----------------------------------------------------------------- SAILOR MOON COLLECTIBLE CARD GAME SET ONE SPOILER v1.0, Updated 00/08/06 By Edo (hrzic@hawaii.edu) http://www.geocities.com/TimesSquare/Alley/2247/Smccg.htm ----------------------------------------------------------------- ====================| Introduction ----------| What Is It? This is a spoiler listing of the cards that appear in the first set of the Sailor Moon Collectible Card Game. ----------| What To Do With It? Print it out for reference, if you need to. No, you may not use this file on your site; I like hits on my site as well. ----------| Revision History 00/08/06: First Release - Initial release of this file ====================| Spoiler Body (Power Card) No. 1 Mind (Power Card) No. 2 Soul (Power Card) No. 3 Morga/Kigaan Negaverse Yoma Monster, Health 40 Weak Against S, Strong Against B, Worth 1 VP B+: (D) Thieves Effect: Attacking opponent must discard 1 Item or Person of your choice for every B Morga/Kigaan discards. (A) Double Claws: 20 No. 4 (Common) Kyurene/Garoben Negaverse Yoma Monster, Health 40 Weak Against S, Strong Against M, Worth 1 VP [JKP]: (D) Fly Away Effect: Win avoids attack. (A) Razor Paper: 20 No. 5 (Common) Titus Negaverse Yoma Monster, Health 50 Weak Against B, Strong Against S, Worth 1 VP S: (D) Item Creation Effect: Discard S. Search deck for 1 Item and bring it into play immediately. Shuffle deck. (A) Water Geyser: 20 No. 6 (Common) Black Widow Nageverse Yoma Monster, Health 30 Weak Against M, Strong Against B, Worth 1 VP [JKP][JKP]: (D) Sticky Thread Trap Effect: One win entangles attacker and prevents him or her from attacking this turn and the next turn. Two wins entangles all of the attacking opponent's other Scouts/Knights and prevents them from attacking next turn. No. 7 (Common) Leo The Lion Negaverse Yoma Monster, Health 10 Weak Against M, Strong Against B, Worth 1 VP (A) Bite and Claw: 40 No. 8 (Common) Yasha/Plant Sisters Negaverse Yoma Monster, Health 40 Weak Against B, Strong Against M, Worth 1 VP M: (D) Spy Effect: Discard M. Look at attacking opponent's hand. (A) Embed Thorn: 10 Effect: Thorn will continue to deliver 10 damage to attacking Scout/Knight at the beginning of each of the attacking opponent's turns until Yasha/Plant Sisters are defeated or replaced. No. 9 (Common) Game Machine Man Negaverse Yoma Monster, Health 60 Weak Against M, Strong Against B, Worth 2 VP (D) Armor Effect: Ignores 20 damage from each attack. (A) Hammer: 30 No. 10 (Common) Bobo The Vulture Negaverse Yoma Monster, Health 40 Weak Against M, Strong Against S, Worth 1 VP (A): Punch: 10 S [JKP]: Left Hook: 30 Effect: Discard S. Win increases Bobo's damage to 60 points total. No. 11 (Common) Bumboo Negaverse Yoma Monster, Health 50 Weak Against S, Strong Against B, Worth 2 VP (D) Armor Effect: Ignore 10 damage from each attack. (A) Bite: 50 No. 12 (Common) Veena/Misha & Janelle Negaverse Yoma Monster, Health 40 Weak Against B, Strong Against S, Worth 1 VP (A) Skate Kick: 10 SS [JKP]: (A) Create Falling Rocks: 40 Effect: Discard SS. Win increases attack damage to 70 points total. No. 13 (Common) Techniclon Negaverse Yoma Monster, Health 20 Weak Against S, Strong Against B, Worth 1 VP [JKP]: (D) Catch the Attack Effect: Win avoids the attack. BB: (A) Return Attack: ? Effect: Discard BB. Techniclon delivers the damage of the attack that the Scout/Knight use against her. No. 14 (Common) Bakene Negaverse Yoma Monster, Health 40 Weak Against S, Strong Against B, Worth 1 VP (A) Claws: 50 No. 15 (Common) Mitsuaami Negaverse Yoma Monster, Health 40 Weak Against B, Strong Against M, Worth 1 VP [JKP]: (D) Wind Blast Effect: Win prevents Scout/Knight from attacking. (A) Electric Razor Arm: 30 No. 16 (Common) Polite Society Negaverse Yoma Monster, Health 40 Weak Against M, Strong Against B, Worth 2 VP BB [JKP]: (D) Encase in Wax Effect: Discard BB. Win encases the attacking Scout/Knight in wax, preventing him or her from attacking this turn and next turn. (A) Wax Blast Attack: 40 No. 17 (Common) Fro/Blizzard Negaverse Yoma Monster, Health 70 Weak Against B, Strong Against M, Worth 2 VP [JKP]: (D) Encase in Ice Effect: Win prevents Scout/Knight from attacking. [JKP]: (A) Explosive Breath: 30 Effect: Win allows these Yoma to also attack each of the attacking opponent's Scouts/Knights for 30 damage each. No. 18 (Common) Papion Negaverse Yoma Monster, Health 60 Weak Against B, Strong Against S, Worth 2 VP [JKP]: (D) Fly Away Effect: Win avoids attack. (A) Butterfly Swarm: 30 No. 19 (Common) Mud Minion Horde Negaverse Yoma Monster, Health 80 Weak Against B, Strong Against M, Worth 2 VP [JKP]: (D) Unpredictable Effect: Win - Horde avoids attack. Tie - Prevents attack. Discard Horde. Loss - Double damage of Scout/Knight attack. (A) Fist Pound: 50 No. 20 (Common) Faraion Doom Tree Cardian Monster, Health 50 Weak Against M, Strong Against S, Worth 1 VP S: (D) Power Drain Effect: Discard S. Attacker must discard 1 Power card of your choice. (A) Breath Weapon: 20 No. 21 (Common) Nacrid Doom Tree Cardian Monster, Health 40 Weak Against S, Strong Against M, Worth 1 VP M: (D) Power Drain Effect: Discard M. Attacker must discard 1 Power card of your choice. [JKP]: (A) Tentacle Whip: 30 Effect: Win increases Nacrid's damage to 50 points total. No. 22 (Common) Racy Doom Tree Cardian Monster, Health 90 Weak Against M, Strong Against S, Worth 2 VP S: (D) Trap Person Effect: Discard S. Attacking opponent must discard 1 Person of his or her choice. (A) Claws: 40 No. 23 (Common) Vulturos Doom Tree Cardian Monster, Health 70 Weak Against S, Strong Against B, Worth 2 VP BA: (D) Resistant Effect: Discard BA. Ignore 30 damage from the attack. (A) Claws: 60 No. 24 (Common) Amphibia Doom Tree Cardian Monster, Health 50 Weak Against B, Strong Against S, Worth 2 VP S: (D) Induce Sleep Effect: Discard S. Attacking opponent must discard 2 Persons of his or her choice. (A) Water Blast: 30 No. 25 (Common) Mophead Doom Tree Cardian Monster, Health 50 Weak Against M, Strong Against S, Worth 2 VP AA: (D) Resistant Effect: Discard AA. Ignore 30 damage from the attack. [JKP]: (A) Shampoo and Sushi Wrap: 30 Effect: Win increases Mophead's damage to 60 points total. No. 26 (Common) Pierrot Doom Tree Cardian Monster, Health 70 Weak Against M, Strong Against S, Worth 2 VP S: (D) Destructive Effect: Discard S. Attacking opponent must discard 1 Item of his or her choice. (A) Juggling Balls: 30 No. 27 (Common) Four Face Doom Tree Cardian Monster, Health 50 Weak Against B, Strong Against S, Worth 1 VP S: (D) Power Drain Effect: Discard S. Attacking opponent must discard 3 Power cards of your choice. No. 28 (Common) Frosty/Hypnotica Dark Moon Droid Monster, Health 70 Weak Against S, Strong Against M, Worth 2 VP MM[JKP]: (D) Deep Sleep Effect: Discard MM. Win places attacking Scout/Knight to sleep for this turn and the next turn. Scout/Knight cannot attack or rejuvenate during this time. (A) Ice Breath: 30 No. 29 (Common) Thunderclap Dark Moon Droid Monster, Health 50 Weak Against S, Strong Against B, Worth 2 VP B: (A) Lightning: 30 Effect: Discard B. Thunderclap's damage is increased to 60 points total. No. 30 (Common) Avocado Dark Moon Droid Monster, Health 30 Weak Against B, Strong Against M, Worth 1 VP [JKP]: (D) Rotten Stench Effect: Win prevents Scout/Knight from attacking. AA: (D) Item Swap Effect: Discard AA and any 1 Item in play. Search deck for 1 Item and bring it into play immediately. Shuffle deck. No. 31 (Common) Grim Man Dark Moon Droid Monster, Health 60 Weak Against M, Strong Against S, Worth 2 VP SS[JKP]: (D) Induce Sleep Effect: Discard SS. Win forces everyone (including you) to discard all Persons in play. (A) Scythe Attack: 60 No. 32 (Common) Animal Instinct Dark Moon Droid Monster, Health 50 Weak Against S, Strong Against M, Worth 1 VP M[JKP]M[JKP]M[JKP]: (D) Cause Anger Effect: Discard up to MMM. For each M discarded, select 1 of the attacking opponent's Persons in play. Each win forces 1 Person to the discard pile. No. 33 (Common) Doom and Gloom Guys Dark Moon Droid Monster, Health 70 Weak Against M, Strong Against B, Worth 2 VP BB: (A) Split Attack Effect: Discard BB. Deliver 60 damage to attacking Scout/Knight, and 30 damage to any other one of the attacking opponent's Scouts/Knights. No. 34 (Common) Dragon/Timewrap Genie Dark Moon Droid Monster, Health 70 Weak Against S, Strong Against M, Worth 2 VP [JKP]: (D) Fly Away Effect: Win avoids attack. M[JKP]: Reverse Time: ? Effect: Discard M. Win allows the Genie to deliver the damage of the attack that the Scout/Knight used against her. No. 35 (Common) Luna Person Combat Advisor Effect: All attacks and combined attacks delivered by your Scouts/Knights are increased by 10 points. No. 36 (Common) Molly Osaka Person Unlimited Energy Effect: Molly prevents all of your Scouts/Knights from losing any Power cards from the abilities of a Monster or Villain. No. 37 (Common) Melvin Gurio Person Bookworm Effect: At the beginning of each of your turns, draw 2 cards instead of 1. Choose 1 of the cards to place in your hand, and place the other card at the bottom of your deck. Do not shuffle. No. 38 (Common) Grandpa Hino Person [JKP] Ki Blast Effect: Win allows Grandpa Hino to knock any Monster in play to the discard pile. If you choose one of your own Monsters, play the challenge with any othe player. No. 39 (Common) Chad Kumada Person Good Buddy Effect: At the beginning of your turn, you may draw your card from either the top of your deck or the top of your discard pile. No. 40 (Common) The Tree Of Life Person Energy Conversion Effect: Select 1 of your Scouts/Knight. For every AA you discard that are attached to that Scout/Knight, you can search your deck for 1 other Power card. Attach the new Power card to the Scout/Knight. Shuffle deck. No. 41 (Common) Lunch! Item Need Food! Effect: Discard A from any 1 Scout/Knight to remove up to 30 damage from that character. Discard Lunch! after use. No. 42 (Common) Costume Item [JKP] Confuse Target! Effect: Win indicates that the target Monster cannot use any defense abilities this turn, but can still use its attacks (if any). Discard Costume after use. No. 43 (Common) Mini-Computer & VR Goggles Item [JKP] Detect Weakness! Effect: Use during an attac/combined attack. Win indicates that 1 of your Scouts/Knights has found a weakness in the target's defenses. That Scout/Knight delivers 30 additional damage in the attack. Discard Mini-Computer & VR Goggles after use. No. 44 (Common) Ofuda Scroll Item [JKP] Paralyze Monster! Effect: Win paralyzes target Monster and prevents it from attacking your Scout/Knight this turn. Discard Ofuda Scroll after use. No. 45 (Common) Love Letter Item Love Heals All! Effect: Remove up to 20 damage from any 1 Scout/Knight. Discard Love Letter after use. No. 46 (Common) Knight Armor Item Extra Defense! Effect: Attach to 1 Scout, Knight, Monster or Villain (maximum of 1 Knight Armor per card). In the turn it is used, the Armor reduces all damage the character receives by 20. Discard Knight Armor after use. No. 47 (Common) Negaverse Sword Item Powerful Attack! Effect: Attach to 1 Monster or Villain (maximum 1 Negaverse Sword per card). In the turn it is used, the Sword increases the damage the character delivers by 20. Discard Negaverse Sword after use. No. 48 (common) Damage Transfer Event Spread the Damage Effect: You can redistribute the damage currently on your Monsters or Villains. The total amount of damage must remain the same. You cannot reduce any Monster or Villain to 0 Health. Discard after use. No. 49 (Common) Good Night's Rest Event Peaceful Sleep Effect: Choose 1 of your Scouts/Knights. That character can both rejuvenate and attack (or participate in a Combined attack) during this turn. Discard after use. No. 50 (Common) Detention Event In Trouble Again Effect: Choose 2 cards at random from one of your opponent's hand. Those cards are discarded. Discard Detention after use. No. 51 (Common) Split Attack Event Double Trouble Effect: Discard AA. 1 Scout/Knight can attack 2 targets at the same time during this turn. EAch target only receives half the normal damage (add 5 to odd numbers). Both targets can attack the Scout/Knight in return. Discard after use. No. 52 (Common) Baby-Sitting Event [JKP] Taking Care of Baby Jordan Effect: Win forces any Person in play of your choice to be discarded. Discard after use. No. 53 (Common) Cram School Event Study Hard Effect: Your search for knowledge brings great rewards. Draw 2 cards. Discard after use. No. 54 (Common) Taunt Event [JKP][JKP] Anger Your Opponent Effect: Select 1 opponent Scout/Knight. 2 wins forces that Scout/Knight to attack one of your Monsters or Villains immediately (opponent's choice). If the Monster or Villain is defeated, the opponent is awarded that card's Victory Points. Discard after use. No. 55 (Common) Rats Event Trapped Effect: Choose one opponent. His or her Scouts/Knights are surrounded by rats. The opponent cannot draw any cards at the beginning of his or her next turn. Discard after use. No. 56 (Common) Combat Training Event Practice Makes Perfect Effect: You can add 20 damage to any 1 Scout/Knight attack or combined attack. Discard after use. No. 57 (Common) Run Away! Event [JKP] Defense Event Effect: Win indicates that the Monster or Villain runs away to the discard pile. Discard after use. No. 58 (Common) What's That? Event [JKP] Defense Event Effect: Win indicates that the attacking Scout/Knight is startled by the target Monster or Villain. Monster or Villain only receives 10 damage from the Scout/Knight attack. Discard after use. No. 59 (Common) Fail a Test Event Defense Event Effect: Play before one of your Monsters/Villains is about to use a defense ability that requires a challenge. You may replay the challenge once if you dislike the result. Discard after use. No. 60 (Uncommon) Baamu Negaverse Yoma Monster, Health 40 Weak Against B, Strong Against S, Worth 1 VP S: (D) Fortune Telling Effect: Discard S. Look at the top 5 cards of your own deck, or any 1 opponent's deck. (A) Hair Claw: 20 No. 61 (Uncommon) Iguaala Negaverse Yoma Monster, Health 20 Weak Against M, Strong Against B, Worth 1 VP B: (D) Hypnotized by Shaneera Pets Effect: Discard B. Scout/Knight is prevented from attacking. (A) Tail Whip: 40 No. 62 (Uncommon) Ramwoir/Dream Dolly Negaverse Yoma Monster, Health 30 Weak Against S, Strong Against M, Worth 1 VP M [JKP]: (D) Time Control Effect: Discard M. Win allows these Yoma to control time. Opponent misses his or her next turn. (A) Illusionary Attack: 10 No. 63 (Uncommon) Tensie/Akan Negaverse Yoma Monster, Health 40 Weak Against B, Strong Against S, Worth 1 VP [JKP]: (D) Encase Body in Weed/Tennis Ball Effect: Win prevents Scout/Knight from attacking. (A) Claws and Fireballs: 30 No. 64 (Uncommon) Petasos/Gemini Warriors Negaverse Yoma Monster, Health 50 Weak Against B, Strong Against M, Worth 2 VP [JKP]: Mimic Attack Effect: Win allows these Yoma to deliver that damage of the attack that the Scout/Knight used against them. Loss delivers 10 damage to Scout/Knight (from claws). No. 65 (Uncommon) Derela/Kyameran Negaverse Yoma Monster, Health 40 Weak Against B, Strong Against M, Worth 1 VP M: (D) Negazoom Beam Effect: Discard M. Attacking opponent must discard 1 Person of your choice. (A) Double Claw: 10 No. 66 (Uncommon) Jumo Negaverse Yoma Monster, Health 50 Weak Against S, Strong Against B, Worth 1 VP (D) B: Regeneration Effect: Discard B to remove 20 damage from Jumo. (A): Deadly Dolls: 10 No. 67 (Uncommon) Pox Negaverse Yoma Monster, Health 50 Weak Against M, Strong Against S, Worth 2 VP [JKP]: (D) Acrobatics Effect: Win avoids attack. (A) Bite: 40 No. 68 (Uncommon) Ninjana Negaverse Yoma Monster, Health 60 Weak Against S, Strong Against M, Worth 2 VP (A) Shuriken: 10 M [JKP]: (A) Multiply and Attack: 40 Effect: Discard M. Win increases Ninjana's damage to 70 points total. No. 69 (Uncommon) Doom & Gloom Girls Negaverse Yoma Monster, Health 80 Weak Against S, Strong Against M, Worth 2 VP M [JKP]: (D) Vine Trap Effect: Discard M. Win allows you to make an additional attack against the Scout/Knight with any other Monster you have in play (Scout/Knight cannot attack the second Monster this turn). (A) Ice Attack: 50 No. 70 (Uncommon) Water Sprite Negaverse Yoma Monster, Health 30 Weak Against M, Strong Against S, Worth 2 VP S: (D) Fly Away Effect: Discard S. Attack is avoided. S: (A) Spiked Tail: 60 Effect: Discard S. No. 71 (Uncommon) Vampeal Doom Tree Cardian Monster, Health 30 Weak Against M, Strong Against B, Health 30 BB: (D) Drain Power Effect: Discard BB. Attacker must discard 2 Power cards of your choice. (A) Bite: 30 No. 72 (Uncommon) Minotaur Doom Tree Cardian Monster, Health 50 Weak Against S, Strong Against B, Worth 1 VP B: (D) Power Drain Effect: Discard B. Attacker must discard 1 Power card of your choice. (A) Horns: 30 No. 73 (Uncommon) Skulker Doom Tree Cardian Monster, Health 70 Weak Against B, Strong Against M, Worth 2 VP MMM: (D) Power Drain Effect: Discard MMM. Attacker must discard all attached Power cards. (A) Bubbles Trap: 10 No. 74 (Uncommon) Insectia Doom Tree Cardian Monster, Health 60 Weak Against M, Strong Against S, Worth 1 VP [JKP]: (D) Crazy! Effect: Win avoids attack. Discard Insectia. (A) Ram: 30 No. 75 (Uncommon) Jellax/Droido Dark Moon Droid Monster, Health 50 Weak Against S, Strong Against B, Worth 1 VP B [JKP]: (D) Powder Cloud Effect: Discard B. Win prevents Scout/Knight from attacking this turn, and the next turn. (A) Arm Spike and Acid Spit: 40 No. 76 (Uncommon) Rhonda Dark Moon Droid Monster, Health 50 Weak Against M, Strong Against B, Worth 2 VP (A) Wrestling: 50 No. 77 (Uncommon) Marzipan Dark Moon Droid Monster, Health 70 Weak Against S, Strong Against B, Worth 2 VP B: (D) Item to Candy Effect: Discard B. Attacking opponent must discard 1 Item of your choice. (A) Icing Spray: 30 No. 78 (Uncommon) Regalia Dark Moon Droid Monster, Health 30 Weak Against B, Strong Against S, Worth 2 VP (A) Toying with Emotions Effect: Regalia delivers two the damage of the attack that the Scout/Knight used against her to any of the attacking opponent's Scouts/Knights in play. No. 79 (Uncommon) Injector Dark Moon Droid Monster, Health 70 Weak Against B, Strong Against M, Health 70 (D) Induce Sickness Effect: All opponent Scouts/Knights in play are sick and cannot rejuvenate next turn. (A) Scalpel Arm: 10 No. 80 (Uncommon Mistrust Dark Moon Droid Monster, Health 30 Weak Against M, Strong Against S, Worth 1 VP [JKP][JKP]: (D) Hallucination Doubt Effect: 2 wins indicate that the attacking Scout/Knight is confused and wanders to the discard pile. [JKP]: (A) Clone Attack: 20 Effect: Win allows Mistrust to also deliver 20 damage to each of the attacking opponent's Scouts/Knights in play. No. 81 (Uncommon) Artemis Person Helping Hand Effect: The maximum number of cards you can hold in your hand is increased from 5 to 6 when Artemis is in play. At the end of each of your turns, draw enough cards to bring your hand up to 6 total. No. 82 (Uncommon) Ms. Haruna Person [JKP] Knowledge is Power Effect: Win allows you to look at any opponent's hand. Ms. Haruna can only be used once each turn. No. 83 (Uncommon) Andrew Furuhata Person True Friend Effect: Andrew adds one additional B, M or S to each Scout/Knight in your Ally Zone (the power must match the cards' Power Icon Types). The bonus Power cannot be used to Rejuvenate. No. 84 (Uncommon) Serena's Parents Person Sanctuary Effect: For every Power card that your Scouts/Knights discard during rejuvenation, they can remove an additional 10 damage. No. 85 (Uncommon) Sammy Tsukino Person [JKP][JKP] Annoyance Effect: Select one opponent Person as a target. 2 wins indicate that Sammy has pestered the target so much that he or she moves to the discard pile. Sammy can only be used once each turn. No. 86 (Uncommon) Luna Pen Item Disguise Power! Effect: After one of your Scouts/Knights has attacked, the Luna Pen can be used to disguise the Character. The target Monster or Villain cannot attack the Scout/Knight in return. Discard Luna Pen after use. No. 87 (Uncommon) Negaverse Crystal Item Summon Yoma! Effect: Search your deck for 1 Yoma and bring it into play immediately. Shuffle deck. Yoma may be replaced by a Negaverse Villain this round. Discard Negaverse Crystal after use. No. 88 (Uncommon) Cardian Flute Item Summon Cardian! Effect: Search your deck for 1 Cardian and bring it into play immediately. Shuffle deck. Cardian may be replaced by a Doom Tree Villain this round. Discard Cardian Flute after use. No. 89 (Uncommon) Luna Ball Item Luna P Kitty Magic! Effect: When you use this Item, it can imitate any other Item in play, or in your discard pile. Follow instructions on the other Item's card. Discard Luna Ball after use. No. 90 (Uncommon) Dark Fruit Item [JKP] Infect with Dark Energy Effect: Dark Fruit can make any 1 Scout/Knight of your choice very angry. Win indicates the Scout/Knight is upset and cannot attacknext turn. Discard Dark Fruit after use. No. 91 (Uncommon) Dark Crystal Wedge Item Summon Droid! Effect: Search your deck for 1 Droid and bring it into play immediately. Shuffle deck. Droid may be replaced by a Dark Moon Villain this round. Discard Dark Crystal Wedge after use. No. 92 (Uncommon) FM No. 10 Event Call for a Friend Effect: You can broadcast a request for a friend's help on the radio. Search your deck for 1 Person and bring him or her into play immediately. No. 93 (Uncommon) Confusion Event ????? Effect: Select 1 opponent. He or she must discard his or her entire hand, and draw 5 new cards. Discard afteru use. No. 94 (Uncommon) Temple Blessing Event Safe at the Temple Effect: Remove 10 damage from each of your Scouts/Knights in play. Discard after use. No. 95 (Uncommon) Discovery! Event GASP! Effect: Discard AA from 1 Scout/Knight. Search your deck for 1 PIE card. You can place this card into your hand or play it immediately. Shuffle deck. Discard after use. No. 96 (Uncommon) Redistribute Power Event The Flow of Power Effect: You can redistribute the Power cards currently on your Scouts, Knights, Monsters and Villains in any way. The total amount of Power cards must remain the same. Discard after use. No. 97 (Uncommon) Memories of the Past Event A Familiar Card Effect: Discard AA from 1 Scout/Knight. Search your discard pile for 1 card. You can place this card into your hand or play it immediately. Discard after use. No. 98 (Uncommon) Resignation Event Time to Move On Effect: Remove 1 of your Scots/Knights from play. You can automatically defeat any opponent Monster that is worth 1 Victory point. Discard after use. No. 99 (Uncommon) Regeneration Event A Time to Heal Effect: Remove up to 20 damage from one of your Monsters or Villains. Discard after use. No. 100 (Uncommon) Green Yoma From London Event [JKP] Defense Event Effect: The Green Yoma grabs one Person in play of your choice to use as a shield for the target Monster or Villain. Win indicates that the attacking Scout/Knight hits the Person instead of the intended target, which forces the Person to the discard pile. Discard after use. No. 101 (Uncommon) Hidden Event Defense Event Effect: Dark forces hide the target Monster or Villain from the attacking Scout/Knight. The attacker must now attack one alternative target Monster or Villain in play (attacker's choice). Discard after use. No. 102 (Uncommon) More Dark Power Event Defense Event Effect: When the target Monster or Villain attacks the Scout/Knight, he or she delivers an additional 10 damage. Discard after use. No. 103 (Uncommon) Not So Tough Event Defense Event Effect: After one of your 2 Victory Point Monsters has been defeated, you can reduce its Victory Point value from 2 points to 1 point. Discard after use. No. 104 (Uncommon) Negative Energy Shield Defense Event Effect: The maximum damage the target Monster or Villain will receive in this attack is 30. Any damage above 30 is ignored. Discard after use. No. 105 (Uncommon) Sailor Moon Type: Soul Sailor Scout -- Level 1, Health 50 SS: Moon Tiara Magic: 30 SSA: Moon Healing Activation: 40 Text: When Sailor Moon is used as your starting Character, you begin the game with Melvin in Play. No. 106 (Uncommon) Sailor Mercury Type: Mind Sailor Scout -- Level 1, Health 40 MM[JKP]: Mercury Bubbles Blast: 30 Effect: Win prevents target from attacking. Text: When Sailor Mercury is used as your starting character, you begin the game with Mini-Computer & VR Goggles in play. No. 107 (Uncommon) Sailor Mars Type: Soul Sailor Scout -- Level 1, Health 60 SS: Mars Fire Ignite: 30 Text: When Sailor Mars is used as your starting character, you begin the game with Grandpa Hino in play. No. 108 (Uncommon) Sailor Jupiter Type: Body Sailor Scout -- Level 1, Health 70 BB: Jupiter Thunder Crash: 30 Text: When Sailor Jupiter is used as your starting character, you begin the game with Lunch! in play. No. 109 (Uncommon) Sailor Venus Type: Mind Sailor Scout -- Level 1, Health 50 SS: Venus Crescent Beam Smash: 30 Text: When Sailor Venus is used as your starting character, you begin the game with Artemis in play. No. 110 (Uncommon) Tuxedo Mask Type: Body Knight -- Level 1, Health 80 B: Cane Attack: 10 BBBA[JKP]: Rose Throw: 30 Effect: Win interrupts target, and prevents it from attacking. Text: When Tuxedo Mask is used as your starting Character, you begin the game with Rini in play. No. 111 (Uncommon) Moonlight Knight Type: Body Knight -- Level 1, Health 80 BB: Sword Attack: 20 BBBA[JKP]: Rose Throw: 40 Effect: Win interrupts target, and prevents it from attacking. Text: When Moonlight Knight is used as your starting Character, you begin the game with Rini in play. No. 112 (Uncommon) Prince Darien Type: Body Knight -- Level 1, Health 80 (D) Knight Armor Effect: Ignore 10 damage from each attack. BBA: Sword Attack: 40 Text: When Prince Darien is used as your starting Character, you begin the game with Rini in play. No. 113 (Uncommon) Sailor Moon Type: Soul Sailor Scout -- Level 2, Health 70 SS: Moon Tiara Magic: 30 SSA: Moon Healing Activation: 40 SSSS: Cosmic Moon Power: 50 No. 114 (Uncommon) Sailor Mercury Type: Mind Sailor Scout -- Level 2, Health 50 MM[JKP]: Mercury Bubbles Blast: 30 Effect: Win prevents target from attacking. MMMM[JKP]: Mercury Ice Bubbles Freeze: 50 Effect: Win prevents target from attacking. No. 115 (Uncommon) Sailor Mars Type: Soul Sailor Scout -- Level 2, Health 80 SS: Mars Fire Ignite: 30 SSSS: Mars Firebird Strike: 50 No. 116 (Uncommon) Sailor Jupiter Type: Body Sailor Scout -- Level 2, Health 90 BB: Jupiter Thunder Crash: 30 BBBB: Jupiter Thunder Dragon: 50 No. 117 (Uncommon) Sailor Venus Type: Mind Sailor Scout -- Level 2, Health 70 SS: Venus Crescent Beam Smash: 30 SSSS: Venus Meteor Shower: 50 No. 118 (Uncommon) Jedite Negaverse Villain, Health 120 Replaces Negaverse Yoma, Worth 3 VP (D) Magical Item Creation Effect: Search deck for 2 Items and bring them into play immediately. (A) Electric Bolts: 40 No. 119 (Rare) Zoycite Negaverse Villain, Health 100 Replaces Negaverse Yoma, Worth 3 VP S: (D) Mind Control Effect: Discard S. Attacker must discard 1 Person of your choice. (D) Black Homing Crystal Effect: Search your deck for 2 Yoma and/or Items (maximum of 2 cards) and bring cards into play immediately. Shuffle deck. (A) Magical Fireball: 30 No. 120 (Rare) Rini Person Hidden Crystal of Power Effect: Rini adds 60 damage to your combined attacks. It is your choice whether or not you use Rini for a combined attack. No. 121 (Rare) Pocket Communicator Item Call for Help! Effect: Discard A atached to one of your Scouts/Knights. Search deck for one Level 1 Scout/Knight and bring that character into play immediately. Shuffle deck. Discard Pocket Communicator after use. No. 122 (Rare) Moon Star Locket Item Inspiriation and Hope! Effect: Requires A to be attached to the Moon Locket. Discard A before a challenge. If you lose, the challenge must be repeated. MAximum of 1 A may be attached. Discard Moon Star Locket after use. No. 123 (Rare) Imperium Silver Crystal Item Power Up! Effect: Discard AA attached to one of your Scouts/Knights. Search your deck for that Scout/Knight's next Level card and bring it into play immediately. Shuffle deck. Discard Imperium Silver Crystal after use. No. 124 (Rare) Spaceship Item Excellent View! Effect: Discard A attached to one of your Scouts/Knights. You may look at your opponent's hand and the top 5 cards of his or her deck. Discard Spaceship after use. No. 125 (Rare) Negamoon Bomb Item [JKP] Massive Destruction! Effect: Discard AA attached to one of your Scouts/Knights. Select any 2 opponent Monsters, Items or Persons. Win indicates that the target cards are discarded. Discard Negamoon Bomb after use. No. 126 (Rare) On The Ball Event Awesome Attack Effect: After 1 of yout Scouts/Knights has attacked a Monster, he or she can make a second attack against the same Monster (it cannot attack back). The Scout/Knight automatically suffers 20 damage during this second attack. Discard after use. No. 127 (Rare) Strength of the Fallen Event Back from Defeat! Effect: Bring any 1 of your defeated Scouts/Knights back into the game. Place the Level 1 Scout/Knight card into your deck and shuffle. Level 2 or higher Scout/Knight cards cannot be returned. Discard after use. No. 128 (Rare) Overpowering Attack Event Lose Power! Effect: Choose 1 type of Power card (B, M, S) Your opponent must discard all Power cards of that type currently attached to their Scouts/Knights. Discard after use. No. 129 (Rare) Self-Sacrifice Event Defense Event Effect: If the target was not destroyed by the Scout/Knight attack, it can sacrifice itself by reducing its remaining Health to 0. In return, the target reduce event one of the attacking opponent's Scouts/Knights Health to 10 (until they rejuvenate as normal). Discard after use. No. 130 (Rare) Lose Powers Evvent [JKP] Defense Event Effect: Win forces the attacking Scout/Knight to power down 1 Level. The opponent must discard the highest Level Scout/Knight card on the attacking character. Cannot be used against a Level 1 Scout/Knight. Discard after use. No. 131 (Rare) Sailor Moon Type: Soul Sailor Scout -- Level 3, Health 90 SS: Moon Tiara Magic: 30 SSA: Moon Healing Activation: 40 SSSS: Cosmic Moon Power: 50 SSSSSS: Moon Scepter Elimination: 90 No. 132 (Rare) Sailor Mercury Type: Mind Sailor Scout -- Level 3, Health 80 MM[JKP]: Mercury Bubbles Blast: 30 Effect: Win prevents target from attacking. MMMM[JKP]: Mercury Ice Bubbles Freeze: 50 Effect: Win prevents target from attacking. MMAA[JKP]: Shine Aqua Illusion: 70 Effect: Win prevents target from attacking. No. 133 (Rare) Sailor Mars Type: Soul Sailor Scout -- Level 3, Health 110 SS: Mars Fire Ignite: 30 SSSS: Mars Firebird Strike: 50 SSAA: Mars Celestial Fire Surround: 70 No. 134 (Rare) Sailor Jupiter Type: Body Sailor Scout -- Level 3, Health 120 BB: Jupiter Thunder Crash: 30 BBBB: Jupiter Thunder Dragon: 50 BBAA: Jupiter Thundercrash Zap: 70 No. 135 (Rare) Sailor Venus Type: Mind Sailor Scout -- Level 2, Health 70 SS: Venus Crescent Beam Smash: 30 SSSS: Venus Meteor Shower: 50 SSAA: Venus Love Chain Encircle: 50 No. 136 (Rare) Nephlite Negaverse Villain, Health 160 Replaces Negaverse Yoma, Worth 4 VP B: (D) Power of the Stars Effect: Discard B. Attacking opponent must discard all Persons in play. (A) Explosive Energy Balls: 60 No. 137 (Rare) Malachite Negaverse Villain, Health 180 Replaces Negaverse Yoma, Worth 4 VP BBA: (D) Black Dome Effect: Discard BBA. Malachite avoids attack. (A) Energy Blades: 70 No. 138 (Rare) Evil Prince Darien Negaverse Villain, Health 80 Replaces Negaverse Yoma, Worth 3 VP (D) Negaverse Knight Armor Effect: Ignore 50 damage from each attack. (A) Sword Attack: 40 No. 139 (Rare) Alan Doom Tree Villain, Health 170 Replaces Doom Tree Cardian, Worth 4 VP S: (D) Soul Drain Effect: Discard S. Deliver 20 damage to each of the attacking opponent's Monsters. Monster armor or strength can reduce this damage. (A) Power Blast: 50 No. 140 (Rare) Ann Doom Tree Villain, Health 170 Replaces Doom Tree Cardian, Worth 4 VP S: (D) Doom Tree Regeneration Effect: Discard S. Remove up to 30 damage from Ann. (A) Power Blast: 50 No. 141 (Rare) Catzi Dark Moon Villain, Health 100 Replaces Dark Moon Droid, Worth 3 VP AA: (D) Teleportation Effect: Discard AA. Catzi avoids attack. (A) Dark Fire: 40 No. 142 (Rare) Bertie Dark Moon Villain, Health 120 Replaces Dark Moon Droid, Worth 3 VP MM: (D) Teleportation Effect: Discard MM. Bertie avoids attack. (A) Dark Water: 40 No. 143 (Rare) Avery Dark Moon Villain, Health 110 Replaces Dark Moon Droid, Worth 3 VP (D) Mind Control Effect: Search deck for 2 Persons and bring them into play immediately. Shuffle deck. (A) Dark Whip: 40 No. 144 (Rare) Prizma Dark Moon Villain, Health 190 Replaces Dark Moon Droid, Worth 4 VP AAAAA: (D) Mind Control Effect: Discard AAAAA. Search your deck and discard pile for all Persons and bring them into play immediately. (A) Dark Lightning: 40 No. 145 (Rare) Rubeus Dark Moon Villain, Health 140 Replaces Dark Moon Droid, Worth 4 VP B+: (D) Black Crystal Power Effect: For each B you discard, you can remove up to 20 damage from Rubeus. (A) Dark Energy Blast: 60 No. 146 (Rare) Emerald Dark Moon Villain, Health 100 Replaces Dark Moon Droid, Worth 3 VP M: (D) Summon Droid Effect: Discard M. Search your deck for 1 Droid and bring it into play immediately. The Droid is now the target of the Scout/Knight attack, not Emerald. (A) Dark Energy Bolts: 40 No. 147 (Rare) Sapphire Dark Moon Villain, Health 250 Replaces Dark Moon Droid, Worth 4 VP M+: (D) Rejuvenation Effect: For every M you discard, you can remove up to 30 damage from Sapphire. No. 148 (Rare) Prince Diamond Dark Moon Villain, Health 150 Replaces Dark Moon Droid, Worth 4 VP MM [JKP]: (D) Force of Will Effect: Discard MM. Win causes the attacking opponent to miss his or her next turn. (A) Third Eye Energy Blast: 60 No. 149 (Rare) Wicked Lady Dark Moon Villain, Health 100 Replaces Dark Moon Droid, Worth 3 VP (D) Safe Effect: No combined attacks against Wicked Lady (D) Dark Luna Ball Effect: This Item can imitate any other Item in play. Follow instructions on the other Item's card. Item remains in play for 1 turn. (A) Dark Crystal Energy Blast: 40 No. 150 (Rare) Sailor Pluto No. 151 (Ultra Rare Foil) Sailor Moon Sailor Scout - Level 4 No. 152 (Ultra Rare Foil) Sailor Mercury Sailor Scout - Level 4 No. 153 (Ultra Rare Foil) Sailor Mars Type: Soul Sailor Scout -- Level 4, Health 140 S: Mars Fire Ignite: 30 SS: Mars Firebird Strike: 50 SAA: Mars Celestial Fire Surround: 90 No. 154 (Ultra Rare Foil) Sailor Jupiter Type: Body Sailor Scout -- Level 4, Health 150 B: Jupiter Thunder Crash: 30 BB: Jupiter Thunder Dragon: 50 BAA: Jupiter Thundercrash Zap: 90 No. 155 (Ultra Rare Foil) Sailor Venus Type: Mind Sailor Scout -- Level 4, Health 130 M: Venus Crescent Beam Smash: 30 MM: Venus Meteor Shower: 50 MAA: Venus Love Chain Encircle: 90 No. 156 (Ultra Rare Foil) Tuxedo Mask Knight - Level 2 No. 157 (Ultra Rare Foil) Queen Beryl Negaverse Villain, Health 140 Replaces Negaverse Villain, Worth 5 VP [JKP]: (D) Command the Yoma Effect: Win allows all of your Yoma in play to attack the attacking Scout/Knight. The Scout/Knight cannot attack the Yoma. (A) Magical Powerstaff Blast: 40 No. 158 (Ultra Rare Foil) Wiseman Dark Moon Villain, Health 170 Replaces Dark Moon Villain, Worth 5 VP (D) Awesome Power Effect: Opponent discards his or her entire hand. (D) Prophetic Effect: Search your deck for 20 seconds. Do not shuffle. (A) Pure Dark Energy: 60 No. 159 (Ultra Rare Foil) The Negaforce No. 160 (Ultra Rare Foil) ----------------------------------------------------------------- Fin.