Welcome to the 9th CX’s spotlight on keywords! This miniseries is geared toward newer players to go in-depth on the many keyword abilities in Weiss Schwarz.
For today’s article, we’re going to glance at some of the game’s most popular and powerful abilities.
Heal is an unofficial keyword. Whenever it’s seen on a card, it generally has the text, “When this card is put onto stage from hand (or from a Change effect), put the top card of your clock into your waiting room.”
Heal in the scope of WS is slightly different than the idea of “life gain” in other card games. In WS, Heal is only effective when there are cards in the clock. The Heal abilities themselves don’t ‘wait’ for the next damage to come along. If a Heal occurs with no cards in clock, nothing happens. A level cannot be reversed with a Heal effect; if a player is level 2 and has no cards in clock, a Heal effect will keep him or her at level 2 with no cards in clock.
Salvage is another unofficial keyword that refers to an ability that gets a character back from the waiting room and puts it into hand. The distinction between a Salvage effect and a Bond effect is that a Bond effect always refers to its specific target by name; a Salvage effect, at most, will refer to a character card with a specific attribute, level, etc.
(Retrieving a CX from the waiting room is still such a rare effect that doing so is humorously referred to as Pants instead of Salvage)
Accelerate is generally an ability that triggers at the start of the player’s climax phase. That player takes a card from a zone, usually the deck, and puts it into their clock. Because it’s a triggered ability, it may only be paid for once per ability.
The benefits of using an Accelerate ability are usually in line with the payment associated with it. It’s a very steep cost, but the benefits can vary largely, though for very high upsides, the cost will typically be accompanied by an additional cost.
Standalone Accelerate effects are usually a boost in power, usually somewhere around 2500-3500 until the end of turn. The idea with that kind of payment and effect is that it trades an equal amount of damage while guaranteeing a card will be gained from the following attack. For example, let’s say you have a character with 5000 power and 1 soul that can get +3500 from Accelerate. Your opponent’s character also has 5000 power. Barring very large Counter effects, it’s very likely that the attack, should you use the effect, will successfully reverse the opposing character. Assuming your attack for 1 damage hits, you have traded 1 damage for 1 card.
That sounds less efficient than drawing during clock phase.
They net the same number of cards, but in different ways. Drawing during the clock phase nets 1 card in hand for 1 damage. Accelerate nets 1 card in stock for 1 damage, provided the attack is successful. And, this only applies to “simple” Accelerate effects that affect character power. In the greater scope of the game, the effects that can come from an Accelerate effect again, vary greatly.
There are a few other terms that may be thrown around by players. While these terms are not part of the official glossary, they serve as time-savers when referring to certain effects or types of cards.
A character with no rules text. The term is borrowed from Magic: the Gathering, referring to a creature with no abilities. A character with a single ability such as hand encore, could arguably be called “French vanilla”, as its analog in M:tG a creature with a single keyword ability (e.g. flying, vigilance, etc).
Can refer to the penalty that is taken when a deck refresh is completed, or to a character that hurts the user when reversed.
Crash / Ram
Refers to a frontal attack that is made against a character of (significantly) higher power. The attacker’s character will be certainly reversed by the attack.
Refers to a frontal attack that is made against a character of equal power. Both players’ characters will be reversed by the attack (barring effects).
Synonymous to discard. e.g. “Pitch this CX” = “Discard this CX”
Refers to the percentages/likelihood of canceling following the first deck refresh. “Good” compression refers to a refresh with as close to 8 CXs as possible, but also the most efficient deck size possible. “Bad” compression can refer to having few CXs left in a deck, especially when it is at a ratio that is worse than when the game began.
Refers to an effect that searches the deck for a card (usually) with a certain property. “Tutor” is a term borrowed from Magic: the Gathering, which is a reference to an old card, Demonic Tutor, which allows the user to search their library for a card.
To concede a game. In WS, concessions are particularly rare.
Colloquially referred to as “suicider”; refers to a character that (usually) reverses its battle opponent of equal or lower level when it is reversed.
Refers to a character(s) with neither bonuses nor penalties to power.
Refers to a character with an Assist ability that scales to the level of the character in front of it, usually 500x level.
Refers to a number of cards that are in the deck that can get a player out of a situation. The meaning can be very fluid. On the defense, it can refer to the number of CXs remaining in the deck. On the attack, it can refer to the triggers one might have left in the deck, or the characters one hopes to draw.
A card that is capable of removing more than one character. These types of effects are extraordinarily rare.
Refers to a card or card effect that is capable of removing one or more characters without an attack on the user’s part. In this sense, a card with Backup can be considered “removal” because it reverses and potentially removes an opponent’s character.
Refers to the flow of a deck and how complementary the cards are to one another.
When something (especially a combo or other complex interaction) does not fulfill a requirement to occur. Can also refer to a blank trigger being revealed on an attack, thus missing what would be the game-winning damage.
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