Cardfight!! Vanguard ZERO:
Glorious Bravery of Radiant Sword
[勇輝剣爛]
[Global Edition] 1st June 2022 — 30th June 2022 (PST)
Feature:
- Glorious Bravery of Radiant Sword is the 7th G Series Fighters Box Pickup series which is also the 28th Fighters Gacha’s Pickup series, introduced in Cardfight!! Vanguard ZERO.
- Further boosting to the clans: Angel Feather, Gold Paladin, Kagero and Dark Irregulars.
Rescue (救援) is an ability allows you to heal cards from your damage zone equal to the stated number (put them into your drop zone), then deal the same amount of damage to your vanguard (perform that number of damage checks one by one, and trigger effects will also be activated as a result).
Unite (結束) is an ability remains active, or can only be used, as long as you have called two or more units to [R] during the same turn, either normal calling them or through any effect (except moving units). You need to have called two or more units as soon as the event for the ability would occur, including the card that is being placed on [R] at the same time.
Blaze (竜炎) is an ability only activates at the beginning of each of your attacks, if you have more rear-guards than your opponent does at that point. When it does, all of your vanguards become blazing state, and they remain in blazing state until end of turn.
Darkness (深闇) is an ability remains active, or can only be used, as long as at least one card has been put into your soul during the same turn, excluding riding or moving cards to the vanguard circle. You need to have put any card into your soul as soon as the event for the ability would occur, even if a card is being put into your soul at the same time, or it was put after passing the timing for the activation.
- Upon release, all players will be given new First Vanguards in their present boxes:
United Sanctuary/Angel/Angel Feather
-/0/Boost/5000/1
[Forerunner] (When rode upon, move to [R])
[R] [GB (1)]: [C-Blast (1)] and [Put this unit into your soul] to put the top card of your deck into your damage zone, and put a card from your damage zone into your hand. If you put a face down card into your hand, turn the card put into your damage zone face down.
[R]: This unit cannot be retired by your opponent's card effects.
[First Player-Second Player Revision]: At the beginning of the first turn, draw a card. Active except in Story Fight and Challenge Fight.
RR
United Sanctuary/Human/Gold Paladin
-/0/Boost/5000/1
[Forerunner] (When rode upon, move to [R])
[R] [GB (1)] [Unite]: If your vanguard is a grade 3 or greater Gurguit, [put this unit into your soul] to look at 4 cards from the top of your deck, call a card from among them, and that unit gets [Power] +2000 until end of turn.
[R]: This unit cannot be retired by your opponent's card effects.
[First Player-Second Player Revision]: At the beginning of the first turn, draw a card. Active except in Story Fight and Challenge Fight.
RR
United Sanctuary/Sylph/Gold Paladin
-/0/Boost/4000/1
[Forerunner] (When rode upon, move to [R])
[Left or Right Column - R]: All of your other rear-guards in the same column as this unit get "[R]: Resist".
[Middle Column - R] [GB (1)]: [C-Blast (1)] and [Put this unit into your soul] to draw a card.
[First Player-Second Player Revision]: At the beginning of the first turn, draw a card. Active except in Story Fight and Challenge Fight.
R
United Sanctuary/High Beast/Gold Paladin
-/0/Boost/4000/1
[Forerunner] (When rode upon, move to [R])
[R] [GB (1)]: [Put this unit into your soul] and [Discard a card without triggers] to look at the top card of your deck, put it on the top or bottom of your deck, and draw a card. If you have a face up card in your G zone is one or more, then, one of your units gets [Power] +5000 until end of turn.
[First Player-Second Player Revision]: At the beginning of the first turn, draw a card. Active except in Story Fight and Challenge Fight.
Dragon Empire/Flame Dragon/Kagero
-/0/Boost/5000/1
[Forerunner] (When rode upon, move to [R])
[R] [GB (1)]: [C-Blast (1)] and [Put this unit into your soul] to look at five cards from the top of your deck, and call a grade 3 card or a card with the blaze ability from among them. If your vanguard is a grade 3 or greater Blademaster, at the end of that turn, you may return that unit to your hand.
[R]: This unit cannot be retired by your opponent's card effects.
[First Player-Second Player Revision]: At the beginning of the first turn, draw a card. Active except in Story Fight and Challenge Fight.
Dark Zone/Human/Dark Irregulars
-/0/Boost/5000/1
[Soul] [Darkness]: At the end of the battle your unit attacked, if your soul has 10 or more cards, you may call this card. This unit gets [Power] +5000 until end of turn, if your soul has 15 or more card (after calling), it gets an additional [Power] +10000.
[First Player-Second Player Revision]: At the beginning of the first turn, draw a card. Active except in Story Fight and Challenge Fight.
RR
Dark Zone/Warbeast/Dark Irregulars
-/0/Boost/5000/1
[Forerunner] (When rode upon, move to [R])
[R] [GB (1)]: [C-Blast (1)] and [Put this unit into your soul] to [S-Charge (2)], and if your soul has 6 or more cards, draw a card.
[R]: This unit cannot be retired by your opponent's card effects.
[First Player-Second Player Revision]: At the beginning of the first turn, draw a card. Active except in Story Fight and Challenge Fight.
RR
Dark Zone/Demon/Dark Irregulars
-/0/Boost/4000/1
[Forerunner] (When rode upon, move to [R])
[V]: When rode upon, draw a card, and put a card from your hand into your soul.
[Soul]: When your G unit strides, call this card, and [S-Charge (1)].
[First Player-Second Player Revision]: At the beginning of the first turn, draw a card. Active except in Story Fight and Challenge Fight.
R
:: Fighters Box Cardlist ::
United Sanctuary/Angel/Angel Feather
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V] [GB (2)]: When placed, [C-Blast (1)] and [G Persona Blast] to get the following 2 abilities until end of turn.
"[V]: When your card is put into your damage zone during the battle phase, 2 of your units gets [Power] +2000 until end of turn."
"[V] [RESCUE 2]: When this unit attacks, heal 2 cards, and deal yourself 2 damage."
GR
United Sanctuary/Cosmo Dragon/Gold Paladin
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V] [Unite]: When this unit attacks, [C-Blast (1)] and [G Persona Blast] and [put 2 grade 1 or greater rear-guards on the bottom of your deck] to look at 7 cards from the top of your deck, and call the same number of cards from among them as the number of face up cards in your G zone. If you called 3 or more cards, [C-Charge (1)].
GR
United Sanctuary/Human/Gold Paladin
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V] [GB (2)] [Unite]: [S-Blast (2)] and [C-Blast (1)] and [Turn a card from your G zone face down] to get the following abilities.
• This unit gets [Critical] +1, and get [Power] +5000 for each of your rear-guards until end of turn. All of your rear-guards get [Power] +5000 until end of turn.
• If there is a face up Sunrise Ray Radiant Sword, Gurguit in your G zone, at the end of your turn, [return 2 rear-guards with the unite ability to the bottom of your deck] to [C-Charge (1)], and all of your rear-guards gets "Intercept" and can intercept from back row.
GR
Dragon Empire/Flame Dragon/Kagero
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V]: [Blaze]
[V] [1/Turn]: [C-Blast (1)] and [Turn a card from your G zone face down] to:
• Choose the same number of your opponent's rear-guards as the number of Supreme Heavenly Emperor Dragon, Dragonic Blademaster "Taiten" face up in your G zone, retire them.
• Get this unit to get the following ability until end of turn.
"[V] [GB (3)]: If you are blazing, this unit gets [Critical] +1."
GR
Dark Zone/Vampire/Dark Irregulars
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V] [GB (2)]: When this unit attacks a vanguard, [G Persona Blast] to until end of that battle get [Critical] +1. If your soul has 10 or more cards, this unit gets an additional [Power] +10000. Then, if your soul has 13 or more cards, have your opponent discard a grade 3 or greater card at random from their hand when activating Sentinel during that battle. If they do not discard, it does not activate.
GR
Dark Zone/Vampire/Dark Irregulars
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V] [GB (2)]: When this unit attacks, [C-Blast (1)] and [turn a card from your G zone face down] to put all of your front row rear-guards into your soul, and get [Power] +10000 until end of battle. If your soul has 10 or more cards, then retire all of your opponents rear-guards, and [C-Charge (1)] for each face up One Steeped in Sin, Scharhrot in your G Zone.
[V] [GB (2)] [Darkness]: During the battle this unit attacked, if your soul has 13 or more cards, have your opponent discard a grade 3 or greater card at random from their hand when activating Sentinel. If they do not discard, it does not activate.
GR
United Sanctuary/Workeroid/Angel Feather
-/1/Boost/6000/1
[Sentinel] (A total of 4 Sentinels may be put in the deck)
[Hand]: When the Vanguard is hit, if you lose by not guarding, perfect guard is activated.
[Hand] [GB (1)] [Rescue 1]: When this card's sentinel effect is activated, if there is a Doctroid Remnon in your damage zone, [C-Blast (1)] to heal 1 cards, and deal yourself 1 damage.
RRR
United Sanctuary/High Beast/Gold Paladin
Trigger/3/Twin Drive!!/10000/1
[R] [GB (1)] [Unite]: At the end of your turn, this unit gets intercept.
[R]: When placed, this unit gets "Boost" until end of turn.
RRR
United Sanctuary/Elf/Gold Paladin
-/1/Boost/6000/1
[Sentinel] (A total of 4 Sentinels may be put in the deck)
[Hand]: When the Vanguard is hit, if you lose by not guarding, perfect guard is activated.
[R] [GB (1)] [Unite]: When placed from your deck, [put another grade 1 or greater rear-guards on the bottom of your deck], and at the end of turn, return this unit to your hand.
RRR
Dragon Empire/Human/Kagero
-/1/Boost/6000/1
[Sentinel] (A total of 4 Sentinels may be put in the deck)
[Hand]: When the Vanguard is hit, if you lose by not guarding, perfect guard is activated.
[V/R]: [Blaze]
[R] [GB (1)]: At the end of the battle that this unit boosted, if you become blazing, [S-Blast (1)] to return this unit to your hand.
RRR
Dark Zone/Succubus/Dark Irregulars
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V] [Darkness]: When this unit's attack hits a vanguard, [S-Charge (2)], if your soul has 6 or more cards, draw a card. If your soul has 10 or more cards, then draw a card.
RRR
Dark Zone/Vampire/Dark Irregulars
Trigger/3/Twin Drive!!/11000/1
[V] [GB (1)]: At the end of your turn, if your soul has 6 or more cards, [put a card with the darkness ability from your hand or rear-guard into your soul] to draw a card. If your soul has 13 or more cards, then [C-Charge (1)], choose one of your opponent's rear-guards, and retire it.
[V/R]: When placed, [C-Blast (1)] to look at 5 cards from the top of your deck, and you may put any cards with the darkness ability from among them into your soul. This unit gets [Power] +1000 for each card put into your soul by this effect until end of turn.
RRR
Dark Zone/Vampire/Dark Irregulars
Trigger/3/Twin Drive!!/11000/1
[V] [GB (2)]: During your turn, if your soul has 6 or more cards, this unit gets [Power] +10000. If your soul has 10 or more cards, then this unit gets [Critical] +1.
[V]: When your G unit strides, you may [S-Charge (2)]. If you do, your vanguard gets the following ability until end of turn.
"[V]: At the end of the battle this unit attacked a vanguard, if your soul has 6 or more cards, choose 1 of your opponent's rear-guards at random by prioritizing the back row, and retire it. If your soul has 10 or more cards, then choose 2 drop zone cards at random, and return them to your deck."
[V]: During the turn this unit was placed, it gets [Power] +3000.
RRR
Dark Zone/Human/Dark Irregulars
Trigger/3/Twin Drive!!/11000/1
[V]: When this unit attacks a vanguard, if you have a Blade Wing Reijy in your soul, [S-Blast (15)] to get [Power] +15000 / [Critical] +2 until end of that battle.
[Soul]: At the end of the battle that your grade 3 Blade Wing vanguard attacked except Wings of Recurrence, Blade Wing Reijy, if the attack did not hit during that battle, [C-Blast (1)] and [discard 3 cards from your hand] to ride this card as Stand and draw 2 cards.
RRR
Dark Zone/Demon/Dark Irregulars
-/1/Boost/7000/1
[R] [GB (1)] [Darkness]: If your soul has 6 or more cards, this unit gets [Power] +3000.
[R]: If your soul has 10 or more cards, this unit gets intercept and can intercept from the back row. (Units that cannot attack the back row can select this unit as a battle opponent)
RRR
Dark Zone/Warbeast/Dark Irregulars
-/1/Boost/7000/1
[Soul]: When this card is put into your soul other than by riding during your turn, [C-Blast (1)] to draw a card.
[Soul] [Darkness]: If your soul has 6 or more cards, [C-Blast (1)] and [discard a card from your hand] to [S-Charge (1)]. Then, if your soul has 10 or more, put this card into your hand.
[Hand]: While paying the cost for stride, if your soul has 2 or more cards with the darkness ability, this card gets grade+2.
RRR
Dark Zone/Succubus/Dark Irregulars
-/1/Boost/6000/1
[Sentinel] (A total of 4 Sentinels may be put in the deck)
[Hand]: When the Vanguard is hit, if you lose by not guarding, perfect guard is activated.
[Soul] [GB (1)] [Darkness]: [Retire a grade 1 or less rear-guard] to return this card to your hand.
RRR
United Sanctuary/Cosmo Dragon/Gold Paladin
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V] [Unite]: This unit gets [Power] +5000. All of your front row rear-guards get [Power] +2000.
RR
United Sanctuary/Angel/Angel Feather
Trigger/3/Twin Drive!!/11000/1
[V] [GB (1)] [Rescue 1]: When rear-guard is placed, [S-Blast (1)] and [C-Blast (1)] to heal 1 cards, and deal yourself 1 damage.
[V]: When placed, [S-Blast (1)] and [C-Blast (1)] to look at the top 5 cards of your deck, put a card with the rescue ability from among them into your hand.
RR
United Sanctuary/Angel/Angel Feather
-/2/Intercept/9000/1
[R] [GB (1)] [Rescue 1]: When placed, if your vanguard is a grade 3 or greater Gavrail, [S-Blast (1)] and [C-Blast (1)] and [put a card from your hand into your damage zone] to call a card from your damage zone, and this unit gets [Power] +2000 until end of turn. If you called a face down card, the card placed to the damage zone as the cost is turned face down. Heal 1 cards, and deal yourself 1 damage.
RR
United Sanctuary/Angel/Angel Feather
-/2/Intercept/9000/1
[Damage Zone] [GB (1)]: You may call this card when it is put into the drop zone from your damage zone due to the effect of a rescue ability during your turn.
RR
United Sanctuary/Elf/Gold Paladin
-/2/Intercept/9000/1
[R] [Unite]: If your vanguard is a grade 4 or greater, this unit gets [Power] +3000.
[R]: Resist
RR
United Sanctuary/Human/Gold Paladin
-/2/Intercept/9000/1
[R] [Unite]: This unit gets [Power] +2000.
[R] [GB (1)]: When placed, [C-Blast (1)] to look at 4 cards from the top of your deck, and call a card from among them to an open [R] in the same column as this unit.
RR
United Sanctuary/Human/Gold Paladin
-/1/Boost/7000/1
[R] [GB (1)] [Unite]: At the end of the battle that this unit boosted, [put this unit into your soul] to draw a card.
RR
Dragon Empire/Human/Kagero
Trigger/3/Twin Drive!!/11000/1
[V/R]: [Blaze]
[V/R]: When your other unit is placed in the same column as this unit, [C-Blast (1)] to choose one of your opponent's rear-guards in the same column as this unit, and retire it.
[V/R]: If you are blazing, and your Escort Dragon Attendant, Reas is in the same column as this unit, this unit gets [Power] +4000.
RR
Dragon Empire/Human/Kagero
-/2/Intercept/9000/1
[V/R]: [Blaze]
[R]: When this unit attacks a vanguard, if you are blazing, this unit gets [Power] +2000 and the following ability until end of that battle.
"[R] [GB (1)]: When this unit's attack hits a vanguard, [C-Charge (1)]."
RR
Dragon Empire/Human/Kagero
-/1/Boost/7000/1
[V/R]: [Blaze]
[R] [1/Turn]: When your opponent's rear-guard is retired by the effect of your unit, if your vanguard is a grade 3 Dragonic Blademaster, this unit gets the following ability until end of turn.
"[R]: When you becomes blazing, [C-Charge (1)], and this unit gets [Power] +4000 until end of turn."
RR
Dark Zone/Demon/Dark Irregulars
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V] [Darkness]: When this unit attacks a vanguard, you may [S-Charge (2)]. This unit gets the following 2 abilities until end of that battle.
"[V]: When this unit's attack hits, if your soul has 6 or more cards, choose 1 of your opponent's rear-guards at random by prioritizing the back row, and retires it."
"[V]: If your soul has 10 or more cards, this unit gets [Power] +1000 for each card in your soul."
RR
Dark Zone/Human/Dark Irregulars
Trigger/3/Twin Drive!!/11000/1
[V] [GB (1)] [Darkness]: When this unit attacks a vanguard, if your soul has 10 or more cards, this unit gets [Power] +10000 until end of that battle, and if your soul has 13 or more cards, until end of that battle, have your opponent discard a grade 3 or greater card at random from their hand when activating Sentinel. If they do not discard, it does not activate.
[V]: When placed, [S-Blast (1)] and [C-Blast (1)] to look at 5 cards from the top of your deck, and put a card with the darkness ability from among them into your hand.
RR
Dark Zone/Demon/Dark Irregulars
-/2/Intercept/9000/1
[R] [Darkness] [1/Turn]: If your soul has 6 or more, [C-Blast (1)] to get [Power] +2000 until end of turn. If your soul has 10 or more cards, this unit gets an additional [Power] +3000.
[R]: When placed, look at 7 cards from the top of your deck, and put a card with the darkness ability from among them into your soul.
[R]: When placed, look at 7 cards from the top of your deck, and put a card with the darkness ability from among them into your soul.
RR
Dark Zone/Elf/Dark Irregulars
-/2/Intercept/9000/1
[V/R]: When your other unit is placed in the same column as this unit, you may [S-Charge (1)].
[R] [GB (1)] [Darkness]: If your soul is 10 or more cards, this unit gets boost. If your soul has 13 or more cards, this unit gets [Power] +2000.
RR
Dark Zone/Human/Dark Irregulars
-/2/Intercept/8000/1
[R] [GB (1)]: When placed, [C-Blast (1)] [S-Charge (2)]. If your soul has 6 or more cards, draw a card. Then, if your soul has 10 or more cards, [C-Charge (1)].
RR
Dark Zone/Human/Dark Irregulars
-/1/Boost/7000/1
[R]: If your vanguard is a Blade Wing, [put this unit into your soul] to look at the top 3 cards of your deck, and you may put a Blade Wing from among them into your hand, and you may put a card from among them into your soul. Put the rest into your drop zone. (You do not need to put a card into your hand or soul)
RR
Dark Zone/Elf/Dark Irregulars
-/1/Boost/7000/1
[R] [Darkness]: If your soul has 10 or more cards, this unit gets [Power] +2000.
[R] [Darkness]: At the end of your turn, if your soul has 13 or more cards, [retire this unit] to choose 10 cards from your soul, return the rest of your soul to your deck, and draw a card.
RR
Trigger/0/Boost/4000/1
Critical / +5000
[R]: When your vanguard attacks, if it is a grade 3 or greater Scharhrot, [put this unit into your soul] to draw a card, and your vanguard gets [Power] +5000 until end of that battle.
[Trigger Zone]:When your damage check reveals this card, draw a card.
RR
United Sanctuary/High Beast/Angel Feather
Trigger/3/Twin Drive!!/11000/1
[V/R] [GB (1)] [Rescue 1]: When this unit's attack hits a vanguard, choose 1 of your other rear-guards, and it gets [Power] +2000 until end of turn. Heal 1 cards, and deal yourself 1 damage.
R
United Sanctuary/Angel/Angel Feather
-/1/Boost/7000/1
[Damage Zone] [GB (1)]: You may call this card when it is put into the drop zone from your damage zone due to the effect of a rescue ability during your turn.
R
United Sanctuary/Angel/Angel Feather
Trigger/0/Boost/4000/1
Stand / +5000
[R] [GB (1)] [Rescue 1]: At the end of the battle that this unit boosted, [C-Blast (1)] and [return this unit to your deck] to heal 1 cards, and deal yourself 1 damage.
R
United Sanctuary/Elf/Gold Paladin
-/2/Intercept/9000/1
[R]: When this unit's attack hits a vanguard, [C-Blast (1)] and [put this unit into your soul] to look at 3 cards from the top of your deck, and call a card from among them to an open [R].
R
United Sanctuary/Human/Gold Paladin
-/2/Intercept/8000/1
[R] [GB (1)]: During your opponent's turn, this unit gets [Power] +10000.
R
United Sanctuary/Human/Gold Paladin
-/2/Intercept/8000/1
[R] [Unite]: At the end of each turn, [put this unit into your soul] to [C-Charge (1)].
[R]: Resist
R
United Sanctuary/Human/Gold Paladin
-/1/Boost/7000/1
[R] [GB (1)] [Unite]: When your other rear-guard is placed, this unit and each of your rear-guards in the same column as this unit (at the time of placement) get [Power] +2000 until end of turn.
R
United Sanctuary/High Beast/Gold Paladin
-/1/Boost/6000/1
[R] [GB (1)]: At the end of your turn, if you have 3 or more other rear-guards, [retire this unit] to look at 3 cards from the top of your deck, and put a card from among them into your drop zone. During your opponent's next turn, you vanguard gets [Power] +5000. If a trigger was put into your drop zone, it gets an additional [Power] +5000.
R
United Sanctuary/Human/Gold Paladin
Trigger/0/Boost/4000/1
Stand / +5000
[R] [GB (1)] [Unite]: This unit gets [Power] +3000.
[R] [GB (1)] [Unite]: At the end of the battle that this unit attacked or boosted, [put this unit into your soul] to [C-Charge (1)].
R
Dragon Empire/Winged Dragon/Kagero
Trigger/3/Twin Drive!!/11000/1
[V/R]: [Blaze]
[V] [GB (1)]: When your unit attacks a vanguard, if you are blazing, the attacking unit gets [Power] +3000 until end of that battle.
[V]: When placed, [S-Blast (1)] and [C-Blast (1)] to look at 5 cards from the top of your deck, and put a card with the blaze ability from among them into your hand.
R
Dragon Empire/Flame Dragon/Kagero
-/2/Intercept/9000/1
[R] [GB (1)]: When placed, if your vanguard is a grade 3 or greater Blademaster, [S-Blast (1)] and [C-Blast (1)] to choose 1 of your opponent's grade 1 or less rear-guards, retire it, and this unit gets [Power] +2000 and the following ability until end of turn.
"[R]: If you are blazing, this unit gets [Power] +2000 for each of your opponent's open [R]."
R
Dark Zone/Elf/Dark Irregulars
Trigger/3/Twin Drive!!/10000/1
[R] [GB (1)]: When placed, put 3 cards each with the same card name as 2 of your units from your deck into your soul. This unit gets [Power] +1000 for each card put into your soul by this effect.
R
Dragon Empire/Human/Kagero
-/1/Boost/7000/1
[V/R]: [Blaze]
[R] [GB (1)]: When this unit boosts, if you are blazing, this unit gets [Power] +2000 and the following ability until end of that battle.
"[R]: When your unit's attack hits a vanguard, [C-Blast (1)] to look at 5 cards from the top of your deck, and put a card with the blaze ability from among them into your hand."
R
Dragon Empire/Flame Dragon/Kagero
Trigger/0/Boost/4000/1
Stand / +5000
[V/R]: [Blaze]
[R] [GB (1)]: When you becomes blazing, [return this unit to your deck] to draw a card, and get 1 of your unit to get [Power] +5000 until end of turn.
R
Dark Zone/Human/Dark Irregulars
-/2/Intercept/9000/1
[R]: When placed, if your vanguard is a Blade Wing, [S-Charge (1)].
[Soul]: If your vanguard is a Blade Wing, [put this unit into your drop zone] to [S-Charge (2)].
R
Dark Zone/Vampire/Dark Irregulars
-/2/Intercept/9000/1
[R]: When placed, if your soul has 4 or more cards, [discard a card from your hand] to draw a card, and [S-Charge (1)].
R
Dark Zone/Succubus/Dark Irregulars
-/2/Intercept/9000/1
[R] [GB (1)] [Darkness]: When placed, [C-Blast (1)] to [S-Charge (1)]. If your soul has 6 or more cards, then [C-Charge (1)]. Then, if it has 10 or more cards, draw 2 cards, and discard a card from your hand.
R
Dark Zone/Vampire/Dark Irregulars
-/2/Intercept/9000/1
[R] [GB (1)]: When this unit attacks a vanguard, if your soul has 6 or more cards, this unit gets [Power] +5000 until end of that battle. If your soul has 13 or more cards, prevent your opponent from guarding with grade 0s until the end of that battle.
R
Dark Zone/Vampire/Dark Irregulars
-/2/Intercept/9000/1
[R] [GB (1)]: When this unit attacks a vanguard, if it is boosted, [C-Blast (1)] to [S-Charge (2)], get [Power] +5000 until end of that battle.
R
Dark Zone/Elf/Dark Irregulars
-/2/Intercept/8000/1
[R] [GB (1)] [Darkness]: When this unit attacks a vanguard, if your soul has 10 or more cards, [discard a card from your hand] to draw 2 cards, and put a card from your hand into your soul. If your soul has 13 or more cards, this unit gets [Power] +5000 until end of that battle.
R
Dark Zone/Demon/Dark Irregulars
-/1/Boost/6000/1
[R]: At the beginning of your main phase, [put 2 Vroukalakas rear-guards into your soul] to have your vanguard get [Power] +3000 / [Critical] +1 until end of turn.
R
Dark Zone/Vampire/Dark Irregulars
Trigger/0/Boost/4000/1
Critical / +5000
[R]: When this card is put into your soul by your card effect, if your vanguard is an Amon, and your soul has 6 or more cards, [C-Blast (1)] to choose 1 of your opponent's rear-guards at random by prioritizing the back row, and retires it.
R
Dark Zone/Human/Dark Irregulars
Trigger/0/Boost/4000/1
Critical / +5000
[R] [GB (1)]: If your vanguard is a Nightmareland, [put this unit into your soul] to choose one of your units, and it gets [Power] +1000 for each Nightmareland in your soul until end of turn. If that unit is Dum of Nightmareland, draw a card.
R
Dark Zone/High Beast/Dark Irregulars
Trigger/0/Boost/4000/1
Stand / +5000
[R]: [Return this unit to your deck] to [S-Charge (1)]. Then, if your soul has 6 or more cards, [C-Charge (1)]. Then, if your soul has 10 or more cards, draw a card.
R
United Sanctuary/Angel/Angel Feather
-/2/Intercept/9000/1
[R] [GB (1)] [Rescue 1]: When this unit's attack hits a vanguard, heal 1 cards, and deal yourself 1 damage.
United Sanctuary/Angel/Angel Feather
-/2/Intercept/8000/1
[Damage Zone] [GB (1)]: [C-Blast (1)] and [Put 1 of your rear-guards other than Learning Angel into your damage zone] to call this unit, and it gets [Power] +3000 until end of turn. If you called a face down card, the card placed to the damage zone as the cost is turned face down.
United Sanctuary/Angel/Angel Feather
-/1/Boost/7000/1
[R]: When placed from your damage zone, this unit gets the following ability until end of turn.
"[R] [GB (1)] [Rescue 1]: At the end of the battle that this unit attacked or boosted, if that battle is a battle that a vanguard was attacked, heal 1 cards, and deal yourself 1 damage."
United Sanctuary/Cosmo Dragon/Gold Paladin
Trigger/3/Twin Drive!!/11000/1
[V/R] [Unite]: When this unit attacks a vanguard, it gets [Power] +3000 until end of that battle.
United Sanctuary/Human/Gold Paladin
Trigger/3/Twin Drive!!/11000/1
[V] [Unite] [1/Turn]: [S-Blast (1)] to reveal the top card of your deck, and increase this unit's [Power] until end of turn. The increase is the [Power] of the card revealed. If the revealed card has the unite ability, call that card to an open [R]. If you could not call, put that card on the bottom of your deck.
United Sanctuary/Human/Gold Paladin
Trigger/3/Twin Drive!!/10000/1
[V/R] [GB (1)]: When this unit attacks a vanguard, it gets [Power] +4000 until end of that battle.
[V/R] [Unite]: When your other rear-guard is placed, this unit gets [Power] +1000 until end of turn.
United Sanctuary/High Beast/Gold Paladin
-/2/Intercept/9000/1
[R] [GB (1)] [Unite]: When this unit attacks a vanguard, this unit gets [Power] +5000 until end of that battle.
United Sanctuary/Human/Gold Paladin
-/2/Intercept/9000/1
[R] [GB (1)] [Unite]: This unit gets [Power]+3000.
United Sanctuary/Human/Gold Paladin
-/2/Intercept/9000/1
[R] [Unite]: [C-Blast (1)] to get [Power] +3000 until end of turn.
United Sanctuary/Human/Gold Paladin
-/1/Boost/7000/1
[R] [GB (1)] [Unite]: When this unit boosts a unit with the unite ability, it gets [Power] +3000 until end of that battle.
United Sanctuary/Human/Gold Paladin
-/1/Boost/7000/1
[R] [Unite]: This unit gets [Power] +2000.
United Sanctuary/High Beast/Gold Paladin
-/1/Boost/6000/1
[R] [Unite]: When placed from your deck, look at 3 cards from the top of your deck, call a card from among them to the [R] this unit is on. That unit gets [Power] +2000 until end of turn.
Dragon Empire/Human/Kagero
Trigger/3/Twin Drive!!/11000/1
[V/R]: [Blaze]
[V/R] [GB (1)]: When this unit attacks a vanguard, if you are blazing, this unit gets [Power] +5000 until end of that battle.
Dragon Empire/Dragonman/Kagero
-/2/Intercept/8000/1
[V/R]: [Blaze]
[R] [GB (1)]: At the end of the battle that this unit attacked, if you are blazing, [C-Blast (1)] and [put this unit into your soul] to choose 1 of your opponent's grade 1 or greater rear-guards, and retire it.
Dragon Empire/Human/Kagero
-/1/Boost/6000/1
[V/R]: [Blaze]
[R]: When this unit boosts, if you are blazing, [S-Blast (1)] to get [Power] +4000 until end of that battle.
(It does not activate if the boosted [Power] is equal to or greater than battle opponent's)
Dragon Empire/Human/Kagero
-/1/Boost/5000/1
[V/R]: [Blaze]
[R] [GB (1)]: When this unit boosts a vanguard with blaze ability, it gets [Power] +5000 until end of that battle. If you are blazing, it gets an additional [Power] +5000.
Dark Zone/Human/Dark Irregulars
Trigger/3/Twin Drive!!/11000/1
[V] [GB (1)]: :When this unit attacks, [C-Blast (1)] and [retire a rear-guard] to get [Power] +1000 for each Nightmareland in your soul until end of the next turn.
Dark Zone/Elf/Dark Irregulars
Trigger/3/Twin Drive!!/11000/1
[V/R] [GB (1)]: During your main phase, when a card is put into your soul, this unit gets [Power] +3000 until end of turn.
Dark Zone/Warbeast/Dark Irregulars
-/2/Intercept/10000/1
Dark Zone/Succubus/Dark Irregulars
-/2/Intercept/9000/1
[R]: When this unit attacks a vanguard, if your vanguard is an Amon, [C-Blast (1)] to [S-Charge (3)].
Dark Zone/Human/Dark Irregulars
-/2/Intercept/9000/1
[R] [GB (1)]: (During both turns,) If your have Dee of Nightmareland in your soul, this unit gets [Power] +2000.
[R]: When this unit attacks a vanguard, it gets [Power] +2000 for each Dum of Nightmareland in your soul until end of that battle.
Dark Zone/Human/Dark Irregulars
-/2/Intercept/9000/1
[R] [GB (1)]: When this unit attacks a vanguard, it gets [Power] +3000 until end of that battle.
Dark Zone/Succubus/Dark Irregulars
-/2/Intercept/8000/1
[R] [GB (1)] [Darkness]: If your soul has 6 or more card, this unit gets boost.
[R]: When your other unit attacks, [put this unit into your soul] to have 1 of your units get [Power] +2000 until end of turn.
Dark Zone/Vampire/Dark Irregulars
-/1/Boost/8000/1
Dark Zone/Vampire/Dark Irregulars
-/1/Boost/7000/1
[R] [GB (1)]: [Rest this unit] to [S-Charge (1)], and if your soul has 6 or more cards, 1 of your units gets [Power] +5000 until end of turn.
Dark Zone/Warbeast/Dark Irregulars
-/1/Boost/7000/1
[R] [GB (1)]: [Rest this unit] to have your vanguards gets [Power] +1000 for each Nightmareland in your soul until end of turn.
[R]: When retired, [S-Charge (1)]. Then, if it is during your turn, one of your Nightmareland get [Power] +4000 until end of turn.
Dark Zone/Elf/Dark Irregulars
-/1/Boost/7000/1
[R]: At the beginning of your main phase, you may [S-Charge (1)].
Dark Zone/Elf/Dark Irregulars
-/1/Boost/7000/1
[R]: At the beginning of your main phase, [put this unit into your soul] to [S-Charge (2)].
Dark Zone/Human/Dark Irregulars
-/1/Boost/7000/1
[R] [GB (1)]: During your turn, if your soul has 6 or more cards, this unit gets [Power] +2000. If your soul has 10 or more cards, this unit gets an additional [Power] +2000.
-/Elemental/Cray Elemental
-/1/Boost/7000/1
[R] [GB (1)]: [Bind 2 Snow Elemental, Hyakko rear-guards] so that the next time your vanguard's cost of an ability with "[S-Blast (6)]" or more and "[C-Blast (4)]]" or more would be used become [No Cost] until end of turn.
(This card can be used in all clans)