Gundam War TCG - Card Translation TXT File Translation File for: Released Blade (Set 21) Document version 1.0, last update 8/9/2008 (c)2008 Baron's Gundam War Comet, all rights reserved http://www.dmcomet.net/gwcomet/ --------------------------------------- CARD COMPOSITION: UNIT: 72 (Blue 12, Green 12, Black 10, Red 10, Brown 12, White 12, Purple 4) CHARACTER: 50 (Blue 8, Green 8, Black 6, Red 6, Brown 8, White 8, Purple 6) COMMAND: 30 (Blue 5, Green 5, Black 4, Red 4, Brown 3, White 7, Purple 2) OPERATION: 28 (Blue 4, Green 4, Black 5, Red 5, Brown 6, White 2, Purple 2) Gs: 32 (4 Each color) TOTAL: 180 (202) cards --------------------------------------- HOW TO USE THIS FILE? Unit: (Card Number) [Unit #] (Unit Name) (Designate Cost)-(Total NP)-(Resource) (Attack)/(Shooting)/(Defense) (Features) (Terrain) (Effect Text) (Rarity) Character: (Card Number) (Character Name) (Designate Cost)-(Total NP)-(Resource) (Attack Modification)/(Shooting Modification)/(Defense Modification) (Features) (Effect Text) (Rarity) Command/Operation: (Card Number) (Card Name) (Designate Cost)-(Total NP)-(Resource) (Features) (Effect Text) (Rarity) **NOTE: Some common abbrevation/term used in this file LCP = Lost Card/Lost Card Pile DNP Cost = Designate NP Cost TNP Cost = Total NP Cost DCS = Damage Calculation Step NP = Nation Power --------------------------------------- FILE HISTORY: v1.0 - Initial Version - File finished. --------------------------------------- ___________________________ __________/ Blue: EF/AEUG/LM \_________________ -------------------Units----------------- U-358 RB-79 Ball 1-1-0 0/1/1 Ball Series S (Defense Step):<<0>>When this card is in a detachment with 2 or more Units, deal 1 damages to an opponent's Unit battling with this card. U-359 RGM-79 GM 1-1-1 2/0/2 GM Series/MS S/E U-360 RX-79[G] Ground Type Gundam (Gundam Hammer Equipped) 2-2-2 2/1/3 Ground Type Gundam Series/MS E <<1>>Special Armament[Gundam Hammer] (Auto A): When "Gundam Hammer" is set onto this card, this card gets +2/+0/+0. U-361 RX-79[G]Ez-8 Gundam Ez8 Custom 2-3-2 2/1/3 Ground Type Gundam Series/Ez8 Series/MS S/E <<[1.1]>>Change[Gundam Ez8] <<[1.1]>>Change[Ground Type Gundam] (Auto B): When this card is put onto the field via effect of "Change", put a +1/+1/+1 coin on this card. U-362 MSZ-006A1 Z Plus Type A1 2-4-1 4/2/4 Z Plus Series/MS 4/2/4 Quick Transform [(Auto D): When this card sortie to attack, you may choose an Unit with "Name: Z Plus" in your hand, and put it in Battle Area in any order in reroll position] ================================ Wave Rider Mode: */2/5 High Mobility U-363 MSZ-006A1B Z Plus Type A1B (Wave Rider) 2-4-2 0/3/5 Z Plus Series/MA E Transform High Mobility <<[2.4]>>Change[Z Plus] ==================================== MS Mode: 4/2/4 Uncommon U-364 RX-78-3 G-3 Gundam 2-4-1 3/1/3 Gundam Series/MS S/E Prevent(3) Battle Deployment Swift Strike (Auto A): When a character with "Feature: NT" is set onto this card, this card gains Battle Modification equal to that card's original Battle Modification. Also, this card's set group can't be target of effect of opponent's Unit. Rare U-365 RX-93 Nu Gundam (Twin Fin Funnel) 3-6-2 5/3/5 Nu Gundam Series/MS S/E Prevent(5) Battle Deployment Psycommu(2) Psycommu(2) Special Shield(3) <<1>>Special Armament[Fin Funnel] (Normal):<,1>>Abolish a card in this card's set group, if so, negate the play of an opponent's Unit or opponent's character with TNP cost of 4 or less and abolish it. Rare U-366 FA-010A FAZZ 2-5-2 5/5/6 ZZ Gundam Series/MS S/E Area Weapon(4) Special Shield(1) (Auto B): When this card is put onto the field, move 2 of your Basic G to your Hangar. If you can't, abolish this card. (Auto D):<<[2.5]>>When this card is battling, designate an opponent's Unit. At the beginning of Return Step, if this card is in Battle Area, destroy the designated Unit. Rare U-367 Dish 1-1-0 */0/1 Reconnaissance Plane E (Self DCS):<<0>>When this card is in Battle Area, reveal 2 cards on opponent's hand randomly. If those 2 cards have different type of DNP cost, draw a card. Uncommon U-368 Ulysses 1-2-0 */1/2 Warship S Cruiser Supplement(1) (Auto A): When this card battle with an opponent's Unit with "Cruiser", this card gains +0/+1/+0. U-369 Far East Area Force Kojima Battalion Base 1-2-1 */*/2 E Stronghold (Auto D): When your Unit is destroyed outside by by your own effect, you may put an Unit with Terrain 'E' from your Junkyard to your Disposition Area in reroll position. Uncommon -------------------Characters------------ CH-214 Sayla Mass 2-3-0 0/1/1 Federation/Female/Child/NT (Defense Step):<<1>>Change the original attack strength of an opponent's Unit battling with this card with TNP cost of X or more to 0 until end of turn. X is equal the the TNP cost of the Unit this card set onto. Rare CH-215 Ryu Jose 2-2-0 1/0/1 Federation/Male/Child (Battle Phase):<<1>>Abolish this card. If so, negate the text or unresolved effect of an opponent's Unit in Battle Area until end of turn. CH-216 Katz&Letz&Kikka 1-1-0 0/0/0 Federation/Male/Female/Child/NT/Nickname "Katz Hawin" "Letz Cofan" "Kikka Kitamoto" [Set/G] (Normal):<>Negate the destruction of 1 of your Unit in Disposition Area that would be destroyed outside of by your own effect. Uncommon CH-217 Ron Kou 1-1-0 1/2/0 Federation/Male/Adult [Set/G] (Auto B): This card's play is treated as the play of a G. [(Auto A): This card produce 1 Blue NP. When this card is set onto a G, treat this card as a G and negate all the description]. CH-218 Ryu Roots 1-3-1 2/0/1 Federation/Male/Adult Quick Raid (Auto D): At the beginning of DCS, if this card is battling with an opponent's Unit with 8 or greater total cost, move this card to your Hangar. If so, the Unit this card set onto gains "Swift Strike" and +3/+3/+3 until end of turn. Uncommon CH-219 Shin Crypt 1-3-1 1/1/2 Federation/Male/Adult Quick (Auto B): When this card is play, you can set it to an Unit that's not in Disposition Area. (Auto D): When this card is destroyed, move it to its owner's Hangar. CH-220 Alice Mirror 2-3-0 0/0/0 Federation/Female/Adult (Battle Phase):<<1>>Move 1 of your card in Battle Area to bottom of its owner's Nation. If so, draw a card. Uncommon CH-221 Jacob 1-1-0 0/0/1 Federation/Male/Adult (Self Defense Step):<<1>>Move 1 of your Unit in Battle Area to your Disposition Area rolled. -------------------Commands-------------- C-135 Leak of Intelligence 1-1-0 Development (Normal): All Units in hand have TNP cost -2 during this Phase. Uncommon C-136 External Armor 1-2-2 Strengthen/Revival (Battle Phase): One of your Unit that would be destroy by opponent's effect gains +3/+3/+3 until end of turn, and its destruction is negated. C-137 Strike of Stretegic Satellite 1-3-1 Move (Self Disposition Phase): Move an opponent's non-Set card Operation to your Hangar. C-138 Small Defense Line 2-3-0 Move (Normal): Return one of your Unit that would be destroyed to your Hangar. Afterward, move that Unit from your Hangar to its original Area in reroll position. Uncommon C-139 Power of Gundam 2-4-0 Development/Recovery [Turn Restrict to 1] Variable(1) (Disposition Phase): Recover your Nation by 8. ============================== (Auto A): This card produced 1 Red NP. This NP can't be negated nor changed. Rare -------------------Operations------------ O-141 Determination of Boy 2-2-0 Move (Auto D): You may reroll one of your card when card(s) in Junkyard are moved. O-142 Negotiation 2-3-0 Strengthen/Recovery [Restrict to 1/Self] (Self Disposition Phase):<>Recover opponent's Nation by 3. If so, draw a card. This effect can't resolved if only 2 or less is recovered. Rare O-143 Gundam Hammer 1-3-0 Move/Armament [Restrict to 1/Self] (Battle Phase):<<1>>Roll an opponent's Unit battling with this card. Uncommon O-144 Fin Funnel 2-4-0 Destruction/Resistance/Armament (Battle Phase):<<0>>Abolish this card. If so, this card's set group can't be the target of opponent's effect. (Opponent's Defense Step):<<0>>Abolish this card. If so, deal 3 damages to an opponent's Unit in Battle Area. Rare -------------------Generations----------- G-76 Blue Basic G (Auto A): Produce 1 Blue NP. G-77 Blue Basic G (Auto A): Produce 1 Blue NP. G-78 Blue Basic G (Auto A): Produce 1 Blue NP. G-79 League Militaire (Auto B): When this card is put onto the field, Move a G that was originally a Command, or 1 of your Basic G, that produce Blue NP to your Hangar. If you cannot, abolish this card. (Auto A): Produce 2 Blue NP. __________________________ __________/ Green: Zeon/Non-CB OO \_________________ -------------------Units----------------- U-322 Gem Gamov 1-1-1 2/0/1 GM Series/Zaku Series/MS S/E (Auto A): When opponent is generating Blue NP, and this card is in a detachment with only 1 Unit, your opponent can't move any Unit to the same Battle Area as that detachment. U-323 MS-06F Zaku II (Heat Hawk Equipped) 1-1-2 2/0/2 Zaku Series/MS S/E <<1>>Special Armament[Heat Hawk] U-324 MS-06F Zaku Minelayer 1-2-1 2/0/2 Zaku Series/MS S/E (Battle Phase):<<1>>Put a Mine Coin in the Battle Area this card is in. Mine Coin has the following effect. "(Auto D): When an Unit is move to the Area the coin is in, remove that coin, and deal 2 damages to all those Units". U-325 YOP-04 Parol 2-4-0 0/0/1 Reconnisance Plane S High Mobility (Auto D): When this card is in Battle Area, and a Nation received battle damage, look at the same amount of cards on the top of your deck as the amount of damage. If so, pull out a card from there, after all the battle damage resolved, return that card to its Nation. Uncommon U-326 MAN-03 Braw Bro 1-3-2 */2/3 Braw Bro Series/MA/Custom "Challia Bull" S Prevent(3) Psycommu(1) Psycommu(1) (Normal):<<0>>When this card would be destroyed, negate the destruction of a character set onto this card, and set it one of your other Unit(s). Uncommon U-327 MS-14B High Mobility Type Gelgoog (Masaya Nagakawa Machine) 2-4-2 3/2/3 Gelgoog Series/MS/Custom "Masaya Nagakawa" S/E [Restrict to 1/Self] Battle Deployment High Mobility Space Battle(2) (DCS):<<1>>When this card sortie to attack, or is battling, deal X damage to an opponent's Unit. The amount X is equal to the total of "Space Battle" of all your Units. Rare U-00-10 MSJ-06II-A Tieren Ground Type 1-2-1 2/0/3 Tieren Series/MS E (Auto B): When this card is play onto the field, you may choose an Unit with "Feature: Tieren Series" in your Junkyard, pay its cost, and put it into your Disposition Area in rolled position. U-00-11 MSJ-06II-E Tieren Space Type 1-2-1 2/0/3 Tieren Series/MS S (Auto B): When this card is play onto the field, you may choose an Unit with "Feature: Tieren Series" in your Junkyard, pay its cost, and put it into your Disposition Area in rolled position. U-00-12 MSJ-06II-SP Tieren Taozi 2-4-2 3/1/4 Tieren Series/MS/Custom "Soma Peries" S/E Prevent(4) Space Battle(1) (Auto B): When this card is play onto the field, look at all your card in your Nation, from there pull out a character with "Feature: Super Soldier", and set it to this card. Shuffle your Nation afterward. (Battle Phase):<<1>>When this card is in Battle Area, the text or unresolved effect of an opponent's Unit is negated until end of turn. Rare U-00-13 AEU-09Y812 Saachez Use AEU Enact Custom 2-5-1 5/1/3 Enact Series/MS/Custom "Ali Al Saachez" S/E [Restrict to 1/Self] Prevent(6) Battle Deployment (Auto B): When this card is in your Junkyard, abolish a G from your hand. If so, move this card to its owner's Hangar. (Auto D): When this card's detachment deals battle damage during your turn, return the Unit with the highest cost total to its owner's hand. Rare U-00-14 Laofu 1-2-1 */0/3 Warship/Supply Ship S Cruiser Supplement(1) (Attack Step):<>When this card is in a detachment with only 1 Unit, opponent must sortie 1 or more Unit to the Battle Area the detachment is in if possible. U-00-15 Tenchu 1-1-0 */0/3 Orbital Elevator S/E Stronghold (Opponent Defense Step):<<1>>Move one of your Unit in Space Area or Earth Area outside of this card to a Battle Area outside of the Area of that Unit. Uncommon -------------------Characters------------ CH-186 Challia Bull 1-1-0 1/1/1 Zeon/Male/Adult/NT [Set/G] (Auto B): This card's play is treated as the play of a G. [(Auto A): This card produce 1 Green NP. When this card is set onto a G, treat this card as a G and negate all the description]. CH-187 Simus Al Bakharov 1-1-0 0/0/0 Zeon/Female/Adult [Set/Ch] (Auto A): The Unit this in this card's set group gets "Psycommu(1)". Uncommon CH-188 Masaya Nagakawa 2-3-0 2/1/1 Zeon/Male/Adult (Battle Phase):<<0>>All Units in this card's detachment gain "Space Battle(X)" until end of turn. The amount X is equal to 1 or the same amount as the "Space Battle" of the Unit this card set onto. Uncommon CH-189 Monique Cadillac 1-2-0 Zeon/Female/Adult (Auto A): When this card is in Battle Area, all your Units with "Restrict to 1" gets +1/+1/+1 and the following text. "(Auto D): When this card is in Battle Area, and is destroy and abolish outside of by your own card's effect, draw 2 cards from the top of your LCP, then discard a card" CH-190 Erwin Cadillac 1-1-0 0/1/0 Zeon/Male/Child (Auto A): All your Units with 1 TNP cost or less in this card's detachment gains the following text. "(DCS):<>Deal 1 damage to an opponent's Unit battling with this card" CH-00-6 Soma Peries 1-4-1 2/1/1 Human Reform League/Female/Child/Super Soldier Prevent(3) Swift Strike (Defense Step):<<1>>Roll an opponent's card battling with this card. Rare CH-00-7 Ming 1-1-0 1/0/0 Human Reform League/Male/Adult (Self Defense Step):<<1>>When this card is battling, abolish the Unit this card set onto. If so, all Units in this card's detachment don't receive damage from Battle damage until end of turn. CH-00-8 Superhuman Organization Technician 2-2-0 0/0/0 Human Reform League/Male/Adult (Auto A): All character that are owned by you that are in the game gains "Feature: Super Soldier". Uncommon -------------------Commands-------------- C-132 Deserter 1-2-0 Development (Defense Step): Put a Zaku II Coin {UNIT, Terrain 'S''E', 2/0/2} to the forefront of an opponent's detachment with only 1 Unit. C-133 Shining Light of Destruction 1-4-1 Destruction (DCS):Deal X damages to all opponent's Unit in Battle Area with TNP cost X. C-134 Fierce Clash Zone 2-4-0 Development/Control [Turn Restrict to 1] Variable(1) (Self Return Step): After the end of turn, begin a new turn without changing player. However, during the new turn, choose only 1 Phase, and neither players can play Command. ================================== (Auto A): This card produced 1 Black NP. This NP can't be negated nor changed. Rare C-00-4 Brain Quantum Wave 1-1-0 Control (Defense Step): Negate the resolved special effect of an opponent's Unit with "Name: Gundam" until end of turn. This effect affect description inside [ ]. C-00-5 Russia's Rough Bear 2-3-1 Resistance (Normal): Negate the play of an opponent's Command with "Feature: Strengthen", "Feature: Destroy", or "Feature: Reinforcement" and remove it from game. Uncommon -------------------Operations------------ O-126 Use of Existing Force 1-1-0 Strengthen (Auto A): All your Unit that are originally Unit gains +1/+1/+0. (Auto D): When one of your card is put onto the field, abolish this card. Uncommon O-127 Heat Hawk 1-1-1 Strengthen/Control/Armament (Auto A): The Unit this card set onto gains +2/+0/+0. The text of the forefront Unit of the opponent's detachment this card is battling is negated. O-00-5 Irregular 2-2-0 Development Prevent(3) (Self Disposition Phase):<>Pay the normal cost of one of your Unit in hand and put it to the field in reroll position. Rare O-00-6 Cunning Mercenary 1-3-0 Resistance (Auto A): When you have Units, that Unit's set group can't be target of opponent's card effect. -------------------Generations----------- G-66 Delaz Fleet (Auto B): When this card is put onto the field, Move a G that was originally a Command, or 1 of your Basic G, that produce Green NP to your Hangar. If you cannot, abolish this card. (Auto A): Produce 2 Green NP. G-00-4 Green Basic G (Auto A): Produce 1 Green NP. G-00-5 Green Basic G (Auto A): Produce 1 Green NP. G-00-6 Green Basic G (Auto A): Produce 1 Green NP. ___________________________ __________/ Black: Titans/Zanscare/00P\_________________ -------------------Units----------------- U-184 MS-06M Marine Hi-Zack 1-1-2 2/0/2 Hi-Zack Series/MS E Water (Auto D): When this card's detachment deals battle damage to opponent's Nation, you may move an opponent character that is set onto a G to your Hangar. U-185 RMS-108 Marasai (Feyadeen Rifle Equipped) 1-2-1 2/1/2 Marasai Series/MS S/E <<1>>Special Armament[Feyadeen Rifle] (Attack Step):<<1>>Set an Operation with "Feature: Armament" that was set onto this card to one of your Unit in the same area as this card. U-186 RX-124 Gundam TR-6[Woundwort] 1-3-2 3/1/2 Woundwort Series/MS S/E Prevent(3) Battle Deployment Swift Strike <<1>>Special Armament[Shield Cannon] (Auto B): When this card is play onto the field, you may look at the top 10 cards of your Nation, from there pull out a card with "Feature: Armament", and move it to your Hangar. Shuffle your Nation afterward. Rare U-187 RMS-141 Xeku Eins (Fast Side Machine) 2-4-2 4/1/3 Xeku Series/MS/Custom "Fast Side" S/E Raid [Team>[New Desides](Battle Phase):<<1>>This card gains +2/+2/+2 until end of turn when battling] U-188 Iwo Jima 1-1-1 */0/1 Warship/Supply Ship S Cruiser Supplement(1) [Team>[New Desides](Auto D): When this card's "Supplement" effect is apply, draw a card]. U-Z100 ZM-S19S Shy-Tarn (Imperial Guards Use) 1-1-1 2/2/3 Shy-Tarn Series/MS S/E (Auto A): This card can't sortie without an Unit with "Stronghold". Uncommon U-Z101 ZMT-A31S Doggorla 3-6-2 2/2/2 Doggorla Series/MA/Custom "Brohho" S/E Prevent(3) Raid (Auto D): When one of your Unit with Black Designated NP is play and put onto the field, put 3 +1/+1/+1 coins on this card. (Battle Phase):<<0>>When there's Unit in Battle Area, remove a +1/+1/+1 coin from this card. If so, put a Parts Coin {UNIT, Terrain 'S' 'E', 'Raid', 2/2/2" to the field. U-00-1 GNY-001 Gundam Astraea O1/B2-3-1 3/1/3 Astraea Series/MS S/E [(Auto D): When this card leaves the field via opponent's effect, you may look at all cards in your Nation, and choose a Dual Card Unit with TNP cost of 4 and put it to the field in rolled position. Shuffle your Nation afterward] (Auto D): When a Basic G is put onto the field, opponent put a +1/+1/+1 counter on top of one of his/her Dual Card Unit. Rare U-00-2 MSJ-04 Fanton 1-1-0 1/1/1 Anf Series/MS E Dismantle (Attack Step):<<0>>Abolish the top card of your LCP. If so, reroll this card. U-00-3 Krung Thep 2-2-0 */0/3 - S Stronghold Colony (Auto A): All rolled Unit with "Name: Gundam" can't be targeted by (that Unit's) opponent's effect outside of this card. Uncommon -------------------Characters------------ CH-95 Josh Offshore 2-4-0 2/0/2 New Desides/Male/Adult (Auto A): The Unit this card set onto, when calculating damage, in the case where attack strength is 4 or less, is calculated as 5. (Attack Step):<<2>>Put an Unit in Junkyard to Battle Area in any order in reroll position, and set this card onto it. At the end of turn, remove that Unit from game. Rare CH-96 Fast Side 1-3-1 2/1/1 New Desides/Male/Adult (Auto A): The Unit this card set onto can sortie while in rolled position. CH-Z65 Brohho 1-4-0 2/0/1 BESPA/Male/Adult (Normal):<<1>>Remove a +-X/+-Y/+-Z coin from the Unit this card set onto. If so, negate the destruction of that Unit. CH-Z66 Elena 2-2-0 0/0/0 Female/Adult [Set/G] (Auto B): This card can be set onto an opponent's G. (Auto A): During opponent's turn, change the NP produced by all of your special G to Black NP. Uncommon CH-00-1 Chall Acustica 1-1-1 1/1/2 Celestrial Being/Female/Child [Set/G] (Auto B): This card's play is treated as the play of a G. [(Auto A): This card produce 1 Black NP. When this card is set onto a G, treat this card as a G and negate all the description]. CH-00-2 Ruido Resonance 1-3-0 1/1/2 Celestrial Being/Male/Child Supplement(1) (Battle Phase):<<0>>Reset the amount of damage received by 1 of your Unit. Uncommon -------------------Commands-------------- C-80 The Way of Killing X-X-X Restraint (DCS): Put X +0/+0/-1 Coin on an opponent's Unit in Battle Area. C-81 Conciliation of Federation Congress 1-3-1 Move (Self Turn): Move all non-set card Operation to that card's opponent's Hangar. C-82 Compulsion 2-4-0 Restraint (Self Disposition Phase): Your opponent choose 2 cards from his/her hand and put it to (that player's) opponent's Hangar. If so, move a card from your hand to opponent's Hangar. Uncommon C-83 Atomic Bombardment 3-5-1 Destruction/Development [Turn Restrict to 1] Variable(1) (Self Attack Step): Destroy all Units with TNP cost of 4 or less. =========================== (Auto A): This card produce 1 Green NP. This NP can't be negate nor change. Rare -------------------Operations------------ O-81 Shield Cannon 1-3-0 Strengthen/Armament [Restrict to 1/Self] (Auto A): The Unit this card set onto gets +X/+X/+X. The amount X is up to 5, and is equal to the number of cards with "Name: TR" in your Hangar and your Junkyard. Rare O-82 Feyadeen Rifle 2-4-0 Restraint/Armament (Battle Phase):<<0>>When this card is in a Battle Area, abolish this card. If so, put a -1/-1/-1 coin on top of an opponent's Unit. Uncommon O-Z35 Iron Rule of Warrior 2-2-0 Strengthen [Restrict to 1/Self] (Battle Phase):<>Move the top card of opponent's Nation to his/her Hangar. If so, 1 of your Unit gains +3/+3/+3 until end of turn. Rare O-Z36 Disorder of File 1-3-0 Control (Auto A): All Unit lose "Team". This effect can affect effect inside [ ]. O-Z37 Demonstration 1-4-0 Restraint (Self Attack Step):<<0>>Abolish 2 card from your hand. If so, look at opponent's hand, then choose and abolish a non-G card from there. Uncommon -------------------Generations----------- G-Z29 Black Basic G (Auto A): Produce 1 Black NP. G-Z30 Zanscare Empire (Auto B): When this card is put onto the field, Move a G that was originally a COmmand, or 1 of your Basic G, that produce Black NP to your Hangar. If you cannot, abolish this card. (Auto A): Produce 2 Black NP. G-00-1 Black Basic G (Auto A): Produce 1 Black NP. G-00-2 Black Basic G (Auto A): Produce 1 Black NP. __________________________ __________/ Red: Neo Zeon, Crossbone \_________________ -------------------Units----------------- U-176 AMX-107 Bawoo (Mass Production Type) 1-4-2 4/1/3 Bawoo Series/MS S/E (Auto D): When a Command with "Feature: Reinforcement" is played and resolved, roll an opponent's card. Uncommon U-177 MRX-010 Psycho Gundam Mk-II (MA Mode) 3-5-2 0/4/9 Psycho Gundam Series/MA S/E Psycommu(3) Area Weapon(3) <<1>>Special Armament(Funnel) (Auto D): When this card is battling while without a character with "Feature: NT" set onto it, move it to owner's Hangar at the end of turn. (Battle Phase): <<1>>This card gains +X/+0/+0 until end of turn. The value of X is equal to number of opponent's card outside of Basic Gs. Rare U-178 AMX-0046 Mass Production Type Qubeley 1-3-1 2/1/3 S/E Qubeley Series/MS Psycommu(1) <<1>>Special Armament(Funnel) U-179 AMX-119 Geara Doga (Strum Faust Equipped) 1-3-2 3/1/2 Doga Series/MS S/E <<1>>Special Armament(Strum Faust) U-180 MSN-03-2 Psycho Jagd Doga 2-3-2 3/1/2 Doga Series/MS S/E Psycommu(2) U-181 Sandra 2-3-1 */1/3 Warship S/E Cruiser Supplement(2) (Auto B): When this card is play to the field, you can move the Unit with the highest total cost from opponent's Junkyard to your Hangar. U-182 Dublin 1-2-0 */0/3 E Stronghold (Defense Step): <<0>>Abolish an Unit with "Colony". If so, deal 5 damages to all Units in the same Battle Area as this card. Uncommon U-C103 EMS-VEX1 Mass Produced Quavarze 2-5-1 5/1/3 Quavarze Series/MS/Custom "Giri Gaduca Aspis" S/E Prevent(3) Quick Battle Deployment (Auto B): When this card is in hand, and there is an opponent's detachment with detachment battle strength of 5 or more, it gains TNP cost -2. (Auto B): When this card is play to the field, one of your Unit outside of this card gains +3/+3/+3 until end of turn. Rare U-C104 EMS-06 Batara (Rosemary Machine) 1-1-1 2/0/1 S/E Batara Series/MS/Custom "Rosemary Rasberry" S/E (DCS): <>When this card is in the battle area while having a character with "Feature: F" set onto it, draw a card. U-C105 Speed King 1-1-1 3/0/3 MS/Custom "Rosemary Rasberry" S/E Quick Battle Deployment High Mobility (Auto A): This card is not rerolled during the desginated effect of Reroll Phase. Rare -------------------Characters------------ CH-104 Arias Mona 1-1-0 1/0/2 Neo Zeon/M/Ad [Set/G] (Auto B): This card's play is treated as the play of a G. [(Auto A): This card produce 1 Red NP. When this card is set onto a G, treat this card as a G and negate all the description]. CH-105 Vegas 1-1-0 1/0/0 Neo Zeon/M/Ad (Auto D): Reroll this card when a Command with "Feature: Reinforcement" is play and resolved. CH-106 Dublin Mayor 2-2-0 0/0/0 M/Ad (Auto D): When an Unit with "Stronghold" is in battle, opponent player pays (2). Uncommon CH-C55 Giri Gaduca Aspis 2-4-0 2/1/1 Jupiter Empire/M/Ch/NT Prevent(3) Quick (Auto B): When there is an opponent's detachment with detachment battle strength of 5 or more, and this card is play, it can be set onto your Unit outside of in Disposition Area. (Auto A): This card's set group cannot be target of effect of non-Red opponent's Command and opponent's Units. Rare CH-C56 Rosemary Rasberry 1-3-0 1/2/1 Jupiter Empire/F/Ad Prevent(3) (Normal): <<1>>Set this card onto one of your Unit outside of this card's set group. When this card is destroyed, negate that destruction. Uncommon CH-C57 Burns Gansbach 1-3-0 1/0/2 Jupiter Empire/M/Ad Prevent(3) (Normal): <<1.>Abolish the Unit this card set onto. If so, negate the destruction of 1 of your card. -------------------Commands-------------- C-97 Deployment of New Weapons 1-1-0 Reinforcement (Attack Step): Look at all cards in your Nation, from your you can abolish an Operation with "Feature: Armament". Afterward, shuffle your Nation. Uncommon C-98 Seizing of Person 1-2-0 Reinforcement (Normal): Look at the bottom 5 cards of your Nation, from there you can pull any number of cards out and put it to the top of that original Nation in any order. C-99 Intoxication to Victory 2-4-0 Movement/Recovery Prevent(3) (Defens Step): Move a non-Coin opponent's Unit that is battling to the top of owner's Nation. If so, recover your Nation equal to the total cost amount of the moved Unit. Rare C-100 Leak of Strategy 2-4-0 Resistance/Development [Restrict to 1 per Turn] Variable(1) (Opponent's Turn): Negate the play of an opponent's Unit or Command and abolish it. ======================== (Auto A): This card produced one Blue Nation Power. This NP cannot be negated or changed. -------------------Operations------------ O-96 Reuisitioned Machine Body 2-2-0 Movement (Auto D): When a card is put into field from Junkyard, you can roll an opponent's card. O-97 Clone Force 1-4-0 Development (Battle Phase): <<1>>Put a NT Coin {Character(UNIT), "Feature: F/Ch/NT", 0/0/0} onto 1 of your Units without a character set onto it. Remove NT Coin at the end of turn. Uncommon O-98 Strum Faust 1-3-0 Movement/Armament (Self Defense Step): <<1>>Abolish this card. If so, return an opponent's Unit battling with this card to owner's hand. Uncommon O-99 Funnel 2-3-0 Movement/Armament Prevent(3) (Auto D): Whenever the "Psycommu" effect of the Unit this card set onto deals damages to opponent's Unit, roll that Unit. O-C20 Passed Thought 2-3-0 Reinforcement (Battle Phase): <>Abolish 2 of your non-Coin cards. If so, draw 2 cards. Rare -------------------Generations----------- G-57 Red Basic G (Auto A): Produce one Red Nation Power. G-58 Red Basic G (Auto A): Produce one Red Nation Power. G-59 Red Basic G (Auto A): Produce one Red Nation Power. G-C13 Crossbone Vanguard (Auto B): When this card is put onto the field, Move a G that was originally a COmmand, or 1 of your Basic G, that produce Red NP to your Hangar. If you cannot, abolish this card. (Auto A): Produce 2 Red Nation Powers. __________________________ __________/ Brown: Turn A, X, G \_________________ -------------------Units----------------- U-113 MS-06 Borjarnon (Aims Machine) 1-2-1 2/0/2 Borjarnon Series/Zaku Series/MS/Custom "Aims" S/E (Auto A): All of your Units with "Feature: BOrjarnon Series" gains +0/+0/+1. (DCS): <<1>>When this card is in a "Custom Machine Set", negate the destruction of one of your Unit with "Feature: Zaku Series". U-114 MS-06 Borjarnon (John Machine) 1-2-1 2/0/2 Borjarnon Series/Zaku Series/MS/Custom "John" S/E (Auto A): All of your Units with "Feature: BOrjarnon Series" gains +0/+1/+0. (Attack Step): <<1>>When this card is in a "Custom Machine Set", move one of your Unit with "Feature: Zaku Series" to Battle Area. U-X99 Sword Master 2-4-1 4/1/3 Airmaster Series/MS S/E Swift Strike <<[1.3]>>Change(Gundam Airmaster) (Auto A): All opponent's Units battling with this card gains +0/+1/+0. Uncommon U-X100 Leopard Iron 2-4-2 4/2/6 Leopard Type/MS S/E <<[1.3]>>Change(Gundam Leopard) (Auto A): All opponent's Units battling with this card gains "Swift Strike". Uncommon U-X101 GX-9901-DX Gundam DX (Divider) 2-6-2 5/3/5 Gundam X Series/MS/Custom "Garrod Ran" S/E Prevent(5) Battle Deployment Vulture Area Weapon(5) <<1>>Special Armament(Beam Harmonica) <<[2.6]>>Change(Gundam DX) (Auto A): When this card have a set card set onto it, it gains "High Mobility" and "Area Weapon" +1. Rare U-G54 GF13-053NMO Temjin Gundam 1-3-1 3-5/0-0/2-2 Temjin Gundam Series/MF S/E [MF] U-G55 Mirage Gundam (DG Cell) 2-3-2 3-4/2-3/2-2 Mirage Gundam Type/MF/Custom "Jean-Pierre Mirabeau" S/E [MF] <<[2.3]>>Change(Mirage Gundam) (DCS): <<0 Each>>Roll one of your card outside of a G. If so, deal 1 damage to an opponent's Unit battling with this card. U-G56 GF13-013NR Bolt Gundam (Graviton Hammer) 3-4-2 3-4/0-0/4-6 Bolt Gundam Series/MF/Custom "Argo Gulskii" S/E Prevent(3) [MF] <<1>>Special Armament(Victor Engine) (Auto B): This card's DNP can be paid with Black Nation Power. (Normal): <<1>>Put a +0/+0/-3 coin onto an opponent's Unit battling with this card without a +0/+0/-3 coin on it. (Battle Phase): <<1>>Move a +0/+0/-3 coin onto an opponent's Unit. Rare U-G57 GF13-001NHII Master Gundam & Fuunsaiki 3-7-2 6-8/0-0/6-8 Master Gundam Series/MF/Custom "Master Asia" S/E Prevent(9) [MF] Battle Deployment Sect: Toho Fuhai <<[3.6]>>Change(Master Gundam) <<[3.6]>>Change(Fuunsaiki) (Auto D): You can reroll this card whenever this card is rolled. (DCS): <<[2.5](1)>>When this card is in the Battle Area, destroy all Units with original defense strength of 3 or less. Rare U-G58 Death Dragon 2-2-2 3/0/1 Death Army Series/MS S/E (DCS): <<1>>Deal 1 damages to an opponent's Unit battling with this card. U-G59 Gorby 1-1-1 */1/3 Warship/Transportation Craft E Cruiser Supplement(1) U-G60 Internment Camp 2-2-0 */0/4 E Stronghold (DCS): <>An opponent's character with TNP cost of X or less battling with this card is set onto this card. The value X is equal to number of cards in your hand. Uncommon -------------------Characters------------ CH-75 Amit 1-2-0 1/0/2 Militia/M/Ad (Auto A): All of your set groups with cards of "Feature: Borjarnon Series" and "Feature: Militia Series" cannot be destroyed or damaged by effect of opponent's Units. CH-76 John 1-2-0 0/2/1 Militia/M/Ad (Auto A): All of your set groups with cards of "Feature: Borjarnon Series" and "Feature: Militia Series" cannot be destroyed or damaged by effect of opponent's Commands. CH-X58 Nain 1-1-0 0/0/0 Freeden/M/Ad Vulture (Disposition Phase): Remove an Unit card from your Junkyard from the game. If so, you gain 2 Vulture Points. Uncommon CH-X59 Rokoko 1-1-0 0/0/0 Freeden/M/Ad Vulture (Disposition Phase): Remove an Unit card from opponent's Junkyard from the game. If so, you gain 2 Vulture Points. Uncommon CH-G41 Toho Fuhai 3-6-0 3/0/3 Neo Hong Kong/M/Ad/GF/Nickname "Master Asia" Prevent(9) Sect: Toho Fuhai (Auto A): The original battle strength of all opponent's Units without a set card set onto it becomes 2/1/2. Rare CH-G42 Nastasha Zabigov 2-2-0 1/0/0 Neo Russia/F/Ad (Self DCS): <<0>>One of your Unit with a caracter set onto it outside of this card lose all "High Mobility", and when sorties you can treat it as an Unit with "MF" during this turn. Uncommon CH-G43 Birdman 1-1-0 1/1/1 M/Ad/GF [Set/G] (Auto B): This card's play is treated as the play of a G. [(Auto A): This card produce 1 Brown NP. When this card is set onto a G, treat this card as a G and negate all the description]. CH-G44 Michael 2-2-0 1/0/0 M Ad (Self Defense Step): <>When this card is in the Battle Area, opponent player pays (3). -------------------Commands-------------- C-26 Turn X Activated 1-4-1 Development (Opponent's Disposition Phase): Put an Unit from your Junkyard to your Disposition Area in rolled position. During this turn, when your Nation received dages, abolish that Unit. C-G17 Fight of a Steward 1-2-0 Strengthen (Attack Step): One of your Unit gains "MF" until end of turn. C-G18 Drunken Dance - Reappearance Deadly Rave 2-4-0 Destruction (Battle Phase): Deal damages to opponent's Nation equal to battle damages dealt by a detachment with an Unit with "Sect: Toho Fuhai" during this turn. Uncommon -------------------Operations------------ O-83 Machine Doll Unit 2-2-0 Development [Restrict to 1/Self] (Self Battle Phase): <<1>>Put a Borjarnon Coin {UNIT, "Name: Borjarnon", "Feature: Borjarnon Series", S/E, 2/0/2} to a detacment with your Unit(s) with "Feature: Borjarnon Series". Uncommon O-84 Small Resistance 1-3-0 Destruction (Self Disposition Phase): <<0>>Choose and abolish a card from your hand. If so, put a Machine Thunder Coin into a Battle Area, and Machine Thunder Coin would have the following effect. "(Auto D): When an Unit is moved into the area this Coin is in, remove this coin, and deal 2 damages to all Units in that Battle Area." O-X60 The Requested War 2-5-0 Resistance [Restrict to 1/Self] (Normal): <>Remove a non-G card from a Junkyard from the game. If so, negate the play of an opponent's card with the same name as that card and remove that from the game. Rare O-X61 Beam Harmonica 2-4-0 Destruction/Armament (DCS): <>When this card is in the Battle Area, deal X damages to all opponent's Unit. The value of X is equal to 1 of the value of "Area Weapon" in this card's set group, minus the number of opponent's Units. Uncommon O-G20 Master and Student Relationship 1-1-0 Strengthen/Resistance (Auto A): All set gropus with your card that has "Sect: Toho Fuhai" cannot be moved by opponent's effect. (Battle Phase): <<0>>One of your character gains "Sect: Toho Fuhai" until end of turn. O-G21 Victor Engine 2-3-0 Strengthen/Armament [Restrict to 1/Self] (Auto A): When the set Unit does not have a character set onto it, use the right side of "/", and if it has a character set onto it, use the combine value left and right of "/" as the original battle strength. Rare -------------------Generations----------- G-33 Militia (Auto B): When this card is put onto the field, Move a G that was originally a COmmand, or 1 of your Basic G, that produce Brown NP to your Hangar. If you cannot, abolish this card. (Auto A): Produce 2 Brown Nation Powers. G-34 Brown Basic G (Auto A): Produce one Brown Nation Power. G-35 Brown Basic G (Auto A): Produce one Brown Nation Power. G-36 Brown Basic G (Auto A): Produce one Brown Nation Power. _______________________ __________/ White: W, SEED \_________________ -------------------Units----------------- U-S193 FX-550 Skyscraper (G-Flight) 1-2-1 */1/2 Fighter E High Mobility (Defense Step): <<1>>Move this card to a Battle Area with an Unit with "High Mobility" in any order in Reroll position. U-S194 ZGMF-X12 Gundam Astray Out Frame (G-Flight) 2-4-2 3/1/3 Out Frame Series/MS/Custom "Jess Rabble" S/E Special Shield(1) <<[2.3]>>Change(Out Frame) (Auto A): Move all opponent's Commands that was played and resolved during opponent's turn, instead to Junkyard, to your Hangar. (Defense Step): <<1>>Move this card to a Battle Area with an Unit with "High Mobility" in any order. U-S195 TFA-2 ZuOOT (MA Mode) 1-1-1 0/1/1 ZuOOT Series/MA E Dismantle Desert U-S196 ZGMF-515 CGUE 2-3-1 3/1/2 CGUE Series/MS S/E (Auto A): When this card is in the forefront of a detachment, all of your Units in this card's detachment gains +0/+1/+0. U-S197 GAT-X102 Dual Gundam 2-4-2 5/1/5 Dual Series/MS/Custom "Yzak Joule" S/E [PS Armor] Quick Special Shield(3) [Team>(Creuset Team) (Normal): <<0>>This card lose all battle modifications outside of by a character during this turn.] (DCS): <<1>>Roll an opponent's Unit with battle strength of 4 or less battling with this card. Rare U-S198 GAT-X103 Buster Gundam 2-4-2 3/4/5 Buster Series/MS/Custom "Dearka Elsman" S/E [PS Armor] Area Weapon(3) Special Shield(3) [Team>(Creuset Team) (Defense Step): <>Deal Y damages to X opponent's Units battling with this card. The combine value of X and Y is 4.] (Battle Phase): <<0>>Use the shooting strength instead of attack strength of this card to calculate battle damagse for this card during this turn. Uncommon U-S199 GAT-X207 Blitz Gundam 2-4-2 5/1/5 Blitz Series/MS/Custom "Nicol Amalfi" S/E [PS Armor] Special Shield(3) [Team>(Creuset Team) (Battle Phase): <<1>>This card cannot be target of opponent's effect until end of Phase outside of by cards battling with this card.] Uncommon U-S200 GAT-X303 Aegis Gundam 2-4-2 5/2/5 Aegis Series/MS/Custom "Athrun Zala" S/E [PS Armor] Transform Special Shield(3) [Team>(Creuset Team) (Battle Phase): <<0>>Destroy this card and an opponent's Unit battling with this card.] ======================= Cruising Mode: */2/5 High Mobility Rare U-S201 GAT-X105 Gun Barrel Strike Gundam 2-4-2 5/2/5 Strike Series/MS S/E [PS Armor] Psycommu(2) Special Shield(3) <<1>>Special Armament(Wired Gun Barrel) Change(Strike Gundam) (Auto A): When this card has "Wired Gun Barrel" set onto it, the character set onto this card gains "Feature: NT". Uncommon U-S202 ZGMF-X19A Infite Justice Gundam (Meteor Equipped) 3-7-3 9/6/9 Justice Series/MS/Custom "Athrun Zala" S [Restrict to 1] [PS Armor(5)] Area Weapon(4) Special Shield(3) <<[2.5]>>Change(Infinite Justice Gundam) (DCS): <<[3.6](1)>>When this card is in the battle area, roll X of your Gs, and remove X cards from your Junkyard from the game. If so, move an opponent's Unit with TNP cost of X to your Disposition Area in rolled position. Rare U-S203 Vesalius 2-3-1 */1/3 Warship/Mothership S Cruiser Supplement(2) [Team>(Creuset Team)] (Battle Phase): <<1>>When this card is in the same detachment with one of your Unit with "PS Armor" (exclude "PS Armor(X)"), move an opponent's Unit with "Name: Gundam" to this card's Battle Area. U-S204 Artemis 2-2-0 */2/5 S Stronghold Colony Battle Deployment Special Shield(5) Uncommon -------------------Characters------------ CH-S129 Yzak Joule 2-4-0 2/2/1 ZAFT/M/Ch/CO (Auto D): When the Unit this card set onto is destroyed, abolish 2 of your Gs, and negate that destruction. If so, put a +1/+0/-1 Coin onto this card. Uncommon CH-S130 Dearka Elsman 2-4-0 1/2/2 ZAFT/M/Ch/CO (DCS): <<1>>An opponent's Unit gains -1/-1/-1 until end of turn. (DCS): <<1>>An opponent's Unit battling with this card gains -1/-1/-1 until end of turn. CH-S131 Nicol Amalfi 2-4-0 1/1/3 ZAFT/M/Ch/CO (Auto A): When the Unit this card set onto is batlting, it cannot be target of opponent's Command. CH-S132 Athrun Zala 2-5-0 2/2/2 ZAFT/M/Ch/CO Space Battle(2) (Auto A): When this card is in the Battle Area, change the NP produced by opponent's Basic Gs to Purple. Rare CH-S133 Fredrik Ades 1-2-0 0/0/0 ZAFT/M/Ad/CO Cruiser-Use-Modification(+0/+1/+1) (Auto A): Change the Resource Cost of all "Creuset Team" Units in hand to 0. CH-S134 Orol Crudembreg [Set/G] (Auto B): This card's play is treated as the play of a G. [(Auto A): This card produce 1 White NP. When this card is set onto a G, treat this card as a G and negate all the description]. CH-S135 Gerard Garcia 2-3-0 0/0/0 Earth Federation/M/Ad (Battle Phase): <<2>>All of your Units cannto be target of opponent's effect during this turn, and cannot moved to Battle Area. Uncommon CH-S136 Bernadette Leroux 2-2-0 0/0/0 F/Ad/CO (Normal): <>Look at the top 2 cards on your Nation, and put them back to top or bottom of your Nation in any order. If you put card(s) to battom, move this card to bottom of owner's Nation. Uncommon -------------------Commands-------------- C-S107 Surprise Attack 1-1-0 Destruction/Reinforcement (Battle Phase): Deal 1 damages to an opponent's Unit in Battle Area. If so, draw a card. C-S108 The Chosen Path 1-2-1 Reinforcement (Self Disposition Phase): When there is your character with "Feature: CO", look at up to top 7 cards on your Nation, from there pull a character with "Feature: CO", and set it onto your Unit that can have character set onto it. C-S109 Umbrella of Artemis 1-3-3 Resistance (Normal): During this turn, your Nation would not received damages or Battle Damages.(?) Uncommon C-S110 Innumerable Fang 2-3-0 Strengthen/Reinforcement (DCS): During this turn, one of your Unit would calculate Battle dmages using attack strength as the shooting strength. C-S111 Ejaculation 2-4-1 Destruction (DCS): Deal 4 damages to all Units in a Battle Area that is in a battle. Uncommon C-S112 Elimination of Obstacle 3-5-1 Destruction (Defense Step): Destroy an opponent's Unit with the highest DNP cost out of all Units in battle area. Rare C-S113 Scar of Space 2-6-0 Movement (Self Attack Step): All players abolished any number of cards (at least 1) from hand or their own card until there are 5 or more cards in their own Junkyard. Rare -------------------Operations------------ O-S36 Wired Gun Barrel 1-2-0 Strengthen/Armament (Auto A): The Unit this card set onto gains "Psycommu" +1. (Auto D): The opponent's Units that was dealt damages by the effect of "Psycommu(X)" of the Unit this card set onto would gain -X/+0/+0 until end of turn. Uncommon O-S37 The Released Power 2-4-0 Recovery (Auto D): When this card's detachment does battle damages to opponent's Nation, recover your Nation equal to that amount of damages. Rare -------------------Generations----------- G-S48 White Basic G (Auto A): Produce one White Nation Power. G-S49 White Basic G (Auto A): Produce one White Nation Power. G-S50 White Basic G (Auto A): Produce one White Nation Power. G-S51 ZAFT (Auto B): When this card is put onto the field, Move a G that was originally a COmmand, or 1 of your Basic G, that produce White NP to your Hangar. If you cannot, abolish this card. (Auto A): Produce 2 White Nation Powers. _______________________ __________/ Purple/CB OO \__________________ -------------------Units----------------- U-00-8 GNW-001 Gundam Throne Eins O2/O2-5-1 6/3/5 Throne Series/MS/Custom "Johann Trinity" S/E Prevent(3) Battle Deployment Raid [(Battle Phase): <<0>>When this card is in the battle area, you can remove 1-2 non-Coin Units with "Feature: Throne Series" from your hand or your Junkyard from the game. If so, use the effect of "Area Weapon(X)" to all opponent's Units. The value of X is equal to 3 if you removed 1 Unit, and 5 if you removed 2.] Rare U-00-9 GNW-002 Gundam Throne Zwei O2/O2-5-1 6/1/5 Throne Series/MS/Custom "Michael Trinity" S/E Prevent(3) Battle Deployment Raid [(Battle Phase): <<0>>Remove an non-Coin Units with "Feature: Throne Series" from your hand or your Junkyard from the game. If so, an opponent's Unit in the Battle Area gains -X/-X/-X until end of turn. The value of X is equal to 2 or number of cards in your hand.] Rare U-00-10 GNW-003 Gundam Throne Drei O2/O2-5-1 6/3/5 Throne Series/MS/Custom "Nena Trinity" S/E Prevent(3) Battle Deployment Raid [(Normal): <<0>>As cost, remove an Unit with "Feature: Throne Series" from your hand or your Junkyard from the game. If so, negate the text of all opponent's non-G cards until end of the Phase.] Rare U-OO-11 Trinity Mothership O1/O1-2-1 */1/3 Mothership S Cruiser Supplement(2) (Self Return Step): <<0>>When this card is in the Battle Area, you can look at the top 5 cards on your LCP, from there abolish any number of Units with "Feature: Throne Series". Uncommon -------------------Characters------------ CH-OO-5 Johann Trinity O1/O1-3-0 1/2/1 Celestial Being/M/Ad Quick (Disposition Phase): <<0>>During this turn, Units cannot be move to all Battle Areas outside of by sortie. Uncommon CH-OO-6 Michael Trinity O1/O1-3-0 2/1/1 Celestial Being/M/Ad Quick (Attack Step): <<1>>Move the Unit this card set onto to the Battle Area. Uncommon CH-OO-7 Nena Trinity O1/O1-3-0 1/1/2 Celestial Being/F/Ch Quick (Auto D): <<[0.4]>>When this card's detachment is in a battle at the beginning of your DCS, randomly abolish a card from opponent's hand. Rare CH-OO-8 Sumeragi Lee Noriega O1/O1-2-0 0/0/0 Celestial Being/F/Ad [Set/G] (Auto B): When this card is play to the field, look at the top 3 cards of your Nation and put them back in any order. (Auto D): When battle damages is dealt to your Nation, look at the top 4 cards of your Nation and put them back in any order. Rare CH-OO-9 Christina Sierra O1/O1-2-0 0/0/0 Celestial Being/F/Ch [Set/G] (Self Battle Phase): <<0>>When there are opponent's Unit(s) in Battle Area, move the top 2 cards on your Nation to your Hangar. At the end of turn, return all cards in your Hangar to the top of your Nation in any order. Uncommon CH-OO-10 Feldt Grace O1/O1-2-0 0/0/0 Celestial Being/F/Ch [Set/G] (Opponent's Battle Phase): <<0>>When there are opponent's Unit(s) in Battle Area, move the top 2 cards on your Nation to your Hangar. At the end of turn, return all cards in your Hangar to the top of your Nation in any order. Uncommon -------------------Commands-------------- C-OO-4 GN Stealth Field O1/O1-3-0 Resistance (Normal): Choose a Battle Area outside of Ring Area. During this turn, all of your cards in that Battle Area cannot be target of opponent's effect. Uncommon C-OO-5 Throne Assault O1/O1-4-0 Destruction (Battle Phase): All of your Dual card Units gains the following text until end of turn. "(Auto D): When this card's detachment does battle damages to opponent, remove a non-G, non-Unit card from the game" Uncommon -------------------Operations------------ O-OO-4 Alias Obligation O1/O1-2-0 Movement (Auto A): All players lose control of this card. (Auto D): At the end of turn, all Units that is not controlled by its owner would return to its owner's Disposition Area in Reroll position. Uncommon O-OO-5 Veda's Plan O1/O1-3-0 Movement (Normal): Choose a card type. If so, reveal the top card on your Nation, if its not a card with the chosen type, remove that card from game. This effect will continue until there is a card with the chosen type or until 5 times it is applied. (NOTE: The card type is only chosen when you first play this effect) Uncommon -------------------Generations----------- NONE. END OF FILE.