Cross Gear

Cross Gears are a card type that attaches to your creatures in the battle zone.

Details
They are often referred to as "magical weapons" in flavor text.

The gameplay action of putting a Cross Gear from your hand into the battle zone is Generate.

A Cross Gear is put into the battle zone similar to creatures, however it cannot attack since they have no power. When you choose to cross and attach it onto a creature, you must pay the cost of the Cross Gear again, and the "crossed" creature gets the Cross Gear's ability. However, when the creature leaves the battle zone the Cross Gear isn't destroyed and remains in the battle zone.

There is no limit to the number of Cross Gear that can be crossed onto a creature, and the only way to remove a Cross Gear from the battle zone is through effects that specifically affect Cross Gear cards (such as Martial Law or Julius, Thunder Elemental).

You cannot fully uncross a Cross Gear from a creature unless the creature it is crossed onto is removed from the battle zone, or unless a certain effect does so. You can however choose to pay a Cross Gear's cost to transfer it from one creature to another.

When a creature crossed with a Cross Gear evolves or awakens, the resulting evolution creature or psychic creature also has the Cross Gear attached. The Cross Gear also stays on the base creature should the evolution creature lose the top card of the pile or the psychic creature is released.

Do not confuse the term "Cross" with the term "Equip" as the latter is used on Dragheart Weapons, a similar but different card type.

List of Cross Gear
See also: Evolution Cross Gear
 * -|Light=
 * -|Water=
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 * -|Nature=
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Support

 * See also; creatures that have Accelerator [[file:Accelerator.gif]] or Samurai Generation

Rulings
See also: Official rulings