[CONT]:The unit this marker is on loses its original abilities, has its [Power] reduced by its original [Power], and cannot boost or intercept. [AUTO]:When the unit this marker is on 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 player that put the Cradle marker searches)
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 becomes affected by a Cradle marker in the following way.
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 original 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.