1 card.
CRIUS HAMMER
The next time any Ranger suffers damage during this battle, reduce that damage by 2.
HEADBUTT
After you resolve this attack, if the target had the GUARD keyword, return this card to your hand instead of discarding it.
CRIUS CANNON
If this attack defeats the target, deal 1 [HIT] to an enemy card adjacent to the target,
PROTECT AND SERVE (HF)
When another Ranger would discard a card for defense, play this card to gain 1 [ENERGY] and allow that Ranger to place the card on the bottom of their deck instead of discarding it.
RAM RUSH
HYPERION SCYTHE
Double the [HIT] Dealt by this attack.
ACCELERATE
A Ranger of your choice may immediately play 1 card. If it is an attack, add 1 die to that attack.
SWIFT STRIKE
After you resolve this attack, if the target had the FAST keyword, gain 1 [ENERGY].
HURRICANE KICK
Deal the [HIT] from this attack to the target and to another enemy card adjacent to the target.
IAPETUS CLAWS
After you resolve this attack, you may perform a second attack with 2 dice. Then you may perform a third attack with 1 die.
DEFENSIVE STANCE
Gain 1 [ENERGY]. Draw 1 card, then place this card on top of your deck instead of discarding it.
DOUBLE SLASH
After you resolve this attack, you may discard 1 card from your hand to perform a second attack with 2 dice, targeting a different enemy card.
IAPETUS BLASTER
Before rolling, you may spend 1 [ENERGY] to add 1 die to this attack.
FIND WEAKNESS
Gain 1 [ENERGY]. The next time any Ranger performs an attack during this battle, add 2 [HIT] to that attack.
SHIELD DINO-KEY
Play this card when any Ranger suffers damage. If it is you, reduce that damage by 2. If it is another Ranger, reduce that damage by 4. [CHROMAFURY]
MIST DINO-KEY
Play this card at the start of any turn in battle. Ignore the effect text of all enemy cards with the PASSIVE keyword until the end of this turn. [CHROMAFURY]
FIX-IT DINO-KEY
Play this card after any Ranger exhausts a Zord card. Ready that Zord card. [CHROMAFURY]
ELECTRO DINO-KEY
Play this card before any Ranger rolls dice for an attack. Remove 1 die from that attack, gain 1 [ENERGY], and deal 1 [HIT] to an enemy card other than the target. [CHROMAFURY]
ELASTO DINO-KEY
Play this card after any Ranger resolves a combat card. They may return that card to their hand instead of discarding it. [CHROMAFURY]
SPRINT DINO-KEY
Play this card at the start of a battle. The Rangers may ignore the FAST keyword to take the first turn in battle. [CHROMAFURY]
MUSCLE DINO-KEY
Play this card when any Ranger performs an attack. Add 1 die to that attack. [CHROMAFURY]
TIGER FURY STRIKE
After you resolve this attack, perform an additional attack with a number of dice equal to the number of chromafury icons in your hand.
CHROMAFURY SABER
[CHROMAFURY] [CHROMAFURY]
MOLD BREAKER
Gain 1 [ENERGY]. Any Ranger may discard a maneuver or reaction card to perform an attack with 2 dice. If that card has a ★ or chromafury icon, add 2 dice to that attack.
JADE JAVELIN
You may ignore the GUARD keyword when choosing a target for this attack. Reveal 1 card from your hand and add 1 die to this attack for each chromafury icon on that card.
STRIKER BEAST SLASH
After you resolve this attack, any Ranger may discard a card from their hand with “Striker Saber” in it's name to perform an attack with 4 dice.
I AM AMAZING
Play this card at the start of a battle. You may draw 1 card, gain 1 [ENERGY], or deal 1 [HIT] to an enemy card of your choice.
BRAZEN STRIKE
After you resolve this attack, you must draw 1 card.
STRIKER SABER SILVER
Any Ranger may reveal a card from their hand with “Striker Saber” in it's name to gain 1 [ENERGY].
SILVER SWAGGER
Discard the top card of your deck. Another ranger may immediately play 1 attack card with an energy cost of zero. Add 2 dice to that attack.
LEGENDARY ARSENAL
Choose 1 combat card from the game box with an energy cost of 3 or X. Play it, then remove it from the game after it resolves. If it's energy cost is X, treat it as though you spent 3 [ENERGY] to play it.
BEAST-X KING ULTRA BOW
Any Ranger may draw a number of cards equal to the amount of [ENERGY] spent to play this card. Add 1 dice to this attack for each card drawn this way.
BEAST BOTS GO!
Play this card in any battle, regardless of location, after any Ranger uses a “once per battle” ability. That Ranger may draw 1 card, gain 1 [ENERGY], or deal 1 [HIT] to an enemy card of their choice.
STRIKER SABER GOLD
Any Ranger may reveal a card from their hand with “Striker Saber” in it's name to add 1 die to this attack.
STRIKER BEAST BLAST
After you resolve this attack, any Ranger may discard a copy of Striker Beast Blast from their hand to perform an attack with 2 dice.
QUICK THINKING
Play this card when any Ranger suffers damage. Gain 1 [ENERGY]. That Ranger may draw up to 2 cards, then choose up to 2 cards from their hand and place them on top of their deck, in any order.
BEAST-X CANNON
Add a number of dice to this attack equal to the amount of [ENERGY] spent to play this card. If this attack defeats the target, deal 1 [HIT] to each enemy card adjacent to the target.
OVERHEAT
Play this card when you perform an attack. Add 2 dice to that attack. If that attack defeats the target, a Ranger of your choice must suffer 3 damage.
BATTLEFORCE TECHNIQUE
Choose 1 card each from 2 different Ranger discard piles. Place those cards on top of their respective decks.
HEAVY THROW
Ignore the GUARD keyword when choosing a target for this attack.
GORILLA SMASH
BEAST-X SPIN SABER
Add a number of dice to this attack equal to the amount of [ENERGY] spent to play this card. If you spent at least 3 [ENERGY], return this card to your hand instead of discarding it.
BACKFLIP
Play this card when any Ranger suffers damage. Reduce that damage by twice the amount of [ENERGY] spent to play this card. Then gain 1 [ENERGY].
RABBIT PUNCH
After you resolve this attack, you may draw 1 card. If you do, you may perform a second attack with 1 die.
RAPID METABOLISM
Play this card when an enemy card drains [ENERGY] or deals [HIT]. Prevent up to 3 drain and gain 1 [ENERGY].
TORNADO TAKEDOWN
If this attack defeats the target, place this card on top of your deck instead of discarding it. Another Ranger may draw 1 card.
CHEETAH CLAWS
After you resolve this attack, any Ranger may immediately play 1 card. If they do, skip the next Ranger turn in this battle.
BEAST-X BLASTER
This attack deals an amount of [HIT] equal to the amount of [ENERGY] spent to play this card. Place this card on the bottom of your deck instead of discarding it.
UNLEASH THE BEAST
After you resolve this attack, another Ranger may discard 1 card from their hand to perform an attack with 2 dice.
FLICKER JAB
You may remove 1 die from this attack before rolling. If you do, place this card on top of your deck instead of discarding it.
ACCELERATE
Any Ranger may immediately play 1 card. If it is an attack, add 1 die to that attack.
LIGHTNING REFLEXES
Play this card when any Ranger suffers damage. Before revealing any cards for defense, that Ranger may look at the top card of their deck and may swap it with a card in their hand. Gain 1 [ENERGY].
SUPERSTAR SUPERCHARGE
Add 1 die to this attack for each [ENERGY] spent to play this card. If this card is not the first card played during this turn, add 2 more dice to this attack.
OPENING ACT
Draw 1 card. Another Ranger may immediately play 1 card with an energy cost of 1.
STORM STAR LIGHTNING
Choose 1 enemy card, then deal 1 [HIT] to each enemy card adjacent to it. You may discard 1 card from your hand to repeat this effect once.