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Spirits: Spirits are summoned mainly to attack the opponent and reduce their life but are also used to protect your own life.
Spells: Players use spells to change the game field environment by causing a variety of different effects from providing BP (Battle Point) boosts to drawing more cards. They can drastically change the pace of the game.
Nexus: The places of the Battle Spirits world that give your spirits special power are called “nexuses”.Players use them to change the field and gain an advantage over their opponents.
Brave: A fourth type of card introduced about two years into the Japanese game's life. They act like other Spirits, but can be 'Braved' onto other Spirits, combining effects and attributes.
Burst: They can be spirits or spells which act as trap cards that activates when certain conditions are met
 Card Rarity
The card rarity in Battle Spirits goes as follows:
Rare: In the US version, they are all foiled cards except for starter rares.
Master Rare: Foiled cards, much like rares
X Rare: Special foil with an X in the effect box background. They typically feature much more powerful effects than other tiers of rarity.
 The Six Colors
The Battle Spirits world is set with six colors; Ruby (Red), Emerald (Green), Amethyst (Purple), Diamond (White), Sapphire (Blue), and Topaz (Yellow). Each color stems from a different variety of precious gem.
Red: Red cards are mainly aggressive and have many effects that are activated when the player is attacking. Red also have many destructive effects that change the game situation drastically. One of the typical cards is “Flame Tempest”. It destroys all spirits with 3000BP or less.
Green: Green cards have comparatively cheap costs and high BP for their costs. They are good at generating cores in which they can give a player an early resource advantage in the game.
Purple: Purple cards are good at causing pain to your opponent outside of the battle. Purple is notorious for effects that play with the core layout of their opponent, like removing core from opposing Spirits in an attempt to deplete them. They also have many draw cards. One of the typical cards is “The Shackles of Doom”. It prohibits spirits with only 1 core on them from attacking or blocking. It stalls the game and gives you enough time to draw a killer card.
White: White cards are mainly defensive and many have effects that activate when they block. Even when you have less spirits than your opponent does, white spirits will protect your Life with their strong defensive power. One of the typical cards is “Pure Elixir”. It refreshes all of your exhausted spirits. Even if your spirits are all exhausted from the last attacks, they are now ready to block your opponent’s attacks once again.
Blue: Blue cards are gladiators and other powerful warriors that have trained hard to achieve the next level of power. They mainly have the power to mill your opponents deck. The "Stone-statue" is a great example of this type of effect because just by playing him you send the top card of the opponents deck to the trash zone.
Yellow: Yellow cards may look weak compared to some other spirits when looking at things like cost and BP but have amazing effects that give you a powerful advantage when it comes to spells. Yellow is great at working with other colors to boost the power of their spells and allows you to change the outcome of a game no matter how much stronger the opponent may seem. One of the many ways that yellow helps you is with the card “Trickster” by allowing you to reuse a spell card you've already played.
 Card Mechanics
There are spirits with keywords that help identify a spirits effect.
Rage: Spirits with Rage have the effect texts as follow, if an effect gives a spirit Rage, it gets the following text:(When Attacks):Your Opponent must block if possible. This effect is in Red.
Windstorm X: Spirits with Windstorm have the effect texts as follow, if an effect gives a spirit Windstorm X, it gets the following text: (During Your Battle Phase): Each time this spirit is blocked, your opponent exhausts the specified number of unexhausted spirits they control. This effect is in Green.
Brilliance: Spirits with Brilliance have the effect texts as follow, if an effect gives a spirit Brilliance, it gets the following text: (During Your Battle Phase): While this spirit is battling, each time you play a spell card, at End of Battle Step, move that spell card from your Trash to your hand. This effect is in yellow.
Crush: Spirits with Crush have the effect texts listed as follow, if an effect gives a spirit Crush, it gets the following text:(When Attacks): Move cards from the top of your opponent’s Deck to their Trash equal to this spirit’s LV. This effect is in blue.
Curse: Spirits with Curse have the effect texts listed as follow, If an effect gives a spirit Curse, it gets the following text: (During Your Battle Phase): If this spirit is blocked, destroy the spirit that blocked this spirit at End of Battle Step. This effect is in purple.
Immunity: Spirits with Immunity: X have the effect texts listed as follow, If an effect gives a spirit Immunity: X, it gets the following text:(Permanent): This spirit is unaffected by the effects of cards your opponent controls with the listed color(s) X. This effect is in white.
High Speed: Spirits with High Speed have the effect texts listed as follow, If an effect gives a spirit High Speed, it gets the following text: (Flash Step): This spirit may be summoned from your hand during the Flash Step. In that case, the cost of this spirit and cores to be put on this spirit must be paid or moved from your Reserve. This effect is in green.
Evolution: Spirits with Evolution have the effect texts listed as follow, If an effect gives a spirit Evolution, it gets the following text: (Flash Step): You may move any number of cores from spirits you control to this spirit. This effect is in red.