Keyword

This is a list of the different Card Mechanics or effects that a creature, spell, cross gear or fortress may have.

Accelerator [[file:Accelerator.gif]]
An effect allowing a creature that has been crossed with a cross gear to gain an extra ability.
 * Super Accelerator - An ability exclusive to Fuuma Rakshasa Choronzon where the ability activates while any of your creatures is crossed with a cross gear.

Awaken
Awaken is a card mechanic that belongs to the lesser side of Psychic Creatures. When a psychic creature completes a certain objective such as attacking and not getting blocked, or having a certain number of creatures in the battle zone. This allows the psychic creature to flip to the other side, gaining them stronger power or abilities.
 * Loop Awaken is an ability that allows a Psychic Creature to keep flipping over based on certain conditions.
 * Meteorburn Awaken is an ability that causes a Psychic Creature to flip at the start of your turn, after sending all the cards under the creature into the graveyard.
 * Psychic Link requires certain other named Psychic Creatures before it can activate. If the required creatures are in your battle zone, all of them can, like God creatures, link into one single creature and flip as one. Component creatures are characterised with their reverse sides displaying only part of the linked creature.

Bio Kick
You may discard a creature with this Bio Kick ability when one of your creatures with a certain race is attacking and is not blocked (this creature's race is specified). If you choose to discard, you may activate the creatures Bio Kick ability. Ex: When one of your Dragons attacks and is not blocked, you may discard this card from your hand, if so, destroy one of your opponent's creatures.

Bio Tackle
A creature with this ability may be discarded from your hand at the beginning of a battle when one of your creatures attacks (this creature's race is specified). If you choose to discard, you can activate a temporary effect that will last until the end of your turn.

Blocker [[file:blockericon.jpg]]
Allows a creature with this ability to block an attack from an opposing creature. Ex: if a creature attacks one of your shields, you can use a creature with the "Blocker" ability to stop the attack. Sometimes this is specific to a given trait, e.g. a "Fire Blocker" can only block fire creatures.

Break Bonus [[file:Breakbonus.gif]]
If a creature with this ability is still in the battle zone after breaking shields, for each shield broken, its ability can be used.

"Breaker" Variants
These abilities allows the creature to break extra shields in a single attack if it makes a successful unblocked attack on a player. Each shield is broken one at a time. Should the creature leave the battle zone in the middle of breaking shields (due to Shield Triggers or the like) the shield-breaking still continues. Creatures with 2 or more of these abilities can choose to use either one of these - these abilities do not stack.
 * Double Breaker - The creature breaks 2 shields rather than the usual one.
 * Triple Breaker - The creature breaks 3 shields rather than the usual one.
 * Quadruple Breaker - The creature breaks 4 shields rather than the usual one.
 * World Breaker - The creature breaks all of the opponent's shields at once.
 * Galaxy Breaker - The creature breaks all of the opponent's shields at once. After the attack, all your shields are broken too.
 * Crew Breaker - The creature breaks one additional shield for each creature you control that is of the same race as that creature.
 * Civilization Breaker - The creature breaks as many shields as you have different civilizations in your mana zone.

Chain
When a creature with this ability is put in the battle zone, you may look at the top card of your deck. If the card is a creature that costs less than this creature with the chain ability, you may summon it to the battle zone.
 * Chain Cascade allows you to view the top 2 cards of your deck. If they cost less than the creature with the chain cascade ability, you may summon them to the battle zone.
 * Rebirth Chain is similar to the original Chain ability, but also can trigger if the creature with Rebirth Chain is destroyed.

Charger
Allows a spell to be put it into your Mana Zone instead of your Graveyard after it has been cast.
 * EVO Charger - When you cast this spell, put it in your mana zone instead of your graveyard. Then, you may put a creature from your mana zone under 1 of your evolution creatures.

Cyclone
A spell with the "cyclone" ability is returned to your hand instead of going to the graveyard after it's been cast if you've played a creature before casting the spell.

Double Evolution Burst
A card with this ability allows you to choose both of its 2 effects if you have an evolution creature in the battle zone.

Dynamo
A special kind of race, with an ability similar to Survivors. Dynamo creatures can tap themselves to add their power and abilities to any Dynamo that is attacking or being attacked.

Evolution Creature Variants
A creature mechanic that allows you to "evolve" a creature into a more powerful creature. This is done by placing the "evolved" creature on top of the original.
 * Evolution - Put on top of a specific kind of creature.
 * Vortex Evolution - Put on top of 2 specific creatures.
 * Galaxy Vortex Evolution - Put on top of 3 specific creatures.
 * Super Infinite Evolution - Put on top of 1 or more of a specific kind of creature.
 * Mana Evolution - Choose a specific kind of creature in your mana zone, and put the evolution creature on top of that creature into your battle zone.
 * Mana Vortex - Choose 2 specific kinds of creatures in your mana zone, and put the evolution creature on top of those cards into your battle zone.
 * Mana Galaxy Vortex - Choose 3 specific kinds of creatures in your mana zone, and put the evolution creature on top of those cards into your battle zone.
 * Deck Evolution - Reveal the top card of your Deck. If it is a creature, put the evolution creature into the battle zone on top of the revealed card. Otherwise the revealed card is added to your hand.
 * Mad Deck Evolution - Reveal the top three cards of your Deck. If one of those is a creature, put the evolution creature into the battle zone on top of the chosen creature from the three. Rest two of the three cards are put to graveyard afterwards. Otherwise all the revealed cards are put to your graveyard.
 * Grave Evolution - Choose a certain type of creature in your graveyard, then put the evolution creature into the battle zone on top of the chosen creature.
 * Grave Vortex - Choose 2 certain types of creatures in your graveyard, then put the evolution creature into the battle zone on top of the chosen creatures.
 * Grave Galaxy Vortex - Choose 3 certain types of creatures in your graveyard, then put the evolution creature into the battle zone on top of the chosen creatures.
 * Super Infinite Grave Evolution - Choose 1 or more creatures in your graveyard and put the evolution creature into your battle zone on top of the chosen cards.
 * Hand Evolution - Choose a certain type of creature in your hand, then put the evolution creature into the battle zone on top of the chosen creature.
 * Hand Vortex - Choose 2 certain types of creatures in your hand, then put the evolution creature into the battle zone on top of the chosen creatures.
 * Ultimate Evolution - Put on top of a specific kind of Evolution creatures.
 * Ultimate Evolution MAX - Put on 1 of your Ultimate Evolution creatures.
 * Psychic Evolution - Put on 1 or more of your Psychic creatures.

Freeze
When a creature with Freeze attacks your opponent and isn't blocked, you may choose 1 of your opponent's creatures in the battle zone and tap it. That creature doesn't untap at the start of your opponent's next turn.
 * Double Freeze allows you to tap 2 of your opponents creatures in the battle zone when your creature isn't blocked. Both creatures can't untap the next turn.

God Link
This ability is exclusive to the race of Gods. When two or more Gods are linked together, they will gain each of the other gods abilities and power. When a linked God would leave the battle zone, the player can choose which of the linked Gods leaves. Gods can only link with specific Gods, whose names are stated in their card text. Multiple gods are also able to link to various gods in either 2 or 3 directions.

Due to the way that the God card artwork is designed, it is easy to tell to which God a God can link to, and in what direction it links. The artwork on the card will spill over the usual card art border and towards the direction in which the God can link to another God. See the God page for specific rulings on the God Link ability.

Gravity Zero
A creature with the Gravity Zero mechanic may be summoned onto the battle zone without paying its summoning cost if certain conditions are fulfilled.

Holy Field [[file:Holyfield.gif]]
A creature with Holy Field gains their ability when you opponent doesn't have more shields than you.

Hunting
During battle, a creature with Hunting gets +1000 power for each of your other Hunter creatures in the battle zone.

Knight Magic [[file:Knightmagic.gif]]
An ability exclusive to Knight spells. These spells get to use their abilities a second time if you have a Knight creature in the battle zone.

Knightly Generation
An ability exclusive to King Surprise, Spirit of the Heavenly Sea. When a creature with Knightly Generation is put into the battle zone, you may cast a spell in your hand with "Knight Magic" without cost. It is the Knight version of the Samurai Generation mechanic.

Launcher Energy
When the spell with the “Launcher Energy” ability is cast; you may tap any number of untapped creatures in the battle zone with the same race as specified by the card. The effect of the spell is influenced by the number of creatures that are tapped by this ability. Ex: Tap any number of Demon Command in the battle zone; destroy the same number of your opponent's creature.

Life Gate
When the creature with this ability is destroyed, you may take a creature from your graveyard and add it to your hand, if so add the creature with the “Life Gate” ability to the bottom of your deck instead of the Graveyard (The races of creatures you can take back from the Graveyard are specifically stated by the card).
 * "Great Life Gate" allows you to take back multiple creatures from your graveyard to your hand

Lost Prism
An ability exclusive to the Lost Crusaders race. When a creature possessing this ability is summoned, reveal the top card of your deck. If it is a multicolored card it is added to your hand.

Mana Reburst
A creature with this ability may be summoned from the mana zone to the battle zone by paying its Mana Reburst number. For example, Beetle Moguttan has Mana Reburst 4 so it requires 4 mana to be summoned from the mana zone into the battle zone.

Martial Touch [[File:Martialtouch.jpg]]
When you put this creature into the battle zone, you may return a creature on the battle zone to your hand. If you do, you may activate this creature's Martial Touch ability.

Metamorph [[file:Metamorph.gif]]
When you have 7 or more cards in your Mana Zone, the creature or spell will gain a new special ability.

Meteorburn
An ability exclusive to evolution creatures. By sending a creature under the evolution creature (a component for the evolution) to the graveyard, a special effect can be activated. Timings for this effect's use are usually when the creature attacks, but this may differ. Some creatures can send more than one card at once to set off an even more powerful effect.
 * Mega Meteorburn - This is an ability exclusive to Supernova Betelgeuse Final Cannon that sends each card under the creature to the graveyard to activate its effect.

Ninja Strike
An ability exclusive to Shinobi creatures. If you possess at least a certain number of cards in the mana zone (specified in the Shinobi's card text) when your opponent attacks or blocks, you can summon that creature at no cost from your hand. The summoned creature is returned to the bottom of your deck at the end of that turn. Only 1 Ninja Strike ability can be used per attack or block.

Overdrive [[file:Overdrive.gif]]
When you summon a creature with this ability, you can tap extra mana to activate its abilities. Some creatures come with multiple abilities, each with its own cost. It is possible to use more than one ability at once, provided that there is enough mana for all of them.

No Choice [[file:Nochoice.gif]]
If any player has no cards in their hand, a creature gains their ability.

Photo Energy [[Image:Photoe.gif]]
If a race-specific card in your mana zone is tapped to summon the creature with the "Photo Energy" ability, the summoned creature will gain an extra ability. Ex: If a Dark Lord is tapped in your mana zone to summon this creature, you may destroy one of your opponent's creatures.

Power Attacker
Makes a creature more powerful when they attack. For example, a creature that has power 3000 and Power Attacker +2000 will deliver an attack of 5000 power. But its power will revert back to normal after the assault.

Release
Release is an ability that allows the stronger side of Psychic Creatures to flip back over to their lower side instead if they would be removed from the battle zone.
 * Link Release appears only on Psychic Super Creatures. Here, only one of the component creatures of the player's choice returns to the Hyperspatial Zone when the Psychic Super Creature would leave the battle zone, and the remaining components are flipped back and separated.

Revenge Chance
At the end of either player's turn, if certain conditions are fulfilled, you may summon a creature with this ability for no cost.

Samurai Generation
An ability exclusive to Samurai creatures. When a creature possessing this ability is summoned, you may generate a cross gear from your hand at no cost.

Samurai Magic
An ability exclusive to Flowing Gear - Dancing Twin Lion Fangs. When you generate this card and you have a Samurai creature in your battle zone, search your deck. You may put a Flowing Gear - Dancing Twin Lion Fangs from it into the battle zone without cost. Then, shuffle your deck. It is the Samurai version of the Knight Magic mechanic.

Saver
When one of your creatures would be destroyed, another creature with the "Saver" mechanic may sacrifice itself to be sent to the graveyard in place of that creature. This mechanic is often race-specific, though some variants are universal. Some creatures have "Shield Saver", which allows them to destroy themselves instead of having a shield being broken.

Shield Force [[file:Shieldforce.gif]]
When a creature possessing this ability is summoned, choose one of your shields. The creature gets its abilities while that chosen shield remains in the shield zone.

Shield Plus
Adds the top card of your deck under one of your shields. The stack is considered as a single shield.
 * "Double Shield Plus" adds up to 2 cards from the top of your deck under a single shield.
 * "Super Shield Plus" adds 1 card from the top of you deck under each of your shields.
 * "Ultra Shield Plus" adds the top 5 cards of your deck under a single shield.

Shield Trigger [[Image:Shieldtrigger.jpg]]
Allows a player to use a card from the Shield zone without paying its cost when that shield is broken if it has the "Shield Trigger" ability. Cross Gears get the "Shield Trigger X" variant, where they can be generated and crossed at no cost when broken as a shield.

Shield Saver
When 1 of your shields would be broken, you may destroy a creature with the Shield Saver ability instead.

Silent Skill [[Image:Silentskill.gif]]
An effect that triggers when you refuse to untap the tapped creature with Silent Skill during the Untap Step at the start of your turn.

Slayer
Allows a creature to destroy the creature it battles, even if it loses the battle as a result. Sometimes this is specific to a given trait, e.g. a "Nature Slayer" can only use its "Slayer" ability against Nature creatures.

Solemn Duty [[Image:Solemnduty.gif]]
Whenever one of your other creatures leaves your battle zone or your mana zone, you may activate one of your creature's ability.

Soul
Soul is an ability that gains effects when you have other creatures with the various Soul abilities in your battle zone. Each civilization has their own different Soul ability (Holy Field, Chain, Soul Recall, Marshall Touch, Mana Reburst, and No Choice). Souls and Soul abilities are not exclusive to those that are the same civilization as the one that Soul is representing (for example, Fighting Musubi has Kung Fu Soul even though it is not Fire).

Some creatures with a combination of Soul abilities have other abilities such as Freeze (Holy and Magic Soul), and Solemn Duty (Kung Fu and Wild Soul)


 * Light - Holy Soul [[File:holysoul.gif]]
 * Water - Magic Soul [[File:magicsoul.gif]]
 * Darkness - Evil Soul [[File:evilsoul.gif]]
 * Fire - Kung Fu Soul [[File:kungfusoul.gif]]
 * Nature - Wild Soul [[File:wildsoul.gif]]
 * Darkness - Bloody Soul [[File:bloodysoul.gif]]

Soulshift
Used when summoning Evolution Creature's. While summoning it, the creature's cost is reduced by that of the base creature's. This cannot be reduced below 1.

Soul Recall [[File:Soulrecall.gif]]
When a creature with Soul Recall attacks, you may choose a certain number of cards in your graveyard and put them at the bottom of your deck in any order. If you do, you may activate this cards Soul Recall ability.
 * Hell's Soul Recall - You may activate this effect on both an attack, and to itself. By paying the cost of the certain number multiple times, you may chain the effect to itself.
 * Annihilating Soul Recall - When a creature with Annihilating Soul Recall attacks, you may choose cards from either player's graveyard and put it at the bottom of their owner's deck to activate its Soul Recall ability.

Space Charge [[File:spacecharge.gif]]
When a card of a certain civilization is put into a player's mana zone, creatures can activate their Space Charge abilities that correspond to the civilization(s) of that card.

Speed Attacker
Allows a creature to attack on the turn that it was summoned, thus cancelling the summoning sickness.

Stealth
Allows a creature to be unblockable when it attacks an opponent with a specific civilization card in their Mana Zone. For example, a creature with "Water Stealth" cannot be blocked by an opponent who has water cards in their Mana Zone.

Strike Back [[Image:Strikeback.gif]]
When one of your shields of a certain civilization is broken, you may discard the broken shield to use the card with the Strike Back ability at no cost.

Survivor [[Image:Survivor.gif]]
A creature mechanic that allows your Survivor creatures to share abilities with other Survivor creatures. Note that not all the abilities of a Survivor is a ability, and thus some cannot be shared.

Sympathy
A creature with the "Sympathy" mechanic will have reduced cost to be summoned for each creature of a (or several) specific race(s) that is present in the Battle Zone. But there is usually a limit to how low the cost can be (usually the minimum is 2). Ex: a creature will have its cost reduced by 1 for each Angel and/or Demon Command in the Battle Zone, but the cost cannot go lower than 2.

Tap Ability [[file:Tap.gif]]
Instead of using that creature to attack, you can tap the creature to use its listed ability. This can only be done during the attacking step of the turn. Creatures that cannot attack or have no valid attacking targets cannot tap for abilities.

Thrilling Three [[File:Thrillingthree.gif]]
Reveal the 3 top cards of your deck, for each race-specific card among those 3 cards; you may activate a special ability of the creature with the "Thrilling Three" effect. Afterward, put the revealed cards to the bottom of the deck in any order. Ex: For each "Armored Dragon" cards, you may draw an extra card.

Turbo Rush [[file:Turborush.gif]]
A creature mechanic that allows creatures to gain special abilities when other creatures break a Shield.

Wave Striker [[file:Wavestrike.gif]]
A creature mechanic that allows Wave Striker effects to take place if there are three or more creatures with the Wave Striker ability in the battle zone.