Competitor – 3 Nephews

Power:          15
Technique:   21
Agility:          30
Strike:           24
Submission: 18
Grapple:       27

Your Power is +3 for each card with “Punch” in the name in play. (Max +9)
Your Technique is +3 for each card with “Kick” in the name in play. (Max +9)
Your Submission is +3 for each card with “Back” in the name in play. (Max +9)

Punch the Buzzer

+3 to Power
+3 to Technique
+3 to Submission

Mega Mountain Avalanche Bomb

+3 to Power
When your opponent breaks out, shuffle 3 cards with "Punch," "Kick," or "Back" into your deck, and draw 3 cards.

Death by Jelly Bean

When this card is in your discard pile, "Apocalypse" has blank text.
If you have 9 cards in play with "Punch," "Kick," or "Back" in the name, your opponent gets 1 Breakout Roll this turn.

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 – 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

Competitor – Amos The Iron Worker (V1)

Power:             7/9
Technique:      5
Agility:             6
Strike:              9/7
Submission:    8
Grapple:        10
New Gimmick (Power 9)
When your opponent stops a card with “Steel,” “Wrench,” “Burn” or “Fire” in the name, shuffle 1 other card from your discard pile into your deck and draw 1 card. 

Old Gimmick (Power 7)
When your Finish is stopped:
Shuffle 6 cards from your discard pile into your deck.

Punch the Clock

+3 to Agility
+1 to Strike
Your opponent discards half the cards in their hand (rounded up), then flips the same number of cards.

Burning On Both Ends

+4 to Technique
+1 to Grapple
Flip up to 6 cards.
Shuffle 6 cards from your discard pile into your deck.
Draw 2 cards.

American Iron Arm Wrench

+2 to Power
+1 to Submission
When this card is in your discard pile and you move 6 or more cards from your discard pile to another location, you may put this card on top of your deck.

Propeller Ladder Spin

+2 to Technique
+3 to Agility
Ignore "Or" in the text of your gimmick.

Powerbomb Through The Ladder

+3 to Power
+3 to Grapple
Once per Turn:
If you have 3 other cards in play with "Ladder" in the name, you may re-roll your Finish Roll.

Union Nap Break

+3 to Technique
+2 to Grapple
In a Singles Match:
If your opponent breaks out, the crowd meter is +1, and you may replace the crowd meter with the "Ladder Match" crowd meter of the same level.

Compendium / Rulings

Q – Can I shuffle back the same card that was stopped?

A – You cannot target the activating card of gimmick.

Note: Second row of finishes come with Amos V2 in the Table Deck. 

Cards to Check Out

Competitor – Arcade Addict Aaron

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

When you roll Submission for your Turn Roll, your Power and Technique are +1 until the start of your next Turn.

The Score That Shook Paradise

+2 to Power
+2 to Submission
If you have a card in play with "Old School" in the name, +2 to Technique.

School Boy Legend

+3 to Submission
If "School Boy" is in your discard pile and the Crowd Meter is 1 or greater, stop any Finish Submission.

The Prize Counter

+2 to Technique
+2 to Submission
When this card is in your discard pile and you roll Power for your Turn Roll, you are considered to have rolled Power 2 times for effects.

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).

Competitor – Baanomenal Son Nikola Mai

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

When you roll Agility or Submission for your Turn Roll, you may draw 1 card then bury 1 card in your hand.

The Rage of the Eight Mais

+3 to Agility
+1 to Strike
If stopped, bury or discard any number of cards from your hand to draw the same number of cards.

This Is Not the Best Guitar Finish in the World, No. This Is Just a Tribute!

+3 to Agility
+2 to Submission
Draw 2 cards, then bury 1 card in your hand.

Ewe-Decator

+1 to Power
+2 to Submission
When this card is in your Discard Pile: After you use your Baanomel Son Nikola Mai gimmick, you may bury 1 other card in your discard pile.

Tesla Coil

+1 to Strike
+3 to Submission
Draw the bottom 2 cards of 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).

Competitor – Bandersnatch

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

When you hit a card with “Chain” or “Jaw” in the name: Reveal the top 3 cards of your deck, add 1 Grapple to your hand, and flip the others.

Frumious Jaws

Your Finish Rolls are +1.
Search your deck for 1 card with "Chain" in the name and discard it.

Alice...

+2 to Agility
+1 to Grapple
If stopped, you may play "...In Chains" from your discard pile.

...In Chains

+1 to Technique
+1 to Submission
When this card is in your discard pile, reveal 2 additional cards for your Bandersnatch Gimmick.

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).

Competitor – Big Bad Bobby D

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

Choose 1 opponent
Once per Turn Roll:
When your opponent’s Turn Roll is at least 3 greater than your Turn Roll, your next Turn Roll is +2.

Brain Damage

+3 to Agility
+1 to Strike
If this card is stopped, you may choose 1 card you have in play and play it again as additional card this turn.

Brain Storm

+2 to Power
+2 to Grapple

Brain Drain

+4 to Submission
When this card is in your discard pile and your opponent's last Turn Roll was at least 3 greater than yours, your first Breakout Roll is +2.

Big Bad Backfist

+1 to Power
+1 to Agility
+1 to Grapple
Once per Turn: If you rolled Submission for your Finish Roll, you may Re-Roll your Finish Roll.

Compendium / Rulings

Note: The card played after Brain Damage is stopped may be stopped as normal.

Cards to Check Out

Competitor – Big Daddy Boughter

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

New Gimmick
During your turn: If you rolled Agility or Submission for your Turn Roll, choose 1 🛑 your opponent has in play and discard it.

Old Gimmick
During your turn: If you have 9 or more cards in play, your Leads and Follow Ups are also Finishes.

Hello Gorgeous

+1 to Technique
+2 to Strike
+1 to Grapple
If your opponent breaks out, put 2 Leads from your discard pile into play.

Love Ya Babe

You may discard your hand; if you do, your Finish Roll is +1.
If you have at least 9 other cards in play, your Finish Roll is +1.

Pay Up Sucka

+1 to Technique
+1 to Agility
When this card is in your discard pile and your opponent stops a Finish, choose 1 card they have in play and discard it.

Compendium / Rulings

Ruling – In the instance of Big Daddy rolling his Agility and losing the turn; Big Daddy does not have a chance to use his gimmick against a Finish. Because it can only be done during his turn. 

In the case of a “Stop Finish” being hit against him during his own turn he does not have appropriate timing to discard it as it is resolving (during finish roll). However, if there was a stipulation such as a Buddy Building Match, where Finishes stick on field, you would be able to discard them after resolving. 

Note – The turn ends when both players agree, so Big Daddy may play a card, see that his card has been stopped, and then choose the stop that hit his card as the target for his gimmick before the turn ends.

Intent/Clarification – The ninth card in play is not a Finish, the tenth and any subsequent card during Big Daddy Boughter’s turn are Finishes. (In relation to Old Gimmick and Love Ya Babe)

Cards to Check Out

In memory of the father that raised the two individuals responsible for this website.
(1970 – 2020)

Competitor – Blue Line Beast

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

When you hit a Grapple, look at the top 3 cards of your opponent’s deck. Flip 1, bury 1, and put the other back on top of their deck.

Blue Line Beatdown

+1 to Technique
+2 to Agility
+1 to Strike
If you hit a Grapple last turn, double these bonuses.

Stop Resisting

+2 to Agility
+1 to Strike
Look at your opponent's hand, choose 1 card and discard it.

The Right to Remain Silent

+2 to Technique
+1 to Strike
When this card is in your discard pile and your opponent hits a Follow Up, draw 1 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 – Blue-Eyed Fiends

Power:          18
Technique:   12
Agility:          14
Strike:           20
Submission: 10
Grapple:       16

When you hit a card with “Kick” or “Boot” in the name, blank your opponent’s Gimmick until the end of the next turn.
When your opponent plays a Finish, you may discard a card with “Drop” or “Suplex” in the name to get +2 to your next Breakout Roll.

Boot Damage

+3 to Agility
+1 to Strike
Draw the bottom 2 cards of your deck. Bury 1 card in your hand.

Brain Drop Over the Top

+1 to Power
+1 to Grapple
When this card is in your discard pile and you hit a card with "Suplex" in the name, you may shuffle this card into your deck.

Ego Storm

+1 to Power
+2 to Agility
When you have a card in play with "Suplex" or "Drop" in the name, your opponent gets 2 Breakout Rolls.

Guillotine Crush

+1 to Power
+4 to Submission
When your opponent plays a Strike, you may discard this card to blank its text until the end of the turn.

Compendium / Rulings

Legality: The version of the card featuring Lunatic Ginge is not legal for play.

Note: Although rare in a tornado match, if you find yourself in a stipulation that gives more than the 3 standard breakout rolls, Ego Storm is considered to give the opponent 1 less breakout roll towards the stipulations total. 

Competitor – Bookermania

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

When your opponent increases their Turn Roll, increase your Turn Roll the same amount. If that increase came from a card, your roll is +1 additional.

Book Drop

+1 to Technique
+2 to Agility
Add 1 card from your discard pile to your hand.
Shuffle 2 cards from your discard pile into your deck.

Bookermania Slam

+1 to Agility
+2 to Grapple
Look at your opponent's hand.
Choose 2 cards and bury them.

Rub-a-Dub-Dub

+3 to Submission
+1 to Grapple
When this card is in your discard pile and your opponent forces you to bury a card, draw 1 card.

Bookermania Running Wild!

+1 to Power
+3 to Agility
+1 to Submission
For the rest of the match, ignore "During your Turn" in your gimmick.

Compendium / Rulings

Note: In the case of Set up the Kendo Stick, Ring Steps, and Steel Chair Bookermania will only receive the bonuses should the opponent roll that skill for their turn roll.

Note: Bookermania Running Wild comes in the tornado tag “Under the Bridge”

Cards to Check Out

Competitor – Boy Howdy

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

New Gimmick
The Crowd Meter is considered +1 for your card effects.

Old Gimmick
At the start of the match add +1 to the Crowd Meter.
If the skill rolled for your 1st or 2nd Breakout Roll matches your opponent’s Finish Roll, your roll is +1.

Pelicana-Conrana

+1 to Technique
Your Agility and Strike skills are + the Crowd Meter.

The Crowd Teaser

+2 to Strike
+1 to Grapple
Draw cards equal to the Crowd Meter +1.

The Pelican Crunch!

+1 to Technique
+1 to Submission
Randomly add cards from your discard pile to your hand equal to the Crowd Meter.

Pelicanrana

+1 to your skills.
Your opponent gets 2 additional Breakout Rolls.

The Crowd Pleaser

If your opponent's 1st or 2nd Breakout Roll is the same skill as your Finish Roll, their roll is -1.
If stopped you may add +1 to the Crowd Meter.

Get Behind the Pelican!

When this card is in your hand and you would bury any number of cards from your hand, you may instead discard this card and draw 1 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).

Competitor – Brain Trust

Power:          27
Technique:   24
Agility:          15
Strike:           18
Submission: 30
Grapple:       21

When your opponent stops a card, their Gimmick is blank until the end of their next turn.
When your opponent would move any cards from their discard pile, they are instead randomly buried.

You're Wrong!

+2 to Technique
+3 to Grapple
If you have a card in play with "Swing and a" in the name, triple these bonuses.

Riddle Me This?

+3 to Power
+7 to Agility
+6 to Grapple
Each time your opponent rolls for a Breakout Roll, they randomly discard 1 card from their hand.

Get Guardino!

+5 to Technique
When this card is in your discard pile: Your opponent cannot look at other cards in your discard pile and cards they would choose in your discard pile are chosen randomly.

Compendium / Rulings

Ruling – If against Mai Girls and they have Bleeding out in Discard Pile, and you have Get Guardino! in the discard pile Brain Trust would randomly do stuff in their discard pile but Mai Girls would not know what cards were affected.

You also roll off for Gimmick.