recursal/Fanatic-Fandom huggingface dataset:
Omnidroid v.10

### Text

Remove three Major Modifications from your Realm to play Omnidroid v.10 to Downtown Metroville. If Syndrome's Remote is in your Realm, play Omnidroid v.10 to the opposite side of the Realm. Do not discard Omnidroid v.10 if used in a Vanquish action.

### Reverse Text

Omnidroid v.10 is defeated. If there are no Heroes in your Realm, you win the game.

**Omnidroid v.10** is an Omnidroid in Syndrome's Villain deck. It is represented by a tile, and replaces Omnidroid v.X9. It is part of Syndrome's win condition, and must be defeated by Syndrome's Remote.

## Clarifications

* Playing this does not count as an action, and can only be done on your turn.
* "Removing" Major Modifications puts them from play into your discard pile.
* All three Major Modifications must be removed at once, thus must all be in play simultaneously.
* This is always played to Downtown Metroville. If Syndrome's Remote is not present, or under Syndrome's control, it is played to the top; if Syndrome's Remote is attached to a Hero, it is played to the bottom.
* Once in play, whenever a Hero takes Syndrome's Remote, this moves to that Hero's location, at the bottom.
* When the Hero holding Syndrome's Remote is defeated, this moves to the top of its current location.
* When this is destroyed, it remains in your Realm, covering the top row at its location.

## Strategy

The last stage of the Omnidroid line, this tile is the focus of Syndrome's endgame. Unlike its predecessors, it is reusable, and also handily follows around whomever is currently holding the Remote. Given that it is both the most efficient means of Vanquishing Syndrome has, and also the fact that it covers the top of a location when it's defeated, it should ideally be used until all your Heroes are gone. Focus down Heroes *not* holding the Remote first, so that you can retain use of the v.10. Once all Heroes are off your board, go Activate the Remote and win. If the Remote and the v.10 are at different locations, or if through No Capes! or just bad luck you can't move to its location this turn, use 15 Years Later or Mirage to bring them both to you, preferably at Parr Residence for an immediate victory.

 **Villain deck**
*4 Copies:* Major Modifications
*3 Copies:* 15 Years Later • Guards • Not a Sidekick • Velocipod Patrol
*2 Copies:* Bio Probe • Containment Unit • Identification Please • Security • Who's Super Now? • Zero-Point Energy
*1 Copy:* Mirage • Syndrome's Remote
 **Fate deck**
*2 Copies:* Force Field • No Capes! • Teamwork
 **Unique mechanics**
Omnidroid
Teamwork

### Text

Play this card, then play the second Fate card you drew. Then, look at the top six cards of Syndrome's Fate deck. Return them to the top of Syndrome's Fate deck in any order.

**Teamwork** is an Effect in Syndrome's Fate deck.

## Clarifications

* This is discarded before you look at the top six cards of the Fate deck, so it will shuffle itself in if fewer than six cards remain.

## Strategy

Though not the most punishing card in Syndrome's Fate deck, it's easily the most infuriating for him. This can let you stagger Heroes for the next three Fates so they're not revealed together, or make sure you know when That Was Totally Wicked will be coming up for maximum damage. Make sure to leave a Hero on top so he can't undo your hard work with a single 15 Years Later. If you find a second copy of Teamwork, pair it with the bottommost Hero, so that you have the least overlap between the two plays, and the highest likelihood of finding more Heroes to push to the top.

 **Villain deck**
*4 Copies:* Major Modifications
*3 Copies:* 15 Years Later • Guards • Not a Sidekick • Velocipod Patrol
*2 Copies:* Bio Probe • Containment Unit • Identification Please • Security • Who's Super Now? • Zero-Point Energy
*1 Copy:* Mirage • Syndrome's Remote
 **Fate deck**
*2 Copies:* Force Field • No Capes! • **Teamwork**
 **Unique mechanics**
Omnidroid
Snake Staff

### Text

Activate: Pay 1 Power. Put a Hypnotize that is in your discard pile into your hand.

**Snake Staff** is an Item in Jafar's Villain deck.

## Strategy

With Snake Staff, Jafar essentially has infinite Hypnotizes (provided he has enough Power). It's a solid card to play, especially since it's location-independent (unlike Giant Hourglass).

## Previous versions

 **Villain deck**
*3 Copies:* Necessary Sacrifice • Palace Guard • Scimitar • Scrying
*2 Copies:* A Snake, Am I? • Deception • Giant Hourglass • Hypnotize • Manipulation • Sorcerous Power
 **Fate deck**
*3 Copies:* Wish
*2 Copies:* Crushing Blow • Narrow Escape
*1 Copy:* Abu • Aladdin • Carpet • Genie • Princess Jasmine • Rajah • Sultan • Treachery
Syndrome's Remote

If Syndrome is in the same location as Omnidroid v.10, activate Syndrome's Remote to defeat Omnidroid v.10. After Omnidroid v.10 is defeated, flip the tile over.

**Syndrome's Remote** is a **Remote** in Syndrome's Villain deck. It is part of his win condition, being used to destroy Omnidroid v.10.

## Clarifications

* This is not an Item, and is not discarded by That Was Totally Wicked.
* This can be moved by the Move an Item or Ally action.
* Syndrome, Syndrome's Remote, and Omnidroid v.10 all need to be in the same location, with the Remote under Syndrome's control (not attached to a Hero) in order to activate the Remote.
* If a Hero other than Jack-Jack is played to Syndrome's Realm, attach Syndrome's Remote to that Hero, even if it's attached to another Hero in Syndrome's Realm.
* When the Hero with Syndrome's Remote is defeated, Syndrome's Remote is returned to Syndrome's control at the bottom of the same location.

## Strategy

If you draw into it, it's best to immediately play it. Omnidroid v.X9 will find it for you anyway later, and it being on the board is better than it being in your discard pile (and potentially reshuffled back in by Omnidroid v.X8, making it take longer to find Major Modifications). Usually you should just play this right to Downtown Metroville, since if by some miracle no Heroes pop out before then, you can just go there and win once you've pulled out the v.10. Once the v.10 is out and you're in your endgame, focus fire all the Heroes that *don't* have the Remote, so you can use the v.10 as long as you can. You also want to avoid having to nudge the Remote towards the v.10 with your single Move an Item or Ally action, so make use of Identification Please or 15 Years Later/Mirage to make sure they're both in the same location.

 **Villain deck**
*4 Copies:* Major Modifications
*3 Copies:* 15 Years Later • Guards • Not a Sidekick • Velocipod Patrol
*2 Copies:* Bio Probe • Containment Unit • Identification Please • Security • Who's Super Now? • Zero-Point Energy
*1 Copy:* Mirage • **Syndrome's Remote**
 **Fate deck**
*2 Copies:* Force Field • No Capes! • Teamwork
 **Unique mechanics**
Omnidroid

 **Unique Types**
Cheat • Curse • Guardian • Ingredient • Omnidroid • Prince • Prisoner • Relic • Remote • Titan • Transformation
Robin Hood

### Text

The amount of Power that Prince John gains from each card or action is reduced by 1 Power.

**Robin Hood** is a Hero in Prince John's Fate deck.

## Strategy

Perhaps the most powerful Hero in Prince John's Fate deck, Robin Hood drastically slows down his Power gaining. Sherwood Forest and Nottingham provide no Power at all, and likewise for Sheriff of Nottingham. A very poor target for Steal from the Rich, as Prince John will want to defeat him as soon as possible, but a great choice for Clever Disguise.

 **Villain deck**
*3 Copies:* Beautiful, Lovely Taxes • Imprison • Rhino Guards • Warrant • Wolf Archers
*2 Copies:* Bow and Arrows • Cowardice • Greed • Set a Trap
 **Fate deck**
*3 Copies:* Clever Disguise • Steal from the Rich
*1 Copy:* Alan-a-Dale • Friar Tuck • King Richard • Lady Kluck • Little John • Maid Marian • **Robin Hood** • Skippy • Toby
Take a Bite

### Text

Choose a Hero at Evil Queen's location. Pay Poison equal to the Hero's Strength to defeat that Hero.

**Take a Bite** is an Effect in Evil Queen's Villain deck. It is her only way to defeat Heroes, and thus part of her win condition, as she must use it to defeat Snow White.

## Strategy

Remember that you have five copies of this - feel free to discard extras to get to your Ingredients faster. Also remember that you have to be at the Hero's location to defeat them! Be mindful of how much Poison you have - using this on any Hero other than Snow White or Doc (or maybe Dopey) is usually not worth it, as the Poison required to defeat them will always be more than the Strength they add to Snow White, and I'll Fix Ya! and the Move a Hero action at the Laboratory give Evil Queen ways of working around Heroes in her Realm.

 **Villain deck**
*5 Copies:* **Take a Bite**
*3 Copies:* I'll Fix Ya!
*2 Copies:* Black Magic • Black of Night • Jealousy • Magic Tomes • Mummy Dust • Old Hag's Cackle • Scream of Fright • Thunderbolt • Vanity
 **Fate deck**
*2 Copies:* Love's First Kiss • Pickaxe • Woodland Creatures
 **Unique mechanics**
Brew Poison • Ingredient
Opportunist

**Opportunist** is an Effect in Ursula's Villain deck.

## Strategy

This card can be quite handy when it's needed, mainly when one of your key Items is discarded by Divination, or as a way to pick back up a Binding Contract, Change Form or Whirlpool you've used previously. However, outside those instances, it's probably best if it's discarded itself, so you can get to the Crown and Trident faster.

## Identical cards

The following cards in other Villains' decks are functionally the same (ignoring number of copies):

* The Devil Take It

## Previous versions

 **Villain deck**
*6 Copies:* Binding Contract
*3 Copies:* Change Form • Grow Giant • **Opportunist** • Whirlpool
*2 Copies:* Arrogance • Divination • Trickery
 **Fate deck**
*3 Copies:* Return to Form
*2 Copies:* Dinglehopper • Snarfblat
*1 Copy:* Ariel • Eric • Flounder • Grimsby • King Triton • Max • Scuttle • Sebastian
Taunter

**Taunter** is an unofficial card archetype, being a Hero that must be defeated before other Heroes, or an Item that attaches to a Hero, conferring to it that Ability. As they are able to protect other Heroes that either have potent ongoing Effects, or that the Villain needs to defeat to win, they can be some of the more irritating Heroes to have in your Realm.

They tend to have this wording: "*[Villain]* must defeat *[this card]* before defeating other Heroes."

## List of taunters

* Carpet
* Chaca
* Citizens of Halloween Town
* Doc
* Donald Duck
* Rafiki
* Taunt
* Tipo

### Card Gallery

 ***Card Archetypes:*** Archer • Brute • Invincible • Scavenger • **Taunter** • Trophy
The Graveyard

**The Graveyard** is the center-right location in Oogie Boogie's Realm.

## Actions

The Graveyard contains the following actions:

* Vanquish | Discard Cards
* Play a Card | Fate

 **Villain deck**
*6 Copies:* Impostor Sandy Claws
*4 Copies:* Bats
*3 Copies:* Loaded Dice • Making Christmastime
*2 Copies:* Spiders • Trick or Treat • What Did Santa Bring You? • What Have We Here?
 **Fate deck**
*4 Copies:* Citizens of Halloween Town
*2 Copies:* Distraction • Hello, Oogie!
*1 Copy:* Doctor Finkelstein • Jack Skellington • Sally • Sandy Claws • Set Things Right • The Mayor of Halloween Town • Zero
Pain

### Text

When Pain is moved, you may move a Hero from Pain's previous location to his new location.

**Pain** is an Ally in Hades' Villain deck.

## Strategy

Situationally useful. Ideally, you should be using every Move an Item or Ally action to get your Titans to Mount Olympus, but if Hercules or Zeus are in the way, it can be worth it to use Pain to shunt them to a better location.

 **Villain deck**
*3 Copies:* Get Ready to Rumble! • Mortality Potion • Planets Align
*2 Copies:* Achilles' Heel • Eye of the Fates • I Rule! • Rage • Ruthless
 **Fate deck**
*2 Copies:* Go the Distance • Lightning Bolt • Medallion • The Gospel Truth
 **Unique mechanics**
Titan
Milk Farm

**Milk Farm** is the center-right location in Cruella De Vil's Realm.

## Actions

Milk Farm contains the following actions:

* Discard Cards | Gain 1 Power
* Play a Card | Fate

## Identical locations

The following locations in other Realms have the same actions in the same rows:

* Tiana's Place
* Sherwood Forest

 **Villain deck**
*3 Copies:* • I Live for Furs
*2 Copies:* Cruel • Devilish • Fireplace Poker • Flashlight • Get the Job Done • Here, Puppies • Spotted • That Devil Woman • The Devil Take It • Whatever It Takes • You Idiots!
 **Fate deck**
*2 Copies:* Flew the Coop • Reckless Driving • Twilight Bark • We're Labradors
*1 Copy:* Anita and Roger • Captain • Colonel • Nanny • Perdita • Pongo • Sergeant Tibbs
Move

When instructed to **move** a card in play, you take it from its location and put it in a new location. The most common way to do so is via the Move an Item or Ally or Move a Hero actions, but there are many card Abilities that move as well.

## Clarifications

* By definition, "move" implies a change in location, so if you move a card, it cannot be to the same location. Often a moving Ability will specify to a "new" location for clarity, but this is not necessary.

## List of cards that move other Villain cards

* Airship
* Aye, Aye, Sir!
* Bathtub
* Beast
* Bruno
* Captain
* Feeding Frenzy
* Fflewddur Fflam
* Finish the Job
* Get Ready to Rumble!
* Horace Horsecollar
* Horse
* Iago
* Identification Please
* King Hubert
* Mome Raths
* Pegasus
* Pluto
* Set a Trap
* Sorcerous Power
* Sweet Nightingale
* You Idiots!

## List of Villain cards that move themselves

* Airship
* Bathtub
* Chariot
* Creeper
* Huntsman
* Iago
* Raven
* Shadow Man
* Sheriff of Nottingham

## List of cards that move Fate cards

* Beauty Sleep
* Bibbidi-Bobbidi-Boo
* Call for Help
* Capture
* Colonel
* Dash
* Demo Mode Buzz Lightyear
* Distraction
* Doli
* Egomania
* Eric
* Floating Lights
* Flotsam
* Hakuna Matata
* Imprison
* Jetsam
* Knowledge and Wisdom
* Let Down Your Hair
* Lumiere
* Makeshift Balloon
* Megara
* Mr. Starkey
* Mrs. Potts and Chip
* Nala
* Naveen
* Not Age Appropriate
* Now I'm the Bad Guy
* One Way Out
* Pain
* Poor Unfortunate Souls
* Rage
* Royal Guard
* Scream of Fright
* Something Snapped
* Sorcerous Power
* Stampede
* Stratos
* Stretch
* That Devil Woman
* The Key
* Toby (Ratigan)
* Voodoo Dolls
* Whirlpool
* Woody

## List of cards that do something when moved

* Arges
* Basil
* Bathtub
* Beast
* Binding Contract
* Bruno
* Hera
* Jaq
* Lythos
* Pyros
* Royal Guard
* Stratos
* Voodoo Dolls

## List of cards that perform Move actions

* Ingenious Device
* Steamboat Willie
* There's Still a Chance
* Time to Follow Me!

## List of cards that care about movement

* Cruel
* Egomania
* Outrage

## List of cards that prevent movement

* Ariel
* Ball Gown Cinderella
* Fairy Godmother
* Frozone
* Hercules
* Ulf
* Zero-Point Energy

## List of cards that move Villains

* Chariot
* King Stefan
* Max
* Sally
* Shorty

### Card Gallery

 ***Card Archetypes:*** Archer • Brute • Invincible • Scavenger • Taunter • Trophy
Pascal

**Pascal** is a Hero in Mother Gothel's Fate deck.

## Strategy

Arguably the best card in Mother Gothel's Fate deck. Stationing Pascal at Rapunzel's Tower prevents optimal I Love You Most play, and putting him anywhere (except Corona) means it's that much harder to keep Rapunzel under control. He's very easy to defeat, though, so it can be worth slotting him into a spot not threatened by Allies, though if Mother Gothel has to waste time defeating him instead of Rapunzel (and thus forgoing I Love You Most), that in and of itself can be a net win.

 **Villain deck**
*5 Copies:* Royal Guard
*2 Copies:* Duplicity • Egomania • I Love You Most • Let Down Your Hair • Misdirection • Mother Knows Best • Now I'm the Bad Guy • Revenge • Royal Rider • What Once Was Mine
 **Fate deck**
*3 Copies:* Everyone Has a Dream
*2 Copies:* Aging • Floating Lights
*1 Copy:* Flynn Rider • Frying Pan • Hook Hand • Maximus • **Pascal** • Queen and King • Shorty • Ulf
*Tile:* Rapunzel
The Prince

### Text

When The Prince is revealed, you MUST PLAY HIM IMMEDIATELY to The Ballroom, even if it is locked.

**The Prince** is a **Prince** in Lady Tremaine's Fate deck. He is part of her win condition, and needs to be present in The Ballroom (the only location he can appear in) in order for her to complete her Objective.

## Clarifications

* If The Prince is revealed during a Fate action, he must be chosen; the other revealed Fate card is discarded.
* The Prince is not a Hero: he cannot be Trapped, he cannot be affected by Bibbidi-Bobbidi-Boo, and is not discarded if Midnight is played.

## Strategy

The only good thing about The Prince being revealed during a Fate action is if Lady Tremaine played Vicious Practical Jokes, thus wasting it. There is no strategy, just accepting that until Invitation from the King is played there's a chance that your Fate will simply do nothing, even without the wicked stepmother's intervention.

 **Villain deck**
*4 Copies:* There's Still a Chance
*3 Copies:* I Said "If" • Trapped
 *2 Copies:* And One More Thing • I Never Go Back on My Word • Locked Up • Vicious Practical Jokes • You Little Thief!
 **Fate deck**
*3 Copies:* Bibbidi-Bobbidi-Boo • Sweet Nightingale
*2 Copies:* Glass Slipper
*1 Copy:* Ball Gown Cinderella • Bruno • Cinderella • Fairy Godmother • Gus • Jaq • **The Prince**

 **Unique Types**
Cheat • Curse • Guardian • Ingredient • Omnidroid • Prince • Prisoner • Relic • Remote • Titan • Transformation
Sheriff of Nottingham

### Text

Before Prince John moves, you may move Sheriff of Nottingham to any location and gain 1 Power if there are any Heroes at his new location.

**Sheriff of Nottingham** is an Ally in Prince John's Villain deck.

## Strategy

Sheriff of Nottingham can make quite a bit of Power, particularly if you get him out early. In a pinch, he can also be added to a Vanquish action, as he can move to the Hero on his own anyway, though you may want to give him Bow and Arrows so he can keep collecting taxes. Remember that he has to move to collect the Power, so play him to a location that he can move from to get to a Hero.

## Previous versions

 **Villain deck**
*3 Copies:* Beautiful, Lovely Taxes • Imprison • Rhino Guards • Warrant • Wolf Archers
*2 Copies:* Bow and Arrows • Cowardice • Greed • Set a Trap
 **Fate deck**
*3 Copies:* Clever Disguise • Steal from the Rich
*1 Copy:* Alan-a-Dale • Friar Tuck • King Richard • Lady Kluck • Little John • Maid Marian • Robin Hood • Skippy • Toby
Lost Boys

### Text

When performing a Vanquish action to defeat Lost Boys, at least two Allies must be used.

**Lost Boys** is a Hero in Captain Hook's Fate deck.

## Strategy

A solid target for Taunt, requiring Captain Hook to waste at least two Allies defeating them that could have been used on Peter Pan.

## Previous versions

 **Villain deck**
*3 Copies:* Boarding Party • Give Them a Scare • Swashbuckler • Worthy Opponent
*2 Copies:* Aye, Aye, Sir! • Cannon • Cunning • Cutlass • Hook's Case • Obsession • Pirate Brute
 **Fate deck**
*3 Copies:* Pixie Dust
*2 Copies:* **Lost Boys** • Splitting Headache • Taunt
*1 Copy:* John • Michael • Peter Pan • Tick Tock • Tinker Bell • Wendy
Sneezy

**Sneezy** is a Hero in Evil Queen's Fate deck.

## Strategy

Great if he can discard Magic Mirror, particularly if it hasn't been Activated yet. If Magic Mirror hasn't been played, top priority should be Throne, then Magic Tomes or The Box. A niche case could be discarding Pickaxe from a Dwarf that doesn't need one (like Grumpy or Happy), so it can be used on Doc or Snow White instead.

 **Villain deck**
*5 Copies:* Take a Bite
*3 Copies:* I'll Fix Ya!
*2 Copies:* Black Magic • Black of Night • Jealousy • Magic Tomes • Mummy Dust • Old Hag's Cackle • Scream of Fright • Thunderbolt • Vanity
 **Fate deck**
*2 Copies:* Love's First Kiss • Pickaxe • Woodland Creatures
 **Unique mechanics**
Brew Poison • Ingredient
Taunt

### Text

When Taunt is played, attach it to a Hero. Captain Hook must defeat Heroes with Taunt before defeating other Heroes.

**Taunt** is an Item in Captain Hook's Fate deck.

## Clarifications

* Captain Hook must defeat every Hero with Taunt attached before defeating other Heroes.
* If more than one Hero has Taunt attached, he can defeat those in any order.

## Strategy

The most powerful weapon in Captain Hook's Fate deck, as long as there is already a Hero in his Realm. It requires him to waste Vanquish actions on Heroes other than Peter Pan, delaying his win. However, if Peter Pan is the *only* Hero out, *do not use this on him*. All that will do will make the other Taunt pointless.

## Previous versions

 **Villain deck**
*3 Copies:* Boarding Party • Give Them a Scare • Swashbuckler • Worthy Opponent
*2 Copies:* Aye, Aye, Sir! • Cannon • Cunning • Cutlass • Hook's Case • Obsession • Pirate Brute
 **Fate deck**
*3 Copies:* Pixie Dust
*2 Copies:* Lost Boys • Splitting Headache • **Taunt**
*1 Copy:* John • Michael • Peter Pan • Tick Tock • Tinker Bell • Wendy
Maximus

### Text

When Maximus is played, you may move a Royal Rider at his location to any other location.

**Maximus** is a Hero in Mother Gothel's Fate deck.

## Strategy

A middling Fate pick. Mother Gothel only has two Royal Riders, and given their relatively high cost (compared to everything else in her deck), she'll likely be relying on her other Allies. There's usually a better option, but he can still cover top row actions, and when his Ability can be used, it can be very useful, such as saving Rapunzel from a defeat, or preventing a Revenge play.

 **Villain deck**
*5 Copies:* Royal Guard
*2 Copies:* Duplicity • Egomania • I Love You Most • Let Down Your Hair • Misdirection • Mother Knows Best • Now I'm the Bad Guy • Revenge • Royal Rider • What Once Was Mine
 **Fate deck**
*3 Copies:* Everyone Has a Dream
*2 Copies:* Aging • Floating Lights
*1 Copy:* Flynn Rider • Frying Pan • Hook Hand • **Maximus** • Pascal • Queen and King • Shorty • Ulf
*Tile:* Rapunzel
On the Run

### Text

Choose a Hero in Yzma's Realm. Shuffle that Hero and all Yzma's Fate decks together. Deal the cards as evenly as possible to form four new Fate decks.

**On the Run** is an Effect in Yzma's Fate deck.

## Strategy

The best target for this is Kuzco, to get him out of harm's way, but it can also be worth it to shuffle back in another Hero if you think Yzma has figured out where Kuzco is hiding. If Yzma finds this, it is definitely a priority for Smash It with a Hammer, or something to be avoided by using Superiority.

 **Villain deck**
*3 Copies:* After Them! • Eavesdrop • Imperial Guards • Smash It with a Hammer
*2 Copies:* A Cruel Irony • Beauty Sleep • Fake Funeral • Ferocity • Finish the Job • Right-Hand Man • Superiority • The Path That Rocks
 **Fate deck**
*3 Copies:* Beware the Groove
*2 Copies:* Peasant • The Path of Righteousness • Wrong Lever
*1 Copy:* Bucky • Chaca • Chicha • Kuzco • **On the Run** • Pacha • Tipo
Security

**Security** is an Ally in Syndrome's Villain deck.

## Strategy

A solid Ally, and usually worth playing, though they can be discard fodder early on if you're still searching for your Major Modifications.

## Identical cards

The following cards in other Villains' decks are functionally the same (ignoring number of copies):

* Palace Guard
* Swashbuckler

 **Villain deck**
*4 Copies:* Major Modifications
*3 Copies:* 15 Years Later • Guards • Not a Sidekick • Velocipod Patrol
*2 Copies:* Bio Probe • Containment Unit • Identification Please • **Security** • Who's Super Now? • Zero-Point Energy
*1 Copy:* Mirage • Syndrome's Remote
 **Fate deck**
*2 Copies:* Force Field • No Capes! • Teamwork
 **Unique mechanics**
Omnidroid
Sinister Goon

**Sinister Goon** is an Ally in Maleficent's Villain deck.

## Strategy

Reasonably priced Ally that you should try to play at Cursed locations. Discard fodder if you haven't found enough Curses yet and have no Heroes to deal with.

 **Villain deck**
*3 Copies:* Cackling Goon • Dragon Form • Forest of Thorns • Green Fire • Savage Goon • **Sinister Goon** • Vanish
*2 Copies:* Dreamless Sleep • Malice • Tyranny
 **Fate deck**
*3 Copies:* Guards • Sword of Truth
*2 Copies:* Once Upon a Dream
 **Unique mechanics**
Curse
Locked Up

**This article is a disambiguation page for Locked Up**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

**Locked Up** is the name used by multiple cards:

* Locked Up (Lady Tremaine) - a Condition in Lady Tremaine's Villain deck
* Locked Up (Lotso) - an Effect in Lotso's Villain deck
Peasant

### Text

When Peasant is played, you may choose a Hero from Yzma's Fate discard pile and shuffle that Hero into one of her Fate decks.

**Peasant** is a Hero in Yzma’s Fate deck.

## Clarifications

* The Hero-shuffling Ability is optional.
* The chosen Hero can be shuffled into the deck Peasant came from, unless he was the last card in that deck.
* If this is Yzma's last Fate card, and you choose to use its Ability, choose a Hero from Yzma's Fate discard pile (if one is in there), then shuffle Yzma's Fate discard pile (without the chosen Hero) into four new Fate decks, then shuffle the chosen Hero into one of them.

## Strategy

An okay Fate pick. Best used if you can shuffle Chaca or Tipo back into a Fate deck.

 **Villain deck**
*3 Copies:* After Them! • Eavesdrop • Imperial Guards • Smash It with a Hammer
*2 Copies:* A Cruel Irony • Beauty Sleep • Fake Funeral • Ferocity • Finish the Job • Right-Hand Man • Superiority • The Path That Rocks
 **Fate deck**
*3 Copies:* Beware the Groove
*2 Copies:* **Peasant** • The Path of Righteousness • Wrong Lever
*1 Copy:* Bucky • Chaca • Chicha • Kuzco • On the Run • Pacha • Tipo
Mickey Mouse

**Mickey Mouse** is a Hero in Pete's Fate deck.

## Clarifications

* If Pete spends 6 Power while Mickey Mouse is present, Power Play cannot be completed. But if Pete then defeats Mickey Mouse and spends more Power afterwards, that would complete Power Play.

## Strategy

The most obviously powerful card in Pete's Fate deck, Mickey Mouse can sometimes be more of a trap, often delaying Pete for no more than a turn or two, if he has Air Strike! in hand, or enough Bandits in play. While he's not a bad Fate pick by any stretch, keep an eye out for cards that can set him back more, particularly his companion, Minnie Mouse.

 **Villain deck**
*7 Copies:* Bandit
*4 Copies:* Play a Game
*3 Copies:* Horse • Parrot • Sneaky Pete
*2 Copies:* Mischief • Outrage
 **Fate deck**
*2 Copies:* Hide • Knocked Silly • Outlawed
*1 Copy:* Clarabelle Cow • Donald Duck • Goofy • Horace Horsecollar • **Mickey Mouse** • Minnie Mouse • Oswald the Lucky Rabbit • Pluto • Tired
Mouse Merlin

### Text

Mouse Mim can only be defeated in a Vanquish action by Tiger Mim or Rattlesnake Mim.

**Mouse Merlin** is a Transformation in the Merlin Transformation deck.

## Strategy

See Transformation Strategy.

 **Villain deck**
*4 Copies:* I'm Not Cheating
*3 Copies:* A Sporting Chance • As Big as a House • Battle of Wits • I'll Make the Rules • Magnificent, Marvelous, Mad • Wizard's Duel
 **Fate deck**
*4 Copies:* Knowledge and Wisdom
 **Merlin Transformation deck**
 **Unique mechanics**
Transformation
Merryweather

**Merryweather** is a Hero in Maleficent's Fate deck.

## Strategy

Merryweather is a very powerful Hero, preventing Maleficent from playing Curses to her location (though not from moving them there). Try to play her on top of one of Maleficent's Move an Item or Ally locations, to prevent Maleficent from circumventing Merryweather's effect.

 **Villain deck**
*3 Copies:* Cackling Goon • Dragon Form • Forest of Thorns • Green Fire • Savage Goon • Sinister Goon • Vanish
*2 Copies:* Dreamless Sleep • Malice • Tyranny
 **Fate deck**
*3 Copies:* Guards • Sword of Truth
*2 Copies:* Once Upon a Dream
 **Unique mechanics**
Curse
Narrow Escape

**Narrow Escape** is an Effect in Jafar's Fate deck.

## Strategy

A solid weapon against Jafar - it can revive a defeated Abu or Aladdin to steal the Magic Lamp again, and even getting Carpet or Princess Jasmine back on his board can hurt him.

## Identical cards

The following cards in other Villains' Fate decks are functionally the same (ignoring number of copies):

* Be Our Guest
* Reunited
* Twilight Bark

## Previous versions

 **Villain deck**
*3 Copies:* Necessary Sacrifice • Palace Guard • Scimitar • Scrying
*2 Copies:* A Snake, Am I? • Deception • Giant Hourglass • Hypnotize • Manipulation • Sorcerous Power
 **Fate deck**
*3 Copies:* Wish
*2 Copies:* Crushing Blow • **Narrow Escape**
*1 Copy:* Abu • Aladdin • Carpet • Genie • Princess Jasmine • Rajah • Sultan • Treachery
Podunk Landing

**Podunk Landing** is the rightmost location in Pete's Realm. Steamboat Willie must be played here.

## Actions

Podunk Landing contains the following actions:

* Discard Cards | Play a Card
* Play a Card | Gain 3 Power

## Identical locations

The following locations in other Realms have the same actions in the same rows:

* The Gardens
* The Forest (Maleficent)
* Flaversham's Toy Shop
* Elephant Graveyard
* The Shore
* The Jungle

 **Villain deck**
*7 Copies:* Bandit
*4 Copies:* Play a Game
*3 Copies:* Horse • Parrot • Sneaky Pete
*2 Copies:* Mischief • Outrage
 **Fate deck**
*2 Copies:* Hide • Knocked Silly • Outlawed
*1 Copy:* Clarabelle Cow • Donald Duck • Goofy • Horace Horsecollar • Mickey Mouse • Minnie Mouse • Oswald the Lucky Rabbit • Pluto • Tired
Prophecy

### Text

When Prophecy is played, attach it to a Hero with no other attached Items. That Hero gets +3 Strength.

**Prophecy** is an Item in Scar's Fate deck.

## Strategy

A decent Fate pick. Prioritize Rafiki, Mufasa, then Simba as targets, in that order. Never attach to Zazu, though Scar may want to do that with Whisper.

 **Villain deck**
*6 Copies:* Hungry Hyena
*4 Copies:* Long Live the King
*3 Copies:* Be Prepared • Stick with Me • Whisper
*2 Copies:* Feeding Frenzy • Injustice • Pride • Stampede
 **Fate deck**
*3 Copies:* Hakuna Matata • **Prophecy**
*1 Copy:* Mufasa • Nala • Pumbaa • Rafiki • Rafiki's Stick • Sarabi • Simba • Timon • Zazu
Razoul

**Razoul** is an Ally in Jafar's Villain deck.

## Clarifications

* Razoul does not count as a Palace Guard and can be used to defeat Sultan.

## Strategy

Razoul has okay Strength for his Cost, but the main reason you'll play him is to save Power in the long run. Palace Guards and Iago become free to play at his location, making it a lot easier to accumulate Strength for Vanquish actions. He's good to play at the Oasis, as 3-Power locations are the most often covered by Heroes, and that's a good location to play Iago.

 **Villain deck**
*3 Copies:* Necessary Sacrifice • Palace Guard • Scimitar • Scrying
*2 Copies:* A Snake, Am I? • Deception • Giant Hourglass • Hypnotize • Manipulation • Sorcerous Power
 **Fate deck**
*3 Copies:* Wish
*2 Copies:* Crushing Blow • Narrow Escape
*1 Copy:* Abu • Aladdin • Carpet • Genie • Princess Jasmine • Rajah • Sultan • Treachery
Palace Guard

**Palace Guard** is an Ally in Jafar's Villain deck.

## Strategy

A simple, cheap Ally. Can be used against Heroes in a pinch, but mainly discard fodder or a target for Necessary Sacrifice.

## Identical cards

The following cards in other Villains' decks are functionally the same (ignoring number of copies):

* Security
* Swashbuckler

 **Villain deck**
*3 Copies:* Necessary Sacrifice • **Palace Guard** • Scimitar • Scrying
*2 Copies:* A Snake, Am I? • Deception • Giant Hourglass • Hypnotize • Manipulation • Sorcerous Power
 **Fate deck**
*3 Copies:* Wish
*2 Copies:* Crushing Blow • Narrow Escape
*1 Copy:* Abu • Aladdin • Carpet • Genie • Princess Jasmine • Rajah • Sultan • Treachery
The Swamp

**The Swamp** is the rightmost location in Madam Mim's Realm.

## Actions

The Swamp contains the following actions:

* Play a Card
* Gain 1 Power | Play a Card | Discard Cards

 **Villain deck**
*4 Copies:* I'm Not Cheating
*3 Copies:* A Sporting Chance • As Big as a House • Battle of Wits • I'll Make the Rules • Magnificent, Marvelous, Mad • Wizard's Duel
 **Fate deck**
*4 Copies:* Knowledge and Wisdom
 **Merlin Transformation deck**
 **Unique mechanics**
Transformation
Pacha's House

**Pacha's House** is the center-left location in Yzma's Realm.

## Actions

Pacha's House contains the following actions:

* Play a Card | Gain 1 Power
* Move an Item or Ally | Fate

 **Villain deck**
*3 Copies:* After Them! • Eavesdrop • Imperial Guards • Smash It with a Hammer
*2 Copies:* A Cruel Irony • Beauty Sleep • Fake Funeral • Ferocity • Finish the Job • Right-Hand Man • Superiority • The Path That Rocks
 **Fate deck**
*3 Copies:* Beware the Groove
*2 Copies:* Peasant • The Path of Righteousness • Wrong Lever
*1 Copy:* Bucky • Chaca • Chicha • Kuzco • On the Run • Pacha • Tipo
Mufasa

### Text

When Mufasa is defeated, put him into the Succession pile. If Mufasa is in the Succession pile, all Heroes you defeat are put into the Succession pile.

**Mufasa** is a Hero in Scar's Fate deck. Defeating him begins Scar's win condition, allowing him to add Heroes to his Succession pile.

## Strategy

Never pick this as a Fate option unless forced to. Once out, throw Prophecy and Rafiki's Stick on him, get Zazu away from him, and use Hakuna Matata and Nala to get him away from the Hungry Hyenas.

 **Villain deck**
*6 Copies:* Hungry Hyena
*4 Copies:* Long Live the King
*3 Copies:* Be Prepared • Stick with Me • Whisper
*2 Copies:* Feeding Frenzy • Injustice • Pride • Stampede
 **Fate deck**
*3 Copies:* Hakuna Matata • Prophecy
*1 Copy:* **Mufasa** • Nala • Pumbaa • Rafiki • Rafiki's Stick • Sarabi • Simba • Timon • Zazu
Telephone

### Text

Activate: Pay 1 Power. Choose an Ally from your discard pile and play them to any location for free.

**Telephone** is an Item in Cruella De Vil's Villain deck.

## Strategy

A useful card. Once in play, its Activate costs the same as a Fireplace Poker, with the added benefit that Telephone isn't single-use. However, it is competing with your other Activates, and usually playing with Puppies will be a higher priority. If you use it while at Hell Hall you can first discard Horace or Jasper from your hand to play them at a reduced Cost on the same turn, though this does use up your Activate.

 **Villain deck**
*3 Copies:* • I Live for Furs
*2 Copies:* Cruel • Devilish • Fireplace Poker • Flashlight • Get the Job Done • Here, Puppies • Spotted • That Devil Woman • The Devil Take It • Whatever It Takes • You Idiots!
 **Fate deck**
*2 Copies:* Flew the Coop • Reckless Driving • Twilight Bark • We're Labradors
*1 Copy:* Anita and Roger • Captain • Colonel • Nanny • Perdita • Pongo • Sergeant Tibbs
Maurice's Invention

**Maurice's Invention** is an Item in Gaston's Fate deck.

## Clarifications

* Maurice's Invention attaches to a Hero when played, and cannot be played if there isn't one in Gaston's Realm.

## Strategy

This will usually be pulled out by Maurice himself, but this can be great to stick on a Hero, particularly Beast, though usually replacing Obstacles will be a higher priority.

## Previous versions

 **Villain deck**
*4 Copies:* Wolves
*3 Copies:* Beautiful as Me • Swoon
*2 Copies:* Belle Is Mine • Come Into the Light • Five Dozen Eggs • Hunter's Instinct • Intimidating • Take Me Instead • Time to Follow Me!
 **Fate deck**
*2 Copies:* Be Our Guest
*1 Copy:* Beast • Belle • Cogsworth • It Is You • I've Never Seen So Many Books • Lumiere • Magic Mirror • Massaging My Feet • Maurice • **Maurice's Invention** • Mrs. Potts and Chip • Saving My Life • The Rose
Mudka's Meat Hut

**Mudka's Meat Hut** is the rightmost location in Yzma's Realm.

## Actions

Mudka's Meat Hut contains the following actions:

* Gain 1 Power | Fate
* Discard Cards | Play a Card

## Identical locations

The following locations in other Realms have the same actions in the same rows:

* Streets of Agrabah

 **Villain deck**
*3 Copies:* After Them! • Eavesdrop • Imperial Guards • Smash It with a Hammer
*2 Copies:* A Cruel Irony • Beauty Sleep • Fake Funeral • Ferocity • Finish the Job • Right-Hand Man • Superiority • The Path That Rocks
 **Fate deck**
*3 Copies:* Beware the Groove
*2 Copies:* Peasant • The Path of Righteousness • Wrong Lever
*1 Copy:* Bucky • Chaca • Chicha • Kuzco • On the Run • Pacha • Tipo
The Key

### Text

When The Key is played, move Cinderella to Cinderella's Room. Put a Trapped token on her.
Activate: Move any Hero to Cinderella's Room and put a Trapped token on them.

**The Key** is an Item in Lady Tremaine's Villain deck.

## Clarifications

* This can be played even if Cinderella is not in play.
* If a Hero is already at Cinderella's Room, this can still Trap them. If a Hero is already Trapped, this can still move them to Cinderella's Room if they are not there.
* Heroes moved by The Key are Trapped before their Abilities trigger.
* Ball Gown Cinderella can be moved, but not Trapped.

## Strategy

A niche card. Unless you desperately need to Fate, Cinderella's Room is much better to keep clear because of its top row Move and Play a Card. However, The Key is your only way to Trap Heroes consistently without moving Lucifer away from your other Items, and if a Glass Slipper is already squatting in Cinderella's Room, you may as well shove Heroes there as well. Remember the on-play Ability - if Cinderella is the only Hero in The Music Room, you can play this to clear out your top Fate.

 **Villain deck**
*4 Copies:* There's Still a Chance
*3 Copies:* I Said "If" • Trapped
 *2 Copies:* And One More Thing • I Never Go Back on My Word • Locked Up • Vicious Practical Jokes • You Little Thief!
 **Fate deck**
*3 Copies:* Bibbidi-Bobbidi-Boo • Sweet Nightingale
*2 Copies:* Glass Slipper
*1 Copy:* Ball Gown Cinderella • Bruno • Cinderella • Fairy Godmother • Gus • Jaq • The Prince
Outrage

### Text

During their turn, if another player moves an Ally or Item, you may play Outrage. Defeat a Hero with a Strength of 3 or less.

**Outrage** is a Condition in Pete's Villain deck.

## Clarifications

* Moving another player's Ally or Item during a Fate action will trigger this.
* Moving a Hero with an Item attached (including another player's, during a Fate action) will trigger this.

## Strategy

A decent card. Only two of Pete's Heroes can't be hit by this, and while Pete has the most Allies of any Villain, he can sometimes struggle to keep his board fully clear, especially at The Airport, making this a useful tool. However, it's not so good as to warrant holding on to it if you don't currently have a Hero you can defeat with this, so discard it if it isn't needed.

* Mother Gothel - will be moving Allies/Items all game long
* Cruella De Vil - will need to move Allies/Items in her late game, and possibly earlier
* Jafar/Lady Tremaine/Ratigan - need to move an Ally/Item to win, but not until late game
* Ursula - needs to move Items to defeat Heroes, and may need to move Items to win (late game)
* Horned King/Lotso/Madam Mim/Queen of Hearts/Yzma - may need to move Allies/Items late game if they are Fated a lot
* Captain Hook/Dr. Facilier/Oogie Boogie/Prince John/Scar - may need to move Allies to Vanquish, but might just play them where the Hero is in the first place
* Hades/Maleficent/Syndrome - will more likely be moving their uniquely-typed cards, which don't trigger this
* Gaston - only has two Effects that can move Items or Allies
* Evil Queen - can't move Items (unless they're on Heroes), and while her one Ally *can* move, it most likely won't

Look for Allies or Items that move on their own, such as Chariot, Creeper, Raven, and Sheriff of Nottingham. Keep in mind that if Horace Horsecollar or Pluto moves one of your Allies or Items during a Fate action, they trigger this!

 **Villain deck**
*7 Copies:* Bandit
*4 Copies:* Play a Game
*3 Copies:* Horse • Parrot • Sneaky Pete
*2 Copies:* Mischief • **Outrage**
 **Fate deck**
*2 Copies:* Hide • Knocked Silly • Outlawed
*1 Copy:* Clarabelle Cow • Donald Duck • Goofy • Horace Horsecollar • Mickey Mouse • Minnie Mouse • Oswald the Lucky Rabbit • Pluto • Tired
Splitting Headache

**Splitting Headache** is an Effect in Captain Hook's Fate deck.

## Strategy

Discard Ingenious Device if possible, or failing that, a Cannon. Usually not worth it if it's only discarding a Cutlass, unless Peter Pan is already at the Jolly Roger. You can even discard a Taunt off of Peter Pan if you were forced to put one on him earlier.

## Identical cards

The following cards in other Villains' Fate decks are functionally the same (ignoring number of copies):

* Reckless Driving

 **Villain deck**
*3 Copies:* Boarding Party • Give Them a Scare • Swashbuckler • Worthy Opponent
*2 Copies:* Aye, Aye, Sir! • Cannon • Cunning • Cutlass • Hook's Case • Obsession • Pirate Brute
 **Fate deck**
*3 Copies:* Pixie Dust
*2 Copies:* Lost Boys • **Splitting Headache** • Taunt
*1 Copy:* John • Michael • Peter Pan • Tick Tock • Tinker Bell • Wendy
Once Upon a Dream

**Once Upon a Dream** is an Effect in Maleficent's Fate deck.

## Strategy

Unless you are Fating Maleficent heavily, Once Upon a Dream will usually whiff, as Heroes tend to discard the Curse at their location when played, and Maleficent will usually defeat Heroes before placing another Curse. However, if you're consistently dishing Fates out at Maleficent (as you should be), she may be too overwhelmed by Heroes to get rid of them while still also building up her Curses. Once Upon a Dream tends to be most useful near the end of the game, when Fates are flying back and forth every turn.

 **Villain deck**
*3 Copies:* Cackling Goon • Dragon Form • Forest of Thorns • Green Fire • Savage Goon • Sinister Goon • Vanish
*2 Copies:* Dreamless Sleep • Malice • Tyranny
 **Fate deck**
*3 Copies:* Guards • Sword of Truth
*2 Copies:* **Once Upon a Dream**
 **Unique mechanics**
Curse
Pluto

**Pluto** is a Hero in Pete's Fate deck.

## Strategy

The weakest Hero in Pete's Fate deck, as he can only move Items, and only to the location you play him to, often forcing you to cover less important top-row actions in order to get the most use out of him. More of a desperation pick to try to stop Strike It Rich than anything else.

 **Villain deck**
*7 Copies:* Bandit
*4 Copies:* Play a Game
*3 Copies:* Horse • Parrot • Sneaky Pete
*2 Copies:* Mischief • Outrage
 **Fate deck**
*2 Copies:* Hide • Knocked Silly • Outlawed
*1 Copy:* Clarabelle Cow • Donald Duck • Goofy • Horace Horsecollar • Mickey Mouse • Minnie Mouse • Oswald the Lucky Rabbit • **Pluto** • Tired
Malice

### Text

During their turn, if another player defeats a Hero with a Strength of 4 or more, you may play Malice. Defeat a Hero with a Strength of 4 or less.

**Malice** is a Condition in Maleficent's Villain deck.

## Strategy

A very useful effect if you have a Hero of the right Strength in your Realm, but Malice is not the easiest Condition to trigger. Unless an opponent currently has a Hero of the right Strength in their own Realm, it's probably best to just discard this, and use Dragon Form or a Vanquish action to deal with your Hero.

Of your possible opponents:

* Jafar/Madam Mim/Scar/Ursula - have a strong enough Hero that they *must* defeat, but doing so doesn't immediately win them the game
* Captain Hook/Evil Queen/Pete/Ratigan - have a strong enough Hero that prevents them from winning, but won't necessarily be played (or must have their Strength increased)
* Cruella De Vil/Gaston/Mother Gothel/Prince John/Queen of Hearts- have a strong, obnoxious Hero that doesn't need to be defeated, but probably will be
* Dr. Facilier/Hades/Syndrome - have a strong, obnoxious Hero, but their Strength can be reduced
* Horned King/Lady Tremaine/Lotso/Yzma - can completely ignore strong enough Heroes
* Oogie Boogie - has one strong enough Hero that he *must* defeat (although his strength can be reduced), but doing so will win him the game.

 **Villain deck**
*3 Copies:* Cackling Goon • Dragon Form • Forest of Thorns • Green Fire • Savage Goon • Sinister Goon • Vanish
*2 Copies:* Dreamless Sleep • **Malice** • Tyranny
 **Fate deck**
*3 Copies:* Guards • Sword of Truth
*2 Copies:* Once Upon a Dream
 **Unique mechanics**
Curse
Pride

### Text

During their turn, if another player discards two or more cards, you may play Pride. Gain 3 Power.

**Pride** is a Condition in Scar's Villain deck.

## Clarifications

* This Condition is only triggered by players discarding cards from their hand, mostly via the Discard Cards action.
* The cards do not have to be discarded all at once. Pride can be played as soon as another player has cumulatively discarded at least two cards from their hand in one turn.
* Playing an Effect does not count as discarding it from your hand, even though it is put in the discard pile immediately after it is played.

## Strategy

A decent card. If this is in your hand, keep a close watch on your opponents when they're discarding cards, though a good player will probably try to play around this. While gaining 3 Power is nice, don't feel obligated to hold on to Pride if you're looking for more important cards, and your opponents seem reticent to discard.

 **Villain deck**
*6 Copies:* Hungry Hyena
*4 Copies:* Long Live the King
*3 Copies:* Be Prepared • Stick with Me • Whisper
*2 Copies:* Feeding Frenzy • Injustice • **Pride** • Stampede
 **Fate deck**
*3 Copies:* Hakuna Matata • Prophecy
*1 Copy:* Mufasa • Nala • Pumbaa • Rafiki • Rafiki's Stick • Sarabi • Simba • Timon • Zazu
Kuzco

### Text

If Kuzco is discarded, shuffle him and all Yzma's Fate decks together. Deal the cards as evenly as possible to form four new Fate decks.

**Kuzco** is a Hero in Yzma’s Fate deck. He is Yzma's win condition, as she wins when she defeats him with Kronk.

## Strategy

Never pick Kuzco unless forced to. Once he is out, Yzma must be Fated constantly - look for Chaca/Tipo, On the Run, and The Path of Righteousness.

 **Villain deck**
*3 Copies:* After Them! • Eavesdrop • Imperial Guards • Smash It with a Hammer
*2 Copies:* A Cruel Irony • Beauty Sleep • Fake Funeral • Ferocity • Finish the Job • Right-Hand Man • Superiority • The Path That Rocks
 **Fate deck**
*3 Copies:* Beware the Groove
*2 Copies:* Peasant • The Path of Righteousness • Wrong Lever
*1 Copy:* Bucky • Chaca • Chicha • **Kuzco** • On the Run • Pacha • Tipo
Nala

**Nala** is a Hero in Scar's Fate deck.

## Strategy

A solid Fate pick. Can move Heroes out of harm's way, and can also move Zazu out of the Hungry Hyena "killing zone" so he buffs Heroes instead of weakening them.

## Identical cards

The following cards in other Villains' Fate decks are functionally the same:

* Colonel
* Lumiere

 **Villain deck**
*6 Copies:* Hungry Hyena
*4 Copies:* Long Live the King
*3 Copies:* Be Prepared • Stick with Me • Whisper
*2 Copies:* Feeding Frenzy • Injustice • Pride • Stampede
 **Fate deck**
*3 Copies:* Hakuna Matata • Prophecy
*1 Copy:* Mufasa • **Nala** • Pumbaa • Rafiki • Rafiki's Stick • Sarabi • Simba • Timon • Zazu