Metal Gear Ac!d 2 Deck-building Guide/Cardlist FAQ – ver. 2.0
By A. Aurelio Miro aka gamer_reloaded;
[email protected]
Update History
0.1 Wrote FAQ, submitted it to gamefaqs.com
0.2 added deck submissions from MGA2 message board,
and made some minor grammatical corrections
0.3 added more deck submissions, started cardlist
1.0 finished cardlist; added more submissions, FAQ
FINALLY accepted
1.1 added & edited decks; made minor grammatical &
aesthetic changes; expanded cardlist key; gave
permission to 1up.com to host FAQ
2.0 made more edits; added "How to use this Guide"
section; expanded deckbuilding rules; relabled
and added FAQ sections & made them more accessible;
of course, added/edited decks, and deleted obsolete
setups; added Frequently Asked Questions Section
---
Table of Contents:
Introduction / How to use this Guide (DB.001, or just look down a few inches)
The Essentials / Choosing Your Strategy (DB.002)
Cost Management (DB.003)
Choosing your Cards / Cost Reducers (DB.004)
Upgrades (DB.005)
Level-specific Deck Changes (DB.006)
Beating the Odds (DB.007)
Deck-Building Rules (DB.008a)
Sample Templates (DB.008b)
Custom-Created Decks (DB.009a)
Themed Character Decks (DB.009b)
Complete Cardlist (DB.010)
Frequently Asked Questions (DB.011)
Legal Info/Contact Info (DB.012)
---
Introduction (DB.001)
Hi, and welcome to my FAQ. This is my third, but the
first one to be accepted. But you don’t care about that.
You’re here for information. So let’s get to it.
How to Use this Guide
Perhaps you're here because you're new to the MGA series, and
you're just looking for ways to improve your deck. Or maybe
you are missing that one card to finish your collection.
If you are part of the first group, the first part of this guide
(section DB.001-8) is for you. Each topic is divided into
bite-sized chunks so they are easy to find and read. If there
is anything you think needs more clarification, feel free to
drop me an email.
If you're the latter, then the cardlist is probably what you're
looking for. Just do CTRL+F, and type in either ID# or the card
name.
Of course, the sample deck sections, DB.009a-b, are for everyone
to use. Even if you don't have all the cards the decks call for,
it may inspire you to improvise, or come up with something
different.
Whichever you are, enjoy.
-A
---
The Essentials (DB.002)
The key to building a successful deck is based on three factors:
-having a focused strategy
-good cost management
-tailoring your deck to conditions in particular levels
Take the journey with me...
---
Choosing Your Strategy
First, you have to think about what you want to accomplish
with your deck. Do you want to remain unseen?
Do you want to blow away every guard in your path? Do you want
to be able to run the level so fast no one will
be able to catch you? These things have a deep
impact on what cards you should choose to make your deck.
Having a clear idea of how you want to succeed makes
selecting with which cards to do it a lot easier.
---
Cost Management (DB.003)
But a good strategy can easily go to waste if you
don’t watch those cost numbers on the top of
the card! Cost determines when you get your next turn,
so obviously you want to keep it as low as
possible so you get more turns. There as several
ways to do this:
-Cost Reducers
-Prioritizing cards
-Upgrades
Cost reducers are obviously the most effective way
to keep your costs low. Every deck you make should contain
no less than 6-8 cost reducers, of various amounts. Use
the lower end cost reducers (cost -4, cost -5) to
move for free: use movement card to move 3-8 blocks, hit cost
reducer, end with cost 0, take another turn.
This is a very good way to cover a lot of ground
without letting the enemy get a chance to move. If played correctly,
Snake can move around most guards before they even
know he’s there.
The higher end cost reducers (cost -12, Jonathan Ingram+)
should not be used in this way if at all possible,
since it basically wastes the card, and is not efficient.
Instead, high cost reducers should be used during combat, when
high cost cards are more likely to be used. With these
high cost reducers, it’s possible to pummel enemies
(especially bosses) continuously with heavy
firepower. Combine this with the free move from a low
cost reducer,and you can attack from behind or
the flank, adding even more damage.
---
Choosing your Cards (DB.004)
Another important, but more subtle and passive, way of
maximizing the cost efficiency of your deck is fairly
simple in theory but more difficult in
practice: choose cards that are naturally cost efficient,
and don’t take more than you need. If you plan on using
stealth, don’t bring all those grenades; they are
not going to keep things quiet, and they’re an
expensive way to move around (7 cost for only 3 blocks).
Cost-Efficiency ratio is difficult to determine for
most cards; you will have to choose which cards
are going to be most helpful to you as you achieve
your goal. A good way of analyzing cost-efficiency ratio is
to look at movement cards. They vary in the number of
spaces you can move, thus giving a standardized
method of efficiency.
-High Efficiency-
Running Man+ (2 move/1 Cost)
Running Man/Ocelot Unit+
Ocelot Unit/Genome Soldier+
Genome Soldier/Marines+/Navy Seals+
GRU Soldier/MGS4/Master Miller (1 move/1 cost)
XM8/XM8+
GRU Soldier+
Non-movement cards(3 move/4-15 Cost)
-Low Efficiency-
The point is, prioritizing certain cards over others
will help you decide which cards are more cost
efficient for your purposes.
---
Upgrades (DB.005)
The last factor in this is upgrading. Upgrading
can be expensive, but the payoff is usually worth it.
With some exceptions, upgrading a certain card
can do any number of the following:
-change the cost of the card
-increase its effect or area of effect
-elongate the amount of time its effect takes place
-for weapons, change its type (Use/Equip)
Certain cards, like Ocelot, Gray Fox, and The Boss
become totally different cards with completely different
effects. So besides this small number of cards,
upgrading cards can make a deck more efficient,
by reducing the cost of the cards, increasing the
efficiency of what they do (ex. raising hit %), or
extending its effects over a longer period of time.
---
Level-specific Deck Changes (DB.006)
When you first enter a stage in Story Mode, you're not really sure
what to expect. But, since you can always exit and return to intermission
at any time, it pays to go in and just check out the level conditions,
objectives and what kind of enemies you'll be facing. After you do this,
any setup you make should be better suited to that stage, thus making that
stage much easier. If the mission is in search mode, add Thermal Goggles
or the Solid Eye Card. If it's a boss fight, bring in heavy weaponry.
The deck doesn't even have to be completely changed; just a few key
card switches/removals may make the difference. Stealth cards are
worthless in combat-heavy levels; switching them out for a few more
guns could make the difference between success and failure.
---
Beating the Odds (DB.007)
Anyone that has ever played a trading
card game (like Magic: The Gathering) knows that
having just one copy of a card is almost worthless; the odds
of drawing it are so small, the chance you’ll
see it and be able to use it during a game is nearly
zero. Having multiple copies of a card,
even if just 2, dramatically increase your chances of
being able to use the card (NOTE: There are some cards,
like Solid Snake(MGS4), that only allow a max of 1).
In MGA2, you can further increase the count
of a specific card by using both the regular and upgraded
versions. So, in conclusion,for the most part,
don’t use any card unless you have at least 2-4
copies to put in your deck.
---
Deck-Building Rules/Templates (DB.008a)
Alright, now that all that technical stuff is
out of the way, let’s get down to business.
Every deck is made up of two parts: the core (or engine),
and the fringe. The core is what makes the deck tick;
without a functional core, the deck may work less efficiently,
or not at all. The core is also responsible for necessary actions
of every deck: movement, card/cost management, and other deck-specific
vital functions, such as setting up a card combo (see mistervader's
Infinite Turn FAQ to see what I mean).
A typical non-specific core common in most of the decks you'll find here
is:
6 move cards (the best available to you)
6 cost reducers (the best available)
2 Johnny Sasaki+ (to get rid of bad hands, and speed up slow
starts or losses of momentum in card draws)
This core can be made bigger (and more specific) according to
deck strategy.
The fringe of a deck are what makes the deck do what the strategy
and the core set it up to do; the fringe includes weapons, stealth,
and linkage cards. Support cards can be in the fringe too, depending
on what they do. Basically, if the core is the brain, the fringe is
the body.
Overwhelmed? Don't worry, just look ahead...
---
Sample Templates (DB.008b)
The following are simple 30-card templates
to follow if you’re going for a specific strategy
for a specific stage. These templates can
be modified and expanded to fit your particular needs.
At its core, any deck in the Metal Gear Ac!d games is
one of two kinds: movement/stealth or combat (or a combination
of the two). Anything else is simply a specialized variation on
one (or both) of these concepts. Because of a much wider
variety to choose from, Combat decks are much more diverse
(and fun) than stealth decks. However, Stealth is a very
useful (and satisfying) strategy later in the
game (and on Extreme), when outright combat may be suicidal.
Notice that these templates all have at least a 6 cost reducer/
6 move card pattern. This should be a standard feature of any
efficient deck; adding more on larger decks (thanks to
AlmightyHamSandwich for pointing this out).
Movement/Stealth
12 of the best movement cards available to you
8 Cost reducers
10 Other Support cards (weapons, stealth, rations, etc.)
Sample Stealth Deck (1st Playthrough)
4 GRU Sld.
4 Gurlukovich Sld.
4 Marines / Navy Seals
4 Cost -4
4 Cost -6
4 ADA+
2 Raiden+
1 Stealth (if you have it)
3-4 M1911
Combat (anti-personnel)
12 powerful equip-type weapons (preferably of the
same ammo caliber)
6 Cost Reducers
6 Movement
6 Other support cards (body armor, rations,
linkage, movement)
Sample Anti-Personnel Deck (1st Playthrough)
4 AMD-63 Carbine
4 AK-47II
4 Type-17 Pistol
2 Gurlukovich Sld.
4 Marines / Navy Seals
2 Cost -4
4 Cost -6
2 Ration
2 Body Armor
1 Otacon (MGS4)
1 Metal Gear Mk.II (MGS4)
Combat (anti-armor)
12-8 anti-armor weapons (ex. AKMN, Akaban rifles)
6-10 rocket launchers/ grenades (ex. Redeye-II, Chaff grenade)
6 Cost Reducers
6 Movement
Sample Anti-Armor Deck (1st Playthrough)
4 AKMN
4 Type-17 Pistol
4 AMD-63 Carbine
2 M15 Grenade
2 Chaff Grenade
2 Redeye-II
2 Gurlukovich Sld.
4 Marines / Navy Seals
2 Cost -4
4 Cost -6
Please note that Combat decks can vary wildly, depending
on which weapons you choose to load up with.
Assault rifles are great at mid-range, pistols and
CQC better at close range, and sniper rifles
at long range. Explosives and traps also require very different
tactics. Experiment with your favorite weapons, and see
what suits your style best.
---
Custom-Created Decks (DB.009a)
Feeling lazy or out of deck ideas? No problem! The following 2
sections are sample decks; use them as is or modify them to your
liking. If you do not have the movement and/or cost reducers
listed, substitute them with the best ones available to you.
To the beginners: note the omnicient presence of the core mentioned
above in almost every submission...
submitted by me:
New Game Deck
1 Action++
2 Survival Knife
1 Ration
4 Cost -4
1 random rare (Cyborg Ninja in my case)
4 GRU Sld.
1 XM8
1 Otacon (MGS4)
1 Metal Gear Mk.II (MGS4)
4 AKMN
2 Cost -5
2 GRU Sld.+
2 The Fury+
4 Type-17 Pistol
30/30
If you remember all the way back to when you first fired up
MGA2, you probably remember how bad the default deck was
(especially if you played the first one). Well, that deck is
actually worse than what you remember, and probably made the
game harder than it should have been, especially if you don't
know how to fix it at first. This is a deck created to fix this
problem; a new player's PTS budget is limited, so upgraded
cards are at a minimum; also, this deck is made up of cards from
the MGS3 pack, cards in the default deck, and password cards,
making it accessible to everyone right away. For some of the cards,
you may need to buy some packs to get enough.
The upgrades are limited to the bare essentials; you only
have 1 Action+ until the MGS1 pack is available, so maximizing
its effect is worth 1000 PTS. The AKMN and the Type-17 are upgrades
of the AKM and C96, respectively, and are required if you want
the enhanced power of equip-type weapons. Besides, both only cost
500 PTS to upgrade, and are the best guns available at first. They
also run off the same ammo, so they are interchangable; both are
useful in their own right. The most expensive upgrades are the
Cost -5 cards, which are 1500 PTS apiece. It's expensive, but the
improvement in efficiency is worth it. GRU Sld.+ is also there,
to improve mobility in an otherwise inefficient deck.
The random card corresponds to the card that is a variable in the
deck; if you import a card from MGA1, then this is that card. Otherwise,
a random rare is assigned to you; in my case a Cyborg Ninja card
(very useful early game). If you don't want the rare you get, quit
the game w/o saving and start a new game; you'll get a different rare.
The best thing about this deck, however, is that it's a template for a
perfect 30 card deck. As new and better cards become available, the
user can simply switch out cards to improve the deck (movement and
cost reducers especially). This deck is guaranteed to make your
life easier between the first mission and the first boss, after
which you meet Venus, and things get easier after that.
If you run into PTS shortages, the best way is to do some of the
trial missions (see the trial mission FAQ), which don't require the use
of your own deck, to rack up some quick cash without stumbling
through story mode.
and for the other side of the coin:
submitted by me:
Gimp Deck (v. 2)
4 M1911A1 (or 4 Makarov) **
3 M4 (Laser S.)
3 Concentrate
2 Action+ (Snake only)
4 Cost -4
2 Cost -6
2 Cost -5
2 Otacon **
2 Revolver Ocelot
2 Ocelot Unit
3 M4A1
4 Genome Soldier+
2 Johnny Sasaki+
2 Ed Brown+ ** (or 2 Counter Block+)
3 XM29
40/40 Snake, 38/40 Venus
**- can be removed to add further challenge
** version: 32/40 Snake 30/40 Venus
NOTE: This deck requires that both Snake's and Venus's decks
both look like this at the same time
Extreme Mode too easy? Have every card in the game? Check out
this deck.
The purpose of this deck is to challenge the seasoned player.
This deck basically attempts to put the player on a level playing
field with regular sentries; in Extreme Mode, it can make a big
difference. Using this deck will really make you see how much you
really rely on your FAMAS, SAA+, and high move and cost down cards...
The playing field is as level as I could make it in this version;
in fact, this version may stack the balance in the player's favor.
I've added some advantages for the player (which could be removed
for a greater challenge), including Ed Brown+, for getting
around the superior equipment of most sentries on Extreme, the
addition of a "sidearm" pistol which will 1- increase the ATK power
of the XM29 with red interference, and 2- provide a secondary weapon
when using an M4-loaded XM29 with concentrate and otacon would be a
waste. The last, and I think most dramatic addition is Revolver Ocelot.
The first version of this deck had one HUGE drawback: there was always
a really large cost accumulation from the combination of attacking,
having Concentrate attached (even bigger if Concentrate+ is equipped,
which I played with for a while), and having very crappy cost reducers.
R. Ocelot not only lowers the loading cost of an M4 from 7 or 8 to 2, it
also ELIMINATES THE EXTRA COST FROM CONCENTRATE. Big difference. From
10 shoot cost to 2. Damn. This also makes it possible to use concentrate+
instead of the regular to get 100% HIT. But since the point is to make things
hard, that would be counterintuitive.
Although the player has disadvantages in terms of equipment (no explosives,
eq. lv.1), the player gets other advantages to compensate:
- the player gets to load with M4's = more ammo than AI
- the player has higher HIT than AI (Concentrate)
- the player gets cost downs and R. Ocelot to avoid large cost build-up
- the player can move farther than AI, despite not being the best move cards
* the player can keep the AI's defenses from activating (maybe why I'm
having an easy time, in elimination anyway)--remove Ed Brown+ for a MUCH
harder battle
There you have it. This deck is fun, even though it's a bit conventional;
it gives at least the ILLUSION that you can lose. That excitement, even if
it's only imaginary, can reinvigorate the game for the seasoned player.
submitted by Chicobo329:
All-purpose Arena/Campaign deck for Snake
4 M92FS
4 PMM
4 SMG
4 Action ++
2 Cost -10
2 Cost -12
2 Jonathan Ingram
2 Jonathan Ingram+
3 Solid Snake (MGS1)
1 Big Boss
2 Running Man
2 Running Man+
2 Olga Gurlukovich
2 Olga Gurlukovich+
2 Johnny Sasaki
2 Johnny Sasaki+
Total: 40/40
This is a simple frame to work with so that you can plug in
most any kind of weapon type.
MGS1 Snake is in there for higher amounts of healing because
you might find the need for mass healing after getting beat
around a bit. Big Boss is there for points because they're
always good to have.
The main equipment set up should be a Beretta M92FS to
the right and the SMG to the left. The SMG will give the
Beretta yellow interference to up the hit rate to 100% within
its range. The SMG is also a handy weapon on its own for
killing Evade and Fortune cards (if ALL shots from an SMG miss,
you get no cost added) and since it has no reaction percentage,
it'll always available to use unless it's been unequipped by a
Destroy Equipment effect or Jehuty. The PMM is there just
for ammo. A Makarov will also do since it has the same cost
and 4 shots but a PMM is just a little stronger and more
accurate if you need to use it for some strange emergency.
Submitted by me:
Ultimate Stealth
2 Running Man
2 Navy SEALs+
2 Ocelot Unit
4 Genome Soldier+
2 Ocelot Unit+
2 Running Man+
4 ADA+
2 Stealth
2 Stealth+
4 Cost -4
4 Cost -5
2 Cost -8
2 Big Boss (Snake Only)
2 Action++ (Snake Only)
32/40 (Venus), 36/40 (Snake)
This is a deck designed to run through levels
so fast, you are guaranteed an S rank for total stealth.
The ADA cards make it very cheap to move, and
Stealth makes it so you don’t have to worry about being spotted.
The cost reducers elongate how long you’re stealthed
and ensure you always get the next turn.
Since you won’t be fighting anyway, Big Boss is a great way
to get even more points out of the run.
Even if you are spotted, you will be able to move so
quickly you’ll reach the goal before the alert goes away
(Besides, one alert won’t knock off your S rank, even in Extreme)
Very efficient, even in long levels like the security
section (stage 05). Mastery of knocking and knowing when
to CQC guards out of your way is required. Completely
worthless for finding hidden cards and for bosses.
Here's a similar deck design with a slightly
different strategy:
submitted by y2kmisty2000:
Super Stealth Deck: Perfect for sneaking through
many levels in Extreme.
Snake:
2 Action+
2 Jonathan Ingram+
2 Jonathan Ingram
2 Cost -12
2 Cost -10
2 Olga Gurkulovich+
2 ADA+
2 Johnny Sasaki+
2 Stealth+
2 Stealth
2 Running Man+
2 Running Man
2 Ocelot Unit+
2 Ocelot Unit
2 Raiden+
Venus
1 Jack
1 La Clown+
2 Jonathan Ingram+
2 Jonathan Ingram
2 Cost -12
2 Cost -10
2 Olga Gurkulovich+
2 ADA+
2 Johnny Sasaki+
2 Stealth+
2 Stealth
2 Running Man+
2 Running Man
2 Ocelot Unit+
2 Ocelot Unit
2 Raiden+
30 Cards each
This is a small simple deck made to get to the cards you
first need as quickly as possible. Hopefully you get a stealth
card in your first hand or at least a johnny so you can
get to it fast and plenty of high cost reducers and movement
cards. From there on out use ADA+ to help reduce cost for
movement and Venus has the Jack Card, which will give you
one more movement at the expense of atk, which is worth it.
Snake's Action+ card will help to get more moves per turn.
Olga will help restore your hand when Snake and Venus are using
3 cards per turn. I opted to use Action+ instead of
Action++ Since i think Snake would use too many cards up
and there aren't enough Olga's to kepp restocking Snake. And
you will be forced many time to only use 3 cards a turn
instead of 4 and that defeats the purpose of the card. Also,
the card lasts 10 turns so most likely you would get the
second before the first runs out and it would just take up
space in your hand and you'd waste cost using it too early or
discarding it. The Action+ cards are stackable so if you do get
the next one before the effect runs out you can just add on
another action. Raiden is a very important card that you
need in an all movement only decks. Since you have no weapons
there is no way to get rid of enemies in your path so Raiden is
useful to squeeze through those narrow catwalks and corridors
that are blocked by enemies. Finally, I gave Venus La Clown+
just as an extra just in case you need it if snake is not
getting the cards he needs or gets caught or held back and he
just doesn't have the right cards. If Venus is fairly far ahead
and you can use it to jump Snake farther ahead and Venus will
probably be able to make up the lost distance easily.
My only complaint with the deck is the added 2 stealth cards.
ALL my decks are 30 cards and I like that. I might not be
able to have as many cards i want but the smaller size allows
me to get the cards I want faster and in general are much more
efficient. I, would like to add 2 more Navy Seal+ cards to each
deck and get rid of the 2 stealth cards but that limits the
ability to get to a stealth card quickly yet i would still like
to have more movement cards.
submitted by Rpg geek:
Double Shot/SAA+ Deck
4 SAA+
4 M1911A1
2 Double shot+
2 Double shot
2 Johnathan Ingram+
2 Johnathan Ingram
2 cost -12
2 cost -8
6 movement cards
2 Otacon+
1 Otacon linkage (MGS4)
1 Metal gear MK.II (MGS4)
30/40
SAA+ can do 120 or so dmg so if you use the links with
that; that makes them either do more damage and anti-armor,
or adds another 120 to an already 240 dmg. SAA+ are also
very accurate. M1911A1's are for ammunition.
The double shots are great for arena fights and the
cost reducers counter their high cost. I might
have added some more ammo but that's the jist of it.
submitted by FFXPunk2:
Five-seveN Deck.
Weapons
4 Five-seveN Standard
4 Five-seveN Tactical
4 P90+
4 P90
4 AKM
Others
1 Ration
2 Johnny Sasaki
2 Cost -6
2 Cost -10
1 Cyborg Ninja
2 Navy Seals
2 Gru Sld.
1 Big Boss
Total: 32/40
Description: I basically designed this deck as a quick point
runner. I don't have a big boss card yet myself, so you can add
one in if you want. Its made basically for
the Five-seveN's high hit percentage. also, the
P90 is good for spamming the four robot things
at the end of the cargo train level. [Sakiyuki boxes in
Elimination Stage 07--See CheapGamer's POint Farming FAQ
for more info-Ed.]
This is HamSandwich's take on the above deck:
submitted by AlmightyHamSandwich:
Updated Five-SeveN Deck (thanks to FFXPunk for the idea)
3 P90
3 Five-SeveN Standard
4 P90+
4 Five-SeveN Tactical
2 Action+ (Snake only...use something else for Venus)
2 Cost -8
2 Cost-10
2 Cost-12
2 Ammo Linkage
1 Metal Gear mk.II MGS4
2 Counter Block
2 Ration+
2 Running Man
2 Running Man+
2 Ocelot Unit+
1 Johnny Sasaki+
Total: 36 cards
Description: Streamlined 5.7 caliber ammo deck. No frills,
no fancy tricks. Your main weapon will be your Five-SeveN
Tactical (Atk: 80, Acc: 100%, REA: 90%). If you've seen any of
my decks, you'll know that I am a HUGE fan of guaranteed
shots, and the Five-SeveN Tactical embraces this idea. If you need
a little extra firepower, you can use the P90's 4x3 area
attack for hitting multiple people, but that won't be necessary
90% of the time. Basically, you have 4 possible Tacticals
to equip, and 13 possible ammo cards to load one Tactical with.
A lot of firepower, especially considering that you
also have Ammo Linkages and the mk.II (MGS4) card and the fact
that the Tactical has 100% accuracy within three blocks.
Standard strategies apply with the Movement and Cost Down cards.
What this deck boils down to is this: If you want to simply
kick ass, this is the fastest way to do it - however, if you want
to kick ass with style, you're better off finding another
deck (I recommend my .45 deck, personally [see further down--Ed.]).
also submitted by AlmightyHamSandwich:
I've had a helluva breakthrough. This is, I believe, one of
THE most powerful decks you can make without resorting to
any kind of explosives whatsoever.
I present to you, my .45 Caliber deck.
4 SOCOM
4 S.A.A+
4 M1911A1
3 Thompson M1
2 Equipment Lv. 2
2 Cost -6
2 Cost-8
2 Cost-10
2 Ammo Linkage (important...)
1 Metal Gear mk.II MGS4
2 Ration
2 Genome Soldier
1 Johnny Sasaki
2 Ocelot Unit
2 Ocelot Unit+
Total: 34 cards.
This deck features the S.A.A+, and the SOCOM.
The S.A.A+ has 120 Atk and 90% Accuracy. "So?"
you might say. Well, it can also Destroy Equipment,
and does more damage than the SOCOM with only 5% less
accuracy. "What's so special about that?" you are probably asking.
The S.A.A+ also has a +5% accuracy interference.
The way you set-up this deck is as follows:
Use Equipment Lv. 2
Place S.A.A+ in top right corner.
Place SOCOM in bottom right corner.
Place Thompson M1 in bottom left corner.
Place M1911A1 in top left corner.
Now, the SOCOM has 100% accuracy within 3 blocks. The S.A.A+
gives the SOCOM this bonus. Now, when you attack with the
SOCOM, you are guaranteed to do at least 200 damage, barring anything
such as a Bomb Blast Suit.
Now, if you come across a person who is heavily equipped, you also
have the S.A.A+ with 90% accuracy within 3 blocks.
Ammo Linkage and the mk.II once again play a key role in
ramping up the attack this deck can dish out. If you Link, say, the
mk.II with an Ammo Linkage off an M1911A1 (still your best loading card),
that's a grand total of six shots with the SOCOM/S.A.A+. Six shots.
All of them above 100 damage. That is ****ing crazy.
The addition of extreme cost reducing cards alleviates a
lot of the Cost build-up of attacking. Hell, Cost -8 alone
can negate any two gun cards you use, allowing you a free extra turn.
The addition of the Ocelot Unit (6 block movement card, 4 Cost) and
the Ocelot Unit+ (7 block movement card, 4 Cost) cards allow for extreme
mobility. Also, if you use two in conjunction, then use a Cost -8
card, you get a another turn in succession.
The low Total also ensures that you can going to get your weapons cards
fast, and the fact that you have 6 movement cards and 6 Cost
reductions cards will make drawing them even faster.
This deck was built with Venus in mind (Snake needs
Action++ for this to be effective, and that's too much),
since she has 3 REST by default, and so can attack and
move infinitely better than Snake can.
submitted by AlmightyHamSandwich:
R5 Deck
4 R5
4 M4A1
4 M4A1 Laser S.
2 Strand
1 Aim
2 Cost -8
2 Cost -10
2 Cost -12
1 Otacon (MGS4)
2 Otacon or Otacon+ (totally your call)
2 Ration+
2 Ocelot Unit+
2 Running Man
2 Running Man+
2 Johnny Sasaki+
Total: 34/40. Designed for Venus.
The R5 isn't particularly notable in anything. It's atk. is average
(only 40 atk. for an assault rifle), it's acc. is above-average
(85% acc.), and it doesn't do anything fancy, just ensures that your
opponent cannot counter you. However, the R5 has one saving grace - it
takes 5.56 caliber ammo, which makes it automatically among the best
assault rifles in the game, since it can be loaded with M4s. Thus, the
sheer amount of damage you can do with the R5 is enormous in terms of
conventional weapons.
Strand, Otacon linkages and Aim are your main support cards for the R5.
Strand adds 1 Cost to your enemy with each hit, and since you'll
(mostly) be loading your R5 with M4 cards, you're covering the Cost
of the M4 (M4 has 7 Cost) with each attack if seven or more hit. Thus,
you'll always have the next turn if used in conjunction with Aim,
which gives the R5 100% accuracy (and you KNOW how much of a fan I am of
guaranteed shots...) Combine that with the amount of damage you'll be
doing (40 x 8 = 320 is the MINIMUM amount of damage you'll be doing with
every attack, if the R5 has Aim attached) and that's pretty awesome.
That's why you have 3 of each card - you'll be running through them quite
quickly if you attack often enough.
Adding Otacon/Otacon+ and Otacon (MGS4) lessens the importance of Aim
and also boosts the attack of the R5 by 10 and 20, respectively, which means
your damage can increase by as much as 80 to 160, not including any
damage bonuses. The reason Otacon or Otacon+ can be used is this - Otacon+
is a Linkage card, and Otacon is a Character card. They both have the same
effect and they both have 7 Cost, the difference lies in how you activate them.
Otacon should be used if you're willing to take time to set up, as it attaches
to the weapon and lasts until it's used 2 times. Otacon+ links to an attack
of two blocks or more, but doesn't add any Cost when it's used and lasts only
one attack, so it's effective if you play this deck with low Cost
(like I do). As I said, it's totally your call.
submitted by DodgedBullet:
CQC Deck
4 Punch+
4 Kick+
2 Rush+
2 Chris Jenner+
2 Running Man+
2 Running Man
2 Ocelot Unit+
2 Johnny Sasaki
2 Urban Warfare+
2 Ration+
2 Cost-8
2 Cost-10
2 Cost-12
2 Action+
Total: 32/40
The main problem with most CQC decks is that you're being
pelted by superior gunfire. This deck attempts to eliminate
that option and force the enemy to fight on your terms. Aside
from all the standard CQC fixings, it comes with Urban Warfare+,
which makes all enemy ranged attacks useless. The major downside
to UW is that all of those knockback attacks from enemy CQC will
kill your hand, so equip Chris Jenner+ to take care of that.
Now each enemy that attacks you will do no more than 50 damage
a piece with no knockdown. Also keep in mind that they have to be
next to you to do that damage, which is right where you want them.
To up the survivability a bit more, you can always toss in a
few Fortune+ cards to cover yourself after UW wears off. Keep in
mind that you only get 2 equip slots without adding another 1-2
cards though, and this deck works best with less cards. And, as always,
if you put this deck on Venus, take out the two Action+'s to cut it
down to a slim 30 cards. [If health becomes a big issue, consider adding
a few Close-Rng Soak- these turn CQC damage received into HP; also,
to increase the damage potential of the deck, try adding The Boss+ if
you have it. Finally, a Gray Fox-themed version of this deck is
also posted further down.--Ed.]
submitted by me:
Arena CQC/Cost-Adding Deck
2 cost -10
2 Gurlogon
3 cost+ linkage
3 punch+
3 kick+
2 rush+
3 Republic blade
4 cost -5
2 cost -8
2 genome soldier+
2 Gurlogon+
2 Running Man+
2 Ocelot Unit+
2 The Boss+
2 Supply Cut+
36/40 (2 Action+(+) can be added with little risk)
Ok, with this deck you get in there (with sniper support)
and beat the crap out of Arena bosses with CQC. Equip Rush+
as your primary CQC if possible; use kick attacks to knock them
onto supply cuts, and use gurlogons with the higher
cost reducers whenever possible. Republic Blade is useful
for getting rid of Fortune cards, Solar Banks (on Fortune),
and front evades (Vamp). Meanwhile, Venus should be afar adding more
cost with the M1891/30+. When played correctly on
lower arena difficulties (Hard and under) Snake can even use this
deck to defeat two opponents by himself.
submitted by me:
FAMAS Extreme Deck
2 cost -10
2 Gurlogon
3 Add KDWN Linkage
4 FAMAS/G1
4 M4 (Laser s.)
3 Republic blade
4 cost -5
2 cost -8
2 genome soldier+
2 Gurlogon+
2 Running Man+
2 Ocelot Unit+
2 Strand
2 Supply Cut+
36/40 (2 Action+(+) can be added with little risk)
This is a variation on the CQC deck above. It switches out all CQC
cards with the FAMAS/G1 and its loading card, the M4. Also, add KDWN
linkage replaces cost+ linkage, so that you can still knock opponents
onto supply cuts. Strand continues the strategy, adding even more cost
to opponents.
Here's another FAMAS deck:
submitted by Sword of Destiny:
General Use FAMAS deck
4 FAMAS/F1
4 M4A1
2 G36C+
2 Cost -10
2 Cost -12
2 Johnny Ingram
2 Johnny Ingram +
2 Ocelot Unit +
2 Ocelot Unit
2 Running Man
2 Running Man +
2 Stealth
2 Stealth +
2 Action ++/2 Cost -8
1 Otacon MGS4
1 MG MKII MGS4
2 Double Shot+
Total: 36
I've tested the deck and it breezes though Arena Normal and
Campaign Extreme. For harder arenas, use a more offensive deck.
Use this deck for campaign on any difficulty or arena on lower
difficulties. Stealth will really make campaign easy, and it's
fairly good in arena if you can get a good position. The weapons
with the linkage cards and double shot will kill any boss in the
game (except Metal Gears) and it will also destroy any arena
challenger. The FAMAS is used as it adds cost which is good for
sneaking and it's a strong weapon. The G36C+ will kill patrol
bots and is also a strong weapon. The M4A1 is just for ammo.
Now this deck won't work in Extreme Arena and might not work
in Hard Arena, depending on your skill level. Of course the
best movements in the game and best cost downers in the game
are used.
Overral this deck can be used to beat campaign on any difficulty
as well as most of the arena for you. So if your stuck on a level
just use this. But remember, this deck won't touch Metal Gears
and the harder arenas, but it's an effective deck you can use
all around.
submitted by me:
Kamikaze deck
2 Action+(+)--either one is ok
2 Dark Loans
2 Running Man
2 Jon Ingram
2 M1 Abrams
2 M79 (antipersonnel)
2 Cost -12
2 Solid Snake (MGS1)+
2 Johnny Sasaki+
2 Running Man+
2 Jon Ingram+
2 Ocelot Unit+
2 The Pain+
4 M1A2
2 Jeff Jones
4 M79 (AP ammo)
36/40 Snake, 34/40 Venus
The strategy in this deck is to take as much punishment
as you can take, so you can dish it back out. Your
main weapons are the M79 and the M1A2 cards-- reliable
since the M1A2 gets around evades, and deals even more damage
to you without killing you. the M79 has unlimited range (granted you
can see the target), and has 100% HIT at any range. Dark Loans
keeps you safe from harm while your costs are high and are
waiting for your next turn, and puts you in max damage position
(1 life) for the M79. Dave brings your health back to
full, so you can use the pain, jeff jones,
and the M1A2 again. The M1 Abrams card can be substituted with
Shagohod+ (if facing many sentries), or with the super
dragon (against bosses). If you want to make the deck a bit
safer, you may want to upgrade Dark Loans, and switch
The Pain+ with builder bed (non-upgraded). This gives you
auto-revive, so you can keep going if you overextend
yourself. And if you happen to know how the No Smoking
card works, feel free to use it as well (and let me know).
submitted by kered12345:
AN94 Abakan+ Deck
2 concentrate
2 stealth
2 cost -10
2 running man
2 jonathan ingram
2 ocelot unit
4 AKS7un
2 stealth+
2 cost -12
2 running man+
2 jonathan ingram+
2 ocelot unit+
4 AN94 Abakan+
Total: 30
Description: Includes the 8 best cost reducers and the 8 best
movement cards. Equip an Abakan, and load it using the AKS74un for 6
shots at 6 cost. If you have concentrate attached to the abakan,
your accuray is 100% within 4 blocks. when you hit a target you will
do an automatic 360 damage. also it will cause bleeding and it will
destroy equipment. Not only that, but it is also anti-armor.
The nice thing about this deck is that there is plenty of room
to customize it for the level you are on. If you are going
to need a nikita to take down an electric floor, simply add in one or two.
I have not tested this deck much, but i have been playing
with a deck that is identical to this one, only it uses a FAMAS/M4A1
(Laser.S) combo instead of the AN94 Abakan+/AKS74un combo. The
mechanics are pretty much exactly the same. I simply have come
to like the abakan better because it is anti-armor. [ed. I
recommend replacing the stealth cards with Otacon+ or ammo linkage
if you want to make the deck more offensive]
This is a more straightforward deck from Chicobo329:
Abakan Deck
4 AN94 Abakan
4 AN94 Abakan+
4 AKS74un
3 Aim
4 Ration+
2 Olga Gurlukovich
2 Olga Gurlukovich+
2 Johnny Sasaki
2 Johnny Sasaki+
2 Running Man
2 Running Man+
2 Cost -10
2 Cost -12
2 Jonathan Ingram
2 Jonathan Ingram+
1 Action+ Linkage+
Total: 40/40
While I've seen plenty of decks go under the 40 card limit,
I always made it a note to myself to make the most of my
deck and if that means going to the 40 card limit, that's
fine with me. The addition of mulligan cards like Sasaki and
Olgas will help cycle through the deck if I need anything but
I'll almost always have a hand with some sort of use to me.
I almost always use a 40 card deck anyway and as long as you
have the right setup, it shouldn't be a problem.
I stuck in Rations because honestly, I really want healing,
I can't be caught dead without it X^D Action Linkage is there
if I need it though sadly it's my only card. I need to get
more...if I get another, I'll remove one Ration to make room.
Standard fare with cost reducers, the heavy stuff is really
needed because Abakans are costly; Abakan+ has 8 and Abakan
has 9!
Regarding equipment, I have Venus equip the Abakan+ on the
left box an Abakan on the right. Because both of them have
Yellow interference to the left, the Abakan+ will get a
10% hit bonus which puts it up to a comfortable 90%. If
I need extra aiming, I'll stick on an Aim card. The AKS74u is
there for ammo, it has six 5.45 mm ammo while the Abakans have
five. Both Abakan and Abakan+ have the same attack power so if
I can't find an upgraded version, I can make do with the normal
variety just so long as I have an Aim card attached (the normal
variety has only 75% hit percentage).
The Abakan is a very useful weapon! It's an all-in-one package;
Anti-Armor, Destroys Equipment, AND adds Bleeding. The Destroy
Equip makes it perfect for Extreme single player and Extreme Arena
to remove bothersome Bomb Blast Suits and Solar Banks on Fortune.
They also have a low Reaction% which means they'll stick around in
my hands and not disappear from constant counterattacks.
submitted by AlmightyHamSandwich:
Sniper Deck.
4 AKMN
4 PSG1-T
2 M1891/30+
2 Action+
3 Aim
2 Hip Shot+
2 Cost-8
2 Cost -10
2 Cost -12
3 Scope+
2 Running Man
2 Running Man+
2 Sniper Wolf+
2 Johnny Sasaki+
2 Ocelot Unit+
Total: 34/40
Description: This deck centers around the 1891/30+.
It is your main attacking card. Higher atk. than either
of the other rifles, with 75% accuracy. Don't
go firing this off unless you are desperate. Have Scope+, and
Aim equipped first. The 1891/30+ adds 5 cost per hit (Take that,
Hip Shot) for no extra cost, in addition to having a 70% chance
of inflicting sleep if you, somehow, don't kill the person with
your shots. However, the weapon itself takes 10 cost to equip. As you
can see, attacking with this deck uses a lot of Cost
(PSG1-T takes 7 Cost to use). I guess that's why it's a Sniper Deck.
Scope+, combined with the 1891/30+'s effects, makes this deck EXTREMELY
excellent - not only are you inflicting 5-15 Cost on
the person, but you can put them to Sleep as well.
Movement is key, as is having enough distance to use this Deck
to its full potential. It goes without saying, but I'll say it
anyway - do NOT use this deck against Bosses or in a closed-quarters
area. Why not Bosses? Bosses have the notorious habit of getting right
in your face, which renders Scope+ useless. And IIRC, they are resistant
to sleep. Your lack of actual ammo (9 cards) also makes you a sitting duck
for, say, Liquid Snake or The Boss. There is no Equipment Lv. 2 in this deck.
Why? Simple reason: You should never have to equip any more than
an 1891/30+ and a Scope+.
Use Sasaki+ like crazy. He's only four Cost, and he can cycle through
your deck quite quickly. For Venus (if you use my set-up), this is
especially true. If you're not attacking or moving, you should be using
Johnny. If you don't have Johnny, you should be attacking or moving.
Simple as that. Don't conserve your Cost Down cards. Your common method of
attacking (if you're Snake and have no Action+ in use), should be attack,
Cost Down, draw, attack, Cost Down, and onward into infinity. It maximizes the
use of Scope+ by keeping it on there longer, allowing you to attack more.
Sniper Wolf and Aim (neither require you to be any specific distance from
the target) drastically cut down on minimum distance, making this deck
useful at any range. Aim is a funny little card, because no one knows
it exists. But it can be useful. Its effect disappears when the weapon is
used 3 times. Considering that each time you will use the 1891/30 you'll be
doing three shots (not including the OTHER 1891/30+ in the deck), that gives
you at least six shots before the effect wears off. Pretty nifty, considering
that it boosts accuracy by 20% and can be used from any range, near or far.
Aim has four Cost and Sniper Wolf+, in conjunction with the 1891/30+, grants
100% accuracy from any range, and the effect disappears when the weapon is
used once. Basically, for when you really, REALLY need a bulls-eye.
Sniper Wolf+ has 6 Cost and is effective from anywhere.
Hip Shot+'s addition makes this deck a lot more aggressive. As pointed out to
me by Dodged Bullet, it can negate whatever attack you do, and give you a
free extra turn. This lessens the need of using your Cost Down cards on
attacking, so you can focus on using them during Movement and/or Setting up.
The key to getting maximum use out of HipShot+ is to stack Scope+ and Aim
together (credit again to Dodged Bullet for pointing this out) in order
to get 100% accuracy in order to use Hip Shot+'s effect (-10 Cost on a hit).
So while you're adding Cost with the 1891/30, you're also reducing your own
Cost at the same time, which will give you a huge, huge Cost Advantage over
your opponent after about three or four attacks.
submitted by Lord_Syren:
1 Action++
1 Cost -6 (It can use two Action++ if you desire,
but i find it too costly for my tastes)
2 Cost -8
2 Cost -10
2 Cost -12
2 Ocelot Unit
2 Ocelot Unit+
4 Genome Soldier+
2 Running Man+
2 William Tell+ (Or 2 chaff grenade+ if you need
to bypass some robots)
4 Five-Seven Tactical
4 M92FS (Laser.S)
1 Johnny Sasaki+
Interference: 5-7 to the left, M92Fs to the
right to get the attack bonus
Well this is the deck that i've evolved into. So far it's
taken arena Easy/Normal/Hard easily (Haven't done Extreme yet)
and it's sliding me through Extreme story mode nicely.The deck
itself is based off of the old MGA1 principle of never letting
enemies move and only using thirty cards for faster rotate. The
5-7 will take out enemies with ceramic armor from behind,
and the M92FS can take down any simple enemy with its No Defense.
It's basically a trusty and kill whomever sees you deck, but
it really shines when in boss battles or arena where you can
literally get ten turns for every one of theirs, if not more.
submitted by AlmightyHamSandwich:
This is a deck I've been fooling around with. It seems to work
quite well. It isn't big on damage, but it gives you a lot of
control on how the enemy can attack you, With Equip cards, anyway.
Equipment Control Deck.
4 H.F Blade
4 H.F Blade+
4 Republic Blade
2 Action+ (Of course, if you're using Venus...)
2 Cost -8
2 Cost -10
2 Cost -12
2 Ration+
2 Ocelot Unit+
2 Running Man
2 Running Man+
1 Jehuty+
2 Gurlugon+
2 Johnny Sasaki+
Total: 32/40 for Snake, 30/40 for Venus
The purpose? Simple; Your opponent better have a lot of
Use cards, or else he's going to be smacked down quickly. The
deck runs on the premise that, if you're opponent can't equip
anything, he can't do any very big damage.
The Blades destroy your opponent's equipment, with Republic Blade
being the main Equipment Destroyer and best damage dealer,
with H.F. Blade running a very close second (Republic Blade does
190 damage; H.F Blade+, 90 x 2, which is 180. This is, of course,
excluding any damage bonuses). H.F Blade, although much weaker than
either of the other two, is still powerful (70 x 2, for 140) and
does the same thing as H.F Blade+. All of the cards have 6 Cost.
Relatively cheap.
Standard strategies apply for Cost Down cards.
Standard strategies apply for Movement cards.
Standard strategies for Johnny Sasaki+.
Now. Jehuty+ and Gurlugon+. Jehuty+ resets your opponent's
equip to default - in other words, it completely erases whatever
they have equipped. If your opponent simply has too many cards (Vamp
on Extreme, for instance) or you're too far away for direct action,
Jehuty+ comes into play - they will be forced to re-Equip if they
use Equip cards to attack again, giving you (hopefully) time to get
in there and start slicing. Gurlugon+ gives you a LOT of time to do
what is needed and can sometimes end a battle before it even begins.
This deck is tremendously effective against most Arena bosses, with
the exception of maybe The Boss, because you don't really want to
be very close to her - if you're close enough to hit her with a Republic
Blade, you're close enough to be hit with a devastating CQC combo.
And that's no good.
so far, everyone has concentrated on stand-alone deck setups.
oucha uses a more synchronized approach to deckbuilding:
submitted by oucha:
Tony Tandem
Snake
4 S.A.A +
4 M1911A1
2 Action++
2 Hipshot+
2 Ammo Linkage
1 MetalGear Mk2(MGS4)
1 Johnny Sasaki+
4 Tony Redwood+
2 Ed Brown+
2 IdeaSpy 2.5+
2 Jonathan Ingram+
2 Cost-12
2 Running Man+
2 Ocelot Unit+
32/40
Venus
3 Famas
3 M4
3 M4(Laser)
3 Critical Shot
3 Hipshot+
1 Johnny Sasaki+
2 Gurlugon+
2 Jehuty+
2 Cost-8
2 Cost-10
2 Cost-12
2 Running Man
2 Running Man+
2 Ocelot Unit+
32/40
Description:
The theme of these decks is to use Tony to raise our accuracy level
to 100% no matter what the distance is as long as our weapons can reach
the target. Since Tony works on all players, to prevent the opponent
from enjoying the same benefit, the second deck works to add cost to
the enemy to stop them from attacking. This is a combat deck and will
not be very efficient for a stealth/get to the end mission.
SNAKE uses SAA+ with m1911a1 ammo which costs 5. Used with Tony and attached
with hipshot+, snake shoots with an accuracy of 100% and a cost of -5 (5-10)
at any distance that the gun allows you to. The later he is in his turn,
this cost reduction increases up to -8. You will often end up with 0 cost after
you shoot. You can end the turn early to draw for more ammo and keep shooting
until your hand is bare of ammo or Tony effect is over. Ammo+ cards are there
to increase snake's damage output while Ed Brown+ is to kill all reaction to
stop you from counter attacking(good) and also allows you to ignore opponent's
equipped evasion and armors.
VENUS uses famas with m4 ammo which costs 7. Like snake, with Tony and hipshot+,
she enjoys a cost reduction between -3 to -5. But the main reason she is using
famas is to add cost to the opponents. Attached with critical shot, famas will
add about 24 cost with 8 shots. Simply add costs to opponents that are likely to
move before venus or snake. Bolstered with enough of cost reduction and cheap
shooting cost, she will be able to shoot very often for 90x8 dmg from the back.
With gurlugon+, it's very easy for bosses in extreme arena to hit 50 costs each,
100+ if one boss is left, sealing your victory. Only use jehuty if someone has
a defensive equipment that snake can't destroy with his SAA+ or stop with his
Ed Brown like Fortune card (also sunbank but destroyable with SAA+). Just make
sure you have a weapon card in hand to quickly re-equip. It's the only card you
need on your slot.
__Important__
Do not engage enemy bosses head on unless you are sure you can add cost with
venus. Always try to have the first attack. The first few turns of the stage is
the deciding factor because you don't have any defense what so ever. It might
be risky but having defense in this deck is somewhat redundant after you succeed
in adding enemy's cost. They won't be moving for a long time if not ever. If you
still feel insecure, feel free to add another 2 defense card of your choice. The
decks are only 32 in size.
also submitted by oucha:
FOXDIE Outbreak
Snake
4 Abakan+
4 Machinegun Kid+
2 Action++
3 Equipment Lv.2
2 Builder Bed+
2 Liquid Snake
2 Johnny Sasaki+
3 Paramedic+
2 Ration+
2 Cost-8
2 Cost-10
2 Cost-12
2 Running Man+
2 Ocelot Unit+
34/40
Venus
4 SVD+
4 PSG1-T
3 Scope+
3 Tent+
4 Sacrifice+
2 Medical Kit+
2 Johnny Sasaki+
2 Ed Brown+
2 Cost-8
2 Cost-10
2 Cost-12
2 Jonathan Ingram+
2 Ally cost-5
34/40
In this deck, our aim is to keep Snake alive. He's infected with
Foxdie and can die any moment. He is prone to enemy attacks since
Venus will be staying behind. On the upside, Snake's strength
and skills is enhanced and Venus will still support him and keep
him alive albeit from afar. This is a combat deck not designed for
stealth/get to the end missions since venus is meant to stay
in one spot and doesn't have any movement cards.
Snake uses Abakan+ as his weapon this time around. The maximum
ammo is 6 and costs 6 but instead, we'll use machinegun kid
for 4 cost and 5 ammo (a bargain). As soon as the battle starts,
try to get Snake's equipment level to 2. Gear him up with
Abakan, Paramedic, and Liquid Snake. Position them in the equip
slot so that paramedic's yellow interference and liquid snake's
red interference touches Abakan. This will boost Snake's accuracy
by 10+40 to 130%, Snake's attack to (50+10+40)x5, Snake's counter
chance to (10+40)%. Also attach builder bed+ in the remaining slot.
After foxdie effect from liquid snake card expires, Snake will
die but builder bet will immediately raise him. Re-equip liquid
snake if you can. If you have paramedic equip, don't hesitate to
keep attacking even when you're out of cost down. As long as you
have it on, everytime you take damage from enemies, your cost will
be reduced. Ration is there to help you regain back the damage.
Venus uses SVD+ with scope+. Firstly, you have to let snake start
the battle. Once you know where the battle is going to be, put venus
in a safe distance from snake's fight. Set up a tent there and stay put.
Every turn, the tent will heal venus. Everytime Snake needs healing, use
the sacrifice card to heal snake. Other cards can heal allies from afar
for the same amount of health without the sacrifice, but the cost is too
high and the tent will make up the lost health anyway. Use medical kits if
snake dies. Try not to throw them away too quickly if your deck is still far
from reshuffling since there is only 2 even though you won't use them
too often, just in case. Ed Brown is useful to bypass evasion and armor
since our defense is healing and resurrection AND blocking snake's
enhanced counter. As for fortune and Solar Bank, Snake has abakan to destroy it
with (Why I didn't pick famas). Ally cost is to help snake move right
away after you resurrect him. I only picked -5 because when he is resurrected
by medical kit he will have 5 cost. Snipe when snake doesn't need healing.
__Important__
Do not let the enemy spot venus first. While equipping snake fully is important,
bait the enemy into attacking snake if it looks like they're going after venus.
If snake doesn't have lv.2 equipment, prioritize paramedic and abakan first. If
situation allows it, try to position enemy between snake and venus. After they
exposed their back to venus, you're free to move snake to shoot from the back.
Snake can shoot up to 1000 damage with just one machinegun kid+ while Venus can
shoot around 200 to 300 x2 for cover fire. If for some reason an opponent stands
on your tent, remember that punch punch kick only knocks to character's left.
Keep that in mind when you put your tent.
and one more pair from oucha:
The Bomberman's Run
Snake (34)
4 TNT
4 C3+
2 Action++
1 Johnny Sasaki+
2 Chris Jenner+
2 Ration+
2 Cost-8
2 Cost-10
2 Cost-12
3 Paramedic+
4 Ally Cost-8
2 Running Man
2 Running Man+
2 Ocelot Unit+
Venus (30)
4 Detonator
4 Bomb Switch
2 Tent+
2 Medical Kit
2 Medical Kit+
4 Sacrifice+
2 Survival Kit+
2 Cost-8
2 Cost-10
2 Cost-12
2 Jonathan Ingram+
2 Ally Cost-5
This is pretty cruel, but snake is supposed to run around
the map, stop beside enemies and place bombs. When he
finally stops at the last bomb, venus will hit the switch,
detonating all the bombs hurting snake too. Paramedic will
cut snakes' cost if it isn't 0, putting him first in the
turn queue. Then venus will heal snake back, and and cuts
her cost to 0 again so she is next in line after snake. Snake
then moves again, places bombs again, let venus hit the switch,
heal and let paramedic restart the cycle again.
The ally cost down is for in case when each other's turn isn't
in first or second. So hopefully enemies cannot move. That's
in theory. In reality, it's not always going to be smooth
sailing. I tried this deck against teliko in arena and the bombs'
damage are too minuscule too be worthy and one turn kills makes
venus cost hard to keep down since she has to revive snake alot.
LOL factor is there though. [It could be very beneficial to add
a few Fatman cards to increase the power of all the bombs placed.
Hellz Yeah.--Ed.]
oucha strikes cooperative gold once again:
Vulcan Strafe Deck
Snake
2 XM8
2 XM8+
2 M61 Vulcan
2 M61A2 Vulcan
3 The Fear+
2 Liquid Snake
2 Johnny Sasaki+
1 Otacon(MGS4)
1 Otacon+
2 Action++
2 Cost-10
2 Cost-12
3 Ally Cost -8
2 Johnathan Ingram+
2 Ideaspy 2.5+
30/40
Venus
2 Briefing+
2 Medical Kit+
2 Ration+
4 The Fury
2 Johnny Sasaki+
2 Gurlugon+
2 Ed Brown+
2 Jehuty+
2 Cost-8
2 Cost-10
2 Cost-12
2 Ally Cost-8
4 Ally Cost-12
30/40
My fourth double deck with vulcan as the main dish. Lets just say at 1.5x dmg
position, it can do between 120 x 20 to 150 x 20 at 90-100% accuracy per
M61 vulcan+ card and very little risk. It's no slowpoke either...
Snake has to use The Fear and Liquid Snake on his two slots. It doesn't matter
where on the slot since the inteference affects nothing. Then you use XM8,
next to your target. Hopefully the random effect is a BURN so that you get hit
by it right away. Yes, you want burn on snake. Once you do, you have plus 40+20
attack, 40% accuracy, 40% reaction(useless) bonus. After that, you can use the
vulcan freely. The XM8 attack would be doing about (60+40) x 5 not counting a
shot from the back. Assuming you're shooting from the back all the time and
hits all ammo at 90% acc vulcan, thats 750 damage and 2400
damage(((20+60)x 1.5)x 20). With otacon(mgs4) that's 3000 damage just from
a single vulcan+. Whatever vulcan you use, two shots is all you need
and it's still overkill.
Venus is only there to help snake's cost addiction. Juggle the ally cost downs
between snake and venus and keep snake on first turn and venus on second at all
times. Gurlugon is there only to help but not exactly necessary. Ed Brown and
Jehuty is my staple for decks without destroy armor. Ed for most defense cards
with REA, Jehuty for cards like the pain, fortune, solar bank. You can kill
Fortune with a single vulcan attack though. Lastly the Fury isn't a + because
it's not meant for damage. It's to burn snake if you don't want to gamble
on snake's random xm8. You won't ever need medical kits and ration but it's
a just in case. No weapons on venus because with snake's massive firepower
why would she need one? Besides it's going to slow her deck down trying
to bring extra fire power while what she needs to be doing is keep
constantly fresh hand to keep snake moving.
oucha submits a (gasp!) single deck:
submitted by oucha:
Fresh Hand Roger: for Snake
4 Abakan+***
2 Action++
3 Ada+
3 Hipshot+
3 Equipment Lv.2
3 Solid Snake (MG)+
2 Liquid Snake
2 Johnny Sasaki+
2 Briefing+
2 Roger McCoy+
2 Cost-8
2 Cost-10
2 Cost-12
32/40
Put it simply, we want lvl2 equip as soon as we can. Load abakan+ and MG snake.
Attach hipshot+. Always use ada if you can. You'll be doing short hops across
the map without a real move card but very cost effective and allows easier
cost management. Now, move out and commence the mission(any type). When you're
about to attack, start discard&draw 6 like mad until you get liquid. If your
deck goes below 10 or when you know the roger card on your hand is your last
roger until next reshuffle, use it! It puts your discarded cards (graveyard)
back into your deck (and shuffle it I guess), so you get to pay 4 instead of
10 cost.
Just before your very first attack, attach liquid. Now you have 60+40+10 attack,
80+40-20% accuracy with 5 ammo. You also have a -10 cost/attack (hipshot+).
Don't forget we have MG snake! That means not only you get a -10cost per attack
for 110x5 at 100%, the weapon card returns to your hand! If not by the first
attack, you will have 0 cost by the second attack. Out of hipshot? Refresh
hand+roger until you get one. Cost down in this deck is mainly for this; doing
refreshroger does not yield a high cost and you're almost guaranteed a cost
down on a fresh hand. It's like deck randomness thrown out the window! Got a new
hipshot? Refreshroger again if you lost your abakan. I practically had to let
snake die from liquid snake since he reached the end of a story stage while
Venus is still at the beginning!
***I chose abakan+ because of destroying properties while testing the deck out
on arena without venus' help. If venus has equip destroys, feel free to swap
snake's rifle out with any weapon that has 80% accuracy. Or 70-75% if you don't
mind 90-95% accuracy. If you want to add famas with m4 ammo, you'll have to
increase the deck size abit but not too much! 3 famas with 3 m4 replacing 4
abakan is what I'd recommend. You can probably take out snakeMG but I think
it'll reduce deck's reliability even if you have fresh hand+roger.
Do what you want.
Using briefing too often will slow your partner down since you're not letting
them move at all to cut down their reshuffle cost, unless you want to. Either
you only use briefing if you have to or take a normal johnny but pay more
cost. Again, up to you.
submitted by me:
Burning Bodies Deck
2 Action+(+)--either one is ok
2 Cost -6
2 Running Man
4 Gun del Hell
2 M63A
2 M15 Grenade+
3 Add KDWN+
2 Cost -12
2 Johnny Sasaki+
3 Machinegun Kid+
2 Running Man+
2 Ocelot Unit+
3 Critical Shot or Strand
35/40 Snake, 33/40 Venus
This deck revolves around the notion of someone that
is on fire while fainted cannot put themselves out.
And since burn damage is based on cost, it is also good
to add a little cost to the enemy. All weapons, Gun del Hell,
M63A, and the M15, all add BURN; the grenades also add KDWN,
serving a dual purpose. The guns can attach add KDWN+;
the Critical Shot/Strand (your call- Critical Shot adds more
cost at once, but Strand lasts longer) is for the M63A.
Machinegun Kid+ loads the M63A for cheaper than an M4;
the M63A gets six shots anyway, so it's not a big deal.
submitted by me:
Non-Lethal Deck (works well with the Burning Bodies Deck)
4 M9
2 Cost -6
2 Cost -10
2 Running Man
2 Jon Ingram
2 Stun Grenade+
4 M92FS (Laser S.)
2 Choke+
2 Stealth+
2 Genola+
2 Johnny Sasaki+
2 Running Man+
2 Ocelot Unit+
30/40
This deck is fairly straightforward. Go through the level,
preferably stealthed, and put anyone in your way to sleep.
Genola+ is in case you're detected and need to take the heat
off your back. Choke+ is good for when you are in proper position
and is best not to waste ammo; there are only 8 guns and 2 Stun
Grenade+ cards in the whole deck, after all. The M92FS (Laser S.)
is primarily a load card for the M9, but can also work in a
pinch as a lethal card if for some reason you need to eliminate
a guard permanently. Also, the interference effects are useful.
submitted by me:
M37+ Deck
3 M37+
4 Spas-12
2 Spas-12+
4 Attack 1 Enemy+
3 Aim
2 Johnny Sasaki+
2 Action+(+) - Snake only
2 Running Man+
2 Running Man
2 Ocelot Unit+
2 Cost -12
2 JOn Ingram
2 Jon Ingram+
32/40 Snake, 30/40 Venus
The M37+ is IMO, one of the best weapons in the game,
especially when combined with Attack 1 Enemy+ and the
Spas-12 for loading. The result of this simple combo:
200 damage x 3 ammo = 600 damage to 1 enemy. From the front.
Add in Aim, and that damage is 100% sure within 4 blocks.
This makes it very, very dangerous. Sure, it's slow, but the
deck was designed for boss fights and the Arena; it's easy
to simply take a few turns to equip everything. If an M37+
doesn't show up right away, just put on a Spas-12 and use it until
the M37+ does show up, then put it on. When a second M37+ does
show up, equip it in the other slot (unequip the Spas-12 if you
have to). This gives you more options: Attach Attack 1 Enemy+ to
one M37+, and leave the other as is (add Aim to both if you can;
the one with Attack 1 Enemy+ gets priority). Now you have the
option of targetting one enemy or attacking a large area in
front of you. Just make sure to re-equip Attack 1 Enemy+ every
other time you fire if at all possible.
submitted by me:
Counterattack Deck
2 Eq. Lv. 2
2 Action+(+)
2 Cost -6
2 Running Man
4 Ingram M11
4 R5
2 M63A
2 Cost -12
2 Johnny Sasaki+
4 Machinegun Kid+
2 Running Man+
2 Jon Ingram+
2 Ocelot Unit+
4 Projectile Counter+
36/40 Snake 34/40 Venus
The main point of this deck is to maximize your counters,
while disrupting your opponents'. The M63A and the R5 both
have built-in counter block, so you will never be counterattacked
unless you want to be. Either can act as an equip or loading,
so just put on the first one you get. The M11 gets x1.5 ATK
when countering, but gets rid of the equip in the process. This
is where Projectile Counter+ comes in. Projectile Counter+ evades
an opponent's attack and auto-counters with the gun with highest
REA. In this case, you would always counter with the M11
(unless you don't have one equipped), giving you the 1.5 ATK bonus
without wasting the weapon itself. Even if you don't have any guns
equipped, it's still useful since it acts like an Evade card
(any direction), has 100% REA, and is cheaper than Evade+, which
does the same thing for an extra 3 cost, and does not counter.
The counter card lasts 1 time. Finally, Machinegun Kid+ makes
it easy to load either the 5.56mm guns or the M11 without
any problems.
submitted by me:
Explosives Deck (Antipersonnel)
2 RPG7 (or Grenade/Rc/Nikita Missle)
2 Cost -10
2 Running Man
2 Jon Ingram
2 M47 Dragon
4 M1911 (or 4 Grenade/RC/Nikita Missle+)
4 Grenade+
2 RPG7V
2 Johnny Sasaki+
2 Running Man+
2 Jon Ingram+
2 Ocelot Unit+
2 RGB6+
2 Super Dragon
32/40
This is a basic anti-personnel explosives deck. This particular
one does not use any passive explosives, such as C4 or Claymores;
Active explosives only. This lets the user adapt more quickly to
enemy positions. The RGB6+ lets the user combo explosions with
grenades more easily, and everything else is a direct attack.
The M1911's are in there for one reason: to set off grenades early
if the enemy looks like he's getting a turn in before it goes off.
The M1911 is the most accurate, high ammo, 4 cost use weapon in the
game. Sure, the SOCOM also has 90% HIT, but it costs 1 more, and has
only 2 shots. Since damage is not an issue, the M1911 is a better
choice for setting off grenades. Of course, these could be replaced
with regular grenades or RC missiles/Nikitas if one desired.
Total Support Deck
2 Double Action
2 Cost -10
2 Ally Cost -10
2 Jon Ingram
2 Briefing+
2 Medical Kit+
3 Sacrifice+
2 Ally Cost -8
2 Ally Cost -12
2 Mei Ling+
2 J. Sasaki+
2 Jon Ingram+
2 Rosemary+
2 Tent+
3 ATK Backup+
32/40 Venus Only
This is meant for Venus, to help Snake be a one-man wrecking crew. Notice
there are no move cards; Venus is to stay in her starting position throughout
the mission. Set up a tent as soon as you get it. The double action cards
are for when Snake needs a lot of help, or to use with rosemary to give snake
a crapload of actions. Mei Ling works well with the Solid Snake deck above, as
it powers up SSMGS2+'s effect even more. Since the deck is not too big, it has
room for other support cards, such as Serum or HIT backup (which I found could
have been useful to add in at times). This was tested alongside the Solid Snake
Sample deck (see next section, below), but it could work with any deck setup
Snake has.
---
Themed Character Decks (DB.009b)
submitted by DodgedBullet:
The End Deck
This deck uses The End's favorite toy to deadly effect.
Weapons
2 M1891/30+
4 PSG1-T
4 AKMN
4 PSG1
Others
2 Johnny Sasaki+
2 The End
2 Running Man+
2 Running Man
2 Cost-12
2 Cost-10
2 Cost-8
4 Hip Shot
Total: 32/40
The focus of this deck should be pretty clear: equip
the M1891/30+, attach a Hip Shot, put on The End if you
have it around (works fine w/o), and start firing. It works great
at taking out normal enemies with its solid damage and
sleep effect. Bosses don't stand a chance due to the effect
of 5 cost added per hit (the highest I've gotten a boss up to is
145 cost on Extreme Mode), except for the Metal Gears which
obviously can't have cost added to them from weapons. Since all
weapons but the M1891/30+ itself are x3 ammo, odds are very
good that you will hit your opponent at least once even w/o The End equipped.
As for the Support cards, it should also be obvious. Johnny Sasaki
is there to dump bad hands, Running Man lets you move far enough away
to take advantage of The End, Cost Reducers are self-explanatory, and Hip
Shot synergizes well with The End, allowing you to really rack up
the costs on your opponents. As there is only 2 things to equip and sniper
rifles benefit little from interference effects, no Equipment Lv.2
cards are necessary. This deck was designed with Venus in mind, as I
use her as a support for Snake. He does all the up-close work
while she helps him along. As this deck uses large, long-range
sniper rifles, it really isn't suited to cramped quarters
or leading a charge.
submitted by me:
Liquid Snake Deck
4 FAMAS G1
3 M4 (Laser Sight)
2 Equip Lv. 2
2 Action++
2 Cost -10
4 Liquid Snake
2 Punch+
2 Kick+
2 Rush+
2 Cost -8
2 Cost -12
2 Genome Soldier+
2 Johnny Sasaki+
2 Running Man+
2 Ocelot Unit+
3 Hind D+
36/40 (1/2 Metal Gear Rexs can be added)
This deck works really well against pretty much anything:
the arena, masses of sentries, and bosses. The foxdie card
makes everything stronger, and adds red interference effects
to both equips (FAMAS and Rush+) if you set it up after
Eq. Lv. 2. The Hind card fits, since 1- Liquid pilots it
in MGS1, and 2- because it purges the foxdie card, and deals
excellent damage in the process.
I used CQC because you also fist-fight him in
MGS1; but we all remember that....
submitted by AlmightyHamSandwich:
Solidus Snake Deck: Designed for Snake
2 P90
4 Democracy Blade
4 P90+
4 Republic Blade
4 Solidus Snake+
2 Action++
2 Cost -8
2 Cost -10
2 Cost -12
2 Ocelot Unit+
2 Running Man+
2 Ocelot Unit
2 Genome Soldier+
2 Running Man
1 Johnny Sasaki+
Total: 36/40
Description: Deck based on using all of Solidus' toys while
trying to emulate Solidus himself as much as possible. Solidus
was quite powerful, as evidenced by his weapons, dual Swords
and the P90, the latter of which he destroyed three mass-produced
RAY models with. But he wasn't slow, either. Solidus was quite
fast and was able to move at a high speed. Hence, all the Movement
Cards.
So, the basis of the deck is to get Snake in prime position
to strike as fast as possible, then move away before reinforcements
come. Democracy Blade, Republic Blade and Solidus Snake+ are going
to be more main attackers. Republic Blade destroys all equipment
that a person has equipped and does a hefty 190 damage, which will
make them have to re-equip themselves and, thus, drive up their Cost,
while you get in another blow with another card. Solidus Snake+
does 90 damage for each attack, and it so happens that you attack
three times. 90 x 3 is 270 damage from the front. Democracy Blade,
Republic Blade's little brother, destroys one set of Equipment and
does 130 damage.
The P90+ is there for one reason - multiple enemies. When enemies
are grouped together, your Sword cards will not be much help, as they
can only attack one enemy at a time and aren't low Cost. The P90+
alleviates this somewhat. While not particularly powerful, it is an
Area Attack and does Knockdown, which can set-up some Faints in order
for you to get away. It's Area is 3x4, for a maximum of 12 enemies
if they really group. The P90+ has 130 Atk and 85% acc., so it does
it's job most of the time. If you equip 1 P90, you have 5 cards to load
it with - try not to go wild with them. If you can, keep it 1 on 1.
You might be saying "What's with the Movement Cards?!". Well, let's
look at it. You have 12 Attacking cards that require you to face
your opponent head-on. However, what if they get around you? You don't
want to have to waste a P90 to move. Hence, the Movement cards. If
you're gonna move, might as well only pay 4 Cost, right? Plus,
the abundance of them means you should always be setting up attacks
from behind on your enemies for maximum damage (Solidus Snake+ on an
unguarded enemy from behind is 360 damage...) On top of that, they are
useful for traversing stages quite quickly, just like Solidus is able to
move really freaking fast away from an opponent, reset himself, then
dart in and attack again.
submitted by me:
The Fury/Fire Trooper/Pyro Bison deck (inseparable really)
2 Johnny Sasaki+
4 The Fury+
4 Fire Trooper+
4 Pyro Bison+
4 Bomb Blast Suit+
2 Running Man+
2 Ocelot Unit+
2 Genome Soldier+
2 Cost -8
2 Cost -10
2 Cost -12
34/40
Another straightforward deck. Get in range, set everything
ablaze. Those three would be proud.
submitted by me:
Revolver Ocelot deck
2 Ocelot
2 Revolver Ocelot
5 M1911A1
4 S.A.A.+
1 Makarov
2 Jam+
2 Action++
2 Add KDWN Linkage
2 Running Man+
2 Ocelot Unit+
3 Genome Soldier+
1 Possessed Arm
2 Cost -5
2 Cost -8
2 Cost -6
2 Cost -10
36/40 (Metal Gear Ray can be added)
The strategy (gasp!) of this deck is to have a shootout
with your opponents--but do your best to screw up their
shots as much as possible. Ocelot keeps your opponent from
shooting, the S.A.A.+ (your equip card) destroys his equip,
forcing them to re-equip, slowing them down. Jam sets anti-shooting
traps (plus, it happened to him), and Add KDWN linkage helps
you throw them onto them. Possessed Arm fits the theme, and keeps your
opponent still so you can get behind for a free shot. The Makarov
is only used for its red interference (plus its the weapon of choice
for Ocelot in the beginning on MGS3), and the M1911A1
is only used as a loading card for the S.A.A.+.
Submitted by me:
Metal Gear (Super Weapons) deck:
2 cost -10
2 meryl silverburgh
2 Jon Ingram
2 Ocelot Unit
2 A.L. Granin
2 Kodoque
2 M47 Dragon
1 Gekko
2 Navy SEALs
4 Genome Soldier+
1 Arsenal Gear+
2 Running Man+
2 MG Gander+
4 Ideaspy 2.5+
2 Jon Ingram+
2 Ocelot Unit+
2 Shagohod+
2 Super Dragon
2 Kodoque+
40/40 (VENUS ONLY!)
This is a fun, albeit inefficient, deck. There's a LOT of
movement cards since everything else is either a cost reducer
or a superweapon card, which can't be used for movement.
Ideaspy+ keeps everything within reasonable cost, and the dragons
take advantage of the astronomically high costs you'll accumulate.
It's slow and cumbersome, but it works well as a support deck. It goes
without saying this deck shines on flat levels with lots of enemies
(cargo train, anyone?). It's so satisfying to see six sentries die
from one card...
submitted by me:
Sniper Wolf Deck (1st draft)
4 PSG1
2 Aim
2 Cost -6
2 Cost -10
2 Otacon
2 Jon Ingram
1 Otacon (MGS4)
4 PSG1-T
4 AKMN
2 Body Shot+
2 Head Shot+ (replace with 2 Otacon+ for bosses)
1 Otacon+
2 Sniper Wolf+
2 Johnny Sasaki+
2 Ocelot Unit+
2 Running Man+
36/40
Obviously, this is a Sniper Wolf deck. Since Wolf uses
the PSG1, the better snipers are off limits, since they
don't fit the theme. To make up for this, the deck
emphasises status ailments: head shot and body shot.
The PSG1-T is your main weapon (bc it can add SLEEP),
with the AKMN being solely a loading card, and the PSG1
could act as either. Otacon and Otacon+ fit the theme
(he was in love with Wolf), and add much-needed ATK boosts,
as well as an increase in HIT. There are only 4 move
cards, since the deck is supposed to get you to a sniper's
perch, and hopefully you won't have to move again for
the rest of the mission. This, of course, is most applicable
to elimination missions, or boss fights. Sniper Wolf+ and
Aim works with Headshot+ and Body shot. Wolf Dog is
absent simply because I don't think it does anything;
if you know otherwise, feel free to use it (and tell me
what it does, exactly).
submitted by DodgedBullet:
Way of the Warrior: Gray Fox Deck
4 Punch+
4 Kick+
2 Rush+
2 Gray Fox
2 Chris Jenner+
2 Running Man+
2 Running Man
2 Ocelot Unit+
2 Johnny Sasaki
2 Urban Warfare+
2 Equipment Lv.2
2 Ration+
2 Cost-8
2 Cost-10
2 Cost-12
2 Action+
Total: 36/40
Pretty standard CQC deck. Equip Rush+ and Gray Fox (+20 damage
per attack) and let them have it. The only major addition
is Urban Warfare+, which gives you 20 Cost worth of playtime.
Set the trap in a somewhat out of the way spot and be sure not
to attack while on top of it, or else it will go away. Once UW
is deployed, all the enemies will start to use basic CQC (the
cardless, crap damage kind), so Chris Jenner+ makes you
near-unstoppable. Watch out for grenades though. You'll end
up going through enough of your deck during that 20 cost to
where you'll be able to use the Ration+'s to counteract the 1/2
Life effect. Throw is unnecessary because A) Kick+ stacked
with Rush has knockdown on it anyway and B) it's expensive.
This deck was designed for Snake, so if you put it on Venus,
take out the Action+'s for a slimmer, more effective deck.
Also, if you want to do without the character concept, take
out Gray Fox and the Equipment Lv.2 cards to make it even more
streamlined. It's much more effective with only 30 cards in it.
and on that note, here's mine:
Cyborg Ninja Deck: The Silent Killer
Weapons
2 Cyborg Ninja (natch)
4 HF Blade+
4 Survival Knife+ (a placeholder for HF blade, but you may
want to keep them since they work really well)
2 Spin Kick+
Support
2 Stealth
2 Stealth+
2 Cost -6
2 Cost-10
2 Cost -8
2 Cost -12
2 Johnny Sasaki+
2 ADA+ (or 2 Gray Fox)
Movement
2 Running Man
2 Running Man+
2 Ocelot Unit
2 Ocelot Unit+
2 Genome Soldier+ (or 2 Gray Fox)
total 36/40
So this deck is a mixture between a stealth/move deck and a
Blade deck. This gives it a lot of versatility; it can be used
in sneaking missions, as well as to fight. Interestingly,
the stealth cards are central in both. If you attack from the
flank or the back, enemies cannot counter (which would remove
stealth). So it's very easy to hit enemies, and then they'll turn
around, confused, and not see you, allowing you to finish them
off. This is of course assuming that you're playing on extreme...
sentries will fall very quickly on lower difficulties. This strategy
even works in the arena. In fact, it could be beneficial, depending
on the situation, to switch out ADA+ or a few movement cards with
Gray Fox, which will increase the power of all CQC attacks for
3 turns, while keeping with the theme.
submitted by AlmightyHamSandwich
The Boss Deck: Designed for Venus
4 Punch(CQC)+
4 Kick(CQC)+
2 Throw(CQC)+
2 Rush(CQC)+ (OPTIONAL: This deck works fine without Rush-
however, if you have it, put it in)
2 Patriot
2 M4A1 (If you don't have 2 Rush cards, feel
free to add 2 M4A1 cards instead)
2 M4A1 Laser S.
2 Cost -8
2 Cost -10
2 Cost -12
2 The Boss+
2 Ration+ (you'll be taking some punishment...)
2 Ocelot Unit+
2 Running Man+
2 Running Man
2 The Boss
Total: 36/40
Description: The Boss. CQC Master, Elite Special Forces
Operative. Big Boss' mentor. This deck works like any CQC
deck you can make in the game - get in there, kick some ass.
You'll also be using her Patriot for long-range encounters,
or simply for a little extra firepower.
First, the CQC. Good cards - high damage, guaranteed hits,
ignores ammo requirements - the damage done is always constant.
Keep a Kick(CQC)+ equipped at all times - the combos done with
it are the most powerful, with the exception of Rush. Punch and
Kick can (and probably will) hit for at least 200 damage. Use
Throw mainly for Faints and/or getting rid of your enemy's hand
remember, hand-advantage is good.
The Patriot is a pretty good card. 50 atk, 85% acc, 20% rea.
Atk x 1.5 when covered. 7 Cost to equip. This card is incredibly
handy when used in conjunction with Throw - on a fainted face-down
enemy, the Patriot can do about 115 per hit. And since you're
loading it with the M4s....yeah. Pretty massive. The reason why
you should opt to use the Patriot and not the Patriot+ is this:
when upgraded, the Patriot becomes a Use card, has 9 Cost, and
does an Area attack for 180. Not as good.
The Boss and The Boss+. 8 and 9 Cost, respectively. The Boss+ is
a linkage card to any and all CQC attacks, and adds +30 atk to
the CQC moves being performed. The Boss does a random CQC attack
when "loaded" into an equiped CQC card - the random attack can be
anywhere from a mere Punch-Punch combo to a Rush-Rush combo, which
results in instant death, regardless of what card is paired with
The Boss. As you can see, this card is sort of wild and shouldn't
be relied on too much - however, it can pay off big time.
Movement cards are used to get in position for CQC Strikes, or to
get away and use the Patriot from afar.
submitted by me:
Slasher Hawk Deck
(for Snake only)
3 Action++
3 Double Action
2 Johnny Sasaki
4 Slasher Hawk
2 Briefing+
2 Cost -12
2 Johnny Sasaki+
2 Running Man+
2 Ocelot Unit+
2 Super Dragon
2 Jon Ingram+
4 Slasher Hawk+
2 A.L. Granin
32/40
When mistervader invented the infinite turn deck (see his FAQ), I
was almost appalled at how cruelly cheap it could be. When I started
playing with it in my mind though, modifying it could make some decks
usable. Like this one. This is essentially a long-range support deck,
with a twist: it uses the first part of vader's combo (action++, double
action, hand purge, repeat) to achieve what you can easily imagine: Rack
up the sequential bonuses from throwing a bunch of boomerangs in one
turn (I've gotten up to six or seven--holy crap). I know what you want
to ask, and the answer is yes-- the regular and upgraded boomerangs Do
up each other's ATK, so each one you throw is quaranteed to be at least
80 ATK stronger than the last one. Since vader's combo is never realized,
your turn eventually does end. This is when the super dragon comes in,
finishing anything that you didn't kill off. The cool thing about this
deck is that the Slasher Hawks have unlimited range, and always 100%.
The Super Dragons also have very long range, and also 100%. Thus,
this could essentially replace any sniper rifle deck you may be using.
I guarandamntee you that you'll like the results.
submitted by me:
Solid Snake Deck Core
1 SS MGS4
2 SS MGS2+
1 SS MGS1+
2 SS MG+
1 Eq. Lv 2
2 J. Sasaki+
6 Move
6 Cost down
2 Action +(+) (Snake Only)
21/40 Venus, 23/40 Snake
This is a theme template for a Snake-themed all-purpose combat deck.
Since Snake uses many different weapons in his missions, there is a
lot to choose from. To keep with the theme, only weapons that SOLID SNAKE
(not Raiden or Naked Snake) uses are okay; stuff like the SOCOM or the RC
missile. Weapons like the HF blade, P90, and the M61 Vulcan are not ok.
If you want to ignore the character concept, though, then anything is good.
The MGS2 Snake is for putting in the middle slot of Lv.3 Eq., providing
another movement option, as well as putting red interference on every
side.
MGS1 Snake is for recovering from combat wounds; I only put in one since it
is the best healing card in the game, but you can put in more if you're really
gung-ho about it.
Finally, MG Snake gives any equip-type weapon set you choose more bite, since it
preserves your weapons cards to use (for loading, not moving or equipping) more
than once. A small note about MG Snake--it won't recover use-type weapons.
It's also possible (and themely) to add Sneaking or Skull Suit (Snake only),
but I don't recommend it. It's not a very good card, and it will only
weigh down the deck.
here's what I'm talking about:
submitted by me:
Sample SS Deck (MGS1 Weapon Set)
SSD Core: see above
4 SOCOM
4 PSG1-T
4 AKMN
3 Nikita Missile+
36/40
I used this weapons set for the Solid deck, and I can confirm
that the SSD core builds reliable, jack-of-all trade weapons decks.
The different Snake cards lend themselves to a variety of battle
conditions, so there's a lot of versatility. Weapons-wise, this
sample is pretty diverse too-- SOCOM for short range, and PSG1-T
for long range, and the AKMN for ammo and anti-armor if needed;
Nikitas are for crowd control. SS MGS2+ is to be put on after either
eq. lv. 2, or in the middle slot after using SS MGS4, for the red interference.
It lasts 90 cost, so if you play the cost down cards right, it should last for
the rest of the mission. SS MG+ is of course for giving the deck easier loading
capacity, as not all guns are the same caliber. Finally, SS MGS1+ is the best
heal card in the game, and is always good if things get out of control.
another example:
submitted by me:
Sample SS Deck (MGS3 Weapon Set)
SSD Core: see above
4 Patriot
4 SVD+
2 RPG7V
3 Survival Knife+
+2 Solid Snake (MG)+
36/40 (Snake)
I've been continuing testing the SSD core, and I am very satisfied with the
results; it seems the core makes any weapon set function smoothly, and fairly
efficiently, thanks to SS (MG)+, which I added 2 more of, to compensate the
loss of any ammo compatibility with this weapon set.
SSD Sample: The One-Hundred Club
(SSD Core, see above)
+1 Eq. Lv. 2
+1 SS (MGS1)+
+1 SS (MG)+
4 5-7 Tactical
4 M9FS (Laser S.)
4 Type-17 Pistol
36/40 (Snake)
This is the last weapon set I'm doing to test the SSD core. I mean it.
Anyway, this is the final nail in the coffin for me. The SSD core works.
The idea with this deck is to have all the handguns that naturally have
100% HIT, so you don't have to worry about accuracy. The interference
effects also play a large role, even if you just have Eq. Lv 2 and not
SS (MGS4).
Set up your equipment like this:
Use Eq. Lv. 2
set 5-7 T on upper left
set Type-17 on upper right
SS (MGS2)+ on lower left
M92FS (Laser) on lower right
Notice this gives the M92FS and the 5-7 red interference from 2 sides,
upping their attack by 20 each. That's a pretty big difference. The
Type-17 is mainly for the interference, but it can be used to finish
someone off or to trigger a barrel or fire extinguisher. It may be advisable,
if you don't care about the character concept, to switch out some cards for
Ed Brown+ and/or Mei Ling. Ed Brown will keep you from losing the 5-7
(the highest attack card) from being removed with a counter, and it keeps
those pesky evades and body armors from triggering. Mei Ling doubles
interference, making the +20 red interference ATK boost into +40; fun times.
Finally, SS (MG)+ is there to help give the deck more consistent attack power,
since, again, there is no ammo compatibility, and Machinegun Kid does not work
on handguns. In the end, this is only purpose of having SS (MGS4): to hold
SS (MG)+ while still having enough room for the previously listed equip setup.
Of course, if you don't have Eq. Lv 3, and need infinite ammo, remove the
Type-17 if you have the choice; of course, the best choice for you may be
different according to current battle conditions...
Test the SSD yourself... it'll get the job done.
and now for something totally different...
submited by me:
Elsie & Francis Deck
3 Action++
3 Double Action
2 Stealth
2 Johnny Sasaki
1 Running Man
4 Elsie & Francis
2 Briefing+
2 Stealth+
2 Cost -12
2 Johnny Sasaki+
2 Running Man+
2 Jon Ingram+
2 Ocelot Unit+
4 Elsie & Francis+
3 Dirty Duck+
36/40 Snake Only
Yes, this is basically a palate swap with the Slasher Hawk Deck (see above),
but like I said before, the IT engine makes more deck strategies possible.
Although this one doesn't rely on comboing as much as the Slasher deck,
it does benefit from the large number of actions you can take in a turn.
This deck is designed exclusively for Elimination missions, as bosses are
immune to quick death (the only killing method in the deck). This deck
works best in open areas, where you have room to maneuver yourself behind
the enemy to use E&F. Stealth is there for protection; if a guard can't see
you, he won't shoot you, making sure that E&F ends up working. Dirty Duck
and good movement cards are for making the "get behind" process easier.
I've gotten this far with this deck, but there is still one big problem I
can't seem to fix: it's really hard to get behind enemies in close quarters.
I've tried fixing it by adding Throw and Punch CQC cards (which turn the
target's back to you), but this usually ends up making them faint from the
KDWN, and it makes the deck too big for the IT engine to work properly.
If anyone can fix this problem, it would make this deck much, much better
(even though it's impractical by nature, but fun to play with). Proper credit
will be acknowledged, of course
more character decks to come...
---
Complete Cardlist (DB.010)
Yeah, so you skipped all the other stuff, huh? This is why
you're really here. But whatever. Enjoy.
Key:
Card types:
action- orange card; star icon
weapon- see below; gun icon
support- green card; 3 lines icon
item- blue card; ration icon
character- gray card; stick figure icon
Weapon types:
pistol- loses accuracy after 3 blocks
rifle- loses accuracy after 4-5 blocks
SMG/m. gun- loses accuracy after 4-5 blocks;
can be loaded with Machinegun Kid
sniper- loses accuracy after 8-10 blocks
stinger- 3x3 aoe, direct rocket launcher
missle- 3x3 aoe, player controls rocket manually
explosive- 3x3 aoe, can be shot; is either placed or thrown
(depending on card)
flamethrower- aoe attack, sets off combustables, and adds BURN
CQC- close range (adjacent & facing opponent)
shotgun- aoe attack; adds KDWN
trap- set on a specific block; can be destroyed with an aoe attack
aoe- area of effect
Packs:
MGS3- Metal Gear Solid 3
MGS2- Metal Gear Solid 2
CHRN- Chronicles
MGS1- Metal Gear Solid
SBSS- Subsistence, upgrade of MGS3 pack
SBST- Substance, upgrade of MGS2 pack
ULMT- Unlimited, upgrade of CHRN pack
ITGL- Integral, upgrade of MGS1 pack
___Note: use Ctrl+F to find a specific card thru ID# or name___
Ok, let's get to it!
ID#| card name| cost| type| subtype| ATK| HIT(%)| REA(%)| Pack| Notes
---------------------------------------------------------------------
001| SOCOM| 4| pistol| equip| 100| 95| 20| MGS1| 45 Cal; Adds KDWN;
Silenced
002| FAMAS/G1| 8| rifle| equip| 60| 70| 10| MGS1| 5.56mm; adds 1 cost/hit
003| C4| 5| explosive| use| 200| 100| 0| MGS1| anti-armor; 3x3 aoe; set off
with timer, remote, or when shot;
add KDWN
004| Desert Eagle| 10| pistol| use| 400| 40| 0| MGS1| anti-armor
005| Grenade| 7| explosive| use| 150| 100| 0| MGS1| anti-armor; 3x3 aoe;
detonates after 8 cost
006| Stun Grenade| 6| explosive| use| 0| 100| 0| MGS1| adds FAINT; 3x3 aoe;
detonates after 5 cost
007| Chaff Grenade| 6| explosive| use| 0| 100| 0| MGS2| disables on-screen
machines for 20 cost;
detonates after 5 cost
008| FIM-92B| 7| stinger| use| 240| 100| 0| MGS1| only targets machines;
unlimited range, HIT does
not decrease with distance;
anti-armor
009| USP| 4| pistol| equip| 40| 90| 50| MGS2| 9mm
010| Makarov| 4| pistol| equip| 30| 90| 20| MGS2| 9mm
011| AKS74u| 6| rifle| equip| 30| 70| 50| MGS2| 5.45mm; silenced
012| M4| 8| rifle| equip| 10| 70| 10| MGS2| 5.56mm
013| PSG1| 8| sniper| equip| 70| 75| 0| MGS2| 7.62mm
014| M9| 6| pistol| equip| 10| 70| 0| MGS2| 9mm; Add SLEEP
015| USP (Laser S.)| 5| pistol| equip| 40| 95| 50| MGS2| 9mm; Free Attack
016| AKS74u (Laser S.)| 7| rifle| equip| 30| 75| 40| MGS2| 5.45mm;
Free Attack; Silenced
017| M4 (Laser S.)| 7| rifle| equip| 10| 70| 10| MGS2| 5.56mm; Free Attack
018| S.A.A.| 4| pistol| equip| 30| 80| 90| SBST| 45 Cal
019| P90| 7| SMG| equip| 120| 80| 0| MGS2| 5.7mm; 3x4 aoe
in front of user
020| SPAS12| 6| shotgun| equip| 60| 85| 0| MGS2| 12 gauge; adds KDWN;
(3x3)+2 aoe in front
of user
021| Claymore| 6| explosive| use| 100| 100| 0| MGS2| 2x1 aoa; Set off by
movement; crawl over to
disarm
022| Nikita Missle| 7| missle| use| 150| 100| 0| MGS2| add BURN; anti-armor;
move 5 squares/turn;
3x3 aoe
023| MP5SD| 7| SMG| equip| 100| 80| 0| ITGL| 9mm; 2+(3x2) aoe
024| RC Missle| 7| missle| use| 200| 100| 0| CHRN| add BLEED; anti-armor;
move 5 squares/turn;
3x3 aoe
025| Mine| 6| explosive| use| 120| 100| 0| CHRN| set off by standing/moving
over block; crawl to disarm
026| Galil Sar| 8| rifle| equip| 40| 80| 30| CHRN| 5.56mm
027| Five-seveN Standard| 4| pistol| equip| 70| 90| 90| CHRN| 5.7mm
028| M92F (Laser S.)| 5| pistol| equip| 60| 95| 30| CHRN| 9mm; Free Attack
029| M92F| 4| pistol| equip| 60| 90| 30| CHRN| 9mm
030| Gun del Sol| 10| plasma gun| equip| 200| 100| 0| ULMT| can be fired after
10 cost; uses Gun del
Sol or Gun del Hell
ammo
031| Vz61| 8| SMG| use| 60| 70| 0| MGS3| silenced; (3x3)+1+1 aoe
032| AKM| 6| rifle| use| 10x8| 70| 0| MGS3| anti-armor
033| Punch (CQC)| 4| CQC| equip| varies| varies| 80| SBSS| Equip with another
CQC card to attack
034| Kick (CQC)| 5| CQC| equip| varies| varies| 80| SBSS| Equip with another
CQC card to attack
035| Throw (CQC)| 8| CQC| equip| varies| varies| 0| SBSS| Equip with another
CQC card to attack
036| Rush (CQC)| 10| CQC| equip| varies| varies| 0| SBSS| Equip with another
CQC card to attack
037| M63| 9| m. gun| equip| 40| 75| 20| SBSS| 5.56mm; target cannot counter
038| M37| 8| shotgun| equip| 150| 80| 0| SBSS| 12 gauge; add KDWN; 3x4 aoe
039| SVD| 9| sniper| equip| 130| 60| 0| SBSS| 7.62mm
040| XM16E1| 8| rifle| equip| 40| 50| 30| SBSS| 5.56mm; HIT +10%/card in hand
041| M1891/30| 10| sniper| equip| 80| 70| 0| SBSS| 7.62mm; adds 3 cost/hit;
50% chance of SLEEP on hit
042| C3| 4| explosive| use| 150| 100| 0| MGS3| anti-armor; 3x3 aoe; set off
with timer, remote, or when shot;
add KDWN
043| M15| 7| explosive| use| 50| 100| 0| MGS3| adds BURN; anti-armor; 3x3 aoe;
detonates after 8 cost
044| RPG7| 10| stinger| use| 150| 100| 0| SBSS| anti-armor; add KDWN; 3x3 aoe
045| Quick Draw| 4| action| attach| -| -| -| MGS1| ATK -5, HIT -20; Usage Cost
is 0; lasts 1 weapon use
046| Strand| 4| action| attach| -| -| -| MGS1| add 1 cost/hit with weapon;
lasts 3 weapon uses
047| Concentrate| 0| action| attach| -| -| -| MGS1| HIT +30%; use cost for
weapon +3; lasts 2 weapon
uses; cannot be used for
movement
048| Eq. Lv. 2| 4| action| special| -| -| -| MGS1| 4 equip slots available
049| Action+| 5| action| special| -| -| -| MGS1| adds 1 REST per turn;
Snake only; lasts 10 turns
050| Marines| 4| character| move| -| -| -| MGS2| move 4 blocks
051| Navy SEALs| 4| character| move| -| -| -| MGS2| move 4 blocks
052| Aim| 4| action| attach| -| -| -| MGS2| +20% for weapon; lasts 3
weapon uses
053| Body Shot| 8| action| attach| -| -| -| MGS2| halves target's HP; one shot
only; lasts 1 weapon use
054| Critical Shot| 5| action| attach| -| -| -| MGS2| add 2 cost/hit with
weapon; lasts 1 weapon use
055| Double Shot| 12| action| attach| -| -| -| SBST| doubles number of shots
for weapon; can be stacked
for triple shots; lasts 1
weapon use
056| Counter Block| 5| action| attach| -| -| -| MGS2| prevents REA trigger for
equipped weapon; lasts 10
weapon uses
057| Spin Kick| 6| CQC| use| 100| 100| 0| MGS2| add KDWN; Destroy Equip;
1 block radius from user aoe
058| H.F. Blade| 6| CQC| use| 70x2| 100| 0| MGS2| add BLEED; Destroy Equip.;
ineffective vs. machines
059| Democracy Blade| 6| CQC| use| 130| 100| 0| SBST| Unblockable; add BLEED;
destroy equip.; ineffective
vs. machines
060| Briefing| 6| action| draw| -| -| -| MGS2| User and ally discard hands &
draw 6 new cards
061| Eq. Lv. 3| 8| action| special| -| -| -| MGS1| 9 equip slots available;
must be done from Eq. Lv. 2
062| Action++| 8| action| special| -| -| -| MGS1| adds 2 REST per turn;
Snake only; lasts 10 turns
063| Add KDWN| 4| action| attach| -| -| -| MGS1| adds KDWN to weapon; lasts
1 weapon use
064| Head Shot| 12| action| attach| -| -| -| MGS1| add QUICK DEATH; HIT -30;
only 1 shot; lasts 1 weapon
use
065| Hold Up| 7| action| special| -| -| -| MGS2| reduce target's Equip Lv. by 1;
must be behind target
066| Double Action: Cost+| 8| action| special| -| -| -| MGS2| doubles current
REST and card cost for
1 turn
067| Funds| 4| action| draw| -| -| -| MGS2| ally draws 1 card
068| Double Action| 8| action| special| -| -| -| MGS2| Doubles current REST
for 1 turn
069| Survival Knife| 5| CQC| use| 20x6| 100| 0| MGS3| add BLEED; ineffective
vs. machines
070| Choke| 6| action| special| -| -| -| MGS3| add FAINT to target; must be
1 block behind target
071| Attack 1 Enemy| 8| action| attach| -| -| -| MGS3| turns equipped aoe
weapon to single enemy attack
type;lasts 1 weapon use;
cannot beused with Vulcan
Raven card
072| Hip Shot| 4| action| attach| -| -| -| MGS3| user's cost -5/hit; HIT -20;
lasts 1 weapon use
073| Extra Turn| 12| action| special| -| -| -| SBSS| after user's turn, it is
immediately user's turn
again;lasts 1 time
074| Scope| 4| item| equip| -| -| -| MGS1| attacks 3+ blocks away get HIT +20;
lasts 30 cost
075| Body Armor| 5| item| equip| -| -| 50| MGS1| reduces damage by 80;
lasts 1 time
076| Box A| 5| item| equip| -| -| -| MGS1| can hide from sentries; does not
always work; lasts until weapon is
used, or user is attacked
077| Mine Detector| 6| item| equip| -| -| -| MGS1| shows mines; lasts 50 cost
078| Ration| 4| item| use| -| -| -| MGS1| restores 350 of user's HP
079| Handy Survival Kit| 6| item| use| -| -| -| MGS1| restores 100 of ally's HP
080| Stealth| 6| item| equip| -| -| -| SBST| user is invisible to NPC's
in intrusion phase; lasts 15
cost; removed if user is attacked
081| Box B| 5| item| equip| -| -| -| MGS2| can hide from sentries; does not
always work; lasts until weapon is
used, or user is attacked
082| Bomb Switch| 6| item| use| -| -| -| MGS2| detonates all placed C3, C4,
and TNT in the area
083| Styptic| 4| item| use| -| -| -| MGS2| heals user's BLEEDing
084| Handy Medical Kit| 8| item| use| -| -| -| MGS2| revives OOA ally
with 10 HP
085| Survival Kit| 6| item| use| -| -| -| MGS1| restores 200 of ally's HP
086| Medical Kit| 12| item| use| -| -| -| MGS1| revives OOA ally with full HP
087| Book| 8| item| use| -| -| -| MGS2| distracts & immobilizes enemy who
sees it
088| Cook Book| 8| item| use| -| -| -| MGS2| distracts & immobilizes enemy who
sees it
089| Phase Down| 8| item| use| -| -| -| MGS2| Lowers alert phase by 1;
cannot be used in sight
of the enemy
090| Timer| 0| item| use| -| -| -| MGS2| attach to placed C3, C4, or TNT;
detonates attached bomb after 10
cost; cannot be used for movement
091| Thermal Goggles| 6| item| equip| -| -| -| CHRN| In Search Mode, reveals
enemies within 3 blocks;
lasts 20 cost
092| Box C| 5| item| equip| -| -| -| CHRN| can hide from sentries; does not
always work; lasts until weapon is
used, or user is attacked
093| Ceramic Armor| 6| item| equip| -| -| 60| CHRN| reduce damage by 120;
lasts 1 use
094| Bomb Blast Suit| 7| item| equip| -| -| 70| MGS2| reduce damage by 150;
lasts 1 use; prevents BURN
095| C Ration B1 Unit| 4| item| use| -| -| -| CHRN| restores user's HP by 200
096| C Ration B2 Unit| 4| item| use| -| -| -| CHRN| restores user's HP by 220
097| C Ration B3 Unit| 4| item| use| -| -| -| ULMT| restores user's HP by 250
098| Builder Bed| 12| item| equip| -| -| -| CHRN| auto-revive user with 10 HP
when OOA
099| Gijin-san| 12| item| use| -| -| -| CHRN| ATK +20 for all allies for
remainder of mission; points
halved on completion; cannot
be used with Big Boss card
100| Dark Loans| 12| item| equip| -| -| -| ULMT| All damage to user reduced to
0 for 2 turns; after 2 turns,
user's life drops to 1 HP;
cannot be unequipped manually
101| Solar Bank| 14| item| equip| -| -| -| ULMT| All damage to user set to 20
for 2 turns; after 2 turns,
user's HP restored to full
102| Box D| 5| item| equip| -| -| -| MGS3| can hide from sentries; does not
always work; lasts until weapon is
used, or user is attacked
103| Bandage| 10| item| use| -| -| -| MGS3| restores user's HP by 400
104| Styptic+| 4| item| use| -| -| -| MGS2| restores user's HP by 200; heals
BLEEDing
105| Front Evade| 5| support| equip| -| -| 75| MGS3| Completely evades
frontal & sometimes
side attacks; 1 use
106| Endure| 5| support| equip| -| -| 50| MGS1| reduces damage from 1
attack by 10; 1 use
107| Hang| 4| support| equip| -| -| -| MGS2| allows user to hang off
of ledges; lasts 30 cost
108| Handy 1st Aid Kit| 4| item| use| -| -| -| MGS2| restores adjacent
ally's HP by 200
109| Cost -4| 0| support| cost reducer| -| -| -| MGS3| reduces user's
cost by 4; cannot
be used for movement
110| Ally Cost -4| 6| support| cost reducer| -| -| -| MGS3| reduces ally's
cost by 4
111| Rear Evade| 5| support| equip| -| -| 75| MGS3| Completely evades
rear attacks; 1 use
112| Sacrifice| 4| support| use| -| -| -| MGS2| user's life -100, ally's
HP +300
113| Transfuse Blood| 4| support| use| -| -| -| MGS2| user's life +300,
ally's HP -100
114| 1st Aid Kit| 4| item| use| -| -| -| MGS1| adjacent ally's HP +400
115| Cost -6| 0| support| cost reducer| -| -| -| MGS2| reduces user's
cost by 6; cannot
be used for movement
116| Ally Cost -6| 8| support| cost reducer| -| -| -| MGS2| reduces ally's
cost by 6
117| Silenced| 8| support| equip| -| -| -| MGS2| user makes no sound;
lasts 30 cost
118| Hand Grip| 7| support| use| -| -| -| MGS2| increases duration of
Hang cards
119| Reaction Block| 8| support| equip| -| -| -| MGS3| prevents enemy REA;
lasts 20 cost
120| Evade| 7| support| equip| -| -| 75| MGS1| Completely evades attack
from any angle; 1 use
121| Cost -10| 0| support| cost reducer| -| -| -| MGS2| reduces user's
cost by 10; cannot
be used for movement
122| Ally Cost -10| 12| support| cost reducer| -| -| -| MGS1| reduces ally's
cost by 10
123| Genome Soldier| 4| character| move| -| -| -| MGS1| can move 5 blocks
124| Liquid Snake| 4| character| equip| -| -| -| ITGL| ATK, HIT, REA +40;
user OOA after 20 cost;
cannot be unequipped
manually
125| Roy Campbell| 10| character| use| 200| 100| -| MGS1| 5x5 aoe; add
BURN; activates
after 10 cost;
after use, it is
removed from deck
for remainder of
current mission
126| Otacon| 7| character| attach| -| -| -| MGS1| adds anti-armor, ATK, HIT
+10; lasts 2 weapon uses
127| Sniper Wolf| 6| character| attach| -| -| -| MGS1| HIT +40; lasts 1 weapon
use
128| Vulcan Raven| 7| character| attach| -| -| -| MGS1| turns single-attack
weapon into 3x3 aoe
weapon; lasts 1 weapon
use; cannot be used with
attack 1 enemy card
129| Metal Gear REX| 30| character| use| 300| 100| -| ITGL| 5x5 aoe in
front of user;
discards 2 random
cards from user's
hand; cannot be used
if user doesn't have
enough cards to
discard; cannot be
used for movement
130| Cyborg Ninja| 6| character| use| 15x5| 100| -| CHRN| hits targetted enemy
131| Psycho Mantis| 10| character| use| -| -| -| ITGL| 3x6 target area;
disorients target; lasts
2 turns
132| Mei Ling| 8| character| use| -| -| -| MGS1| doubles all allies'
interference effects;
lasts 20 cost
133| Genola| 15| character| use| -| -| -| ITGL| all living characters within
range faint except user
134| Solid Snake (MGS1)| 6| character| use| -| -| -| MGS1| restore's user's HP
by 600
135| Naomi Hunter| 7| character| use| -| -| -| MGS1| restores user's HP by 10
every 5 cost; lasts until
200 HP is recovered
136| Meryl Silverburgh| 0| character| cost reducer| -| -| -| MGS1| reduces
user's cost
by 1/2; can't
be used for
movement
137| Gurlukovich Sld.| 5| character| use| -| -| -| MGS2| can move 5 blocks
138| Revolver Ocelot| 7| character| use| -| -| -| MGS1| User's shooting costs
reduced to 2; user can't use
CQC; lasts 20 cost
139| Emma Emmerich| 7| character| equip| -| -| -| MGS2| total frontal/side
evasion until user's
next turn; all
equip destroyed;
lasts 1 turn
140| Fortune| 10| character| equip| -| -| -| SBST| total evasion of the next
10 bullets
141| Vamp| 7| character| equip| -| -| -| MGS2| recovers user's HP equal to
1/2 of damage dealt to enemy;
lasts 1 turn
142| Solid Snake (MGS2)| 7| character| equip| -| -| -| MGS2| user can hang off
ledges for 70 cost
143| Iriqois Pliskin| 7| character| equip| -| -| -| MGS2| Reveals IR sensors;
user's HP -1 per
cost; lasts 3 turns
144| Solidus Snake| 8| character| CQC| 70x3| 100| -| MGS2| not effective vs.
machines
145| Metal Gear RAY| 20| character| use| 250| 100| -| SBST| 5x1 aoe; cannot be
used for movement
146| Jennifer| 7| character| use| -| -| -| MGS2| user's added cost is converted
into 10 damage/cost; lasts
until user's next turn
147| Olga Gurlukovich| 7| character| draw| -| -| -| MGS2| user draws 3 cards
148| Johnny Sasaki| 7| character| draw| -| -| -| MGS2| user discards hand, then
draws six new cards
149| Raiden| 7| character| move| -| -| -| MGS2| can move 3 squares in one
direction; ignore open spaces
& enemies the way; add KDWN to
enemies in user's path
150| Gurlogon| 7| character| use| -| -| -| SBST| 5x9 aoe; adds 15 cost to all
enemies in aoe
151| Gray Fox| 5| character| equip| -| -| -| ITGL| ATK +20, HIT +5 for all CQC
attacks; lasts 3 turns
152| Solid Snake (MG)| 8| character| equip| -| -| -| CHRN| used load weapon
cards return to
user's hand
153| Big Boss| 10| character| use| -| -| -| MGS3| all allies' ATK -20 for
remainder of mission; 2x
points on completion screen;
cannot be used with Gijin-san
154| Machinegun Kid| 6| character| use| -| -| -| CHRN| universal loading card
for any SMG or machine
gun
155| Fire Trooper| 6| character| flamethrower| 120| 85| -| CHRN| aoe narrows
from 5 squares;
anti-armor;
add BURN
156| Metal Gear| 20| character| use| 30| 100| -| CHRN| attacks everything on
screen; add BLEED; cannot
be used for movement
157| Running Man| 4| character| move| -| -| -| ULMT| can move 7 blocks
158| Solid Snake (MG2)| 7| character| equip| -| -| -| CHRN| increases user's max
HP by 100 while
equipped
159| Chris Jenner| 4| character| equip| -| -| -| CHRN| resist KDWN; converts
KDWN into 20 damage;
lasts 5 turns
160| Marrionette Owl| 6| character| equip| -| -| -| CHRN| In search mode, 2x
visual range; screen
turns to night vision;
lasts 30 cost
161| Viper| 4| character| attach| -| -| -| CHRN| destroys assault rifle card
in target's hand on hit;
lasts 3 weapon uses
162| Pyro Bison| 7| character| flamethrower| 140| 85| -| CHRN| 3x3 aoe; anti-
armor;add BURN
163| Metal Gear Gander| 20| character| use| 100| 100| -| CHRN| attacks 5 targets
at random;
cannot be used
for movement
164| Ideaspy 2.5| 6| character| cost reducer| -| -| -| CHRN| all card costs 1/2
for 5 turns; costs
saved accumulate
on start of
6th turn
165| Gillian Seed| 8| character| attach| -| -| -| CHRN| HIT 100% for attached
weapon; weapon cost +10;
lasts 1 weapon use
166| Mika Slayton| 6| character| draw| -| -| -| CHRN| user discards 2 cards,
ally draws 3 cards
167| Metal Gear Mk-II| 4| character| dumb| -| -| -| CHRN| rearranges user's hand
168| Jonathan Ingram| 0| character| cost reducer| -| -| -| CHRN| reduces user's
cost by 15;
cannot be used
for movement
169| Tony Redwood| 10| character| use| -| -| -| CHRN| sets everyone's HIT at
100%; lasts 1 turn
170| Karen Hojo| 7| character| draw| -| -| -| CHRN| ally discards 2 cards;
user draws 3
171| Ed Brown| 12| character| use| -| -| -| CHRN| All REA blocked; lasts
3 turns
172| Jehuty| 15| character| reset| -| -| -| CHRN| all decks and effects
returned to default
173| ADA| 8| character| cost reducer| -| -| -| CHRN| All cards used for
movement cost 1;
lasts 3 turns
174| GRU Soldier| 4| character| move| -| -| -| MGS3| can move 4 squares
175| Ocelot Unit| 4| character| move| -| -| -| SBSS| can move 6 squares
176| Major Zero| 10| character| equip| -| -| -| MGS3| in search mode, all
enemies appear on
screen; lasts 1 turn
177| V.B. Volgin| 4| character| attach| -| -| -| MGS3| destroys 1 handgun card
in target's hand on hit;
lasts 3 weapon uses
178| N.S. Sokolov| 4| character| attach| -| -| -| MGS3| adds anti-armor,
ATK +10; lasts
2 weapon uses
179| Naked Snake| 7| character| CQC| varies| varies| -| MGS3| activates random
CQC when combined
with an equipped
CQC card
180| The Boss| 8| character| CQC| varies| varies| -| MGS3| activates random CQC
when combined with an
equipped CQC card
181| The Fury| 6| character| flamethrower| 60| 90| -| MGS3| (3x2)+1 aoe;
anti-armor;
adds BURN
182| Shagohod| 20| character| use| 200| 100| -| SBSS| 9x9(!) aoe; cannot
be used for movement;
hits user as well
183| Ocelot| 4| character| use| -| -| -| MGS3| target cannot shoot; lasts
20 cost
184| Eva| 7| character| use| -| -| -| MGS3| No living enemy within 3
squares can use CQC; lasts
20 cost
185| A.L. Granin| 0| character| cost reducer| -| -| -| MGS3| sets user's
cost to 15
186| Sneaking Suit| 6| item| equip| -| -| 70| ITGL| reduces 1 attack by 10;
lasts 1 use; Snake only
187| XM8| 9| weapon| use| 30x4| 60| -| SBSS| can move 6 squares;
adds random status effect
on hit
188| Mr. Sigint| 4| character| draw| -| -| -| MGS3| user draws 3 cards/turn;
reshuffle cost is 20;
lasts 10 turns
189| Paramedic| 4| character| equip| -| -| -| SBSS| when attacked, user's
cost is reduced by damage
taken/20; lasts 2 turns
190| Lt. Raikov| 4| character| equip| -| -| -| MGS3| when attacked, enemy's
cost is increased by
number of attacks
against the user; lasts
2 turns
191| The Sorrow| 8| character| use| -| -| -| MGS3| no living unit can move;
user's HP is halved;
lasts 2 turns
192| The End| 7| character| equip| -| -| -| MGS3| attacks over 6 blocks away
have 100% HIT; user loses
50 HP/turn; lasts 3 turns
193| The Fear| 5| character| equip| -| -| -| MGS3| ATK +10 when user has a
status ailment; lasts
20 cost
194| The Pain| 8| character| equip| -| -| -| SBSS| Deals damage equal to damage
taken by user to attacking
enemy; lasts 2 turns
195| Instant Ramen| 4| item| use| -| -| -| MGS3| restores user's HP by 100
196| Fatman| 7| character| use| -| -| -| MGS3| all mines already placed get
ATK +30; can be stacked 4 times
197| Sea Harrier| 10| character| use| 250| 100| -| MGS2| 2 2x8 aoe; activates
after 10 cost
198| Rosemary| 7| character| use| -| -| -| MGS2| adds user's REST to
ally's next turn
199| Arsenal Gear| 20| character| use| 300| 100| -| MGS2| 3x5 aoe in front of
user; cannot be used
for movement
200| Funamushi| 6| item| attach| -| -| -| MGS2| destroys all HP recovery
cards in target's hand;
lasts 1 weapon use
201| McDonnell Miller| 3| character| move| -| -| -| ITGL| can move 3 squares
202| Hind D| 10| character| use| special| 100| -| ITGL| deals 100x #of equipped
cards; all equipped
cards discarded
203| Decoy Octopus| 8| character| use| -| -| -| MGS1| all damage taken by user
will be added to ally's
HP; lasts 2 turns
204| M1 Abrams| 10| character| use| special| 100| -| MGS1| attack equal to
user's HP/2; user's
HP 1/2; 1 block
radius aoe
205| Donald Anderson| 7| character| use| -| -| -| MGS1| turns search mode
on/off; cannot be used
in story mode
206| Teliko Freedman| 5| character| use| -| -| -| CHRN| traps have no effect;
lasts 1 turn; after use,
card is removed from
deck for remainder of
current mission
207| Leone| 8| character| use| -| -| -| CHRN| all damage taken by user until
user's next turn is added to the
first hit of user's next attack;
lasts until user's next turn
208| La Clown| 10| character| use| -| -| -| CHRN| user and ally change positions
209| Gray Murray| 4| character| equip| -| -| -| CHRN| user resists HP halved;
lasts 3 turns
210| Elsie & Francis| 7| character| use| -| -| -| CHRN| affected enemy must
deal at least 300
damage to user in its
3 turns or enemy will
be OOA on 4th turn; can
only be used if behind
adjacent enemy
211| Alice Hazel| 4| character| use| -| -| -| CHRN| user resists OIL, BLIND,
and KDWN; lasts 3 turns
212| Roger McCoy| 8| character| reset| -| -| -| CHRN| resets user's deck
to default
213| Kodoque| 20| character| use| 300| 100| -| ULMT| 5x1 aoe; cannot be used
for movement
214| Django| 7| character| attach| -| -| -| ULMT| changes aoe for Gun
del Sol/Hell
215| Otenko-sama| 7| character| attach| -| -| -| ULMT| changes aoe for Gun
del Sol/Hell
216| Slasher Hawk| 6| character| use| 80| 100| -| CHRN| +80 ATK for each
Slasher Hawk card played
on the same turn
217| Wolf Dog| 7| character| attach| -| -| -| MGS1| destroys all armor cards
equipped on target on hit;
lasts 2 turns
218| Dirty Duck| 8| character| use| -| -| -| CHRN| pulls target to 1 block
in front of user
219| Red Blaster| 8| character| equip| -| -| -| CHRN| all traps cost 1 to use;
user cannot shoot; lasts
30 cost
220| Dr. Kio Marv| 7| character| equip| -| -| -| CHRN| 300 bonus points for each
enemy killed in aoe
attack; lasts 30 cost
221| Pit Trap| 6| support| trap| -| -| -| MGS3| stops movement on or through
square set on; prevents movement
for 1 turn
222| Jam| 6| support| trap| -| -| -| MGS3| stops shooting on square set on
223| Blitz| 6| support| trap| -| -| -| MGS3| stops REA on square set on
224| Military Gain| 6| support| trap| -| -| -| MGS3| while on set square,
user gains 500 bonus points
for each enemy killed
225| Tent| 6| support| trap| -| -| -| MGS3| gain +10% HP per turn while
standing on square set on
226| Front Lines| 6| support| trap| -| -| -| MGS3| gain +10 HIT while standing
on square set on
227| Headquarters| 6| support| trap| -| -| -| MGS3| remove status ailment while
standing on square set on
228| Disarmament| 6| support| trap| -| -| -| MGS3| 1 random equip destroyed
while standing on
square set on
229| Supply Cut| 6| support| trap| -| -| -| MGS3| gain +10 cost per turn while
standing/moving through
square set on
230| Attrition| 8| support| trap| -| -| -| SBSS| while trap exists, no
one can recover HP; can be
destroyed by stepping on
square set on
231| Urban Warfare| 8| support| trap| -| -| -| SBSS| while trap exists, no
one can shoot; can be
be destroyed by stepping on
square set on
232| Ambush| 8| support| trap| -| -| -| SBSS| while trap exists, no
one can use CQC; can be
be destroyed by stepping on
square set on
233| ATK Linkage| 4| support| link| -| -| -| MGS3| ATK +10; links to shots/CQC
of 3 blocks or less
234| Cost Linkage| 4| support| link| -| -| -| MGS3| cost -2; links to shots/CQC
of 3 blocks or less
235| Cost+ Linkage| 4| support| link| -| -| -| MGS3| target cost +2; links
to shots/CQC of 3
blocks or less
236| Add KDWN Linkage| 4| support| link| -| -| -| MGS3| add KDWN; links to
shots/CQC of 3 blocks
or less
237| HIT Linkage| 4| support| link| -| -| -| MGS3| HIT +20; links to shots/CQC
of 3 blocks or less
238| Ammo Linkage| 4| support| link| -| -| -| MGS1| ammo +1; links to shots of
of 2 shots or more
within 3 blocks or less
239| Add AP Linkage| 4| support| link| -| -| -| MGS3| add anti-armor; links to
shots/CQC of 3 blocks
or less
240| Dstry Equip. Linkage| 4| support| link| -| -| -| MGS1| add destroy equip;
links to shots/CQC
of 3 blocks or less
241| Counter Block Linkage| 4| support| link| -| -| -| MGS3| prevents target
from REA; links to
Shots/CQC of 3
blocks or less
242| Defense Linkage| 4| support| link| -| -| -| MGS2| damage taken -40; links
to an attack on the user
243| Draw Linkage| 4| support| link| -| -| -| MGS2| Draw 3 cards; links to
another linkage card
244| Recovery Linkage| 4| support| link| -| -| -| MGS2| HP +30; links to an
attack on the user
245| Action+ Linkage| 8| support| link| -| -| -| MGS3| REST +1; links to card
being drawn
246| M61 Vulcan| 14| gatling gun| use| 10x20| 60| -| ITGL| anti-armor
247| Glock 17| 4| pistol| equip| 70| 80| 80| SBST| 9mm; add 1 cost/hit
to target
248| AN94 Abakan| 9| rifle| equip| 60| 75| 10| SBST| 5.45mm; anti-armor;
destroy equip; add BLEED
249| Railgun| 11| weapon| use| 150| 100| -| SBST| anti-armor; 6x1 aoe
250| RGB6| 6| grenade launcher| equip| -| -| -| CHRN| extends throwing range
of grenade-type cards
251| Handgun| 4| pistol| equip| 50| 80| 0| CHRN| 9mm
252| M79 (antipersonnel)| 8| grenade launcher| use| special| 100| 0| CHRN|
ATK equal to:
(100-(currentHP%))x4;
ATK cannot drop below
1; unlimited range, HIT
always 100%; anti-armor
253| SMG| 6| SMG...duh| equip| 50| 80| 0| CHRN| 9mm; cost of attacking=0 if
attack does 0 damage
254| M47 Dragon| 0| rocket launcher| use| special| 100| 0| CHRN| ATK= cost x10;
HIT always
100%; anti-
armor
255| Ingram M11| 6| SMG| equip| 50| 80| 100| CHRN| 9mm;ATK x1.5 if countering
256| MK22| 6| pistol| use| 0| 60| 0| MGS3| add SLEEP
257| M1911| 4| pistol| use| 20x3| 90| 0| MGS3| ATK x1.5 if not in alert mode
258| EZ Gun| 7| pistol| equip| 10| 70| 0| MGS3| 45 Cal; damage taken 1/2 while
equipped; 20% chance of SLEEP
on hit; points 1/2
259| AMD-63| 6| rifle| use| 40x2| 75| 0| MGS3| adds KDWN
260| AK-47I| 6| rifle| use| 20x4| 80| 0| MGS3| ATK x1.5 when at max HP
261| Patriot| 7| aslt. pistol| equip| 50| 85| 20| SBSS| 5.56mm; ATK x1.5 when
covered
262| C96| 4| pistol| use| 10x6| 85| 0| MGS3| Target's interference has
no effect
263| Thompson M1928| 6| machine gun| equip| 90| 90| 0| MGS3| 45 Cal; 2+(3x2) aoe
264| William Tell| 8| crossbow| use| 100| 90| 0| MGS3| adds BLEED
265| G36C| 10| m. gun| use| 60x4| 60| 0| SBSS| anti-armor; destroy equip
266| OICW| 7| rifle| equip| 10| 50| 50| MGS3| 5.56mm
267| PTRS-1941| 12| rifle| use| 300| 75| 0| CHRN| anti-armor; add KDWN
268| ATK Backup| 5| support| use| -| -| -| MGS2| ally gets ATK +5 on
their next attack
269| HIT Backup| 5| support| use| -| -| -| MGS2| ally gets HIT +20 on
their next attack
270| Evade Backup| 5| support| use| -| -| -| MGS2| ally gets + 20%
evasion on next
attack
271| Serum| 12| support| use| -| -| -| MGS2| cures ally's status
ailment
272| Remove Trap| 10| support| use| -| -| -| MGS1| removes 1 trap
273| Near Def. Support| 7| support| equip| -| -| -| MGS1| nearby ally's
damage is reduced
by 50; lasts 5
turns
274| Near Atk. Support| 7| support| equip| -| -| -| MGS1| nearby ally gets
ATK +5; lasts
5 turns
275| Projectile Soak| 8| support| equip| -| -| -| MGS1| projectile damage is
added to user's HP;
CQC damage doubled
276| Close-Range Soak| 8| support| equip| -| -| -| MGS1| CQC damage is
added to user's HP;
projectile damage
doubled
277| Projectile Counter| 8| support| equip| -| -| -| MGS1| gunshots countered;
ATK x1.5 if CQC used
278| Close-Rng Counter| 8| support| equip| -| -| -| MGS1| CQC attacks are
countered; ATK x1.5
if gunshot counter
279| Cost Counter| 8| support| equip| -| -| -| MGS1| returns cost added back to
attacker; lasts 1 use
280| Card Seal| 12| support| use| -| -| -| MGS1| the card used immediately
before this one is unusable
by all players; effect lasts
until a different card is
sealed; cannot be used in
Story Mode
281| Reiko Hinomoto| 6| character| use| 100| 100| 0| CHRN| add FAINT; user and
target switch
position; must be
in front of adjacent
enemy
282| Uniform-R| 5| item| equip| -| -| 80| MGS2| Reduce damage by 50
283| Uniform-B| 5| item| equip| -| -| 80| MGS2| Reduce damage by 100
284| Uniform-G| 5| item| equip| -| -| 80| MGS2| Reduce damage by 100
285| Ayumi Kinoshita| 6| character| trap| -| -| -| MGS3| distracts/immobilizes
enemies; cannot be used
in Link Mode
286| Meguru Ishii| 6| character| trap| -| -| -| MGS3| Life +20%/turn while
standing on square; cannot
be used in Link Mode
287| Natsume Sano| 8| character| trap| -| -| -| MGS3| cure status ailments while
standing on square; cannot
be used in Link Mode
288| MGS4| 3| character| movement| -| -| -| ITGL| can move 3 blocks; cannot be
used in Link Mode (?)
289| Emma's Parrot| 4| character| use| -| -| -| MGS2| draws nearby enemies to
targetted square; cannot
be used in Link Mode
290| Banana Skin| 4| support| trap| -| -| -| CHRN| adds 20 cost to anyone
that passes through set
block; cannot be used in
Link Mode
291| Jack| 4| item| equip| -| -| -| MGS3| movement +1, ATK -20; lasts
3 turns; cannot be used in
Link Mode
292| Possessed Arm| 6| character| use| -| -| -| MGS2| Target cannot move
for 1 turn; cannot be
used in Link Mode
293| Solid Eye| 4| character| equip| -| -| -| CHRN| in search mode, all
enemies are shown on
screen; lasts 5 turns
294| Solid Snake (MGS4)| 15| character| use| -| -| -| CHRN| automatic Eq.
Lv. 3; does not
require Lv. 2;
cannot be used
in Link Mode
295| Otacon| 7| character| link| -| -| -| CHRN| add anti-armor, ATK +20,
HIT +20; links to shots
of 2 blocks or more
296| Gekko| 12| character| use| 200| 100| 0| CHRN| 5x5 aoe in front of
user; cannot be used
in Link Mode
297| Metal Gear Mk.II MGS4| 6| character| link| -| -| -| CHRN| adds ammo +2;
links to shots
of 3 blocks or
less and 2 shots
or more
298| No Smoking| 4| support| use| -| -| -| CHRN| cures ally's status (?);
reduces user's HP to 1
299| Redeye-II| 7| stinger| use| 180| 100| 0| MGS2| anti-armor; only targets
machines; 3x3 aoe
300| SOCOM+| 5| pistol| use| 100x2| 90| 0| MGS1| 45 Cal; Adds KDWN;
Silenced
301| FAMAS/F2| 7| rifle| use| 60x4| 75| 0| MGS1| 5.56mm; adds 1 cost/hit
302| TNT| 5| explosive| use| 250| 100| 0| MGS1| anti-armor; 3x3 aoe; set off
with timer, remote, or when
shot; add KDWN
303| Desert Eagle+| 12| pistol| use| 500| 35| 0| MGS1| anti-armor
304| Grenade+| 6| explosive| use| 200| 100| 0| MGS1| anti-armor; 5x5 aoe;
detonates after 8 cost;
add KDWN
305| Stun Grenade+| 5| explosive| use| 0| 100| 0| MGS1| adds FAINT; 3x3 aoe;
detonates after 5 cost
306| Chaff Grenade+| 5| explosive| use| 0| 100| 0| MGS2| disables on-screen
machines for 40 cost;
detonates after 5 cost
307| FIM-92C| 7| stinger| use| 300| 100| 0| MGS1| only targets machines;
unlimited range, HIT does
not decrease with distance;
anti-armor
308| P8| 5| pistol| equip| 50| 90| 50| MGS2| 9mm; add BLEED
309| PMM| 4| pistol| equip| 40| 95| 20| MGS2| 9mm
310| AKS74un| 6| rifle| equip| 30| 75| 50| MGS2| 5.45mm; silenced; HIT +10%
when above target
311| M4A1| 7| rifle| equip| 10| 80| 50| MGS2| 5.56mm; HIT +10% when below
target
312| PSG1-T| 7| sniper| equip| 60| 80| 0| MGS2| 7.62mm; 30% chance of SLEEP
on hit
313| M9+| 6| pistol| equip| 50| 80| 0| MGS2| 9mm; silenced; 70% chance
of SLEEP on hit
314| P8 (Laser S.)| 6| pistol| equip| 50| 95| 50| MGS2| 9mm; Free Attack;
add BLEED
315| AKS74un (Laser S.)| 7| rifle| equip| 30| 80| 40| MGS2| 5.45mm; Free
Attack; Silenced;
HIT +10% from
above target
316| M4A1 (Laser S.)| 7| rifle| equip| 10| 70| 10| MGS2| 5.56mm; Free Attack;
HIT +10% from below
target
317| S.A.A.+| 4| pistol| equip| 120| 90| 70| SBST| 45 Cal; destroy equip
318| P90+| 7| rifle| equip| 130| 80| 0| MGS2| 5.7mm; 3x4 aoe
in front of user;
add KDWN
319+| SPAS12+| 7| shotgun| equip| 100| 90| 0| MGS2| 12 gauge; adds KDWN;
(3x4)+1 aoe in front
of user
320| Claymore+| 6| explosive| use| 150| 100| 0| MGS2| 2x1 aoa; Set off by
movement; crawl over to
disarm
321| Nikita Missle+| 7| missle| use| 220| 100| 0| MGS2| add BURN; anti-armor;
move 5 squares/turn;
3x3 aoe
322| MP5SD6| 7| SMG| use| 200| 90| 0| ITGL| 9mm; 2+(3x2)+2 aoe; silenced
323| RC Missle+| 7| missle| use| 250| 100| 0| CHRN| add BLEED; anti-armor;
move 5 squares/turn;
3x3 aoe
324| Mine+| 6| explosive| use| 180| 100| 0| CHRN| set off by standing/moving
over block; crawl to disarm;
anti-armor
325| R5| 7| rifle| equip| 40| 85| 30| CHRN| 5.56mm; target cannot counter
326| Five-seveN Tactical| 5| pistol| equip| 80| 100| 90| CHRN| 5.7mm
327| M92FS (Laser S.)| 5| pistol| equip| 70| 100| 30| CHRN| 9mm; Free Attack;
unblockable
328| M92FS| 4| pistol| equip| 70| 95| 30| CHRN| 9mm; unblockable
329| Gun del Hell| 10| plasma gun| equip| 250| 100| 0| ULMT| can be fired after
10 cost; uses Gun
del Sol/Hell ammo;
anti-armor
330| Vz61+| 8| SMG| use| 70| 80| 0| MGS3| silenced; (3x3)+1+1 aoe
331| AKMN| 6| rifle| equip| 40| 75| 10| MGS3| 7.62mm; anti-armor
332| Punch (CQC)+| 4| CQC| equip| varies| varies| 80| SBSS| Equip with another
CQC card to attack
333| Kick (CQC)+| 5| CQC| equip| varies| varies| 80| SBSS| Equip with another
CQC card to attack
334| Throw (CQC)+| 6| CQC| equip| varies| varies| 0| SBSS| Equip with another
CQC card to attack
335| Rush (CQC)+| 7| CQC| equip| varies| varies| 0| SBSS| Equip with another
CQC card to attack
336| M63A| 8| m. gun| equip| 50| 80| 20| SBSS| 5.56mm; target cannot counter;
add BURN
337| M37+| 10| shotgun| equip| 200| 80| 0| SBSS| 12 gauge; add KDWN; 3x5 aoe
338| SVD+| 9| sniper| equip| 150| 60| 0| SBSS| 7.62mm
339| M16A2| 7| rifle| equip| 50| 50| 30| SBSS| 5.56mm; HIT +10%/card in hand
340| M1891/30+| 10| sniper| equip| 100| 75| 0| SBSS| 7.62mm; adds 5 cost/hit;
70% chance of SLEEP on hit
341| C3+| 4| explosive| use| 180| 100| 0| MGS3| anti-armor; 3x3 aoe; set off
with timer, remote, or when
shot; add KDWN
342| M15+| 6| explosive| use| 80| 100| 0| MGS3| adds BURN; anti-armor; 3x3 aoe;
detonates after 8 cost; add KDWN
343| RPG7V| 10| stinger| use| 200| 100| 0| SBSS| anti-armor; add KDWN; 3x3 aoe
344| Quick Draw+| 4| action| attach| -| -| -| MGS1| ATK -5, HIT -20; Usage Cost
is 0; lasts 3 weapon uses
345| Concentrate+| 0| action| attach| -| -| -| MGS1| HIT +50%; use cost for
weapon +6; lasts 2 weapon
uses; cannot be used for
movement
346| Marines+| 4| character| move| -| -| -| MGS2| move 5 blocks
347| Navy SEALs+| 4| character| move| -| -| -| MGS2| move 5 blocks
348| Aim+| 7| support| link| -| -| -| MGS2| HIT +10% for weapon; links to
attacks of 1 block or more
349| Body Shot+| 4| action| attach| -| -| -| MGS2| halves target's HP; one shot
only; lasts 1 weapon use
350| Double Shot+| 8| action| attach| -| -| -| SBST| doubles number of shots
for weapon; can be stacked
for triple shots; lasts 1
weapon use
351| Counter Block+| 4| action| attach| -| -| -| MGS2| prevents REA trigger for
equipped weapon; lasts 20
weapon uses
352| Spin Kick+| 5| CQC| use| 120| 100| 0| MGS2| add KDWN; Destroy Equip;
1 block radius from user aoe
353| H.F. Blade+| 6| CQC| use| 90x2| 100| 0| MGS2| add BLEED; Destroy Equip.;
ineffective vs. machines
354| Republic Blade| 6| CQC| use| 190| 100| 0| SBST| Unblockable; add BLEED;
destroy 2 equip.;
ineffective vs. machines
355| Briefing+| 4| action| draw| -| -| -| MGS2| User and ally discard hands &
draw 6 new cards
356| Add KDWN+| 4| action| attach| -| -| -| MGS1| adds KDWN to weapon; lasts
3 weapon use
357| Head Shot+| 8| action| attach| -| -| -| MGS1| add QUICK DEATH; HIT -30;
only 1 shot; lasts 1 weapon
use
358| Hold Up+| 4| action| special| -| -| -| MGS2| reduce target's Equip Lv. by
2; must be behind target
359| Funds+| 4| action| draw| -| -| -| MGS2| ally draws 2 cards
360| Survival Knife+| 6| CQC| use| 30x6| 100| 0| MGS3| add BLEED; ineffective
vs. machines
361| Choke+| 6| action| special| -| -| -| MGS3| add FAINT to target; must be
1 block behind target
362| Attack 1 Enemy+| 5| action| attach| -| -| -| MGS3| turns equipped aoe
weapon to single enemy attack
type;lasts 2 weapon use;
cannot be used with Vulcan
Raven card
363| Hip Shot+| 4| action| attach| -| -| -| MGS3| user's cost -10; HIT -20;
lasts 3 weapon uses
364| Extra Turn+| 10| action| special| -| -| -| SBSS| after user's turn, it is
immediately user's turn
again;lasts 1 time
365| Scope+| 5| item| equip| -| -| -| MGS1| attacks 3+ blocks away get HIT +30;
lasts 30 cost
366| Body Armor+| 6| item| equip| -| -| 70| MGS1| reduces damage by 100;
lasts 1 time
367| Box A+| 4| item| equip| -| -| -| MGS1| can hide from sentries; does not
always work; lasts until weapon is
used, or user is attacked
368| Mine Detector+| 4| item| equip| -| -| -| MGS1| shows mines; lasts 99 cost
369| Ration+| 4| item| use| -| -| -| MGS1| restores 400 of user's HP
370| Handy Survival Kit+| 6| item| use| -| -| -| MGS1| restores 150 of ally's HP
371| Stealth+| 8| item| equip| -| -| -| SBST| user is invisible to NPC's
in intrusion phase; lasts 20
cost; removed if user is attacked
372| Box B+| 4| item| equip| -| -| -| MGS2| can hide from sentries; does not
always work; lasts until weapon is
used, or user is attacked
373| Detonator+| 4| item| use| -| -| -| MGS2| detonates all placed C3, C4,
and TNT in the area
374| Handy Medical Kit+| 8| item| use| -| -| -| MGS2| revives OOA ally
with 100 HP
375| Survival Kit+| 5| item| use| -| -| -| MGS1| restores 300 of ally's HP
376| Medical Kit+| 8| item| use| -| -| -| MGS1| revives OOA ally with full HP
377| Interesting Book| 8| item| use| -| -| -| MGS2| distracts & immobilizes
enemy who sees it
378| Super Cook Book| 8| item| use| -| -| -| MGS2| distracts & immobilizes
enemy who sees it
379| Phase Down+| 4| item| use| -| -| -| MGS2| Lowers alert phase by 2;
cannot be used in the sight
of the enemy
380| Timer+| 0| item| use| -| -| -| MGS2| attach to placed C3, C4, or TNT;
detonates attached bomb after 1
cost; cannot be used for movement
381| Thermal Goggles+| 4| item| equip| -| -| -| CHRN| In Search Mode, reveals
enemies within 3 blocks;
lasts 40 cost
382| Box C+| 4| item| equip| -| -| -| CHRN| can hide from sentries; does not
always work; lasts until weapon is
used, or user is attacked
383| Ceramic Armor+| 7| item| equip| -| -| 80| CHRN| reduce damage by 150;
lasts 1 use
384| Bomb Blast Suit+| 8| item| equip| -| -| 60| MGS2| reduce damage by 200;
lasts 1 use; prevents BURN
385| C Ration B1 Unit+| 5| item| use| -| -| -| CHRN| restores user's HP by 250
386| C Ration B2 Unit+| 5| item| use| -| -| -| CHRN| restores user's HP by 270
387| C Ration B3 Unit+| 5| item| use| -| -| -| ULMT| restores user's HP by 300
388| Builder Bed+| 12| item| equip| -| -| -| CHRN| auto-revive user with 10 HP
when OOA
389| Gijin-san+| 10| item| use| -| -| -| CHRN| ATK +30 for all allies for
remainder of mission; points
halved on completion; cannot
be used with Big Boss card
390| Dark Loans+| 12| item| equip| -| -| -| ULMT| All damage to user reduced to
0 for 3 turns; after 3 turns,
user's life drops to 1 HP;
cannot be unequipped manually
391| Solar Bank+| 14| item| equip| -| -| -| ULMT| All damage to user set to 10
for 3 turns; after 3 turns,
user's HP restored to full
392| Box D+| 4| item| equip| -| -| -| MGS3| can hide from sentries; does not
always work; lasts until weapon is
used, or user is attacked
393| Bandage+| 8| support| link| -| -| -| MGS3| restores user's HP by 50; links
to attack on user
394| Front Evade+| 7| support| equip| -| -| 100| MGS3| Completely evades
frontal & sometimes
side attacks; 1 use
395| Endure+| 8| support| equip| -| -| 80| MGS1| reduces damage from 1
attack by 20; 1 use
396| Hang+| 4| support| equip| -| -| -| MGS2| allows user to hang off
of ledges; lasts 60 cost
397| Handy 1st Aid Kit+| 4| item| use| -| -| -| MGS2| restores adjacent
ally's HP by 300
398| Cost -5| 0| support| cost reducer| -| -| -| MGS3| reduces user's
cost by 5; cannot
be used for movement
399| Ally Cost -5| 4| support| cost reducer| -| -| -| MGS3| reduces ally's
cost by 4
400| Rear Evade+| 7| support| equip| -| -| 100| MGS3| Completely evades
rear attacks; 1 use
401| Sacrifice+| 4| support| use| -| -| -| MGS2| user's life -100, ally's
HP +400
402| Transfuse Blood+| 4| support| use| -| -| -| MGS2| user's life +400,
ally's HP -100
403| 1st Aid Kit+| 4| item| use| -| -| -| MGS1| adjacent ally's HP +500
404| Cost -8| 0| support| cost reducer| -| -| -| MGS2| reduces user's
cost by 8; cannot
be used for movement;
cannot be used in
Link Mode
405| Ally Cost -8| 8| support| cost reducer| -| -| -| MGS2| reduces ally's
cost by 8
406| Silenced+| 4| support| equip| -| -| -| MGS2| user makes no sound;
lasts 30 cost
407| Hand Grip+| 4| support| use| -| -| -| MGS2| increases duration of
Hang cards
408| Reaction Block+| 4| support| equip| -| -| -| MGS3| prevents enemy REA;
lasts 20 cost
409| Evade+| 8| support| equip| -| -| 100| MGS1| Completely evades attack
from any angle; 1 use
410| Cost -12| 0| support| cost reducer| -| -| -| MGS2| reduces user's
cost by 12; cannot
be used for movement;
cannot be used in
Link Mode
411| Ally Cost -12| 12| support| cost reducer| -| -| -| MGS1| reduces ally's
cost by 12
412| Genome Soldier+| 4| character| move| -| -| -| MGS1| can move 6 blocks
413| Roy Campbell+| 10| character| use| 200| 100| -| MGS1| 7x7 aoe; add
BURN; activates
after 15 cost;
after use, it is
removed from deck
for remainder of
current mission
414| Otacon+| 7| character| link| -| -| -| MGS1| adds anti-armor, ATK, HIT
+10; links to shots of 2
blocks or more, and aoe
attacks
415| Sniper Wolf+| 6| character| attach| -| -| -| MGS1| HIT +60; lasts 1 weapon
use
416| Vulcan Raven+| 4| character| attach| -| -| -| MGS1| turns single-attack
weapon into 3x3 aoe
weapon; lasts 2 weapon
uses; cannot be used
with attack 1 enemy card
417| Metal Gear REX+| 30| character| use| 350| 100| -| ITGL| 5x5 aoe in
front of user;
discards 2 random
cards from user's
hand; cannot be
used if user does
not have enough
cards to discard;
cannot be used for
movement
418| Psycho Mantis+| 10| character| use| -| -| -| ITGL| 3x6 target area;
disorients target; lasts
3 turns; cannot be used
in Link Mode
419| Mei Ling+| 4| character| use| -| -| -| MGS1| doubles allies' interference
effects; lasts 40 cost
420| Genola+| 13| character| use| -| -| -| ITGL| all living characters within
range faint except user
421| Solid Snake (MGS1)+| 7| character| use| -| -| -| MGS1| restore's user's HP
by 800
422| Naomi Hunter+| 4| character| use| -| -| -| MGS1| restores user's HP by 10
every 5 cost; lasts until
200 HP is recovered
423| Meryl Silverburgh+| 0| character| cost reducer| -| -| -| MGS1| reduces
user's cost
by 1/2;
cannot be
used for
movement
424| Gurlukovich Sld.+| 4| character| use| -| -| -| MGS2| can move 5 blocks
425| Emma Emmerich+| 4| character| equip| -| -| -| MGS2| total frontal/side
evasion until user's
next turn; all
equip destroyed;
lasts 1 turn
426| Fortune+| 8| character| equip| -| -| -| SBST| total evasion of the next
20 bullets
427| Vamp+| 7| character| equip| -| -| -| MGS2| recovers user's HP equal to
1/2 of damage dealt to enemy;
lasts 3 turns
428| Solid Snake (MGS2)+| 4| character| equip| -| -| -| MGS2| user can hang off
ledges for 90 cost
429| Iriqois Pliskin+| 4| character| equip| -| -| -| MGS2| Reveals IR sensors;
user's HP -1 per
cost; lasts 6 turns
430| Solidus Snake+| 7| character| CQC| 80x3| 100| -| MGS2| not effective vs.
machines
431| Mass-Produced RAY| 20| character| use| 100| 100| -| SBST| 5 random attacks;
cannot be used
for movement
432| Jennifer+| 4| character| use| -| -| -| MGS2| user's added cost is converted
into 10 damage/cost; lasts
until user's next turn
433| Olga Gurlukovich+| 4| character| draw| -| -| -| MGS2| user draws 3 cards
434| Johnny Sasaki+| 4| character| draw| -| -| -| MGS2| user discards hand, then
draws six new cards
435| Raiden+| 4| character| move| -| -| -| MGS2| can move 3 squares in one
direction; ignore open spaces
& enemies en route; add KDWN
to enemies inuser's path
436| Gurlogon+| 10| character| use| -| -| -| SBST| 9x9 aoe; adds 20 cost to all
enemies in aoe
437| Solid Snake (MG)+| 4| character| equip| -| -| -| CHRN| used loading weapon
cards return to
user's hand
438| Machinegun Kid+| 4| character| equip| -| -| -| CHRN| universal loading
card for any SMG or
machine gun
439| Fire Trooper+| 7| character| flamethrower| 120| 85| -| CHRN| aoe narrows
from 5 squares;
anti-armor;
add BURN
440| Metal Gear+| 15| character| use| 30| 100| -| CHRN| attacks everything on
screen; add BLEED;
cannot be used for
movement
441| Running Man+| 4| character| move| -| -| -| ULMT| can move 8 blocks
442| Solid Snake (MG2)+| 7| character| equip| -| -| -| CHRN| increases user's
max HP by 200 while
equipped
443| Chris Jenner+| 4| character| equip| -| -| -| CHRN| resist KDWN; converts
KDWN into 10 damage;
lasts 10 turns
444| Marrionette Owl+| 4| character| equip| -| -| -| CHRN| In search mode,
doubles visual range;
screen turns to
night vision;
lasts 50 cost
445| Viper+| 4| character| attach| -| -| -| CHRN| destroys 1 assault rifle card
in target's hand on hit;
lasts 6 weapon uses
446| Pyro Bison+| 8| character| flamethrower| 160| 85| -| CHRN| 3x4 aoe; anti-
armor; add BURN
447| Metal Gear Gander+| 20| character| use| 150| 100| -| CHRN| attacks 5
targets at
random; cannot
be used for
movement
448| Ideaspy 2.5+| 4| character| cost reducer| -| -| -| CHRN| all card costs 1/2
for 5 turns; costs
saved accumulate
on start of 6th
turn
449| Gillian Seed+| 5| character| attach| -| -| -| CHRN| HIT 100% for attached
weapon; weapon cost +5;
lasts 1 weapon use
450| Mika Slayton+| 4| character| draw| -| -| -| CHRN| user discards 2 cards,
ally draws 3 cards
451| Metal Gear D (revised)| 15| character| use| 200| 100| -| CHRN| 5x6 aoe
(every other
square);
cannot be
used for
movement
452| Jonathan Ingram+| 0| character| cost reducer| -| -| -| CHRN| reduces user's
cost by 20;
cannot be used
for movement
453| Tony Redwood+| 15| character| use| -| -| -| CHRN| sets everyone's HIT at
100%; lasts 2 turn
454| Karen Hojo+| 4| character| draw| -| -| -| CHRN| ally discards 2 cards;
user draws 3
455| Ed Brown+| 8| character| use| -| -| -| CHRN| All REA blocked; lasts
3 turns
456| Jehuty+| 12| character| reset| -| -| -| CHRN| all decks and effects
returned to default
457| ADA+| 4| character| cost reducer| -| -| -| CHRN| All cards used for
movement cost 1;
lasts 5 turns
458| GRU Soldier+| 6| character| move| -| -| -| MGS3| can move 5 squares
459| Ocelot Unit+| 4| character| move| -| -| -| SBSS| can move 7 squares
460| Major Zero+| 4| character| equip| -| -| -| MGS3| in search mode, all
enemies appear on
screen; lasts 3 turns
461| V.B. Volgin+| 4| character| attach| -| -| -| MGS3| destroys 2 handgun cards
in target's hand on hit;
lasts 6 weapon uses
462| N.S. Sokolov+| 4| character| attach| -| -| -| MGS3| adds anti-armor,
ATK +10; lasts
4 weapon uses
463| The Boss+| 9| character| link| -| -| -| MGS3| ATK +30; links to
CQC-type attacks
464| The Fury+| 7| character| flamethrower| 80| 95| -| MGS3| (3x2)+1 aoe;
anti-armor;
adds BURN
465| Shagohod+| 20| character| use| 250| 100| -| SBSS| 9x9(!) aoe; cannot
be used for movement;
hits user as well
466| Eva+| 5| character| use| -| -| -| MGS3| No living enemy within 3
squares can use CQC; lasts
30 cost
467| A.L. Granin+| 0| character| cost reducer| -| -| -| MGS3| sets user's
cost to 30
468| Skull Suit| 7| item| equip| -| -| 80| ITGL| reduces 1 attack by 20;
lasts 1 use; Snake only
469| XM8+| 9| weapon| use| 30x5| 70| -| SBSS| can move 6 squares;
adds random status effect
on hit
470| Mr. Sigint+| 4| character| draw| -| -| -| MGS3| user draws 3 cards/turn;
reshuffle cost is 20;
lasts 5 turns
471| Paramedic+| 4| character| equip| -| -| -| SBSS| when attacked, user's
cost is reduced by damage
taken/20; lasts 4 turns
472| Lt. Raikov+| 4| character| equip| -| -| -| MGS3| when attacked, enemy's
cost is increased by
number of attacks
against the user; lasts
4 turns
473| The Sorrow+| 4| character| use| -| -| -| MGS3| no living unit can move;
user's HP is halved;
lasts 2 turns
474| The End+| 7| character| link| -| -| -| MGS3| attacks 9 or more blocks away
have +80% HIT; links to
shots of 9 or more blocks
475| The Fear+| 7| character| equip| -| -| -| MGS3| ATK +20 when user has a
status ailment; lasts
30 cost
476| The Pain+| 4| character| equip| -| -| -| SBSS| Deals damage equal to damage
taken by user to attacking
enemy; lasts 4 turns
477| Instant Ramen+| 4| item| use| -| -| -| MGS3| restores user's HP by 150
478| Fatman+| 4| character| use| -| -| -| MGS3| all mines already placed get
ATK +50; can be stacked 4 times
479| Harrier II| 10| character| use| 250| 100| -| MGS2| 3-square diamond
aoe; activates
after 5 cost
480| Rosemary+| 4| character| use| -| -| -| MGS2| adds user's REST to
ally's next turn
481| Arsenal Gear+| 20| character| use| 350| 100| -| MGS2| 3x5 aoe in front of
user; cannot be used
for movement
482| Funamushi+| 6| item| attach| -| -| -| MGS2| destroys all HP recovery
cards in target's hand;
lasts 3 weapon uses
483| Hind D+| 10| character| use| special| 100| -| ITGL| deals 200x #of equipped
cards; all equipped
cards destroyed
484| Decoy Octopus+| 6| character| use| -| -| -| MGS1| all damage taken by user
will be added to ally's
HP; lasts 4 turns
485| M1A2| 12| character| use| special| 100| -| MGS1| attack equal to user's
100+HP/2; user's HP 1/2;
2 block radius aoe
486| Donald Anderson+| 4| character| use| -| -| -| MGS1| turns search mode on/
off; cannot be used in
story mode
487| Teliko Freedman+| 5| character| use| -| -| -| CHRN| traps have no effect;
lasts 2 turns; after
use, card is removed
from deck for remainder
of current mission
488| Jeff Jones| 4| character| use| -| -| -| CHRN| all damage taken by user
until user's next turn is
added to the first hit of
user's next attack; lasts
until user's next turn
489| La Clown+| 4| character| use| -| -| -| CHRN| user and ally change positions
491| William L. Fleming| 4| character| equip| -| -| -| CHRN| user resists QUICK
DEATH; lasts 3
turns
492| Elsie & Francis+| 6| character| use| -| -| -| CHRN| affected enemy must
deal at least 300
damage to user in its
3 turns or enemy will
be OOA on 4th turn; can
only be used if behind
adjacent enemy
492| No. 16| 4| character| use| -| -| -| CHRN| user resists CONFUSE, SLEEP,
and FAINT; lasts 3 turns
493| Roger McCoy+| 4| character| reset| -| -| -| CHRN| resets user's deck
to default
494| Kodoque+| 30| character| use| 300| 100| -| ULMT| huge cone aoe; cannot be
used for movement
495| Sabata| 4| character| attach| -| -| -| ULMT| changes aoe for Gun
del Sol/Hell
496| Otenko-sama+| 4| character| attach| -| -| -| ULMT| changes aoe for Gun
del Sol/Hell
497| Slasher Hawk+| 4| character| use| 100| 100| -| CHRN| +100 ATK for each
Slasher Hawk card
played on the same
turn
498| Wolf Dog+| 4| character| attach| -| -| -| MGS1| destroys all armor cards
equipped on target on hit;
lasts 4 turns
499| Dirty Duck+| 5| character| use| -| -| -| CHRN| pulls target to 1 block
in front of user
500| Red Blaster+| 4| character| equip| -| -| -| CHRN| all traps cost 1 to use;
user cannot shoot; lasts
50 cost
501| Dr. Kio Marv+| 4| character| equip| -| -| -| CHRN| 600 bonus points per
enemy killed in aoe
attack; lasts 50 cost
502| Pit Trap+| 4| support| trap| -| -| -| MGS3| stops movement on or through
square set on; prevents
movement for 1 turn
503| Jam+| 4| support| trap| -| -| -| MGS3| stops shooting on
square set on
504| Blitz+| 4| support| trap| -| -| -| MGS3| stops REA on square set on
505| Military Gain+| 4| support| trap| -| -| -| MGS3| while on set square,
user gains 1000 bonus
points for each enemy
killed
506| Tent+| 4| support| trap| -| -| -| MGS3| gain +20% HP per turn while
standing on square set on
507| Front Lines+| 4| support| trap| -| -| -| MGS3| gain +20 HIT while standing
on square set on
508| Headquarters+| 4| support| trap| -| -| -| MGS3| remove status ailment while
standing on square set on
509| Disarmament+| 4| support| trap| -| -| -| MGS3| 1 random equip destroyed
while standing on square
set on
510| Supply Cut+| 4| support| trap| -| -| -| MGS3| gain +15 cost per turn while
standing/moving through
square set on
511| Attrition+| 4| support| trap| -| -| -| SBSS| while trap exists, no
one can recover HP; can be
destroyed by stepping on
square set on
512| Urban Warfare+| 4| support| trap| -| -| -| SBSS| while trap exists, no
one can shoot; can be
be destroyed by stepping
on square set on
513| Ambush+| 4| support| trap| -| -| -| SBSS| while trap exists, no
one can use CQC; can be
be destroyed by stepping on
square set on
514| ATK Linkage+| 4| support| link| -| -| -| MGS3| ATK +10; links to shots/CQC
of 4 blocks or more
515| Cost Linkage+| 4| support| link| -| -| -| MGS3| cost -2; links to shots/CQC
of 4 blocks or more
516| Cost+ Linkage+| 4| support| link| -| -| -| MGS3| target cost +2; links
to shots/CQC of 4
blocks or more
517| Add KDWN Linkage+| 4| support| link| -| -| -| MGS3| add KDWN; links to
shots/CQC of 4
blocks or more
518| HIT Linkage+| 4| support| link| -| -| -| MGS3| HIT +20; links to shots/CQC
of 4 blocks or more
519| Ammo Linkage+| 4| support| link| -| -| -| MGS1| ammo +1; links to shots of
of 2 shots or more and
of 4 blocks or more
520| Add AP Linkage+| 4| support| link| -| -| -| MGS3| add anti-armor; links to
shots/CQC of 4 blocks
or more
521| Dstry Equip. Linkage+| 4| support| link| -| -| -| MGS1| add destroy equip;
links to shots/CQC
of 4 blocks or more
522| Counter Block Linkage+| 4| support| link| -| -| -| MGS3| prevents target
from REA; links
to shots/CQC of
4 blocks or more
523| Defense Linkage+| 4| support| link| -| -| -| MGS2| damage taken -60; links
to attack on the user
524| Draw Linkage+| 4| support| link| -| -| -| MGS2| Draw 3 cards; links to
another linkage card
525| Recovery Linkage+| 4| support| link| -| -| -| MGS2| HP +60; links to an
attack on the user
526| Action+ Linkage+| 4| support| link| -| -| -| MGS3| REST +1; links to card
being drawn
527| M61A2 Vulcan| 14| gatling gun| use| 20x20| 50| -| ITGL| anti-armor
528| Glock 18| 4| pistol| equip| 90| 85| 80| SBST| 9mm; add 1 cost/hit
to target
529| AN94 Abakan+| 8| rifle| equip| 60| 80| 10| SBST| 5.45mm; anti-armor;
destroy equip; add BLEED
530| Railgun+| 11| weapon| use| 200| 100| -| SBST| anti-armor; 7x1 aoe
531| RGB6+| 6| grenade launcher| equip| -| -| -| CHRN| extends throwing range
of grenade-type cards
532| Handgun+| 4| pistol| equip| 60| 90| 0| CHRN| 9mm
533| M79 (AP ammo)| 5| grenade launcher| use| special| 100| 0| CHRN| ATK equals
(100-(currentHP%))x4;
ATK cannot drop below
1; unlimited range, HIT
always 100%; anti-armor
534| SMG+| 7| SMG...duh| equip| 80| 85| 0| CHRN| 9mm; cost of attacking=0 if
attack does 0 damage;
1+3+(5x2) aoe
535| Super Dragon| 0| rocket launcher| use| special| 100| 0| CHRN| ATK = cost
x 15; HIT
always 100%;
anti-armor
536| Cobray M11| 6| SMG| equip| 50| 80| 100| CHRN| 9mm; ATK x1.5 if countering;
(3x2)+3 aoe
537| MK22+| 5| pistol| use| 70| 70| 0| MGS3| 50% chance of SLEEP on hit
538| M1911A1| 5| pistol| equip| 30| 90| 0| MGS3| 45 Cal; ATK x2 if not
in alert mode
539| Saru-Gun-Shake| 5| pistol| equip| 10| 70| 0| MGS3| 45 Cal; damage taken
1/2 while equipped;
20% chance of SLEEP
on hit; points 1/2
540| AMD-63 Carbine| 7| rifle| use| 50| 80| 10| MGS3| adds KDWN
541| AK-47II| 7| rifle| use| 20x4| 80| 0| MGS3| ATK x2 when at max HP
542| Patriot+| 9| rifle| equip| 180| 90| 20| SBSS| 5.56mm; 5x3 aoe
543| Type-17 Pistol| 5| pistol| equip| 50| 100| 10| MGS3| 7.62mm; Target's
interference has
no effect
544| Thompson M1| 5| machine gun| equip| 100| 95| 0| MGS3| 45 Cal; 2+(3x2) aoe
545| William Tell+| 8| crossbow| use| 150| 75| 0| MGS3| adds BLEED;
destroy equip
546| G36C+| 10| rifle| equip| 60| 60| 90| SBSS| anti-armor; destroy equip
547| XM29| 6| rifle| equip| 20| 50| 50| MGS3| 5.56mm
548| PTRS-1941+| 14| rifle| use| 350| 70| 0| CHRN| anti-armor; add KDWN;
add 5 cost on hit
549| ATK Backup+| 6| support| use| -| -| -| MGS2| ally gets ATK +10 on
their next attack
550| HIT Backup+| 5| support| use| -| -| -| MGS2| ally gets HIT +30 on
their next attack
551| Evade Backup+| 5| support| use| -| -| -| MGS2| ally gets +30%
evasion on next
attack
552| Serum+| 8| support| use| -| -| -| MGS2| cures ally's status
ailment
553| Remove Trap+| 6| support| use| -| -| -| MGS1| removes 1 trap
554| Near Def. Support+| 7| support| equip| -| -| -| MGS1| nearby ally's
damage is reduced
by 100; lasts 5
turns
555| Near Atk. Support+| 6| support| equip| -| -| -| MGS1| nearby ally gets
ATK +10; lasts
5 turns
556| Projectile Soak+| 5| support| equip| -| -| -| MGS1| projectile damage is
added to user's HP;
CQC damage doubled
557| Close-Range Soak+| 8| support| equip| -| -| -| MGS1| CQC damage is
added to user's HP;
projectile damage
doubled
558| Projectile Counter+| 5| support| equip| -| -| -| MGS1| gunshots are
countered; ATK
x1.5 if CQC counter
559| Close-Rng Counter+| 5| support| equip| -| -| -| MGS1| CQC attacks are
countered; ATK x1.5
if gunshot counter
560| Cost Counter+| 5| support| equip| -| -| -| MGS1| returns cost added back
to attacker; lasts 1 use
561| Card Seal+| 6| support| use| -| -| -| MGS1| the card used immediately
before this one is unusable
by all players; effect lasts
until a different card is
sealed; cannot be used in
Story Mode
562| Uniform-R| 6| item| equip| -| -| 100| MGS2| Reduce damage by 100
563| Uniform-B| 6| item| equip| -| -| 100| MGS2| Reduce damage by 200
564| Uniform-G| 6| item| equip| -| -| 100| MGS2| Reduce damage by 200
565| FIM-92A| 7| stinger| use| 260| 100| 0| MGS1| anti-armor; only targets
machines; 3x3 aoe
---
Frequently Asked Questions (DB.011)
These questions are from frequently-formed topics on the GFAQS message board;
I thought they popped up often enough to earn them a section here...
Q: On Stage 11-01, how do you disable the circuit board to go through the
hallway to some hidden weapons room on the left? I tried the RC missle
but it will explode on the wall. What can get thru that opening?
(question by howardkdc)
A: I had a hard time with this one too... If you use a Nikita/RC, instead
of going straight to the hole, raise its elevation slightly by sending it
to the ramp across the electricity, and go up the ramp 2 squares. Then,
send it to the hole; it will now be at the right height. Of course, you
can just throw a grenade+ in there; that may be easier.
(answer by me)
Q: How do you trigger cover fire?
(question by various users)
A: The character initiating the attack can shoot from any direction but
the one covering has to be in a position where if they shoot, it would
be counted as shooting from the back (doesn't have to be directly behind).
As long as the weapon can reach the target, he will shoot. Attached cards
to weapons will be used however.
(answer by oucha)
Basically, Cover Fire activates when both Snake and Venus are
on either side of an enemy, facing each other:
For example:
s = Snake
v = Venus
E = Enemy
|_| |_| |_|
|_| |s| |_|
|_| |E| |_|
|_| |v| |_|
|_| |_| |_|
Both Snake and Venus are on each side of the enemy. If they are facing
each other when one of them fires, the other will fire upon the enemy as
well (if they have an equipped weapon of course). The equipped weapon does
not get discarded upon use either.
You'll know it when it happens because it's the only time during in-game
play where they'll actually speak. Scared the crap out of me the first
time I triggered it. :P
(answer by CheapGamer)
Q: Are there any cards you CAN'T get from the packs alone?
(question by I-Eat_Crayons)
A: Metal Gear REX and RAY are only gained by completing the game once and
twice, respectively, on any difficulty. The EZ Gun, Stealth, Running Man,
and the G36C are only unlocked in the packs by beating six levels of arena
on Easy, Normal, Hard, and Extreme, respectively. Also, you have to unlock
some of the cards with passwords.
(answer by AlmightyHamSandwich and NedX)
Q: i just want to know how many times i need to finish the game to get the
card packs updates. And do i need to do something else to unlock them?
(question by akuma2002fr)
A:Just once. When you get to parts where you originally received the
pack, that's when you'll get the upgrade (for that pack).
(answer by Spike_12)
Q: How do I beat Metal Gear (on Extreme)?
(question by various)
A: the way i finally beat him on extreme is I put Snake up against the back
wall (near the door), While Venus stayed closer, around the explosive boxes,
off to the side. The trample is always aimed at Snake if he's alive, so
keeping him that far away will MG from getting to you in one turn. If the
does get close, though, he can't actually trample you, instead he'll use
the much-easier to deal with missle attack. All the while you should be
hammering away with everything you've got. Just make sure Venus doesn't
get trampled while the MG is walking around.
On the second part, you have to just hope for enough ammo while its exposed;
if you get lucky, you can kill the core in one try. In fact, this gives me
an idea for a bullet-based anti-MG deck...(and here it is)
Anti-Metal Gear Deck (for Snake)
2 Action++
2 Double Action
2 Cost -10 (or -12)
3 Otacon (NOT +!)
2 The End
4 PSG1-T
4 AKMN
3 SVD+
2 Briefing+
2 Cost -12 (or 2 Jon Ingram)
2 Johnny Sasaki+
2 Running Man+
2 Jon Ingram+
2 Roger McCoy+
(add 2 double shot+ if you have it--remove 1 Otacon & 1 SVD+)
36/40
*Note: set Venus up with a regular Stinger/Rocket Launcher deck to
help Snake deal damage*
This strategy draws from both mistervader's IT core, as well as
the concept from oucha's Fresh-hand Roger deck (see above section).
It takes using action++ and double action, followed by Johnny and
Briefing as needed to provide a constant flow of cards on your turn;
use these actions to find and equip an SVD+, then attach Otacon to it.
Put The End on the other slot. Use Roger McCoy to recover your hand
so you don't lose the cards you discard. Near the end of your actions,
use the cost downs to hopefully get your cost below that of MG's. To
attack, obviously attach double shot if you have it, then use the rest of
your actions (up to 7) attacking, and cycling your hand when you run out
of loading cards. When everything is in place, this deck can deal more
damage than an FIM-C, and you get multiple shots at 100% accuracy.
Even if Kadesh uses Jehuty, it's fairly easy for the deck to recover,
once again using the IT/Roger core of the deck to re-equip in one turn.
more Q&A's as they arrive...
---
Legal/Contact Info (DB.012)
Big thanks to Konami for making a great sequel, to gamefaqs.com for
hosting this FAQ, and to all the users who submitted their
deck setups; special thanks especially to AlmightyHamSandwich,
who submitted more than anyone else (besides myself),
and of course, to you, for reading my humble work.
This FAQ is copyright 2006, by me, A. Aurelio Miro, and is
not for resale or unauthorized use. Also, if you see this FAQ
anywhere other than gamefaqs.com or 1up.com.please notify me
immediately.
To contact me with any questions, please email
me:
[email protected]. Please put MGA2 FAQ
in the subject line. If I don’t get back to you right
away, it’s because I’m very bad about checking my email.
Suggestions, contributions and comments are also welcome, but please do
so in a civilized manner if you expect me to listen to you.