| # | Card | Type | Text |
| 1 | Careful Aim | Attack | Play when you use a close or area attack power. Omit one creature from the power’s area of effect. |
| 2 | Crafty Strike | Attack | Play when your at-will or encounter attack power hits an enemy granting you combat advantage. You gain a +4 bonus to the power’s damage roll against that enemy. |
| 3 | Exposed Target | Attack | Play when you make a ranged attack. You gain a +2 bonus to the attack roll against any target of that attack that does not have cover. |
| 4 | Fair Fight | Attack | Play at the start of your turn. Until the end of this turn, you gain a +2 bonus to the attack rolls of at-will attack powers. |
| 5 | Full Speed Ahead! | Attack | Play when you charge on your turn. You gain combat advantage against the target of the charge attack. |
| 6 | Gambler's Effort | Attack | Play at the start of your turn. Roll a d20 to determine this card’s effect. The effect lasts until the end of this turn. 1–9: Your attacks deal half damage. 10–20: Your attacks gain a bonus to damage rolls equal to 2 + one-half your level. |
| 7 | Grim Determination | Attack | Play at the start of your turn. You gain a bonus to your first attack roll this turn equal to the number of bloodied allies within 5 squares of you. |
| 8 | I Will Avenge You! | Attack | Play when an ally drops to 0 hit points. You make one melee or ranged basic attack as a free action. |
| 9 | Keep At It! | Attack | Play on your turn when you miss with an attack roll. Reroll the missed attack roll. You take damage equal to your level. |
| 10 | Loose Rocks | Attack | Play when you knock an enemy prone with an attack. The enemy also takes damage equal to 2 + one-half your level. You fall prone the next time you take damage before the start of your next turn. |
| 11 | Mano a Mano | Attack | Play at the start of your turn. Until the end of this turn, you gain a bonus to damage rolls against enemies that have no creatures adjacent to them other than you. The bonus equals 1 + one-half your level. |
| 12 | Measured Cut | Attack | Play at the start of your turn. Once during this turn, you can take a minor action to gain a +2 bonus to your next attack roll. |
| 13 | Mind Over Metal | Attack | Play at the start of your turn. The first attack roll you make this turn targets Will instead of the defense the attack normally targets. |
| 14 | Outnumbered, Undaunted | Attack | You gain a bonus to your next damage roll this turn equal to the number of enemies within 2 squares of you. |
| 15 | Overbear | Attack | Play when your at-will attack power hits a target granting you combat advantage. You also knock that target prone. |
| 16 | Phantom Ally | Attack | Play at the start of your turn. During this turn, you gain combat advantage against the targets of your at-will attack powers. |
| 17 | Reckless Onslaught | Attack | Play when you miss with an attack. Reroll the attack roll. You must use the second roll, even if it’s lower. You then fall prone and take damage equal to your level. |
| 18 | Reckless Swing | Attack | Play when you make an attack on your turn. You gain a +2 bonus to the attack rolls and damage rolls of that attack against targets adjacent to you. Making that attack provokes opportunity attacks. |
| 19 | Reckless Violence | Attack | Play when you make an attack on your turn. You take a –2 penalty to the attack rolls and gain a +4 bonus to the damage rolls of that attack. You grant combat advantage until the start of your next turn. |
| 20 | Stronger Together | Attack | Play when you make an attack on your turn. You gain a bonus to the damage roll of that attack equal to the number of allies adjacent to you. |
| 21 | Skulking Strike | Attack | Play when you attack a target while hidden. If the attack hits, you also slide that target 1 square. After the attack, you can make a Stealth check to remain hidden. |
| 22 | Sucker Punch | Attack | Play when you deal damage to an enemy granting you combat advantage. That enemy takes 1d6 extra damage. On a roll of 6, you also take 6 damage. |
| 23 | Surprise! | Attack | Play at the start of your turn. You gain combat advantage with your next attack this turn against an enemy that is adjacent to your ally. |
| 24 | To the Ground | Attack | Play on your turn when you hit a target adjacent to you. You knock the target prone. You then fall prone. |
| 25 | Touch of Fate | Attack | Play when you miss every target with an at-will attack power. You gain a Stroke of Luck, which you can use at any time before the end of the encounter. |
| 26 | Wave of Fate | Attack | Play when you miss every target with an encounter attack power. You gain a Stroke of Luck, which you can use at any time before the end of the encounter. |
| 27 | Balance of Fate | Defense | Play either when you are bloodied by an attack or when you are hit by an attack while bloodied. You gain a Stroke of Luck, which you can use at any time before the end of the encounter. |
| 28 | Beat Feet | Defense | Play at the start of your turn. During this turn, you can take a move action to move up to your speed + 2. You cannot end this movement adjacent to an enemy. |
| 29 | Coward's Boon | Defense | Play at the end of your turn if you did not make an attack that turn. You gain temporary hit points equal to 3 + one-half your level. |
| 30 | Eye for Danger | Defense | Play at the start of your turn. Until the start of your next turn, being flanked doesn’t cause you to grant combat advantage. |
| 31 | Gambler's Dodge | Defense | Play when you take damage. Roll a d20. On a roll of 10 or higher, you take half the normal damage. On a 9 or lower, you take extra damage equal to your level. |
| 32 | Gambler's Sidestep | Defense | Play at the start of your turn. Roll a d20 to determine this card’s effect. The effect lasts until the start of your next turn. 1–9: You take a –2 penalty to all defenses. 10–20: You gain a +2 bonus to all defenses. |
| 33 | Gambler's Solace | Defense | Play at the start of your turn. Roll a d10 or a d20. If the result is even, you gain that many temporary hit points. If it is odd, you lose that many hit points. |
| 34 | Hang in There | Defense | Play at the start of your turn. Each bloodied ally within 5 squares of you gains temporary hit points equal to 3 + one-half your level. |
| 35 | Hold Steady | Defense | Play at the end of your turn if you did not move on that turn. You gain temporary hit points equal to 3 + one-half your level. |
| 36 | Inner Strength | Defense | Play either when you spend a healing surge or when you take the total defense action. You make a saving throw. |
| 37 | Live and Let Live | Defense | Play at the end of your turn if you did not make an attack on that turn. You gain a +4 bonus to all defenses until the start of your next turn. |
| 38 | Not in the Face! | Defense | Play when an enemy attacks you with combat advantage. You do not grant combat advantage for that attack. |
| 39 | Only a Flesh Wound | Defense | Play when you make a death saving throw. You gain a +5 bonus to that death saving throw. |
| 40 | Opportunistic Fate | Defense | Play when an enemy makes an opportunity attack against you. You gain a Stroke of Luck, which you can use at any time before the end of the encounter. |
| 41 | Painful Escape | Defense | Play when you take damage from an attack. You shift up to 3 squares as a free action. |
| 42 | Reinvigorate | Defense | Play when you hit an enemy with an at-will attack power while you are bloodied. You regain hit points equal to 5 + one-half your level. |
| 43 | Rejuvenating Fate | Defense | Play when you fail a saving throw. You gain a Stroke of Luck, which you can use at any time before the end of the encounter. (Use a Stroke of Luck to reroll any one attack roll, saving throw, or skill check you make. You can have only one Stroke of Luck at a time, and you cannot use it to affect the event that granted it to you.) |
| 44 | Stand By Me | Defense | Play during your turn. Until the start of your next turn, you gain a bonus to AC equal to the number of allies adjacent to you. |
| 45 | Stand Firm | Defense | Play when you are pulled, pushed, slid, or teleported. You negate that movement. |
| 46 | Stave off Death | Defense | Play when you drop to 0 hit points or fewer. You lose one healing surge. You instead are reduced to 1 hit point. |
| 47 | Unwavering | Defense | Play when you drop to 0 hit points or fewer. Until the end of your next turn, you remain conscious but are still dying. You cannot regain hit points until after the end of your next turn. |
| 48 | Wary Shot | Defense | Play when you make a ranged or area attack. That attack does not provoke opportunity attacks. |
| 49 | Whoops! | Defense | Play when an attack knocks you prone. One creature adjacent to you also falls prone. |
| 50 | Defiant Stand | Tactic | Play when an ally ends his or her turn adjacent to two or more enemies. That ally gains temporary hit points equal to 3 + one-half your level. That ally does not grant combat advantage until the start of his or her next turn. |
| 51 | Dependability | Tactic | Play when you or an ally makes a skill check or an ability check. Treat the check result as if the player had rolled a 10. |
| 52 | Distracting Banter | Tactic | Play at the start of your turn. Once during this turn, you can take a move action to allow one ally within 5 squares of you to shift up to 3 squares as a free action. |
| 53 | Fate of the Reckless | Tactic | Play when an enemy makes an opportunity attack against an ally. That ally gains a Stroke of Luck, which he or she can use at any time before the end of the encounter. |
| 54 | Free Passage | Tactic | Play at the start of your turn. Whenever you move during this turn, entering squares occupied by your allies costs you no squares of movement. |
| 55 | Gambler's Stride | Tactic | Play at the start of your turn. Roll a d20 to determine this card’s effect. The effect lasts until the end of this turn. 1–9: You are immobilized. 10–20: You gain a +4 bonus to speed. |
| 56 | Gang Up | Tactic | Play at the start of your turn. Until the start of your next turn, allies gain a +2 bonus to damage rolls against enemies that are adjacent to you. |
| 57 | Get a Grip | Tactic | Play when you or an ally adjacent to you fails a saving throw. That character rerolls the saving throw. |
| 58 | Go for It! | Tactic | Play at the start of your turn. Choose one enemy adjacent to you. Until the start of your next turn, your allies gain combat advantage with charge attacks against that enemy. |
| 59 | Hold It! | Tactic | Play when an enemy makes a ranged or melee attack against an ally adjacent to you. That ally gains a +2 bonus to all defenses against that attack. |
| 60 | It's a Trap! | Tactic | Play when an enemy ends its turn adjacent to you. One ally within 3 squares of you shifts up to 2 squares as a free action to a square adjacent to that enemy. |
| 61 | Kip Up | Tactic | Play when you or an ally is knocked prone by an enemy. That character can use a minor action to stand on his or her next turn. |
| 62 | Look at Me! | Tactic | Play at the start of your turn. Until the start of your next turn, enemies that are adjacent to you grant combat advantage to your allies, and you grant combat advantage to enemies that are adjacent to you. |
| 63 | Lucky Fall | Tactic | Play when you or any ally takes falling damage. That character takes half damage from the fall and lands standing. |
| 64 | Might Makes Right | Tactic | Play when you make an Intimidate or Diplomacy check. You gain a bonus to the check equal to the number of unbloodied allies adjacent to you. |
| 65 | Mounting Trepidation | Tactic | Play when you make an attack that targets Will or Fortitude. You gain a bonus to the attack roll equal to the number of bloodied enemies within 10 squares of you (maximum +5). |
| 66 | One for the Team | Tactic | Play when you are targeted by a close or area attack. That attack automatically misses its other targets and scores a critical hit against you. |
| 67 | Push Through the Crowd | Tactic | Play at the start of your turn. Until the end of this turn, you can move through enemies’ spaces. Enemies that make opportunity attacks against you on this turn gain combat advantage with those attacks. |
| 68 | Quick Feet | Tactic | Play when an ally adjacent to you shifts. That ally shifts 1 additional square. |
| 69 | Reinforcement | Tactic | Play at the start of your turn. Once as a move action during this turn, you can shift up to 3 squares to a square adjacent to an ally. |
| 70 | Resurgent Fate | Tactic | Play when a critical hit is scored against you or an ally. That character gains a Stroke of Luck, which he or she can use at any time before the end of the encounter. |
| 71 | Risky Move | Tactic | Play at the start of your turn. Once as a move action during this turn, you can shift up to your speed. At the end of this shift, roll a d20. On a result of 9 or lower, you fall prone. |
| 72 | Self-Preservation | Tactic | Play when an ally adjacent to you takes damage from a melee attack. You shift up to 2 squares. |
| 73 | Self-Sacrifice | Tactic | Play when an ally adjacent to you is hit by a melee or ranged attack. That attack hits you instead. |
| 74 | Shared Fate | Tactic | Play when one enemy attacks you and at least two allies on the same turn. You or one of those allies gains a Stroke of Luck, which that character can use at any time before the end of the encounter. |
| 75 | Shifty Moves | Tactic | Play at the start of your turn. During this turn, you can shift 1 square as a minor action. |
| 76 | Trained Advance | Tactic | Play when an ally within 5 squares of you takes a move action to shift. You shift 1 square as a free action. |
| 77 | Unfair Advantage | Tactic | Play when you or an ally knocks an enemy prone. One ally makes a basic attack against the prone enemy as a free action. |
| 78 | Watchful Approach | Tactic | Play at the start of your turn. During this turn, you can take a standard action to shift up to your speed. |
| 79 | Wear Them Down | Tactic | Play when an ally misses a target with an at-will attack power. That target takes damage equal to 2 + one-half your level. |
| 80 | Why Me? | Tactic | Play when an enemy’s attack damages you. You take maximum damage from the attack. One ally within 5 squares of you makes a basic attack against that enemy. |
| Stroke of Luck | | Use a Stroke of Luck to reroll one attack roll, saving throw, or skill check you make. You can have only one Stroke of Luck at a time, and you cannot use it to affect the event that granted it to you. |
| Promo 1 | One More Chance | Attack | Play at the start of your turn. If you have no encounter attack powers remaining, the first enemy you hit this turn takes 5 extra damage. |
| Promo 2 | Cautious Maneuver | Defense | Play at the start of your turn. Until the end of this turn, you take half damage from opportunity attacks made against you. |
| Promo 3 | Impervious | Defense | Play when a critical hit is scored against you. The critical hit is instead a normal hit. |
| Promo 4 | Enduring Focus | Tactic | Play at the start of your turn. Until the start of your next turn, allies within 2 squares of you gain a +2 bonus to saving throws. |
| Promo 5 | Gambler's Eye | Attack | Play at the start of your turn. Roll a d20 to determine this card’s effect. The effect lasts until the end of this turn. 1–9: You take a –2 penalty to attack rolls. 10–20: You gain a +2 bonus to attack rolls. |
| Promo 6 | Countering Fate | Tactic | Play when you shift on your turn. One ally within 5 squares of you shifts 1 square as a free action. |
| Promo 7 | Cunning Plan | Tactic | Play when you shift on your turn. One ally within 5 squares of you shifts 1 square as a free action. |
| Promo 8 | Lack of Scruples | Tactic | Play when you make an attack. You gain combat advantage against one target of that attack if any ally is adjacent to that target. |
| Promo 9 | Stay With Me! | Tactic | Play when a bloodied ally is hit by an enemy. That ally gains temporary hit points equal to 3 + one-half your level. |