Demonic Commandant, Volsung
Grade 3/13000 Power/0 Shield/Force Marker
[AUTO] (VC) When one of your rearguards attacks or boosts, you may give that unit [Power] +10000. If you do, at the end of that battle, put those units in your soul.
[AUTO] (VC) At the end of the battle this unit attacked a vanguard, (Counter Blast 1/Soul Blast 6 & discard a card), [Stand] this unit, and it gets [Power] +5000 and drive -1 until the end of turn.
Blitz Monarch, Alarex
Grade 3/13000 Power/0 Shield/Force Marker
[AUTO] (VC) When your other unit is placed, you may have that unit get [Power] +5000. If you do, at the end of the battle that unit attacked or boosted an attack on a vanguard, put that unit into your soul.
[AUTO] (VC) When this unit attacks a vanguard, (Counter Blast 2/Soul Blast 4), search your deck for up to one card with the same name for each card put into the drop zone by this effect, call them to RC, and shuffle your deck. Then, this unit gets [Power] +5000 Power for each rearguard called, and if four were called, this unit gets [Critical] +1.
Overwhelm Hercules
Grade 3/13000 Power/0 Shield/Force Marker
[AUTO] (VC/RC) When placed from hand, this unit gets [Power] +5000 until the end of turn.
[AUTO] (RC) When it attacks, if placed by a card effect, this unit can get [Power] +5000 or [Power] +15000 until the end of that battle. If you chose [Power] +15000, you may (Counter Blast 1), and if you do not, put this unit into your soul.
Wheeling Receiver
Grade 3/13000 Power/0 Shield/Force Marker
[AUTO] (VC/RC) When placed, (Counter Blast/Soul Blast 1), draw a card, call a card from your hand from your hand to an open RC, and that unit gets [Power] +5000 until the end of turn.
[AUTO] (RC) At the end of the battle this unit attacks a vanguard, (put this unit into your soul), call a card from your hand to an open RC, and that unit gets [Power] +5000 until the end of turn. If a grade 3 or greater card was placed, draw a card.
Firebomb Tyrant
Grade 3/13000 Power/0 Shield
[AUTO] (VC) When placed, (Counter Blast 1), look at the top three cards of your deck, call any number of them to RC, and place the rest at the bottom of your deck in any order.
[AUTO] (RC) When its attack hits, (put this unit into your soul), look at the top two cards of your deck, call one among them to an open RC, and place the rest at the bottom of your deck.
Gattling Slinger
Grade 2/10000 Power/5000 Shield
[AUTO] (VC/RC) When placed, (Counter Blast 1), look at the top three cards of your deck, call one of them to RC, and place the rest at the bottom of your deck in any order.
[AUTO] (RC) When it attacks, (put a card from your hand into your soul), this unit gets [Power] +5000 until the end of that battle, and your opponent cannot intercept during that battle.
Silver Chariot
Grade 2/10000 Power/5000 Shield
[AUTO] (RC) When it attacks, (Soul Blast 1), this card gets [Power] +10000 until the end of that battle. At the end of that battle, place this card at the top of your deck, and shuffle it.
Impact Diver
Grade 2/10000 Power/5000 Shield
[AUTO] (RC) When placed, this unit gets [Power] +5000 until the end of turn.
[AUTO] (RC) When its attack hits a vanguard, if this unit's Power is 30000 or greater, choose one of your opponent's rearguards, and retire it (count the Power from boosting).
Overclock Panzer
Grade 2/10000 Power/5000 Shield
[AUTO] (RC) When placed, this unit gets [Power] +5000 until the end of turn.
[AUTO] (RC) When its attack hits a vanguard, (Counter Blast 1 and put this unit at the bottom of your deck), draw two cards, and call a card from your hand to RC.
Mammoth Backer
Grade 2/10000 Power/5000 Shield
[AUTO] (RC) When placed during your battle phase, (discard a card) Counter Charge 1.
[AUTO] (GC) If your opponent controls more rearguards than you do, this unit gets [Shield] +5000.
Heat Razor Oliver
Grade 2/10000 Power/5000 Shield
[AUTO] (RC) When placed, this unit gets [Power] +10000 until the end of turn.
[AUTO] (Counter Blast 1 and put this and another unit into your soul) At the beginning of your main phase, search your deck for up to two cards with the same names as the cards put into your soul, call them to separate RC, and shuffle your deck.
Tricky Flicker
Grade 1/8000 Power/10000 Shield
[AUTO] (VC/RC) When placed from hand, (put a card from you hand into your soul) Look at the top three cards of your deck, call one from among them to RC, and put the rest at the bottom of your deck in any order.
[AUTO] (RC) When it boosts, (put a card from your drop zone at the bottom of your deck), this unit gets [Power] +2000 until the end of that battle.
Blitzing Gale
Grade 1/7000 Power/10000 Shield
[AUTO] (RC) When it boosts, (Soul Blast 1), this unit gets [Power] +5000 or [Power] +10000. If it got [Power] +10000, at the end of that battle, put this unit at the bottom of your deck.
Cheer Girl Brittany
Grade 1/8000 Power/10000 Shield
[AUTO] (RC) When an attack it boosted hits a vanguard, (Counter Blast 1 and put the boosted unit into your soul), draw two cards, call one card from your hand to RC, and that unit gets [Power] +5000 until the end of turn.
Scattergun Snapper
Grade 1/8000 Power/10000 Shield
[AUTO] When rode upon, you can call this card to RC.
[AUTO] (RC) [1/Turn] When another rearguard is called to the same column as this unit during your battle phase, [Stand] this unit.
Horsepower Henry
Grade 1/8000 Power/10000 Shield
[AUTO] When an attack it boosted hits a vanguard, (put this unit into your soul) draw a card, and give one of your units [Power] +3000.
Riptide Runningback
Grade 1/8000 Power/10000 Shield
[AUTO] (RC) When placed, (place a unit other than "Riptide Runningback" from your drop zone at the bottom of your deck), give two of your other units [Power] +4000 until the end of turn.
[AUTO] (RC) At the beginning of your main phase, (put this unit into your soul), search your deck for up to one "Riptide Runningback", call it to RC, and shuffle your deck.
Defensive Strategist
Grade 1/7000 Power/10000 Shield
[AUTO] (RC) At the end of your turn, (put this unit at the bottom of your deck), draw a card. Then, if you have one or less face-up cards in your damage zone, (Soul Blast 2), Counter Charge 1.
Assault Cadet, Bodvar
Grade 0/6000 Power/10000 Shield
[AUTO] When rode upon, draw a card.
Snipe Dropkicker
Grade 0/5000 Power/15000 Shield/Critical Trigger
Battering Forward
Grade 0/5000 Power/15000 Shield/Critical Trigger
Fakeout Dandy
Grade 0/5000 Power/15000 Shield/Critical Trigger
Fallback Safety
Grade 0/5000 Power/0 Shield/Draw Trigger
[CONT]:Sentinel (You may only have up to four cards with "[CONT]:Sentinel" in a deck.)
[AUTO] (GC) When placed, (discard a card from your hand), and one of your units cannot be hit until end of that battle.
Cheer Girl, Vanessa
Grade 0/5000 Power/5000 Shield/Draw Trigger
Elixir Reserve
Grade 0/5000 Power/20000 Shield/Heal Trigger
