Focused doctrine, USA, 0k.
Show when drawn. Convert into a random card in hand and copy it twice. Then shuffle all examples into your deck.
Essentially this card passively duplicates random cards in your deck at the cost of card draw.
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HMS Town, Britain, Naval, 4k.
Shuffle all enemy countermeasures into their deck. Then both players draw cards equal to cards shuffled in this turn.**
Extra card draw while reducing chances of the enemy countering you. Can still function as card draw in a normal shuffle deck.
A.9E1, British tank, (1-2) 1op, 2k.
Destruction: Shuffle 3 random British 0k countermeasures into your deck with: Show when drawn, draw a card.
These 0k countermeasures are almost never used. At least here the enemy may see them, but you get extra card draw.
Random Japanese Infantry, (2,4) 5k.
The first time you shuffle each turn, develop a naval card.
Definitely elite. You can develop a new naval card every turn with this.
NC-27, Japan, Tank, (1-2), 1op, 1k.
Destruction: Shuffle a random Japanese tank into your deck.
Japan had tanks too. Synergizes with aggro decks while providing you with spare units and a shuffle trigger.
Advancement, Soviet, countermeasure, 3k.
When a friendly unit is destroyed, convert it into a unit costing 2 more and shuffle it into your deck.
By and large doesn't synergize with most soviet tricks, except for the bit where it can repeatedly allow you to upgrade units and put them back in your deck.