Abilities

Abilities are special attacks, bonuses or other such things attached to many Creature, Spell and Trap Cards. Abilities can be used in tandem with basic Strength attacks and Spell Cards, and do anything from poison the enemy creatures to returning cards to your hand. There are several types of abilities, the most common of which are listed here:

Ability Types:
Paralysis:

The person who plays a crad with a Paralysis ability gain another turn. Some variants are stun or freeze, but they are functionally identical. Examples: "Creature is paralyzed; gain another turn" "Opponent is stunned" "Enemy creature is frozen"

Poison:

A Creature that is attacked with this ability takes X damage each turn for three turns after the card is played, where X is the damage stated in the ability. Variants include Ongoing. Examples: "Ongoing -1 Health" "Creature is poisoned; -2 Health"

Summoner:

A summon ability gives the player the ability to choose a card to put into play, be it from the hand, the graveyard or a specific card. Some variants are Necromancer or Resurrect. Examples: "Summon any creature from your hand" "Resurrect a creature from the graveyard" "Summon 1 Zombie to the field"

Levitate:

A creature with the Levitate ability can ONLY be attacked by other creatures with Levitate, although Spells and Traps DO work. Levitate can be a very powerful ability.

Equip:

This ability is unique to Spell Cards. When played, a spell with Equip can be attached to a Creature to permanently give that creature the boost from the card. Example: "3 Damage; Equip this card to any creature" would give the Equipped creature a permanent +3 Strength boost while the card is attached.