Effect Powers

Effect Powers, known as Powers in the code, are how card effects are specified, and how they impact the battle. A card can have multiple effect powers as their effect, creating complex effects (for example, Orinthian Force: Secret Guard). Currently though, the game only offers a handful amount of effect powers, so the developers have to be creative with their effects.
This page is for the people who want to know or understand what effect powers are available.
Effects also have Names in the code, which were used to add flavor to cards. For example, Aife's effect name is "Power Up" (the card used to buff a target fighter) and the game would display "Select a target for Power Up!" or "Select a card for Aife's Power Up!" The game no longer displays these names, so many new cards have the effect name copied from some other card.
Please see the Trigger page to see how triggers work, and how they are activated.
== Targets ==
Not to be confused with the targeting mechanic. Not all targets work with every trigger and every effect power. For example, having an OnEnd trigger (triggers at the end of your turns) and a single target.
Targets specify who is being affected by the card's effect power.
* Aggressor: The effect power will be applied to the opposing fighter, or the fighter that triggered its effect.
* All: The effect power will be applied to all fighters.
* AlliedArchetype: The effect power will be applied to the card's corresponding archetype, for allied fighters only. This can only work when said card is in an archetype.
* Ally: The effect power will be applied to your side of the board. This may include your allied fighters, your Studs, your Life, your Hand, or your deck.
* AllyHand: The effect power will be applied to cards in your Hand.
* AllyHandToken: The effect power will be applied to Tokens in your Hand.
* Archetype: The effect power will be applied to the card's corresponding archetype. This can only work when said card is in an archetype.
* BlessedAllyHand: The effect power will be applied to Blessed cards in your Hand.
* Color(Neutral/Red/Green/Blue/Yellow): The effect power will be only applied towards fighters based on the specified color.
* NotArchetype: The effect power will be applied towards all fighters who aren't in the card's corresponding archetype. This can only work when said card is in an archetype.
* NotColor(Neutral/Red/Green/Blue/Yellow): The effect power will be only applied towards fighters that are not the specified color.
* Opponent: The effect power will be applied to the opponent's board. This may include the opponent's fighters, the opponent's Studs, the opponent's Life, the opponent's Hand, or the opponent's deck.
* RandomNotBlessedAllyHand: The effect power will be applied to a non-Blessed card in your Hand.
* Self: The effect power will be applied to the fighter itself.
* Single: Also known as targeting. The effect power will be applied towards one specified fighter alive on the board.
== Effect Powers ==
The effect powers are how they impact the battle. Here is a categorized list below.
=== Effect Powers Towards Fighters ===
These effect powers target towards fighters.
* Assign: Assigns damage of your own health, target's half health rounded down, random (50 - 1000) or double your own power during an attack.
* Check: Checks their target's health or power and destroys them if they are over or below a stated number in the effect.
* Damage: Their targets lose x Health.
* Destroy: Their targets are destroyed.
* Generate: Their targets generate.
* GivePassive: Their targets get a passive.
* Heal: Their targets gain x Health.
* Lock: Their targets are locked for x turns. Locking makes a fighter unable to attack for a set amount of turns.
* Obliterate: Their targets are obliterated.
* PierceDamage: Their targets lose x Health. Ignores DamageImmune.
* Return: Their targets are returned to the owner's hand.
* SetHealth: Their targets' health are set to x.
* SetPower: Their targets' power are set to x.
* Swap: Their targets' health and power values are swapped, or switched.
* Strengthen: Their targets gain x Power.
* Transform: Their targets are transformed.
* Weaken: Their targets lose x Power.
* Unlock: Their targets lose x turns on their lock.
** If x=9999, then it is considered an "unlock" in the effect's description.
** If x=1, then it is considered as "ready" in the effect's description.
=== Effect Powers Towards Players ===
These effect powers target towards either you, or the opponent. This includes Life, Studs, the Hand, and the deck. This means only "Ally" or "Opponent" targets work for these effect powers.
* Add: You or the opponent puts a specified card into their Hand.
* AddGenZone: Add cards to your Baseplate.
* AddHandModifier: You puts a specified Blessing into your Hand.
* Anthrest: Advance your Anthrestation.
* Ban: The target player loses x Life. If that player loses from this effect, they go to Hell.
* Cost: You lose x Life.
** If x is a negative, then you "gain" Life.
* DeckAdd: You or the opponent puts a specified card into their deck.
* Draw: You or the opponent draws an x amount of cards from their deck.
* GenZoneDiscard: Discard cards from your Baseplate.
* Inflict: Your opponent loses x Life.
** If x is a negative, then your opponent "gains" Life.
* Neutral/Red/Green/Blue/Yellow: You or the opponent gains x amount of a specified Stud.
** If x is a negative, then you lose x amount of a specified Stud.
* ReplaceColor: Change the color of cards.
* Return: Put a fighter in play into its owner's hand.
* RevealHand: Your opponent has their hand revealed.
** Note: Revealing your own hand can't be done, apparently.
* Set(Neutral/Red/Green/Blue/Yellow): You or the opponent has a specific Stud type set to x.
* SetLife: You or the opponent has their Life set to x.
* SpecificDiscard: Discard specific cards.
* Summon: You or the opponent summons a specified card.
* SummonWithEffect: You or the opponent summons a specified card and triggers the OnSummon effect.
* Tax: This turn, cards the target player places will cost x more Colourless Studs. If x is negative, then the cards cost less.
==== RandomSummon and RandomAdd ====
These get their own subcategory in this subcategory due to how complex they are.
* RandomSummon: You or the opponent summons a random card.
* RandomSummonWithEffect: You or the opponent summons a random card, and the game triggers its effect as if it was summoned from hand.
* RandomAdd: You or the opponent puts a random card into their hand.
These are the abilities they can use for RandomSummon and RandomAdd. Take note that with RandomSummon, the code limits itself to summoning cards with a health value higher than 0 to avoid summoning actions or terrain cards.
* Any: Any card could be summoned or added.
* (Neutral/Red/Green/Blue/Yellow): Any card within that color could be summoned or added.
* (Common/Uncommon/Rare/Epic/Legendary): Any card within that rarity could be summoned or added.
* (Neutral/Red/Green/Blue/Yellow)(Common/Uncommon/Rare/Epic/Legendary): Any card within that color AND within that rarity could be summoned or added.
* (Archetype): Any card within that archetype could be summoned or added.
* (Set): Any specified card within said set could be summoned or added. For example, if the set were to be towards Blockerwiz, FuryBlocks, Latchie, and Oozlebachr, then it'll randomly select a card out of that set. In this case, it will randomly select either Blockerwiz, FuryBlocks, Latchie, or Oozlebachr.
=== Miscellaneous ===
Effect powers that cannot be applied to the categories above.
* AlterEV: Alters effect variables. This can do many different things.
* BloxgoneMonster: Used for The Bloxgone Monster's effect.
* EndTurn: Ends the turn.
* Splexify: Used for DragerTerrain's effect.
== Composite Effects ==
Composite Effects are effect ideas that can be produced via using multiple effect powers. Composite Effects create the illusion of a certain effect that cannot be usually be produced with just one effect power.
Below is an example of these psuedo-effects.
* Transform into x .
** Summon x -> Damage 9999 to self
== Double Trigger/Composite Triggering ==
Normally, it is impossible for a card to have two triggers (or to double trigger.) However, a Double Trigger, better known as a Composite Trigger, is a special kind of composite effect that enables a card to have two triggers by exploiting tokens. A composite trigger does an effect on play, then immediately destroys itself and creates a token.
The first trigger on a fighter with a composite trigger MUST be OnSummon.
The first card with a composite trigger was InceptionTime. The following is a list of different types of composite triggers:
* Composite/Vanilla/Normal: Any card with an effect OnSummon and another effect. Cards such as Zanzel Repentant.
* Action Composite: Found on cards such as SnyFort and Has. Used either to help Lunar decks or to prevent return spam combos.
* Charges: Each "charge" in a card is simply a Token with a different charge.
** Set Charges: Cards such as pa00 do their effect a limited number of times, and then stop.
** Cyclical Charges: Cards such as Exotic Murtic that does an effect every certain amount of turns, represented by charges.
* Levels: These charges tick upwards before ending, such as Revelling Satyr and RangeMeludE. Usually not referred to as charge.
* Misc: Lezus has six different forms, each using composite trigger technology to switch. Shedletsky, the Fried One is a complex soup of cards and composite triggers. 
Category:About The Game
Category:Battle Mechanics
Category:Card Qualities