Skill cards Gakumas
Look up 846 skill cards in Gakuen Idolmaster: filter by plan, rarity and card type, and search by name.
A skill card is a card you draw and play each turn while producing an idol. This page gathers all 846 cards, sorted by plan (Sense/Logic/Anomaly) and type (Active/Mental) so you can build your deck.
Legend is the top skill-card tier in Gakumas: exactly 23 cards, shown as L, with no upgraded (+) version. They split into shared cards (any P-idol on a matching plan) and 8 signature 一番星 cards (locked to one P-idol). All 23 come only from playing produce, none from gacha.
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3 Card Types: Active / Mental / Trouble
Skill cards split into 3 types, each doing a different job on the exam board.
- Active — costs something (stamina or another stat) to play, and directly scores points or sets up a state (Good Condition, Concentration, Motivation...) for later turns.
- Mental — support-leaning, mostly buffs or recovers stamina/state, usually doesn't score directly but keeps the deck's run going longer.
- Trouble — a bad card, not something you choose. It gets forced into the deck as a penalty from unlucky events or bad conditions during a produce run. Trouble dilutes the odds of drawing a good card — the more Trouble sitting in the deck, the harder it is to score consistently.
Reading a Card: 5 Number Slots
Every card carries 5 information slots, and all 5 need reading to judge whether a card is actually strong.
- cost — what gets paid to play the card (usually stamina).
- actions — what happens on play, e.g. scoring points directly or adding a state.
- conditions — what's required to play the card at all, or to get its full effect (e.g. only paying off if Good Condition is already active).
- effects — a passive bonus attached to the card, no separate trigger needed.
- limit — how many times the card can be reused within one exam.
A card that prints a huge score number but has tight conditions (needing a state that's rarely active) plays much weaker than its printed number suggests, since most turns won't meet the requirement for the full payoff.
Cards Have to Match the PLAN
Both plans and cards revolve around their own states — put the wrong card in the wrong plan and it just sits dead in hand while still costing to draw.
- Sense — built around Good Condition (boosts score % while active) and Concentration (stacks up bonus points per card), a burst-per-turn playstyle.
- Logic — built around Good Impression (passive scoring each turn) and Motivation (raises genki), a steady snowball playstyle.
- Free — basic cards usable across every plan, no state requirement so they always function, but they never hit as hard as a card matched to the right plan.
- Anomaly — the third plan, released later, with its own separate state kit. Kept at a general level here since detailed mechanics aren't fully confirmed.
A strong Sense card dropped into a Logic-running deck is nearly useless without Good Condition/Concentration to feed off — a Free card would actually be more reliable in that spot.
Where Cards Come From
Every card has a fixed origin (sourceType) that determines how it's obtained.
- default — basic cards everyone starts with.
- produce — picked up during the current produce run itself (from lessons, events...), and doesn't carry over to a different produce run.
- pIdol — a signature card tied to one specific P-idol.
- support — comes from a support card or memory equipped into the produce lineup.
Alongside origin sits rarity: N < R < SR < SSR, with rarer cards generally hitting harder or having easier-to-meet conditions. Many cards also have an UPGRADED (+/upgraded) version — the same card with boosted effects or power, usually gained when the card repeats within a produce run or through a dedicated upgrade.
Legend Cards and the H.I.F Chapter
In the H.I.F編 chapter (one of 2 separate produce chapters besides the base story, alongside 初レジェンド), the shared Legend cards used in the base chapter simply can't be used. Result: the optimized card set built for the base chapter can NOT be carried over as-is to H.I.F編 — missing that Legend piece flips the power balance between plans compared to the base chapter, so a plan that's strong in the original story isn't guaranteed to still be strong here.
Beyond scoring in an exam, cards also add contest power when used on a memory for contest battles. Card power added to the contest power formula varies by origin and rarity:
| Card source | Contest power added |
|---|---|
| pIdol signature card | 3 (15 upgraded) |
| Support card | 96 / 126 |
| Produce card, R | 30–60 |
| Produce card, SR | 75–141 |
| Produce card, SSR | 150 / 204 |