Aurora Battle Princess, Seraph Clearlight: DZ Booster 11: Symphony of Might & Bloom[ACT](VC RC)[1 Turn]:[COST][Soul Blast 1], choose one of your opponent's rear guards, and imprison it in your Prison. If you did not imprison a card, your opponent chooses a card from their drop, and imprisons it in your Prison [AUTO](VC RC): When this unit attacks, if three or more of your opponent's cards are imprisoned in your Prison, this unit gets [Power]+10000 drive +1 until end of that battle. Then, at the end of that battle, if this unit is on
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[ACT](VC/RC)[1/Turn]:[COST][Soul-Blast 1], choose one of your opponent's rear-guards, and imprison it in your Prison. If you did not imprison a card, your opponent chooses a card from their drop, and imprisons it in your Prison [AUTO](VC/RC):When this unit attacks, if three or more of your opponent's cards are imprisoned in your Prison, this unit gets [Power]+10000/drive +1 until end of that battle. Then, at the end of that battle, if this unit is on (RC), put this unit into soul, and draw a card. [AUTO]:When this card is [Soul-Blast] for the cost of your vanguard's ability, you get When your opponent would call a unit card by your Prison's ability, that unit's [AUTO] abilities do not activate from that call until end of your opponent's next turn.