To import this deck into the Dvorak MUSH Engine, just cut and paste the quoted commands below straight into your telnet window. (Any card whose type is neither "Thing" nor "Action" will default to "Thing"; if it was somehow meant to be played like an Action, just destroy it after playing it.)
(You can also get an output formatted for the Dvorax Engine.)
cleardeck loadcard Ace of Pentacles (A)/T/Element: Earth %r <hr> Cure: Heal target for 1 damage and remove all status effects. loadcard Two of Pentacles (2)/T/Element: Earth %r <hr> Heal: Heal target for 1 damage. loadcard Three of Pentacles (3)/T/Element: Earth %r <hr> Heal: Heal target for 1 damage. loadcard Four of Pentacles (4)/T/Element: Earth %r <hr> Heal: Heal target for 2 damage. loadcard Five of Pentacles (5)/T/Element: Earth %r <hr> Heal: Heal target for 2 damage. loadcard Six of Pentacles (6)/T/Element: Earth %r <hr> Heal: Heal target for 3 damage. loadcard Seven of Pentacles (7)/T/Element: Earth %r <hr> Heal: Heal target for 3 damage. loadcard Eight of Pentacles (8)/T/Element: Earth %r <hr> Heal: Heal target for 4 damage. loadcard Nine of Pentacles (9)/T/Element: Earth %r <hr> Heal: Heal target for 4 damage. loadcard Ten of Pentacles (10)/T/Element: Earth %r <hr> Heal: Heal target for 5 damage. loadcard Squire of Pentacles (S)/T/Element: Earth %r <hr> Court Element: Earth %r <hr> Base power: 1 loadcard Cavalier of Pentacles (C)/T/Element: Earth %r <hr> Court Element: Air %r <hr> Base power: 2 loadcard Queen of Pentacles (Q)/T/Element: Earth %r <hr> Court Element: Water %r <hr> Base power: 4 loadcard King of Pentacles (K)/T/Element: Earth %r <hr> Court Element: Fire %r <hr> Base power: 6 loadcard Ace of Swords (A)/T/Element: Air %r <hr> Cure: Heal target for 1 damage and remove all status effects. loadcard Two of Swords (2)/T/Element: Air %r <hr> Freeze: Freeze target for 1 turn. loadcard Three of Swords (3)/T/Element: Air %r <hr> Freeze: Freeze target for 1 turn. loadcard Four of Swords (4)/T/Element: Air %r <hr> Freeze: Freeze target for 1 turn. loadcard Five of Swords (5)/T/Element: Air %r <hr> Freeze: Freeze target for 2 turns. loadcard Six of Swords (6)/T/Element: Air %r <hr> Freeze: Freeze target for 2 turns. loadcard Seven of Swords (7)/T/Element: Air %r <hr> Freeze: Freeze target for 2 turns. loadcard Eight of Swords (8)/T/Element: Air %r <hr> Freeze: Freeze target for 3 turns. loadcard Nine of Swords (9)/T/Element: Air %r <hr> Freeze: Freeze target for 3 turns. loadcard Ten of Swords (10)/T/Element: Air %r <hr> Freeze: Freeze target for 3 turns. loadcard Squire of Swords (S)/T/Element: Air %r <hr> Court Element: Earth %r <hr> Base power: 1 loadcard Cavalier of Swords (C)/T/Element: Air %r <hr> Court Element: Air %r <hr> Base power: 2 loadcard Queen of Swords (Q)/T/Element: Air %r <hr> Court Element: Water %r <hr> Base power: 4 loadcard King of Swords (K)/T/Element: Air %r <hr> Court Element: Fire %r <hr> Base power: 6 loadcard Ace of Cups (A)/T/Element: Water %r <hr> Cure: Heal target for 1 damage and remove all status effects. loadcard Two of Cups (2)/T/Element: Water %r <hr> Poison: Poison target for 1 turn. Poison cannot reduce a summon's HP below 1. loadcard Three of Cups (3)/T/Element: Water %r <hr> Poison: Poison target for 1 turn. Poison cannot reduce a summon's HP below 1. loadcard Four of Cups (4)/T/Element: Water %r <hr> Poison: Poison target for 1 turn. Poison cannot reduce a summon's HP below 1. loadcard Five of Cups (5)/T/Element: Water %r <hr> Poison: Poison target for 2 turns. Poison cannot reduce a summon's HP below 1. loadcard Six of Cups (6)/T/Element: Water %r <hr> Poison: Poison target for 2 turns. Poison cannot reduce a summon's HP below 1. loadcard Seven of Cups (7)/T/Element: Water %r <hr> Poison: Poison target for 2 turns. Poison cannot reduce a summon's HP below 1. loadcard Eight of Cups (8)/T/Element: Water %r <hr> Poison: Poison target for 3 turns. Poison cannot reduce a summon's HP below 1. loadcard Nine of Cups (9)/T/Element: Water %r <hr> Poison: Poison target for 3 turns. Poison cannot reduce a summon's HP below 1. loadcard Ten of Cups (10)/T/Element: Water %r <hr> Poison: Poison target for 3 turns. Poison cannot reduce a summon's HP below 1. loadcard Squire of Cups (S)/T/Element: Water %r <hr> Court Element: Earth %r <hr> Base power: 1 loadcard Cavalier of Cups (C)/T/Element: Water %r <hr> Court Element: Air %r <hr> Base power: 2 loadcard Queen of Cups (Q)/T/Element: Water %r <hr> Court Element: Water %r <hr> Base power: 4 loadcard King of Cups (K)/T/Element: Water %r <hr> Court Element: Fire %r <hr> Base power: 6 loadcard Ace of Wands (A)/T/Element: Fire %r <hr> Cure: Heal target for 1 damage and remove all status effects. loadcard Two of Wands (2)/T/Element: Fire %r <hr> Strike: Target takes 1 damage. loadcard Three of Wands (3)/T/Element: Fire %r <hr> Strike: Target takes 2 damage. loadcard Four of Wands (4)/T/Element: Fire %r <hr> Strike: Target takes 3 damage. loadcard Five of Wands (5)/T/Element: Fire %r <hr> Strike: Target takes 4 damage. loadcard Six of Wands (6)/T/Element: Fire %r <hr> Strike: Target takes 5 damage. loadcard Seven of Wands (7)/T/Element: Fire %r <hr> Strike: Target takes 6 damage. loadcard Eight of Wands (8)/T/Element: Fire %r <hr> Strike: Target takes 7 damage. loadcard Nine of Wands (9)/T/Element: Fire %r <hr> Strike: Target takes 8 damage. loadcard Ten of Wands (10)/T/Element: Fire %r <hr> Strike: Target takes 9 damage. loadcard Squire of Wands (S)/T/Element: Fire %r <hr> Court Element: Earth %r <hr> Base power: 1 loadcard Cavalier of Wands (C)/T/Element: Fire %r <hr> Court Element: Air %r <hr> Base power: 2 loadcard Queen of Wands (Q)/T/Element: Fire %r <hr> Court Element: Water %r <hr> Base power: 4 loadcard King of Wands (K)/T/Element: Fire %r <hr> Court Element: Fire %r <hr> Base power: 6 loadcard The Fool (0)/T/If attack does damage, deactivate target and discard all its attached cards. If target is a Major Arcana Summon, it is destroyed instead. loadcard The Magician (I)/T/Search the deck for a copy of target enemy Minor Arcana summon and play it (this includes attached cards, damage counters, status effects, et cetera). Shuffle the deck afterwards. loadcard The High Priestess (II)/T/Base power: 3 %r <hr> Tap: Heal 3 damage from all friendly summons in the same position. %r <hr> To untap: Discard an attached card. loadcard The Empress (III)/T/Base power: 3 %r <hr> To tap a friendly summon in defense position: Discard an attached card. %r <hr> Friendly summons in attack position may defend without incurring the usual 50% off-position penalty. loadcard The Emperor (IV)/T/Base power: 2 + any attached cards %r <hr> All attacks by friendly summons receive +1 damage (after elemental modifications). loadcard The Hierophant (V)/T/Base power: 3 %r <hr> Discard an attached card: Force-tap target enemy summon in opposite position. loadcard The Lovers (VI)/T/All attacks are prevented. loadcard The Chariot (VII)/T/If attack does damage, untap immediately. loadcard Strength (VIII)/T/All friendly attacks receive +4 damage (before elemental modifications). loadcard The Hermit (IX)/T/Look at the top <i>X</i> cards of your deck and re-arrange them in any order. <i>X</i> is the total number of active friendly summons and active Major Arcana in play. (Count combos as a single Major Arcanum.) loadcard Wheel of Fortune (X)/T/Flip a coin; if heads, attack does double damage (after elemental modifications). If tails, attack does normal damage and attacking summon takes 2 recoil damage. loadcard Justice (XI)/T/Enemy summons take 1 damage for every 2 damage inflicted on friendly summons. loadcard The Hanged Man (XII)/T/Enemy summons have only an <i>X</i>/10 chance to attack. <i>X</i> is an enemy summon's current HP. loadcard Death (XIII)/T/All active summons in attack position (friendly and enemy) are destroyed. loadcard Temperance (XIV)/T/All attacks by enemy summons receive -4 damage (after elemental modifications). loadcard The Devil (XV)/T/Base power: 5 + any attached cards %r <hr> Discard an attached card: Destroy target active enemy summon in opposite position. loadcard The Tower (XVI)/T/Activate all inactive enemy summons. loadcard The Star (XVII)/T/If attack does damage, target is frozen for 3 turns. loadcard The Moon (XVIII)/T/All active enemy summons in defense position take 2 damage and force-tap. loadcard The Sun (XIX)/T/All active friendly summons are healed for 3 damage. loadcard Judgement (XX)/T/Damage done by enemy summons is not applied directly; instead, resolve any attacks normally (applying elemental modifications et cetera), but total the resulting damage and re-distribute it at will among active friendly summons. loadcard The World (XXI)/T/Attack targets all enemy summons in opposite position. Activate inactive summons if necessary to resolve attack. @emit [name(%#)] pastes the Arcana System into the Dvorak Engine.