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XENOSAGA EPISODE 1: DER WILLE ZUR MACHT for PLAYSTATION 2
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XENOCARD FAQ AND CARD LIST (v1.1)
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By DENOUEMENT (
[email protected])
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CURRENT STATUS:
Haven't beaten the Proto Dora yet so I don't have that card's text info,
should be very soon though, just need to quit Xenocard and actually resume
the game. Also, the strategies section is bare-bones right now, I should add
more stuff to it soon. Otherwise, finito! If you have a contribution, please
send it and also give a name you would like to be credited by if I put it in
the guide.
DISCLAIMER:
This file is copyright by Denouement (Chris Parham). You may NOT reproduce or
distribute this guide in any manner, electronically or otherwise, without the
express written permission of the author. You may not display this guide on
any page in which there are advertisement banners. Below can be found the
list of sites that are permitted to host this guide. This list can be changed
at any time.
List of acceptable sites:
GameFAQs (
http://www.gamefaqs.com).
List of sites which do NOT have permission:
www.cheats.de
Cheat Code Central (www.cheatcc.com).
Remember, plagiarism is a crime and is punishable under the law.
Note: You can always find the latest version at GameFAQs, at www.gamefaqs.com
Thanks CJayC!
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E-MAIL POLICY:
I welcome e-mails at
[email protected] but here are the Do's and the
Dont's:
DO send questions not in the FAQ.
DO send questions in text or HTML format.
DO send e-mails with "GameFAQs" in the subject line.
DO send suggestions and corrections, this is not a final guide.
DO tell me if you find this guide on a site where it is not permitted (see
above).
DON'T send executables.
DON'T send vulgar or inappropriate mail.
DON'T send mail over and over again, I only check it once every day, at most.
I will try to get back to you as soon as possible...unless you did one of the
"DONTS", in which case your mail will be summarily ignored and ruthlessly
deleted.
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TABLE OF CONTENTS
I. Introductory Material
II. Table of Contents
III. Introduction
IV. Explanation of the Card Game
A. General
B. The Cards
C. The Layout
D. Turn Phases
E. Phase I: Draw
F. Phase II: Move
G. Phase III: Event
H. Phase IV: Set
I. Phase V: Block
J. Phase VI: Battle
K. Phase VII: Adjust
L. Mechanics of Xenocard
M. Buying Cards
V. Strategies
VI. Card List
A. Battle Cards (#1-#82)
B. Event Cards (#83-#120)
C. Situation Cards (#121-#142)
VII. FAQ (Frequently Asked Questions)
VIII. Card Checklist
IX. Document Footer
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III. INTRODUCTION
This FAQ concerns the Xenocard subgame, which is a part of the great new game
Xenogears from Namco for Playstation 2. With that taken care of, this FAQ
will cover a number of specific things related to the card game. While some
aspects of the game may also be tangentially explored as they relate to the
card game, please don't expect much beyond discussion of the game. For more
extensive discussion, read a complete walkthrough of the game (that should
help you a lot more). A number of walkthroughs can be found at this URL:
<
http://www.gamefaqs.com/console/ps2/game/31837.html>
Or, visit the Message Board at GameFAQs and someone should be able to help
you. But always check the FAQs first! If you need something explained
regarding the card game itself, feel free to e-mail me about it. Don't send
me any e-mails about the rest of the game as I will simply not respond to
them. Follow the e-mail rules above, please.
The Xenocard game is perhaps one of the most extensive and in-depth minigames
ever embedded within an RPG. It is stunningly large and you will almost
certainly be surprised by it. The only thing that reduces this minigame is
that it is very self-contained; that is, it does not have a lot of crossover
with the main game in terms of rewards going from one to the other, and so
on. Still, it is a lot of fun and is almost a free second game within your
original purchase.
The first main part of this guide covers the extensive rules of the card game
as it functions in the game, and also covers some strategies which I and
others have developed to help you win the game. The second large section is
the Card List, which is probably what you were looking for when you
downloaded this guide. It should be pretty complete. Enjoy!
v1.0: Card list essentially complete.
v1.1: This is the first update to the guide, there are no major changes,
except for more added materials in the Strategies section. Additional updates
to this section are forthcoming.
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IV. PART ONE, PART ONE: EXPLANATION OF THE GAME
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General
-------
You first get your chance to play the card game pretty early in the game. The
essential item which allows you to play the card game is the Card Passport.
Acquire the Card Passport by, when you are on the Elsa, talking to the
bartender robot in the restaurant.
For all you Final Fantasy VIII and IX players, you might be in for a surprise
as to exactly how complex this card game can be. It's not just a simple play
'em and flip 'em card game. In fact, it's more along the lines of Magic: the
Gathering than the War-derivatives that were Tetra Quest and Triple Triad.
You would be very well advised to check out the full tutorial that is
provided by the game since seeing is always a little more enlightening than
just reading in a text file. Still, the full rules of the game are provided
here, along with some comments made by me to explicate them a little more
fully.
The goal of any game of Xenocard is to achieve victory by forcing your
opponent to run through his entire deck, leaving him with no remaining cards.
You can attack your opponent's deck in a number of ways, forcing him to lose
cards and bringing him ever closer to his final defeat. Of course, at the
same time you must seek to take protective measures for the sake of guarding
your own deck.
The Cards
---------
There are three types of cards you need to concern yourself with in Xenocard.
I kind of feel like expanding the comparison to Magic: the Gathering, so let
me correspond each type of Xenocard with the appropriate type of Magic card.
(Actually, to be honest, I'll be making a lot of comparisons to M:TG, not
because I'm somehow obsessed with it, in fact I haven't played in about five
years, but because the mechanics of Xenocard are basically ripped off
straight from Magic.)
The first type of card is the red-colored BATTLE cards. These are most
similar to permanents in M:TG. These cards act as the primary means of
attacking your opponent, and they mainly include various types of fighters to
add to your side, as well as equipment to give these fighters. Examples of
this type of card are the "Lv 1 KOS-MOS" card and the "Battle Suit" card.
There are a number of different subgroups of this category, which are called
attributes, but these will be explained later. There are 82 Battle cards in
the complete Xenocard set, numbered from 1 to 82.
Yellow EVENT cards are similar to instants and interrupts in Magic. They are
one-turn effect cards, which can be played to somehow effect the game, either
helping your efforts or damaging your opponent. Examples of Event cards are
the "Curry" card and the "Miltian Conflict" card. There are 38 Event cards in
the complete Xenocard set, numbered from 83 to 120.
The final type of card is the blue-colored SITUATION card. These are similar
to enchantments in Magic. They have a major, lasting effect on the game, and
may stay active for a longer period of time. Depending upon the card, it may
last specifically from a few turns, to the entire remaining duration of the
game. An example of a Situation card is the "Hilbert Effect" card. There are
28 Situation cards in the complete Xenocard set, numbered from 121 to 148.
All the cards in the game fit into one of these three categories, however,
there are a number of subgroups of which you should be acutely aware, as they
play a great role in the progress of Xenocard. First, there are five
categories of fighter, or Creature cards, in the game, which all fall under
the Battle (Red) broad category. These five types are Humans, Realians,
Mechs, Gnosis, and Unknowns. In addition to these five, the Battle cards also
include Weapons. I will explain more about the use of these in the strategy
and deckbuilding section, but be aware of these subtypes. Let me help you
recognize each of the subtypes, by the symbols which appear in the upper
right-hand corner of the card:
HUMAN card have a blue men's room symbol. REALIAN cards have a similarly
shaped symbol, but gray, with a gold plus in the center. GNOSIS cards have a
distinctive pink swirl on them. MECH cards have a gray thing which looks a
little like a microphone. UNKNOWN creature cards have a pink Bunnie symbol,
they are not a category of their own, they just don't belong anywhere else.
Finally, a last type of Battle card is a WEAPON, which has a red gun picture.
The Layout
----------
During a card game, the layout appears in front of you. You opponent's layout
is a mirror image of yours on the other side of the table. Here's a little
ASCII image I made of how your card setup looks, I will use it to detail each
part of the layout.
+------+---+-------+-------+---+------+ First, area A is the deck area.
| | | | | | | Here, you can see a little image of
| | E | D | D | E | | your deck, as well as a very key
| | | | | | | number, that is, the number of
| C +---+-------+-------+---+ F | cards you still have left in your
| | | | | | | deck. Remember, if your deck runs
| | E | D | D | E | | out of cards, the game is over and
| | | | | | | you lose. So don't let your deck
+------+---+-------+-------+---+------+ run out of cards!
| B | A | G |
+----------+---------------+----------+ The next area, B in the picture, is
your hand. In this area, you can
see little images of the cards in your hand. From your hand, battle cards
will generally be played to the standby area, C. The standby area can hold a
maximum of four cards in readiness.
The biggest part of the layout is the battlefield. Up to four cards can be
played in the battlefield, in the four D slots. There are two front row and
two back row spots. The four E blocks are dedicated to showing info on the
adjacent battle card in a D slot. Here, you can see the remaining HP of the
card, and the attack value.
The F area is the Situation area. Situation cards from your hand are played
to this area, and cannot be placed anywhere else on the field.
Finally, the G area is where your discarded cards are played. There are two
piles here: on the left, the Lost pile, and on the right, the Junk pile. It
is much easier to recover cards from the Lost pile than the Junk pile;
different effects will send cards to different piles. Next to each pile is a
number showing the number of cards to pile contains.
All the above layout occupies one-half of the battle screen. Your opponent's
identical layout occupies the other half. Also displayed onscreen at all
times is a lineup showing whose turn it is, and what phase of that turn
you're currently in.
Turn Phases
-----------
Each turn during a game of Xenocard consists of seven different phases which
occur in a specific order. Generally, you will use the Square button to end a
phase, it will bring up a confirming window. For some phases, if you are
unable to do anything during them, the computer will end it automatically.
When a card's action takes place during a certain phase, you will be advised
of this by a pop-up window.
Another command you should know, for most turn phases, is that if you move
around the cursor over any card, you can press Triangle to get a detail view
of that card. Also, if it is one of your cards which has a text ability that
can be used during that phase, you will be able to use that ability if you
wish from the detail window. All such special abilities must be activated
manually.
Phase I: Draw
-------------
This is the most basic phase. In this phase, you draw one card off the top of
your deck into your hand. This might increase your hand size beyond the usual
maximum of six cards, but that's okay. During your turn, you can have more
than six cards in your hand; however, any excess cards will be lost during
the final phase at the end of your turn.
Phase II: Move
--------------
The Move phase is all about moving your battle cards around on the
battlefield to suit your needs. You can move cards freely between the standby
and battlefield areas during this turn. The goal of the Move phase is to set
up an ideal attack while also taking into account that this will be your
defensive alignment for next turn as well.
Phase III: Event
----------------
This phase is when you get to use your yellow Event cards. All the
Requirements and Cost must be met for any event card you play (see the Set
section below for more on these concepts). Anytime you play an event card,
the opposing side gets a chance to Block that event with another card.
Conversely, any event the opponent uses during his event phase can be blocked
by you. A menu will appear asking if you wish to do this.
Phase IV: Set
-------------
The Set phase is an important part of the game, when the cards in your hand
will be able to be played onto the battlefield. Generally, you may play one
battle card per turn, as well as one situation card, but some battle cards
ignore the one-card per turn rule. This applies mostly to Realian cards but
some Gnosis can do it also. When a card ignores the one-card-per-turn rule,
it does not count toward your permitted one card. For instance, you might
play two Realian Male cards on your turn, in addition to a Lv 1 Shion card,
to which the one-card-per-turn rule applies as usual. When you first play a
card, it goes to the standby area of the card layout, and it has an "E" mark
on it.
Note that you must have space in the standby area for a battle card to be
set. This area cannot hold more than four cards. So, if you want to set a
card during your turn, be aware of this during the Move phase and leave space
open. Note that some cards can be moved straight onto the battlefield. These
cards require you to discard a card that is already on the field, and play in
its place. For instance, if the Lv 1 Shion card is on the battlefield, the Lv
10 Shion card can be played directly into that space, and the Lv 1 card is
lost. In this case, no "E" mark is placed on the card. It can attack that
same turn.
Back on topic, the "E" mark indicates that this card, since it was just
played this turn, cannot count towards the requirements of any other card
just yet. Requirements and Costs are two important things you must be aware
of while playing a card. The COST is simply a number, and when the card is
played, that many cards are moved from your deck to the lost pile. So you
must weigh the benefit of the card with the damage it will do to your deck.
REQUIREMENTS are also printed on the card as symbols, indicating what kinds
of cards must already be on your field in order to play this new card. For
instance, if a card has a requirement of 2 Humans, that means two Human-
attribute battle cards must be present on your battlefield for this card to
be played. Unless the requirements are met, the card cannot be set. Cards
with an "E" mark, as stated before, do not count towards any Requirements.
Phase V: Block
--------------
The Block phase is your enemy's opportunity during your turn, and vice versa.
You might say that in the Yin-Yang symbol, it's the little dot of black on
the white half! Here, the enemy can use event or effect cards as appropriate
to help his side's effort. By this point, he will have seen your attack
setup, and will be trying to correct any massive flaws in his defense.
Some event cards and some battle card text effects can be utilized during
this phase, however, it is basically pretty useless. If your opponent play's
an event card, you will be given a chance to block that event if you can and
want to do so.
Phase VI: Battle
----------------
The Battle phase is when the cards you have on the field will actually do
damage against other opposing cards, or, hopefully, the enemy deck! This
phase is actually automatic, and only depends on the setup of the different
battle cards within the eight battlefield spots there are. During a battle
phase, each of that player's cards will attack as appropriate to their attack
type. There are four attack types:
HAND--Cards with the Hand attack ability can only attack from the front row,
and they will only do damage to a card directly in front of them.
Consequently, cards in the back row and the deck itself cannot be damaged
by Hand attacks. Hand is the worst attack type.
BALLISTIC--Cards with the Ballistic ability fire directly ahead and the
damage is done to the first target they hit. They can fire from your back
row. So, if you have such a card in one of the two left-side spots, they
will attack in this order of priority: Enemy Left Front > Enemy Left Rear
> Enemy Deck. Obviously, if you are mixing Hand and Ballistic cards, the
Hand attack should be in the front, and the Ballistic in the rear for best
advantage.
SPREAD--Spread attack cards attack all cards on the enemy battlefield
simultaneously. However, they do not attack the enemy deck. This is great
for clearing the path to the deck for other cards.
HOMING--Homing attack cards are very powerful. Regardless of where they are
on the field, they will attack the opponent's deck, even if he has battle
cards deployed in the way. They cannot attack enemy battle cards.
Battle cards attack in a certain order. The order is: Hand first, then
Ballistic, then Spread, then Homing. If two cards are of the same type, then
the number of their place on the battlefield (the four slots are numbered 1,
2, 3, 4) is used to decide which card will attack first, beginning with 1.
The Lv 1 and Lv 10 Jr. cards attack during the enemy turn; this attack is
last priority and will occur only after all other enemy cards have attacked.
Some other terminology should be addressed here. First, cards with the
Penetrating attacks are like Ballistic cards except with rollover (equal to
Trample in Magic: the Gathering). Let's say that you card has a penetrating
attack with a value of 5. The enemy's front row card has 2 HP left. In this
case, that card is destroyed, but 3 damage carries over and is applied to
either the back row card, or if there is no card in the back row, the deck.
Another term that needs explaining is the term "downed." A downed card cannot
do any action, for instance, it cannot attack. The card appears grayed out
and has the word DOWN on it. This status lasts for one turn; it is removed
during the card's owner's Adjust phase.
Finally, let me point out that some cards only attack every OTHER battle
phase. These cards need to "charge" for one turn in between attacks; mostly,
this applies to cards with the Spread attack type. These cards only charge
while they are on the battlefield; you must keep them in the battlefield
during their off-turn, or they will not charge up. Note that the card will be
uncharged on the first turn you move it into battle, so it will not execute
an attack until its second turn on the battlefield.
Phase VII: Adjust [Discard]
---------------------------
In this phase, you will simply be forced to discard cards from your hand,
down to six cards. You get to choose which cards you get rid of, but the
cards you lose go to the Junk pile, not the Lost pile. So, you definitely
want to avoid having to discard since it is hard to recover those points.
Also, some automatic effects take place during the Adjust phase, just so they
will happen at the end of your turn.
Mechanics of Xenocard
---------------------
The above sections explained very well how to play Xenocard, but what about
actually PLAYING the minigame when you're in the midst of Xenosaga? It's not
that simple! In fact, I've spoken to some players who didn't even realize
this game existed until 10-12 hours into their playing of Xenosaga.
First, as I said at the top of this section, the number one thing you must do
is acquire the Card Passport. You get this on the Elsa, the second ship your
main group is on. Get it by talking to the robot in the restaurant, behind
the counter. She will provide you with the Card Passport. Your first
opportunity to get it comes when you are playing as Shion, trying to take
food to Commander Cherenkov. Once you have the Card Passport, go to any Save
Point with a blue EVS box on top of it and you can access the card game. Go
to the Items menu and then use R1 to access your Special Items; scroll down
until you reach the Card Passport, and then press Confirm (default circle) to
access the card game.
There are a number of menu options available within Xenocard. The four
options are: "Game", "Card", "Help", and "Quit". Under Help, you can either
view a tutorial on how to play the game, or consult the reference file
yourself to find information. The function of Quit should be obvious!
Under the Card menu, you can do three different things. First, you can view
your cards. A scrolling menu will appear with 148 slots; cards you have will
be shown, and a space containing "???????" will be left where you are missing
a card from the set. Also, you can open new decks of cards. When you do this,
the game will show you all the cards in the pack, then will sell any repeats
at 5 G each, half what you paid for them (remember, you cannot hold more than
three of any one card). Finally, it will show you all the remaining cards,
which you are adding to your collection. Simply keep confirming to get
through these menus.
Also under the Card menu, you can build new decks. Up to five decks can be
stored at one time in memory. The deck builder is pretty self-explanatory;
for more tips on building decks see the section below, "Strategies and
Deckbuilding".
Finally, there is the Game menu, where you actually play the game. There are
four options. The last two are Two-Player Mode and Change Background. There
are a bunch of different backgrounds. Two-player Mode is where you can play
your friends, but I warn you that this mode sucks.
The top option is Exhibition Mode, in this version you will play one game
only. First, you will have to select the deck you plan to use out of your
five saved decks. Then you will be shown what opponent you are going to face.
You can keep switching until the opponent you want comes up. Then the game
begins. Exhibition victories will reward you with a Booster Pack.
The final mode is Tournament Mode. Here, you play five consecutive matches
against different opponents, and your goal is to win them all. The best
prizes are won by winning tournaments. For winning a tournament, first you
get the normal prizes for winning five games, that is, some combination of
Booster Packs adding up to five total. Also, the first time you win a
tourney, you get a Tuned Circuit item as a prize. After this, you might
randomly win one of the two Swimsuit Promo cards, so keep trying!
Buying Cards
------------
There are many places in the world where you can buy new cards. You receive a
full deck when you are given the Card Passport, but you will need to buy a
lot more cards if you want to win games, and certainly if you want to collect
the full set of all 148 cards. You can being your purchasing on the Elsa
right after you get the passport, since more Starter Decks and Booster Packs
#1 are available here. The following list shows all the different places you
can buy the different card packs, and their cost.
Each type of Pack contains different cards. The Starter Deck contains 40
cards, enough to play the game with. Each Booster Pack type contains 10
cards, distributed as 1 Rare, 2 Uncommon, and 7 Commons, which are randomly
selected, though each card appears either in Pack #1 or Pack #2, not both.
Some cards come only in special Promo Packs, which contain three of the
specific card. There is only one of each Promo Pack in existence.
Starter Deck: Many different store sites have the Starter Deck available, the
cost is usually 400 G.
Booster Pack #1: See above. The cost is usually 100 G.
Booster Pack #2: Win this as a prize in the Casino (see below, at the end of
this section, for Casino information). You will need 100 coins to buy a
deck. This item can also be bought at many stores, after you reach the
Durandal stage of the game.
Promo Pack F: Costs 1000 coins in the Casino prizes, only available after
beating Song of Nephalim stage.
Promo Pack G: Same as Promo Pack F.
Promo Pack H: Same as Promo Pack F.
Promo Pack I: Same as Promo Pack F.
Promo Pack J: Same as Promo Pack F.
Promo Pack K: Same as Promo Pack F.
Promo Pack L: Same as Promo Pack F.
Promo Pack M: Same as Promo Pack F.
Promo Pack N: Same as Promo Pack F.
Promo Pack O: Same as Promo Pack F.
Promo Pack P: Same as Promo Pack F.
Promo Pack Q: Costs 1000 coins in the Casino prizes, only available after you
have defeated Proto Dora at the Proto Merkabah.
Other Packs in the game (specifically Promo Packs) cannot be bought, but must
be found in the world as you play the game. The following list details where
to acquire these Promo Packs.
Promo Pack A: During the Encephalon, check the dome in Miltia's playground
for this item. One of the kids (Jr. or MOMO) must be your lead character
to get the item--that means you cannot acquire it your first time here,
since your group then is Shion and chaos. However, it is possible to get
this during the Encephalon stage: just before the battle with Tiamat,
jump into the swirling purple vortex and run all the way back to the
playground, then put Jr. or MOMO as the lead character and acquire the
pack from the dome.
Promo Pack B: In City Section 27 of the Kukai Foundation City, look in the
Cleaners at the far left of this section, go inside, and go back to the
middle room (this building is three rooms deep. At the upper right of
this room are two cylindrical driers, check the one with stairs going up
to it to acquire the Promotional Pack B, which contains this card.
Promo Pack C: This pack is won at the A.G.W.S. weapon and armor shop at the
Kukai Foundation. At the far right of the upper level is a quiz machine
game, win the game to get this pack. The correct answers to the five
questions are: Talk to Me; Professor; a smelly-looking purple t-shirt;
Holgar; and Luty.
Promo Pack D: On the first screen of the forest inside the Encephalon there
is a rock you can destroy on the south side of the road. Follow the
tunnel this exposes to find a chest containing this Promo Pack.
Promo Pack E: In Miltia during the Encephalon sequence, there is an area
where the street goes back and forth on itself, in the very south of this
area is a chest containing the Promo Pack.
Finally, this list details which card is contained in every Promo Pack. Each
Promo Pack contains three of its card (the most you may carry).
Promo Pack A -- Phenomenon Change
Promo Pack B -- Zohar
Promo Pack C -- Bunnie
Promo Pack D -- Lv 10 KOS-MOS
Promo Pack E -- Lv 10 chaos
Promo Pack F -- AG-05
Promo Pack G -- Third Armament
Promo Pack H -- Testament
Promo Pack I -- AG-04
Promo Pack J -- Phase Cannon
Promo Pack K -- Invoke
Promo Pack L -- Destiny
Promo Pack M -- Dammerung
Promo Pack N -- So Weak!
Promo Pack O -- Rhine Maiden
Promo Pack P -- Unknown Armament
Promo Pack Q -- Proto Dora
THE CASINO: In order to get many of these card packs, it is necessary to
access the Casino minigame. To do this you will need to get the Casino
Passport. You need to have reached the Durandal to get this; take the train
to the Residential Area, go through the door to the left of the train station
then go up, and when you see a sign for the game room turn right and go
through the door. In this room, go up the stairs and to the right, and you
will see a chest that contains the Casino Passport. Use the Casino games to
make tons of money. Specifically, you earn coins in the games, which you can
convert to money, or use directly to buy a number of different card packs.
Poker is a very reliable way to make money if you play with any competence,
simply use the Hi-Lo double-or-nothing game to earn vast amounts of cash.
Computer Opponents
------------------
There are forty different opponent deck which you might face in Xenocard.
Each opponent has a different deck, and consequently, a different playstyle.
You can scroll through different players when selecting a game for Exhibition
mode, and can in this way choose to try out a new deck against a certain type
of opponent. Here is the list of all forty opposing players; their name
suggests the style of deck they have. Over time, I will gather information on
all the different players.
1 -- Shion & Ziggy
Style:
2 -- Hammer Attack
Style:
3 -- Citizens Unite
Style:
4 -- VX Attack
Style:
5 -- Gnosis Attack
Style:
6 -- Big Spender Matthews
Style: Attrition
7 -- Girls Power
Style:
8 -- Human Touch
Style:
9 -- Homing Attack
Style:
10 -- Realian Blitz
Style:
11 -- Cool Attack
Style:
12 -- Momo to the Rescue
Style:
13 -- Attack of the Gnosis
Style:
14 -- Event Attack
Style:
15 -- Common Deck
Style:
16 -- The Elsa Crew
Style:
17 -- Bespectacles Attack
Style:
18 -- Standard Attack
Style:
19 -- Flat Broke
Style:
20 -- All-Stars
Style:
21 -- Reset
Style:
22 -- Imminent Death
Style:
23 -- Realians
Style:
24 -- Shion & Jr
Style:
25 -- Man & Machine
Style:
26 -- Homing Rampage
Style:
27 -- The Way of the Sword
Style:
28 -- The Zohar
Style:
29 -- The Menacing Glare
Style:
30 -- Albedo Strikes Back
Style:
31 -- Blitz Attack
Style:
32 -- The Boyz
Style:
33 -- Uncommon deck
Style:
34 -- Virgil Attack
Style:
35 -- Pandemonium
Style:
36 -- A.G. The Anti-Gnosis
Style:
37 -- The Big Bluff
Style:
38 -- MHG Combo
Style:
39 -- Phase Transition Cannon
Style:
40 -- Gnosis-Machine Combo
Style:
+-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
|A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q|
+-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
IV. PART ONE, PART DEUX: STRATEGIES AND DECKBUILDING
+-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
|A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q|
+-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
In deckbuilding, you cannot just throw out all your best cards onto the table
and hope to win. The system of costs and requirements means you need a very
balanced deck; you will need weak, low-requirement cards in order to play
more costly and powerful cards onto the table.
Most decks will be based on just one or two of the categories of battle
cards. This is most effective because it concentrates your requirements, thus
making it much easier to get cards out. Here's a little summary of the pluses
and minuses of each major category.
HUMAN--No matter what deck you have, you probably need Humans in it. Many,
many cards have human-only or human-and-others requirements. There is a
good variety of costs and abilities here, but the stats are at best
middling, with no super-powerful cards. Humans are definitely going to be
featured in your deck, if only as requirement fillers with a few Citizens.
REALIAN--Realian cards have low stats and are not great for major offensives,
but since the one card per turn rule does not apply to them they are great
to get a fast start with. Also, they make great defensive shields since
they are cheap and you can throw down many each turn. The huge downside is
that no card has a Realian requirement, therefore, these cards will only
contribute to the Additional requirements of your other cards.
MECH--Mechs have the most devastating attack cards in the game. If you are
able to get them onto the battlefield, you are in great shape to crush the
enemy deck. Also, some very desirable Situation cards have Mech
requirements. On the negative side, most Mechs have pretty high costs, and
also require at least Human and possible other Mechs to be deployed. So
Mechs are high-cost, but also high-reward.
GNOSIS--Like the Mechs, the Gnosis have some very powerful cards among their
number. Also, they will require Humans in the deck with them to get
deployed. On the negative side, Gnosis cannot equip weapons. Generally I
feel that Gnosis is the weakest of the four attributes and makes for
comparatively poor decks, but it can be used fairly effectively as a
secondary theme of a deck.
With that said, any one deck is probably going to focus on one of these types
over the other, though of course all will have a taste of Human. In most
decks those Creature cards will likely comprise about 50-70% of your 40 card
allotment. The true flavor and playing style of the deck will be determined
by the additional Event and Situation cards you add to it. Here are some
general rules to keep in mind when building your deck/playing the game:
1) Consider costs and requirements: when deckbuilding, don't put in a 2 Mech
requirement Event when you only have 3 Mechs in the entire deck! During
the game, consider the cards you want to play later on and get its
necessary requirements out there. Keep them in the standby if necessary to
keep them safe. Cards with multiple-type requirements are especially
difficult to get down and are very often not worth the trouble.
2) Keep track of the score closely--it will determine what you do in some
situations. For instance, say a Waste Money is down, and your opponent has
two cards in his deck left. Say he plays a Surprise Attack event card--
even if you can block it, you might think twice. If you only have one
Miyuki's Email, save it to stop any deck replenishing moves on his part,
then, on his next turn, he is guaranteed to lose the game. If you waste
your blocker, he might get a Supply Fleet in and buy himself time.
3) Some cards just seem to fit in every deck. Examples are the no-cost human
cards, which are great for filling requirements, and the Miyuki's E-mail
card, which is always nice for blocking enemy Event cards.
Finally, let me discuss some of the broader deck categories, giving a sample
of such a deck and some advice on how it should be played to best advantage.
I will begin with my personal play style, the Big Spender/Attrition deck:
---------------------------
ATTRITION / THE BIG SPENDER
---------------------------
Sample Deck:
3x Lv 1 Shion
2x Lv 1 KOS-MOS
2x Lv 10 Shion
3x Civilian Male
3x Realian Male
3x Realian Female
3x Gov't Realian
3x 100 Series
3x Combat Realian M
3x Combat Realian F
3x Bunnie Deck Stats:
3x Matthews 34 Battle Cards
3x Miyuki's E-mail 3 Event Cards
3x Waste Money 3 Situation Cards
This is a prototypical attrition deck, also known in this particular CCG as a
"Waste Money" deck. It can be tweaked in many ways, but the key cards are the
Matthews, and the Waste Money cards. The goal is to destroy the enemy deck by
forcing him to draw it down to nothing. Of course, you will be wasting as
many cards as him, but since your deck is so low-cost, and you can throw
Realians galore in defense of your deck, you should win in a breeze. This
type of deck will allow you to defeat almost any opponent.
In your opening hand, what you really want to see is a Civilian Male or a
Shion card. This will allow you to get that Human out there, opening up the
requirements for a number of your other cards. Deploy Realians as they come
and simply wait for the Waste Money and Matthews to get out there, then get
them in play. Use your quick Ballistic attackers to get a nice start--these
are the Lv 1 Shion and the Combat Realians. The KOS-MOS and Lv 10 Shion are
just in there for kicks; if your battle cards can do serious damage to the
enemy deck and secure the lead, your enemy is toast once attrition begins.
The crucial risk time is once the other guy gets his big cannons on the
battlefield. At this time, you should be throwing your Realians in front of
his tanks to play defense, simply let them die and take the fire to save your
deck. At this time you might be drawing 3 cards a turn, so it is actually
possible to replace them as they die. But, if it appears that your deck is
about to take damage next turn, throw down a Bunnie card to halt the action
temporarily. If you work any mechs into this style of deck, the Impregnable
Defense card is also effective for wasting an additional turn, allowing you
even more time until your opponents deck runs out of cards.
It is my policy with this deck to keep a Civilian Male in the standby if
possible, to fulfill all Requirement needs. Miyuki's Email should be used
selectively to prevent the enemy from refreshing his deck; you do not want
him to recoup the losses you are working hard to force upon him.
-----------------
GNOSIS SPEED DECK
-----------------
Sample Deck:
I said that Gnosis are not great, and by themselves they are fairly weak, but
they can be incorporated well into Realian and Human decks, and they have
many of the speed elements of Realians.
---------------
MECH POWER DECK
---------------
Sample Deck:
As far as winning games goes, this deck is not the best bet, and my Attrition
deck would probably destroy it with ease if played correctly. However,
attrition is not a particularly fun style of game to play. Conversely, there
is nothing more fun that throwing down high-cost, high-power Mech cards and
mauling your opponents defenses.
-----------------
GNOSIS/MECH COMBO
-----------------
Sample Deck:
3x Lv 1 Shion
2x Lv 1 KOS-MOS
1x Lv 10 Shion
3x Civilian Child
3x Civilian Female
3x Civilian Male
2x Drone
2x Zohar Emulator
2x Gremlin
2x Lizardman
2x Hydra
2x Minotaur
2x Golem
2x Gargoyle
2x Miyuki's E-mail
2x Revive DX
2x Song
1x Dammerung
2x Imaginary Space
Well, if you've been reading you're aware that I'm not a big fan of dual-
class decks, and this is definitely one of those. However, some people
definitely like this style, and it is fun to play, though not as consistent a
winner. Waste Money and Realian Rush decks are especially trouble against it.
However, the presence of Mechs and Gnosis offers some interesting
opportunities for Event and Situation cards which I feel is this decks
strength.
The main weakness of this deck in my opinion is that it's stretched too thin
for my liking on requirements, possibly leaving you with a very tough early
situation. Getting a Shion and a KOS-MOS would be ideal, if you have that you
are in very good shape, as there's a human and mech right there, along with
some decent early damage chances.
If you can get through the early stages, putting down Drones and Zohars in
the front row lets you drop power cards in behind them; when the Zohars are
near death, discard it with the text ability and go off on the enemy with
souped-up Gnosis cards. A variety of Gnosis pairs is included here, but later
refinement will probably lead you to choose 4 cards to have three of instead
of six pairs.
----------
CHARACTERS
----------
Sample Deck:
3x Lv 1 Shion
3x Lv 1 KOS-MOS
3x Lv 1 Chaos
3x Lv 1 Ziggy
3x Lv 1 Jr.
3x Lv 1 MOMO
3x Lv 10 Shion
3x Lv 10 KOS-MOS
3x Lv 10 Chaos
3x Lv 10 Ziggy
3x Lv 10 Jr. Deck Stats:
3x LV 10 MOMO 38 Battle Cards
2x 3rd Armament 2 Event Cards
2x Miyuki's Emails 0 Situation Cards
Finally, I will throw this deck in just for good measure. As you can see, it
features the full game cast reprising their roles. It is in fact a crushingly
powerful deck with very simple play. The downside? You must get Lv 1 Shion in
your opening hand, and even then, the draw can still leave you high and dry.
But the 10% of the time you get a nice shuffle, this deck does kick some ass.
It's not a good deck if you want to win every time, but it is quite enjoyable
to play.
+-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
|A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q|
+-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
VI. PART THE SECOND: CARD LIST
+-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
|A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q|
+-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
Ah, here's what you were looking for. The complete list of every card in the
game! What could be more fun than this? Compare the cards you possess to find
out what you have, and what you are missing, then go out and complete your
collection.
CARD LIST LEGEND:
The name in the header for each card shows the name as it appears in the full
listing of cards.
NAME -- The full name of the card, as it appears on the card.
TYPE -- The type of the card: Battle, Event, or Situation.
ATTRIB. -- For Battle cards, the attribute or subtype.
COST -- The cost in cards lost to play the card.
REQ'S -- The requirements to play the card. Only applies to battle cards.
HP -- Only applies to battle cards.
ATTACK -- Only applies to battle cards.
A. TYPE -- Attack type. Only applies to battle cards.
TEXT -- The card text, taken straight from the game.
RARITY -- The rarity of the card. Cards can be Common, Uncommon, Rare, or
Promo, which means they are only available in promotional packs.
ACQUIRE -- How to acquire this card.
NOTES -- Any additional information.
+------+-+-----------------------------+
| #001 | | LV 1 SHION |
+------+-+-----------------------------+
Name : Lv 1 Shion
Type : Battle (Red)
Attrib.: Human
Cost : 1
Req's : None
HP : 4
Attack : 1
A. Type: Ballistic
Text : Draw a Lv 10 Shion card from your deck and add to your hand
whenever this card destroys an enemy card. Shuffle your deck afterwards.
Rarity : Rare
Acquire: Get from Starter Pack; get from Booster Pack #1.
NOTES: This is a very important card in many decks, because certain strong
cards can be played free of cost or cheaper if Shion is on the
battlefield, including the stronger version of Shion herself.
+------+-+-----------------------------+
| #002 | | SWIM SUIT SHION |
+------+-+-----------------------------+
Name : Swim Suit Shion
Type : Battle (Red)
Attrib.: Human
Cost : 0
Req's : 1 Human.
HP : 4
Attack : 3
A. Type: Hand
Text : No special effect.
Rarity : Promo
Acquire: Random card tournament prize--just keep playing and you'll get it
sometime!
+------+-+-----------------------------+
| #003 | | LV 1 ZIGGY |
+------+-+-----------------------------+
Name : Lv 1 Ziggy
Type : Battle (Red)
Attrib.: Human
Cost : 1
Req's : 1 Human.
HP : 5
Attack : 2
A. Type: Hand
Text : Any Battle Cards attacked by this card will be downed. This card
cannot equip weapons.
Rarity : Rare
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #004 | | LV 1 MOMO |
+------+-+-----------------------------+
Name : Lv 1 MOMO
Type : Battle (Red)
Attrib.: Realian
Cost : 1
Req's : 1 Human.
HP : 4
Attack : 1
A. Type: Ballistic
Text : Gain ATK+1 when the enemy is G.
Rarity : Rare
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #005 | | LV 1 KOS-MOS |
+------+-+-----------------------------+
Name : Lv 1 KOS-MOS
Type : Battle (Red)
Attrib.: Mech
Cost : 5
Req's : 1 Human, 1 Additional.
HP : 6
Attack : 3
A. Type: Ballistic
Text : When Shion is on your battlefield, you can play this card without
cost. This card cannot equip weapons.
Rarity : Rare
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #006 | | LV 1 JR. |
+------+-+-----------------------------+
Name : Lv 1 Jr.
Type : Battle (Red)
Attrib.: Human
Cost : 1
Req's : 1 Human.
HP : 4
Attack : 1
A. Type: Ballistic
Text : This card can attack during the enemy battle phase. This ability is
not available when a weapon is equipped on this card.
Rarity : Rare
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #007 | | LV 1 CHAOS |
+------+-+-----------------------------+
Name : Lv 1 Chaos
Type : Battle (Red)
Attrib.: Unknown
Cost : 1
Req's : 1 Human.
HP : 4
Attack : 1
A. Type: Ballistic
Text : Each turn, this card recovers 2 HP during your adjust phase.
Rarity : Rare
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #008 | | LV 10 SHION |
+------+-+-----------------------------+
Name : Lv 10 Shion
Type : Battle (Red)
Attrib.: Human
Cost : 1
Req's : 3 Human.
HP : 6
Attack : 3
A. Type: Ballistic
Text : When Lv 1 Shion is on your battlefield, you can play this card even
if other conditions are not met. -1 damage when attacked by R.
Rarity : Rare
Acquire: Get from Booster Pack #1.
NOTES: This card is played directly onto the battlefield, replacing the Lv 1
Shion card, if it uses its special deployment. The Lv 1 Shion card is
discarded and lost. Any damage carries over.
+------+-+-----------------------------+
| #009 | | SWIM SUIT MOMO |
+------+-+-----------------------------+
Name : Swim Suit MOMO
Type : Battle (Red)
Attrib.: Realian
Cost : 0
Req's : 1 Human.
HP : 4
Attack : 3
A. Type: Hand
Text : No special effect.
Rarity : Promo
Acquire: Random card tournament prize--just keep playing and you'll get it
sometime!
+------+-+-----------------------------+
| #010 | | LV 10 ZIGGY |
+------+-+-----------------------------+
Name : Lv 10 Ziggy
Type : Battle (Red)
Attrib.: Human
Cost : 1
Req's : 2 Human.
HP : 7
Attack : 2
A. Type: Ballistic
Text : When Lv 1 Ziggy is on your battlefield, you can play this card even
if other conditions are not met. Battle cards attacked by this card will
be downed. This card cannot equip weapons.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #011 | | LV 10 MOMO |
+------+-+-----------------------------+
Name : Lv 10 MOMO
Type : Battle (Red)
Attrib.: Realian
Cost : 1
Req's : 2 Human.
HP : 6
Attack : 3
A. Type: Ballistic
Text : When Lv 1 MOMO is on your battlefield, you can play this card if all
conditions are met. When this card is on the battlefield, G cannot move on
the battlefield. Gain ATK+1 against G.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #012 | | LV 10 KOS-MOS |
+------+-+-----------------------------+
Name : Lv 10 KOS-MOS
Type : Battle (Red)
Attrib.: Mech
Cost : 1
Req's : 2 Human, 2 Additional.
HP : 8
Attack : 2
A. Type: Spread
Text : When Lv 1 KOS-MOS is on the battlefield, you can play this card if
all conditions are met. This card can only equip KOS-MOS weapons. This
card will attack every other turn.
Rarity : Promo
Acquire: On the first screen of the forest inside the Encephalon there is a
rock you can destroy on the south side of the road. Follow the tunnel this
will expose to find a chest containing this Promo Pack D, which contains
this card.
+------+-+-----------------------------+
| #013 | | LV 10 JR. |
+------+-+-----------------------------+
Name : Lv 10 Jr.
Type : Battle (Red)
Attrib.: Human
Cost : 1
Req's : 2 Human.
HP : 6
Attack : 2
A. Type: Ballistic
Text : When Lv 1 Jr. is on your battlefield, you can play this card if all
conditions are met. This card attacks during the enemy battle phase. This
ability is lost if this card equips a weapon.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #014 | | LV 10 CHAOS |
+------+-+-----------------------------+
Name : Lv 10 Chaos
Type : Battle (Red)
Attrib.: Unknown
Cost : 1
Req's : 2 Human.
HP : 6
Attack : 3
A. Type: Ballistic
Text : If Lv 1 Chaos is on your battlefield, you can play this card if all
the conditions are met. Each turn, this card recovers 3 HP during your
adjust phase.
Rarity : Promo
Acquire: In Miltia during the Encephalon sequence, there is an area where the
street goes back and forth on itself, in the very south of this area is a
chest containing the Promo Pack E, which has this card.
+------+-+-----------------------------+
| #015 | | ALBEDO |
+------+-+-----------------------------+
Name : Albedo
Type : Battle (Red)
Attrib.: Human
Cost : 1
Req's : 1 Human, 1 Additional.
HP : 5
Attack : 2
A. Type: Ballistic
Text : When this card is alone on your battlefield, add the number of cards
in your junk pile to its ATK. Afterwards, remove the cards in the junk
pile from the game. This card cannot equip weapons.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #016 | | HAMMER |
+------+-+-----------------------------+
Name : Hammer
Type : Battle (Red)
Attrib.: Human
Cost : 1
Req's : None.
HP : 3
Attack : 1
A. Type: Ballistic
Text : During battle phase, ATK+1 for every M on your battlefield. This
ability is not affected by event cards.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #017 | | CIVILIAN CHILD |
+------+-+-----------------------------+
Name : Civilian Child
Type : Battle (Red)
Attrib.: Human
Cost : 0
Req's : None.
HP : 3
Attack : 1
A. Type: Hand
Text : No special effect.
Rarity : Common
Acquire: Get from Starter Deck; get from Booster Pack #1.
+------+-+-----------------------------+
| #018 | | CIVILIAN FEMALE |
+------+-+-----------------------------+
Name : Civilian Female
Type : Battle (Red)
Attrib.: Human
Cost : 0
Req's : None.
HP : 3
Attack : 1
A. Type: Hand
Text : No special effect.
Rarity : Common
Acquire: Get from Starter Deck; get from Booster Pack #1.
+------+-+-----------------------------+
| #019 | | CIVILIAN MALE |
+------+-+-----------------------------+
Name : Civilian Male
Type : Battle (Red)
Attrib.: Human
Cost : 0
Req's : None.
HP : 3
Attack : 1
A. Type: Hand
Text : No special effect.
Rarity : Common
Acquire: Get from Starter Deck; get from Booster Pack #1.
+------+-+-----------------------------+
| #020 | | CIVILIAN BOY |
+------+-+-----------------------------+
Name : Civilian Boy
Type : Battle (Red)
Attrib.: Human
Cost : 0
Req's : None.
HP : 3
Attack : 1
A. Type: Hand
Text : No special effect.
Rarity : Common
Acquire: Get from Starter Deck; get from Booster Pack #1.
+------+-+-----------------------------+
| #021 | | SOLDIER |
+------+-+-----------------------------+
Name : Soldier
Type : Battle (Red)
Attrib.: Human
Cost : 1
Req's : None.
HP : 3
Attack : 1
A. Type: Ballistic
Text : No special effect.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #022 | | SECURITY GUARD |
+------+-+-----------------------------+
Name : Security Guard
Type : Battle (Red)
Attrib.: Human
Cost : 1
Req's : None.
HP : 3
Attack : 1
A. Type: Ballistic
Text : No special effect.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #023 | | U-TIC SOLDIER |
+------+-+-----------------------------+
Name : U-TIC Soldier
Type : Battle (Red)
Attrib.: Human
Cost : 1
Req's : None.
HP : 3
Attack : 2
A. Type: Ballistic
Text : If this card is destroyed, the owner of the card must pay 1 cost.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #024 | | REALIAN MALE |
+------+-+-----------------------------+
Name : All-Purpose Realian Male
Type : Battle (Red)
Attrib.: Realian
Cost : 0
Req's : None.
HP : 2
Attack : 1
A. Type: Hand
Text : The one card per turn rule does not apply to this card. If you use
this card, select one card from the deck during your adjust phase.
Rarity : Common
Acquire: Get from Starter Deck.
+------+-+-----------------------------+
| #025 | | REALIAN FEMALE |
+------+-+-----------------------------+
Name : All-Purpose Realian Male
Type : Battle (Red)
Attrib.: Realian
Cost : 0
Req's : None.
HP : 2
Attack : 1
A. Type: Hand
Text : The one card per turn rule does not apply to this card. If you use
this card, select one card from the deck during your adjust phase.
Rarity : Common
Acquire: Get from Starter Deck.
+------+-+-----------------------------+
| #026 | | GOV'T REALIAN |
+------+-+-----------------------------+
Name : Gov't Realian
Type : Battle (Red)
Attrib.: Realian
Cost : 0
Req's : None.
HP : 2
Attack : 2
A. Type: Hand
Text : The one card per turn rule does not apply to this card.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #027 | | 100 SERIES |
+------+-+-----------------------------+
Name : Mass Produced 100 Series Realian
Type : Battle (Red)
Attrib.: Realian
Cost : 0
Req's : None.
HP : 2
Attack : 2
A. Type: Hand
Text : The one card per turn rule does not apply to this card. Gain ATK+1
when enemy is G.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #028 | | COMBAT REALIAN M |
+------+-+-----------------------------+
Name : Combat Realian Male
Type : Battle (Red)
Attrib.: Realian
Cost : 0
Req's : None.
HP : 2
Attack : 1
A. Type: Ballistic
Text : The one card per turn rule does not apply to this card.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #029 | | COMBAT REALIAN F |
+------+-+-----------------------------+
Name : Combat Realian Female
Type : Battle (Red)
Attrib.: Realian
Cost : 0
Req's : None.
HP : 2
Attack : 1
A. Type: Ballistic
Text : The one card per turn rule does not apply to this card.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #030 | | BUNNIE |
+------+-+-----------------------------+
Name : Bunnie
Type : Battle (Red)
Attrib.: Unknown
Cost : 1
Req's : 2 Additional.
HP : 5
Attack : 2
A. Type: Hand
Text : When the E mark is removed from this card, all the cards on the
field of play are downed.
Rarity : Promo
Acquire: This pack is won at the A.G.W.S. weapon and armor shop at the Kukai
Foundation. At the far right of the upper level is a quiz machine game,
win the game to get this pack. The correct answers to the five questions
are: Talk to Me; Professor; a smelly-looking purple t-shirt; Holgar; and
Luty. You will receive Promo Pack C as a prize, which contains this card.
+------+-+-----------------------------+
| #031 | | AG-04 |
+------+-+-----------------------------+
Name : Ag-04
Type : Battle (Red)
Attrib.: Mech
Cost : 2
Req's : 1 Humn.
HP : 6
Attack : 2
A. Type: Hand
Text : If this card's attack connects, the hit battle card is downed.
Rarity : Promo
Acquire: Buy Promo Pack I from the Casino after you complete the Song of
Nephilim stage of the game.
+------+-+-----------------------------+
| #032 | | AG-02-M |
+------+-+-----------------------------+
Name : AG-02-M
Type : Battle (Red)
Attrib.: Mech
Cost : 2
Req's : 1 Human, 1 Additional.
HP : 7
Attack : 2
A. Type: Ballistic
Text : You can only play one of these cards on the field. If this card's
attack connects, the hit battle card is downed.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #033 | | SIMEON |
+------+-+-----------------------------+
Name : Simeon
Type : Battle (Red)
Attrib.: Mech
Cost : 4
Req's : 2 Human, 1 Mech, 1 Blank.
HP : 9
Attack : 3
A. Type: Spread
Text : You can only play one of these cards on the field. This card attacks
every other battle phase. Each turn, this card inflicts one damage to
enemy battle cards.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #034 | | AG-01 |
+------+-+-----------------------------+
Name : AG-01
Type : Battle (Red)
Attrib.: Mech
Cost : 2
Req's : 1 Human
HP : 4
Attack : 2
A. Type: Ballistic
Text : No special effect.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #035 | | PROTO DORA |
+------+-+-----------------------------+
Name : Proto Dora
Type : Battle (Red)
Attrib.: Mech
Cost : 3
Req's : 1 Human, 1 Mech, 1 Additional.
HP : 8
Attack : 10
A. Type: Ballistic
Text :
Rarity : Promo
Acquire: Buy Promo Pack Q from the Casino after you beat the Proto Dora Boss.
+------+-+-----------------------------+
| #036 | | AG-05 |
+------+-+-----------------------------+
Name : AG-05
Type : Battle (Red)
Attrib.: Mech
Cost : 4
Req's : 2 Human, 1 Additional.
HP : 8
Attack : 7
A. Type: Ballistic
Text : This card attacks every other battle phase. The attacks of this card
penetrate.
Rarity : Promo
Acquire: Buy Promo Pack F from the Casino after you complete the Song of
Nephilim stage of the game.
+------+-+-----------------------------+
| #037 | | DRONE |
+------+-+-----------------------------+
Name : Drone
Type : Battle (Red)
Attrib.: Mech
Cost : 2
Req's : 1 Human.
HP : 9
Attack : 2
A. Type: Hand
Text : No special effect.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #038 | | VX-7000 |
+------+-+-----------------------------+
Name : VX-7000
Type : Battle (Red)
Attrib.: Mech
Cost : 4
Req's : 1 Human, 1 Additional.
HP : 6
Attack : 3
A. Type: Ballistic
Text : You can only play one of these cards on the field. The attacks of
this card penetrate. If Jr. is on the battlefield, you can play this card
without cost.
Rarity : Uncommon
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #039 | | VX-9000 |
+------+-+-----------------------------+
Name : VX-9000
Type : Battle (Red)
Attrib.: Mech
Cost : 3
Req's : 2 Human.
HP : 6
Attack : 3
A. Type: Ballistic
Text : You can only play one of these cards on the field. When this card is
destroyed in the battle phase, select and destroy one battle card in the
enemy's standby area.
Rarity : Uncommon
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #040 | | VX-10000 |
+------+-+-----------------------------+
Name : VX-10000
Type : Battle (Red)
Attrib.: Mech
Cost : 3
Req's : 1 Human, 1 Additional.
HP : 6
Attack : 3
A. Type: Ballistic
Text : You can only play one of these cards on the field. When this card is
on the battlefield, all homing attacks miss. If Shion is on the
battlefield, you can play this card without cost.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #041 | | VX-4000 |
+------+-+-----------------------------+
Name : VX-4000
Type : Battle (Red)
Attrib.: Mech
Cost : 3
Req's : 2 Human.
HP : 5
Attack : 1
A. Type: Spread
Text : You can only play one of these cards on the field.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #042 | | VX-20000 |
+------+-+-----------------------------+
Name : VX-20000
Type : Battle (Red)
Attrib.: Mech
Cost : 3
Req's : 2 Human, 1 Additional.
HP : 5
Attack : 5
A. Type: Homing
Text : You can only play one of these cards on the field. This card attacks
every other battle phase.
Rarity : Uncommon
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #043 | | SABER |
+------+-+-----------------------------+
Name : Saber
Type : Battle (Red)
Attrib.: Weapon
Cost : 0
Req's : 1 Mech.
HP : 0
Attack : 7
A. Type: Hand
Text : The one card per turn rule does not apply to this card. Only M can
equip this card. Gain ATK+3 when enemy is G.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #044 | | CANNON |
+------+-+-----------------------------+
Name : Cannon
Type : Battle (Red)
Attrib.: Weapon
Cost : 1
Req's : 2 Mech.
HP : 0
Attack : 8
A. Type: Ballistic
Text : The one card per turn rule does not apply to this card. Only M can
equip this card. This card's attacks penetrate. This card attacks every
other battle phase.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #045 | | SHIELD |
+------+-+-----------------------------+
Name : Shield
Type : Battle (Red)
Attrib.: Weapon
Cost : 2
Req's : 1 Mech.
HP : 0
Attack : 0
A. Type: None
Text : The one card per turn rule does not apply to this card. Only M can
equip this card. Equipped cards take -1 damage from normal attacks during
the battle phase.
Rarity : Rare
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #046 | | AIRD |
+------+-+-----------------------------+
Name : Aird
Type : Battle (Red)
Attrib.: Weapon
Cost : 1
Req's : 1 Mech.
HP : 0
Attack : 5
A. Type: Homing
Text : The one card per turn rule does not apply to this card. Only M can
equip this card. Directly attacks the deck. This card attacks every other
battle phase.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #047 | | BEAM |
+------+-+-----------------------------+
Name : Beam
Type : Battle (Red)
Attrib.: Weapon
Cost : 1
Req's : 1 Mech, 1 Additional.
HP : 0
Attack : 4
A. Type: Spread
Text : The one card per turn rule does not apply to this card. Only M can
equip this card. This card attacks every other battle phase. After one
use, this card is discarded.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #048 | | BATTLE SUIT |
+------+-+-----------------------------+
Name : Battle Suit
Type : Battle (Red)
Attrib.: Weapon
Cost : 1
Req's : 2 Human.
HP : 0
Attack : 0
A. Type: None
Text : The one card per turn rule does not apply to this card. Only H and R
can equip this card. Equipped cards take -1 damage from normal attacks
during the battle phase.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #049 | | MISSILE POD |
+------+-+-----------------------------+
Name : Missile Pod
Type : Battle (Red)
Attrib.: Weapon
Cost : 1
Req's : 2 Human.
HP : 0
Attack : 2
A. Type: Spread
Text : Only H and R can equip this card. After one use, this card is
discarded.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #050 | | HANDGUN |
+------+-+-----------------------------+
Name : Handgun
Type : Battle (Red)
Attrib.: Weapon
Cost : 0
Req's : 1 Human.
HP : 0
Attack : 1
A. Type: Ballistic
Text : The one card per turn rule does not apply to this card. Only H and R
can equip this card.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #051 | | RIFLE |
+------+-+-----------------------------+
Name : Rifle
Type : Battle (Red)
Attrib.: Weapon
Cost : 1
Req's : 1 Human.
HP : 0
Attack : 2
A. Type: Ballistic
Text : The one card per turn rule does not apply to this card. Only H and R
can equip this card.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #052 | | ROCKET |
+------+-+-----------------------------+
Name : Rocket
Type : Battle (Red)
Attrib.: Weapon
Cost : 3
Req's : 1 Human, 1 Additional.
HP : 0
Attack : 3
A. Type: Ballistic
Text : The one card per turn rule does not apply to this card. Only H and R
can equip this card.
Rarity : Common
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #053 | | THIRD ARMAMENT |
+------+-+-----------------------------+
Name : Third Armament
Type : Battle (Red)
Attrib.: Weapon
Cost : 1
Req's : 2 Human, 1 Mech.
HP : 0
Attack : 10
A. Type: Spread
Text : Exclusively for Lv 10 KOS-MOS. This card can only be played when
both KOS-MOS and Shion are on the battlefield. This card attacks every
other battle phase.
Rarity : Promo
Acquire: Buy Promo Pack G from the Casino, after defeating the Song of
Nephilim phase of the game.
+------+-+-----------------------------+
| #054 | | EYEGLASSES |
+------+-+-----------------------------+
Name : Eyeglasses
Type : Battle (Red)
Attrib.: Weapon
Cost : 2
Req's : 2 Human.
HP : 0
Attack : 0
A. Type: Spread
Text : Only H and R can equip this card. Converts attack to spread. After
one use, this card is discarded.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #055 | | VIRGIL |
+------+-+-----------------------------+
Name : Virgil
Type : Battle (Red)
Attrib.: Human
Cost : 1
Req's : 1 Human, 1 Additional.
HP : 4
Attack : 2
A. Type: Ballistic
Text : When this card is on the battlefield, all R on your battlefield are
destroyed, and 4 damage is dealt to the enemy's deck for every R.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
NOTE: Virgil's effect occurs not the same turn you move him onto the
battlefield, but on the next enemy Adjust phase. Therefore, you will need
to keep him alive through one enemy turn, or, if he is being used against
you, you will have one turn to destroy him.
+------+-+-----------------------------+
| #056 | | MARGULIS |
+------+-+-----------------------------+
Name : Margulis
Type : Battle (Red)
Attrib.: Human
Cost : 1
Req's : 1 Human, 1 Additional.
HP : 4
Attack : 4
A. Type: Hand
Text : When the E mark is removed from this card, you can select a
situation card to destroy.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #057 | | MATTHEWS |
+------+-+-----------------------------+
Name : Matthews
Type : Battle (Red)
Attrib.: Human
Cost : 1
Req's : 1 Human.
HP : 5
Attack : 4
A. Type: Hand
Text : When this card is on the field, one cost must be paid before the
draw phase. When this card is on the battlefield, an additional one cost
must be paid. (Both players)
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #058 | | GAIGNUN |
+------+-+-----------------------------+
Name : Gaignun
Type : Battle (Red)
Attrib.: Human
Cost : 1
Req's : 1 Human, 1 Additional.
HP : 5
Attack : 4
A. Type: Hand
Text : When the E mark is removed from this card, all R on the battlefield
go back to their owners hands. (Both players)
Rarity : Uncommon
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #059 | | TESTAMENT |
+------+-+-----------------------------+
Name : Testament
Type : Battle (Red)
Attrib.: Unknown
Cost : 2
Req's : 2 Gnosis, 1 Human.
HP : 6
Attack : 5
A. Type: Hand
Text : When the E mark is removed from this hand [sic--the word card is
intended], down one enemy battle card on the battlefield.
Rarity : Promo
Acquire: Buy Promo Pack H from the Casino, after defeating the Song of
Nephilim stage of the game.
+------+-+-----------------------------+
| #060 | | WILHELM |
+------+-+-----------------------------+
Name : Wilhelm
Type : Battle (Red)
Attrib.: Human
Cost : 1
Req's : 3 Human.
HP : 3
Attack : 1
A. Type: Ballistic
Text : When this card is destroyed from a normal attack, it destroys the
attacking card. Then, 4 damage is dealt to the enemy's deck.
Rarity : Rare
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #061 | | CHERENKOV |
+------+-+-----------------------------+
Name : Cherenkov
Type : Battle (Red)
Attrib.: Human
Cost : 1
Req's : 1 Human.
HP : 3
Attack : 2
A. Type: Ballistic
Text : If destroyed, and the top card in the junk pile is H, R, or M,
switch places with that card during the adjust phase. The switched card
will have 1 HP.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #062 | | TONY |
+------+-+-----------------------------+
Name : Tony
Type : Battle (Red)
Attrib.: Human
Cost : 2
Req's : 1 Human.
HP : 3
Attack : 2
A. Type: Ballistic
Text : When the E mark is removed from this card, down one enemy card in
the standby area.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #063 | | ALLEN |
+------+-+-----------------------------+
Name : Allen
Type : Battle (Red)
Attrib.: Human
Cost : 2
Req's : 1 Human, 2 Additional.
HP : 3
Attack : 2
A. Type: Ballistic
Text : When the E mark is removed from this card, move one card from the
battlefield back to the standby area. This ability cannot be used if the
standby area is full.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #064 | | JULI MIZRAHI |
+------+-+-----------------------------+
Name : Juli Mizrahi
Type : Battle (Red)
Attrib.: Human
Cost : 0
Req's : 1 Human.
HP : 2
Attack : 1
A. Type: Ballistic
Text : When this card is on the battlefield, discard it during your event
or block phase to gain ATK+1 on all of your H during that turn.
Rarity : Common
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #065 | | PELLEGRI |
+------+-+-----------------------------+
Name : Pellegri
Type : Battle (Red)
Attrib.: Human
Cost : 0
Req's : 1 Human, 1 Mech.
HP : 4
Attack : 1
A. Type: Hand
Text : When this card is on the battlefield, discard it during your event
or block phase to gain ATK+1 on all of your M during that turn.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #066 | | ZOHAR EMULATOR |
+------+-+-----------------------------+
Name : Zohar Emulator
Type : Battle (Red)
Attrib.: Mech
Cost : 1
Req's : 1 Human.
HP : 10
Attack : 0
A. Type: Hand
Text : You can only play one of these cards on the field. This card cannot
equip weapons. When this card is on the battlefield, discard it during
your event or block phase to gain ATK+2 on all of your G during that turn.
Rarity : Rare
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #067 | | KOBOLD |
+------+-+-----------------------------+
Name : Kobold
Type : Battle (Red)
Attrib.: Gnosis
Cost : 0
Req's : 1 Human.
HP : 5
Attack : 1
A. Type: Ballistic
Text : Discard one H and play in its place. The one card per turn rule does
not apply to this card.
Rarity : Uncommon
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #068 | | GOBLIN |
+------+-+-----------------------------+
Name : Goblin
Type : Battle (Red)
Attrib.: Gnosis
Cost : 0
Req's : 1 Human.
HP : 5
Attack : 2
A. Type: Hand
Text : Discard one H and play in its place. The one card per turn rule does
not apply to this card. Cards attacked by this card are downed.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #069 | | OGRE |
+------+-+-----------------------------+
Name : Ogre
Type : Battle (Red)
Attrib.: Gnosis
Cost : 0
Req's : 1 Human, 2 Additional.
HP : 7
Attack : 3
A. Type: Ballistic
Text : Discard one H and play in its place.
Rarity : Common
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #070 | | GREMLIN |
+------+-+-----------------------------+
Name : Gremlin
Type : Battle (Red)
Attrib.: Gnosis
Cost : 0
Req's : 1 Human, 1 Mech.
HP : 1
Attack : 2
A. Type: Spread
Text : Discard one H and play in its place.
Rarity : Common
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #071 | | LIZARDMAN |
+------+-+-----------------------------+
Name : Lizardman
Type : Battle (Red)
Attrib.: Gnosis
Cost : 0
Req's : 1 Human, 1 Mech.
HP : 5
Attack : 2
A. Type: Homing
Text : Discard one H and play in its place.
Rarity : Common
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #072 | | HYDRA |
+------+-+-----------------------------+
Name : Hydra
Type : Battle (Red)
Attrib.: Gnosis
Cost : 0
Req's : 2 Human, 1 Mech.
HP : 6
Attack : 4
A. Type: Homing
Text : Discard two H and play in its place. The one card per turn rule does
not apply to this card.
Rarity : Common
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #073 | | CERBERUS |
+------+-+-----------------------------+
Name : Cerberus
Type : Battle (Red)
Attrib.: Gnosis
Cost : 0
Req's : 2 Human.
HP : 10
Attack : 4
A. Type: Ballistic
Text : Discard two H and play in its place. Cards attacked by this card are
downed.
Rarity : Common
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #074 | | FAIRY |
+------+-+-----------------------------+
Name : Fairy
Type : Battle (Red)
Attrib.: Gnosis
Cost : 0
Req's : 2 Human.
HP : 3
Attack : 1
A. Type: Spread
Text : Discard one H and play in its place.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #075 | | MINOTAUR |
+------+-+-----------------------------+
Name : Minotaur
Type : Battle (Red)
Attrib.: Gnosis
Cost : 0
Req's : 2 Human, 1 Additional.
HP : 10
Attack : 4
A. Type: Ballistic
Text : Discard one H and play in its place.
Rarity : Rare
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #076 | | GOLEM |
+------+-+-----------------------------+
Name : Golem
Type : Battle (Red)
Attrib.: Gnosis
Cost : 0
Req's : 1 Human, 1 Additional.
HP : 5
Attack : 3
A. Type: Ballistic
Text : Discard one H and play in its place. The one card per turn rule does
not apply to this card.
Rarity : Uncommon
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #077 | | GARGOYLE |
+------+-+-----------------------------+
Name : Gargoyle
Type : Battle (Red)
Attrib.: Gnosis
Cost : 0
Req's : 1 Gnosis, 2 Human.
HP : 10
Attack : 5
A. Type: Ballistic
Text : Discard 2 H and play in its place. When this card attacks, all
battle cards on the enemy's field takes one damage. Only one of these
cards can be played on the field.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #078 | | UNICORN |
+------+-+-----------------------------+
Name : Unicorn
Type : Battle (Red)
Attrib.: Gnosis
Cost : 0
Req's : 2 Gnosis, 1 Human.
HP : 7
Attack : 2
A. Type: Ballistic
Text : Discard one H and play in its place. When this card is on the
battlefield, it recovers 3 HP during the adjust phase.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #079 | | SANCTUARY SHIP |
+------+-+-----------------------------+
Name : Sanctuary Ship
Type : Battle (Red)
Attrib.: Gnosis
Cost : 0
Req's : 1 Gnosis, 1 Additional.
HP : 8
Attack : 3
A. Type: Ballistic
Text : Destroy all battle cards on the field and play in their place. If
this card is on the battlefield during the draw phase, this card's player
draws two cards from the lost pile instead of the deck.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #080 | | KIRSCHWASSER |
+------+-+-----------------------------+
Name : Kirschwasser
Type : Battle (Red)
Attrib.: Realian
Cost : 1
Req's : 2 Additional.
HP : 3
Attack : 1
A. Type: Ballistic
Text : If this card is on the battlefield with Albedo or MOMO, those cards
gain ATK+1 during the battle phase.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #081 | | DURANDAL |
+------+-+-----------------------------+
Name : Durandal
Type : Battle (Red)
Attrib.: Mech
Cost : 3
Req's : 1 Human, 1 Mech, 1 Additional.
HP : 8
Attack : 3
A. Type: Ballistic
Text : You can only play one of these cards on the field. This card cannot
equip weapons.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #082 | | JOACHIM MIZRAHI |
+------+-+-----------------------------+
Name : Joachim Mizrahi
Type : Battle (Red)
Attrib.: Human
Cost : 1
Req's : 1 Human.
HP : 3
Attack : 0
A. Type: Hand
Text : If this card is on the battlefield with MOMO during the battle
phase, MOMO's HP cannot fall under 1.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #083 | | MIYUKI'S EMAIL |
+------+-+-----------------------------+
Name : Miyuki's E-Mail
Type : Event (Yellow)
Attrib.: --
Cost : 1
Req's : 1 Human, 1 Additional.
HP : --
Attack : --
A. Type: --
Text : Neutralizes the effect of the enemy's event card. The neutralized
card is discarded.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #084 | | CURE-ALL |
+------+-+-----------------------------+
Name : Cure-All
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 1 Human.
HP : --
Attack : --
A. Type: --
Text : Revives one downed card.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #085 | | CURRY |
+------+-+-----------------------------+
Name : Curry
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 1 Additional.
HP : --
Attack : --
A. Type: --
Text : All your battle cards except G recover full HP.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #086 | | BIO SPHERE |
+------+-+-----------------------------+
Name : Bio Sphere
Type : Event (Yellow)
Attrib.: --
Cost : 1
Req's : 2 Additional.
HP : --
Attack : --
A. Type: --
Text : All your battle cards except G on the battlefield recover 3 HP.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #087 | | SUPPLY SHIP |
+------+-+-----------------------------+
Name : Supply Ship
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 2 Mech.
HP : --
Attack : --
A. Type: --
Text : Your deck recovers five cards. You cannot recover more cards than
there are in the lost pile.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #088 | | SUPPLY FLEET |
+------+-+-----------------------------+
Name : Supply Fleet
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 2 Human.
HP : --
Attack : --
A. Type: --
Text : Recover the deck with cards equal to the number of battle cards in
your field. You cannot recover more cards than there are in the lost pile.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #089 | | RETREAT |
+------+-+-----------------------------+
Name : Retreat
Type : Event (Yellow)
Attrib.: --
Cost : 1
Req's : 2 Human.
HP : --
Attack : --
A. Type: --
Text : Move one enemy battle card to the standby area. You cannot use this
card if the standby area is full.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #090 | | WOGLINDE |
+------+-+-----------------------------+
Name : Woglinde
Type : Event (Yellow)
Attrib.: --
Cost : 1
Req's : 1 Mech.
HP : --
Attack : --
A. Type: --
Text : Move one enemy battle card to the standby area. You cannot use this
card if the standby area is full.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #091 | | SURPRISE ATTACK |
+------+-+-----------------------------+
Name : Surprise Attack
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 1 Gnosis.
HP : --
Attack : --
A. Type: --
Text : Inflict 2 damage to one enemy battle card on the battlefield.
Rarity : Common
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #092 | | FEDERATION CRUISER |
+------+-+-----------------------------+
Name : Federation Cruiser
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 1 Mech.
HP : --
Attack : --
A. Type: --
Text : Inflict 2 damage to one enemy battle card on the battlefield.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #093 | | INVITATION |
+------+-+-----------------------------+
Name : Invitation from the Mysterious Girl
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 1 Human, 1 Additional.
HP : --
Attack : --
A. Type: --
Text : This card can only be used during your event phase. Recover the deck
with cards equal to the total amount of your hand attack cards on the
battlefield. You cannot recover more cards than there are in the lost
pile.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #094 | | MARY & SHELLEY |
+------+-+-----------------------------+
Name : Mary & Shelley
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 2 Additional.
HP : --
Attack : --
A. Type: --
Text : Add two cards to your hand from the deck.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #095 | | U.M.N. INVASION |
+------+-+-----------------------------+
Name : U.M.N. Invasion
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 1 Gnosis.
HP : --
Attack : --
A. Type: --
Text : Add two cards to your hand from the lost pile.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #096 | | INVESTIAGTION |
+------+-+-----------------------------+
Name : Investigation of the Planetary Disappearance
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 2 Additional.
HP : --
Attack : --
A. Type: --
Text : Look at the top five cards of the deck, choose one, and return the
rest. Shuffle the cards afterwards.
Rarity : Common
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #097 | | LANDING OPERATIONS |
+------+-+-----------------------------+
Name : Landing Operations
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 1 Mech.
HP : --
Attack : --
A. Type: --
Text : Destroy one situation card.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #098 | | PREMONITION |
+------+-+-----------------------------+
Name : Premonition of Gnosis
Type : Event (Yellow)
Attrib.: --
Cost : 3
Req's : 2 Gnosis.
HP : --
Attack : --
A. Type: --
Text : Destroy one card with an E mark.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #099 | | DRAGON SKULL |
+------+-+-----------------------------+
Name : Dragon Skull
Type : Event (Yellow)
Attrib.: --
Cost : 1
Req's : 2 Mech.
HP : --
Attack : --
A. Type: --
Text : Destroy one downed G card.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #100 | | EXPULSION ORDER |
+------+-+-----------------------------+
Name : Expulsion Order
Type : Event (Yellow)
Attrib.: --
Cost : 3
Req's : 2 Human.
HP : --
Attack : --
A. Type: --
Text : Destroy one enemy H battle card with an E mark.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #101 | | IMPREGNABLE GUARD |
+------+-+-----------------------------+
Name : Impregnable Guard
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 1 Mech, 1 Additional.
HP : --
Attack : --
A. Type: --
Text : You deck will not receive any damage during the battle phase. This
effect lasts for one turn.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #102 | | ARTICLE 4-13 |
+------+-+-----------------------------+
Name : Article 4 Paragraph 13
Type : Event (Yellow)
Attrib.: --
Cost : 2
Req's : 1 Human, 1 Mech, 2 Additional.
HP : --
Attack : --
A. Type: --
Text : This card can only be used during your event phase. The stats of all
R on your battlefield will change to ATK=0, HP=1. Then, for each R
remaining after the enemy's adjust phase, inflict 6 damage to the enemy's
deck. (Cannot be stacked)
Rarity : Rare
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #103 | | PHASE CANNON |
+------+-+-----------------------------+
Name : Phase Transition Cannon
Type : Event (Yellow)
Attrib.: --
Cost : 4
Req's : 1 Human, 2 Mech, 1 Gnosis.
HP : --
Attack : --
A. Type: --
Text : Destroy all G and M battle cards on the battlefield. (Both players)
Rarity : Promo
Acquire: Buy Promo Pack J from the Casino after you have defeated the Song of
Nephilim stage of the game.
+------+-+-----------------------------+
| #104 | | NOTICE |
+------+-+-----------------------------+
Name : Notice from the Federation
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 2 Additional.
HP : --
Attack : --
A. Type: --
Text : Destroy the weapon of the selected battle card.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #105 | | RESOLUTION |
+------+-+-----------------------------+
Name : Resolution of the Assembly
Type : Event (Yellow)
Attrib.: --
Cost : 1
Req's : 1 Human, 1 Additional.
HP : --
Attack : --
A. Type: --
Text : Destroy all weapons equipped on battle cards that are on the field
(Both players).
Rarity : Common
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #106 | | RECYCLER |
+------+-+-----------------------------+
Name : Recycler
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 1 Human, 1 Additional.
HP : --
Attack : --
A. Type: --
Text : Move one W or M battle cards from the junk pile to the hand.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #107 | | REVIVE DX |
+------+-+-----------------------------+
Name : Revive DX
Type : Event (Yellow)
Attrib.: --
Cost : 1
Req's : 1 Additional.
HP : --
Attack : --
A. Type: --
Text : Move two H battle cards from the junk pile to the hand. This card
cannot be used unless there are at least two H cards in your junk pile.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #108 | | STIM DX |
+------+-+-----------------------------+
Name : Stim DX
Type : Event (Yellow)
Attrib.: --
Cost : 3
Req's : 2 Human, 1 Additional.
HP : --
Attack : --
A. Type: --
Text : This card can only be used in your event phase. One selected card
will have double the ATK during your turn. Homing and penetrating attacks
are not affected by this ability.
Rarity : Rare
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #109 | | SIMULATION |
+------+-+-----------------------------+
Name : Simulation
Type : Event (Yellow)
Attrib.: --
Cost : 3
Req's : 1 Human, 1 Additional.
HP : --
Attack : --
A. Type: --
Text : If a situation card is at the top of your junk pile area, move the
card into the situation area.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #110 | | WAR CASUALTY |
+------+-+-----------------------------+
Name : Honorable War Casualty
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 2 Human.
HP : --
Attack : --
A. Type: --
Text : Discard as many battle cards as you like. For each discarded card,
your deck recovers four. You cannot recover more cards than there are in
the lost pile.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #111 | | X•BUSTER |
+------+-+-----------------------------+
Name : X•BUSTER
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 1 Mech.
HP : --
Attack : --
A. Type: --
Text : Inflict one damage to all battle cards on the field (Both players).
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #112 | | CHARGE |
+------+-+-----------------------------+
Name : Charge
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 1 Mech.
HP : --
Attack : --
A. Type: --
Text : Down one battle card.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #113 | | PRECISE SHOOTING |
+------+-+-----------------------------+
Name : Precise Shooting
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 1 Mech.
HP : --
Attack : --
A. Type: --
Text : Inflict 1 damage to a battle card.
Rarity : Common
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #114 | | INVOKE |
+------+-+-----------------------------+
Name : Invoke
Type : Event (Yellow)
Attrib.: --
Cost : 3
Req's : 1 Human, 2 Mech.
HP : --
Attack : --
A. Type: --
Text : Destroy all battle and situation cards. This effect can only be used
during your event phase.
Rarity : Promo
Acquire: Buy Promo Pack K from the Casino after you have defeated the Song of
Nephilim stage of the game.
+------+-+-----------------------------+
| #115 | | CONFUSION |
+------+-+-----------------------------+
Name : Confusion
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 1 Gnosis.
HP : --
Attack : --
A. Type: --
Text : Change the enemy's battlefield formation, switching the front row
with the back row.
Rarity : Common
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #116 | | MILTIAN CONFLICT |
+------+-+-----------------------------+
Name : Miltian Conflict
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 2 Mech.
HP : --
Attack : --
A. Type: --
Text : Down battle cards that are played in the back row of the enemy's
battlefield.
Rarity : Rare
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #117 | | SONG |
+------+-+-----------------------------+
Name : Song of the Mysterious Girl
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 1 Gnosis, 1 Additional.
HP : --
Attack : --
A. Type: --
Text : Neutralizes the effect of the enemy's event card. The neutralized
card is discarded.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #118 | | START UP |
+------+-+-----------------------------+
Name : Start Up
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 1 Mech.
HP : --
Attack : --
A. Type: --
Text : Revive one downed card.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #119 | | DESTINY |
+------+-+-----------------------------+
Name : Destiny
Type : Event (Yellow)
Attrib.: --
Cost : 1
Req's : 3 Human.
HP : --
Attack : --
A. Type: --
Text : Trade one H battle card on the battlefield with one H battle card
from the junk pile. Cards restricted to one on the field cannot be traded.
The damage carries over, and any equipped weapon is destroyed.
Rarity : Promo
Acquire: Buy Promo Pack L from the Casino after you have defeated the Song of
Nephilim stage of the game.
+------+-+-----------------------------+
| #120 | | BREAK THROUGH |
+------+-+-----------------------------+
Name : Break Through Enemy Lines
Type : Event (Yellow)
Attrib.: --
Cost : 0
Req's : 2 Mech.
HP : --
Attack : --
A. Type: --
Text : Inflict 2 damage on one battle card in the standby.
Rarity : Uncommon
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #121 | | HILBERT EFFECT |
+------+-+-----------------------------+
Name : Hilbert Effect
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : 1 Mech; 1 Additional.
HP : --
Attack : --
A. Type: --
Text : G card on the battlefield are immediately immobilized, and their ATK
goes down by 1. This effect lasts 2 turns, then is discarded. (Both
players).
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #122 | | ANALYZE |
+------+-+-----------------------------+
Name : Analyze
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : 1 Mech.
HP : --
Attack : --
A. Type: --
Text : Both players play the game while showing the cards in their hands.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #123 | | TUNE-UP |
+------+-+-----------------------------+
Name : Tune-Up
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : 2 Mech.
HP : --
Attack : --
A. Type: --
Text : During the battle phase, your M cards take -1 damage. This effect
can be stacked. This effect lasts three turns, and the card is then
discarded.
Rarity : Common
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #124 | | STIM |
+------+-+-----------------------------+
Name : Stim
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : 2 Human.
HP : --
Attack : --
A. Type: --
Text : During the battle phase, H cards in your battlefield gain ATK+1.
This effect can be stacked. This effect lasts three turns and then the
card is discarded.
Rarity : Common
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #125 | | GOOD LUCK |
+------+-+-----------------------------+
Name : Good Luck
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : 2 Human
HP : --
Attack : --
A. Type: --
Text : During the battle phase, H cards on your battlefield will evade all
normal attacks. This effect lasts for three turns, and the card is then
discarded.
Rarity : Common
Acquire: Get from Booster Pack #1.
NOTE: When a card "evades" an attack, the damage simply passes through it as
if it was not there. If it was acting as a blocker to your deck or to
another card, whatever was behind it will be hit.
+------+-+-----------------------------+
| #126 | | ARMISTICE |
+------+-+-----------------------------+
Name : Armistice
Type : Situation (Blue)
Attrib.: --
Cost : 2
Req's : 2 Human.
HP : --
Attack : --
A. Type: --
Text : While this card is on the field, both players skip their battle
phases. This effect lasts one turn, and the card is then discarded.
Rarity : Uncommon
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #127 | | HUMAN SACRIFICE |
+------+-+-----------------------------+
Name : Human Sacrifice
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : 1 Human, 1 Mech.
HP : --
Attack : --
A. Type: --
Text : Every time your battle card is destroyed in battle, the deck regains
a number of cards equal to the cost of the battle card. This effect cannot
be stacked.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #128 | | KUKAI FOUNDATION |
+------+-+-----------------------------+
Name : Kukai Foundations
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : 1 Human, 1 Mech, 1 Additional.
HP : --
Attack : --
A. Type: --
Text : During your battle phase, all battle cards in the standby other than
G recovers 1 HP. This effect cannot be stacked.
Rarity : Rare
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #129 | | DÄMMERUNG |
+------+-+-----------------------------+
Name : Dämmerung
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : 3 Human, 1 Additional.
HP : --
Attack : --
A. Type: --
Text : Your deck recovers one card per round. If there are no cards in the
lost pile, your deck does not recover.
Rarity : Promo
Acquire: Buy Promo Pack M from the Casino after you have defeated the Song of
Nephilim stage of the game.
NOTE: This card's effect can be stacked.
+------+-+-----------------------------+
| #130 | | SUPPLY ORDER |
+------+-+-----------------------------+
Name : Supply Order
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : 1 Human, 1 Additional.
HP : --
Attack : --
A. Type: --
Text : Whenever a R card is destroyed, the owner of the card draws one card
from the deck.
Rarity : Uncommon
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #131 | | GNOSIS PHENOMENON |
+------+-+-----------------------------+
Name : Gnosis Phenomenon
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : 1 Gnosis.
HP : --
Attack : --
A. Type: --
Text : When your card is destroyed, it goes into the lost pile rather than
the junk pile.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #132 | | GNOSIFY |
+------+-+-----------------------------+
Name : Gnosify
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : 1 Gnosis.
HP : --
Attack : --
A. Type: --
Text : During the event or block phase, discard two cards from your hand.
Then, draw one card from the lost pile.
Rarity : Uncommon
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #133 | | COLLECTIVE |
+------+-+-----------------------------+
Name : Collective Unconsciousness
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : None.
HP : --
Attack : --
A. Type: --
Text : During your draw phase, look at the top card on your deck and select
whether to keep it or place it at the bottom of the deck. This effect
cannot be stacked. This card is discarded after three turns if you do not
have a G card in your field.
Rarity : Rare
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #134 | | TRANSFIGURATION |
+------+-+-----------------------------+
Name : Transfiguration
Type : Situation (Blue)
Attrib.: --
Cost : 1
Req's : 2 Gnosis.
HP : --
Attack : --
A. Type: --
Text : During the event or block phase, discard one G card from your hand.
Then, look through the deck and select one G card, and reshuffle the deck.
Rarity : Common
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #135 | | MYSTERIOUS GIRL |
+------+-+-----------------------------+
Name : Mysterious Girl
Type : Situation (Blue)
Attrib.: --
Cost : 1
Req's : 2 Additional.
HP : --
Attack : --
A. Type: --
Text : During the battle phase, all battle cards except G gain ATK+1. This
effect can be stacked (Both players). This card is discarded after one
turn.
Rarity : Uncommon
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #136 | | TERRITORY SHIFT |
+------+-+-----------------------------+
Name : Territory Shift
Type : Situation (Blue)
Attrib.: --
Cost : 1
Req's : 2 Gnosis.
HP : --
Attack : --
A. Type: --
Text : When a G battle card attacks the deck, the owner of the deck must
discard one card from the hand. (Both players) (Cannot be stacked)
Rarity : Common
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #137 | | PILGRIMAGE FLEET |
+------+-+-----------------------------+
Name : Pilgrimage Fleet
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : 1 Gnosis, 1 Additional.
HP : --
Attack : --
A. Type: --
Text : G cards in the standby recovers 1 HP during their owner's adjust
phase. (Both players) (Effect cannot be stacked)
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #138 | | IMAGINARY SPACE |
+------+-+-----------------------------+
Name : Imaginary Space
Type : Situation (Blue)
Attrib.: --
Cost : 1
Req's : 2 Gnosis, 1 Additional.
HP : --
Attack : --
A. Type: --
Text : During your draw phase, draw from the lost pile rather than the
deck. You cannot draw if you do not have any cards in the lost pile.
Rarity : Common
Acquire: Get from Booster Pack #2.
+------+-+-----------------------------+
| #139 | | A RAT IN A TRAP |
+------+-+-----------------------------+
Name : A Rat in a Trap
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : 3 Additional.
HP : --
Attack : --
A. Type: --
Text : When this card is on the field, battle cards cannot withdraw from
the field. This card is discarded after two turns during your draw phase.
(Both players)
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #140 | | SO WEAK! |
+------+-+-----------------------------+
Name : So Weak!
Type : Situation (Blue)
Attrib.: --
Cost : 2
Req's : 2 Human, 1 Additional.
HP : --
Attack : --
A. Type: --
Text : When this card is discarded during event or block phase, three
damage is inflicted on one battle card on the battlefield.
Rarity : Promo
Acquire: Buy Promo Pack N from the Casino after you have defeated the Song of
Nephilim stage of the game.
+------+-+-----------------------------+
| #141 | | WASTE MONEY |
+------+-+-----------------------------+
Name : Waste Money
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : 1 Human, 1 Additional.
HP : --
Attack : --
A. Type: --
Text : Both players can draw one additional card during their draw phase.
This effect can be stacked.
Rarity : Common
Acquire: Get from Booster Pack #1.
NOTES: Waste Money is an obscenely strong card, especially when you start to
stack its effect. Not only does it effectively half the time a game will
last, but it makes your opponent more wary to play high-cost cards. This
is a great card in nearly any deck; if you plan to have the lead, Waste
Money is perfect since it will simply run down both you and your opponent,
and you will win first.
+------+-+-----------------------------+
| #142 | | PHENOMENON CHANGE |
+------+-+-----------------------------+
Name : Phenomenon Change
Type : Situation (Blue)
Attrib.: --
Cost : 1
Req's : 2 Additional.
HP : --
Attack : --
A. Type: --
Text : When this card is discarded during the event or block phase, one
situation card of the enemy on the field is destroyed.
Rarity : Promo
Acquire: During the Encephalon, check the dome in Miltia's playground for
this item. One of the kids (Jr. or MOMO) must be your lead character to
get the item--that means you cannot acquire it your first time here, since
your group then is Shion and chaos. However, it is possible to get this
during the Encephalon stage: just before the battle with Tiamat, jump into
the swirling purple vortex and run all the way back to the playground,
then put Jr. or MOMO as the lead character and acquire the pack from the
dome.
+------+-+-----------------------------+
| #143 | | RHINE MAIDEN |
+------+-+-----------------------------+
Name : Rhine Maiden
Type : Situation (Blue)
Attrib.: --
Cost : 2
Req's : 2 Mech.
HP : --
Attack : --
A. Type: --
Text : When this card is discarded during the event or block phase, the
enemy's deck takes 4 damage.
Rarity : Promo
Acquire: Buy Promo Pack O from the Casino after you have defeated the Song of
Nephilim stage of the game.
+------+-+-----------------------------+
| #144 | | UNKNOWN ARMAMENT |
+------+-+-----------------------------+
Name : Unknown Armament
Type : Situation (Blue)
Attrib.: --
Cost : 3
Req's : 2 Human, 1 Mech, 1 Additional.
HP : --
Attack : --
A. Type: --
Text : When this card is discarded during the event or block phase, all
battle cards on the field receive 2 damage. (Both players)
Rarity : Promo
Acquire: Buy Promo Pack P from the Casino after you have defeated the Song of
Nephilim stage of the game.
+------+-+-----------------------------+
| #145 | | ZOHAR |
+------+-+-----------------------------+
Name : Zohar
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : 2 Additional.
HP : --
Attack : --
A. Type: --
Text : During the battle phase, all battle cards gain ATK+1. (Both players)
(This effect can be stacked)
Rarity : Promo
Acquire: In City Section 27 of the Kukai Foundation City, look in the
Cleaners at the far left of this section, go inside, and go back to the
middle room (this building is three rooms deep. At the upper right of this
room are two cylindrical driers, check the one with stairs going up to it
to acquire the Promotional Pack B, which contains this card.
+------+-+-----------------------------+
| #146 | | D.S.S.S. |
+------+-+-----------------------------+
Name : D.S.S.S.
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : 1 Mech.
HP : --
Attack : --
A. Type: --
Text : Deploy all G cards that are possible to be deployed. After one turn,
this card will be discarded during your draw phase.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #147 | | COMPULSORY SORTIE |
+------+-+-----------------------------+
Name : Compulsory Sortie
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : 2 Mech.
HP : --
Attack : --
A. Type: --
Text : Deploy all battle cards that are possible to be deployed. After one
turn, this card will be discarded during your draw phase.
Rarity : Common
Acquire: Get from Booster Pack #1.
+------+-+-----------------------------+
| #148 | | OVERRIDE CODE |
+------+-+-----------------------------+
Name : Override Code
Type : Situation (Blue)
Attrib.: --
Cost : 0
Req's : 2 Human.
HP : --
Attack : --
A. Type: --
Text : Deploy all R cards that are possible to be deployed. After one turn,
this card will be discarded during your draw phase.
Rarity : Common
Acquire: Get from Booster Pack #1.
+-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
|A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q|
+-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
VII. BECAUSE I HAVE TO: FREQUENTLY ASKED QUESTIONS
+-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
|A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q| |J| |A| |K| |Q|
+-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
Here are some of the most asked questions about the Xenocard game. I tell you
right now, don't e-mail me with a question in this section. Why? First, your
query is already answered in the guide, and then AGAIN in this section! The
reason it's here is because I've already seen too many stupid e-mails like
yours, asking this question. Anyway, here are the FAQs:
Q. How do I play the card game?
A. First, the number one thing you must do is acquire the Card Passport. You
get this on the Elsa, the second ship your main group is on. Get it by
talking to the robot in the restaurant, behind the counter. She will
provide you with the Card Passport. Your first opportunity to get it comes
when you are playing as Shion, trying to take food to Commander Cherenkov.
Once you have the Card Passport, go to any Save Point with a blue EVS box
on top of it and you can access the card game. Go to the Items menu and
then use R1 to access your Special Items; scroll down until you reach the
Card Passport, and then press Confirm (default circle) to access the card
game.
Q. Where do I get the Swim Suit MOMO and Swim Suit Shion cards?
A. You win these cards by defeating tournaments in the card game. That is,
you must defeat five consecutive opponents. By using one of my recommended
decks it should be possible for you. The cards are given randomly, so
don't be disappointed if you don't get the one you want, just keep trying!
*****************************************************************************
CARD CHECKLIST
Print out the following checklist and mark off the cards you achieve, as you
acquire them. The cards are listed in order of their number.
____
001 Lv 1 Shion |____|
002 Swim Suit Shion |____|
003 Lv 1 Ziggy |____|
004 Lv 1 MOMO |____|
005 Lv 1 KOS-MOS |____|
006 Lv 1 Jr. |____|
007 Lv 1 Chaos |____|
008 Lv 10 Shion |____|
009 Swim Suit MOMO |____|
010 Lv 10 Ziggy |____|
011 Lv 10 MOMO |____|
012 Lv 10 KOS-MOS |____|
013 Lv 10 Jr. |____|
014 Lv 10 Chaos |____|
015 Albedo |____|
016 Hammer |____|
017 Civilian Child |____|
018 Civilian Female |____|
019 Civilian Male |____|
020 Civilian Boy |____|
021 Soldier |____|
022 Security Guard |____|
023 U-TIC Soldier |____|
024 Realian Male |____|
025 Realian Female |____|
026 Gov't Realian |____|
027 100 Series |____|
028 Combat Realian M |____|
029 Combat Realian F |____|
030 Bunnie |____|
031 AG-04 |____|
032 AG-02-M |____|
033 Simeon |____|
034 AG-01 |____|
035 Proto Dora |____|
036 AG-05 |____|
037 Drone |____|
038 VX-7000 |____|
039 VX-9000 |____|
040 VX-10000 |____|
041 VX-4000 |____|
042 VX-20000 |____|
043 Saber |____|
044 Cannon |____|
045 Shield |____|
046 Aird |____|
047 Beam |____|
048 Battle Suit |____|
049 Missile Pod |____|
050 Handgun |____|
051 Rifle |____|
052 Rocket |____|
053 Third Armament |____|
054 Eyeglasses |____|
055 Virgil |____|
056 Margulis |____|
057 Matthews |____|
058 Gaignun |____|
059 Testament |____|
060 Wilhelm |____|
061 Cherenkov |____|
062 Tony |____|
063 Allen |____|
064 Juli Mizrahi |____|
065 Pellegri |____|
066 Zohar Emulator |____|
067 Kobold |____|
068 Goblin |____|
069 Ogre |____|
070 Gremlin |____|
071 Lizardman |____|
072 Hydra |____|
073 Cerberus |____|
074 Fairy |____|
075 Minotaur |____|
076 Golem |____|
077 Gargoyle |____|
078 Unicorn |____|
079 Sanctuary Ship |____|
080 Kirschwasser |____|
081 Durandal |____|
082 Joachim Mizrahi |____|
083 Miyuki's E-mail |____|
084 Cure-All |____|
085 Curry |____|
086 Bio Sphere |____|
087 Supply Ship |____|
088 Supply Fleet |____|
089 Retreat |____|
090 Woglinde |____|
091 Surprise Attack |____|
092 Federation Cruiser |____|
093 Invitation |____|
094 Mary & Shelley |____|
095 U.M.N. Investigation |____|
096 Investigation |____|
097 Landing Operations |____|
098 Premonition |____|
099 Dragon Skull |____|
100 Expulsion Order |____|
101 Impregnable Guard |____|
102 Article 4-13 |____|
103 Phase Cannon |____|
104 Notice |____|
105 Resolution |____|
106 Recycler |____|
107 Revive DX |____|
108 Stim DX |____|
109 Simulation |____|
110 War Casualty |____|
111 X•BUSTER |____|
112 Charge |____|
113 Precise Shooting |____|
114 Invoke |____|
115 Confusion |____|
116 Miltian Conflict |____|
117 Song |____|
118 Start Up |____|
119 Destiny |____|
120 Break Through |____|
121 Hilbert Effect |____|
122 Analyze |____|
123 Tune-Up |____|
124 Stim |____|
125 Good Luck |____|
126 Armistice |____|
127 Human Sacrifice |____|
128 Kukai Foundation |____|
129 Dämmerung |____|
130 Supply Order |____|
131 Gnosis Phenomenon |____|
132 Gnosify |____|
133 Collective |____|
134 Transfiguration |____|
135 Mysterious Girl |____|
136 Territory Shift |____|
137 Pilgrimage Fleet |____|
138 Imaginary Space |____|
139 A Rat in a Trap |____|
140 So Weak! |____|
141 Waste Money |____|
142 Phenomenon Change |____|
143 Rhine Maiden |____|
144 Unknown Armament |____|
145 Zohar |____|
146 D.S.S.S. |____|
147 Compulsory Sortie |____|
148 Override Code |____|
*****************************************************************************
LE CONCLUSION
Well, that is it for this Xenocard guide. Just to recap, address any
questions about the Xenocard game, which are not covered in the guide, to me.
For any other questions, direct them to somebody else. I hope this guide was
helpful and that you enjoyed it.
*****************************************************************************
ACKNOWLEDGEMENTS:
Thanks to Namco and everyone else associated with the creation of this game.
Thanks to GameFAQs, and especially to CJayC for doing such a great job there.
Most of all thanks to me, for the time it took to gather this information and
write this FAQ.
A bunch of people have sent me some helpful e-mails about the game, problems
with the guide, or with tips for material to add to the guide. Thanks!
*****************************************************************************
This file is copyright by Denouement (Chris Parham). You may NOT reproduce or
distribute this guide in any manner, electronically or otherwise, without the
express written permission of the author. You may not display this guide on
any page in which there are advertisement banners. Below can be found the
list of sites that are permitted to host this guide. This list can be changed
at any time.
"The Xenosaga Episode 1: Der Wille Zur Macht Xenocard FAQ and Card List"
Last Update: 11 May 2003
Version: 1.1
DENOUEMENT