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Superman and Wonder Woman

uperman and Wonder Woman: 34 cards
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Artemis™, Amazon of Bana-Mighdall
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Artemis™, Amazon of Bana-Mighdall:

When fielded, prevent all damage dealt to Sidekick dice you control (until end of turn).

  • Number: 2
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: No Affiliation
  • Cost Value: 5
  • Cost Type: Bolt
Artemis™, Renouncing Olympus
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Artemis™, Renouncing Olympus:

While Artemis is active, all Sidekicks must attack (if able).

  • Number: 3
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: No Affiliation
  • Cost Value: 5
  • Cost Type: Bolt
Artemis™, Shim`Tar
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Artemis™, Shim'Tar:

When fielded, prevent all damage to your Artemis character dice (until end of turn).

  • Number: 1
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: No Affiliation
  • Cost Value: 5
  • Cost Type: Bolt
Cheetah™, Feline Fury
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Cheetah™, Feline Fury:

Cheetah gets +1A and +1D for each opposing non-Sidekick, non-[VILLAINS] character die in the Field Zone.

  • Number: 4
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: Villains
  • Cost Value: 4
  • Cost Type: Mask
Cheetah™, Goddess of the Hunt
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Cheetah™, Goddess of the Hunt:

When fielded, KO target opposing Sidekick. If you do, draw a die from your bag, and Prep it.

  • Number: 5
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: Villains
  • Cost Value: 4
  • Cost Type: Mask
Cheetah™, Some Manner of Monster
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Cheetah™, Some Manner of Monster:

While Cheetah is active, when you field a non-Cheetah [VILLAINS] character die, draw a die from your bag and Prep it.

  • Number: 6
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: Villains
  • Cost Value: 4
  • Cost Type: Mask
Dimension Door, Basic Action Card
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Dimension Door, Basic Action Card:

Target character die you control cannot be blocked (until end of turn).

  • Number: 25
  • Rarity: Starter
  • Type: Action Card
  • Affiliation: No Affiliation
  • Cost Value: 4
  • Cost Type: Generic
Giganta™, Dr. Doris Zeul
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Giganta™, Dr. Doris Zeul:

Whenever you or character dice you control are damaged, spin Giganta up 1 level.

  • Number: 7
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: Villains
  • Cost Value: 5
  • Cost Type: Fist
Giganta™, Standing Tall
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Giganta™, Standing Tall:

While Giganta is active, whena character die spins up, each of your Giganta dice gets +1A and +1D (until end of turn).

Global: Pay [FIST]. Spin target character die 1 level.

  • Number: 9
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: Villains
  • Cost Value: 5
  • Cost Type: Fist
Giganta™, Villany, Inc.
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Giganta™, Villany, Inc.:

When fielded, spin all opposing character dice down 1 level.

  • Number: 8
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: Villains
  • Cost Value: 5
  • Cost Type: Fist
Jimmy Olsen™, Seeing Is Believing
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Jimmy Olsen™, Seeing Is Believing:

While Superman™ or Supergirl™ is active, Global Abilities activated by your opponents cannot target Jimmy Olsen and prevent all damage those abilities deal to Jimmy Olsen.

  • Number: 12
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: Team Superman
  • Cost Value: 2
  • Cost Type: Fist
Jimmy Olsen™, Signal Watch
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Jimmy Olsen™, Signal Watch:

While Jimmy Olsen is active, your Superman™ and Supergirl™ character dice cost 2 less to purchase (minimum 1) and may be fielded for free.

  • Number: 10
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: Team Superman
  • Cost Value: 2
  • Cost Type: Fist
Jimmy Olsen™, Superman™`s Pal
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Jimmy Olsen™, Superman™'s Pal:

When Jimmy Olsen is KO'd, you may Prep a Superman or Supergirl™ character die in your Used Pile

  • Number: 11
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: Team Superman
  • Cost Value: 2
  • Cost Type: Fist
Misdirection, Basic Action Card
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Misdirection, Basic Action Card:

Swap target active character die you control with a character die in your Used Pile, placing it on the same level.

*/** Also draw a die from your bag and Prep it.

  • Number: 26
  • Rarity: Starter
  • Type: Action Card
  • Affiliation: No Affiliation
  • Cost Value: 2
  • Cost Type: Generic
Plot Twist, Basic Action Card
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Plot Twist, Basic Action Card:

Draw up to two dice from your opponent's bag and roll any character dice, returning the rest to their bag. You may firld them for free under your control. Place them in your opponent's Used Pile at the end of the turn (regardless of their location).

  • Number: 27
  • Rarity: Starter
  • Type: Action Card
  • Affiliation: No Affiliation
  • Cost Value: 5
  • Cost Type: Generic
Resurrection, Basic Action Card
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Resurrection, Basic Action Card:

Roll a die in your Used Pile and place it into your Reserve Pool.

Global: Pay [SHIELD]. Once per turn, on your turn, draw a die from your bag and Prep it.

  • Number: 28
  • Rarity: Starter
  • Type: Action Card
  • Affiliation: No Affiliation
  • Cost Value: 4
  • Cost Type: Generic
Save Civilians, Basic Action Card
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Save Civilians, Basic Action Card:

Whenever you field a Sidekick this turn, reduce the fielding cost of another die by 1, draw a die from your bag, and Prep it.

  • Number: 29
  • Rarity: Starter
  • Type: Action Card
  • Affiliation: No Affiliation
  • Cost Value: 3
  • Cost Type: Generic
Small Step For Man, Basic Action Card
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Small Step For Man, Basic Action Card:

Spin all character dice in the Field Zone to level 1.

  • Number: 30
  • Rarity: Starter
  • Type: Action Card
  • Affiliation: No Affiliation
  • Cost Value: 3
  • Cost Type: Generic
Steve Trevor™, Bachelor in a Bind
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Steve Trevor™, Bachelor in a Bind:

  • Number: 13
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: No Affiliation
  • Cost Value: 2
  • Cost Type: Bolt
Steve Trevor™, The Man From A.R.G.U.S.
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Steve Trevor™, The Man From A.R.G.U.S.:

While Wonder Woman™ is active, prevent all damage dealt to Steve Trevor.

  • Number: 14
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: No Affiliation
  • Cost Value: 3
  • Cost Type: Bolt
Steve Trevor™, Themysciran Liason
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Steve Trevor™, Themysciran Liason:

When Steve Trevor is KO'd, you may immediately purchase a Wonder Woman™ die for up to 3 less (minimum 1), and Prep it.

  • Number: 15
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: No Affiliation
  • Cost Value: 3
  • Cost Type: Bolt
Supergirl™, All in the Family
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Supergirl™, All in the Family:

While Supergirl is active, prevent all damage fealt by [VILLAINS] character dice (yours or your opponent's) to Supergirl character dice you control.

  • Number: 16
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: Team Superman
  • Cost Value: 6
  • Cost Type: Shield
Supergirl™, Guarding National City
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Supergirl™, Guarding National City:

When fielded, if your opponent's life total is greater than yours, gain 3 life.

  • Number: 18
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: Team Superman
  • Cost Value: 7
  • Cost Type: Shield
Supergirl™, I Have All Your Powers!
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Supergirl™, I Have All Your Powers!:

When Supergirl deals combat damage to your opponent, you may draw 2 dice from your bag and Prep them.

  • Number: 17
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: Team Superman
  • Cost Value: 6
  • Cost Type: Shield
Superman™, Living in a World of Cardboard
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Superman™, Living in a World of Cardboard:

Superman gets +1A and +1D for each different energy type you have in your Reserve Pool ([QUESTION MARK] does not count toward energy types).

  • Number: 20
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: Justice League
  • Cost Value: 6
  • Cost Type: Shield
Superman™, Phone Booth
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Superman™, Phone Booth:

While Superman is active, prevent all damage dealt by [VILLAINS] character dice (your or your opponent's) to Superman character dice you control.

  • Number: 19
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: Justice League
  • Cost Value: 6
  • Cost Type: Shield
Superman™, Symbol of Hope
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Superman™, Symbol of Hope:

When fielded, if your opponent's life total is greater than yours, Superman deals 3 damage to your opponent.

  • Number: 21
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: Justice League
  • Cost Value: 7
  • Cost Type: Shield
Take Cover, Basic Action Card
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Take Cover, Basic Action Card:

Character dice you control get +2D.

*/** Target character die gets an extra +3D.

Global: Pay [SHIELD]. Target character die gets +1D (until end of turn).

  • Number: 31
  • Rarity: Starter
  • Type: Action Card
  • Affiliation: No Affiliation
  • Cost Value: 3
  • Cost Type: Generic
Team Up, Basic Action Card
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Team Up, Basic Action Card:

Each of your character dice get +1A and +1D for each different affiliation among your active character dice minus 1 (until end of turn).

  • Number: 32
  • Rarity: Starter
  • Type: Action Card
  • Affiliation: No Affiliation
  • Cost Value: 4
  • Cost Type: Generic
The Outsider, Basic Action Card
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The Outsider, Basic Action Card:

Draw a die from your bag. If it is a [VILLAINS] die, field it on its level 2 side without paying its fielding cost. Otherwise, place it in your Used Pile, and if it was a Sidekick die, Prep this die.

Global: Pay [FIST]. Target [VILLAINS] character die gets +2A (until end of turn). Character dice may only be targeted by this Global Ability once per turn.

  • Number: 33
  • Rarity: Starter
  • Type: Action Card
  • Affiliation: No Affiliation
  • Cost Value: 3
  • Cost Type: Generic
Truce, Basic Action Card
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Truce, Basic Action Card:

KO up to two character dice you control. For each character die you KO this way, your opponent must KO a character die they control.

  • Number: 34
  • Rarity: Starter
  • Type: Action Card
  • Affiliation: No Affiliation
  • Cost Value: 3
  • Cost Type: Generic
Wonder Woman™, Ambassador of Peace
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Wonder Woman™, Ambassador of Peace:

While Wonder Woman is active, players cannot use the Global Abilities on character cards on their team.

  • Number: 23
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: Justice League
  • Cost Value: 4
  • Cost Type: Mask
Wonder Woman™, Child of Clay
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Wonder Woman™, Child of Clay:

While Wonder Woman is active, Global Abilities activated by your opponent cannot target character dice you control.

  • Number: 22
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: Justice League
  • Cost Value: 4
  • Cost Type: Mask
Wonder Woman™, Reflections
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Wonder Woman™, Reflections:

While Wonder Woman is active, "When fielded" and "When attacks" abilities are ignored.

  • Number: 24
  • Rarity: Starter
  • Type: Character Card
  • Affiliation: Justice League
  • Cost Value: 5
  • Cost Type: Mask


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