Competitor – King The Refueler

Power:             5
Technique:      7
Agility:             9
Strike:              6
Submission:    8
Grapple:        10

When your opponent stops a card, their 🛑 has blank text.

Compendium / Rulings

None! Please use the Contact form if you need any clarification regarding this card (we will try to respond back to you and leave a response here).

Cards to Check Out

Competitor – 12 Grapple Matt

Power:           9
Technique:    5
Agility:           8
Strike:            6
Submission:  7
Grapple:      10

Your Grapple Skill is +2 during Turn Rolls. 

From Out of Nowhere!

+1 to Agility
+2 to Strike
Draw 1 card.
If you have a card with "Trash Can" in the name in play, double these bonuses.

DDT It!

+1 to Power
+2 to Technique
If you have card #14, #20, or #26 with "Trash Can" in the name in play, stop any Finish Submission.

Straight Trash

+2 to Technique
+2 to Submission
Shuffle 1 card from your discard pile into your deck for each card you have in play with "Trash" in the name.

Compendium / Rulings

None! Please use the Contact form if you need any clarification regarding this card (we will try to respond back to you and leave a response here).

Cards to Check Out

Competitor – 4 Leaf Flynn

Power:            8
Technique:      9
Agility:             5
Strike:              6
Submission:    7
Grapple:        10

2020-3D + Errata
When you roll Agility for your Turn Roll:
Flip 2 cards or 3 times per match: Add 1 card from your discard pile to your hand.

Kiss the Blarney

+2 to Agility
+2 to Strike
If you have 0 cards in your deck, this card is also a Follow Up.

Finnegan's Wake

Your opponent's 1st Breakout Roll is -1 for each Lead you have in play.
Your opponent's second Breakout Roll is -1 for each Follow Up you have in play.

The Lucky Clover

+1 to Power
+2 to Submission
If stopped, put 3 cards from your discard pile on top of your deck.
If you had 0 cards in your deck put up to 6 cards instead.

Four Leaf Fury

Your Strike Skill is +1 for each Follow Up you have in play. If you have 4 Follow Ups in play your Technique and Agility are +1.

Dublin Down

+2 to Power
Once per Turn: You may discard your hand to re-roll your Finish Roll.

The 4 Leaf Clover

+1 to Technique
+1 to Submission
+1 to Grapple
Shuffle 4 Follow Ups from your discard pile into your deck.

Compendium / Rulings

Notice: Please be aware that the printed 4 Leaf Flynn above is the only legal copy. There is a misprint that was placed under Errata. (SRG Universe, Card Corrections, 2020)

Note: If you are looking for the Original Banned gimmick it can be found here. That version is no longer legal for Singles Play. 

Cards to Check Out

Competitor – 4 Leaf Flynn V2

Power:             8
Technique:      9
Agility:             5
Strike:              6
Submission:    7
Grapple:        10

When you have 4 Follow Ups in play, your Agility is +4.

Compendium / Rulings

None! Please use the Contact form if you need any clarification regarding this card (we will try to respond back to you and leave a response here).

Cards to Check Out

Competitor – 64 Bit Casey

Power:          9
Technique:   5
Agility:        6
Strike:           10
Submission:  7
Grapple:        8

When you roll Grapple for your turn roll, draw 1 card.

Gotta Go Fast!

Your opponent's Power is -3.
Your opponent's Grapple is -2.
If this is the 1st or 2nd turn of the game, this card is also a Lead.

64-Bit Swing

+1 to Power
+1 to Grapple
Two Times:
Your opponent randomly reveals 1 card in their hand;
Your opponent gets 1 fewer breakout roll for each Stop reveals

Timely Ocarina

+3 to Technique
+1 to Submission
The next turn of the game is considered the first turn of the game for your effects and you may use your "Tactical Retreat" Entrance Card 1 Additional Time.

Compendium / Rulings

Errata: His finishes utilize the texts present here, if you have text that says otherwise, treat it as the Errata. 

Cards to Check Out

Competitor – 8-Bit Eric

Power:          9
Technique:   5
Agility:        6
Strike:           10
Submission:  7
Grapple:        8

Once per turn roll: If you roll Grapple, draw a card. 

Compendium / Rulings

None! Please use the Contact form if you need any clarification regarding this card (we will try to respond back to you and leave a response here).

Cards to Check Out

Competitor – Aaron Dallas

Power:            6
Technique:     8
Agility:            7
Strike:           10
Submission:   5
Grapple:         9

When you roll Power for your Turn Roll: Your opponent randomly reveals 1 card in their hand; if it is a 🛑, they discard it.

Southern State Stomps

+1 to Power
+2 to Strike
Draw 1 card for each Follow Up you have in play.

Southern State Sweep

+1 to Power
+1 to Technique
+1 to Submission
If you have 2 other Grapples in play, double these bonuses.

Southern State Toe Hold

+1 to Technique
+1 to Agility
+1 to Submission
Stop any Strike with "Kick" in the name that cannot be stopped.

Southern State Steel Chain

+1 to Strike
+1 to Submission
+1 to Grapple
Your opponent discards 1 random card from their hand.

Southern State Spike

+1 to Power
+2 to Grapple
Your next Turn Roll is +1.
If you hit a Strike last turn, double these bonuses.

Southern State Crab

+1 to Submission
Search your deck for 1 Finish and add it to your hand.
Once per turn:
You may discard 1 Finish from your hand to re-roll your Finish Roll.

Southern State Cross

+1 to Power
+1 to Agility
+1 to Strike
Bury 1 card in you or your opponent's discard pile.

Southern State Suplex

+2 to Grapple
Your lowest skill is +3.

Southern State Trap

Copy the text of 1 card in your discard pile.

Compendium / Rulings

Note on Finishes – The last row of Finishes are sold as a set with Danny Briggs, who is a Southern States Wrestling exclusive. The remaining 6 finishes are added with the set of the remaining 6 competitors from Southern States Wrestling.

Cards to Check Out

Competitor – Ace Diamond

Power:            8
Technique:     7
Agility:            6
Strike:             5
Submission: 10
Grapple:         9

When you roll Strike for your Turn Roll: 
Randomly reveal 1 card in your hand; you may discard it, then add 1 card from your discard pile to your hand.

Rabbit Punch

+1 to Technique
+1 to Agility
+2 to Strike
If this card is revealed for your Gimmick, you may play it with double bonuses; it can be stopped as normal.

Diamond Cutter

+2 to Technique
+1 to Grapple
You may search your deck for any number of cards and put them into your discard pile.

Diamond Shooter

+3 to Technique
The next time you roll Strike, it is +3.

Compendium / Rulings

None! Please use the Contact form if you need any clarification regarding this card (we will try to respond back to you and leave a response here).

Cards to Check Out

Competitor – ACH

Power:          6
Technique:   7
Agility:        10
Strike:           8
Submission:  5
Grapple:        9

Once during any players turn, when your opponent draws any number of cards you may draw 1 card.

Midnight Star

+2 to Technique
+1 to Strike
Draw 3 cards then bury 1 card in your hand.

Big Vic Driver

+2 to Power
+1 to Grapple
Each player draws 1 card.
Look at your opponent's hand
Choose 1 card and discard it.

Muta-Lock

+1 to Technique
+3 to Submission
Take 3 cards from your discard pile and shuffle them into your deck.

Compendium / Rulings

None! Please use the Contact form if you need any clarification regarding this card (we will try to respond back to you and leave a response here).

Cards to Check Out

Competitor – Adam Page

Power:           7
Technique:    6
Agility:           9
Strike:          10
Submission:  5
Grapple:        8

Once during your turn: You may discard 1 Submission from your hand to add 1 Follow Up Strike with “Lariat” or “Clothesline” in the name from your discard pile to your hand.

Buckshot Lariat

+3 to Technique
+1 to Agility
When the Crowd Meter is 5 or greater this card is also a Follow Up.

Rite of Passage

+2 to Power
+2 to Grapple
If your opponent breaks out the Crowd Meter is +2.

Half Nelson Suplex

+2 to Submission
+1 to Grapple
When this card is in your discard pile and you hit "Half Nelson Hold" you may add it to your hand.

Compendium / Rulings

Note: You may do Adam Page’s gimmick at any point during your turn, which mean’s it can be as soon as after your draw, to as late as after you have hit a card and before you have picked up your dice for the next roll.

Competitor – Adam Priest

Power:             5
Technique:      9
Agility:             6
Strike:              7
Submission:  10
Grapple:          8

When you roll Submission for your Turn Roll: Your cards with “Suplex” in the name cannot be stopped.

Loaded Arm Deathlock

+2 to Power
+2 to Agility
If your opponent has a card in play with "Lock" in the name, double these bonuses.

Snap German

+2 to Strike
+1 to Grapple
Your opponent randomly buries 1 card in their hand.

Sharpshooter

If your Finish Roll is 7 or less, it is +2

Compendium / Rulings

Relevant Ruling – Sharpshooter Formula – Found in Game Rulings.

Competitor – AJ Styles

Power:            6
Technique:     8
Agility:            9
Strike:           10
Submission:   5
Grapple:         7

+1 Agility on Turn Rolls.

Spiral Tap

+1 to Agility
+1 to Technique
Take any number of Lead cards from your discard pile and shuffle them into your deck, then draw the same number of cards.

Styles Clash

+3 to Grapple
+3 to Power
Look at your opponent's hand, they bury all Lead cards.

Calf Cutter

+4 to Submission
Take 2 Lead cards from your discard pile and add them to your hand.

Compendium / Rulings

NOTE: The Calf Cutter is also known as the Calf Killer on some versions.

Competitor – Akira Takeda

Power:          5
Technique:  10
Agility:           9
Strike:            8
Submission:  6
Grapple:        7

Face Gimmick
When your opponent buries any number of cards, you may add 1 card from your discard pile to your hand and turn this card over.

Back Gimmick
Once per turn: When your opponent stops your card, you may discard 1 🛑 card from your hand to play an additional card this turn.

Eregantona Shi

+2 to Strike
Draw 1 card.
If the Crowd Meter is 3 or greater this card is also a Follow Up.

Aki no Sora

+2 to Grapple
Bury 4 cards in your opponent's discard pile.

Kowareta Yume

+2 to Power
+2 to Submission
Add 2 🛑 cards from your discard pile to your hand.

Eregantona Shi

+2 to Power
+2 to Submission
Add 2 🛑 cards from your discard pile to your hand.

Aki no Sora

+2 to Strike
Draw 1 card.
If the Crowd Meter is 3 or greater this card is also a Follow Up.

Kowareta Yume

+2 to Grapple
Bury 4 cards in your opponent's discard pile.

Compendium / Rulings

None! Please use the Contact form if you need any clarification regarding this card (we will try to respond back to you and leave a response here).

Cards to Check Out

Competitor – Al13n Invader (V1)

Power:           6
Technique:    5
Agility:         10
Strike:            7
Submission:  9
Grapple:        8

When you breakout: you may play a Finish from your hand as if it were a Lead (it can be stopped as normal).

Al13n Interference

+2 to Power
+2 to Technique
You may discard card #13 to add this card from your discard pile to your hand.

Unidentified Flying Elbow

+2 to Strike
+1 to Grapple
Your opponent buries 1 random card in their hand.
Add card #13 from your discard pile to your hand.

Al13n Abduction

+2 to Power
+2 to Technique
Look at your opponent's hand, choose 2 cards and bury them.

Al13n Probe

+4 to Technique
If you have card #13 in play your skills are +1.

Al13n Interference

+2 to Power
+2 to Technique
You may discard card #13 from your hand to add this card from your discard pile to your hand.

Al13n Abduction

+2 to Power
+2 to Technique
Look at your opponent's hand, choose 2 cards and bury them.

Al13n Probe

+4 to Technique
If you have card #13 in play your skills are +1.

Beam Me Down!

+2 to Strike
Once per Turn: If you have a Submission in play with "Cosmic" in the name: You may re-roll your Finish Roll.

Cosmic Crush

+2 to Technique
+1 to Grapple
Add 1 Card with "Cosmic" in the name from your discard pile to your hand.

Cosmic Wormhole

+2 to Technique
+1 to Submission
When this card is in your discard pile and either player breaks out, you may discard 1 card in your hand with "Cosmic" in the name to add this card to your hand.

Compendium / Rulings

NOTE: Al13n Interference regards #13 from your hand, not a different location, regardless of text.

Note: The third row of finishes come from the New Gimmick of V2 Al13n Invader out of Grand Packs.

Cards to Check Out

Agility 8+, Submission 8+, Grapple 8+, #13 cards (in particular, Al13n Invasion, but not required to be used)

Competitor – Al13n Invader (V2)

Power:          6
Technique:   5
Agility:        10
Strike:           7
Submission:  9
Grapple:        8

New Gimmick V2
During your Turn: When you hit a Submission with “Cosmic” in the name, add 1 card from your discard pile to your hand.

2020-3D
3 times per match:
When you roll Agility, put 1 card from your discard pile on top of your deck.

Orbital Extinction

+3 to Power
+2 to Strike

"Weather Balloon"

+2 to Grapple
Shuffle 2 cards from your discard pile into your deck.
Draw 2 cards.

Al13n Infestation

+3 to Technique
+1 to Submission
When this card is in your discard pile: Your opponent cannot increase their skills with their Gimmick.

Compendium / Rulings

Clarification: Errata Gimmick cannot use V1 Finishes, however the New Gimmick of Al13n may use the original finishes. New Gimmick comes with the third line of V1’s finishes.

Note: If you are looking for the original banned gimmick you may find it here.

Cards to Check Out