Cardfight!! Vanguard ZERO:
Absolute Judgement
[超極審判]
[Global Edition] 1st July 2022 — 31st July 2022 (PST)
Feature:
- Absolute Judgement is the 8th G Series Fighters Box Pickup series which is also the 29th Fighters Gacha’s Pickup series, introduced in Cardfight!! Vanguard ZERO.
- This is the first G Series that has 2 sides: Judgement and Blessing.
- Further boosting to the clans for the Side: Judgement: Royal Paladin, Link Joker and Gear Chronicle. and for the Side: Blessing: Pale Moon, Granblue, Bermuda △ and Neo Nectar.
- Introducing a new Keyword that is an exclusive to Royal Paladin: Brave (勇敢) and Neo Nectar: Bloom (開花).
- Further boosting to the keywords: Time Leap, Magia, Hollow and Harmony.
Keyword:
• Brave (勇敢) is an ability remains active, or it can be used, as long as the number of cards in your hand is 3 or fewer. You need to have 3 or fewer cards as soon as the event for the ability would occur, including the card itself when it is in the hand. If it activates successfully, then it will resolve even if the requirement is not met after being activated.
• Bloom (開花) is an ability only activates when another of your units who has same card name as the unit possessing it is placed on the specified circle. When it does, it allows you to perform the effects specified on it, such as power increase or getting new abilities (after paying any cost required).
- Upon release, all players will be given new First Vanguards in their present boxes:
United Sanctuary/Human/Royal Paladin
-/0/Boost/5000/1
[Forerunner] (When rode upon, move to [R])
[R] [GB (1)] [Brave]: [Put this unit into your soul] to give 1 of your rear-guards [Power] +5000 and the following ability until end of turn.
"[R]: At the end of your turn, return this 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.
RR
United Sanctuary/High Beast/Royal Paladin
-/0/Boost/4000/1
[Forerunner] (When rode upon, move to [R])
[R]: [Put this unit into your soul] and [Discard a card without trigger] to look at the top card of your deck, put it at the top or bottom of your deck and draw a card. If you have a face up card in your G zone, 1 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.
Star Gate/Cyberoid/Link Joker
-/0/Boost/4000/1
[Forerunner] (When rode upon, move to [R])
[R]: [Put this unit into your soul] and [Discard a card without trigger] to look at the top card of your deck, put it at the top or bottom of your deck and draw a card. If you have a face up card in your G zone, 1 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.
Dark Zone/Goblin/Pale Moon
-/0/Boost/4000/1
[Forerunner] (When rode upon, move to [R])
[R]: When rode upon, draw a card, then put a card from hand to soul.
[Soul]: When your G unit strides, call this card from soul, 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
Dark Zone/Workeroid/Pale Moon
-/0/Boost/4000/1
[Forerunner] (When rode upon, move to [R])
[R]: [Put this unit into your soul] and [Discard a card without trigger] to look at the top card of your deck, put it at the top or bottom of your deck and draw one. If you have a face up card in your G zone, 1 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.
Magallanica/Vampire/Granblue
-/0/Boost/5000/1
[Forerunner] (When rode upon, move to [R])
[Drop Zone]: At the beginning of your main phase, if your vanguard is a Seven Seas, [C-Blast (1)] and [put 4 cards from the top of the deck into the drop zone] to call this card at Rest. At the end of this turn, retire this unit.
[First Player-Second Player Revision]: At the beginning of the first turn, draw a card. Active except in Story Fight and Challenge Fight.
R
Magallanica/Vampire/Granblue
-/0/Boost/4000/1
[Forerunner] (When rode upon, move to [R])
[R]: [Put this unit into your soul] and [Discard a card without trigger] to look at the top card of your deck, put it at the top or bottom of your deck and draw one. If you have a face up card in your G zone, 1 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.
Magallanica/Mermaid/Bermuda △
-/0/Boost/5000/1
[Forerunner] (When rode upon, move to [R])
[R]: When your grade 3 or higher PR♥ISM vanguard is placed, you may return another PR♥ISM rear guard to your hand. If you do, 1 of your other 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.
R
Magallanica/Mermaid/Bermuda △
-/0/Boost/5000/1
[Forerunner] (When rode upon, move to [R])
[R]: When the attack it boosted hits a vanguard, if your vanguard is a Raindear, [C-Blast (1)] and [put this unit into your soul] to return up to 1 of your rear guards to your hand, and call up to 2 cards from your hand to open [R].
[First Player-Second Player Revision]: At the beginning of the first turn, draw a card. Active except in Story Fight and Challenge Fight.
R
Magallanica/Mermaid/Bermuda △
-/0/Boost/5000/1
[Forerunner] (When rode upon, move to [R])
[Harmony]
[R] [GB (1)]: When your rear guard is returned to your hand, [put this unit into your soul] to [C-Charge (1)] and give your vanguard the following ability until end of turn.
"[V]: If this unit is in harmony, all units in your front row get [Power] +3000."
[First Player-Second Player Revision]: At the beginning of the first turn, draw a card. Active except in Story Fight and Challenge Fight.
R
Magallanica/Mermaid/Bermuda △
-/0/Boost/4000/1
[Forerunner] (When rode upon, move to [R])
[R]: [Put this unit into your soul] and [Discard a card without trigger] to look at the top card of your deck, put it at the top or bottom of your deck and draw one. If you have a face up card in your G zone, 1 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.
Zoo/Dryad/Neo Nectar
-/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
:: Fighters Box Cardlist — SIDE: JUDGEMENT ::
Designated 12 Zodiac Time Beast Cards for the Card Effect of Deus Ex Machina, Demiurge:
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
Trigger/0/Boost/5000/1
Heal / +5000
[Hand]: When the vanguard is hit, and you lose if you do not guard, this card activates with 15000 shield guard.
(If it is possible to guard with one card, it activates before Perfect Guard)
R
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
-/2/Intercept/9000/1
[R]: If your vanguard or heart is a Zodiac Time Beas, this unit gets [Power] +2000.
R
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
Trigger/3/Twin Drive!!/11000/1
[V] [GB (2)]: While you are paying the cost for stride, you may have the cards you discard from hand get grade +3, and bind those cards.
[V] When placed, [bind 1 card from your hand] to choose 1 of your opponent's rear-guards, and put it on the bottom of the deck.
RRR
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
Trigger/0/Boost/5000/1
Critical / +5000
Dark Zone/Gear Dragon - Zodiac Time Beast/Gear Chronicle
-/0/Boost/5000/1
[Forerunner] (When rode upon, move to [R])
[R] [GB (1)]: When this unit is bound during your turn, [put this card into your soul] to call a grade 3 Chronojet from your deck. At the end of the battle that unit attacked or at the end of that turn, 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.
RRR
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
-/2/Intercept/10000/1
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
-/1/Boost/6000/1
[R]: When placed, 1 of your other Zodiac Time Beast units gets [Power] +3000 until end of turn.
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
Trigger/0/Boost/5000/1
Draw / +5000
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
-/2/Intercept/9000/1
[R] [GB (1)]: When placed, if your vanguard or heart is a Zodiac Time Beast, [C-Blast (1)] to get [Power] +5000 until end of turn.
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
Trigger/0/Boost/5000/1
Stand / +5000
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
-/1/Boost/7000/1
[R] [GB (1)]: When this unit attacks a vanguard, if your vanguard or heart is a Zodiac Time Beast, it gets [Power] +4000 until end of that battle.
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
-/1/Boost/8000/1
Dark Zone/Gearoid/Gear Chronicle
-/2/Intercept/9000/1
[R]: When this unit attacks a vanguard, [S-Blast (1)] to prevent your opponent from guarding with grade 0 until the end of that battle.
R
United Sanctuary/Human/Royal Paladin
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V] [1/Turn]: [Turn a card from your G zone face up] and [Discard a card from your hand] to perform the following 2 abilities.
• Call a grade 2 from your deck. If that unit has the brave ability, draw a card.
• [V] [GB (3)] [Brave]: When this unit attacks, if you have a face up Blazing Sword, Fides in your G zone, choose 1 of your opponent's rear-guards, retire it, and 2 of your units get [Power] +5000 until end of turn.
GR
Star Gate/Messiah/Link Joker
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V]: When this unit attacks, [C-Blast (1)] and [turn a card from your G zone face up] to choose up to 2 locked cards for each face up Genesis Dragon, Flageolet Messiah in your G zone, and unlock them. If you unlocked, you may choose any number of your locked cards. During this turn's end phase, those cards cannot unlocked. Then, if you have 2 or more face up cards in your G zone, choose 1 of your opponent's locked card, and that card cannot be unlocked during your opponent's preceding battle phase. If you unlocked 3 or more cards with this effect, this unit gets [Critical] +1 until end of that battle.
GR
Dark Zone/Gear Dragon - Zodiac Time Beast/Gear Chronicle
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V] [GB (2)] [1/Turn]: If you have a Chronojet heart, [G Persona Blast] to get all the auto ability from 2 face up Gear Dragon in your G zone. The [G Persona Blast] of those gained abilities are paid by "Turn a card with the same name as the original card name of the card that has that ability from your G zone face up".
and this unit gets all of the chosen abilities until end of turn.
[V] [GB (3)] [1/Turn]: [S-Blast (1)] and [Turn a card from your G zone face up] to get [Power] +5000 until end of turn.
GR
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V]: When this unit attacks, if you have a Chronofang heart, [S-Blast (1)] and [G Persona Blast] and [bind 1 of your rear-guards, and a card from your hand] to get drive +1 to for that battle, and draw a card.
[V] [GB (3)]: This unit gets [Critical] +1, and for every 2 cards in your bind zone, this unit gets Power] +5000.
GR
Dark Zone/Gear Colossus/Gear Chronicle
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V]: When placed, if you do not have a face up Deus Ex Machina, Demiurge in G zone, put 1 each of the 12 Zodiac Time Beast into drop from outside of the deck.
[V] [1/Turn]:If your bind zone has 6 or more Zodiac Time Beast with different names, [G Persona Blast] to choose 1 of your opponent's rear-guards, and put it on the bottom of the deck.
[V]: [Put 12 face up Zodiac Time Beast with different card names from your bind zone into your drop zone] to put 12 cards from your drop zone on the top of your deck in any order, and this unit gets the following ability until end of turn.
"[V]: When this unit attacks, 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/Gear Dragon/Gear Chronicle
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V] [GB (2)]: When this unit attacks, [S-Blast (1)] and [C-Blast (2)] and [bind any number of your rear-guards] and [G Persona Blast] to get [Power] +10000 and [Critical] +1 until end of that battle. Then, for every card in your bind zone, choose 1 of your opponent's rear-guards at random, with priority to the back row, and put it on the bottom of the deck. If you have Gear Beast heart, [S-Charge (2)] and [C-Charge (2)].
GR
United Sanctuary/Human/Royal Paladin
-/2/Intercept/9000/1
[R] [GB (1)] [Brave]: (During both player's turns,) If your vanguard is a Altmile, this card gets [Power] +3000.
[R] [GB (1)]: When this unit attacks a vanguard, if your vanguard is a Altmile, [C-Blast (1)] and [discard a card from your hand] to call a grade 2 card other than Counteroffensive Knight, Suleiman from your deck, and that unit gets [Power] +2000 until end of turn.
RRR
United Sanctuary/Angel/Royal 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)] [Brave]: When placed, this unit gets [Power] +2000 and the following ability until end of turn.
"[R]: At the end of your turn, [C-Blast (1)] to return this unit to your hand."
RRR
Dark Zone/Gear Dragon - Zodiac Time Beast/Gear Chronicle
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V]: At the end of the battle this unit attacked a vanguard, [C-Blast (1)] to add a grade 1 or higher card from your bind zone to your hand.
RRR
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
Trigger/3/Twin Drive!!/11000/1
[V] [GB (2)]: While you are paying the cost for stride, you may have the cards you discard from hand get grade +3, and bind those cards.
[V] When placed, [bind 1 card from your hand] to choose 1 of your opponent's rear-guards, and put it on the bottom of the deck.
RRR
Dark Zone/Gear Dragon - Zodiac Time Beast/Gear Chronicle
Trigger/3/Twin Drive!!/11000/1
[V]: During your turn, for every two face up cards in your G zone, this unit gets [Power] +5000, and all of your Zodiac Time Beast rear-guards get [Power] +1000.
[V] [Time Leap]: When your Gear Dragon or Zodiac Time Beast G unit strides, you may call a card from your hand. You may time leap one of your rear-guards.
[V]: During the turn this unit was placed, it gets [Power] +3000.
RRR
Dark Zone/Gear Colossus/Gear Chronicle
Trigger/3/Twin Drive!!/11000/1
[V] [GB (2)]: All cards in your hand get [Shield] +10000 and, when you use a card to guard, bind it.
[V] [GB (1)]: At the end of your turn, [C-Blast (1)] to bind a card from your drop zone. Then, bind 1 of your rear guards and, if you do, choose 1 of your opponent's rear-guards and put it on the bottom of their deck.
RRR
Dark Zone/Gear Dragon/Gear Chronicle
Trigger/3/Twin Drive!!/11000/1
[V/R]: [S-Blast (6)] and [C-Blast (4)] to put all your opponent's rear-guards on the bottom of their deck.
[V]: At the end of your turn, [S-Charge (1)].
[R]: When placed, [S-Blast (1)] to have this unit get grade-3 until end of turn.
RRR
Dark Zone/Gear Dragon/Gear Chronicle
-/2/Intercept/9000/1
[R]: When your other rear guard is placed from deck by the effect of your time leap ability, if your vanguard is a grade 3 or greater Chronojet, this unit gets [Power] +2000 until end of turn.
[R] [GB (1)] [Time Leap]: When placed, if your vanguard is a grade 4 or greater Chronojet, you may time leap 1 of your grade 2 rear-guards.
RRR
Dark Zone/Gearoid/Gear Chronicle
-/2/Intercept/9000/1
[R]: During your turn, if your vanguard is a Chronofang, this unit gets [Power] +1000 for each card in your bind zone.
[Bind Zone] [GB (1)]: At the end of the battle your grade 4 Chronofang vanguard attacked, [S-Blast (1)] to call this card.
RRR
Dark Zone/Gearoid/Gear Chronicle
-/1/Boost/7000/1
[R] [GB (1)]: When placed from deck by the effect of your time leap ability, [Rest this unit] to draw a card, and 1 of your other units gets [Power] +4000 until end of turn.
RRR
Dark Zone/Gearoid/Gear Chronicle
-/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)]: When placed from deck by the effect of your time leap ability, [discard a card from your hand] to return this unit to your hand.
RRR
United Sanctuary/Human/Royal Paladin
Trigger/3/Twin Drive!!/11000/1
[V] [GB (1)] [Brave]: All units with the brave ability in your front row get [Power] +3000.
[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 brave ability from among them into your hand.
RR
United Sanctuary/Angel/Royal Paladin
-/2/Intercept/8000/1
[R]: When placed, [S-Blast (1)] and [C-Blast (1)] to call a card with the brave ability from your deck.
RR
United Sanctuary/Human/Royal Paladin
-/1/Boost/7000/1
[R] [GB (1)] [Brave]: If your vanguard is a grade 3 or greater Altmile, this unit gets [Power] +3000.
[Deck]: If your vanguard is a grade 3 or greater Altmile, this unit gets grade +1.
RR
United Sanctuary/High Beast/Royal Paladin
-/1/Boost/7000/1
[R] [GB (1)] [Brave]: At the end of your turn, [retire this unit] to draw a card, and [C-Charge (2)].
RR
Star Gate/Cyberoid/Link Joker
-/2/Intercept/9000/1
[R] [GB (1)] [1/Turn]: At the end of the battle this unit attacked, [C-Blast (1)] and [lock this unit] to give one of your units [Power] +5000 until end of turn.
RR
Dark Zone/Gear Colossus/Gear Chronicle
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V]: When this unit's attack hits a vanguard, look at 2 cards from the top of your deck, bind 1, put a card from your bind zone into your hand, then bind a card from your hand.
RR
Dark Zone/Gear Beast/Gear Chronicle
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V] [Time Leap]: When your drive check reveals reveals a grade 3, this unit gets [Power] +5000 until end of turn. Additionally, you can time leap 1 of your rear-guards.
RR
Dark Zone/Gear Colossus/Gear Chronicle
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V]: When this unit is placed in your G zone, [C-Blast (1)] to turn a card in your G zone face down.
RR
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
Trigger/3/Twin Drive!!/11000/1
[V/R] [GB (1)]: At the end of the battle it attacked, [S-Blast (1)] and [bind another rear guard] to choose 1 of your opponent's rear-guards, and put that unit on the bottom of their deck.
[V]: When your G unit strides, until end of turn, your vanguard gets the following ability.
"[V] [1/Turn]: [C-Blast (1)] to put a Chronofang Tiger from your deck on your [V] as a heart, and put a Chronofang Tiger G heart on the bottom of your deck."
RR
Dark Zone/Gear Dragon/Gear Chronicle
Trigger/3/Twin Drive!!/11000/1
[V] [GB (2)]: When this unit attacks, [S-Blast (1)] and [turn a Chronoscommand in your G zone face up] to grant this unit [Power] +10000 until the end of your opponent's next turn.
[V]: When your Chronoscommand G unit stride, [turn a card in your G zone face up] to give your vanguard [Power] +10000 until end of turn.
RR
Dark Zone/Gear Dragon/Gear Chronicle
Trigger/3/Twin Drive!!/11000/1
[LEGION] Steam Knight, Puzur-Ili
[V]: When you legion, [C-Blast (1)] and [put a card from your hand into your soul] to look at 5 cards from the top of your deck and add a card to hand. Then, choose an opponent's rear-guard with the same grade as that card and put it on the bottom of their deck.
[V]: When placed, put 2 cards from the top of the deck into the drop zone, and if both cards have the same grade, add one to hand.
RR
Dark Zone/Gear Colossus/Gear Chronicle
-/2/Intercept/9000/1
[R]: When it attacks a vanguard, if your vanguard or heart is a Gear Colossus, [C-Blast (1)] to look at the top 2 cards of your deck and bind one. This unit gets [Power] +2000 and the following ability until end of that battle.
"[R]: When its attack hits, bind a card from your deck, then put 1 card from your bind zone into your drop zone. If the card bound with this effect is a Zodiac Time Beast, [C-Charge (1)]."
RR
Dark Zone/Gear Colossus/Gear Chronicle
-/2/Intercept/9000/1
[R] [Time Leap]: When your opponent's rear-guard is put into their deck by your card effect, if your vanguard is a Chronoscommand, you may time leap 1 of your rear-guards.
RR
Dark Zone/Gear Beast/Gear Chronicle
-/2/Intercept/9000/1
[R]: If your vanguard is a Gear Beast or Gear Colossus, [C-Blast (1)] and [bind a card from your drop zone] to choose 1 of your opponent's front row resting rear guards and put it on the bottom of their deck. This unit cannot stand during the start of your next turn.
RR
Dark Zone/Gear Dragon/Gear Chronicle
-/1/Boost/7000/1
[Bind Zone] [GB (1)]: [Rest 1 of your rear guards] to call this card, and it gets [Power] +4000 until end of turn.
RR
Dark Zone/Gearoid/Gear Chronicle
-/1/Boost/7000/1
[R]: When placed, [S-Blast (1)] to look at 4 cards from the top of your deck, put a card with the legion ability from among them into your hand, and put the rest in the drop zone.
Dark Zone/Gear Dragon/Gear Chronicle
-/1/Boost/7000/1
[R] [GB (1)] [1/Turn]: When your rear guard is placed by the effect of your time leap ability, you may return a card from your drop zone to your deck.
RR
Dark Zone/Gearoid/Gear Chronicle
-/1/Boost/6000/1
[R]: If your vanguard is a Chronoscommand, and your opponent has 1 or less rear guards, this unit gets the following 2 abilities.
"[R]: This unit can attack your opponent's vanguard from the back row."
"[R]: When this unit attacks, it gets [Power] +5000 until end of that battle."
RR
United Sanctuary/Human/Royal Paladin
Trigger/3/Twin Drive!!/11000/1
[V/R] [GB (1)] [Brave]: When its attack hits a vanguard, [C-Blast (1)] to call a grade 2 card from your deck and, until end of turn, that unit gets [Power] +2000.
R
United Sanctuary/High Beast/Royal Paladin
-/2/Intercept/9000/1
[R] [GB (1)] [Brave]: When it attacks a vanguard, this unit gets [Power] +2000 and the following ability until end of turn.
"[R]: When its attack hits a vanguard, [C-Blast (1)] to draw a card at the end of turn."
R
United Sanctuary/Elf/Royal Paladin
-/2/Intercept/8000/1
[R] [Brave]: This unit gets [Power] +2000.
[R] [Brave]: During your opponent's turn, this unit gets [Power] +5000.
R
United Sanctuary/Human/Royal Paladin
-/1/Boost/6000/1
[R] [GB (1)] [Brave]: When it boosts a unit with the brave ability, until end of turn this unit gets [Power] +3000, and the boosted unit gets the following ability.
"[V/R]: When its attack hits a vanguard, [C-Blast (1)] to draw a card."
R
United Sanctuary/Human/Royal Paladin
-/1/Boost/6000/1
[R] [GB (1)]: [Retire this unit] to bind any number of cards from your hand. At the end of your turn, return the cards bound with this effect to hand and draw a card.
R
United Sanctuary/High Beast/Royal Paladin
Trigger/0/Boost/4000/1
Stand / +5000
[R] [GB (1)] [Brave]: When placed, this unit gets the following ability until end of turn.
"[R]: At the end of your turn, draw a card and return this unit to your deck."
R
Star Gate/Cyberoid/Link Joker
Trigger/3/Twin Drive!!/11000/1
[V/R]: When placed, [lock 1 of your other rear-guards] to choose one of your opponent’s rear-guards at random by prioritizing the back row and lock it. If you do, choose one of your rear-guards in the same column as that unit and lock it.
[R] [GB (1)]: When this unit attacks a vanguard, choose one of your locked cards. If you do, this unit gets [Power] +2000 until end of turn, and that card cannot be unlocked during this turn's end phase.
R
Dark Zone/Gear Colossus/Gear Chronicle
Trigger/3/Twin Drive!!/11000/1
[V/R]: When its attack hits a vanguard, if your vanguard or heart is a Gear Colossus, draw a card, the bind a card from your hand.
[Drop Zone] [GB (1)]: When this card is bound, [C-Blast (1)] to bind a card from your deck.
R
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
-/2/Intercept/9000/1
[R]: If your vanguard or heart is a Zodiac Time Beas, this unit gets [Power] +2000.
R
Dark Zone/Gear Dragon/Gear Chronicle
-/2/Intercept/9000/1
[R] [GB (1)]: If your opponent has 1 or less rear guards, this unit gets [Power] +2000.
[R]: When your opponent's rear-guard is put into their deck by your card effect, if there is a face up Chronoscommand in your G zone, this unit gets [Power] +2000 until end of turn.
R
Dark Zone/Gear Dragon/Gear Chronicle
-/2/Intercept/9000/1
[R]: When this unit's attacks a vanguard, if you are in legion, it gets [Power] +2000 and the following ability until end of turn.
"[R]: When its attack hits, [S-Blast (1)] and [C-Blast (1)] to reveal the top card of your deck, add it to your hand, then choose an opponent's rear guard with the same grade as the card revealed and put it on the bottom of their deck."
R
Dark Zone/Gearoid/Gear Chronicle
-/2/Intercept/9000/1
[Bind Zone] [GB (1)]: [S-Blast (1)] to call this card, and it gets [Power] +2000 until end of turn.
[R] [GB (1)] [Time Leap]: When this unit's attack hits a vanguard, [bind this unit face up] to [S-Charge (1)]. Then, you may time leap 1 of your rear-guards.
R
Dark Zone/Gearoid/Gear Chronicle
-/2/Intercept/9000/1
[R]: When placed, if you are in legion, [C-Blast (1)] to choose an opponent's grade 1 or greater rear guard and put it on the bottom of their deck.
R
Dark Zone/Gearoid/Gear Chronicle
-/2/Intercept/9000/1
[R] [GB (1)]: When placed, if your vanguard is a Chronofang, [bind 1 of your other rear guards] to give this unit [Power] +3000 and boost until end of turn.
R
Dark Zone/Gearoid/Gear Chronicle
-/2/Intercept/8000/1
[V/R]: If there are 2 or more cards in your bind zone, this unit gets [Power] +2000.
[R] [GB (1)]: During your opponent's turn, this unit gets [Power] +5000.
R
Dark Zone/Gear Beast/Gear Chronicle
-/1/Boost/7000/1
[R]: At the end of the battle it boosted a Chronoscommand vanguard, if there are no face up cards in your damage zone, [retire this unit] to [C-Charge (2)], and if the number of cards in your hand is 5 or less, draw a card.
R
Dark Zone/Gear Dragon/Gear Chronicle
-/1/Boost/7000/1
[R]: This unit cannot be put into your deck by the effect of your Chronoscommand.
[R] [Time Leap]: When your opponent's rear-guard is put into their deck by your card effect, if your vanguard is a Chronoscommand, you may time leap this unit.
R
Dark Zone/Gear Colossus/Gear Chronicle
-/1/Boost/7000/1
[R]: When this unit is bound, if your vanguard or heart is a Gear Colossus, and the number of cards in your bind zone is 4 or more, [put this unit into your soul] to [C-Charge (1)]. Then, if the number of cards in your bind zone is 6 or more, put a card from your bind zone into your hand, then bind a card from your hand.
R
Dark Zone/Gearoid/Gear Chronicle
-/1/Boost/7000/1
[Bind Zone] [GB (1)]: If your vanguard is a Chronofang, [C-Blast (1)] to call this card, then choose 1 of your opponent's grade 1 or less rear-guards, and put it on the bottom of their deck.
R
Dark Zone/Gearoid/Gear Chronicle
-/1/Boost/7000/1
[R]: When placed, [return 1 card from your drop zone to your deck]. If you do, at the beginning of your opponent's next turn, they may return a card from their drop zone to their deck. If both players returned a card, [C-Charge (1)].
R
Dark Zone/Gearoid/Gear Chronicle
-/1/Boost/7000/1
[R] [Time Leap]: At the end of the battle it boosted a vanguard, [S-Blast (1)] and [discard a card from your hand] to time leap this unit.
[R] [GB (1)]: When placed from the bind zone, [C-Blast (1)] to draw a card.
R
Dark Zone/Workeoid/Gear Chronicle
-/1/Boost/7000/1
[R]: When your opponent's rear guard is put into their deck by your card effect, if you are legion, [put this card into your soul] to draw a card, [S-Charge (1)] and [C-Charge (1)].
R
Dark Zone/Gearoid/Gear Chronicle
-/1/Boost/6000/1
[R]: When any player's card is bound, this unit gets [Power] +4000 until end of turn.
R
-/Elemental/Cray Elemental
-/2/Intercept/9000/1
[R] [GB (1)]: When placed, [C-Blast (1)], until end of turn, all of your opponent's rear guards in the same column as this unit lose "Resist", and cannot gain "Resist".
(This card can be used in all clans)
R
United Sanctuary/Human/Royal Paladin
Trigger/3/Twin Drive!!/11000/1
[V] [GB (1)] [Brave]: When it attacks a vanguard, this unit gets [Power] +5000 for each of your grade 2 rear-guards until end of that battle.
[V]: When placed, [discard one card from hand] to call a grade 2 card from your deck and, if that unit has the brave ability, you may return it to your hand at the end of turn.
United Sanctuary/Cosmo Dragon/Royal Paladin
Trigger/3/Twin Drive!!/10000/1
[V/R] [GB (1)] [Brave]: This unit gets [Power] +1000 for each of your other rear-guards with the brave ability.
United Sanctuary/Human/Royal Paladin
Trigger/3/Twin Drive!!/10000/1
[V/R] [GB (1)] [Brave]: When this unit attacks a vanguard, it gets [Power] +4000 until end of turn.
[Deck] [Brave]: This unit gets grade -1.
United Sanctuary/Human/Royal Paladin
-/2/Intercept/9000/1
[R] [Brave]: During your turn, this unit gets [Power] +1000 for each of your other rear-guards with the brave ability.
[R] [GB (1)] [Brave]: [C-Blast (1)] to give this unit [Power] +2000 and the following ability until end of turn.
"[R]: At the end of your turn, you may return another rear-guard with the brave ability to hand."
United Sanctuary/Human/Royal Paladin
-/1/Boost/7000/1
[R] [Brave]: When your other unit is placed in the same column as this unit, [S-Blast (1)] to give this unit [Power] +3000 until end of turn. If your vanguard is grade 4 or higher, it gets an additional [Power] +3000.
Star Gate/Cyberoid/Link Joker
Trigger/3/Twin Drive!!/10000/1
[V/R] [GB (1)]: When this unit attacks a vanguard, it gets [Power] +4000 until end of turn.
[R]: This unit cannot be locked by card effects.
Dark Zone/Gear Dragon/Gear Chronicle
Trigger/3/Twin Drive!!/11000/1
[R] [GB (1)] [Time Leap]: [S-Blast (1)] and [Bind this unit] to time leap 1 of your rear guards.
Dark Zone/Gearoid/Gear Chronicle
Trigger/3/Twin Drive!!/10000/1
[V/R] [GB (1)]: When this unit attacks a vanguard, it gets [Power] +4000 until end of turn.
[R]: When placed, you may have this unit get grade-1 until end of turn.
Dark Zone/Gearoid/Gear Chronicle
Trigger/3/Twin Drive!!/10000/1
[R] [GB (1)] [Time Leap]: When its attack hits a vanguard, you may time leap 1 of your other rear-guards in the same column as this unit. The unit called from your deck by this ability is called to the [R] this unit is on.
Dark Zone/Gear Colossus/Gear Chronicle
Trigger/3/Twin Drive!!/10000/1
[V/R] [Time Leap]: At the end of the battle your vanguard attacked, if the drive check did not reveal a trigger, [C-Blast (1)] to time leap 1 of your rear guards.
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
-/2/Intercept/10000/1
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
-/2/Intercept/9000/1
[R] [GB (1)]: When placed, if your vanguard or heart is a Zodiac Time Beast, [C-Blast (1)] to get [Power] +5000 until end of turn.
Dark Zone/Gear Dragon/Gear Chronicle
-/2/Intercept/9000/1
[R] [GB (1)]: When placed, [S-Blast (1)] to give this unit and another of your units to get [Power] +2000 until end of turn. If this unit was placed from somewhere other than hand, this unit gets an additional [Power] +2000 until end of turn.
Dark Zone/Gear Dragon/Gear Chronicle
-/2/Intercept/9000/1
[R] [GB (1)] [Time Leap]: When its attack hits a vanguard, you may time leap 1 of your other rear-guards in the same column as this unit. The unit called from your deck by this ability is called to the [R] this unit is on.
Dark Zone/Gearoid/Gear Chronicle
-/2/Intercept/8000/1
[R]: If your G zone has a face-up Chronoscommand, and your opponent has 2 or less rear guards, this unit gets [Power] +5000.
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
-/1/Boost/8000/1
Alithinos Idea-drone (忠義一徹の理想巨兵)
Dark Zone/Gear Colossus/Gear Chronicle
-/1/Boost/7000/1
[R]: At the end of the battle it boosted a Gear Colossus, [put a card from your bind zone into the drop zone] and [retire this unit] to bind the top card of your deck, and [C-Charge (1)].
Dark Zone/Gear Dragon/Gear Chronicle
-/1/Boost/7000/1
[R] [GB (1)]: When placed, if your vanguard is a Chronojet, 1 of your other units gets [Power] +2000 and the following ability until end of turn.
"[V/R] [Time Leap]: When this unit's attack hits a vanguard, you may time leap 1 of your other rear-guards."
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
-/1/Boost/7000/1
[R] [GB (1)]: When this unit attacks a vanguard, if your vanguard or heart is a Zodiac Time Beast, it gets [Power] +4000 until end of that battle.
Dark Zone/GearoidGear Chronicle
-/1/Boost/7000/1
[R]: When this unit is bound, 2 of your units get [Power] +2000 until end of turn.
Dark Zone/GearoidGear Chronicle
-/1/Boost/7000/1
[R]: When it boosts a Chronofang, [S-Blast (1)] and [put a card from your bind zone into your drop zone] to give the boosted unit [Power] +3000 until end of turn.
Dark Zone/WorkeroidGear Chronicle
-/1/Boost/7000/1
[R]: When placed, you may have this unit get grade +1 or grade -1 until end of turn.
Dark Zone/Gear Beast - Zodiac Time Beast/Gear Chronicle
-/1/Boost/6000/1
[R]: When placed, 1 of your other Zodiac Time Beast units gets [Power] +3000 until end of turn.
Dark Zone/Workeroid/Gear Chronicle
-/1/Boost/6000/1
[Bind Zone] [GB (1)]: At the end of your turn, if your vanguard is a Chronofang, [put this card into your drop zone] to draw a card, then discard a card.
*********
:: Fighters Box Cardlist — Side: Blessing ::
Dark Zone/Human/Pale Moon
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V] [Magia] [1/Turn]: [C-Blast (1)] and [Turn a card from your G zone face up] and [Put a card from your hand into your soul] to call any number of cards with the magia ability from your soul as number of face up cards in your G zone. At the end of that turn, put the called units into your Soul.
[G zone]: If there are 2 or more face up Carnivorous Megatrick, Prana in your G zone, change the effect of your unit's magia ability with "put the called units into your soul" to "you may put any of the called units into your soul".
GR
Magallanica/Vampire/Granblue
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V]: When placed, [S-Blast (1)] and [C-Blast (1)] and [G Persona Blast] to put 5 cards from your soul into your drop zone. For each card put, call 1 card from your drop zone. For each face up card in your G zone, those units get [Power] +1000 until end of turn.
GR
Magallanica/Mermaid/Bermuda △
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V] [GB (2)] [1/Turn]: [C-Blast (1)] and [Turn a card from your G zone face up] to return the any number of your rear-guards to your hand up to the number of face up cards in your G zone.
Additionally, this unit gets the following 2 abilities until end of turn.
"[V]: When this unit attacks a vanguard, if all of your units are in harmony, choose 3 of your units to get [Power] +5000, and this unit gets [Critical] +1 until end of turn."
"[V]: At the end of the battle this unit attacked a vanguard, if you have 2 or more face up Celebrate Voice, Lauris in your G zone, Stand 1 of your rear-guard with the harmony ability. Then, if you have 3 or more face up, Stand 1 in addition."
GR
Magallanica/Mermaid/Bermuda △
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V]: When this unit attacks, [C-Blast (1)] and [turn a card from your G zone face up] to [S-Charge (1)], and you may return up to the same number of your rear-guards as the number Coral in your soul to your hand. This unit gets [Power] +5000 for each unit returned by this effect until end of turn. If there are 2 or more face up Frontier Star, Coral in your G zone, draw a card, call 2 cards from your hand, and at the end of that turn, you may put up to 2 grade 2 or lower Coral on the bottom of your deck.
GR
Magallanica/Mermaid/Bermuda △
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V] [LB (4)]: When this unit attacks, if you have PR♥ISM heart card, this unit gets the following ability until end of that battle.
"[V]: At the end of the battle, [G Persona Blast] and [discard 3 cards from your hand], and you may return up to 2 of your PR♥ISM rear-guards to your hand. Then, put this unit into your G zone face up, ride a grade 3 PR♥ISM from your hand, if you rode, draw 2 cards."
[V]: When placed, you may put a Vert, Rosa and Clear each from your drop zone into your deck.
GR
Zoo/Bioroid/Neo Nectar
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V] [GB (2)] [1/Turn]: [C-Blast (1)] and [G Persona Blast] to draw a card, choose 1 of your rear-guards that has the bloom ability, and all of your units with the same card name as the unit chosen gets the following ability until end of turn.
"[V/R]: When this unit's attack hits a vanguard, draw a card."
Additional, at the beginning of this turn's battle phase, if you have 3 or more rear-guards with the bloom ability, this unit gets [Critical] +1, and 1 of your rear-guards can attack from the back row.
GR
Dark Zone/Demon/Pale Moon
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V] [Magia] [1/Turn]: [Turn a card from your G zone face up] to get the following ability until end of turn.
"All your units get [Power] +1000 for each face up Curtain Call Announcer, Mephisto in your G zone."
Additionally, for every 2 cards with the magia ability face up in your G zone, call a card from your soul, and those units get [Power] +5000 until end of turn. At the end of that turn, put the units called with this effect into your soul.
RRR
Dark Zone/Workeroid/Pale Moon
Trigger/3/Twin Drive!!/11000/1
[V]: All of your Nightmare Doll, Alice rear-guards get [Power] +1000 and the following ability.
"[R]: At the end of the battle this unit attacked, if the attack did not hit, [C-Blast (1)] and [put this unit into your soul] to call another Nightmare Doll, Alice from your soul."
[V]: When placed, put any 1 card from your deck into your soul.
RRR
-/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] [Magia]: When this card is activated as a sentinel, if there is another Hoop Master in your drop zone, at the beginning of your next turn, you may call a card from your soul. At the end of that turn, put that unit into your soul.
RRR
Magallanica/Ghost/Granblue
-/2/Intercept/9000/1
[Drop Zone]: When your Seven Seas vanguard attacks, [C-Blast (1)] and [retire a grade 1 or greater Seven Seas rear guard] to call this card.
RRR
Magallanica/Mermaid/Bermuda △
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V] [1/Turn]: If you have PR♥ISM heart card, [G Persona Blast] to draw a card, until end of turn, have 2 of your rear guards get [Power] +5000 and the following ability.
"[R]: At the end of the battle this unit attacked or boosted, you may return it to your hand."
[V]: When placed, you may put a Labrador, Celtic and Leyte each from your drop zone onto the bottom of your deck.
RRR
Magallanica/Mermaid/Bermuda △
Trigger/3/Twin Drive!!/11000/1
[V] [LB (4)]: When this unit attacks a vanguard, you may call up to 3 PR♥ISM from your hand.
[V] [LB (5)]: If you called 3 PR♥ISM by this card's ability, this unit gets drive +1 until end of turn, and draw a card.
[V]: When your rear-guard is returned to your hand from [R], [C-Blast (1)] to have one of your units get [Power] +5000 until end of turn.
RRR
Magallanica/Mermaid/Bermuda △
Trigger/3/Twin Drive!!/11000/1
[Harmony]
[V] [1/Turn]: When your drive check reveals a grade 3, you may put a card from your hand into your soul. If you did, you may return one of your rear-guards to your hand. Then, if Velvet Voice, Raindear is in your soul or trigger zone, this unit gets drive +1 until end of turn, and draw a card.
[R]: At the end of the battle your drive check revealed a Raindear, if your vanguard is rest, and this unit is stand, [C-Blast (2)] to put this unit on [V], and change it to your vanguard. It gets drive-1 until end of turn, and draw a card.
RRR
Magallanica/Mermaid/Bermuda △
Trigger/3/Twin Drive!!/11000/1
[Harmony]
[V/R] [GB (1)]: During your battle phase, when your other rear-guard is placed, that unit and this unit get [Power] +2000 until end of turn.
[V/R]: When this unit attacks a vanguard, if this unit is in harmony, [S-Blast (1)] and [C-Blast (1)] to return 1 of your other rear guards in harmony to your hand, and call a card other than Spica from your hand.
RRR
Magallanica/Mermaid/Bermuda △
-/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.
[Harmony]
[R] [GB (1)]: At the end of your turn, if this unit is in Harmony, [discard a card from your hand] to return this unit to your hand.
RRR
Zoo/Forest Dragon/Neo Nectar
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[V]: When placed, if you have an Arboros heart card, [S-Blast (1)] to get the following 2 abilities until end of turn.
"[V]: When this unit attacks, call a card with the same card name as one of your rear-guards from your deck."
"[V]: All of your front row Arboros get [Power] +5000."
RRR
Zoo/Bioroid/Neo Nectar
-/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)] [Bloom]: When your other rear-guards named Cherry Blossom Blizzard Maiden, Lilga is placed, [C-Blast (1)] and return this unit to your hand.
RRR
Dark Zone/Human/Pale Moon
Trigger/3/Twin Drive!!/11000/1
[V] [GB (1)]: When your rear-guard is put into your soul during your turn, you may put that unit into the drop zone. If you do, choose and opponent's rear-guard with the same grade as that unit, retire it, and increase this unit's [Power] by the original [Power] of the card put into the drop zone until end of turn.
RR
Dark Zone/Workeroid/Pale Moon
-/2/Intercept/9000/1
[R]: When placed, [put this unit into your soul] to call a Nightmare Doll, Alice from your soul.
RR
Dark Zone/Human/Pale Moon
-/2/Intercept/9000/1
[R]: During your turn, if your vanguard is a Luquier, this unit gets [Power] +2000.
[R]: When this unit's attack hits a vanguard, if your vanguard is a Luquier, [C-Blast (1)] and [put this card into your soul] to call a card from your soul other than Silver Thorn Magician, Clemens.
RR
Dark Zone/Workeroid/Pale Moon
-/1/Boost/7000/1
[R] [1/Turn]: When your rear-guard Nightmare Doll, Alice is put into soul, stand this unit.
RR
Magallanica/Ghost/Ghost
-/1/Boost/7000/1
[R] [GB (1)]: When placed from your drop zone, this unit gets [Power] +2000 until end of turn.
[R]: When retired during your battle phase, if your vanguard is a grade 3 or greater Nightrose, [return this unit to your deck] to [C-Charge (1)].
RR
Magallanica/Vampire/Ghost
-/1/Boost/7000/1
[Drop Zone]: If your vanguard is a Seven Seas, [retire a Seven Seas rear guard other than Seven Seas Helmsman, Nightcrow] to call this card.
RR
Magallanica/Mermaid/Bermuda △
G/4/Triple Drive!!!/15000+/1
[STRIDE]
[Harmony]
[V]: When this unit's attack hits a vanguard, [turn a card from your G zone face up] to return 1 of your rear guards in harmony to your hand, and call a card from your hand. Then, 1 of your rear guards gets the following ability until end of turn.
"[R]: If this unit is in harmony, it gets [Power] +5000."
RR
Magallanica/Mermaid/Bermuda △
-/2/Intercept/9000/1
[R]: When this unit attacks a vanguard, if your vanguard is a Coral, it gets [Power] +2000 until end of that battle.
[Soul]: If your vanguard is a grade 3 or greater Coral, [C-Blast (1)] to add this card to your hand, call this card, and [S-Charge (1)].
RR
Magallanica/Mermaid/Bermuda △
-/2/Intercept/9000/1
[Trigger Zone]: If your vanguard is a Raindear, this card's grade gets +1.
[R]: When this unit's attack hits a vanguard, if your if your vanguard is a Raindear, [S-Blast (2)] and [return this unit to your deck] to draw 2 cards.
RR
Magallanica/Mermaid/Bermuda △
-/2/Intercept/9000/1
[Harmony]
[V/R] [1/Turn]: [Rest another rear guard in harmony] to get [Power] +5000 and the following ability until end of turn.
"[R] [GB (1)]: When this unit's attack hits a vanguard, [S-Charge (1)]. Then, you may return 1 of your other rear guards to your hand."
RR
Magallanica/Mermaid/Bermuda △
-/2/Intercept/9000/1
[V/R]: When this unit's attack hits a vanguard, if your vanguard is a PR♥ISM, [C-Blast (1)] to return 1 of your other rear guards to your hand. If you do, draw a card.
RR
Magallanica/Mermaid/Bermuda △
-/2/Intercept/9000/1
[Harmony]
[R]: When this unit's attack hits a vanguard, if this unit is in harmony, [C-Charge (1)]. Then, you may return this unit to your hand.
RR
Magallanica/Mermaid/Bermuda △
-/1/Boost/7000/1
[V/R]: When placed, look at 5 cards from the top of your deck, and add a Coral from among them into your hand. If you do, put a card from your hand into your soul.
[Soul]: If your vanguard is a grade 3 or greater Coral, [put a grade 2 or greater card from your hand into your soul] to add this card into your hand, call this card, and 1 of your other units gets [Power] +2000 until end of turn.
RR
Magallanica/Mermaid/Bermuda △
-/1/Boost/7000/1
[Trigger Zone]: If your vanguard is a Raindear, this card's grade gets +2.
[R]: When your drive check reveals a grade 3, if your vanguard is a Raindear, [return this unit to your deck] to draw a card, and [C-Charge (1)].
RR
Magallanica/Mermaid/Bermuda △
-/1/Boost/7000/1
[R]: When this unit is returned to your hand, if your vanguard is a PR♥ISM, [C-Charge (1)], and 1 of your units gets [Power] +5000 until end of turn. During this turn, you cannot normal call PR♥ISM-Promise, Princess Leyte. (You can superior call)
RR
Zoo/Bioroid/Neo Nectar
Trigger/3/Twin Drive!!/11000/1
[R] [GB (1)] [Bloom]: When your other Cornflower Flower Maiden, Ines rear-guard is placed, all of your Cornflower Flower Maiden, Ines rear-guards get the following ability until end of turn.
"[R]: At the end of your turn, [put this unit on the bottom of your deck] to look at 5 cards from the top of your deck, and add a card with the bloom ability from among them to your hand."
[V]: When placed, [S-Blast (1)] and [C-Blast (1)] to look at 5 cards from the top of your deck, and add a card with the bloom ability from among them to your hand.
RR
Zoo/Bioroid/Neo Nectar
Trigger/3/Twin Drive!!/11000/1
[V] [GB (1)] [1/Turn]: When your rear-guard with the bloom ability is chosen by your opponent's card effect, draw a card.
[V] [Bloom] [1/Turn]: When your other Summer's Height Flower Maiden, Marjukka rear guard is placed, until end of turn, 1 of your other unit gets [Power] +3000, and if the chosen unit is Sunwheel Maiden, Rauni, it gets the following ability.
"[R]: When this unit's attack hits a vanguard, draw a card."
RR
Zoo/Dryad/Neo Nectar
-/2/Intercept/9000/1
[R]: When this unit's attack hits a vanguard, if your vanguard is a Maiden of, [C-Blast (1)] to add a grade 3 or greater Maiden of into your hand from your deck.
RR
Zoo/Bioroid/Neo Nectar
-/2/Intercept/9000/1
[V] [GB (1)] [Bloom]: When your other Sunwheel Maiden, Rauni rear guard is placed, all of your Summer's Height Flower Maiden, Marjukka rear guards get the following ability until end of turn.
“[R]: This unit gets [Power] +1000 for each of your units with the bloom ability.”
[R/Deck]: This card is also regarded as Summer's Height Flower Maiden, Marjukka.
RR
Zoo/Bioroid/Neo Nectar
-/2/Intercept/9000/1
[R] [1/Turn]: If your vanguard is a grade 3 or greater Arboros, [C-Blast (1)], until end of turn, this unit gets [Power] +2000, and one of your other rear-guards additionally gets the same card name as this unit.
[ [C-Blast (1)]]: When this unit's attack hits a vanguard, [return a unit without trigger from your drop zone to the deck] to look at 5 cards from the top of your deck, and add an Arboros from among them into your hand.
RR
Zoo/Bioroid/Neo Nectar
-/2/Intercept/8000/1
[R]: When its attack hits a vanguard, [S-Blast (1)] and [C-Blast (1)] to add a card with the same card name as a card in your hand other than a sentinel from your deck to your hand.
RR
Dark Zone/Human/Pale Moon
Trigger/3/Twin Drive!!/11000/1
[V]: When placed, [S-Blast (1)] and [C-Blast (1)] and [discard a card from your hand] to retire all your rear-guards. For each card retired by this effect, choose one of your opponent’s rear-guards at random by prioritizing the back row and retire it. For each card retired by this effect, this unit gets [Power] +1000 until end of turn, and you cannot normal call this turn.
R
Dark Zone/Ogre/Pale Moon
-/2/Intercept/8000/1
[R] [GB (1)]: During your opponent's turn, this unit gets [Power] +10000.
R
Dark Zone/Human/Pale Moon
-/1/Boost/7000/1
[R] [GB (1)]: When placed from soul, this unit gets [Power] +2000 until end of turn. Then, if it was placed due to the effect of your magia ability, it gets the following ability until end of turn.
"[R]: When its attack or the attack it boosted hits, [S-Blast (1)] to [C-Charge (1)]."
R
Dark Zone/Succubus/Pale Moon
Trigger/0/Boost/4000/1
Critical / +5000
[R]: If your vanguard is a Luquier, [return this unit to your deck] to call a Silver Thorn from your soul.
R
Magallanica/Skeleton/Granblue
Trigger/3/Twin Drive!!/11000/1
[Drop Zone]: When your Seven Seas vanguard attacks, [C-Blast (1)] and [retire a Seven Seas rear-guard] to call this card.
R
Magallanica/Vampire/Granblue
-/2/Intercept/9000/1
[R]: When your other Seven Seas rear guard is placed from the drop zone, this unit gets [Power] +2000 until end of turn.
[Drop Zone]: [Discard 1 Seven Seas from your hand] to call this card to an open [R].
R
Magallanica/Zombie/Granblue
-/2/Intercept/8000/1
[R] [GB (1)]: During your opponent's turn, this unit gets [Power] +10000.
R
Magallanica/Demon/Granblue
-/1/Boost/7000/1
[R]: [Rest this unit] to put the top card of your deck into the drop zone and, if that card is a Seven Seas, call a card with the same grade as that card from the drop zone to an open [R]. At the end of the turn, retire that unit.
R
Magallanica/Ghost/Granblue
Trigger/0/Boost/4000/1
Critical / +5000
[Drop Zone]: When your rear guard that is not a Ghostie is retired, [C-Blast (1)] to call this unit to an open [R].
R
Magallanica/Mermaid/Bermuda △
Trigger/3/Twin Drive!!/11000/1
[Harmony]
[R] [GB (1)]: [Rest this unit] to move this unit to an open [R] and stand it.
[R]: If this unit is in harmony, [C-Blast (1)] to give another unit [Power] +3000 until end of turn.
R
Magallanica/Mermaid/Bermuda △
-/2/Intercept/9000/1
[Harmony]
[R] [GB (1)]: If this unit is in harmony, it gets [Power] +2000 for each sentinel in your drop zone.
[R]: During your opponent's turn, if there is a sentinel in your drop zone, this unit gets [Power] +5000.
R
Magallanica/Mermaid/Bermuda △
-/2/Intercept/9000/1
[Harmony]
[R] [GB (1)]: At the beginning of your main phase and at the end of your turn, [S-Blast (1)] to return this unit to your hand, and call a grade 1 or lower card from your hand to an open [R]. If your vanguard is grade 4 or greater, [C-Charge (1)].
R
Magallanica/Mermaid/Bermuda △
-/2/Intercept/9000/1
[R]: When your drive check reveals a grade 3, if your vanguard is a Raindear, [S-Blast (1)] and [C-Blast (1)] to call a card from your hand to an open [R], and this unit and that unit get [Power] +2000 until end of turn.
R
Magallanica/Mermaid/Bermuda △
-/2/Intercept/8000/1
[Harmony]
[V/R]: If this unit is in harmony, it gets [Power] +2000.
[R] [GB (1)]: During your opponent's turn, this unit gets [Power] +5000.
R
Magallanica/Mermaid/Bermuda △
-/1/Boost/7000/1
[Harmony]
[R] [GB (1)]: When this unit becomes in harmony, choose one of your other units and give it the harmony ability until end of turn.
[R] [GB (1)]: [C-Blast (1)] and [Rest this unit] to give all units in harmony in the same column and row as this unit [Power] +5000 until end of turn.
R
Magallanica/Mermaid/Bermuda △
-/1/Boost/7000/1
[R]: Your Velvet Voice, Raindear in the same column as this unit get [Power] +1000.
[Back Row - R]: At the end of the battle your vanguard attacked, if your vanguard is a Raindear and your drive check revealed a grade 3, move this unit to an open [R] in the same column as this unit, stand it and it gets [Power] +4000 until end of turn.
R
Magallanica/Mermaid/Bermuda △
-/0/Boost/4000/1
Critical / +5000
[R]: When this unit is returned to your hand, if your vanguard is a PR♥ISM, [C-Blast (1)] and [return 1 PR♥ISM-Image, Sunshine Clear from your hand to your deck] to call 1 grade one or higher Vert, Rosa or Clear from your deck.
R
Magallanica/Mermaid/Bermuda △
-/0/Boost/4000/1
Stand / +5000
[Harmony]
[R] [GB (1)]: If this unit is in harmony, [put this unit into soul] to draw a card and give 1 of your units [Power] +2000 until end of turn.
R
Zoo/Forest Dragon/Neo Nectar
Trigger/3/Twin Drive!!/11000/1
[V/R]: When this unit's attack hits a vanguard, if your vanguard is an Arboros, [C-Blast (2)] to draw a card for each of your units with the same card name as this unit.
R
Zoo/Forest Dragon/Neo Nectar
-/2/Intercept/8000/1
[R] [GB (1)]: When placed, [C-Blast (1)] to choose one of your rear guards with the bloom ability, retire it, and call two units with the same name as that unit from your deck to open [R], and until end of turn those units gets [Power] +3000.
R
Zoo/Bioroid/Neo Nectar
-/2/Intercept/8000/1
[R] [1/Turn] [Bloom]: When your other Hydrangea Knight rear guard is placed, this unit gets [Power] +3000 and the following ability until end of turn.
"[R]: When this unit's attack hits a vanguard, call a card with the same card name as one of your rear-guards from your deck."
R
Zoo/Bioroid/Neo Nectar
-/1/Boost/7000/1
[R] [GB (1)] [Bloom]: When your other Pleasant-sound Maiden, Imarlute rear-guard is placed, this unit gets [Power] +2000 and the following ability until end of turn.
"[R] [GB (1)]: When its attack or the attack it boosted hits a vanguard, if you have 2 or more Pleasant-sound Maiden, Imarlute rear guards, draw a card. Then, if you have 4 or more rear guards with the bloom ability, [C-Charge (1)]."
R
Zoo/Sylph/Neo Nectar
Trigger/0/Boost/4000/1
Stand / +5000
[R] [GB (1)] [Bloom]: When your other Cosmos Pixy, Lizbeth rear-guard is placed, give all your Cosmos Pixy, Lizbeth rear guards the following ability until end of turn.
"[R]: [Return this unit to your deck] to choose a card without trigger from your drop zone, return any number of cards with the same name from your drop zone to your deck, and if you returned, draw a card."
R
Dark Zone/Human/Pale Moon
Trigger/3/Twin Drive!!/11000/1
[V] [Magia]: When placed, [C-Blast (1)] to call a grade 1 or lower card from your soul. At the end of that turn, put that unit into your soul.
[R] [Magia]: When placed from soul, this unit gets [Power] +2000 until end of turn. If it was placed due to the effect of your magia ability, it gets an additional [Power] +2000.
Dark Zone/Chimera/Pale Moon
-/2/Intercept/9000/1
[R] [GB (1)]: When placed from soul, this unit gets [Power] +2000 until end of turn.
[R] [GB (1)] [Magia]: When placed from soul due to the effect of your magia ability, [S-Blast (1)] to call a card from your soul to another [R] in the same column as this unit. At the end of that turn, put that unit into your soul.
Dark Zone/Human/Pale Moon
-/2/Intercept/8000/1
[V]: At the beginning of your turn, if three or more cards were put into your damage zone during the last turn, [C-Blast (1)] to [S-Charge (1)], and call up to 5 cards from your soul.
Dark Zone/Workeroid/Pale Moon
-/1/Boost/7000/1
[R] [GB (1)]: When this unit boosts, [S-Charge (1)].
Dark Zone/Human/Pale Moon
-/1/Boost/7000/1
[R]: When placed, if your vanguard is a Luquier, [S-Charge (1)], and, if the card put into the soul is a Silver Thorn, this unit gets [Power] +3000 until end of turn.
Magallanica/Ghost/Granblue
-/2/Intercept/8000/1
[Drop Zone]: When placed in the drop zone from your deck, [C-Blast (1)] to call this unit to an open [R].
Magallanica/Demon/Granblue
-/2/Intercept/8000/1
[R]: When placed, if your vanguard is a Seven Seas, [C-Blast (1)] to call a card from the drop zone, and that unit gets [Power] +5000 until end of turn. At the end of the turn, retire that unit.
Magallanica/Mermaid/Bermuda △
Trigger/3/Twin Drive!!/11000/1
[R] [GB (1)]: When placed, you may call a grade 1 or lower card from your hand to another [R] in the same column as this unit.
[R]: When this unit is returned to your hand, [C-Blast (1)] to return a unit in your back row to your hand.
Magallanica/Mermaid/Bermuda △
Trigger/3/Twin Drive!!/11000/1
[V/R] [GB (1)]: When this unit attacks, [C-Blast (1)] to get [Power] +3000 until end of that battle.
(It does not activate if its [Power] is equal to or greater than battle opponent's)
Magallanica/Mermaid/Bermuda △
Trigger/3/Twin Drive!!/10000/1
[Harmony]
[V]: When this unit becomes in harmony, [C-Blast (2)] to return 1 of your rear guards to hand, and this unit gets [Power] +6000 until end of turn.
Magallanica/Mermaid/Bermuda △
-/2/Intercept/9000/1
[R]: When your other rear guard is returned to hand, if you have a unit with [LB (4)], [S-Blast (1)] to give this unit and another unit [Power] +3000 until end of turn.
Magallanica/Mermaid/Bermuda △
-/2/Intercept/8000/1
[Harmony]
[R] [GB (1)]: When this unit is returned to your hand, [S-Blast (1)] to, until end of turn, give all units in your front row [Power] +1000 for each card with the harmony ability in your hand.
Magallanica/Mermaid/Bermuda △
-/2/Intercept/8000/1
[Harmony]
[R] [GB (1)]: When this unit attacks a vanguard, if this unit is in harmony, it gets [Power] +4000 until end of that battle.
[R]: If Tidal Art, Marie is in the same column as this unit, this unit gets [Power] +2000.
Magallanica/Mermaid/Bermuda △
-/1/Boost/7000/1
[R]: When this unit is returned to your hand during your battle phase, if your vanguard is a PR♥ISM, return up to 2 PR♥ISM rear guards to your hand. If you returned 1 or more, choose 1 of your units and it gets [Power] +5000 until end of turn.
Magallanica/Mermaid/Bermuda △
-/1/Boost/7000/1
[Harmony]
[V/R]: If this unit is in harmony, [C-Blast (1)] to give it [Power] +2000 until end of turn.
Magallanica/Mermaid/Bermuda △
-/1/Boost/7000/1
[Harmony]
[V/R]: During your turn, if this unit is in harmony, all other units in the same row as this unit get [Power] +1000.
Magallanica/Mermaid/Bermuda △
-/1/Boost/6000/1
[R]: When this unit is returned to your hand, choose 2 of your units and they get [Power] +2000 until end of turn.
Magallanica/Mermaid/Bermuda △
-/1/Boost/6000/1
[Harmony]
[R] [GB (1)]: If this unit is in harmony, [S-Blast (1)] to give another unit in the same column as this unit [Power] +4000 until end of turn.
[R]: If One-stroke Art, Carla is in the same column as this unit, this unit gets [Power] +2000.
Zoo/Bioroid/Neo Nectar
Trigger/3/Twin Drive!!/10000/1
[V/R] [GB (1)]: When this unit attacks a vanguard, it gets [Power] +4000 until end of turn.
[V/R] [Bloom]: When your other Battle Maiden of the South Wind, Plume rear guard is placed, this unit gets additionally the same card name as one of your other units until end of turn.
Zoo/Elf/Neo Nectar
-/2/Intercept/9000/1
[V/R] [GB (1)] [Bloom]: When your other Greenshot Elf rear guard is placed, all of your Greenshot Elf rear guards get [Power] +2000 and boost until end of turn.
Zoo/Bioroid/Neo Nectar
-/1/Boost/7000/1
[R] [GB (1)] [Bloom]: When your other Pure Maiden, Katrina rear guard is placed, if your vanguard is a grade 3 or greater Ranunculus, all your Pure Maiden, Katrina rear guards get [Power] +4000 until end of turn.
Zoo/Bioroid/Neo Nectar
-/1/Boost/7000/1
[V]: [Put an Arboros Dragon, Ratoon from your rear guard into your soul] to add 1 Arboros Dragon, Branch or Arboros Dragon, Timber from your deck to your hand. If you add an Arboros Dragon, Branch, you may ride it.
Zoo/Elf/Neo Nectar
-/1/Boost/7000/1
[R] [1/Turn]: [Return a card without trigger from your drop zone to your deck] to give a unit with the bloom ability the following ability until end of turn.
"[V/R]: This unit gets [Power] +2000 for each other rear guard with the same name as this unit."
Zoo/Bioroid/Neo Nectar
-/1/Boost/6000/1
[R] [GB (1)] [Bloom]: When your other Bittergourd in Chanpuru rear-guard is placed, [retire this unit] to give 4 of your rear guards [Power] +4000 until end of turn.