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)
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.
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.
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.
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?"
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.
Merchant: Merchant: Tell that to quantum flux anchor, and anti-magic adamantine. The later being really hard to get.
Jun 7, 2020 15:40:54 GMT -5
Atom: Anti-magic Adamantine is quite plentiful in other Realities. Too bad you can't go to them. As for the Quantum Flux Anchor, never heard of something like that before.
Jun 7, 2020 15:44:34 GMT -5
Merchant: You use them to locked down teleports of any kind. Traps them in a single space. Why am I telling you that. You still ow me money. *He reaches for Atom full of ill intent.*
Jun 7, 2020 15:46:35 GMT -5
Atom: And, no. You are not getting any money from me. *I step away, making it harder for you to reach me.* It's your own fault for going after Grimm in the first place. Good research will save you money in the long run.
Jun 7, 2020 15:49:36 GMT -5
Creator: Merchant ´s ranking goes to second! Win another battle, then become #1 👍
Jun 7, 2020 16:17:28 GMT -5
Noland Hardy: ...Might want to slow down on that, Creator.
Jun 7, 2020 21:42:18 GMT -5