Mark's styles, finishers, and unique base all have some sort of dexterity effect attached. Many of those effects last as long as you can maintain them.
Mark is allowed to rearrange the board, alter discard piles, steal cards, gain new strikers, adjust life totals, or cheat in any other imaginable way while his opponent is not looking. If his opponent notices the specific change within one beat, then Mark must undo the change and loses 1 life. If an opponent makes an incorrect accusation, the opponent loses 1 life.
If no opponent notices a change within the next beat after it is made, the change stands.
* EX and Almighty effects are added to the original UA.
On Hit: Take a card from your opponent's discard pile and pinch it firmly between two of your fingers. As long as it remains held here, it does not recycle. As soon as you switch fingers or drop the card, it returns to your opponent's hand.
On Hit: Move the opponent 1 or 2 spaces.
Before Activating: Advance 1 space.
End of Beat: Choose a word. While this card is in your discard piles, your attacks have +2 power the first time each beat that an opponent says the most recently chosen chosen word.
Stun Guard 3
On Hit: The opponent must close his eyes and count to twenty slowly.
After Activating: Move 2 spaces.
Reveal: If you are playing outdoors this attack has +2 power. Otherwise, it has has Soak 2.
End of Beat: If the sun is visible in the sky, your next attack has +2 power. Otherwise, your next attack has Soak 2.
End of Beat: Move directly to any space.
End of Beat: Balance this card on your head instead of discarding it. As long as you do, Mark has +2 priority.
4th Wall Toss
Start of Beat: Retreat 1 space.
On Hit: Throw the opponent's standup as far as you can (avoid property damage when possible). He must gp retreive it. This attack has +1 power for every 5 seconds it takes for him to return the standup to the board (round up).
Start of Beat: Slap your hand down on your opponent's character card and shout "Azureon Crusher!" in a booming voice. If you manage to do so before your opponent can block your hand, the opponent is stunned.
Before Activating: Throw this card at your opponent's standup from a distance of at least 2 feet. The range of this attack is all standups knocked over by this card. Mark can be hit by this attack too.