Now, I am sure all of you read the title and said "What the **** is that?" I will tell you.
The game, War Metal Tyrant, is a card-based energy game on Kongregate and (Not as well known) on Facebook. It has a main story where you fight the coming threats to your kingdom, and help to save the Imperial troops. The goal of the game is to use cards (There are 111 total, 10 cards plus the general in a deck) to destroy the other opponents cards to damage it's general's health points. After that, you win the battle. As a rule of thumb in this game, the general cannot attack, it can only support units depending on it's skill (Only Atlas can attack, and only one damage per turn). Each card has a number of turns it takes to activate, none of it's skills will activate until it is. Card's have health and attack, if the health is depleted... well, you know. There are also structure (subtracts it's own life points if the general was to be attacked) and skill (Airstrike, healing, etc.)
The skills are:
The game, War Metal Tyrant, is a card-based energy game on Kongregate and (Not as well known) on Facebook. It has a main story where you fight the coming threats to your kingdom, and help to save the Imperial troops. The goal of the game is to use cards (There are 111 total, 10 cards plus the general in a deck) to destroy the other opponents cards to damage it's general's health points. After that, you win the battle. As a rule of thumb in this game, the general cannot attack, it can only support units depending on it's skill (Only Atlas can attack, and only one damage per turn). Each card has a number of turns it takes to activate, none of it's skills will activate until it is. Card's have health and attack, if the health is depleted... well, you know. There are also structure (subtracts it's own life points if the general was to be attacked) and skill (Airstrike, healing, etc.)
The skills are:
Flying: 50% chance to dodge ground unit atack.
Evade: 50% chance to dodge skill cards.
Rally: Increases damage of a card based on number.
Anti-air: Has a 100% chance to hit air cards and does more damage to them based on the number.
Regenerate: 50% chance to revive after damage.
Armor: cancels the amount of attack done depending on the amount.
Pierce: Ignores armor.
Siege: Attacks structure cards.
Counter: Deals fixed amount of damage to a card when damage is dealt to it.
Strike: Deals direct damage to a card dependant on number.
Jam: 50% chance to stop a card from attacking that turn.
Pummel: 50% chance to attack multiple times that turn.
Crush: Does damage to general when a card is destroyed by that card.
Poison: Does damage over time per turn.
Fear: Skips card and directly attacks General.
Weaken: Weakens the damage of a card.
Payback: 50% chance to use the same skill when hit by an enemies.
Mirror: Copies and enemy's skill and uses it against them.
Heal: Heals a card.
Immobilize: 50% chance to cancel a card's turn.
Siege: Deals damage to structure.
Leech: When damage is done it heals that card that dealt the damage (Not including generals or Structures.)
Wall: takes damage from general.
Evade: 50% chance to dodge skill cards.
Rally: Increases damage of a card based on number.
Anti-air: Has a 100% chance to hit air cards and does more damage to them based on the number.
Regenerate: 50% chance to revive after damage.
Armor: cancels the amount of attack done depending on the amount.
Pierce: Ignores armor.
Siege: Attacks structure cards.
Counter: Deals fixed amount of damage to a card when damage is dealt to it.
Strike: Deals direct damage to a card dependant on number.
Jam: 50% chance to stop a card from attacking that turn.
Pummel: 50% chance to attack multiple times that turn.
Crush: Does damage to general when a card is destroyed by that card.
Poison: Does damage over time per turn.
Fear: Skips card and directly attacks General.
Weaken: Weakens the damage of a card.
Payback: 50% chance to use the same skill when hit by an enemies.
Mirror: Copies and enemy's skill and uses it against them.
Heal: Heals a card.
Immobilize: 50% chance to cancel a card's turn.
Siege: Deals damage to structure.
Leech: When damage is done it heals that card that dealt the damage (Not including generals or Structures.)
Wall: takes damage from general.

