Post by Dameon on Oct 22, 2007 23:38:44 GMT -5
Digimon Cards (A-Z)
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Alias: This is basically a card that really counts on the situation. If your digimon is in a higher form other then its default Rookie level; it will 'leave its current body behind' apparently, and de-digivolve back to the Rookie stage. This opens the data to be absorbed however, the data of whatever form they were in.
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Armor: When activated, a metallic 'box' of armor encases the digimon's arm, and will last up to two/three turns. Its a basic modify card, and won't really be that effective against high-level digimon. It seems to have offensive purposes as well though, as it seems to have some sort of mechanism that launches a extra-hard metallic plate out from the top. It also creates a huge gust of wind too, acting as a sort of way to launch yourself higher into the air. (May be an Inaccurate Description.)
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Clone: When activated -which normally is before being hit with an attack-, it replaces the digimon with a clone of itself, although things seem perfectly normal. Its not until an attack hits where the enemy will realize. If used outside of the reason above which was 'just before an attack', it only lasts one turn, and ends the turn after the card was swiped.
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Crystal Fire: When activated, it grants the digimon who its being directed towards blue flames.. well to be precise; their feet and hands are engulfed in what looks like blue flames. Its much hotter than normal flames though, and no, it doesn't burn the user. It lasts for two turns, and that's it.
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Digivolution: A card that can't be used more then once obviously.. its mainly used as a one-shot deal for when your digimon needs to and has the ability to digivolve. It acts as a sort of jump-start when they aren't in the position or don't have the power to digivolve by themselves or by events, obviously. There is no time-limit for the digivolution by using this card, which is a plus.
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Digmon's Drill: When activated, and depending on the size and type of the digimon its used on, it transforms his/her hands or horn into drill(s), which are very powerful and can dig into many different types of surfaces, although using them on metal wont' do much good. They can also be used offensively.. use them wisely, you have two turns of them lasting.
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Energy: Simply enough; when activated, it grants the user's digimon a power boost in its energy, beam, and spiritual-based attacks. It works similar to the [Power] modify card, except better since its used in a specific catagory of attacks.
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Expansion: Also a card that can be used in the right circumstances for results. It expands the digimon to the point where their body is very large and round, in the form of a ball/sphere. (Think of those balls that those bulldozers/demolishers use to bring down old buildings.. that big, maybe a bit smaller.)
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Frigimon: When slashed, the user's digimon is granted one of Frigimon's attacks to use, such as Sub-Zero Ice Punch -which turns their hands into snowball-like hands- for two turns.
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Goliath: An A-Class card that only the most experienced of tamers can use. Its also one of the rarest cards.. it grants the user's digimon a huge upgrade in their size.. to put more bluntly, they grow to two, to even three times their original size. Their strength also increases at a great amount.. this only lasts the turn it is used plus your next turn after.
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Heat: A very simplistic card but can be used in the right circumstances to give results. It allows the digimon's overall body temperature to raise substansially, heating them up and if its the case, melt ice that's around them if its not too thick.
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Hyper Chip: N/A
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Hyper Speed/Sonic: It seems to be a card that grants a large boost of speed to the user, some digimon to the point where their movements can barely be seen. The larger the digimon of course, the less effective the use is. It lasts only two turns, being much more effective than Speed.
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Hyper Wing: When activated, it gives the digimon a thing of shiny white wings on its back, almost looking digital themselves. It grants the digimon flight, of course, and lasts around two posts or maybe a bit more depending on the stamina of the digimon. However, this card won't work as well with big digimon.. its basically a card limited to Rookies and small digimon.
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LadyDevimon: An Ultimate-level Virus Type digimon which when you slash this card, your own digimon is 'granted' red-eyes. It also allows him or her to use one of LadyDevimon's attacks, only for a duration of two turns though.
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Matrix Digivolution (Blue Card): (No Info / Can only have if Digimon can reach Ultimate and has Tamer)
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Mega Pyro Sphere: It seems to be a card that is only, 'truly' useful when used by Takato and Guilmon, and it lasts quite a bit, around two turns or so, and maybe three. It upgrades Guilmon's Pyro Sphere, making it stronger and larger.
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Power: Easy enough to understand, which used this card gives the digimon an upgrade in strength, making all of its attacks stronger and more powerful. This lasts for two turns at least.
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Program Pause: N/A
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Radiant Faith: N/A (Epi23)
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Recharge: This only works for digimon who use guns/blasters or some kind of weapon that requires ammunition. When activated, this card 'recharges' and refills their ammunition to the fullest, allowing them to continue on with fighting.
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Rock Armor: Simple enough, it turns the user's digimon completely into stone.. to be more exact, creates 'rock armor' all around them. They are unable to move though when this is used, and the armor is very durable.. yet breakable. Only lasts for two turns.
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Snimon: A Vaccine-Type, Champion Digimon with deadly scythes for arms. The digimon who has the chance to be 'upgraded' with this card is given the ability to use one or two of the attacks; them being Twin Sickles, Ultimate Twin Sickles, Slamming Attack, and Green Sickle Cut. The digimon's arms also transform temporarily into the sickles/scythes that Snimon have for arms. The attacks/powers given last two turns.
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SnowAgumon: A Vaccine-Type, Rookie Digimon in of course, the form of a card. When swiped, it grants your digimon one of its attacks, them being Frozen Wind, Freeze Beam and/or Ice Claw. If using Freeze Beam, the digimon's teeth are sharpened into fangs if necessary. And if Ice Claw, it sharpens/gives them claws. The digimon gets to keep and use the attack for up to two/three turns.
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Speed: This card increases the digimon's speed by a moderate amount, sometimes being a life-saver in some situations. This card is also a great use in conjunction with other cards. This lasts around three turns, like many of the more simple modify cards.
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Stamina: N/A
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Targeting: When activated, this card of course sharpens the digimon's aim. This is normally used in circumstances where the digimon has a long range attack, which in that case its a modifier which naturally runs its course and helps adjust and aim for the digimon. For him/her, its as if he was guided to make that move. For close range attacks, this makes it easier to land hits. This card's effects last for two turns at least.
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Thor's Hammer: When activated, it creates a moderate-sized hammer which can be used as a weapon. Its good, but the damage varies depending on how you use it, and the gap between the two digimon's levels. It lasts three to four turns before disappearing.
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Training Grips: When activated, it equips the digimon with weights that help it get stronger physically. Its not a card that would normally be used in battle, but mainly outside of battle, when you want to train. There has been uses for it IN battle however, which will not be revealed. This lasts around three turns or more depending on the stamina of the digimon, and may only be used on a [Rookie/Child] level.
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Wargraymon's Brave Shield: This is a very powerful card which only lasts a single turn.. which is the one its activated. Occasionally its strong enough to last two, but that highly varies depending on the level of the user. But for now, its only one. It gives your digimon Wargreymon's Brave Shield as a use for defense, and can nearly defend from any attack. Expect some push-back though, as even though its strong, its not the strongest thing in the world. You still run the risk of being pushed back, or in some cases, the shield breaking.
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