ChaosMAX1268

Barrenia, Abilities, Keywords, terms and shorthands

Jul 12th, 2021 (edited)
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  1. Abilities:
  2. Exclusive to Soldier or Incarnation cards, the name of the ability is in bold text. Sometimes Abilities have costs, this is worded as
  3. “(Cost) Ability”. Abilities are not effects and do not consume Actions. If abilities are tied to effects, it goes
  4. “(Cost) Ability-> effect”
  5.  
  6. Soaring: This card can declare a Direct Clash even if your opponent has Soldiers or Incarnations in Battle Stance, but damage your opponent takes becomes 1.
  7. Burst (X): Destroy [X] cards on the field (does not include Armor cards).
  8. Double Clash: Before being turned to Resting Stance after a Clash, this Soldier/Incarnation can Clash again in a row.
  9. Linked Clash: When this Soldier/Incarnation Battle Clashes, it gains the Clash Stats of all other Soldiers you control with Linked Clash. Only 1 Linked Clash Ability can be used per Clash Stage.
  10. Defender: This card can conduct Battle Clash! in Rest Stance if it started the Clash Stage in that stance, turn it to Battle Stance for that Clash and return it to Rest Stance afterward.
  11. Shield Assault: If you were to be hit with a Direct Clash while this card is in your hand, Play this card from your hand and perform a Battle Clash! instead (don’t pay cost).
  12. Super Assault (X): When this card defeats a Soldier or Incarnation in a Battle Clash! Your opponent takes X Damage instead of 1.
  13. Blind: This card can Clash! during your turn, but cannot counter your opponent’s Clashes.
  14. Influence: When this card Clashes and your opponent can counter with a Soldier(s) they control, you choose which of those Soldier(s) Battle Clashes with this card, instead of your opponent.
  15. Blast: Inflict 1 Damage to your opponent.
  16. Heal: Gain 1 Life
  17. Sudden Clash: If this card is in Battle Stance at the start of your opponent’s Clash Stage, you can Clash with any Soldiers or Incarnations with Sudden Clash, as long as you control less or equal Soldiers than your opponent. Afterward, if you can no longer Sudden Clash, resume your opponent’s Clash Stage as normal.
  18. Armor Break: Pay the cost, destroy 1 of your opponent’s armor cards.
  19. Immune: Unaffected by effects or abilities.
  20. Unbeatable: Cannot be destroyed in Battle Clashes
  21. Unstoppable: This card’s Clashes cannot be nulled by card effects or abilities while its on the field.
  22. Interference: When this card Battle Clashes, null the effects and abilities of the Soldier it Clashes with if that Soldier lacks Interference.
  23. Victorious Defeat: When this card loses in a Battle Clash!, after Damage Calculation, your opponent performs a Clash Reaction and takes 1 damage.
  24. Turnabout: For this Battle Clash!, the Soldier/Incarnation with the lower stat wins and remains on the field.
  25.  
  26. Exclusive to Deadman Zone.
  27. Virus: When this card loses in a Battle Clash!, the Clash stats of the Soldier who defeated it are turned to 0 and its Clash stat cannot be increased or decreased by effects or abilities.
  28. Viral Control: Take control of 1 Soldier affected by Virus
  29. Virus Outbreak: When a Soldier affected by Virus is destroyed in a Clash. All Soldiers your opponent controls become affected by Virus, but your opponent takes no further damage this turn.
  30.  
  31. Exclusive to Aurora Poles.
  32. Freeze: When this card defeats a non frozen Soldier in a Battle Clash!, don’t send it to the Grave Pile, and instead put it in Rest Stance. Soldiers affected cannot return into Battle Stance until the next End Stage.
  33. Ice Shatter: Destroy all Soldiers affected by Freeze.
  34. Frostburn: When a Soldier(s) is destroyed while affected by freeze, and a card with Frostburn is on the field, deal 1 damage per destroyed Soldier.
  35.  
  36. Exclusive to Alantical States.
  37. Dive: During the End Phase, pay the cost, and turn this card into a Rear Card. Place this card from the Rear Zone at the start of your next turn.
  38. Drown: Pay the cost, and choose 1 of your opponent's Soldier, turn it into a Rear Card, return that card to the hand during that turn's End Stage.
  39.  
  40. Exclusive to Bridstrom Cliffs.
  41. Whirlwind: Shuffle into the Deck any Soldier this card defeats in a Battle Clash! instead of destroying it.
  42. Feather Dart: When this ability is activated, tag an opponent's Soldier. (Does nothing on its own, but effects may require tagged soldiers)
  43.  
  44. Exclusive to Hive Union
  45. Sting: Pay the cost when this card is defeated in a Battle Clash (before Clash Reaction), take no damage, and destroy the Soldier that defeated this card. Used by Stingers
  46. Web: Pay the cost when this Soldier is defeated in a Battle Clash, take no damage, and negate the effects of the Soldier that defeated this card also that Soldier can no longer Clash while it remains on the field. Used by Web Weavers.
  47. Swarm: Pay the cost when this card is Played and you can Play 1 Size 2 or lower Hive Union Soldier from your hand but null its effects and halve its Clash Stats.
  48.  
  49. Exclusive to Flowuna Republic.
  50. Beneficial Bloom: Pay the cost when this card destroys an opponent Soldier in a Battle Clash, discard 1 card, and draw 1 card.
  51. Forestation: Pay the cost, turn 1 empty Soldier Zone or Rear Zone into a Forestation Zone. When a card is played on a Forestation Zone, the one who formed that Forestation Zone draws a card. Forestation Zones disappear at the End Stage of the next turn they were formed.
  52.  
  53. Exclusive to Mad Dunes.
  54. Bone Guard: When you counter with a Soldier without Bone Guard, switch the Soldier your opponent battles to this card instead (even if it is in Rest Stance), and if this happens, it gains the Clash Stats of the non-Bone Guarding Soldier it traded places with.
  55. Bone Wall: You can counter with this Soldier in Rest Stance, and if you do, it gains the Clash Stats of all Soldiers/Incarnations you control with Bone Wall that are in Rest Stance. You can only use Bone Wall once per turn.
  56.  
  57. Exclusive to Steampunk Empire.
  58. Powercharge [X]: When this Soldier/Incarnation Battle Clashes!, pay the cost, and this card gains +(value) to all its Clash Stats until the Clash Reaction.
  59. Reinforce [X]: Destroy this Soldier, then target 1 Steampunk Empire Soldier you control, it gains +(value) to all its Clash Stats until the Clash Reaction.
  60. Rust: Pay the cost and apply this effect to 1 Soldier the opponent controls. Soldiers affected by Rust lose 1 unit of Size or Ohm per turn. Exclusive to Steampunk Empire’s Rust Devil division.
  61.  
  62. Exclusive to Explorer Colonies.
  63. Lightport: When this card Battle Clashes, you can shuffle this card into the Deck, apply the effect tied to this ability.
  64. Recycle: Take this card from the Grave Pile and shuffle it into the Deck if it is sent to the Grave Pile from the field.
  65. Refraction: When a Explorer Colonies card effect or ability is applied to only 1 of your Soldiers or Incarnations from the field, shuffle this card into the Deck, then target up to 2 of your Soldiers, the effect is also applied to them.
  66.  
  67. Boundary Break: Pay the cost when this card clashes with a Soldier or Incarnation, vaporize that Soldier or Incarnation (no Clash Reaction is performed and no damage is done). Exclusive to Creators Plane
  68. Terrorized: Pay the cost and apply the Terrorized status on one opponent’s soldier. Soldiers in the Terrorized status cannot clash and your opponent takes double damage from clashes it takes. Remove the Torment status from all Soldiers during their next Recover Stage. Exclusive to Dreadful Abyss.
  69.  
  70. Keywords
  71. In Italics, these are again, not effects but a text that is always applied, is not Soldier Card exclusive. If the keyword is associated with an effect, the wording is
  72. “[Keyword] Effect Timing|| Cost -- Effect”
  73. Gestalt (List of cards) (only on Normal Soldiers or Timebreak Soldiers): You can only control 1 completed Gestalt Soldier, and no other Soldiers. When this Soldier is placed, and exactly 1 copy of all other listed cards are also on the field, they become 1 card, with combined Clash Stats of all listed cards alongside this card’s own & all of the individual names and effects. The Gestalt Soldier is considered to be on top of a single Soldier Zone.
  74. Retaliate: See Retaliation Soldiers
  75. Timebreak: See Timebreak Soldiers and Timebreak Effects
  76. UniteR: See UniteR Soldiers
  77. Portal Maker: See Portal Maker
  78. Reverse Retaliation: Change your opponent’s Retaliation effects to the following (these are applied regardless of what version it is)
  79. Detonate: Opponent destroys 1 card they control.
  80. Reload: Opponent dumps their top deck card.
  81. Recharge: Opponent cannot use energy from the Stock until their next Main Stage.
  82. Calvary: Opponent takes a Soldier from their Grave Pile and sends it to The Beyond
  83. Excavate: Opponent discards 1 card, except a Retaliation Soldier, and that card’s effects and abilities do not activate.
  84. Regenerate: Opponent takes 1 damage.
  85. Clash Boost: 1 Soldier your opponent controls (their choice) has their Clash Stats become 0.
  86. Vanish: After this card is sent to the Grave Pile after being played/used, send it to The Beyond. Cards with Vanish cannot leave The Beyond for the rest of the game.
  87. Critical Clash!: Pay the cost during Battle Clash!, instead of using the Clash Stats, both players roll 6 sided dice equal to the Soldier’s or Incarnation’s Critical Stat. The winner is the one whose total result is the highest. The Assaulter rolls first, then the Target. If results are tied, Battle Clash! as normal with the Clash Stats.
  88. Armor Up +(X): This card can be equipped with X more equips.
  89. Alt Playing/Using Cost: This card has an alternative condition to Normal Playing or Using it, instead of spending Energy.
  90. [Blood Sacrifice]: Pay this card's cost by subtracting your Life by this card's Size, you cannot play this cost if your Life is under this card's Size.
  91. [Body Sacrifice]: Pay this card's cost by destroying Soldiers whose combined Size equals exactly this card's own size.
  92. Nomad: This card can be played regardless of what card you used to Energize at the start of this turn.
  93. Exclusion: If you Energized with cards that did not have all of this card’s colors in them, null its effects, and halve its clash stats.
  94. Complete Exclusion: If you Energized with cards that did not have all of this card's colors in them, this card cannot be played.
  95.  
  96. Shorthands:
  97. Terms about a card being placed to the field
  98. Play/ed: When a card is placed to the field from the hand/Deck
  99. Revive/d: When a Soldier/Incarnation is placed to the field from the Grave Pile.
  100. Reincarnate/d: When a Soldier/Incarnation is placed to the field from The Beyond.
  101. Use/Used: When a card’s effect is conducted from either the hand or field
  102. Terms about a card being moved from 1 section to another section.
  103. Destroy/ed: When a card is sent from the field to the Grave Pile (Defeated is when a card is sent from the field to the Grave Pile after losing in a Battle Clash!)
  104. Vaporize/d: When a card is sent from the field to The Beyond
  105. Discharge/d: When a card is sent from the Energy to the Grave Pile
  106. Discard/ed: When a card is sent from the hand to the Grave Pile
  107. Dump/ed: When a card is sent from the Deck to the Grave Pile
  108. Exile/d: When a card is sent from the hand/Deck to The Beyond
  109. Shuffle/d: When a card is sent from anywhere into the Deck.
  110. Null = Negate
  111.  
  112. Phrases in response to a resource being expended
  113. Consumes an action
  114. Pays a cost
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