
The Ability Cards
Before you sit down to
play Bakugan, you'll need to choose 3 ability
cards. There are lots of ways to choose your 3 cards, but you'll need
to remember to pick just one of each of the three colors. There are
lots of different strategies in choosing ability cards, and I'll be
going into specific strategies in following articles. Here I want to
give you a brief overview of the differences in the types of ability
cards, what makes them special and some quick tips that will get you on
your way to making your own powerful Bakugan strategy!
Blue: These are the most basic
ability cards. These
are the cards that give basic Gpower bonuses to your Bakugan. The
bonuses are all based on what attribute the Bakugan is, so the first
key is make sure you have Bakugan of the right attribute before you
pick which card to use! There's no point using Blaze which only gives
bonuses to Pyrus, Aquos, and Ventus Bakugan if all your Bakugan are
Haos!
The Amount of the bonus
that these cards give is based on how
flexible they are to use. For instance, Blaze is usable in any battle
and could give a bonus of up to 80 Gpower, where Summon Wave can only
be used when fighting on an opponent's card, but can give a bonus of up
to 140 Gpower! You'll have to decide if you want a card you can always
use, or a card that you can only use sometimes, but that is more
powerful.
Green: The Green cards are very very
powerful. If all
your Bakugan are the same attribute, it won't be a mistake to add the
card that has the name of your attribute, as each was designed to
specifically give power to Bakugan of that attribute. For instance, Sub
Terra Bakugan tend to be very straight forward and have higher than
average Gpower. The Sub Terra Green Ability card makes it nearly
impossible for your opponent to win a battle as they'll have to win by
100 Gpower or more!
There are also a few
unique Green cards, including one that
makes an opponent put an already won Gate card back in play and the
dangerous Doom card. The Doom card tends to be played by players using
Darkus Bakugan because it gives them a small Gpower bonus, but anyone
can use it. The real power of the card is that it can take a Bakugan
out of play for the entire game. Imagine the look on your opponent's
face when his favorite Bakugan is not just defeated in a battle, but is
removed from the game altogether!
Red: These cards have what are
called situational
abilities - they are really only good used in very specific situations.
Most of them are played either right before or right after you roll.
The abilities are very different from each other, everything from card
that makes your opponent move his Bakugan around to one that lets you
take back an Ability card you have already used. All of these cards
will likely prove usable at some point in a game, so it's hard to make
a mistake as a beginning player when you pick your card, so if you're
just starting, pick the one that looks the most fun!
Advanced players will
want to look more closely at these
cards, as they can make up part of some very powerful combos. They tend
to have abilities that will cover a weakness or make a strength even
stronger. For instance, let's say you have one Bakugan that has very
high Gpower, but that Bakugan is in your Used pile. Your opponent might
think that he has an easy win ahead of him, until you play Runo's Throw
and all of the sudden you're rolling your super Gpower Bakugan from
your Used pile! Dan's Throw in particular can be devastating as it
allows you to take back a card that's particularly useful in your
strategy you've already played when your opponent least expects it.
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