Legend 4 Spoiler

This is an unoffical fan translation for the fourth set of Rangers Strike, Awakening of the Four Leaders.

Written and compilied by Timothy McLees (c)2011 Based on the collectible card game published through Cardas and Bandai, (c)2006-2011 This is a free work, no rights given or implied. Version 2.0 7/4/11

WILD BEAST (12)

Dinosaur Curry (RS-179, Dekaranger vs Abaranger Movie) Permanent Operation. Power Level 2

Your Small "Yellow" units gain BP +2000.

Ride Raptors (RS-180, Abaranger) Permanent Operation, Power Level 2

When putting a Small Wild Beast unit into play: You may do so without Holding a Wild Beast card in your Command Zone. If you do, that unit may not enter the Battlezone this turn. (Power levels and extra costs must be met.)

Evil-Crushing 100 Beast Sword (RS-181, Gao Ranger) Normal Operation, Power Level 5

Choose a number of Small enemy units up to the number of different Types of cards in your opponent's Command Zone: Defeat them.

Aba Red Abare Mode (RS-230, Abaranger) Small Unit, Power Level 7-, BP 5500, SP !

Extra Cost: Mode Shift

Aba Red AM enters the Battlezone each turn, if possible.

When this unit is defeated: If Aba Red is in your discard, you may return him to play in your Rush Zone.

[Abare Rush] (Combo 2) Aba Red AM gains SP 1.

Red, Male, Abare Mode

Abare Blue Abare Mode (RS-231, Abaranger) Small Unit, Power Level 7-, BP 4500, SP !

Extra Cost: Mode Shift

When this unit is defeated: If Abare Blue is in your discard, you may return him to play in your Rush Zone.

<p style="word-wrap: break-word; white-space: pre-wrap;">[Abare Tackle] (Combo 2) Abare Blue AM gains SP 1.

<p style="word-wrap: break-word; white-space: pre-wrap;">Blue, Male, Abare Mode

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Abare Yellow Abare Mode (RS-232, Abaranger) Small Unit, Power Level 7-, BP 4500

<p style="word-wrap: break-word; white-space: pre-wrap;">Extra Cost: Mode Shift

<p style="word-wrap: break-word; white-space: pre-wrap;">When this unit is defeated: If Abare Yellow is in your discard, you may return her to play in your Rush Zone.

<p style="word-wrap: break-word; white-space: pre-wrap;">[Abare Wing] (Combo 3) When Abare Yellow AM attacks an enemy unit: She gains BP +1000 and the defending unit uses its base BP.

<p style="word-wrap: break-word; white-space: pre-wrap;">Yellow, Female, Abare Mode

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Abare Black (RS-233, Abaranger) Small Unit, Power Level 3, BP 3000, SP !

<p style="word-wrap: break-word; white-space: pre-wrap;">[Dino Thruster] (Combo 2) Abare Black gains SP 1. If your opponent has more different Types in his Command Zone than you: He discards cards from his Command Zone until he has the same number of Types.

<p style="word-wrap: break-word; white-space: pre-wrap;">Black, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Abare Killer (RS-234, Abaranger) Small Unit, Power Level 3, BP 3000

<p style="word-wrap: break-word; white-space: pre-wrap;">[Wing Pentact] (Combo 1) When a Medium Wild Beast unit is in the Battlezone with Abare Killer: You may give it BP +3000, and SP 1 if its BP is over 8000. At the end of the turn, defeat that unit.

<p style="word-wrap: break-word; white-space: pre-wrap;">White, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Blastasaur Top Galer (RS-227, Abaranger) Medium Unit, Power Level 3, BP 4000

<p style="word-wrap: break-word; white-space: pre-wrap;">-Summon

<p style="word-wrap: break-word; white-space: pre-wrap;">[Top Wind] During your turn, when Top Galer enters the Battlezone: Your opponent chooses a number of cards in his Command Zone equal to the number of different Types in his Command Zone and Holds them.

<p style="word-wrap: break-word; white-space: pre-wrap;">Dinosaur

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Blastasaur Stegosraidon (RS-228, Abaranger) Medium Unit, Power Level 4, BP 5000

<p style="word-wrap: break-word; white-space: pre-wrap;">-Summon [Super Slider Evolution] During your turn, when Stegosraidon is in your Battlezone: You may ignore a unit's Summon cost once per turn.

<p style="word-wrap: break-word; white-space: pre-wrap;">Dinosaur

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Killer-Oh (RS-226, Abaranger) Large Unit, Power Level 6+, BP 8000, SP 1

<p style="word-wrap: break-word; white-space: pre-wrap;">Extra Cost: Union (Blastasaur Top Galer and Blastasaur Stegosraidon)

<p style="word-wrap: break-word; white-space: pre-wrap;">[Blastasaur Death Stinger] During your turn, when Killer-Oh defeats an enemy unit: Your opponent chooses another unit he controls with a BP lower than the defeated unit. Defeat that unit.

<p style="word-wrap: break-word; white-space: pre-wrap;">Dinosaur, Humanoid

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Blastasaur Brachiosaurs (RS-229, Abaranger) Extra Large Unit, Power Level 4, BP 6000

<p style="word-wrap: break-word; white-space: pre-wrap;">-Summon

<p style="word-wrap: break-word; white-space: pre-wrap;">[Super Hanger Evolution] When Brachiosaur enters the Battlezone: Show the top card of your deck. If it is a medium Wild Beast unit, put in in your Rush Zone, ignoring all costs. Otherwise, discard it. Units entering play this way may not enter the Battlezone this turn.

<p style="word-wrap: break-word; white-space: pre-wrap;">Dinosaur, Mothership

<h2 style="word-wrap: break-word; white-space: pre-wrap;">EARTH TECHNOLOGY (17)

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Super Formation (SR-002, Boukenger) Normal Operation, Power Level 6

<p style="word-wrap: break-word; white-space: pre-wrap;">When putting a "Machine" unit in play with a Union cost of five or more units: You may discard the required units from your Command Zone as well as in play, if they are released.

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Ki Ranger (RS-189, Go Ranger) Small Unit, Power Level 3, BP 3000

<p style="word-wrap: break-word; white-space: pre-wrap;">[Ki Sticker] (Combo 2) When Ki Ranger attacks an enemy unit: The defending enemy unit compares its base BP. If Ki Ranger is in the Battlezone with a "Pink" unit, this effect occurs regardless of when he attacks.

<p style="word-wrap: break-word; white-space: pre-wrap;">Yellow, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Mido Ranger (RS-190, Go Ranger) Small Unit, Power Level 2, BP 3000

<p style="word-wrap: break-word; white-space: pre-wrap;">[Mido Boomerang] (Combo 3) When Mido Ranger attacks: Your opponent may not play Counter operations. If Mido Ranger is in the Battlezone with a "Yellow" unit, this effect occurs regardless of when he attacks.

<p style="word-wrap: break-word; white-space: pre-wrap;">Green, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Dyna Red (RS-191, Dynaman) Small Unit, Power Level 3, BP 3000, SP !

<p style="word-wrap: break-word; white-space: pre-wrap;">[Dyna Swords: Wings of Dreams] (Combo 5) Dynaman gains SP 1. Dyna Red may perform both a Normal and a Strike Attack this turn.

<p style="word-wrap: break-word; white-space: pre-wrap;">Red, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Dyna Blue (RS-192, Dynaman) Small Unit, Power Level 4, BP 3000

<p style="word-wrap: break-word; white-space: pre-wrap;">[Attack Board] (Combo 3) At the end of the turn, if Dyna Blue is in your Battlezone: You may return him to your Rush Zone.

<p style="word-wrap: break-word; white-space: pre-wrap;">Blue, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Dyna Pink (RS-193, Dynaman) Small Unit, Power Level 0, BP 2000

<p style="word-wrap: break-word; white-space: pre-wrap;">[Flower Carnival] (Combo 2) Return all released cards in your opponent's Command zone to their owner's hand. At the end of your turn, he plays an equal number of cards from his hand into his Command Zone.

<p style="word-wrap: break-word; white-space: pre-wrap;">Pink, Female

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Red Falcon (RS-204, Liveman) Small Unit, Power Level 3, BP 2000, SP !

<p style="word-wrap: break-word; white-space: pre-wrap;">[Falcon Break] (Combo 5) Red Falcon gains SP 1. If there are any enemy units and Red Falcon's BP is lower than theirs, this effect occurs regardless of when he attacks.

<p style="word-wrap: break-word; white-space: pre-wrap;">Red, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Bouken Red AT (RS-241, Boukenger) Small Unit, Power Level 7-, BP 4500, SP 1

<p style="word-wrap: break-word; white-space: pre-wrap;">Extra Cost: Mode Shift

<p style="word-wrap: break-word; white-space: pre-wrap;">When this unit is defeated: If Bouken Red is in your discard, you may return to play in your Rush Zone.

<p style="word-wrap: break-word; white-space: pre-wrap;">[Dual Crasher Drill Head] (Combo 5) When Bouken Red AT attacks an enemy "Machine" unit: He gains +4000 BP.

<p style="word-wrap: break-word; white-space: pre-wrap;">Red, Male, AccelTector

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Dyna Mach (RS-195, Dynaman) Medium Unit, Power Level 5+, BP 2000, SP 1

<p style="word-wrap: break-word; white-space: pre-wrap;">Extra Cost: Pilot

<p style="word-wrap: break-word; white-space: pre-wrap;">Machine, Aircraft

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Dyna Mobile (RS-196, Dynaman) Medium Unit, Power Level 5+, BP 5000

<p style="word-wrap: break-word; white-space: pre-wrap;">Extra Cost: Pilot 2

<p style="word-wrap: break-word; white-space: pre-wrap;">[Interception Mobile Missile] When Dyna Mobile is in your Rush Zone, when your opponent performs a Strike Attack: Cancel the Strike by doing one of the following: Hold two Earth Tech cards in your Command Zone if the attack is done by a Small unit, 3 if it's Medium, or 4 if it's Large.

<p style="word-wrap: break-word; white-space: pre-wrap;">Machine, Vehicle, Aircraft

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Dyna Garry (RS-197, Dynaman) Medium Unit, Power Level 4+, BP 6000

<p style="word-wrap: break-word; white-space: pre-wrap;">Extra Cost: Pilot 2

<p style="word-wrap: break-word; white-space: pre-wrap;">[Part Carrier] When Dyna Carry enters the Battlezone: Move one released Medium unit from your Command Zone to your Rush Zone, paying any Power Level and Extra costs.

<p style="word-wrap: break-word; white-space: pre-wrap;">Machine, Vehicle

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">GoGo Fire (RS-238, Boukenger) Medium Unit, Power Level 3+, BP 4000

<p style="word-wrap: break-word; white-space: pre-wrap;">Extra Cost: Pilot

<p style="word-wrap: break-word; white-space: pre-wrap;">[Pro Jet Cannon] When GoGo Fire is in your Rush Zone: During your opponent's turn, when a card leaves your Command Zone, you may return a card from your discard and put in into your Command Zone, held.

<p style="word-wrap: break-word; white-space: pre-wrap;">Machine, Vehicle

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">GoGo Police (RS-239, Boukenger) Medium Unit, Power Level 3, BP 3000

<p style="word-wrap: break-word; white-space: pre-wrap;">Combo L

<p style="word-wrap: break-word; white-space: pre-wrap;">Machine, Vehicle

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">GoGo Aider (RS-240, Boukenger) Medium Unit, Power Level 3, BP 3000

<p style="word-wrap: break-word; white-space: pre-wrap;">Combo R

<p style="word-wrap: break-word; white-space: pre-wrap;">Machine, Vehicle

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Dyna Robo (RS-194, Dynaman) Large Unit, Power Level 5+, BP 8000, SP 2

<p style="word-wrap: break-word; white-space: pre-wrap;">Extra Cost: Union (Dyna Mach, Dyna Mobile and Dyna Garry)

<p style="word-wrap: break-word; white-space: pre-wrap;">[Beat Hammer] During your turn, when Dyna Robo enters the Battlezone: Move an enemy unit from your opponent's Command Zone into the Battlezone. This ability may not be used the first turn Dyna Robo is in play.

<p style="word-wrap: break-word; white-space: pre-wrap;">Machine, Humanoid

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Super Daibouken (RS-236, Boukenger) Large Unit, Power Level 7+, BP 23000, SP 3

<p style="word-wrap: break-word; white-space: pre-wrap;">Extra Cost: Union (Daibouken (Or GoGo Dump, GoGo Formula, GoGo Gyro, GoGo Dozer and GoGo Marine), GoGo Drill, GoGo Shovel, GoGo Mixer, and GoGo Crane)

<p style="word-wrap: break-word; white-space: pre-wrap;">[Double Arm Crash] Super Daibouken may make a Normal and a Strike attack each time it attacks.

<p style="word-wrap: break-word; white-space: pre-wrap;">Machine, Humanoid

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Siren Builder (RS-237, Boukenger) Large Unit, Power Level 6+, BP 9000, SP !

<p style="word-wrap: break-word; white-space: pre-wrap;">Extra Cost: Union (GoGo Fire, GoGo Aider and GoGo Police)

<p style="word-wrap: break-word; white-space: pre-wrap;">[Triple Liquid Bomber] During your turn, when Siren Builder enters the Battlezone: Your opponent looks at the top 3 cards of his deck and may choose which ones to keep, discarding the rest. Siren Builder gains SP X, where X is the number of cards your opponent keeps.

<p style="word-wrap: break-word; white-space: pre-wrap;">Machine, Humanoid

<h2 style="word-wrap: break-word; white-space: pre-wrap;">OVER TECHNOLOGY (13)

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Carnavic (RS-185, Car Ranger) Normal Operation, Power Level 3

<p style="word-wrap: break-word; white-space: pre-wrap;">Look at your opponent's hand. If he has a Counter Operation, move it to his Power Zone and deal 1 Damage to him.

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Provider Base (RS-186, Time Ranger) Normal Operation, Power Level 3

<p style="word-wrap: break-word; white-space: pre-wrap;">Search your deck for up to 5 non-Small "Machine" units. Shuffle the rest of your deck, and put the chosen cards on top in any order.

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Green Two (RS-199, Bioman) Small Unit, Power Level 3, BP 3000, SP !

<p style="word-wrap: break-word; white-space: pre-wrap;">[Break Action] (Combo 4) Green Two gains SP 1. When Green Two performs a Strike Attack: Defeat all enemy unit with the same Power Level as that of the card being turned face down.

<p style="word-wrap: break-word; white-space: pre-wrap;">Green, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Blue Three (RS-200, Bioman) Small Unit, Power Level 1 BP 2000, SP !

<p style="word-wrap: break-word; white-space: pre-wrap;">[Super Electronic Ear] (Combo 4) Blue Three gains SP 1. You may turn your face-down cards in your Power Zone face up, then turn an equal number of cards face down.

<p style="word-wrap: break-word; white-space: pre-wrap;">Blue, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Yellow Four (RS-201, Bioman) Small Unit, Power Level 1, BP 1000

<p style="word-wrap: break-word; white-space: pre-wrap;">[Super Electronic Holograph] (Combo 3) Search your deck for an Operation card, and place it in your Power Zone. Shuffle your deck afterwards.

<p style="word-wrap: break-word; white-space: pre-wrap;">Yellow, Female

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Pink Five (RS-202, Bioman) Small Unit, Power Level 2, BP 1000

<p style="word-wrap: break-word; white-space: pre-wrap;">[Pink Barrier] (Combo 5) During your opponent's next turn: If you take Damage from a Strike Attack, defeat an enemy unit with a Power Level equal or lower than the card you turned face-down.

<p style="word-wrap: break-word; white-space: pre-wrap;">Pink, Female

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Time Red (RS-218, Timeranger) Small Unit, Power Level 4, BP 4000, SP !

<p style="word-wrap: break-word; white-space: pre-wrap;">[Assault Vector] (Combo 4) Time Red gains SP 1. If your opponent has different Types of face-up cards in his Power Zone: He chooses one Type, then discards any other face-up cards of other Types.

<p style="word-wrap: break-word; white-space: pre-wrap;">Red, Male, Fast

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Time Blue (RS-219, Timeranger) Small Unit, Power Level 3, BP 2000, SP !

<p style="word-wrap: break-word; white-space: pre-wrap;">[Spinning Slash] (Combo 4) Time Blue gains SP 1. If there are four or more Small enemy units and you have less Small units in the Battlezone: Your opponent defeats his Small units until he has the same number.

<p style="word-wrap: break-word; white-space: pre-wrap;">Blue, Male, Fast

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Time Green (RS-220, Timeranger) Small Unit, Power Level 1, BP 2000

<p style="word-wrap: break-word; white-space: pre-wrap;">[Reflective Barrier] (Combo 5) During your opponent's next turn: When a Small enemy unit defeats one of your small units, defeat that unit.

<p style="word-wrap: break-word; white-space: pre-wrap;">Green, Male, Fast

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Time Yellow (RS-221, Timeranger) Small Unit, Power Level 4, BP 2000

<p style="word-wrap: break-word; white-space: pre-wrap;">[Grapple-Fighter] (Combo 3) Move an Small enemy unit to his controller's Rush Zone, then move a different Small enemy unit into the Battlezone. If you cannot move a unit into the Battlezone, deal 1 Damage to your opponent.

<p style="word-wrap: break-word; white-space: pre-wrap;">Yellow, Male, Fast

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Time Pink (RS-222, Timeranger) Small Unit, Power Level 3, BP 2000, SP !

<p style="word-wrap: break-word; white-space: pre-wrap;">[Strategic Command] (Combo 4) Time Pink gains SP 1. During your turn, when a Small unit is in an attack with Time Pink: Its Combo abilities trigger regardless of when it attacks. Release a number of your opponent's cards in his Command Zone equal to the Combo number.

<p style="word-wrap: break-word; white-space: pre-wrap;">Pink, Female, Police, Fast

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Takku (RS-223, Timeranger) Small Unit, Power Level 2, BP 500

<p style="word-wrap: break-word; white-space: pre-wrap;">Support

<p style="word-wrap: break-word; white-space: pre-wrap;">[Urgent System Request] While Takku is in your Rush Zone: During your Rush stage, you may Release a card in your opponent's Command Zone instead of holding one of your cards to play a Medium unit.

<p style="word-wrap: break-word; white-space: pre-wrap;">Machine

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Dekabase Robo (RS-235, Dekaranger) Extra Large Unit, Power Level 5+, BP 8000, SP 1

<p style="word-wrap: break-word; white-space: pre-wrap;">Extra Cost: Return Dekabase Carrier to your hand.

<p style="word-wrap: break-word; white-space: pre-wrap;">-When you play Dekabase Carrier: Return Dekabase Robo to your hand.

<p style="word-wrap: break-word; white-space: pre-wrap;">-Before moving Dekabase Robo into the Battlezone: Discard two face-up cards from your Power Zone.

<p style="word-wrap: break-word; white-space: pre-wrap;">Machine, Humanoid

<h2 style="word-wrap: break-word; white-space: pre-wrap;">MYSTIC ARMS (14)

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Giant Roller (RS-182, Oh Ranger) Normal Operation, Power Level 6

<p style="word-wrap: break-word; white-space: pre-wrap;">Choose a small enemy unit. During battle this turn, if that unit is defeated: It enters your opponent's Power Zone instead of the discard, as face-down Damage.

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Kuroko-Robo's Memory Technique (RS-183, Hurricanger) Normal Operation, Power Level 2

<p style="word-wrap: break-word; white-space: pre-wrap;">Both players look at the top 3 cards of their deck. Each player chooses one and adds it to their hand, returning the other two cards to the top of their deck.

<p style="word-wrap: break-word; white-space: pre-wrap;">-As an extra cost, each player may Hold a card in their Command Zone for each other card they want to add to their hand.

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Magi Punch (RS-184, Magiranger) Counter Operation, Power Level 5

<p style="word-wrap: break-word; white-space: pre-wrap;">When an enemy unit with less than 8000 BP performs a Strike Attack: Return that unit to the top of its owner's deck and cancel the Strike.

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Ryu Ranger (RS-205, Dairanger) Small Unit, Power Level 3, BP 3000, SP !

<p style="word-wrap: break-word; white-space: pre-wrap;">[Heavenly Fire Star: Lightning Blaze Destruction] (Combo 3) Ryu Ranger gains SP 1. Hold any number of Mystic Arms cards in your Command Zone: Defeat an equal number of small enemy Dark Alliance units.

<p style="word-wrap: break-word; white-space: pre-wrap;">Red, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Shishi Ranger (RS-206, Dairanger) Small Unit, Power Level 3, BP 3000, SP !

<p style="word-wrap: break-word; white-space: pre-wrap;">[Heavenly Mist Star: Illusion] (Combo 3) Shishi Ranger gains SP 1. Choose a unit in play. Shishi Ranger gains one of the keywords of that unit until the end of this turn.

<p style="word-wrap: break-word; white-space: pre-wrap;">Green, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Tenma Ranger (RS-207, Dairanger) Small Unit, Power Level 3, BP 3000, SP !

<p style="word-wrap: break-word; white-space: pre-wrap;">[Heavenly Gravity Star: Pegasus Revolving Kick] (Combo 3) Tenma Ranger gains SP 1. If your opponent has four or more Small enemy units and more units than you: He chooses and returns them to his hand until he has the same number in play.

<p style="word-wrap: break-word; white-space: pre-wrap;">Blue, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Kirin Ranger (RS-208, Dairanger) Small Unit, Power Level 3, BP 3000

<p style="word-wrap: break-word; white-space: pre-wrap;">-Kirin Ranger cannot enter the Battlezone the first time he enters splay

<p style="word-wrap: break-word; white-space: pre-wrap;">[Heavenly Time Star: Time Reversal] (Combo 4) Return all your units with less than 2000 BP to your hand. Your turn starts again, starting with the Rush Stage.

<p style="word-wrap: break-word; white-space: pre-wrap;">Yellow, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Phoenix Ranger (RS-209, Dairanger) Small Unit, Power Level 3, BP 2000, SP !

<p style="word-wrap: break-word; white-space: pre-wrap;">[Heavenly Wind Star: Tornado] (Combo 3) Phoenix Ranger gains SP 1. You may return any number of your Small units to your hand. Your opponent returns an equal number of his Small units to his hand.

<p style="word-wrap: break-word; white-space: pre-wrap;">Pink, Female

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Oh Blue (RS-211, Oh Ranger) Small Unit, Power Level 3, BP 3000

<p style="word-wrap: break-word; white-space: pre-wrap;">[Lighting Power Tonfa] (Combo 3) During your turn, when Oh Blue defeats an enemy unit: Your opponent turns a face-up card in your opponent's Power Zone face down, as Damage.

<p style="word-wrap: break-word; white-space: pre-wrap;">Blue, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Oh Green (RS-212, Oh Ranger) Small Unit, Power Level 3, BP 3000

<p style="word-wrap: break-word; white-space: pre-wrap;">[Blast Mirage Knuckle] (Combo 3) During your turn, when Oh Green defeats an enemy unit: Take a card from your opponent's discard and put it his Power Zone, face-down, as Damage.

<p style="word-wrap: break-word; white-space: pre-wrap;">Green, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Oh Yellow (RS-211, Oh Ranger) Small Unit, Power Level 1, BP 2000

<p style="word-wrap: break-word; white-space: pre-wrap;">[Explosive Super Baton] (Combo 2) Your opponent chooses a unit in his Rush Zone. This turn, Oh Yellow may attack that unit.

<p style="word-wrap: break-word; white-space: pre-wrap;">Yellow, Female

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Oh Pink (RS-212, Oh Ranger) Small Unit, Power Level 2, BP 2000

<p style="word-wrap: break-word; white-space: pre-wrap;">[Miracle Spark Bullet] (Combo 1) Twice per turn, when one of your Small units defeats an enemy unit: Release a card in your Command Zone.

<p style="word-wrap: break-word; white-space: pre-wrap;">Pink, Female

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Tortoise Hammer (RS-224, Hurricanger) Medium Unit, Power Level 4, BP 3000

<p style="word-wrap: break-word; white-space: pre-wrap;">-Tortoise Hammer cannot be attacked by Small units.

<p style="word-wrap: break-word; white-space: pre-wrap;">[Locked Buster] (Combo L) When a Large Mystic Arms unit is in the Battlezone with Tortoise Hammer: Its SP increases by 1, or gains SP 1 if it doesn't have a Strike Attack.

<p style="word-wrap: break-word; white-space: pre-wrap;">Machine, Karakuri Ball

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Gatling Leo (RS-225, Hurricanger) Power 4 BP 3000

<p style="word-wrap: break-word; white-space: pre-wrap;">-Gatling Leo cannot be attacked by Small units.

<p style="word-wrap: break-word; white-space: pre-wrap;">[Roaring Lion Bullet] (Combo L) When a large Mystic Arms unit is in the Battlezone with Gatling Leo: It may attack enemy units in your opponent's Rush Zone.

<p style="word-wrap: break-word; white-space: pre-wrap;">Machine, Karakuri Ball

<h2 style="word-wrap: break-word; white-space: pre-wrap;">DARK ALLIANCE (9)

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Gorma Temple (RS-187, Dairanger) Permanent Operation, Power Level 3

<p style="word-wrap: break-word; white-space: pre-wrap;">During battle, when players move their Small units into the Battlezone to attack: They must attack the left-most Small enemy unit, if possible.

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Acha and Kocha (RS-188, Oh Ranger) Small Unit, Power Level 0, BP 500

<p style="word-wrap: break-word; white-space: pre-wrap;">-When Acha and Kocha enter play, if you have seven or more cards in your Power Zone: Discard face-up cards from your Power Zone until you have six.

<p style="word-wrap: break-word; white-space: pre-wrap;">[Earth Conquest Planning Book] While you control Acha and Kocha, and have 12 or more cards in your Power Zone: Your small "Machine" units gain "SP 1".

<p style="word-wrap: break-word; white-space: pre-wrap;">Machine, Humanoid

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Emperor Aton (RS-198, Dynaman) Small Unit, Power Level 8, BP 7000, SP 1

<p style="word-wrap: break-word; white-space: pre-wrap;">-Betrayal

<p style="word-wrap: break-word; white-space: pre-wrap;">[Cursed Monarch Sword] While Emperor Aton is in play: Your opponent must move all his Small units into the Battlezone each turn, if possible.

<p style="word-wrap: break-word; white-space: pre-wrap;">Emperor, Jashinka Empire, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Great Emperor Ra Deus (RS-203, Flashman) Small Unit, Power Level 5+, BP 4000, SP 1

<p style="word-wrap: break-word; white-space: pre-wrap;">Extra Cost: Discard one of your units.

<p style="word-wrap: break-word; white-space: pre-wrap;">-Betrayal

<p style="word-wrap: break-word; white-space: pre-wrap;">[Deus Gene] When Lar Deus enters play: All units in play gain the keywords of the unit discarded for Lar Deus's Extra Cost.

<p style="word-wrap: break-word; white-space: pre-wrap;">Emperor

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Gorma Emperor XVI (RS-210, Dairanger) Small Unit, Power Level 4, BP 4000

<p style="word-wrap: break-word; white-space: pre-wrap;">[Great Earthshaking Jewel] While Gorma Emperor XVI is in play: When a Small unit would gain a BP bonus, it gets a BP penalty equal to that number instead. If this would reduce it below 0 BP, defeat that unit.

<p style="word-wrap: break-word; white-space: pre-wrap;">Emperor, Gorma Clan, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Emperor Bacchus Fundo (RS-215, Oh Ranger) Small Unit, Power Level 4, BP 6000

<p style="word-wrap: break-word; white-space: pre-wrap;">-Betrayal

<p style="word-wrap: break-word; white-space: pre-wrap;">[Immortal Machine Empire] While Bacchus Wrath is in play: When one of your "Machine" units is attacked, you may discard two cards from your hand. If you do, cancel the attack.

<p style="word-wrap: break-word; white-space: pre-wrap;">Emperor, Machine, Humanoid

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">SS Statanzo (RS-217, Car Ranger vs Oh Ranger Movie) Small Unit, Power Level 1, BP 2000

<p style="word-wrap: break-word; white-space: pre-wrap;">[Gasoline That Makes Cars Run Away] (Combo 2) Choose a "Vehicle" unit in play and return it to the bottom of its owner's deck.

<p style="word-wrap: break-word; white-space: pre-wrap;">Monster, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Creator King Ryuuwon (RS-242, Boukenger) Small Unit, Power Level 5, BP 6000, SP 1

<p style="word-wrap: break-word; white-space: pre-wrap;">-Before Ryuuwon enters the Battlezone: Discard one of your Small units from play.

<p style="word-wrap: break-word; white-space: pre-wrap;">[Invasion of the Jakuryuu Clan] While Ryuuwon is in your Rush Zone: When you play a "Soldier" unit, you may do so without holding a card in your Command Zone. Any Power Level and extra costs must still be met.

<p style="word-wrap: break-word; white-space: pre-wrap;">Jakuryuu Clan, Male

<p style="word-wrap: break-word; white-space: pre-wrap; text-align: center;">Exhaust, the Reckless Racing Emperor (RS-216, Car Ranger) Large Unit, Power Level, 6 BP 8000, SP 1

<p style="word-wrap: break-word; white-space: pre-wrap;">-At the end of your turn, if you have no "Vehicle" units in play: Reshuffle Exhaust back into your deck.

<p style="word-wrap: break-word; white-space: pre-wrap;">[Galactic Highway Plan] While Exhaust is in play: During each player's turn, they must move all their "Vehicle" units into the Battlezone, if possible.

<p style="word-wrap: break-word; white-space: pre-wrap;">Emperor, Male