B2 - Rez Ninja Majo Block

Binary Battle/B2 Proto-Card List

Card Template:

 - ()  - () =  [] Bottom :  - 

Keywords:


 * Card Effects only apply to the banner - refer to bottom details for additional bottom abilities.


 * Flip - you may turn a target card over, converting it to its bottom/banner version. Remove all attached batteries. It is depowered unless its cost is zero.
 * Depower - A depowered card does not have enough energy to resume operation. It loses all abilities. Depowered Batteries can not be attached. Depowered Beings' Battle scores are reduced to 100. When used as an ability, all batteries are removed from the target. Bosses can never be depowered.


 * Active - this ability can be used if its requisite cost is paid. (Active: - )


 * Passive - this ability is always in effect as long as the card is a belligerent.


 * Flight - This being can fly. When it attacks, it can only be defended against by other creatures with flight.


 * Overwhelm - If this creature deals more damage than its opponent, it deals any leftover damage to the base/boss.
 * Restore - If a being would be buried, this resists it and nullifies all prior damage.
 * Unblockable - Whenever this unit attacks, it deals its damage directly to the boss/base - it does not recieve any damage as a result of skirmishes/battle damage.


 * Unique - If a belligerent is unique, it means that no two of it can exist at the same time as belligerents. If a unique card enters play and there is another copy of it in play, both are buried, regardless of owner/s.

=First Block - Lesbian Ninja Witches =

Refer to the Lesbian Ninja Witches for more info.

Sauh Table (0)

 * 2-Bar Battery


 * Bottom: Barrier - Resist 1000 points of damage.

Caphetheria Rations (0)

 * 2-Bar Battery
 * Bottom: Boost - Target gains +1000 battle score until end of turn.

Essence of Yamatodamashii (0)

 * 1-Bar Battery


 * As long as this battery is attached to a Weaboo Being, it gains +1000 Battle Score.
 * Bottom: Boon - All Weaboos you control gain +500 Battle Score.

Imaginary Zipang (1)

 * 2-Bar Battery


 * As long as this Battery is attached to a Weaboo Being, it has the activated ability: "Depower this Being - restore it."
 * Bottom: Barrier - Prevent all damage that would be dealt to a Single Weaboo.

Sempai Green Jacket (1)

 * Unique 2-Bar Battery


 * If this battery is attached to a Weaboo being, it provides 3 bars of power instead. It cannot be unattached as a result of the depower ability.
 * Bottom: Unique Boon - If your current Boss is a Weaboo, he gains +2000 Battle Score.

Caphetheria (2)

 * 5-Bar Battery


 * Passive : Whenever a human being is flipped, draw a card.


 * Bottom: Being - 500 Battle Score Human with Active: "- During your main phase, you may Flip this card."

Procrastinator Cultist (1)

 * Being - Human Cleric
 * Passive: If this being has been depowered, flip it.
 * [1000]
 * Bottom: Blast - Draw a Card. That card cannot be played this turn.

Devout Procrastinator (2)

 * Being - Human Cleric
 * Active: As long as it is not combat phase, you may depower this Being.
 * Passive: If this being has been depowered, flip it.
 * [1500]
 * Bottom: Blast - Draw a Card. That card cannot be played this turn.

High Procrastinatrix  (3)

 * Being - Human Cleric
 * Active: Remove a Battery from this Being - Depower Target Being.
 * [2000]
 * Bottom: Blast - Draw a Card. That card cannot be played this turn.

Casual Kohai (1)

 * Being - Weaboo


 * [1500]
 * Bottom: 1-Bar Battery

Warrior Kohai (2)

 * Being - Weaboo


 * Passive: Whenever a battery is attached to this Being, it gains +500 Battle Score until end of turn.
 * [1500]


 * Bottom: Boost - Target Being or Boss gets +1000 Battle Score until end of turn.

Burning Youth Kohai (3)

 * Being - Weaboo


 * Passive: At the beginning of combat, this Being gains +500 Battle Score for every other Weaboo you control.


 * [1500]
 * Bottom: Boost - Target Being or Boss gets +500 Battle Score for every other Weaboo you control.

Unassuming Ayepeessian (1)

 * Being - Human


 * Active: - During your main phase, you may Flip this card.


 * [1000]


 * Bottom: 1-Bar Battery

Pimpo's Sub-Horde (1)

 * Being - Human Swarm
 * [1500]
 * Bottom: 1-Bar Battery

Pimpo's Kind-of-Main Horde (2)

 * Being - Human Swarm


 * Overwhelm


 * [2000]


 * Bottom: 1-Bar Battery

Pimpo's Actual Horde (3)

 * Being - Human Swarm


 * Overwhelm


 * [3500]


 * Bottom: Boost - Target Being or Boss gets Overwhelm until end of turn.

Single Bandido (1)

 * Being - Human Rogue


 * [1500]


 * Bottom: Blast - Deal 1000 damage to target Being, Boss or Base.

Double Bandido (2)

 * Being - Human Rogue


 * [3000]


 * Bottom: Blast - Deal 1000 damage to target Being, Boss or Base.

Bandido Club (3)

 * Being - Human Rogue


 * [4000]


 * Bottom: Blast - Deal 1000 damage to target Being, Boss or Base.

Mageling (1)

 * Being - Wizard


 * Active: If a being or boss you control would take damage, you may flip this Being instead and draw a card.


 * [1000]


 * Bottom: Barrier - Resist 1000 points of damage.

Mage-alisk (2)

 * Being - Wizard


 * Passive: If this Being successfully deals damage to cause a bane, draw a card.


 * [2000]


 * Bottom: Blast - Draw a Card.

Mage-rer (3)

 * Being - Wizard


 * Passive: Flight. If this Being successfully deals damage to cause a bane, draw a card.


 * [2000]


 * Bottom: Boost - Target being gains "If this Being successfully deals damage to cause a bane, draw a card." until end of turn.

Pimpo, Ace of Diamonds (5)

 * Unique Being - Swarm Wizard Knight


 * Active: Attach 2 Batteries to this Being during your main phase - You may play a Being from your hand as if it costs 0 battery.


 * Passive: All Swarms cost 0 battery to power.
 * [3000]


 * Bottom: Barrier - Prevent 1000 points of damage for every Swarm Being in your Belligerents.

The Crimson Queen (5)

 * Unique Being - Weaboo Noble


 * Passive: If damage would be dealt to any of your opponents, they recieve an additional 1000 damage from each source.
 * [3000]


 * Bottom: Blast - Deal 2000 damage to target Being, Base or Boss. This damage cannot be resisted or prevented.

Kaliba, Queen of Clubs (5)

 * Unique Being - Weaboo Noble


 * Passive: At the beginning of your upkeep, all players recieve one bane.
 * [5000]


 * Bottom: Blast - all players recieve one bane.

Carter, Jack of all Hearts (6)

 * Unique Being - Rogue Knight


 * Active: Lose Unblockable until end of turn - Carter ignores a single source of damage.


 * Passive: Unblockable (When attacking, he deals his damage directly to the Base or Boss, and does not recieve skirmish damage)


 * [2500]


 * Bottom: Barrier - Target Being or Boss is immune to all damage until end of turn.

Paorou, King of Derps (6)

 * Unique Being - Weaboo Wizard Knight


 * Active: Attach a Battery to this Being - draw a card.


 * Active: Whenever you draw a card, all wizards, knights and weaboos gain +500 battle score for each Being type named they possess. Whenever you cast a spell you may free a battery from this Being.


 * [3000]


 * Bottom: Blast - Draw 3 Cards.

Rezu Ninja Majo (8)

 * Unique Being - Ninja Witch


 * Active : Attach 4 batteries to this being - you may play a card with 'Yuri' (it must be a separate particle) in its name. It gains zero power cost until end of turn.


 * Active : Remove 4 cards with 'Yuri' in your buried stack from the game - Pick one of these removed cards and place it in your hand.


 * Passive : You may discard another Rezu Ninja Majo from your hand to play this Being for free - it gains a power cost of 0 until end of turn.


 * [4000]


 * Bottom: Blast - You may play a card with 'Yuri' in the name - it costs 0 to play and power until end of turn.

The Paps Jools (1)

 * Unique Being - Jay


 * Passive : As an additional cost to play the Paps Jools, gain 5 Banes. At the beginning of your upkeep, gain 5 banes.


 * [10000]


 * Bottom: Blast - Gain 10 banes. Flip this card, it enters play depowered.

The Marlon (10)

 * Unique Being - Marlon


 * Active : At the beginning of your upkeep, you may flip Marlon, resolve the effect, then flip him again.


 * Passive : As long as Marlon is depowered, all (Both Player's) Blasts and Barriers cost 0 to play.


 * [1000]


 * Bottom: Blast - All Players must sacrifice all non-Marlon Beings, Boons and Batteries.

Spell Tome (1)

 * Boon


 * You have no maximum hand size.


 * Bottom: 1-Bar Battery

Supernatural Border of Science and Outer Space (2)

 * Boon


 * Activation: You may sacrifice this boon and counter a target barrier, blast or boost.


 * Bottom: Barrier - If an ability would trigger or activate as a result of damage being dealt, prevent all of that damage.

Adrenaline shot (2)

 * Boon


 * Activate: If a Being would be buried, you may sacrifice this Boon and restore it instead.


 * Bottom: Barrier - Resist 1000 points of damage.

Blade of Woah (2)

 * Unique Boon


 * Your boss gains +2000 Battle Score. If another Blade of Woah is played, rather than the usual unique rule, flip both blade of woahs instead.


 * Bottom: Being - 500 BS Badjao

Jiviji (2)

 * Boon


 * All Knights cost one less to play and power, to a minimum of zero.


 * Bottom: Being - 500 BS Knight

Sauh Crusade (1)

 * Boon


 * All Knights gain +1000 Battle Score.


 * Bottom: Boost - Target Being or Boss gets +1000 Battle Score until end of turn.

Sauh Exodus (3)

 * Boon


 * All Knights gain the ability "Active: If circumstances allow the bottom to be played - Flip this card."


 * Bottom: Boost - Target Being or Boss gets +1000 Battle Score until end of turn.

Unsanitary Helmet of the Black War God (3)

 * Unique Boon


 * If your boss or base would recieve damage, prevent 2000 of that damage.


 * Bottom: Barrier - Resist 1000 points of damage.

Safe Word (1)

 * Blast


 * Target Being deals no damage this turn.


 * Bottom: Barrier - Prevent all 2000 damage dealt by a single Being.

Death Coin (1)

 * Blast


 * Deal 2000 damage to target Being, Base or Boss.


 * Bottom: Boon - Attach a battery to this Boon, flip this card.

Hand Cutter (1)

 * Blast


 * Target Being's Battle Score is has a penalty of -1000 points until end of turn.


 * Bottom: Boost - Target Being or boss gains +1000 Battle Score until end of turn.

Tuhod Slicer (1)

 * Blast


 * Deal 2000 damage to target Being, Base or Boss.


 * Bottom: Boost - Target Being or boss gains +1000 Battle Score until end of turn.

Yuri Rakka - Falling Lily Petals (2)

 * Blast


 * Deal 1000 damage to the target Being or Boss, then flip this card.
 * Bottom: Blast - Deal 1000 points of damage.to target Being, Boss or Base

Rebuff (2)

 * Blast


 * Counter opponent's card. (At the moment the opponent plays a card, its abilities do not take effect, and it is discarded)


 * Bottom: Barrier - Resist 1000 points of damage.

Burning Buzzard Ball (2)

 * Blast


 * Deal 2000 damage to target Being, Base or Boss. Flip this card.


 * Bottom: Being - 500 Battle Score Bird with the passive ability: "Flight".

Shin Breaker (3)

 * Blast


 * Deal 3000 damage to target Being, Base or Boss. This damage cannot be prevented.
 * Bottom: Boost - Target Being or boss gains +1000 Battle Score until end of turn.

Idiot Voice (3)

 * Blast


 * Target Being is depowered until end of turn.


 * Bottom: Being - 500 Battle Score Swarm.

Yuri Chouwa - Lilium Harmony (3)

 * Blast


 * Counter Opponent's Blast (At the moment the opponent plays a Blast, its abilities do not take effect, and it is discarded) Deal 2000 damage to the enemy Base or Boss.
 * Bottom: Barrier - Resist 1000 points of damage.

Yuri Rasen Chou - Spiral Lilium fragrance (4)

 * Blast
 * Deal 4000 damage to target Being, Base or Boss. If the damage is not completely resisted, it is dealt in its entirety.
 * Bottom: Boost - The target Being gains "If this being's damage is not completely resisted, it is dealt in its entirety."

Yuri Shou - Lilium Flowering (4)

 * Blast
 * Deal 3000 damage. If a Barrier is played as a response, flip this card.
 * Bottom: Blast - Destroy target Boon.

Yuri San Mae - Lilium Scattering Dance (5)

 * Blast
 * Deal 2000 damage to target being or boss for each buried card with 'Yuri' in its name.
 * Bottom: Boost - Target Being gains +500 battle score for each buried card with 'Yuri' in its name until end of turn.

Yuri Satsujin Ken - Lilium Murder Blade (7)

 * Blast
 * As an additional cost to use Yuri Satsujin Ken, sacrifice a Ninja Witch. Bury target Being, even if it is a Boss. It cannot be restored.
 * Bottom: Boost - Target Being gains "Bury this Being at end of the battle phase." If it is a Ninja Witch, it gains "Bury target non-boss being engaged in skirmish with this Being." until end of turn.

Swimming on Multiple Rivers (3)

 * Boost


 * The Target Being can block any number of attackers, using his full Battle Score on each individual. However, he suffers all damage dealt.
 * Bottom: Blast - Deal 1000 damage to each non-Boss Being in play.

Borne Birdlike by Buzzing Bees (2)

 * Boost


 * Target Being is unblockable until end of combat. (He deals his damage directly to the Base or Boss, and does not recieve skirmish damage)


 * Bottom: Blast - Deal 1000 damage to target Being, Base or Boss.

Photosynthesis (1)

 * Boost


 * Attach a Battery to target Being. It gains +1000 Battle Score.


 * Bottom: 1-Bar Battery

Close Call (1)

 * Barrier
 * If damage would slay a being, instead prevent all damage done to it this turn.


 * Bottom: Boost - gain +1000 Battle Score until end of turn.

Yuri Bifuu - Lilium Gentle Breeze (2)

 * Barrier
 * Prevent 1000 damage from all enemy sources.


 * Bottom: Boon - If your boss or base would suffer damage, prevent 500 of that damage.

Burning Ballistic Blast Barricade (4)

 * Barrier


 * Prevent all damage done to a target Being or Boss - deal that much damage to another target Being, Base or Boss.


 * Bottom: Boon - If a Being would deal damage to your boss or base, deal 500 damage to that Being.