Commander

Masterminds 

Abilities: 

2 ?: ?

3 ?: ?

4 ?: ?

5 ?: ?

6 Micromanage: Tell an ally exactly how to do something, in intricate detail, with drawn pictures if necessary. If they follow your instructions, they succeed on any number card.

7 Call Out Target: Pick an enemy. Anyone who makes an attack against that enemy succeeds on any number card if the task was remotely possible. If they fail, well obviously it wasn't your fault.

8  Encourage: Give a pep talk to a teammate. That teammate replenishes two cards.

9  Teamwork: Play this to receive a bonus from two assist actions, neither of which can come from yourself.

10  You Have Failed Me for the Last Time: Play this against a teammate that has failed you in some way, and force that teammate to discard a card. Everyone else is motivated by this display of fearsome intimidation and draws a card. You gain a card from sheer awesomeness.

J Q:Q

Q We Need a Distraction: Choose a teammate to be the distraction. Everyone else gets a buff to act or hit for one round.

K q:q

Ace Battle Roar: Slam this card down while shouting as loudly as you can to strengthen yourself with a warrior's battle roar. You may make a non-verbal roar, shout some sort of battle cry, or just carry the word "die" out for a long time. The narrator judges your roar based on volume, intensity, intimidation, and spittle and awards a bonus to your action ranging from one increment to guaranteed success. Also, while shouting make sure you survey those around you. Anyone who is looking at you like you're a freak and a madman has obviously been intimidated by your manly battle cry, and you get add increase odds of success for a furture action for each such individual you see. 