Cardfight!! Vanguard Wiki

Card Mechanics

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These are different Card Mechanics, effects and skills that a unit may have or use in a battle.

List of Mechanics


This is an important keyword noticed. Riding increases grades of your vanguard. There are 5 grades currently in play:

  • Grade 0: These are the weakest units with a power from 3000 to 6000, but with the highest Shield value of up to 10000. They are required to start a cardfight (Called Starting Vanguard or First Vanguard). Triggers in this deck often come under this Grade and also have Boost Abilities.

  • Grade 1: These are units with mid level of power, mostly from 6000 to 8000 with a Shield value of 5000. Certain units have "Sentinel", with a power of 6000, and have a Shield value of 0 in exchange for a defensive ability. This Grade also comes with Boost to add power to front-row units.

  • Grade 2: These are powered units which allow you to call any unit with Shield value, with power mostly from 8000 to 10000. They also have a 5000 Shield value. Some units exist with 11000 Power, but are given restrictions, usually "Restraint". Units of this Grade usually are used as a Intercept on the front row, serve as Mates to Grade 3 Units in a Legion pairing, and allows one Drive Check if such Unit Attacks as a Vanguard.

  • Grade 3: These are the most common "Ace" units. These units have 9000 to 11000 power but with no Shield value. They are usually the highest grade in a deck. Some units exist with 8000 or 12000 Power, but are given some restrictions and/or disadvantage in exchange. Twin Drives are allowed if you attack with this unit as a Vanguard, and may carry "Ace" abiliities such as Limit BreakBreak Ride and Legion.

  • Grade 4: Stronger versions of Grade 3s, only 4 exist so far. Just like Grade 3, they has no shield value. But they have a power of 13000. With the addition of Stride, Units containing the Stride ability falls under Grade 4, having a power of 16000 that can be directly added to existing Grade 3 vanguards, and comes with the Triple Drive Ability that allows the player to Drive Check three times.

Trigger Effects

Triggers only appear in Grade 0, with the exception of Eternal Wing . More information on triggers can be seen here.

Skill Effects

  • Sk boost Boost

Grade 0 and 1 units have this ability. When declaring an attack with a Unit and a Grade 0 or 1 Unit is behind the attacking Unit, you may put the Unit to Rest and add its power to the attacker (only last for that battle).

Any changes of power of the boosting unit during the battle will also changes the power added to the boosted unit. Therefore, if Dancing Wolf stands while it is boosting, it will boost for 10000 instead of the normal 7000.

  • Sk intercept Intercept

Grade 2 units have this ability. While one of your Units are being attacked and a Grade 2 is in a front-row Rearguard circle, this Unit can move to the Guardian Zone and become its Guardian. Afterwards its treated as if it was Called as a Guardian. You cannot Intercept if your vanguard is grade 1 or less

Another type of Intercept is an Especial Intercept. This is a unit skill which increases the unit's shield value from 5000 to 10000, for example Knight of Truth, Gordon or Dragon Knight, Berger.

  • Sk twindrive Twin Drive!!

Grade 3 and some grade 4 units have this ability. When you perform drive checks using unit of these grade, you preform two Drive Trigger Check.

  • Sk tripledrive Triple Drive!!!

Grade 4 G Units have this ability. It allows you perform three Drive Trigger Check.

Unit Abilities

  • Act mini - (起) Activated Ability: Activated abilities are abilities that a player with a play timing can pay the cost to get the effect.
    • Activated abilities are written on cards as "[ACT](Zone):[Cost](Effect)". The zone within the () indicates the zone in which the ability can be used, the text within the [] indicates the cost to play it, and the text that follows is the effect that occurs by resolving the activated ability.
    • Some activated abilities have a requirement stated as "If(Requirement),".
      • The effect “This ability cannot be used for the rest of that turn.” is still applied even if the requirement of the ability is not met.
  • Note: Activated abilities can only be played during the main phase, as many times as the player wants, unless stated otherwise, as long as he/she can pay the cost.

  • Auto Mini - (自) Automatic Ability: Automatic abilities are abilities that are played automatically when a certain event happens during the game.
    • Automatic abilities are written on cards as "[AUTO](Zone):When(Event),(Effect)" or

"[AUTO](Zone):At the beginning of (Phase/Step), (Effect)". If the automatic ability would be triggered by the movement of the card itself, then the ability is written as "[AUTO]:When(Event), (Effect)". The "event" or "phase” or “step" is called the "trigger condition", and when the “trigger condition” is fulfilled, the automatic ability is considered to be “triggered”.

    • Some automatic abilities have "[AUTO](Cost)(Effect)" instead of "[AUTO](Effect)". The cost here is the cost referred to and paid during resolution of the ability.
    • Some automatic abilities have the text "[AUTO](Zone):When(Event), if(Condition)". These abilities will trigger if the event happens, even if the condition is not met.
      • Abilities with the text "This ability will not be usable until end of turn" will be resolved even if the condition is not met.

  • Continious - (永) Continuous Ability: Continuous abilities are abilities that affect the game as long as the ability is active.
    • Continuous ability are written on cards as "[CONT](Zone):(Effect)". If it is a continuous ability that is active in all zones, it is written "[CONT]:(Effect)".

Specific Action or Keywords

Some actions are defined as specific actions. They are:

  • Draw:
    • A specific action to move a card from the top of your deck to your hand.

  • Discard:
    • A specific action to move a card from your hand to your drop zone.
      • Discarding a card can be as a cost or an effect.
      • Discarding a card includes discarding a card you chose, discarding a card your opponent chose and discarding a card at random.

  • Retire:
    • A specific action to move a card from your field to your drop zone.
    • If a unit moved from your field to your drop zone, then that unit is considered to have been "retired".

  • Place:
    • A specific action to move a card from a non-circle zone to a circle zone.
      • If a unit is moved from a non-circle zone to a circle zone, then it is "placed" on that circle, regardless of it was played or not.

  • Heal:
    • A specific action to move a card from your damage zone to your drop zone.

  • Reveal:
    • A specific action to show cards to all players for a certain time.
      • When revealing cards as a cost, decide all costs first, and reveal the cards at the same time that all other costs are paid.
      • . If an effect asks you to reveal cards, then show them until the end of the effect.
      • Note: Revealing cards do not change the zones that they are in. An example is Goddess of the Treasured Mirror, Ohirume.

  • Search:
    • A specific action to look through cards in that zone to find a card.
    • If the zone is a hidden zone, then you can choose not to find the cards even if you know that there are cards with the appropriate information. Examples are Drangal and White Dragon Knight, Pendragon.
    • If the zone is a public zone, if you have any appropriate cards there, then you must find them.

  • Shuffle:
    • A specific action to randomize the order of cards in a zone.

  • Stand/Rest:
    • To change the orientation of cards to a stand state is called "to stand", and to change cards to a resting state is called "to rest".

  • Turn face up/down:
    • To change the state of a card to face up is called "to turn face up", and to change the state of a card to face down is called "to turn face down".

  • Drive Check:
    • A specific action to check the trigger in a drive step.

  • Damage Check:
    • A specific action to check the trigger when your vanguard is dealt damage.
    • A damage check is performed for any kind of damage, whether it be battle damage or skill damage, that has been dealt to a vanguard.

  • Bind:
    • A specific action to move cards from a specific zone to the bind zone of the owner of that card.

  • Battle:
    • A specific action to change the unit to be attacked.

  • Give/Lose/Get:
    • "To give (abilities)" is a specific action that treats as though a specific text is on a specific card during a specific time. Usually the ability is denoted in red text on the card.
    • "To lose (abilities)" is a specific action that treats the text as though it is not on a specific card during a specific time.
    • "To get (abilities)" is a specific action that treats the text as though it is on a specific card during a specific time. Usually the ability is denoted in red text.

  • Lock/Unlock:
    • For more details of Lock and Unlock, see here.
  • Delete
    • For more details of Delete, see here
  • Declare:
    • A specific action to point out information specified by the card.
      • If declaring information, you must provide the information of what is specified.
      • For example, when "declaring" a card name, you must refer to a card that is existing and be able to point out specifically and uniquely the card you are referring to. Example would be some of the Magus cards.

  • Soul Blast Soul Blast (X):
    • Remove X cards from the soul.
    • Especial Soulblast : The term used when you need to Soul Blast cards with a specific archetype or clan. 

  • Soul Charge Soul Charge (X):
    • Send the top X cards of your Deck to your Soul.

  • Counter Blast Counter Blast (X):
    • Flip X cards from the Damage Zone face-down.
    • Especial Counterblast : The term used when you need to Counter Blast cards with a specific archetype or clan.

  • Mega Blast : Remove 8 cards from Soul and Flip 5 cards from the Damage Zone face down. This is referred to as "Mega Blast" in the manga/anime. 

  • Persona Blast : The term which refers to an effect where an identical copy of the card needs to be discarded from your hand as part of the cost.

List of Rides


A regular Ride refers to the action taken during your normal Ride Phase, where you ride a Unit that is the same Grade, or one higher than that of your current Vanguard. Chain Rides, such as Nova Grappler's "Blau" series are considered regular Rides as well, as they take place during the Ride Phase. Another example of this is:

You can Ride any unit you wish to so the possibilities are endless, but some units have effects that can only be activated in either the Vanguard or Rearguard circles. While some have abilities you can activate in both.

Superior Ride

Superior Ride refers to the ability to Ride other than placing a card on top of your vanguard during the Ride Phase. These abilities can only be activated if certain conditions are met. The bonus with Superior Riding is that if you went first, it is possible to Superior Ride to a Grade 3 unit whilst your opponent is still only a Grade 1. If you went second, Superior Riding takes out the advantage of going first.

Some examples of Superior Rides are:

  • Monster Frank (BT01-37)
    [ACT] [Drop Zone]: [Counter Blast (3)] If you have a Grade 2 Vanguard, ride this card.

So, if you have a Monster Frank in your Drop Zone and you ride to a Grade 2, during that Main Phase, you can Counterblast (3) to Superior Ride to Monster Frank.

So by Riding to Dragon Knight, Aleph and playing Embodiment of Armor and Spear, you can Counterblast (1) to search your deck and Superior Ride to a Grade 3 Embodiment of Victory.

  • Drangal (BT03-36)
    [AUTO](VC): At the start of your Ride Phase, look at the top 5 cards of your Deck, Search for up to one "Knight of Quests, Galahad", Ride it, put the rest of the cards to the bottom of the Deck in any order. If you rode, you cannot perform a Normal Ride for that Ride Phase.

So, if you have Drangal as your First Vanguard, you will be able to change some cards around in your deck, and with some luck, have an extra card in your hand.

For the full list of Superior Ride units, you may see here.

Cross Ride

Cross Ride is a term that refers to the act of Riding a Grade 3 unit on top of another Grade 3 unit that holds some relation with the previous Vanguard unit. In the anime, Cross Riding is also seen as a Vanguard "reaching it's final and true form". Starting from Booster Set 9: Clash of the Knights & Dragons, Crossrides have becoming more common.

For the full list of Cross Ride units, see here.

  • Note:
    • Although it is not necessary to have the previous unit on the Vanguard circle, the new unit will not gain the additional bonuses from it's presence, and it would be considered more of a regular Ride than a Cross Ride.

Break Ride

A Break Ride can only be performed when you ride on top of a unit with the Break Ride Skill when you have four damage or more. Your new vanguard must be the same clan as your previous one.  When you perform a Break Ride, your new Vanguard gains +10000 power and an additional skill which varies depending on your previous Vanguard.

For more information and full list of Break Ride units, click here.

Cross Break Ride

A Cross Break Ride is an act of performing a Cross Ride on a Break Ride unit while performing the Break Ride at the same time.

List of Skills

Herald-Master Skill

A Grade 0/Grade 1 Unit skill which, once you pay its cost, allows you to add a certain Grade 3 Unit from your deck to your hand.

Clan Grade 0/Grade 1 Grade 3
Gold Paladin Sharp Point Liberator, Gold Lancer (Grade 1) Solitary Liberator, Gancelot
Kagerō Doom Bringer Griffin (Grade 0) Dragonic Overlord the End
Kagerō Eternal Bringer Griffin (Grade 1) Dragonic Overlord
Oracle Think Tank Solar Maiden, Uzume (Grade 0) Goddess of the Sun, Amaterasu
Royal Paladin Pongal (Grade 1) Soul Saver Dragon
Shadow Paladin Sharp Point Revenger, Shadow Lancer (Grade 1) Illusionary Revenger, Mordred Phantom
Shadow Paladin Phantom Bringer Demon (Grade 0) Phantom Blaster Overlord

Hero-Sidekick Skill

When a certain 6000-power Grade 1 boosts a certain Grade 2 unit, the boosted unit gets +4000 power.

Clan Grade 1 Grade 2
Dark Irregulars Nightmare Baby Blue Dust
Kagerō Follower, Reas Chain-attack Sutherland
Kagerō Wyvern Strike, Jarran Wyvern Strike, Tejas
Neo Nectar Lily Knight of the Valley Iris Knight
Nova Grappler Queen of Heart King of Sword
Royal Paladin Wingal Blaster Blade
Shadow Paladin Doranbau Blaster Dark

Master-Servant Skill

When a certain 6000-power Grade 1 boosts a certain Grade 3 unit and once you have paid its cost (usually is Soul-Blast 1) or meet a specific condition, the boosted unit gets +5000 power until the end of battle.

Clan Grade 1 Grade 3
Angel Feather Lightning Charger Circular Saw, Kiriel
Bermuda Triangle PR♥ISM-Promise, Leyte PR♥ISM-Promise, Labrador
Gold Paladin Charjgal Great Silver Wolf, Garmore
Gold Paladin Liberator, Flare Mane Stallion Liberator of the Round Table, Alfred
Granblue Dragon Spirit Ice Prison Necromancer, Cocytus
Great Nature Feather Penguin School Dominator, Apt
Link Joker Chewing Deletor, Boroo Daunting Deletor Woksis
Link Joker Star-vader, Chaos Beat Dragon Star-vader, Chaos Breaker Dragon
Link Joker Strafe Star-vader, Ruthenium Star-vader, Nebula Lord Dragon
Murakumo Stealth Beast, Flame Fox Platinum Blond Fox Spirit, Tamamo
Narukami Dragon Dancer, RaiRai Thunder Break Dragon
Narukami Sword Dance Eradicator, Hisen Eradicator, Dragonic Descendant
Narukami Thunder Fist Eradicator, Doui Eradicator, Gauntlet Buster Dragon
Oracle Think Tank Battle Sister, Cream Battle Sister, Cookie
Pale Moon Magical Partner Nightmare Summoner, Raqiel
Royal Paladin Rainbow-calling Bard Sanctuary Guard Dragon
Shadow Paladin Revenger of Malice, Dilan Revenger, Raging Form Dragon

Chain-Evolution Skill

A Unit skill that says "[AUTO](VC): At the start of your Ride Phase, look at the top 5 cards of your Deck, search for up to 1 [****], Ride it, and send the rest of the cards to the bottom of the Deck in any order. If ridden, you cannot perform a Normal Ride for that Ride Phase."

Clan Grade 0 Grade 1 Grade 2 Grade 3
Oracle Think Tank Godhawk, Ichibyoshi Goddess of the Crescent Moon, Tsukuyomi Goddess of the Half Moon, Tsukuyomi Goddess of the Full Moon, Tsukuyomi
Royal Paladin Drangal Knight of Quests, Galahad Knight of Tribulations, Galahad Knight of Godly Speed, Galahad

Jump-Evolution Skill

When a certain Grade 1 unit rides on a certain Grade 0 unit, the Grade 0 searches for a certain Grade 2 unit. By discarding a Grade 3 unit via the Grade 1 unit's effect, it searches for a certain Grade 3 unit. There is also always a Grade 2 unit with 10000 starting power that gets -5000 power if the Grade 2 or 3 is not in the vanguard circle and gets +2000 power while attacking.)

Clan Grade 0 Grade 1 Grade 2 Grade 3 Grade 2-supporter
Dimension Police Enigman Flow Enigman Ripple Enigman Wave Enigman Storm Enigroid Comrade
Kagero Amber Dragon, Dawn Amber Dragon, Daylight Amber Dragon, Dusk Amber Dragon, Eclipse Lava Arm Dragon
Megacolony Larva Mutant, Giraffa Pupa Mutant, Giraffa Elite Mutant, Giraffa Evil Armor General, Giraffa Ironcutter Beetle
Nova Grappler Blaujunger Blaupanzer Blaukluger Stern Blaukluger Eisenkugel
Shadow Paladin Fullbau Blaster Javelin Blaster Dark Phantom Blaster Dragon Demon World Castle, DonnerSchlag


A term that was officially introduced in Booster Set 9: Clash of the Knights & Dragons, with Crimson Heart, Nahas being the first unit known use this term, despite several units before it having a similar skill without having a proper name.Its official description is: When another unit from the same clan rides this unit, you may call it to a Rear-guard Circle.

For the full list of Forerunners, you may see here.


A term that was officially introduced in Booster Set 9: Clash of the Knights & Dragons, ”Lord” is an ability. If a player has a unit with “Lord” and another unit without a same clan as the unit with “Lord”, the unit with “Lord” cannot attack.

For more information on Lord, see here.


Units with restraint cannot be chosen as an attacking unit in an attack step. Most of the units with "Restraint" are grade 2 units with 11000 Power.

For more details about Restraint, see here.


Sentinels are Grade 1 cards with 6000 Power, 0 Shield and accompanied by [CONT]: Sentinel (You may only have up to four cards with "Sentinel" in a deck), which can easily be recognized with the design of the shield icon. Currently, there are two types of Sentinels:

Perfect Guards

For more information on Perfect Guards, see here.

NOTE: Starting from December 3, 2012, all perfect guards will now have this skill: [CONT]: Sentinel (You may only have up to four cards with "Sentinel" in a deck), which can easily be recognized with the design of the shield icon.

Quintet Wall

For more information on Quintet Wall, see here.

Limit Break

Limit Break is a skill which can only be used if you have a certain number of damage or more. Currently, there are two kinds of Limit Break, Limit Break 4, which needs the player to have four damages or more, and Limit Break 5, which needs the player to have at least five damages.

For more information pertaining Limit Break, see here.


Legion is a skill that allows you to have 2 cards in the (VC). It is activated(normally) with an ACT skill by returning four cards from the drop zone to the deck. Then, the player search the deck for the "mate" (called "Seek Mate"), and place the Mate in the same vanguard circle as the Legion, creating "Legion Mate." 

NOTE: Legion can only be performed when your opponent has a Grade 3 or greater vanguard.

For more information pertaining Legion, see here.

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