. . . "Action Card"@en . "Action Cards are generally split into two different classes, Magic attacks and physical attacks. These classes are broken down into twelve different categories, Fire, Water, Wind, Earth and Icarian for magic attacks and Sword, Mace, Axe, Projectile, Whip, Knife and Dark for physical attacks. A limited number of Action Cards can be carried at any given time, if a card is obtained when the limit has been reached, the newly obtained card will be automatically deleted."@en . . "The most common action card is \"Evasion\" with \"Miracle\" being a close second due to their simplicity, with at least one of these action cards being available on almost every action field to date and being particularly common on the Lancers' \"Cross Over\" action field. Some duelists purposely refrain from searching for Action Cards, such as Yuya's friend Gong Strong, these duelists are called \"Non-Action\" or \"Heavystrong\" duelists. (\"Steadfast\" duelists in the original version.) There are several Action Cards that appear in different fields and are usually used to help save the Duelist from an attack (such as \"Evasion\" and \"Miracle\"). However, there are some Action Cards that appear to be specific to the field they appear in, following its theme. Examples include \"Twinkle Comet\" correlating to \"Cosmic Sanctuary\" and \"Extreme Sword\" to \"Sword's Cemetery\". While in the hand, Action Cards can be used to pay for discarding effects, so if a card effect requires multiple discards to activate, a Duelist can quickly find and discard consecutive Action Cards to preserve their hand. Action Cards can be activated from the hand during either player's turn. When a player adds an Action Card to their hand, card effects that activate when a card(s) is added to a player's hand can be used, as seen when Dipper activated \"Cosmic Arrow\" in his Duel against Yuya. Most Action Cards seen are Spell Cards. The Action Trap Cards that have appeared all activate automatically upon being touched. Since the Action Spells can be played when found, it would seem Action Traps for the opponent would be moot and the Traps are intended for those who pick them up. Not all Action Spell Cards necessarily bring advantages to those who picked them up, as seen with Mad Hurricane, a card that shuffles all cards a player controls back into the Deck. Action Field Spell Cards can also be found and activated during the Duel as seen with \"Quiz Quest - Extra Stage\"."@en . . "Action Cards are generally split into two different classes, Magic attacks and physical attacks. These classes are broken down into twelve different categories, Fire, Water, Wind, Earth and Icarian for magic attacks and Sword, Mace, Axe, Projectile, Whip, Knife and Dark for physical attacks. Every Action Card has a specific level with the higher the level, the more potent the Action Card. Each card is categorized as part of four ranks, cards between level 1 and 9 are bronze, the weakest of all cards. Level 11 to 29 are ranked silver, level 30 to 49 are ranked gold and level 50 Action Cards are considered platinum. Every Action Card also has an individual AP cost that must be consumed per each use, when a card reaches its maximum level, the AP cost is reduced by 50%. A limited number of Action Cards can be carried at any given time, if a card is obtained when the limit has been reached, the newly obtained card will be automatically deleted."@en . . "The most common action card is \"Evasion\" with \"Miracle\" being a close second due to their simplicity, with at least one of these action cards being available on almost every action field to date and being particularly common on the Lancers' \"Cross Over\" action field. Some duelists purposely refrain from searching for Action Cards, such as Yuya's friend Gong Strong, these duelists are called \"Non-Action\" or \"Heavystrong\" duelists. (\"Steadfast\" duelists in the original version.)"@en . . .