Special Ability Activate! A List of 109 Free Special Abilities, Bailiff Abilities, and Descriptions to Use When Making BRUSHOBi Cards.
Having trouble making up special abilities for your BRUSHOBi cards? Have no fear! Calculac Cal has come to your aid! In this article I’ve carefully crafted over 100 free special abilities, bailiff abilities, and descriptions for you to use in game for free. You can put these text on your cards and make them your own modifying the abilities, descriptions, or names as you please. Use this as your starting point to make up your own original abilities and descriptions adding flavor and fun to BRUSHOBi gameplay.
SA: Draw an extra card.
SA: Draw 2 extra cards.
SA: Draw 3 extra cards.
SA: Choose an opponent and skip his turn.
SA: Take an extra turn.
SA: Take control of one of your opponents cards permanently.
SA: Take control of one of your opponents cards this turn.
SA: Take control of one of your opponents cards for two turns.
SA: Place two cards from your Winnings Pile back into the bottom of your deck, take control of one of your opponents cards for one turn.
SA: Place three cards from your Winnings Pile back into the bottom of your deck, take control of one of your opponents cards for two turns.
SA: Place 5 cards from your Winnings Pile back into the bottom of your deck, take control of one of your opponents cards permanently.
SA: Stop one special ability from effecting you.
SA: Stop one special ability from effecting you for 2 turns.
SA: Stop one special ability from effecting you for 3 turns.
SA: Choose one opponent, he must reassemble his deck.
SA: Choose one opponent he must place his hand in the bottom of his deck and draw to have five cards in his hand.
SA: Choose one opponent, he must place his hand in the bottom of his deck and draw cards into his hand to have the same amount of cards in his hand that he had before.
SA: Add 1 EffectForce point to this card for this turn.
SA: Add 2 EffectForce points to this card for this turn.
SA: Add 3 EffectForce points to this card for this turn.
SA: This card counts as a zero EffectForce points card this turn.
SA: This card counts as a 9 EffectForce points card this turn.
SA: Place 1 card from the Winnings Pile into the bottom of your deck, this card counts as a zero EffectForce points card this turn.
SA: Place 2 cards from the Winnings Pile into the bottom of your deck, this card counts as a zero EffectForce points card this turn.
SA: Place 3 cards from the Winnings Pile into the bottom of your deck, this card counts as a zero EffectForce points card this turn.
SA: Place 1 card from the Winnings Pile into the bottom of your deck, this card counts as a 9 EffectForce points card this turn.
SA: Place 2 cards from the Winnings Pile into the bottom of your deck, this card counts as a 9 EffectForce points card this turn.
SA: Place 3 cards from the Winnings Pile into the bottom of your deck, this card counts as a 9 EffectForce points card this turn.
SA: All cards on your side of the field add up to zero EffectForce points.
SA: Place 1 card from your Winnings Pile into the bottom of your deck, All cards on your side of the field add up to zero EffectForce points.
SA: Place 2 cards from your Winnings Pile into the bottom of your deck, All cards on your side of the field add up to zero EffectForce points.
SA: Place 3 cards from your Winnings Pile into the bottom of your deck, All cards on your side of the field add up to zero EffectForce points.
SA: Each individual card on your side of the field equals 9 EffectForce points.
SA: Place 1 card from your Winnings Pile into the bottom of your deck, Each individual card on your side of the field equals 9 EffectForce points.
SA: Place 2 cards from your Winnings Pile into the bottom of your deck, Each individual card on your side of the field equals 9 EffectForce points.
SA: Place 3 cards from your Winnings Pile into the bottom of your deck, Each individual card on your side of the field equals 9 EffectForce points.
SA: All cards on your opponent’s side of the field add up to zero EffectForce points.
SA: Place 1 card from your Winnings Pile into the bottom of your deck, All cards on your opponent’s side of the field add up to zero EffectForce points.
SA: Place 3 cards from your Winnings Pile into the bottom of your deck, All cards on your opponent’s side of the field add up to zero EffectForce points.
SA: Place 5 cards from your Winnings Pile into the bottom of your deck, All cards on your opponent’s side of the field add up to zero EffectForce points.
SA: Each individual card on your opponent’s side of the field equals 9.
SA: Place 2 cards from your Winnings Pile into the bottom of your deck, Each individual card on your opponent’s side of the field equals 9.
SA: Place 4 cards from your Winnings Pile into the bottom of your deck, Each individual card on your opponent’s side of the field equals 9.
SA: Place 5 cards from your Winnings Pile into the bottom of your deck, Each individual card on your opponent’s side of the field equals 9.
SA: Add 10 EffectForce points to this card.
SA: Place 2 cards from your Winnings Pile into the bottom of your deck, Add 10 EffectForce points to this card.
SA: Place 3 cards from your Winnings Pile into the bottom of your deck, Add 10 EffectForce points to this card.
SA: Place 4 cards from your Winnings Pile into the bottom of your deck, Add 10 EffectForce points to this card.
SA: Take control of any card that looks like it’s wearing a hat.
SA: Choose one card it’s EffectForce points can’t be counted with its side of the fields other cards.
SA: Place every card in your Winnings Pile back into your deck.
SA: Choose one opponent, place all his Winnings Pile back into his deck.
SA: Choose one opponent, switch your Winnings Pile with his Winnings Pile.
SA: Choose two opponents, switch both your opponents Winnings Pile with each other.
SA: Choose one opponent, switch your deck with his.
SA: Undo one special ability caused by your opponent.
SA: Choose one card send it back into its original owners hand.
SA: Choose one card send it back to the current controllers hand.
SA: Choose one card send it to the bottom of the original owners deck.
SA: Choose one opponents card send it to the bottom of your deck.
SA: Decrease your Winnings Pile Threshold to half of what it is now.
SA: Increase your opponents Winnings Pile Threshold by 2.
SA: Increase your opponent’s Winnings Pile Threshold by 1.
SA: Increase your opponents Winnings Pile Threshold by 3.
SA: Decrease your Winnings Pile Threshold by 1.
SA: Decrease your Winnings Pile Threshold by 3.
SA: Decrease your Winnings Pile Threshold by 10.
SA: If you controlled this card first and your opponent gains control of this card later drop your Winnings Pile Threshold by one point.
SA: Lose the next three turns in exchange for you putting half of your deck starting with the top of your deck out of play.
SA: Lose the next three turns in exchange you give half of your deck from the top of your deck to your opponent’s deck.
SA: Show this card to your opponent if this card is still in your hand at the end of ten of your turns from when you showed this card to your opponent you win the game.
SA: Show this card to your opponent if this card is still in your hand at the end of 6 turns from when you showed this card to your opponent choose one opponent he loses the game.
SA: Replace the bailiff card with a bailiff of your own.
SA: Show this card to your opponent reduce your Winnings Pile Threshold by one at the end of every turn this card stays in your hand.
BA: Chance moves are allowed in this match.
BA: All cards 4 EffectForce points and under count as 0 EffectForce.
BA: All cards 5 EffectForce points and above count as 9 EffectForce points.
BA: Play with the BRUSHOBi standard rules.
BA: Every turn one card from the bottom of the Winnings Pile of the player whose turn it is, is returned to the bottom of that players deck.
BA: Every card sent to the Winnings Pile counts as 2 Winnings Pile Points.
BA: Every time a player wins the round he can’t do a special ability next turn.
BA: Every time a player loses the round he can’t do a special ability next turn.

Name and ability
Devastator Crush Card- SA: When Top-Right Head of the Devastator, Bottom-Right Head of the Devastator, Top-Left Head of the Devastator, Bottom-Left Head of the Devastator and Devastator Crush Card is summoned onto the field and you win the round keep all these cards on the field. If your opponent can’t successfully separate any of these five cards by a card ability before your next turn you win the game.
Top-Left Head of the Devastator- Some say those who unlock this monster will unlock unbeatable power.
Bottom-Left Head of the Devastator- Some say those who unlock this monster will unlock unbeatable power.
Top-Right Head of the Devastator- Some say those who unlock this monster will unlock unbeatable power.
Bottom-Right Head of the Devastator- Some say those who unlock this monster will unlock unbeatable power.
Crush Reduce- SA: If your opponent summons any card that they win in two turns their monsters special ability is stopped and in three turns you win the game instead.
Fusion Summon- SA: If you have monsters on the field that make up what your cards special ability in your deck says is a fusion of those monsters, you can fusion summon that monster directly from your deck onto the field. Place those cards on the field that was listed on that Fusion Monster and caused the Fusion Monster to be summoned from your deck at the bottom of your deck.
Chain Commando #1- SA: If Chain Commando #2, Chain Commando #3, Chain Commando #4, and Chain Commando #5 is sent to the Winnings Pile directly from your deck show this card to your opponent. If this card remains in your hand after that for one turn, in your next turn you win the game.
Chain Commando #2- The 2nd brother of the Chain Commandos.
Chain Commando #3- The 3rd brother of the Chain Commandos.
Chain Commando #4- The 4th brother of the Chain Commandos.
Chain Commando #5- The 5th brother of the Chain Commandos.
Zombie Hairs- SA: If your opponent controlled this card at anytime and now you control this card show this card to your opponent. Summon Zombie Call.
Zombie Call- SA: When this card is summoned by Zombie Hair raise your Winnings Pile Threshold by 1. Summon Job Evil Zombie Lord.
Job Evil Zombie Lord- SA: When this card is summoned by Zombie Call, at the end of the third turn after this card is summoned you win the game.
Wild Clan- Weak individually strong united.
Wild Clan- Weak individually strong united.
Wild Clan- Weak individually strong united.
Double Member Wild Clan- SA: Fusion of Wild Clan and Wild Clan.
Ultimate Member Wild Clan- SA: Fusion of Wild Clan and Wild Clan and Wild Clan.
Wildebeest Sword- Sword of a mighty warrior.
Wildebeest Shield- Shield of a mighty warrior.
Wildebeest Warrior- SA: Fusion of Wildebeest Sword and Wildebeest Shield. Draw two extra cards.
Poe- A clever little monster.
Tay- A tiny little monster.
Toe- A stubborn little monster.
Monster Mash- SA: Fusion of Poe, Tay, and Toe. Turn all your opponents cards on the field into Monster Unborn cards.
Enjoy these special abilities, descriptions, and bailiff abilities for making BRUSHOBi cards. To get refreshed on the rules of BRUSHOBi click here. Happy Willfighting BRUSHOBi Willfighters, cheers!




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