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Post by Merchant on Jun 7, 2020 11:30:03 GMT -5
Standby Phase Energy Charge 1 Usuable Energy: 9 (if not that 6)
Roll Phase
Bakugan Brawl! Bakugan Stand! (Ventus Nillious 500 B-Power, Damage Rating: 2)
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Post by Atom on Jun 7, 2020 11:31:07 GMT -5
Standby Phase: Charge 1 Energy 4/4 Energy
Roll Phase: Bakugan, Brawl! Bakugan, Stand! Rise Aquos Hydrous!
Me: 200 Bs, 6 Damage You: 500 Bs, 2 Damage
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Post by Merchant on Jun 7, 2020 11:46:52 GMT -5
Battle Phase
Shield core for +400 Battle Power.
But It will be added on top of Titan Nillious (Energy Cost 6) :: 1000 B-Power, Damage Rating: 10 Special ability: Gains +1000 B-Power if landed on a Shield BakuCore. If you control any Magnus Hero Card, this Bakugan gains +20 Damage Rating.
Titian Nilious 2400 B-Power vs Hydrous 200 B-Power (Titian Nilious Damage Rating 10 vs Hydrous Damage Rating 6)
Usable Energy: 3
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Post by Atom on Jun 7, 2020 11:55:22 GMT -5
Battle Phase:
So, I see that you're wanting to initiate a Team Attack. That's fine, that's fine.
I'll first play 2 Venom Blast Cards. Venom Blast (1): -4 Damage Rating to an enemy Bakugan.
So now, Nillious is down to 2 Damage.
Then, I'll play fixation. Fixation (2): Close any opened Bakugan (must be a Bakugan that was not opened this round).
I will target Nobillious and return him to your hand. You're welcome!
Me: 200 Bs, 6 Damage You: 2400 Bs, 2 Damage
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Post by Merchant on Jun 7, 2020 12:05:47 GMT -5
Fire Ball (Energy Cost 1): Add +3 Damage Rating. Spend all three for 9 more.
Titian Nilious 2400 B-Power vs Hydrous 200 B-Power (Titian Nilious Damage Rating 11 vs Hydrous Damage Rating 6)
Usable Energy: 0
So you said too easy. I bet your life points agree.
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Post by Atom on Jun 7, 2020 12:17:42 GMT -5
Victor Phase:
Nillious won, but that's no surprise.
Pegatrix: Open Maxotaur: Balled Hydrous: Balled
Nobillious: Balled Goreene: Open Nillious: Open
Damage Phase:
I take 11 Damage.
Me: 24 You: 21
Then, we go to the next round.
Standby Phase: Charge 1 Energy 5/5 Energy
Roll Phase: Bakugan, Brawl! Bakugan, Stand! Rise Aquos Hydrous!
Me: 200 Bs, 6 Damage You: ? ? ?
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Post by Merchant on Jun 7, 2020 12:25:41 GMT -5
Standby Phase Energy Charge 1 Usuable Energy: 5
Roll Phase
Bakugan Brawl! Bakugan Stand! (Pyrus Nobilious 500 B-Power, Damage Rating: 2)
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Post by Atom on Jun 7, 2020 12:38:43 GMT -5
Battle Phase:
First up, I'll play Hyper Hydrous. Hyper Hydorous (3): 500 B-Power, Damage Rating: 10
Special ability: When you play an Action Card on Hyper Hydorous, it gains +200 B-Power.
I am currently at 500 Bs and 10 Damage.
Then, I will use all 3 Greater Water Boosts, giving myself another 300 Bs from them, and another 600 from Hyper Hydrous's ability. Greater Water Boost (0): Add +100 B-Power.
Me: 1400 Bs, 10 Damage
Then, I will play 2 Tides on myself, giving me 800 Gs from them, plus another 400 from Hydrous's ability.
Tides (1): Add +200 B-Power. If you played another card this turn, +400 B-Power instead.
Me: 2600 Bs, 10 Damage
Finally, I will play a Flaming Fist core on Hydrous. Flaming Fist Cores: +250 B-Power and +3 Damage Rating
Me: 2850 Bs, 13 Damage You: 500 Bs, 2 Damage
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Post by Merchant on Jun 7, 2020 12:52:21 GMT -5
Battle Phase
Nobilious 500 B-Power vs Hyper Hydrous 2850 B-Power (Nobilious Damage Rating 2 vs Hyper Hydrous Damage Rating 11)
Atom. Cocoon Shield (Energy Cost 3): Make a Bakugan's B-Power become 1000. (Hyper Hydrous 2850 -> 1000 B-Power)
Usable Energy: 2
I spend both for Nature's Power (Energy Cost 1): -500 B-Power to a non-Ventus Bakugan. (Hyper Hydrous 1000 -> 0 B-Power)
Also Core Green fist +150bp and 2dr. (Nobilious 500 -> 650 B-Power, Damage Rating: 2 -> 4)
Nobilious 650 B-Power vs Hyper Hydrous 0 B-Power (Nobilious Damage Rating 4 vs Hyper Hydrous Damage Rating 11)
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Post by Atom on Jun 7, 2020 13:05:47 GMT -5
Victor Phase: Nobillious Wins. Fine.
Damage Phase: Fine. 4+11+10. You deal a total of 25 Damage to me with team attack.
Me: 0 You: 21
You win. Strategy games are not my forte.
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Post by Merchant on Jun 7, 2020 13:15:42 GMT -5
To correct some numbers. Nobilious deals 4 damage before the team attack. Then the team attack comes in for 24 more damage. So unless an Admin says something. Yay. Revenge is sweet.
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Post by Noland Hardy on Jun 7, 2020 22:00:40 GMT -5
Yep. I'll say something. Battle Phase: Okay? (Suspicious) Goreene Battle Power 200 vs Pegatrix Battle Power 500 (Goreene Damage Rating: 6 vs Pegatrix Damage Rating: 2) So first is goreene's ability. I get to Play Hyper Goreene for free if its Battle Power is lower. (Goreene -> Hyper Goreene 700 B-Power, Damage Rating: 8) Next I spend 2 energy to play One with Nature (Energy Cost 2): Destroy one Hero Card on the field, and if you do, you gain one +1 additional Energy. I nuke Shargo Ronin Usable Energy left: 1 I spend that energy for Might of Cyndeus (Energy Cost 1): Add +1 Damage Rating, and this turn, the winner is decided by highest Damage Rating instead of B-Power. (Hyper Goreene Damage Rating 8 -> 9)
And my core is a green fist +150 B-Power and +2 Damage Rating. (Hyper Goreene B-Power 700 -> 850, Damage Rating 9 -> 11) Hyper Goreene Battle Power 850 vs Pegatrix Battle Power 500 (Hyper Goreene Damage Rating: 11 vs Pegatrix Damage Rating: 2)
I've noticed a trend with you, Grimm. Your math is sloppy on a couple of posts. Either that, or you're not looking at things as closely as you could be. I think it's the latter, because I know you're better than this. Either way, you played One with Nature and resolved its effect. The wording of the card's effect says you gain one additional energy. If you look at cards like Song of Fire, you'll notice that its very specific on how long the additional energy remains with you. One with Nature doesn't have that same wording. With that being said, from that point forward, you should've had 1 more energy than Atom in the later rounds. So, on the next round after you played this card, you should've had 4 energy instead of regressing back to 3. That's not why I'm objecting to the battle's result though. Battle Phase: Baku Core Green fist +150 B-Power and +2 Damage Rating Hyper Goreene Battle Power 850 vs Maxotaur Battle Power 300 (Hyper Damage Rating: 10 vs Maxotaur Damage Rating: 5)
Before that though. Song of fire for a total of 5 energy remaining. Usable Energy: 5 Standby Phase Energy Charge 1 Usuable Energy: 9 (if not that 6) Roll Phase Bakugan Brawl! Bakugan Stand! (Ventus Nillious 500 B-Power, Damage Rating: 2)
Again, we go back to the wording of cards like Song of Fire: Song of Fire (Energy Cost 3): Gain +5 additional Energies for this turn. (The usage of this card is limited to 1. Which means you are allowed to use this card once per game.)Before getting to that, let's make this clear. You would've had 4 energy on the round you played Song of Fire, which would've brought you up to 9. The next round, you would've had 5 energy, then you'd have 6 for the last round. On the round in question, you ended up with 6 (the number in parenthesis next to 9), because you subtracted 3 from 6. 3 was the number of energy you gave yourself in the previous round. So...why did you take away your alleged number of energy instead of taking away the temporary boost from Song of Fire? Even if Song of Fire's effect was still active, you'd have 10 energy instead of 9. Interestingly, on the last round, you returned your energy count to a non-Song of Fire value. Which brings me to the overall point of this post: based on the way you did your math, you carried Song of Fire's effects into the round after you played it. What I want to know is why.
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Post by Merchant on Jun 8, 2020 0:52:35 GMT -5
Thank you for the math corrections. As for the fire song energy. I'm aware of that in the real tcg energy carries over. I thought that applies here too. So the 9 and 6 were with that in mind. The 6 energy was with if I was wrong with how much energy carries over. That being I don't get the recharge and just the bonus new round energy. But you are right. I did jump the gun with Fire song.
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Post by Zeno on Jun 8, 2020 1:28:11 GMT -5
To be fair, I think the Creator will need to explain how this works. I will list some statements, and you, Creator, will have to tell us which is true or false:
1. One with Nature's energy boost is permanent. This means if the effect resolves, you keep that +1 energy for the rest of the game. If this is false, you need to reword the card's effect, because there are other cards that are very specific on how long it lasts while this one is open for interpretation.
2. Cards like Song of Fire - the ones where you specified the energy boost lasting 'for this turn' - does exactly what you worded it as: only for this turn. (An explanation for 'for this turn' would be helpful as well.) If this is false, you need to reword all cards with similar effects so it's absolutely clear how these effects are applied. If you can't, I will do it for you.
3. Pretend that Song of Fire lasts for more than 'for this turn'. The +5 energy can be carried into other rounds. You continue applying the +5 energy to your energy count until you use the additional energy. Basically: "So, what you're saying is, you believed that if you didn't spend the additional energy you got, it stays with you until you use it? After that, it doesn't come back?"
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Post by Merchant on Jun 8, 2020 4:11:09 GMT -5
A lot of this game is based on the real thing. In the real game energy can carry over from my understanding of it.Ventus in the real game has it strategy revovle around having more energy. Turbo (If you have the most enegry apply "x") effects are specific to Ventus, but I need more cards to confirm that.
I would like to state initially I explained it badly to Zane initially but things got clarified. I was under the impression that energy is a resource. Therefore a surplus can carry over. But extra energy once used is gone. Though if you are under your max energy by turn ends. You don't gain a surplus.
I would also like to say. "For this turn" In its defense was me being stupid. The energy should not have carried if it implies (key words "if" and "implies") on the turn you play it. I misplayed fire song hard in that view.
Where as One with nature doesn't get that little blessing. When zane said I would have 4 energy and not 3 on the round after it left me confused at first. But taking what I said earlier in this post and the post before. Yeah it makes sense now. So I want to add one more thing. There is an effect in the real TCG that allows you to energize cards in your hand. "Turn to Energy" Is a ventus card in the real TCG that converts itself into uncharged energy. It is permanent. "Invigoration Blast" increases Damage Rating for each Energy card you have. Excluding excess energy not leaving your count. Excess energy doesn't apply to "Invigoration Blast". If invigoration blast was put in for almost word for word. (the only change being energy card to energy count). Pyrus ventus combos skyrocket. Making Pyrus powerful. But such a thing already exist. Do Zane saying one with energy expanding my energy count by one permanently. That vagueness alone makes ventus and pyrus, on top of has being the meta combo. (Atom argues in favor of haos but in this case he is right.) With Ventus supporting the pyrus energy load, and that energy load fueling a haos and pyrus ability to stack.
To summarize. The fix here is clarification on the ventus card one with nature, and the clarification of how energy moves across rounds. The possibility of me being wrong on energy still exist and I wont ignore that. This is what I came to understand from how to play videos, and reading real life cards.
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