Shop Card Guide Canon Cards (ARCHIVED)
Oct 21, 2018 12:09:33 GMT -5
Post by Noland Hardy on Oct 21, 2018 12:09:33 GMT -5
Reference this thread in case you have any questions about how the canon abilities from the shop work. This will be continuously updated as new cards are added.
Rage Flash: Transfer 400G away from each opposing Bakugan/Support Weapon. Prevent your opponent from using normal abilities and/or negate/reflect any abilities/effects.
^ This is very simple and needs no explanation. The main reason to use this card is due to it being one of the very few cards that can use three effects at once.
Goliath Fortress: Spawn a "Goliath Fortress" on your side of the field with power equal to 1.5 X the Bakugan's base level. The "Goliath Fortress" can take on any Support Weapon characteristic that you own and can use their effects/abilities; however, the "Goliath Fortress" will ALWAYS be treated as an extra Support Weapon and may only use 1 effect from whatever it uses.
^ Take the first statement as if you're throwing in something (i.e. throwing in a Bakugan, Bakugan Trap, Battle Gear, etc.). That's all you're doing. Multiply 1.5 times your Bakugan's base power level. You will then specify what kind of Support Weapon you want the "Goliath Fortress" to be. If you want it to be a Bakugan Trap, there you go. Battle Gear? Go ahead. BakuNano? Have at it. Whatever you decide to make it is what it's going to be.
It will then be able to function in the same way as whatever you chose for it to be. Again, if you said it's a Bakugan Trap, it will act as a Bakugan Trap. If it is a Battle Gear, it will act as a Battle Gear. You know the deal for the rest.
You can then have it use effects that are specific to what the item is based on what you own. To that end, if it's a Bakugan Trap, any card you have that is specifically used by Bakugan Traps can be used by the "Goliath Fortress." If it's a Battle Gear, you can have it use any level of Battle Gear ability you have access to. (If I say it's a Bakugan Trap, and I own Pyrus Scorpion, I can have it use Max Reflector.)
Whatever you decide to do, it can only use ONE effect from whatever you activate. It is also an EXTRA Support Weapon. Do not forget what the battle rules says about extra items.
Alpha Eraser: Choose any ability or item on the field. That specific ability or item is only limited to one effect. If it has more than one effect, you can choose which one gets activated. Increase your power level by 400G.
^ Let's say you play this and your opponent has Fire Wall active. You select Fire Wall, and you limit it to one effect; since it has more than one effect, you choose which one gets activated. You select the 1st effect; the decrease is the only effect that is activated while the counter effect is not.
This does not allow you to affect anything played after this card.
Also, this obviously doesn't work if the said card only has one effect.
Sylphystia: Choose any number on the opponents' G-Power, and that shall become their power level. Any G-Power decreases performed so far in the round counts as increases for you.
^ The opponent has 1000G. You choose the second 0 in the power level. Their power level is now 0.
If there are several effects that decreased you by 200G, you now have several effects that are increasing you by 200G. This only applies to the decreases played BEFORE this card.
Decreases to 0 WILL be affected by this card regardless of how the effect is worded. Obviously, you would return to the point you were at before the decrease to 0 occurred.
This card does not affect effects that return you to your base power level UNLESS the power level you were at before the effect's activation was higher than the said base level.
Eruption Claw: Increase your power level by the total amount of number values associated with a G-Power change throughout the entire brawl, disregarding all other effects that are not preventions. This white-class card should be the only white-class card you activate in a round.
^ Any and all number values that affect G-Power in any way will be taken into account here. You are taking ALL of them throughout the whole brawl. Yes. The ENTIRE brawl. You will then increase your power level by the overall total. That's it.
This card ignores any and all effects that are not preventions. There are effects around that can limit your ability to increase your power level and are not specific preventions. For example, your opponent could have an effect against you that makes any G-Power change you use only apply after a certain amount of turns have passed. This card doesn't care about that.
Unless there is a specific prevention against you that prevents you from increasing your power level, this card is going through whether your opponent likes it or not.
Propulsion Boost: As long as this card is active, whenever there's a G-Power change, you may increase or decrease the value by 500G; this can only be done twice. Increase your power level by 500G.
^ The first effect is only applicable to G-Power changes that happen AFTER this card is played. Not BEFORE. AFTER.
You play this card. Your opponent then plays a card that boosts them by 500G. You can then decrease that increase by 500G, making it 0.
You play a card that increases your power level by 500G. You can boost it by 500G, making it a 1000G increase.
That's how it works. You can do this at any time, but you can only do it TWICE.
Soul Cannon: Choose a type of effect (i.e. G-Power changes, preventions, etc.). All effects that fall under the said type are converted into G-fragments. Once two turns have passed with this card being active, all G-fragments will be converted to 300G a piece, and will be treated as an increase or decrease to a select player.
^ The first effect literally tells you what it means by "type of effect."
So we'll select G-Power changes. Any G-Power changes that are currently activated will be converted into G-fragments. Do not make this complicated. This is just a fancy way of saying that the said G-Power changes are being made into items that will be used later. Think of it as changing them into tiny orbs. While this is happening, the said effects will not be applied, meaning they are not active. This will not count as a counter.
For the remaining effects to be used, this card will have to stay active for two turns. This means that if it is rendered inactive in any way before that happens, the turn count will reset.
Once two turns have passed, the G-fragments (tiny orbs, remember) will count as 300G G-Power changes, and you can apply as increases or decreases towards anyone on the field. Simple.
Rage Flash: Transfer 400G away from each opposing Bakugan/Support Weapon. Prevent your opponent from using normal abilities and/or negate/reflect any abilities/effects.
^ This is very simple and needs no explanation. The main reason to use this card is due to it being one of the very few cards that can use three effects at once.
Goliath Fortress: Spawn a "Goliath Fortress" on your side of the field with power equal to 1.5 X the Bakugan's base level. The "Goliath Fortress" can take on any Support Weapon characteristic that you own and can use their effects/abilities; however, the "Goliath Fortress" will ALWAYS be treated as an extra Support Weapon and may only use 1 effect from whatever it uses.
^ Take the first statement as if you're throwing in something (i.e. throwing in a Bakugan, Bakugan Trap, Battle Gear, etc.). That's all you're doing. Multiply 1.5 times your Bakugan's base power level. You will then specify what kind of Support Weapon you want the "Goliath Fortress" to be. If you want it to be a Bakugan Trap, there you go. Battle Gear? Go ahead. BakuNano? Have at it. Whatever you decide to make it is what it's going to be.
It will then be able to function in the same way as whatever you chose for it to be. Again, if you said it's a Bakugan Trap, it will act as a Bakugan Trap. If it is a Battle Gear, it will act as a Battle Gear. You know the deal for the rest.
You can then have it use effects that are specific to what the item is based on what you own. To that end, if it's a Bakugan Trap, any card you have that is specifically used by Bakugan Traps can be used by the "Goliath Fortress." If it's a Battle Gear, you can have it use any level of Battle Gear ability you have access to. (If I say it's a Bakugan Trap, and I own Pyrus Scorpion, I can have it use Max Reflector.)
Whatever you decide to do, it can only use ONE effect from whatever you activate. It is also an EXTRA Support Weapon. Do not forget what the battle rules says about extra items.
Alpha Eraser: Choose any ability or item on the field. That specific ability or item is only limited to one effect. If it has more than one effect, you can choose which one gets activated. Increase your power level by 400G.
^ Let's say you play this and your opponent has Fire Wall active. You select Fire Wall, and you limit it to one effect; since it has more than one effect, you choose which one gets activated. You select the 1st effect; the decrease is the only effect that is activated while the counter effect is not.
This does not allow you to affect anything played after this card.
Also, this obviously doesn't work if the said card only has one effect.
Sylphystia: Choose any number on the opponents' G-Power, and that shall become their power level. Any G-Power decreases performed so far in the round counts as increases for you.
^ The opponent has 1000G. You choose the second 0 in the power level. Their power level is now 0.
If there are several effects that decreased you by 200G, you now have several effects that are increasing you by 200G. This only applies to the decreases played BEFORE this card.
Decreases to 0 WILL be affected by this card regardless of how the effect is worded. Obviously, you would return to the point you were at before the decrease to 0 occurred.
This card does not affect effects that return you to your base power level UNLESS the power level you were at before the effect's activation was higher than the said base level.
Eruption Claw: Increase your power level by the total amount of number values associated with a G-Power change throughout the entire brawl, disregarding all other effects that are not preventions. This white-class card should be the only white-class card you activate in a round.
^ Any and all number values that affect G-Power in any way will be taken into account here. You are taking ALL of them throughout the whole brawl. Yes. The ENTIRE brawl. You will then increase your power level by the overall total. That's it.
This card ignores any and all effects that are not preventions. There are effects around that can limit your ability to increase your power level and are not specific preventions. For example, your opponent could have an effect against you that makes any G-Power change you use only apply after a certain amount of turns have passed. This card doesn't care about that.
Unless there is a specific prevention against you that prevents you from increasing your power level, this card is going through whether your opponent likes it or not.
Propulsion Boost: As long as this card is active, whenever there's a G-Power change, you may increase or decrease the value by 500G; this can only be done twice. Increase your power level by 500G.
^ The first effect is only applicable to G-Power changes that happen AFTER this card is played. Not BEFORE. AFTER.
You play this card. Your opponent then plays a card that boosts them by 500G. You can then decrease that increase by 500G, making it 0.
You play a card that increases your power level by 500G. You can boost it by 500G, making it a 1000G increase.
That's how it works. You can do this at any time, but you can only do it TWICE.
Soul Cannon: Choose a type of effect (i.e. G-Power changes, preventions, etc.). All effects that fall under the said type are converted into G-fragments. Once two turns have passed with this card being active, all G-fragments will be converted to 300G a piece, and will be treated as an increase or decrease to a select player.
^ The first effect literally tells you what it means by "type of effect."
So we'll select G-Power changes. Any G-Power changes that are currently activated will be converted into G-fragments. Do not make this complicated. This is just a fancy way of saying that the said G-Power changes are being made into items that will be used later. Think of it as changing them into tiny orbs. While this is happening, the said effects will not be applied, meaning they are not active. This will not count as a counter.
For the remaining effects to be used, this card will have to stay active for two turns. This means that if it is rendered inactive in any way before that happens, the turn count will reset.
Once two turns have passed, the G-fragments (tiny orbs, remember) will count as 300G G-Power changes, and you can apply as increases or decreases towards anyone on the field. Simple.