recursal/Fanatic-Fandom huggingface dataset:
Steve Trevor Cycle

The Steve Trevor Cycle consists of the cost 1 cards from Forever Evil. There are two copies of each card, they are each worth 0 VP, and provide no effect when played, only when they are destroyed. The following cards are a part of the Steve Trevor Cycle:

* Steve Trevor
* Emperor Penguin
* Word of Power
* Venom Injector
Super Strength

Super Speed is a Super Power from the Original Set. When played, it provides +5 Power.

## Strategy

Super Strength is one of the most powerful cards in the game, even at an expensive cost 7. An unconditional +5 Power from a single card is an incredibly large amount, and can reliably allow you to afford Super-Villains with little support.

Super Strength is also a strong target for any effects that could allow you to place it more than once per shuffle, such as Zatanna Zatara or Clayface.

Few cards can compete with Super Strength in term of raw strength, but cards that you expect to provide a similar amount of +Power while also providing some other bonus, such as Lobo, can be stronger options when available. Additionally, cards that are worth more VP, such as a Super-Villain, can be better if you do not expect to play Super Strength before the end of the game.
Mieczmistrz Aldori

Mieczmistrzowie nie osiągają perfekcji, podążając jedną konkretną ścieżką – niektórzy z nich parają się szermierką po amatorsku, podczas gdy inni zgłębiają jej tajniki w niekonwencjonalny sposób. Jednak ci, którzy chcą dogłębnie poznać tradycję, zwykle robią to, zdobywając kolejne poziomy w mieczmistrzowskiej klasie prestiżowej. Jeśli jakiś mieczmistrz podróżuje słabo uczęszczanymi szlakami, stawiając czoła bandytom i pokonując rzezimieszków w pojedynkach, to podążył on najprawdopodobniej tą właśnie drogą.

Ze względu na nacisk, jaki ta klasa prestiżowa kładzie na opanowanie licznych atutów, mieczmistrzowie często zdobywają poziomy w klasie wojownika; wielu z nich to ludzie o ponadprzeciętnej inteligencji, co pomaga im w szybkim opanowaniu niezbędnych umiejętności. Nie stanowi to jednak jedynej dostępnej drogi. Zdobywając kolejne poziomy jako mieczmistrzowie, łowcy, łotrzy, zabójcy i zawadiacy również starają się opanować tę popisową sztukę władania mieczem, choć w większości przypadków dostanie się do tej klasy zajmuje im więcej czasu niż wojownikom.

Ta klasa prestiżowa współgra także z archetypem obrońcy, choć żadne z nich nie wymaga tego drugiego.

## Rozgrywka

**Kość Wytrzymałości**: k10.

**Rangi umiejętności na każdym poziomie**: 2 + modyfikator inteligencji.
Zatanna Zatara

### Text

+1 PowerYou may put up to two cards from your discard pile on the bottom of your deck.

## Cube Information

### Cube Quantity

0

Zatanna Zatara is a Hero from the Original Set. When played, she provides +1 Power and may bottomdeck up to two cards from your discard pile on the bottom of your deck.

## Strategy

Zatanna Zatara is a card that enables you to play your most powerful cards faster and more frequently, by putting them on the bottom of your deck. This will ensure that they won't miss the next shuffle, as they will be the first cards drawn when your deck is reshuffled. If there are enough cards left in your deck, you may even be able to play one or both cards twice in one shuffle. Playing two powerful cards at once can also be useful for spiking.

Zatanna Zatara can also allow you to guarantee that two cards collide, enabling a combo like Dark Knight and Catwoman, or making sure that a card that provides a conditional bonus like High-Tech Hero will be played and have its condition met. If you expect that these card will not get played before reshuffling your deck, then putting them on the bottom of your deck can be more useful than simply putting cards that provide their effect unconditionally, like Super Strength.

Bottomdeck cards can be be quite useful or detrimental to a card's effect, if it is dependent on having a discard pile. Cards like Man of Steel and King of Atlantis should only be bottomdecked if they will be played before you reshuffle.

Zatanna Zatara provides a lot of flexibility, as any two cards from your discard pile can be bottomdecked. Knowing what your bottom two cards means you can ensure you will draw a Defense card to avoid a First Appearance Attack, and it can guarantee that you guess correctly for cards like Two-Face.

Despite all the utility she can provide, Zatanna Zatara is quite skippable in the opening, as the majority of her usefulness comes when you already own good cards.
Batmobile

### Text

If this is the first card you play this turn, discard you hand and draw five cards.
Otherwise, +1 Power.

## Cube Information

### Cube Quantity

3

Batmobile is an Equipment from the Original Set. When played, it provides either +1 Power or a hand reset.

## Strategy

Batmobile is one of the most effective forms of hand reset in the game, discarding your entire hand and drawing five cards. This can be used to skip a hand consisting mostly of junk, as well as a form of psuedo-Defense against discard Attack.

Batmobile is at its strongest when using its hand reset ability would provide a large benefit. This can happen when other effects reduce the number of cards in your hand before you play Batmobile, or when the difference in strength between your strongest and weakest cards is large. The latter can occur when you have not yet destroyed many Starter cards yet, or if your deck has otherwise been filled with junk.

Batmobile should not be used for its hand reset ability if your current hand is of an above average strength relative to the rest of your deck, or if there is a key card available to purchase that you are unsure you would be able to buy if you drew a new hand. When not used as a form of hand reset, Batmobile only provides +1 Power, and should likely not be bought if you expect it will often be played for only +1 Power. This can also happen when Batmobile is available to play later than your first card, such as by using Robin to put it into your hand.

In the opening, Batmobile can potentially be a very strong option if you draw it on the same turn as your Vulnerability cards, allowing you to skip them early on. However, because colliding Batmobile with your Vulnerability is entirely based on luck, this option is usually only good if your other opening purchase is a powerful card that you want to play as often as possible, such as Scarecrow.

## Crisis Strategy

In Crisis (Mode), Batmobile can provide a different utility to beat Crisis cards. Most Crisis cards require specific cards in order to beat them, or for each player to have certain cards in their hand at the same time. Batmobile can be used to skip a hand that is not useful to beat a Crisis, increasing the speed at which you can beat them.

Batmobile is next to useless if your deck is small enough that you can regularly draw most of your deck each turn, which is most often the case in a 1-player game.
Robin

Robin is a Hero from the Original Set. When played, he provides +1 Power and puts an Equipment from your discard pile into your hand.

## Strategy

Robin is a card that is only as strong as the best Equipment in your discard pile. Even if all that Equipment provides is +2 Power, then Robin provided +3 Power that turn. If you do not already own at least two Equipment, then Robin is usually a card that should be bought later, as he is much less likely to provide more than +1 Power.

Robin can combo with sifters and Defense cards that are Equipment, as these can be put back into your hand with Robin after they are discarded. If you already have a better Equipment in your discard pile, then this is not necessary.

The ability to choose which Equipment from your discard pile you want adds flexibility to Robin, but your options are rather limited in the Original Set. Nth Metal provides unreliable card destruction, Aquaman's Trident is useful for topdecking cards, and all other Equipment just provide Power. The exception is The Bat-Signal, which can allow Robin to ultimately put a Hero from your discard pile into your hand, which offer more flexibility, and a higher strength ceiling, in addition to the +2 Power you already received from Robin and The Bat-Signal. In reverse, Bat-Signal can also be used to put Robin into your hand, offering flexibility to it in return.

Expansions and other sets offer more expensive and more versatile Equipment like T-Spheres, The Hourglass, and Air-Walk Shoes that Robin can put into your hand, increasing his value.

Robin if often entirely skippable if you don't have many Equipment. Even if your Character benefits from Equipment, like Batman, Robin's low value to other player might make him safe to skip for a few turns until you get your Equipment first.

If your opponent has Robin, then you want to limit the number of options Robin can provide, primarily by making sure your opponent doesn't also get The Bat-Signal. Outside of this, countering your opponent's other cards or buying cards that match your deck is usually a higher priority.

## Trivia

* This card's artwork is from the cover of Batman and Robin #1.[1]
Heat Vision

Heat Vision is a Super Power from the Original Set. When played, it provides +3 Power and allows you to destroy a card in your hand or discard pile.

## Strategy

Heat Vision is exceptionally powerful, as it provides a large amount of +Power while also destroying junk. This both allows you to buy more expensive cards, and increase the rate at which you can play these cards, due to destroying your junk.

While Heat Vision is strong at any point in the game, it is better the earlier you can get it, and is a card you should attempt to spike to 6 Power if it is available.
Druid

**Druid** jest klasą postaci w *Pathfinder: Kingmaker*.

W czystości żywiołów i porządku dzikiej przyrody drzemie siła przewyższająca cuda cywilizacji. Tej pierwotnej magii strzegą słudzy filozoficznej równowagi, zwani druidami. Ci często niezrozumiani obrońcy dzikiej przyrody, sprzymierzeni z bestiami i manipulujący naturą, starają się chronić swoje ziemie przed wszystkimi, którzy mogliby im zagrozić, i udowodnić potęgę dzikiej przyrody tym, którzy zamykają się za murami miast. W nagrodę za swoje oddanie druidzi otrzymują niezwykłe dary: niezrównane zdolności zmiany kształtu, towarzystwo potężnych bestii i moce przywoływania gniewu natury. Najpotężniejsze siły temperamentu, podobne do burz, trzęsień ziemi i wulkanów, z pierwotną mądrością, dawno porzuconą i zapomnianą przez cywilizację.

## Rozgrywka

**Rola**: Choć niektórzy druidzi trzymają się na uboczu i zasypują wrogów mocami natury, pozwalając walczyć w zwarciu towarzyszom i przyzwanym stworzeniom, inni przemieniają się w śmiercionośne bestie i brutalnie wkraczają do walki. Druidzi czczą personifikacje sił żywiołów, mocy naturalnych lub samej natury. Zazwyczaj oznacza to oddanie się bóstwu natury, choć druidzi równie często czczą niejasne duchy, zwierzęcych półbogów, a nawet konkretne, budzące respekt cuda natury.

**Dopasowanie**: Dowolne neutralne

**Cios śmiertelny**: k8

**Współczynnik umiejętności na poziom**: 3 + 1/2 modyfikator inteligencji

**Zdolności klasowe**:Wysportowanie,Wiedza (arkana),Wiedza (o świecie),Historia (natury),Percepcja
Man of Steel

Man of Steel is a Hero from the Original Set. When played, he provides +3 Power and puts every Super Power from your discard pile into your hand.

## Strategy

Man of Steel is the single most powerful card in the Original Set, and should almost always be bought if you expect you or an opponent would be able to play him before the end of the game. Even without being able to play him, he provides 3 VPs at cost 8, making him more favorable over buying cheaper cards that total the same price.

What makes Man of Steel so powerful is Kick. It is always available to buy, so if you own Man of Steel, you can load up on Kicks and put all of the ones from your discard pile into your hand on the turn you play Man of Steel. You can even do this on the turn you expect to play Man of Steel, essentially making each Kick you buy only have a net price of 1 Power apiece. Super Powers from the Line-Up are usually more desirable than Kick when they are available, including very powerful ones like Heat Vision and Super Strength.

Due to how extremely powerful Man of Steel is, it is an excellent target for cards that let you put it into your hand or deck, such as The Bat-Signal or Zatanna Zatara.

It can be very helpful to trigger a reshuffle on a turn in which you did not play Man of Steel if it would mean some Super Powers miss the shuffle and end up in your discard pile. Combined with a card like The Bat-Signal, it can be valuable to reshuffle even on a turn that you played Man of Steel, as you will still be able to get in and all your Super Powers back.

Sifters such as The Penguin and Power of the Red can be used to discard Super Powers instead of other cards, as Man of Steel can then put those Super Powers back into your hand afterwards. You can also discard Super Powers to discard Attacks and get them back to no penalty.

Even in a worst-case scenario in which you have no Super Powers in your discard pile, and no way to reasonably gain them before playing man of Steel, he still provides +3 Power, an effect worth cost 5. A single Kick will boost that to +5 Power, a value worth cost 7, and gets you halfway to defeating a Super-Villain. Often, Man of Steel can provide 10+ Power.

If your opponent has Man of Steel, your best bet is to try and end the game quickly. Limit how many times they can play this strong card, and try to remove powerful Super Powers from the Line-Up before they get the chance to buy and play Super Strength on the same turn.

## Trivia

* Man of Steel is the only cost 8 card in the Original Set that is not a Super-Villain.
* During testing, Kicks were not Super Powers, which helps explain why the final version of Man of Steel is so powerful.
Aquaman's Trident

Aquaman's Trident is an Equipment from the Original Set. When played, it provides +2 Power and allows you to put a card you gain this turn on top of your deck.

## Strategy

Aquaman's Trident is primarily useful as a way to improve your next turn, by putting one of the cards you gain this turn on top of your deck to use in the future. This is useful at all stages of the game, as it can allow a powerful cards to be be played a shuffle early, whether that just be a Kick near the start of the game, or a Super-Villain later on. Most cards that you expect to be of at least average strength are cards that can be worth putting on top of your deck.

Aquaman's Trident can also be used to guarantee that cards show up at the specific time you want them. This can include Defense cards for an upcoming Attack, cards like Mera and The Bat-Signal which are dependent on your discard pile, or for effect that care about the top card of your deck, such as Power Ring.

When paired with card draw, it is possible to play the card you gain on the same turn that you gain it. This can be useful if the card would be more powerful now than next turn, such as playing Catwoman and Dark Kinght on the same turn, spiking up to another expensive card, or if the card you put on top would skip the shuffle. Often, it can better to leave the card on top to have a strong next turn.

Most other effects that allow you to put cards you gain somewhere other than your discard pile, such as Aquaman do not obsolete Aquaman's Trident itself. Even when you have access to the other options, Aquaman's Trident is still an effective card, and one you should deny an opponent from accessing.
Catwoman

Catwoman is a Hero from the Original Set. When played, she provides +2 Power. Additionally, she can combo with Dark Knight to allow you to put a card you gained this turn into your hand.

Catwoman is also the foundation of the Catwoman Cycle.

## Strategy

In most instances, Catwoman can be thought of as a cheaper Kick. She usually does not significantly improve your deck, but is still affordable at a fair Cost 2. If your deck or Character cares about Heroes or Cost 2 cards in particular, then the low cost of Catwoman can make her much more appealing to you than she is to other players. In the endgame, Catwoman can also be bought cheaply for an extra VP.

Catwoman can occasionally be bought for essentially cost 0, if she is played on the same turn she is bought, such as with The Bat-Signal.

If Catwoman doesn't offer anything unique for your deck, it can be better to leave Catwoman in the Line-Up so that she takes up a slot on the next player's turn as well. If you gain Catwoman, then a better card would almost certainly take her place, when instead you could leave her for another player to buy.

Catwoman holds a slight advantage over other cards in the Catwoman Cycle, because of Dark Knight. However, due to the low chance of actually being the player to gain Dark Knight, and then play him on the same turn as Catwoman, this should not significantly affect your strategy, unless you already own Dark Knight, or are trying to deny that opportunity to another player.
Emerald Knight

### Text

Remove an Equipment, Hero, or Super Power from the Line-Up. Play it, then return it to the Line-Up at the end of your turn.

## Cube Information

### Cube Quantity

1

Emerald Knight is a Hero from the Original Set. When played, he allows you to remove and play an Equipment, Hero, or Super Power from the Line-Up, returning it at the end of your turn.

## Strategy

Emerald Knight is a card provides a lot of flexibility, as you can potentially have access to five (or more) different cards that you can then play, including cards like Super Strength, that are much stronger than typical cost 5 cards. When these diverse options are available, you will need to analyze the rest of the game state is the best option.

Strong and/or various options aren't always available to you, and it is possible that you will need to settle for whatever the best option there is in the Line-Up at that moment. Emerald Knight can still consistently provide at least +2 Power, with it being very unlikely for there to be no options at all of cards in the Line-Up to play.

Defense cards in the Line-Up are much less useful to Emerald Knight, as they can only be utilized for their on-play effect, rather than their Defense effect. Certain Ongoing cards and Ninjutsu cards similarly are not as useful with Emerald Knight, as they can not be utilized to their full extent, while Time Travel cards already offer you a way to play them from the Line-Up. Meanwhile, Villains and Locations in the Line-Up are entirely useless to Emerald Knight. It is best to buy these cards first if you anticipate playing Emerald Knight on a future turn, in order to provide yourself with more options.

Similarly, it may be worthwhile to leave a powerful card like Man of Steel in the Line-Up until your next turn if you expect to play it with Emerald Knight. This comes at the risk of an opponent buying it first, and is thus not always a good option.

The card you play from the Line-Up cannot be gained that turn, which prevents playing and gaining the same powerful card on the same turn. If there is a certain card in the Line-Up that you want to gain, make sure to play a different card with Emerald Knight, such that is still possible to gain the card you want. This does not hinder your ability to defeat Super-Villains when playing Emerald Knight.

When an opponent had Emerald Knight, minimize the number of strong targets he has access to will weaken his effect.

## Clarifications

* You can't choose Kick, as it is not part of the Line-Up. You cannot buy or gain the card you remove from the Line-Up this turn.

## Trivia

* This card's artwork is from the cover of Blackest Night #2.
Green Arrow's Bow

Green Arrow's Bow is an Equipment from the Original Set. When played, it provides +2 Power and reduce the cost of defeating Super-Villains that turn by 2.

## Strategy

Green Arrow's Bow is best thought of as a card that provides conditional +Power. If it would give you enough Power to defeat a Super-Villain, then it essentially provided +4 Power, an ability which is valued at cost 6. If it did not, then it only provided +2 Power.

This situation is actually quite common, due to how much Power is being provided by a card that is only cost 4. Even when this doesn't occur, Green Arrow's Bow still provides +2 Power, making it a highly desirable card at any point in the game.

## Crisis Strategy

In Crisis, Green Arrow's Bow is weaker, due to how few turns will actually be spent defeating Super-Villains. It can still be useful for spiking, but will spend the majority of the game providing only +2 Power.

## Multiverse Strategy

In Multiverse, because it's possible to defeat multiple Super-Villains in a single turn, Green Arrow's Bow is additionally useful, as it can potentially provide +6 Power on a particularly strong turn. This also applies to any other mode where it is possible to defeat multiple Super-Villains in a single turn.
King of Atlantis

### Text

You may destroy a card in your discard pile. If you do, +3 Power.Otherwise, +1 Power.

## Cube Information

### Cube Quantity

1

King of Atlantis is a Hero from the Original Set. When played, he provides +3 Power if you destroy a card in your discard pile, but otherwise only provides +1 Power.

## Strategy

King of Atlantis can be though of as a slightly worse Heat Vision, which is a very strong cost 6 card, due to providing card destruction and a significant amount of Power at the same time. King of Atlantis can provide the same thing, with the restriction that the card you destroy must be in your discard pile, and the +Power is conditional on destroying a card. Even with this restriction, King of Atlantis is still a strong card due to the effects it provides, even if they are slightly limited and conditional.

King of Atlantis is best when you have a way to increase the chance of junk being in your discard pile. This includes sifters like The Penguin and Batgirl, and your opponent's junking and discard Attacks. First Appearance Attacks can also provide Weaknesses and discards, so defeating a Super-Villain the turn before you play King of Atlantis can be helpful in case you would reshuffle your deck.

When these aren't an option, a larger deck is better for King of Atlantis, as this will increase the number of turns that you have a discard pile, making it more likely that King of Atlantis will be played on one of those turns.

Opening with King of Atlantis can be swingy. If you draw it on turn 3 or 5, then it will essentially just be an expensive Punch, but on turn 4 it can help you spike up to a large amount of Power while also destroying a Starter.

Running out of junk to destroy with King of Atlantis is not a concern, as your deck will already be able to reliably afford Super-Villains. Thusly, other cards that provide card destruction do not significantly harm King of Atlantis.

If necessary, King of Atlantis can also be used to destroy a non-junk card from your discard pile if it allows you to reach a certain price point. In such a case, destroying a card that isn't as useful to your deck or Character, or an easily replaceable card like Kick is your best choice. This happens more frequently in Crisis than in normal competitive play, where the VP loss is irrelevant.

If your opponent has King of Atlantis, then your junking and discard Attacks will be worse than usual. With proper deck tracking, you can make informed decisions about if you should skip playing these cards if it would leave King of Atlantis with no cards to destroy. Black Lantern Aquaman is perhaps the biggest counter to King of Atlantis, removing multiple junk cards from your opponent's discard pile at once.
Green Lantern

### Text

If you play three or more cards with different names and cost 1 or more during your turn, +3 Power.

## Cube Information

### Tier

3

Green Lantern is a Super Hero from the Original Set. He provides +3 Power if you play three or more cards with different names and cost 1 or greater during your turn.

## Strategy

Green Lantern wants to be able to play a variety of cards with 1 or more during your turn. This makes it very unlikely to activate his ability in the early game, but very consistent and powerful later in the game.

Acquiring a variety of cards is usually something you will do naturally, just so long as you don't buy too many Kicks. Buying duplicates of other cards is usually a very minor concern, and is unlikely to interrupt Green Lantern.

Destroying your Starters and Weaknesses is the key way to ensure you will play enough cards with cost 1 or greater during your turn, and is of a much higher priority to Green Lantern than other Characters.

Any cards that draw cards (like Kid Flash), put cards into your hand (like The Bat-Signal), or directly play other cards (like X-Ray Vision) are of additional use to Green Lantern, as this will increase the number of cards with cost 1 or greater you play during your turn. Emerald Knight in particular guarantees you play two different cards all on its own.
Blue Beetle

Defense: You may reveal this card from your hand to avoid an Attack. (It stays in your hand.)

## Cube Information

### Cube Quantity

0

Blue Beetle is a Hero from the Original Set. When played, he provides +3 Power. Additionally, he can be repeatedly revealed from your hand to avoid any number of Attacks, rather than just being utilized once per hand, like most Defense cards.

## Strategy

Blue Beetle provides unlimited Defense as long as he is in your hand. He is most useful when your foes have acquired a large number of Attack cards, allowing you to avoid multiple Attacks with just a single card. He also allows you to avoid low-risk Attacks without wasting a Defense card on them, since Blue Beetle can still be used to avoid more dangerous First Appearance Attacks as well.

Because he can only provide Defense for at most one round of turns, Blue Beetle does not completely replace the need for other Defense cards. Furthermore, it can actually be better to utilize other Defense cards instead of Blue Beetle when you have the choice. Cards such as Lasso of Truth or Super Speed are usually better to defend with than to actually play, so these can be safely used for their Defense effect, while keeping Blue Beetle in your hand to avoid future Attacks.
The Flash

### Text

You go first.The first time a card tells you to draw one or more cards during each of your turns, draw an additional card.

## Cube Information

### Cube Legal?

No

The Flash is a Super Hero from the Original Set. He draws a card the first time a card tells you to draw one or more cards during your turn. Additionally, you go first when playing as The Flash.

## Strategy

The Flash is a lower strength Character who provides an additional card draw when a card tells you to draw a card. This only happens the first time you are told to do this each turn, limiting him to only drawing a single extra card per turn, a low cap for an ability that activates off of fewer cards from the main deck than other Characters' abilities do. Additionally, because cards that draw a card don't take up space in other players' decks, it is common for other players to buy these cards for themselves, even without trying to intentionally prevent The Flash from buying them.

Due to these factors, it in The Flash's best interest to buy as many cards that draw cards as possible, even with the risk of collision.

In the Original Set, the sources of card draw available to The Flash consist almost entirely of cost 2 and 3 cards, as well as the Locations. While the former are easy to afford, they do not provide much for your deck aside from synergy with The Flash's ability, especially once they start to collide. Cards like Kid Flash or Super Speed do not take up space in your opponents' decks, making them easy targets to deny you use of your ability, and thus higher priorities for you to buy. Other cards like Two-Face or The Penguin can hamper other Characters, and will not see a much competition for them, making them easier for The Flash to buy.

Locations and other Ongoing cards that provide sources of card draw are some of the strongest cards for The Flash, as they will allow you to draw cards during your turn more consistently. These are once again often competitive purchases for all players, regardless of their Character, continuing to limit The Flash's viability.

The Flash's ability only activates from cards, and will not activate if another Character on your team allows you to draw a card, limiting him further in formats with multiple Characters such as Dark Nights Metal and Two Heads are Better than One.

The Flash will always go first, providing turn advantage. This slightly improves his average strength compared to other Characters, who are not guaranteed to go first, but this is ultimately a rather small boost.

## Trivia

* The only other Character that says, "You go first," is The Flash (Crisis 1).
Green Arrow

### Text

+2 PowerAt the end of the game, if you have four or more other Heroes in your deck, this is worth 5 VPs.

## Cube Information

### Cube Quantity

0

Green Arrow is a Hero from the Original Set. When played, he provides +2 Power. At the end of the game, he can potentially be worth 5 VPs if you have at least four other Heroes in your deck.

## Strategy

Green Arrow is a variable VP card, and is usually desirable exclusively for that purpose. If you expect to have at least four other Heroes in your deck at the end of the game, then he provides 5 VPs at only cost 5, making him worth just as many VP as a Super-Villain at only half the cost. He provides +2 Power when played, which while that isn't strong for a cost 5 card, this means that adding him to your deck will usually not hurt your deck during the game. All together, this make Green Arrow very valuable.

The consistency at which you can gain four other Heroes is heavily dependent on player count. The fewer players there are, the more cards you'll have in your deck, and thus the more Heroes you will own. In a 2- or 3-player game, Green Arrow will almost always provide 5 VPs, even without intentionally trying to buy them. In a 4- or 5-player game, this will be much more difficult, especially if your Character does not benefit from Heroes, or if a foe's Character does. Games with more players tend to have lower scores, though, and the 5 VP from Green Arrow can make much more of a difference in the final score the more players there are. Regardless, Green Arrow is much more skippable with 4-5 players than he is with 2-3 players.

If Super Heroes are also in the Super-Villain stack, such as with The Rogues or the Nemesis Promo Pack, then Green Arrow is much more likely to be worth 5 VP, and you might as well not even consider the chance of him being worth 0 VP, unless the game is close to ending and you know you still won't have enough Heroes.

If a foe has Green Arrow, you should pay attention to if that foe has or likely will have enough Heroes to provide 5 VPs by the end of the game, and if that 5 VP will be enough to overtake your score. If it seems like that player will have enough Heroes or their score will not be high enough even with Green Arrow, then denying Heroes from the Line-Up to that player will not be useful. The earlier in the game it is, the more time they will have to buy Heroes, and the more time you will need to spend buying them before your opponent can. Deck tracking is also necessary for if you have Green Arrow, and need to determine if you already have enough Heroes.

## Crisis and Watchmen Strategy

In the Crisis and Watchmen modes, Green Arrow's variable VP is worthless, essentially making him a very expensive Catwoman. This makes him an undesirable addition to your deck, unless you plan to contribute him to a Crisis or Challenge.
Princess Diana of Themyscira

Princess Diana of Themyscira is a Hero from the Original Set. When played, she gains all Villains with cost 7 or less in the Line-Up.

## Strategy

Princess Diana of Themyscira is an expensive, but ultimately weak gainer. She is best compared to Dark Knight, who gains all Equipment from the Line-Up, but is only cost 5, also provides +2 Power, and has a combo with Catwoman to put a card you gain this turn into your hand. In the Original Set, Equipment only have cost 5 at maximum, while Villains from the main deck can cost up to 7, but this isn't too much of consequence.

While there are powerful Villains such as Lobo or Doomsday that Diana can potentially gain, there's also a lot of Villains that aren't nearly as powerful, or who don't provide much Power, and instead have an Attack. Diana is also dependent on the presence of Villains in the Line-Up, which may not always be around. With a single cost 4 Villain in the Line-Up, Diana is still worse than Cheetah, a card that is only cost 2. With no Villains, Diana becomes a dead card.

If you own Diana, then buying Villains should be a lower priority for you, since eventually Diana will allow you to gain them all for free. If a Villain still seems like the best option for you to buy, or you think an opponent will buy it before you, then it can still be worth it to buy the Villain.

Suicide Squad is a valuable card for the player with Diana, as you will be able to gain them for free in the future, leaving you still able to spend your Power on a Super-Villain.

Diana is more notable in instances in which she can be played for a large benefit on the same turn she is bought, such as with Aquaman's Trident. You should look out for opportunities like this, as well as for if it's possible for your opponent to do this. Cards like Emerald Knight that can play cards directly from the Line-Up especially appreciate Diana, as they can utilize her ability without needing to permanently add her to your deck, and chance becoming a dead card.

If your opponent has Diana, then making sure they won't gain expensive Villains for free may become a priority. You are unlikely to block them from gaining at least one Villain, but you can deny them the most powerful ones.

## Crisis Strategy

In Crisis, Diana is the most effective way of removing Villains from the Line-Up. Once she shows up, you can skip buying Villains if you think you will be able to just gain them later with Diana, allowing to spend your Power on other cards instead. Later in the game, when players' decks are more powerful and the Line-Up is smaller, Diana can start to peter out, but is worth keeping if you might still face a Crisis that requires a card with cost 7.

## Watchmen Strategy

In Watchmen, Diana is a very effective card for the Secret Mastermind, as they are much less focused on cards that provide Power, and instead just want to gain as many cards from the Line-Up as possible. Rioters especially combos well with her, as you can destroy all non-Villains in the Line-Up, and then gain any Villains that come out when the Line-Up is refilled.
Punch

* Original Set
* Heroes Unite
* Forever Evil
* Teen Titans
* Dark Nights Metal
* Rebirth
* Confrontations (Super Hero)
* Confrontations (Super-Villain )
* Rivals 1
* Rivals 2 (Green Lantern)
* Rivals 2 (Sinestro)
* Teen Titans GO!
* Street Fighter
* Naruto Shippuden

Punch is a Starter, and one of the starting cards in your deck in most entries of DC Deck-Building Game. It is featured in the Original Set, Heroes Unite, Forever Evil, Teen Titans, Dark Nights Metal, Rebirth, Confrontations, Rivals 1, Rivals 2, Rivals 3, Teen Titans GO!, Street Fighter, and Naruto Shippuden. When played, it provides +1 Power.

Equivalent cards to Punch in other sets include Light Punch, Courage, Punchies, Genius Waves, Glyph, Pass, Courage, Cardboard Tube, and Token.

## Trivia

* There are sixteen different versions of Punch, the most of any card in the entire series, tied with Vulnerability.
Paladyn

Edytuj

**Paladyn** to klasa postaci w *Pathfinder: Kingmaker*.

Przez wybranych i tego godnych jaśnieje moc boska. Te szlachetne dusze, zwane paladynami, poświęcają swoje miecze i życie w walce ze złem. Paladyni, jako rycerze, krzyżowcy i praworządcy, starają się nie tylko szerzyć boską sprawiedliwość, ale także wcielać w życie nauki cnotliwych bóstw, którym służą. Dążąc do osiągnięcia wzniosłych celów, przestrzegają żelaznych praw moralnych i dyscypliny. W nagrodę za swą prawość, ci święci bohaterowie są obdarzani dobrodziejstwami, które pomagają im w ich zadaniach: mocą wypędzania zła, uzdrawiania niewinnych i inspirowania wiernych. Chociaż ich przekonania mogą doprowadzić ich do konfliktu z duszami, które chcą ocalić, paladyni stawiają czoła niekończącym się wyzwaniom wiary i mrocznym pokusom, ryzykując życie, by czynić dobro i walczyć o lepszą przyszłość.

## Rozgrywka

**Rola**: W chaosie bitwy paladyni służą jako sygnał świetlny dla swoich sojuszników. Będąc śmiertelnymi przeciwnikami zła, mogą również wzmacniać dobre dusze, by pomagały im w krucjatach. Ich magia i umiejętności walki sprawiają, że doskonale nadają się także do obrony innych i obdarzania poległych siłą do dalszej walki.

**Charakter**: Praworządnie dobry

**Kość wytrzymałości**: k10

**Poziom umiejętności na level**: 2 + 1/2 Modyfikator inteligencji

**Umiejętności klasy**: Wiedza (Arkana), Wiedza (Świat), Nauka (Natura), Nauka (Religia), Perswazja
Power Rings

Power Rings are cards with "Power Ring" in their names. This quality is important for the Power Rings from Heroes Unite and Crisis 2, as they are each worth 1 VP per Power Ring in your deck at the end of the game. They also interact with Kyle Rayner and Mongul's First Appearance Attack.

The following cards are considered Power Rings.

Original Set: Power Ring

Heroes Unite: Blue Lantern Power Ring, Green Lantern Power Ring, Indigo Tribe Power Ring, Orange Lantern Power Ring, Red Lantern Power Ring, Star Sapphire Power Ring, Yellow Lantern Corps Power Ring (and Plastic Man pre-errata when played)

Forever Evil: Power Ring

Teen Titans: Shapeshift (while you own or are playing it, but not at the end of the game)

Rebirth: Original Power Ring, Sector 2814 Power Ring

Crisis 2: Black Lantern Power Ring, White Lantern Power Ring

Crisis 3: Power Ring

Rivals 2: Green Lantern Power Ring, Sinestro Corps Power Rings
Junk

Junk is an informal term for cards you don't want in your deck. Typically this will include the Vulnerabilities and Punches (or their equivalents from other sets) that start in your deck, as well as Weaknesses given out by Attacks, though for some Characters like Booster Gold, these cards may be actively desirable. Some other cards like Talon (with no Starters in your deck) or Loot can be considered junk once they are in your deck and their ability when played will no longer help you.

Destroying or otherwise removing your junk is a good way to improve your deck, by removing weak cards from your deck, and allowing you to play your stronger cards more frequently.
Cyborg

### Text

If you play one or more Super Powers during your turn, +1 Power.If you play one or more Equipment during your turn, draw a card.

## Cube Information

### Tier

4

Cyborg is a Super Hero from the Original Set. He provides +1 Power for the first Super Power you play during your turn, and draws a card for the first Equipment you play during your turn.

## Strategy

Cyborg is a very strong Character, due to benefitting from multiple different card types, one of which being Super Powers, which are always accessible to him due to the Kick stack.

Before you have destroyed your Starters, the +1 Power from a Super Power will more consistently improve your current turn. Later, Equipment can cycle through your deck, while drawing cards that are better than Punch, including ones you may have topdecked with another card like Aquaman's Trident.

Only the first Super Power and the first Equipment played each turn will benefit Cyborg, so it is better to buy a roughly equal number of each type, rather than focusing on just one over the other. This also means that once you have enough Super Powers and Equipment, buying more won't necessarily make your deck more powerful, just minimally more consistent. The fact that Cyborg's ability has a maximum cap also means that card destruction is slightly less important to Cyborg than to other Characters, since colliding more than a single Super Power and Equipment in the same turn is unnecessary.

Cards like High-Tech Hero or Robin that benefit from Super Powers and Equipment are worth buying for Cyborg, even when he doesn't have a card of the matching type yet, in preparation for the Super Powers and Equipment he expects to buy later in the game.

When playing against Cyborg, it is better to try and deny him Equipment from the Line-Up, rather than Super Powers, since Cyborg will always at least have access to Kick.

## Trivia

* This card's artwork is from the cover of Justice League #1.
Weakness

* Original Set
* Heroes Unite
* Forever Evil
* Teen Titans
* Dark Nights Metal
* Rebirth
* Confrontations
* Rivals 1
* Rivals 2
* Street Fighter
* Naruto Shippuden

Weakness is a card featured in every entry of DC Deck-Building Game, as well as Street Fighter and Naruto Shippuden. It has no type, and is worth -1 VP. In most entries it has no effect when played, but the versions from Dark Nights Metal, Injustice, Rivals 3, and Street Fighter all feature various effects when played.

Weakness comes from the Weakness stack, a stack of 20 Weakness cards that are available to gain through various negative in-game effects, but cannot be bought. Dark Nights Metal uses 30 Weakness cards, while the Rivals sets only use 10.

Corruption and Limp Wand are equivalent cards to Weakness in the Middle Earth and Epic Spell Wars sets, respectively. Other sets replace the Weakness stack with similar cards, including Morty Waves, Wound, Penalty, Wound, and PAX Pox.

Teen Titans GO!, Crossover Crisis, and Animation Annihilation feature Weakness stacks with different Weaknesses, which all provide unique effects when played.

## Trivia

* Weakness is the only card to share a name with a card type.
Cerberus Engine Deck-Building Wiki

**Welcome to the Cerberus Engine Deck-Building Wiki!**
For fans of DC Deck-Building Game, and all other entries in the Cerberus Engine Deck-Building Games by Cryptozoic.

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Kid Flash

Kid Flash is a Hero from the Original Set. When played, you draw a card.
Kid Flash is also the foundation of the Kid Flash Cycle.

## Strategy

Kid Flash allows you to draw a card when played. If you did not have Kid Flash in your deck, then the card you draw would have been the card you had in your hand already anyways. In this sense, Kid Flash does not actually improve your deck, unless you have other cards that interact either with some aspect of Kid Flash, or with the top of your deck.

The unique aspects of Kid Flash himself include his name (useful to Green Lantern), being a Hero (useful to Martian Manhunter), the ability to draw a card (useful to The Flash), and being cost 2 (useful to Robin). For Characters like these, Kid Flash can provide an additional benefit without taking up space in your deck.

Kid Flash can also be useful when you can control what card is on top of your deck. This can be done with putting cards directly on top of your deck, such as with Aquaman, or with deck inspection like Nth Metal, which decrease the chance of junk being on top of your deck.

Outside of these situations, Kid Flash is a mostly harmless addition to your deck at a cheap price for an additional VP, due to his card draw not making him take up space in your deck. The exception to this is that he will make it slightly less likely that you will have a Defense card in your hand to avoid an Attack.

Due to Kid Flash's strengths being dependent on other cards, it usually isn't worth buying Kid Flash if you have a better option available. This will also leave him to take up a slot in the Line-Up for the next player, limiting their options as well.
Batman

Batman is a Super Hero from the Original Set. He provides +1 Power for each Equipment you play during your turn.

Batman is also the foundation of the Batman Cycle.

## Strategy

Batman's ability is entirely dependent on your ability to play Equipment. Any Equipment cards can be evaluated as providing an additional +1 Power when compared to non-Equipment cards.

Cards such as Dark Knight and Robin provide additional ways to gain and play Equipment, respectively. Other cards like High-Tech Hero, Utility Belt, and The Batcave provide bonuses that coincide with the large number of Equipment Batman hopes to obtain throughout the game.

A notable weakness of Batman in the Original Set is that there are no Equipment with cost 6 or greater in the main deck. Additionally, there isn't any other cards or Super-Villains that provide any sort of bonus for Equipment either. This puts a moderate limit on Batman, since his ability will have no direct synergy with any of the more expensive cards in the game. He is also dependent on Equipment showing up in the Line-Up, which despite making up roughly one quarter of the main deck, aren't guaranteed to show up in a high enough quantity for Batman to always remain competitive. This causes him to usually be weaker than Superman, but Batman can still usually provide a consistent threat to other players.

When playing against Batman, you will need to determine whether it is better to buy an Equipment to deny it from Batman, or to buy a non-Equipment that benefits you more. The more Batman is trailing in VP, the less necessary it is to deny his access to Equipment, and you can continue to just focus on buying the cards that are best for you.
Superman

Superman is a Super Hero from the Original Set. He provides +1 Power for each different Super Power you play during your turn.

Superman is also a part of the Batman Cycle.

## Strategy

Superman's ability is entirely dependent on your ability to play different Super Powers each turn. Any non-Kick Super Powers can be roughly evaluated as providing an additional +1 Power when compared to non-Super Power cards, but it is possible for multiple copies of the same Super Power to collide on the same turn.

Superman's greatest strength is his consistent access to Kick throughout the game. While Kick is normally an overcosted card, providing only +3 Power at cost 3, the first Kick Superman plays each turn provides +3 Power for only cost 3, which is normally valued at cost 5. Ideally, you would play one Kick per turn, but due to shuffle luck, this is unlikely to happen. Rather, Kick can be a source of increasing the Super Power density of your deck, even if not every Kick provides +3 Power.

Other Super Powers are usually much more valuable to Superman beyond your first Kick, as fewer copies of them will be available to your.

Cards such as Man of Steel and Supergirl provide additional ways to play Super Powers, respectively. Other cards like High-Tech Hero provide bonuses that coincide with the large number of Super Powers Superman hopes to obtain throughout the game.

The Original Set only features five different Super Powers in the main deck, and most main decks contain fewer Super Powers compared to the other card types. Despite this, Kick still provides enough reliability that Superman remains a powerful and consistent Character. Playing with an expansion only increases the number of different Super Powers Superman can access, increasing his strength.

When playing against Superman, it can be more crucial to deny him access to cards that would benefit his deck than it is for other Characters. Superman is still reasonably decent even with Kicks as his only Super Powers, but limiting his access to additional different Super Powers can put a very quick cap on his ability.