I think I see where you got that '/' from in your code, but you have a problem.
On the card images, it is shorthand for offense vs defense, judging from your sample card image:
The '/' on each card has nothing to do with the '/' math division block. The card artists just needed room to separate the attack and defense numbers, and '/' looked nice and short.
Unfortunately, all nine of your cards have extra text that pretty much overrides the stats on the cards. These are your nine card types, in order, for the board:
If you want to play a simpler game based on just the attack and defense numbers, without the delayed effects mentioned in the card text, I suggest clipping off the text parts from the card images.
Alternatively, if you want to keep the promises made on the card images, you would need extra lists of future actions on future moves based on this move, i.e. 50% chance of Speed Dodge for the X-43.
I suggest reading up on dictionaries, and using the vehicle names as keys, to help lookup the various attributes of each card in separate dictionaries:
(If you want to just use lists and tables, use the Lookup in Pairs list block.)
Regarding your blocks, I see you are trying to randomize in your global init blocks.
That's not how you deal decks for the player and opponent.
You establish separate empty (initially) lists for the player and the opponent.
You start with a deck with all the cards.
You shuffle the deck. (See the lists FAQ)
Then you start removing item 1 of the deck and adding it to the player or the opponent alternately, until the list lengths of the players' hands are big enough (5?), or the deck is empty.