recursal/Fanatic-Fandom huggingface dataset:
Dragon of Fury

Dragon of Fury is one of the strongest cards in the game-- and, it comes with  Battle Ready! In the late game, when cards are sparse (unless your opponent or you is using lots of blue cards), chances are your opponent won't have any cards in play.  During this time, if you draw a Dragon of Fury, your opponent probably won't have anything to defend with right away-- promising you at least 6 direct damage to your opponent. In the late game this can be the few points of damage you need to win the game.

Strong against: an empty field, low-ally count decks.

Weak against: ally-heavy decks, cards with the ability Ambush.
I HATE NEKNOMINATIONS

**I HATE NEKNOMINATIONS** is a 2014 episode of I Hate Everything's *I Hate* series.

## Description

*Hey look, the internet inventing something stupid. There's a surprise.*

## Script

* Aqua-Man: "I'm going to drink a pint of bleach mixed in with dishwasher salt and just a pinch of nail polish remover. Wish me luck!"

* IHE: "This is the type of thing that me question why I even try to defend certain aspects of social networking."

* IHE: "We are Generation 'F\*ck it' and that's not something to be proud of."
Booby Trap

The opposite of Death Pit, allies with 4 HP or lower get instantly destroyed by this benched trap card upon being played. It costs 1 black/2 normal energy to play, and is good against red, yellow and green (quantity, not quality) decks, since they contain mostly low-stat allies. Any allies with HP over 4 can bypass this trap, so for blue develop decks it's mostly ineffective.

Strong against: weak allies, decks with low ally count.

Weak against: strong allies, ally-heavy decks.
Savage Ghoul

This card is the Ghoul Lord's little brother. It takes 3 energy to play (1 black and 2 normal). It's a fairly good unit at 3HP/3AP, and has the ability of eating dead allies in the Graveyard in order to restore 2HP. Like Ghoul Lord, you can feed it corpses with Sacrificial Altar to prolong its life.  With the Ghoul Lord, it can hold its own against a wide range of things, but doesn't have many special abilities or uses save for that.

Strong against: Just about any weak ally without any good tricks.

Weak against: graveyard-emptying decks (Like Ghoul Lord, Savage Ghoul can't heal if the graveyard is empty) and filler decks with many cards in play at once.
Lava Monster

Say you’re in the late game, with 6 or 7 energy to spend a turn but nothing to spend it on. Things are looking pretty bleak, and all that precious energy is going to waste. But wait-- you’ve drawn a Lava Monster!

Lava Monster isn’t of much use early in the game, but perfect for sticky situations in the late game. With raw stats and a high cost, it’s a pretty stereotypical card, save for one thing-- pay 3 energy and it gains +1AP and +1HP! This can be done an unlimited number of times, so if you keep going Lava Monster can become a frightening beast (more than it already is!). Since in the late game energy is high and there aren’t many cards to spend it on, there’s no longer any need to worry about wasting energy. Just spend everything left over on growing your Lava Monster! Be careful, though-- if the opponent is playing a black deck, they may have either Engorger or Frighten to Death; this can lead to you fighting off your own Lava Monster, putting you at a great disadvantage.

Strong against: lack of allies in the late game, decks with low-ally count (unless they have powerful ally removal actions).

Weak against: milling, black decks with Engorger, Frighten to Death, Death Pit, etc.
Burn Soul

Burn Soul is the strongest direct damage card in Orbs CCG, with one fatal flaw-- it can only be played during the Main phase. When using this in a deck, don't count on it to get rid of any powerful attacking allies for you when you're about to die. Instead, wait to play Burn Soul until after you've got some substantial allies to count on. Still, as long as your opponent doesn't have any Interferes benched and you're careful when using this, Burn Soul is an immensely helpful and powerful card to have in a red deck.

Strong against: Slow-developing decks and strategies, milling.

Weak against: forgetfulness (don't forget that it can only be played during the Main phase!), Interfere, heavy healing decks.
Rarity

There are exactly 150 cards in Orbs CCG, with 25 cards per color, which are split into three different rarities-- common, uncommon, and rare. The rarity of a card can be found by looking at the top of the card: if the background to the name is gold, it's rare; if the background is silver, it's uncommon; if the background is bronze, it's common. In the store, the rarer the card the more it will cost. Likewise, when selling cards, the rare cards return more Orbucks than uncommon and common.

CommonUncommonRare
Ghoul Lord

As leader of the ghouls, the Ghoul Lord has considerable power. It takes 5 energy to play (2 Black energy and 3 colorless energy). At 5 AP/5 HP, it's a bit of a powerhouse, but even more so when there are corpses in the graveyard. Like Savage Ghoul, it can eat the dead to regain 2 HP. A strategy to use with this card would be to keep feeding it corpses with Sacrificial Altar or just sacrificing units in general. It's a pretty standard unit, but its regeneration ability and strong stats make it a staple in any deck and a cut above the rest.

Strong against: Just about any weak ally without any good tricks.

Weak against: graveyard-emptying decks (Ghoul Lord can't heal if the graveyard is empty) and filler decks with many cards in play at once.
Grave Uprisal

This action card is good to play when a game has been dragging on for a long time. It puts all the cards in your graveyard back into your hand for use. If you have a lot of excess energy and can easily cover the cost of Grave Uprisal, you can unleash a wave of allies to take down your opponent or bring back some strong allies you need. Use it wisely!

Strong against: Milling, Velk decks

Weak against: Interfere
Merran Strike Force

Merran Strike Force is a powerful finishing ally. At 7AP/6HP, Merran Strike Force has the second-highest stats in the game, at its 6 energy cost (2 blue and 4 colorless). It's behind only Evil Incarnate, a card so riddled with drawbacks it is almost unplayable. Unlike Evil Incarnate, Merran Strike Force is a force (heehee) to be reckoned with. In just 3 attacks, if it isn't blocked, Merran Strike Force will end the game with 3 extra damage thrown in. There just aren't that many finishers that can stand up to the Force and come out winning. If you need to have a top of the curve ally in your blue deck, look no further.

Strong against: opposing allies

Weak against: Transmute to Butterfly, Freeze Trap, Engorger, and Frighten to Death
Red Menace

Red Menace is one of the four starter decks you can buy for 2500 Orbucks in the OCCG store. Being composed entirely of red cards, its main strategy is Red Rush, but can also be used for other purposes such as combining it with a slower-developing color such as blue, or combining it with a black deck like Grave Matters for the ultimate rush deck. Red Menace has low-cost cards such as Eager Imp, with Battle Ready; in the ideal situation this can defeat the opponent in only 4 or 5 turns.

2x Agnu the Volcano Lord

3x Burn Soul

2x Destroyer of Dreams

4x Eager Imp

4x Eliminate Resistance

4x Fire Arrow

3x Fire Rain

3x Lava Monster

3x Mad Barbarian

4x Mischievous Pyro

4x Murderous Imp

4x Rile Up

4X Shoot a Fireball

3x The Great Volcano

3x Winged Imp

Strong Against: Slow-developing decks with blue and purple cards.

Weak against: Direct damage actions, multi-ally elimination actions.
Vampiric Bite

If you're being attacked by a pesky 2HP ally or just want to deal some extra damage to your opponent, use Vampiric Bite. Not only does it deal 2 damage, but it also gives 2HP to you, just as a Vampire Ally such as Vampire Prince would. Like a weaker Burn Soul, it can potentially win you the game and costs much less at only 1 black and 2 normal energy. Of course, you can use this to remove allies to build up Soulseeker and restore HP.

Strong against: weak allies, endgame situations.

Weak against: Interfere, allies with armor.
Salarva

**Salarva** is a Bug-type Pokémon.

It evolves into Spinsect starting at level 9, which then evolves into Sewkura starting at level 14.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Salarva
* *Italic* indicates a move that gets STAB only when used by an evolution of Salarva

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Salarva
* *Italic* indicates a move that gets STAB only when used by an evolution of Salarva

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Salarva
* **Bold** indicates a move that gets STAB when used by Salarva
* *Italic* indicates a move that gets STAB only when used by an evolution of Salarva
King Matsu

King Matsu certainly is the King of blue decks. As a 4 energy (2 blue and 2 colorless) 2AP/3HP ally he looks underwhelming, but it's his ability that shines. You can pay a blue energy to return any creature you control back to your hand-- and he doesn't even exhaust! This means he can use his ability the turn he comes into play, and as many times a turn as you have the energy. With the ability to return a creature or object card you control back to your hand, he is a control player's dream come true. Try combining this with School of Fish for as many fish as you have blue energy for, or Magic Tuna for loads of card draw, or Murderous Imp to repeat 1 damage on opposing creatures or just burn your opponent to death when you get close.

Another implementation for King Matsu is to return all your cards to your hand (except the King himself) before playing Killer Wave, saving your cards to be replayed later while destroying all of your enemy's allies.

Strong against: ally-dependent decks.

Weak against: control decks with direct damage cards or Shoot a Fireball.
Murder Chest

Murder Chest is a trap card similar to Booby Trap and Death Pit, though a bit more versatile. It works this way:

-Murder Chest allows you to choose an ally type when it's benched.

-When your opponent plays an ally of that type, it's automatically destroyed.

This lets you choose what you want to destroy with much more precision than either Booby Trap or Death Pit, but if you don't know what's in your opponent's deck it might do nothing at all! Being able to target something specific is usually better than hoping you hit the right card, even if it doesn't allow you to pick a single card to destroy. Against an opponent playing a ramp yellow/red deck you might fear allies like Dragon of Fury. If so, just choose "Dragon" as the creature type. This way, you can kill that pesky dragon before it attacks you!

Strong against: a deck with a specific ally that you fear.

Weak against: quantity over quality decks, or a deck you are unfamiliar with.
Gifts From Above

Gifts From Above is an action that costs 1 blue energy and 1 colorless energy, drawing you 2 cards. That seems great, right? Sadly, it can only be played if you have already played two cards this turn. Still, this card is well worth it since you can still bench it and play it to replenish your hand later when you play a few more cards. It doesn't much matter if it is turn 2 or turn 7, card draw is card draw and it's honestly better to get the draw later. Just hope you don't draw it when you have no other cards to play!

Strong against: Destroyer of Dreams' ability, an empty hand and full field.

Weak against: milling, Interfere.
Shoot a Fireball

Shoot a Fireball is a simple and average direct damage card, neither the strongest nor the weakest, neither the cheapest nor the most expensive. With a cost of 1 red energy and 2 normal energy, and dealing 3 damage, it's nothing too exciting. Still, don't underestimate Fireball-- 3 damage can be more than enough to win the game in your favor or stop a particularly nasty high-AP ally.

Strong against: low-HP allies, slow-developing and milling decks.

Weak against: Interfere, heavy healing, and high-HP quality allies.
Orb of Unity

Orb of Unity can be a very powerful card if used correctly, but can also be very vulnerable if not protected. It allows you to put a bunch of allies of the same type (for example, ants) on the field, and then cause them to become extremely powerful (high HP/AP) by playing this card. For each other ally of the same type on the field, allies of the same type gain 1HP and 1AP. The effect is global (it effects both your cards and your opponent's), so your opponent may get a little benefit from this card as well. It is easy to shut down if your opponent has cards that remove objects, such as Fresh Force.

Strong against: Decks that are focused on several powerful allies, in which case your opponent would not be able to defend against a large amount of ants with only several cards of their own.

Weak against: Object removal decks and heavy ally removal cards like Killer Wave, which can drastically damage your onslaught of ants.
Red Rush

This is the base strategy incorporated in the pre-made red deck, as well as an easy-to-play strategy for beginners. Basically, the trick is to defeat (or severely damage) the opponent before they have a chance to play many cards. In the early game, make sure to play as many cards as you can, and don't hesitate to attack with them. Remember that if the opponent isn't using red cards in their deck, you don't have to worry about not being able to defend-- you'll have one turn to anticipate their attacks and have unexhausted cards in play to defend against them.

Important cards:

-Eager Imp (although with only 1HP/1AP, it has the ability Battle Ready and can make a large difference combined with Rile Up and played in the first few turns)

-Rile Up (this temporarily gives any of your allies +3AP and only costs 1 red energy, very helpful in any rush deck)

-Mischievous Pyro (if an opponent with 3 or less HP is attacking you, use 1 red energy to give this card 3AP and eliminate the opposing ally)

-Burn Soul (use this in the late game to directly finish off your opponent when they've got 5 or less HP)

Strong against: Slow decks, especially using blue and purple cards.

Weak against: Equally strong rush decks, as well as multi-ally direct damage actions.
Sewkura

**Spinsect** is a dual-type Bug/Fairy Pokémon.

It evolves from Spinsect starting at level 14. It is the final form of Salarva.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Spinsect obtained at level 1
* **Bold** indicates a move that gets STAB when used by Spinsect
* *Italic* indicates a move that gets STAB only when used by an evolution of Spinsect

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Spinsect
* *Italic* indicates a move that gets STAB only when used by an evolution of Spinsect

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Spinsect
* *Italic* indicates a move that gets STAB only when used by an evolution of Spinsect

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Spinsect
* **Bold** indicates a move that gets STAB when used by Spinsect
* *Italic* indicates a move that gets STAB only when used by an evolution of Spinsect
Mastery

Mastery is one of the four premade decks that can be bought for 2500 Orbucks in the OCCG store. It's the hardest deck to master out of the four decks, and substantially weaker in terms of ally strength; new players often choose this as their starter deck and later regret it. The main strategy incorporated into this deck centers around Adept Mage, which gains +1AP and +1HP from each action played (this is why the deck lacks substantial allies). If played correctly, though, Mastery is very powerful.

4x Adept Mage

4x Arcane Memory

3x Chromatic Spell

4x Energetic Wizard

4x Freeze Object

3x Gifts from Above

4x Interfere

4x Killer Wave

3x Master of Invisibility

3x Mist Machine

4x Rejuvenate

4x Sneak Attack

3x Super Cognition

3x Telekinetic Wizard

Strong against: Weak allies, slow-developing decks (this deck needs a few turns to play out while the opponent develops their own deck).

Weak against: Red Rush, Frighten to Death and Engorger, and overall inexperience/lack of knowledge of the cards in the deck.
Caflame

**Caflame** is a Fire-type Pokémon.

It evolves into Ilumataur starting at level 16, which then evolves into Cannox starting at level 36.

Along with Batnanna and Mareel, it is one of the three starter Pokémon of the Inocha region.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Caflame
* *Italic* indicates a move that gets STAB only when used by an evolution of Caflame

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Caflame
* *Italic* indicates a move that gets STAB only when used by an evolution of Caflame

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Caflame
* **Bold** indicates a move that gets STAB when used by Caflame
* *Italic* indicates a move that gets STAB only when used by an evolution of Caflame

## Trivia

### Name origin

Calfame is a Combination of *calf* and *flame*.
Evil Incarnate

Wow! Great stats...right?

But wait-- what's that say about the 4 damage upon entrance? And exit? And to you instead of your opponent, no less??

Evil Incarnate is a great card, but with a fatal flaw-- it deals 4 damage to you upon entrance and exit, which is 8 damage in all-- almost 2 Burn Souls! So, why is this card useful in the very least? If paired with a few healing cards such as Meditate and Rejuvenate, and played in the late game when you and your opponent have very limited playing choices (due to lack of cards in your hand), the damage becomes insignificant and the raw stats of the card make up for it, potentially taking out your opponent and winning the game.

Strong against: Weak cards or an empty battlefield (call it a field or board, anything) when your opponent doesn't have anything in play to defend with. Also, carelessness and stupidity (there's nothing to stop you from accidentally killing yourself when you play this, so be careful!).

Weak against: High-attack cards that can eliminate Evil Incarnate and make you lose 4HP (again!).
Worker Ant

Though Worker Ant's stats are very low (1AP/1HP) it's a staple card to play in the early game, especially when using a green filler deck. Simply play it early along with many other ants, later combining it with Ant Colony and Orb of Unity. This is especially good when fighting an aggro deck-- the Worker Ant costs only 1 green energy and can be played on the first turn, giving you an effective defense while you play stronger allies. If you're looking to combo this with Orb of Unity, one of the strategies included in the pre-made green deck, make sure to play as many ants as you can (Ant Matriarch helps!).

Strong Against: Aggro decks, mediocre cards when combined with objects like Orb of Unity.

Weak Against: Killer Wave (the Wave will take out all of your allies, leaving you defenseless, which in a green deck is almost certainly a fatal blow).
Winged Imp

Winged Imp is a low-stat (2AP and 1 HP) but practically unstoppable card, thanks to its ability Sneaky. Sneaky prevents all allies from being able to defend against it, allowing it to attack undaunted. Winged Imp does well when paired with Rile Up, Grow Big, and other AP-enhancing actions. Don't use Winged Imp with Orb of Hostility, though-- you'll end up helping your opponent out by accidentally getting rid of him! Also, don't defend with Winged Imp unless really needed, it isn't worth it.

Strong against: Defensive and ally-dependent decks.

Weak against: Direct damage actions, Killer Wave.
Mist Machine

Mist Machine is a 2 energy blue object that makes the opponent unable to play cards during their defense phase. Because this has no way of impacting the board (removing cards), it is dangerous to include in your deck. However, there are not many cards that can allow you to know you are going to win when you attack for lethal damage. This can do exactly that when paired with Swamp Witch, Slime Rain, or even Sneak Attack.

It is often a good idea not to play it until you are ready to win, as a Fresh Force could ruin all your plans if you play Mist Machine too early.

Strong against: Control decks

Weak against: Aggro decks
Phesold

**Phesold** is a dual-type Normal/Flying Pokémon.

It evolves into Peaking starting at level 18, which then evolves into Magnifenix starting at level 36.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By leveling up

 * A level of "Start" indicates a move that will be known by a Phesold obtained at level 1
* **Bold** indicates a move that gets STAB when used by Phesold
* *Italic* indicates a move that gets STAB only when used by an evolution of Phesold

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Phesold
* *Italic* indicates a move that gets STAB only when used by an evolution of Phesold

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Phesold
* *Italic* indicates a move that gets STAB only when used by an evolution of Phesold

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Phesold
* **Bold** indicates a move that gets STAB when used by Phesold
* *Italic* indicates a move that gets STAB only when used by an evolution of Phesold
Mareel

**Mareel** is a Water-type Pokémon.

It evolves into Moarray starting at level 16, which then evolves into Regelectric starting at level 36.

Along with Batnanna and Caflame, it is one of the three starter Pokémon of the Inocha region.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Mareel
* *Italic* indicates a move that gets STAB only when used by an evolution of Mareel

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Mareel
* *Italic* indicates a move that gets STAB only when used by an evolution of Mareel

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Mareel
* **Bold** indicates a move that gets STAB when used by Mareel
* *Italic* indicates a move that gets STAB only when used by an evolution of Mareel

## Trivia

### Design origin

Mareel is based off of a juvenile oarfish.

### Name origin

Mareel comes from a combination of *marine* and *eel*.
Sacrificial Altar

Sacrificial Altar is a staple card in several strategies, having many uses. Altar functions as both a healer and a way to deal direct damage to your opponent-- at the cost of your allies and energy. You can play this along with the Soulseeker and sacrifice many weak allies to regain HP lost when the other side attacks, then use your strong Soulseeker against your opponent or sacrifice him to damage the enemy. Another good way to use this card would be to play several high-AP allies and sacrifice them right away, damaging your opponent. Watch out, though-- sacrificing all your allies will leave you undefended against an onslaught of attacks from your opponent!

Strong against: High-defense and low-attack decks.

Weak against: High-speed aggro decks, as well as Fresh Force and Cryptic Pillars.
Skeletal Warrior

The Skeletal Warrior is a good card to play at the beginning of a game just to get an ally out. This works best when sacrificing another ally you won't need anyway in order to play it and get a slight advantage over your opponent. Its 2 AP and 1 HP makes it an okay beginning/defending ally, but a better card to use would be Bonemancer because it can spawn skeletons at will or The Haunter because they come back to life. However, it is still a good staple for any black deck.
Also, this is great to use (along with other 1hp/1ap pawns) as a sacrifice to help the Soulseeker.

Strong against: Slow-developing decks.

Weak against: Direct damage actions, as well as fast decks like the starter deck Red Menace.
Freeze Trap

Freeze Trap is a 2 energy (1 blue and 1 colorless) trap card that freezes the first ally your opponent attacks with after this is benched. Use this when you think your opponent is about to attack with a large ally, and you will easily be able to block and kill it. Watch out for when you use this against an opponent playing lots of small allies, as this is usually not worth springing on a low-stat pawn ally.

Strong Against: Ramp decks

Weak against: ally-heavy decks
Hungry Ghoul

Hungry Ghoul is an interesting card. Despite its single energy cost, it is not a turn-one play. It's great as a black version of Grow Big, taking in a consumed ally's stats and adding to them, with an ability similar to Engorger's. It cannot be used on the defense phase like Grow Big, though, and eliminates all of the consumed ally's abilities. It also feeds the graveyard for Giant Skeleton and Monster Mage to use, as well as giving a bonus +1AP/+1HP to any Soulseekers in play. If this is the type of effect your deck wants, go for it!

Strong against: weak allies.

Weak against: direct damage actions and stupidity.
Night of the Vampires

For one turn, when you play this 2 black/3 normal cost action card, all your allies gain the subtype "Vampire Ally". Vampires restore your HP the same amount of damage they deal 3 damage (so, if a vampire Ally deals 3 damage to an opponent ally or player, you will directly gain 3 HP). If you have a lot of allies on the field, this could put you at a large advantage due to your resulting high HP. However, it can only be played during your Main phase. Night of the Vampires can also be combined with Orb of Unity for a hard-to-play, but extremely powerful, Vampire Forest strategy.

Strong against: situations when you have low HP, especially in the late game when you have at least one heavy ally in play.

Weak against: Interfere, having only a few allies.
Agnu the Volcano Lord

Agnu is a moderately strong card, with 3AP and 3HP, as well as the ability Battle Ready. He becomes much stronger, though, if an ally dies on the turn he enters play-- becoming a formidable foe with 5AP raw damage. The best way to ensure 5AP, instead of only 3, is to bench Agnu and play him after an ally does during your Defense phase. Still, even with just 3AP damage, Agnu the Volcano Lord is a powerful ally to use in the early to middle game.

Strong against: ally-heavy decks (it'll be easier to make sure Agnu gets 5AP if weak allies keep dying) and slow-developing decks.

Weak against: powerful quality allies.
Eager Imp

Eager Imp is one of the key cards of the Red Rush strategy, being the only ally that can be played and attack on your first turn. With minimal stats (1 AP/1 HP) and cost (1 red energy), it would be a terrible card, if not for the ability Battle Ready. Battle Ready allows an ally to attack on the turn it’s played, and can either be a pre-set attribute of an ally (such as Evanescent Pyro and Dragon of Fury) or bestowed upon an ally using Orb of Hostility. Eager Imp does especially well when paired with Rile Up or Grow Big.

Strong against: Slow-developing decks, decks with low ally count.

Weak against: Fast decks, direct damage actions, Murderous Imp.
Apocalypse

Pretend you're playing a game against a seasoned veteran player and are a few turns in. Your opponent has been using lots of blue energy and keeps benching cards, making you increasingly nervous. What if they're hiding some cards with the ability Develop, like Sea Monster and Monster of the Deep? You're starting to panic, but wait--! You've just drawn an Apocalypse. You're saved!

Apocalypse destroys all of the cards on both your bench and your opponent's, getting rid of all those scary cards that are making you nervous but also removing your own. Make sure you play all of your benched cards before playing Apocalypse, or you might accidentally get rid of your own allies!

Strong against: Quality decks with Develop cards, traps and benched actions.

Weak against: ally-heavy decks, which don't usually bench many cards, and Interfere.
Killer Troll

Killer Troll uses Killer Wave and Cave Troll to wipe the board and and allow your Cave Trolls to survive. This strategy also focuses on keeping the trolls active, even through effects like transmute to butterfly and freezing trap by using orb of fluidity. Other key synergies to look for are Gifts From Above and Cave Troll, or Magic Tuna and Orb of Fluidity. Remember, playing anything that costs 4 or more forces your Cave Trolls to the bench where they are healed fully.

You may assume that this deck would only be blue and green. However, it's a 3 color combination, and adds black for Grave Uprisal, Vampiric Bite, Frighten to Death, and Engorger. Grave Uprisal will allow you to
return your deceased Cave Trolls to battle and often allows you to make use of Develop at the same time, so your trolls return as 5/5 allies.

Killer Troll is filled with removal cards such as Freeze Trap, Vampiric Bite, Killer Wave, Frighten to Death, and Fresh Force. Grave Uprisal will also allow access to these cards again if needed. Here's an example deck list:
http://orbsccg.com/decks/hjvshz

Overall, it's a fun control deck that plays out a long controlling game, killing with small allies by clearing the way, or using Develop to force its way through. A key factor for this deck is drawing cards so that you have options and a kill condition, most likely in the form of Cave Troll.
Batnanna

**Batnanna** is a Grass-type Pokémon.

It evolves into Strabatty starting at level 16, which then evolves into Duribat starting at level 36.

Along with Caflame and Mareel, it is one of the three starter Pokémon of the Inocha region.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Batnanna
* *Italic* indicates a move that gets STAB only when used by an evolution of Batnanna

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Batnanna
* *Italic* indicates a move that gets STAB only when used by an evolution of Batnanna

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Batnanna
* **Bold** indicates a move that gets STAB when used by Batnanna
* *Italic* indicates a move that gets STAB only when used by an evolution of Batnanna

## Trivia

* Batnanna was originally the placeholder name of the final stage, Duribat.
* Batnanna Is the only Pokemon who's sprite is upside-down in Pokemon Jade, this includes all canon Pokemon as well.
	+ Originally the entire Batnanna line was planned to have upside down sprites, which is now only reflected in their official art

### Design origin

Batnanna is based off of a young Fruit Bat and a Banana Peel.

### Name origin

Batnanna is a combination of *bat* and *banana*, Batnanna can also be seen as a joke towards "*na na na na na na na na, Batman*."
Hidden Treasure

Hidden Treasure is a blue object card that allows you to repeatedly draw cards. This card, while slow, can snowball, letting a prepared control player stock up on threats until they can wipe the board with a Killer Wave and replenish the field. The problem this card has is threefold, though:

1: It costs 4 energy to play (2 Blue and 2 Colorless), without doing anything the turn it comes into play.

2: It exhausts to use, meaning that even if you have the energy to spare, you can only use it once each phase without an Orb of Fluidity or Merran Supporter.

3. Each time you want to use it, it costs 4 colorless energy to draw a card. This means that it takes 8 energy over two turns just to replace itself, which is not very good. Also, this card gets worse the more of it you have in your hand or in play.

Still, there are many control decks that can get several uses out of this, and once you have drawn 3 cards from it you are in a fairly good spot. If you can stall the game while using this, you have a very good chance to win.

Strong against: slow-developing decks.

Weak against: Cryptic Pillars and Fresh Force, milling.
Energy

Here's what the Orbs CCG rules say:

"Once per turn, you may discard any card for one energy of its color. This is called converting the card into energy. Multicolored cards are converted into one generic (gray) energy.

You must pay a card's energy cost in order to play it. Fortunately, generic (gray) energy costs can be paid with any type of energy, not just generic energy. Colored energy costs, however, requires colored energy.

For example, if you have 1 green and 1 red energy, you can play a card that costs 1 green and 1 generic energy, but not a card that costs 2 green energy.

Your energy regenerates at the beginning of each turn. For example, if during each your first two turns you discarded a yellow card for energy, then you will have two yellow energy at the beginning of your third turn (and all subsequent turns). As the game progresses, you'll be able to afford more powerful cards.
Stout Shark

Stout Shark is one of the best 3 energy allies in Orbs CCG. for a blue and 2 colorless energy you get a 3AP/4HP fish ally. What you see here is what you get, a cheap beat-em-up shark who is ready to take on the 3AP/3HP allies the other colors mostly have. The important thing to note here is that red does not have an easy way of removing this card, as it has to turn to Fire Rain to find an action that can destroy Stout Shark in a single card. Aside from Velken Shock Troop (sometimes) and Adept Mage (sometimes), the only 3 energy-cost card that can make that claim is Captain Larlord (who at 2AP/3HP is a bit underwhelming offensively). No other 3 energy-cost card can make that claim!

Strong against: midrange and aggro decks.

Weak against: Ramp decks and green decks.
Swamp Witch

The Swamp Witch is good to play as an ally version of Slime Rain, when your opponent has many defense cards that can potentially stop you from winning the game. With only 2AP/2HP and a play cost of 1 black and 1 normal energy, it's a pretty mediocre ally. However, the timing for this card is important-- it swamps your opponent, exhausting all their cards when it comes into play, leaving them unable to defend against whatever powerful ally you're attacking with. However, this card is risky-- When it leaves play, it exhausts all of your cards as the swamp tide recedes,  making you defenseless against whatever the opponent has in store. Keep Swamp Witch safe until a turn where it doesn't matter much if your cards are exhausted. If defending against several allies, defend with Swamp Witch last (otherwise, after Swamp Witch dies, you won't be able to defend against anything else).

Strong against: Ally-heavy/defense decks.

Weak against: Direct damage action cards (the opponent can use a card such as Vampiric Bite when they attack to eliminate Swamp Witch and exhaust all your allies, leaving them unable to defend).
Orb of Hostility

Orb of Hostility is one of the 6 Legendary Orbs of Orbworld, rumored to be owned by Agnu the Volcano Lord. It can grant any card the ability Battle Ready, as well as +1AP and -1HP. Costing only 1 red energy, it can be played on the first turn of the game, and used soon after. Careful, though-- if used on an ally with 1HP, you'll accidentally kill your own ally, hurting yourself instead of your opponent.

Strong against: slow-developing decks, milling.

Weak against: stupidity, healing, object removal and ally-heavy decks.
Cave Troll

Cave Troll is a green ally who costs 2 green energy and can bring some early damage as a 3AP/3HP ally, and can survive until the late game due to his special ability. It is not uncommon to see two or three of them in play at once during a long game. It has the useful ability of returning to the bench whenever a card that costs 4 or more is played, which is both an advantage and a weakness. A clever opponent may be able to use this ability against you, like with certain bench-hate cards like Apocalypse.

An interesting combo with Cave Troll and Dawn of Destiny is when you play a couple big allies like Great Bear, Energetic Dragon, or Hideous Ogre, along with Cave Troll; Cave Troll registers those cards as costing less than 4, since Dawn of Destiny decreases their cost. This means you can play cards that cost more than 4 without all your Cave Trolls returning to your bench. Cave Troll also has great synergy with Gifts From Above, since playing Cave Troll from the bench counts as playing a card.

Cave Troll does not fear combat, either. When he has taken damage, just play something that costs 4 or more to return him to the bench and play him again so that he is healed fully. He is also the only ally that can block twice, unassisted, during combat. Cave Troll is in play and blocks against an ally, then you play a card that costs 4 or more from your bench. Cave Troll is returned to the bench with its ability and you can play Cave Troll from the bench and block again. Cave Troll survives Killer Wave and other cards like it that cost 4 or more, which means Cave Troll can continue to run rampant. It's especially great when you are the one playing Killer Wave, because all your copies of Cave Troll survive.

Weak against: Merran Law, Freeze Trap, Shoot a Fireball, and Apocalypse. These are all single cards that can outright kill Cave Troll.

Strong against: both control and aggro decks.
Orb of Fluidity

Orb of Fluidity is useful in almost any deck, as it can be used in combination with many of different colors due to its ability to return cards. The card can be used in many different ways:

Defend against an ally, return back to hand and play again for full HP, or if you feel that the ally has done its job, you can convert it for energy.

Bench a Killer Wave, and return your allies back to hand, clearing the board. This is an effective way to give you card and momentum advantage.

If you are getting overrun with small allies, you can use the orb's ability to unexhaust your defender for another defend, given your ally has enough HP to do so. Defending more than once is not the only use of unexhaust, though. You can unexhaust basically anything in the game, which means you can use objects/allies that gets exhausted on use multiple times per turn.

Strong against: Decks with low-stat allies, so you can defend against many of them without losing your allies.

Weak against: Object removal.
Клуб Пингвинов вики

"Приветствуем вас на Клуб пингвинов вики.
Эта вики о Клубе Пингвинов - онлайн игре Disney.
Игра была создана в 2005, в 2014 открыта русская версия
Заходите сюда, мы вас очень рады.

Скоро вики дополнится новыми статьями"

Приветствуем вас на Клуб пингвинов вики.
Эта вики о Клубе Пингвинов - онлайн игре Disney.
Игра была создана в 2005, в 2014 открыта русская версия
Заходите сюда, мы вас очень рады.
Скоро вики дополнится новыми статьями.
Giant Shark

Giant Shark is a 5AP/5HP ally that costs 2 blue energy and anywhere from 0-4 colorless energy. The reason for this is that every time you draw a card its cost goes down by 1 colorless energy, so as soon as you start your turn it decreases from 5 colorless to 4. The easiest way to get it for cheap is using Super Cognition, immediately reducing the cost to 2 blue energy, but Gifts From Above, Decoy, and Magic Tuna work as well. This is a powerhouse creature if you can get it out early, but if you get to the late game you can do a lot worse than an over-priced 5AP/5HP creature. What else are you going to spend energy on at that point anyway? It's a win-win situation!

Strong against: weak allies, lack of defending allies.

Weak against: lack of cards drawn or energy, miscalculations, Killer Wave.
Ниндзя карты

**Ниндзя карты** - мини-игра Клуба Пингвинов. Очень популярна среди всех пользователей игры.

Ниндзя карты расположены в дворце Единоборств. Существуют четыре вида Ниндзя карт:

1. Ниндзя карты
2. Ниндзя карты. Огонь
3. Ниндзя карты. Вода
4. Ниндзя карты снег

## Начало обучения

Как только вы в первый раз придёте в Дворец Единоборств, перед вами появится Сенсей, который расскажет вам немного об искусстве Ниндзя карт, даст начальную колоду карт и священный амулет

### Священный амулет

**Священный амулет** - ключ к стихиям и мастерству управления ими. Амулет разделён на три части. Каждая помечена знаком каждой из стихий: снега, огня, воды. После того как ты стал ниндзя одной из стихий на часть амулета прикрепляется самоцвет каждой стихии.
Ants Attack

Ants Attack is one of the four starter decks that can be bought for 2500 Orbucks in the OCCG store. It's entirely composed of green cards and is an almost ideal filler deck, easy to play for beginners and enjoyable for veteran players. It contains the necessary cards (Orb of Unity, as well as numerous ants) for one of the strongest strategies in the game, Unity.

4 x Adrenaline Rush

4 x Ant Bandit

4 x Ant Colony

3 x Ant Invasion

3 x Ant Matriarch

4 x Call of the Wolf

3 x Fresh Force

4 x Grow Big

3 x Orb of Unity

4 x Shaman of the Ants

4 x Slime Rain

3 x Soldier Ant

4 x Tunnel

4 x Worker Ant

Strong against: Quality ally decks such as Mastery.

Weak against: Object removal, as well as multi-ally elimination actions like Killer Wave.
Merran Supporter

Merran Supporter is basically King Matsu's younger brother. Costing 3 energy (a blue and 2 colorless), the Supporter is a 2AP/3HP ally, just like the King. His ability is a little more universally useful, as you can use it to unexhaust as ally and block with it, but it costs a blue and a colorless energy to use. Like the King and unlike Orb of Fluidity, the Supporter does not exhaust to use its ability, so it can be used multiple times on the same phase.

Where this card is particularly useful is in a blue/yellow control deck where if can be used to unexhaust cards such as Castle Sharpshooter, and War Horse to either damage enemy allies, or prevent your allies from being damaged.

Strong against: Quantity ally strategies

Weak against: direct damage cards such as Shoot a Fireball
Подписка

**Подписка**, в игре обозначающаяся значком - платная услуга Клуба Пингвинов, открывающая пользователю большинство возможностей игры.

Стоимость подписки на месяц равна 199,00 рублей

Стоимость подписки на 6 месяцев равна 899,00 рублей. Также можно купить в рассрочку, по 150,00 рублей в месяц

Стоимость подписки на 12 месяцев равна 1499,00 рублей. Также можно купить в рассрочку, по 125.00 рублей в месяц

## Возможности

Подписка открывает множество возможностей:

* Приобретать крутых пафлов
* Получать крутые подарки в квестах
* Покупать крутые вещи для домика и(или) новый домик
* Покупать крутую одежду
* Проходить новые уровни в мини-играх
* Покупать сильные Ниндзя карты
* и много другого...
Store

The Orbs CCG store is home to four exquisite premade decks-- all yours for a cost! The standard currency used in OCCG is Orbucks, although there is a second currency called Credits that can only be bought for real money. Orbucks can be attained through playing async and live games (winning rewards more Orbucks than losing) and selling cards. Booster Packs (a pack containing 1 rare, 3 uncommon, and 8 common cards, randomly selected) and Draft Tokens, as well as every card in the game, can also be bought from the store.

Prices:

Red Menace- 2500 Orbucks or 100 Credits

Ants Attack- 2500 Orbucks or 100 Credits

Mastery- 2500 Orbucks or 100 Credits

Grave Matters- 2500 Orbucks or 100 Credits

Booster Pack- 550 Orbucks or 30 Credits

Purple Booster Pack- 40 Credits

Black Booster Pack- 40 Credits

Draft Tokens- 550 Orbucks or 30 Credits

common card of your choice- 4 Credits

uncommon card of your choice- 10 Credits

rare card of your choice- 30 Credits
Regelectric

**Regelectric** is a dual-type Water/Electric Pokémon.

It evolves from Moarray starting at level 36. It is the final form of Mareel.

## Base stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Moves

### By TM/HM

 * **Bold** indicates a move that gets STAB when used by Regelectric
* *Italic* indicates a move that gets STAB only when used by an evolution of Regelectric

### By tutoring

 * **Bold** indicates a move that gets STAB when used by Regelectric
* *Italic* indicates a move that gets STAB only when used by an evolution of Regelectric

### By breeding

 * Moves marked with an asterisk (\*) must be chain bred onto Regelectric
* **Bold** indicates a move that gets STAB when used by Regelectric
* *Italic* indicates a move that gets STAB only when used by an evolution of Regelectric

### By a prior evolution

 * **Bold** indicates a move that gets STAB when used by Regelectric
* *Italic* indicates a move that gets STAB only when used by an evolution of Regelectric

## Trivia

* Regelectric's title "King of Trenches" is a reference to the fact oarfish are known as "King of Herrings."

### Design origin

Regelectric is based off of an oarfish with attributes of both marine and electric eels.

### Name origin

Regelectric's name is a combination of *Regalecus,* a genus of giant oarfish that can grow up to 36 feet in length, and *electric*. The word *Regal* might also be involved.
Специальные вещи

**Специальные вещи** - вещи, с которыми можно совершать особые действия(например, становиться невидимым, менять погоду). Удивительно, что очень много специальных вещей доступны всем пользователям

## Особенности специальных вещей

Если надеть **только** специальную вещь(исключение - костюм Ниндзя снега и оружие), выбрать во вкладке "действия" действие, подсвеченное зелёным цветом или нажать специальную букву на клавиатуре, начнётся особенное действие.

Действие оружия ниндзя снега стихии водыДействие оружия ниндзя снега стихии огняДействие оружия ниндзя снега стихии снегаДействие напульсников "Летящее облако"Действие мешка с пафлоникойДействие костюма Ниндзя огняДействие костюма Ниндзя снегаДействие костюма Ниндзя водыДействие каски/лопатыДействие шляпы экскурсоводаДействие реактивного ранцаДействие фотоаппаратаДействие плаща Таска

### Список специальных вещей

1. Костюм Ниндзя снега
2. Костюм Ниндзя огня
3. Костюм Ниндзя воды
4. Оружие Ниндзя снега
5. Мешок с пафлоникой
6. Каска/лопата
7. Напульсники "Летящее облако"(можно купить, а можно получить, выполнив задания Ниндзя снега)
8. Шапка экскурсовода
9. Фотоаппарат
10. Костюм ниндзя
11. Ручной гонг
12. Фартук ювелира
13. Реактивный ранец
14. Плащ Таска

     и много других...