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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

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====================|  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.

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