• The unit with a Cradle marker loses its original ability, gets its [Power] reduced by its original [Power], and cannot boost nor intercept. • When the unit with a Cradle marker is retired, you search your deck for up to one card with the same grade as that unit, reveal it and put it into your hand, and shuffle your deck. (The fighter that put the Cradle marker will search)
How It Works
By generating a Cradle marker, your opponent's specified rear-guard becomes affected by it and remains constantly that way until the unit leaves the field. Otherwise, a Cradle marker cannot be removed by any normal means.
If using an official Cradle marker card, put the marker card on top of the unit.
A unit affected by a Cradle marker receives the following effects:
Loses all of the abilities originally written on it.
Its [Power] is reduced by its original value (this can go to negative value).
When retired to the drop zone (either by an ability or being called over), its Cradle marker disappears, and the creator of that marker is allowed to add up to one card with the same grade as the retired unit from their deck to their hand.
Since its own abilities are lost, the abilities that would activate when the unit is retired or anything cannot activate.
However, if the unit leaves the field due to other reasons, the searching effect does not activate.
If the unit is locked, the Cradle marker will be erased and searching effect will not activate.
A unit affected by a Cradle marker can still attack, move, and its other characteristics are not lost, as well as be affected by other effects or costs including Imaginary Gift.
Each rear-guard can only have one Cradle marker individually at the time.