[Judgment] Rest five recovered Solaris rulers you control.
Non-Chronogear, non-Gears, non-Solaris entities you control lose all abilities.
Gears in your removed area gain light, fire, water, wind and darkness in
addition to their other attributes as long as they are in your removed area.
Homeland (Gears) - At the beginning of the game >>> You may put a Gears addition from your hand into the field.
At the beginning of your main phase >>> You may put a light, fire, water,
wind or darkness Solaris ruler you own from outside the game that does not share an attribute with J/rulers you control into your ruler area.
Solaria, Empress of Arcus
[Barrier]
This card gains [+300/+300] for each magic stone you control.
Gears in your removed area gain light, fire, water, wind and darkness in addition to their other attributes as long as they are in your removed area.
When this card is destroyed >>> You may reveal a J-ruler named "Ark, Providence of Solaris" you own from outside the game. If you do, put all magic stones you control on the bottom of your magic stone deck in a random order and put that J-ruler from outside the game into the field. Players cannot chase to this ability.
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
'
'
'
Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
'
'
'
Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
'
'
'
Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
'
'
'
Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '