This is a living community project I came up with a bit over a year ago.
Players from all over the world have chipped in to make effects that live in this, some that don't exist in the entirety of the game, some based off of old cards or cards from other games.

All you need to play is a 6 sided dice and a 20 sided dice.
The Random Effect Generator is split up into 6 sections, all of which contain 20 effects.

Before your game begins, the player going first rolls both dice. Your 6 sided dice will determine which section the effect lives in and your 20 sided dice will locate the effect itself. We’ve found it’s best to give the player 3 rolls to find an effect they’re happy with in a “stick or twist kind” fashion.
The effect that is chosen lasts for the entire game for both players to use, where it sees fit.

Have Fun!

Section 1

1: “Desperate Measures” While you are in desperation, all your attacks get -1 difficulty.

2: “Stale Mate” All blocks gain Breaker: 1.

3: “Combo Breaker” Neither player may play combo enhances.

4: “Dejavu” All attacks gain Multiple: 1.

5: “Seisure” All attacks gain Stun: 1.

6: “Cocaine is a hell of a drug” All attacks gain Ex: 3.

7: “Hammerfist” All attacks gain Powerful: 3.

8: “Fight Back” All attacks gain Reversal.

9: “Play Ball!” All attacks gain Safe for the entirety of turns.

10: “Savior of the Universe” The first attack you play on your turn turn gains Flash.

11: “The Squared Circle” All attacks gain Throw.

12: “The End of the World” When a player reaches Deadlock, they must destroy all their foundations.

13: “Verbal Constraint” Players may only play 3 enhances per enhance step.

14: “One hundred times normal gravity” All control checks get removed from the game.

15: “Which way is up?” Attack zones are considered their respective opposites.

16: “Hellfire and brimstone” After your attack deals damage, your opponent loses 2 vitality.

17: “The circle of life” After your attack deals damage, you gain 2 vitality.

18: “Freedom” All cards get -1 difficulty and -1 to their block modifier.

19: “Prison of the mind” All cards get +1 difficulty and +1 to the their block modifier.

20: “Nothing to hide” Both players play with their hands revealed.

Section 2

1: “Exploding planet” You have 20 minutes to knockout your opponent. Once the timer reaches 0, it’s considered a draw.

2: “Glass jaw” After a player takes damage equal to half their current vitality (rounded up), they lose the rest of their vitality.

3: “You see one, you play one” After you play a card, if there is more than one copy of that card in your card pool, draw X cards. X equals the amount of copies of that card in your card pool.

4: “I’m the king of the jungle” After your opponent’s blocked attack resolves, you may play 1 card from your hand into your card pool face down as a copy of their attack.

5: “The lottery” After your combat phase begins, you may play the top card of your deck (no control check necessary) it doesn’t count towards progressive for the rest of the turn.

6: “Magic mulligan” Instead of regular UFS mulligan, you may continually shuffle your hand back into your deck and draw X cards. X equals the number of cards you shuffled back into your deck -1. If you are going second, you may not draw up to your hand size during the draw step.

7: “Make the most of it” Neither player may draw or add any cards to their hand due to cards or effects.

8: “Fort Knox” Neither player may commit, flip, seal, destroy or remove cards their opponent’s staging area.

9: “REALLY?” Control checks to play your cards are made from your opponent’s deck.

10: “Highlander” After you play a card, you may not play any more copies of that card for the rest of the turn.

11: “Bouncy castle” After you play an attack, add 1 ready face up foundation from your staging area to your hand then add 1 card from your hand to your staging area face down.

12: “Patriotic” Before your opponent’s ready phase, name 1 non-character. No copies of the named card may ready during their ready step.

13: “Sideways for attention” After you resolve a card, you may lose 2 vitality to discard the resolved card from your card pool.

14: “Saved by the bell” Before you take damage from an attack, remove it from the game and your opponent may not play attacks for the rest of the turn. (Each player may use this effect once per game)

15: “Glittering prizes” at the beginning of the game, take the top X cards of your deck and add them to one side face down. Whenever you deal damage, take 1 prize card. If you have no more you win. X equals your hand size.

16: “A mile in someone else’s shoes” Before the game begins, players swap decks for the game.

17: “Gift Giving” After your attack deals damage, your opponent may either add the top card of their deck to their staging area face down committed or add the top card of their deck to their momentum.

18: “This is why we can’t have nice things” After your opponent plays an ability on a non-character card in their staging area, you may discard 1 card to commit 1 copy of that foundation.

19: “All or nothing” You may not partially block attacks.

20: “Take it like a man” All attacks are unblockable.

Section 3.

1: “Where’s my super meter?” Neither player may add cards to their momentum.

2: “Bone cracker” While you are in desperation, after you play an attack, it gets +X damage. X equals your momentum.

3: “Hurt turns to hate” After you take damage from an attack, reveal the top card of your deck. If it’s an attack, play it.

4: “Close quarters” Both players hand size is reduced by 1.

5: “Open battle field” Both players hand size is increased by 1.

6: “Musical Statues” After you play a foundation or an asset, you lose 1 vitality. After you play an attack or an action, gain 1 vitality.

7: “Extra effort” Both players have to make 2 control checks to successfully play a card (not as a block). When cycling your deck, you do not remove any cards from the game.

8: “Tail ending” After your opponent plays their 4th foundation in a turn, you may add 2 foundations from your hand to your staging area.

9: “Come on down to value town” After you play an attack your opponent may draw X cards. If they do, you may draw half the number of cards they drew (rounded up). X equals the speed of the attack.

10: “Attritional Combat” After an attack is blocked, it deals no damage.

11: “Party Time!” Before your draw step, you may remove 1 card in your hand to search your deck for 1 card, reveal it and add it to your hand.

12: “Nothing is gone forever” After your draw step, you may discard 2 cards to add 1 card from your removed from game pile back to your hand.

13: “Path of the righteous” After your ready phase, you may discard the top 3 cards of your deck. Add all foundations discarded to your staging area committed.

14: “Green” Any foundations committed to pass control checks count as 2 instead of 1.

15: “Super charger” After your attack deals damage, add it to your momentum.

16: “The rich get richer” After your attack deals damage, ready 1 non-character in your staging area that hasn’t been readied this combat phase.

17: “The poor get poorer” After your attack deals damage, commit 1 non-character in your opponent’s staging area.

18: “Tax” After a player plays an ability that has already been played this turn, whether printed on the same card or another card with the same name, that player must make a control check against a difficulty of 6. If the check fails, cancel that ability and negate it’s effect.

19: “Test of Strength” After a player plays an attack, both players make an un-modified control check. The player who makes the higher control check may choose to give this attack +X or -X damage. X equals the value of the higher control check.

20: “Snap” After you make a control check, you may reveal 1 card in your hand. If the revealed and checked card share the same name, add the checked card to your hand.

Section 4.

1: “Lights, camera…” All action cards are considered to have a blank text box.

2: “Shackled to the floor” Both characters begin the game committed. As an additional cost to readying your character, you must discard 1 momentum.

3: “Necromancer” After your draw step, you may discard 1 card to add 1 foundation in your discard pile to your staging area. During your end phase, flip the added foundation.

4: “Dust off the Shovels” During the review step, players may discard any number of cards from their hand instead of 1.

5: “Underdog” After your combat phase begins, if you have fewer foundations in your staging area than your opponent, your control checks get +1 for the rest of the turn.

6: “Blackjack” After your attack deals damage, reveal the top card of your deck. If it’s a foundation or an asset, add it to your staging area committed. If it’s an attack or an action, discard it and your combat phase ends.

7: “Domination” Before your end phase, you may discard 6 momentum to take another turn. Discard all attack cards from your card pool.

8: “All the cards” After your opponent plays a non-attack card as a form, you may draw 1 card. During your end phase, discard down to your hand size.

9: “Dictatorship” After your combat phase begins, you may discard 1 momentum to choose form, enhance or response abilities. Until the beginning of your next turn, your opponent can’t play the chosen ability type.

10: “Maximum overdrive” After an attack receives a speed or damage bonus, it gains an additional +1 and all speed or damage penalties reduce an additional -1.

11: “It all goes on the bill” Each player gains the following effect.
F lose 1 vitality: Draw a card. You may add 1 non-character card from your staging area to the top of your deck. If you don't, discard 2 cards.

12: “Double tap” After your attack played as a reversal deals damage, you may play 1 attack card from your hand.

13: “The Broberg” After you add an asset to your staging area, you may remove it from the game to add the top 2 cards of your deck to your staging area face down.

14: “Everyone loves a spin up” After your ready phase, you may discard 1 momentum to play 1 random card from your momentum (no control check necessary)

15: “Flood” After you block an attack, you may add the top card of both players deck to their card pool face down. If you did, you may not play a Reversal to that attack.

16: “Count your blessings” After a player plays the same ability more than twice in a turn, their combat phase ends.

17: “Coal to diamond” Before your end phase, you may remove 1 foundation in your staging area to search your deck for 1 non-unique foundation with a difficulty equal to or less than the removed foundation. Reveal it and add it to your staging area committed.

18: “Jab away” After you play an attack, it gets -X damage. X equals the attack’s speed.

19: “Slap on the wrist” After your opponent plays an ability on one of their foundations, you may destroy 2 ready foundations to cancel it’s ability, negate it’s effect and destroy it.

20: “Warped reality” Switch all attack speed and damage values.

Section 5.

1: “Jack of all trades” All attacks added to your momentum are added face up. Any attacks you play gain all non-keyword, non-combo effects printed on all face up attacks in your momentum. (duplicate effects do not stack)

2: “Oven Mits” After you add any number of cards to your hand due to your effect, you lose X vitality. X equals the number of cards you added.

3: “Busted controllers”
Both hands play revealed.
Cards are played randomly. If the random card cannot be played as a form, it gets discarded. If you randomly choose a card without a block or an illegal block to block an attack, the chosen card get’s discarded.

4: “Rainbow” After your combat phase begins, if you have 4 different card types in your hand, reveal them. Add 1 card from your momentum, discard pile and RFG to your hand.

5: “The punishment for greed” Neither player may gain vitality or reduce damage.

6: “Rinse and repeat” During your end phase, you may add 1 non-Reversal card from your card pool to your hand.

7: “Light headed” Once per turn, before you make a control check to play an attack, you may lose X vitality to reduce the difficulty to play that attack by X.

8: “Hold your horses” Neither player may play attacks for their first and second turn of the game.

9: “Recycling” Before the block step of their attack, you may reveal 1 random momentum. If it has a legal block, you may attempt block with it. If it doesn’t, discard it.

10: “Blockades” All cards without a block modifier are considered to have a +3 mid block.

11: “Shadow burn” As a form, once per turn, you may choose 1 attack in your opponent’s discard pile. Play 1 card from your hand into your card pool, face down as a copy of the chosen attack.

12: “Failure isn’t an option” When a player fails a control check, they lose X vitality. X equals the amount the control check was failed by.

13: “Vanilla” All attacks are considered to have a blank text box.

14: “Jackpot” roll the dice 3 more times. The combined effects are all in effect

15: “Reload” During your end phase, you may draw up to your character’s hand size.

16: “Dizzy spells” After you take damage from an unblocked attack, discard 1 card.

17: “Strength of pride” All your attacks get +X damage. X equals the amount of symbols it shares with your character.

18: “Breathe of fresh air” When you would cycle your deck, instead of removing cards from the game, draw 10 cards.

19: “The hare and the tortoise” The character with the lower vitality begins the game on -5 vitality and +1 hand size. The player with the higher vitality begins the game on -1 hand size and +10 vitality.

20: “Bop” When committing cards in your staging area to pass a control check, you may also commit cards in your momentum.

Section 6.

1: “Bills” After your ready phase, commit X foundations in your staging area. X equals half your hand size (rounded down)

2: “Fan the cards” Once per game, after your draw step, you may shuffle your hand and discard pile into your deck. Draw up to your character’s hand size.

3: “Mine field” After a player takes damage from an attack, roll a dice. If even, the active player destroys 1 ready foundation. If odd, the non active player destroys 1 ready foundation.

4: “Cops and robbers” After your ready phase, add 1 foundation in your staging area to your opponent’s then add 1 foundation in your opponent’s staging area to yours. (re-roll if you have the same sleeves to save hassle)

5: “Twisting fate” Before you would draw 1 or more cards, look at the top card of your deck. You may discard it.

6: “Bare knuckle” After you deal damage, add 1 card from your hand to your momentum. You lose 2 vitality (minimum 1) for each card in your momentum.

7: “You get a car!” All non keyword abilities are cost-less (excluding response negation effects)

8: “A fair head start” The player going first may only play a maximum of 3 foundations.

9: “Rock ’em sock ’em” After the block step of your attack, you may discard the top 4 cards of your deck. Your attack gets +X damage. X equals the difference between the highest and lowest control among the discarded cards.

10: “Higher ground” After you add an asset to your staging area, destroy all other assets in play.

11: “Sucker punch” After your opponent plays an attack, you may play a Reversal from your hand. Their checks get +1 for the rest of the turn.

12: “Wishing well” After a player plays an attack, they roll a dice. If even, all keywords on their attack get +2. If odd, all keyword abilities are stripped on their attack.

13: “Wrong turn” After you make a control check, you may discard 1 momentum to re-check.

14: “Onward and upwards” After your attack deals damage, it doesn’t count towards progressive for the rest of the turn.

15: “Brick laying” During your end phase, instead of adding an attack to your momentum, you may add it to your staging area face down instead.

16: “Lactic acid” There is no progressive difficulty. All cards get +X difficulty. X equals the number of turns you have taken (maximum 5)

17: “Paid off” After an attack deals 5 or more damage, add 1 action or asset in your discard pile to your hand.

18: “Beneath the rubble” After your ready phase, you may unflip 1 foundation in your staging area.

19: “Bottom of the barrel” After your draw step, if you have 10 or less cards in your deck, you may draw 5 cards.

20: “Fall off damage” After you deal damage, your attacks get -1 damage for the rest of the turn.

Thanks for playing, we hope this becomes a regular thing within the community.

Pretty much everyone from the Forums has jumped ship to the UFS Discord, so here's the invite code if you wish to join
https://discord.gg/2ZfxH5

MuscleMountain out!