Whenever Absolute Zero is dealt fire damage, Absolute Zero deals 1 target that much cold damage.
Equipment, Limited, Module
When Absolute Zero would take cold damage, he regains that many hp instead.
Equipment, Limited
Cold damage dealt to Absolute Zero is increase by 1. Fire damage dealt to Absolute Zero is reduced by 1. Power: Absolute Zero deals himself 5 fire damage. Destroy this card.
Equipment, Limited
Increase cold damage dealt by Absolute Zero by 1.
Ongoing, Limited
At the start of your turn, Absolute Zero deals each non-hero target 1 cold damage.
Ongoing, Limited
Power: Absolute Zero deals up to 3 targets 1 cold damage each. Absolute Zero deals himself X fire damage, where X = the total amount of cold damage dealt by Absolute Zero this turn.
Ongoing
Power: Absolute Zero deals 1 non-hero target X cold damage, where X = the amount of fire damage that has been dealt to Absolute Zero since the end of your last turn.
Ongoing
Power: Draw 3 cards. Destroy this card.
Type
Card
Description
Ongoing
Play this card next to a non-hero target. At the start of your turn, Absolute Zero deals that target 2 cold damage. If the target leaves play, destroy this card.
Ongoing
Any villain card which would act at the end of the villain turn instead acts at the start of the villain turn.
One-Shot
Absolute Zero deals 1 non-hero target 3 cold damage. Absolute Zero deals himself 3 fire damage.
One-Shot
Destroy up to 3 ongoing cards. Absolute Zero deals each non-hero target X cold damage, where X = the number of ongoing cards destroyed by this card.
One-Shot
Absolute Zero deals 1 target 2 cold damage. Absolute Zero deals a second target 2 fire damage. Absolute Zero deals himself 1 cold damage and 1 fire damage.
One-Shot
Select 1 equipment card from your trash and put it either into your hand or into play. Absolute Zero deals himself 1 fire damage and 1 cold damage.
One-Shot
You may draw a card. Search your deck for a module card and put it into your hand. Shuffle your deck. You may play a card.