Dvorak Export: Arcana System


Instructions

Adjust these settings until the cards fit comfortably, with the correct number per page, in your browser's Print Preview.

When you're happy with the settings, send all but the first page to your printer, and cut the cards out with something sharp. Either stick the results onto cardboard, slip them into deck-protectors with some spare CCG cards for padding, or just play with them as flimsy bits of paper.

Deck-Print Settings

Card Height :cm Title Box Height :cm
Card Width :cm Text Box, Min. Height :cm
Cards per Page :x Text Size :

Ace of Pentacles A
Minor Arcana
Element: Earth

Cure: Heal target for 1 damage and remove all status effects.
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Two of Pentacles 2
Minor Arcana
Element: Earth

Heal: Heal target for 1 damage.
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Three of Pentacles 3
Minor Arcana
Element: Earth

Heal: Heal target for 1 damage.
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Four of Pentacles 4
Minor Arcana
Element: Earth

Heal: Heal target for 2 damage.
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Five of Pentacles 5
Minor Arcana
Element: Earth

Heal: Heal target for 2 damage.
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Six of Pentacles 6
Minor Arcana
Element: Earth

Heal: Heal target for 3 damage.
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Seven of Pentacles 7
Minor Arcana
Element: Earth

Heal: Heal target for 3 damage.
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Eight of Pentacles 8
Minor Arcana
Element: Earth

Heal: Heal target for 4 damage.
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Nine of Pentacles 9
Minor Arcana
Element: Earth

Heal: Heal target for 4 damage.
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Ten of Pentacles 10
Minor Arcana
Element: Earth

Heal: Heal target for 5 damage.
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Squire of Pentacles S
Minor Arcana - Summon
Element: Earth

Court Element: Earth

Base power: 1
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Cavalier of Pentacles C
Minor Arcana - Summon
Element: Earth

Court Element: Air

Base power: 2
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Queen of Pentacles Q
Minor Arcana - Summon
Element: Earth

Court Element: Water

Base power: 4
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King of Pentacles K
Minor Arcana - Summon
Element: Earth

Court Element: Fire

Base power: 6
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Ace of Swords A
Minor Arcana
Element: Air

Cure: Heal target for 1 damage and remove all status effects.
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Two of Swords 2
Minor Arcana
Element: Air

Freeze: Freeze target for 1 turn.
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Three of Swords 3
Minor Arcana
Element: Air

Freeze: Freeze target for 1 turn.
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Four of Swords 4
Minor Arcana
Element: Air

Freeze: Freeze target for 1 turn.
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Five of Swords 5
Minor Arcana
Element: Air

Freeze: Freeze target for 2 turns.
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Six of Swords 6
Minor Arcana
Element: Air

Freeze: Freeze target for 2 turns.
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Seven of Swords 7
Minor Arcana
Element: Air

Freeze: Freeze target for 2 turns.
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Eight of Swords 8
Minor Arcana
Element: Air

Freeze: Freeze target for 3 turns.
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Nine of Swords 9
Minor Arcana
Element: Air

Freeze: Freeze target for 3 turns.
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Ten of Swords 10
Minor Arcana
Element: Air

Freeze: Freeze target for 3 turns.
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Squire of Swords S
Minor Arcana - Summon
Element: Air

Court Element: Earth

Base power: 1
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Cavalier of Swords C
Minor Arcana - Summon
Element: Air

Court Element: Air

Base power: 2
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Queen of Swords Q
Minor Arcana - Summon
Element: Air

Court Element: Water

Base power: 4
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King of Swords K
Minor Arcana - Summon
Element: Air

Court Element: Fire

Base power: 6
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Ace of Cups A
Minor Arcana
Element: Water

Cure: Heal target for 1 damage and remove all status effects.
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Two of Cups 2
Minor Arcana
Element: Water

Poison: Poison target for 1 turn. Poison cannot reduce a summon's HP below 1.
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Three of Cups 3
Minor Arcana
Element: Water

Poison: Poison target for 1 turn. Poison cannot reduce a summon's HP below 1.
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Four of Cups 4
Minor Arcana
Element: Water

Poison: Poison target for 1 turn. Poison cannot reduce a summon's HP below 1.
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Five of Cups 5
Minor Arcana
Element: Water

Poison: Poison target for 2 turns. Poison cannot reduce a summon's HP below 1.
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Six of Cups 6
Minor Arcana
Element: Water

Poison: Poison target for 2 turns. Poison cannot reduce a summon's HP below 1.
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Seven of Cups 7
Minor Arcana
Element: Water

Poison: Poison target for 2 turns. Poison cannot reduce a summon's HP below 1.
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Eight of Cups 8
Minor Arcana
Element: Water

Poison: Poison target for 3 turns. Poison cannot reduce a summon's HP below 1.
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Nine of Cups 9
Minor Arcana
Element: Water

Poison: Poison target for 3 turns. Poison cannot reduce a summon's HP below 1.
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Ten of Cups 10
Minor Arcana
Element: Water

Poison: Poison target for 3 turns. Poison cannot reduce a summon's HP below 1.
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Squire of Cups S
Minor Arcana - Summon
Element: Water

Court Element: Earth

Base power: 1
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Cavalier of Cups C
Minor Arcana - Summon
Element: Water

Court Element: Air

Base power: 2
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Queen of Cups Q
Minor Arcana - Summon
Element: Water

Court Element: Water

Base power: 4
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King of Cups K
Minor Arcana - Summon
Element: Water

Court Element: Fire

Base power: 6
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Ace of Wands A
Minor Arcana
Element: Fire

Cure: Heal target for 1 damage and remove all status effects.
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Two of Wands 2
Minor Arcana
Element: Fire

Strike: Target takes 1 damage.
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Three of Wands 3
Minor Arcana
Element: Fire

Strike: Target takes 2 damage.
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Four of Wands 4
Minor Arcana
Element: Fire

Strike: Target takes 3 damage.
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Five of Wands 5
Minor Arcana
Element: Fire

Strike: Target takes 4 damage.
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Six of Wands 6
Minor Arcana
Element: Fire

Strike: Target takes 5 damage.
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Seven of Wands 7
Minor Arcana
Element: Fire

Strike: Target takes 6 damage.
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Eight of Wands 8
Minor Arcana
Element: Fire

Strike: Target takes 7 damage.
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Nine of Wands 9
Minor Arcana
Element: Fire

Strike: Target takes 8 damage.
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Ten of Wands 10
Minor Arcana
Element: Fire

Strike: Target takes 9 damage.
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Squire of Wands S
Minor Arcana - Summon
Element: Fire

Court Element: Earth

Base power: 1
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Cavalier of Wands C
Minor Arcana - Summon
Element: Fire

Court Element: Air

Base power: 2
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Queen of Wands Q
Minor Arcana - Summon
Element: Fire

Court Element: Water

Base power: 4
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King of Wands K
Minor Arcana - Summon
Element: Fire

Court Element: Fire

Base power: 6
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The Fool 0
Major Arcana - Special Attack
If attack does damage, deactivate target and discard all its attached cards. If target is a Major Arcana Summon, it is destroyed instead.
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The Magician I
Major Arcana - Sorcery
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.
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The High Priestess II
Major Arcana - Summon
Base power: 3

Tap: Heal 3 damage from all friendly summons in the same position.

To untap: Discard an attached card.
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The Empress III
Major Arcana - Summon
Base power: 3

To tap a friendly summon in defense position: Discard an attached card.

Friendly summons in attack position may defend without incurring the usual 50% off-position penalty.
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The Emperor IV
Major Arcana - Summon
Base power: 2 + any attached cards

All attacks by friendly summons receive +1 damage (after elemental modifications).
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The Hierophant V
Major Arcana - Summon
Base power: 3

Discard an attached card: Force-tap target enemy summon in opposite position.
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The Lovers VI
Major Arcana - Enchantment
All attacks are prevented.
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The Chariot VII
Major Arcana - Special Attack
If attack does damage, untap immediately.
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Strength VIII
Major Arcana - Enchantment
All friendly attacks receive +4 damage (before elemental modifications).
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The Hermit IX
Major Arcana - Sorcery
Look at the top X cards of your deck and re-arrange them in any order. X is the total number of active friendly summons and active Major Arcana in play. (Count combos as a single Major Arcanum.)
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Wheel of Fortune X
Major Arcana - Special Attack
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.
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Justice XI
Major Arcana - Enchantment
Enemy summons take 1 damage for every 2 damage inflicted on friendly summons.
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The Hanged Man XII
Major Arcana - Enchantment
Enemy summons have only an X/10 chance to attack. X is an enemy summon's current HP.
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Death XIII
Major Arcana - Sorcery
All active summons in attack position (friendly and enemy) are destroyed.
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Temperance XIV
Major Arcana - Enchantment
All attacks by enemy summons receive -4 damage (after elemental modifications).
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The Devil XV
Major Arcana - Summon
Base power: 5 + any attached cards

Discard an attached card: Destroy target active enemy summon in opposite position.
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The Tower XVI
Major Arcana - Sorcery
Activate all inactive enemy summons.
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The Star XVII
Major Arcana - Special Attack
If attack does damage, target is frozen for 3 turns.
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The Moon XVIII
Major Arcana - Sorcery
All active enemy summons in defense position take 2 damage and force-tap.
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The Sun XIX
Major Arcana - Sorcery
All active friendly summons are healed for 3 damage.
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Judgement XX
Major Arcana - Enchantment
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.
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The World XXI
Major Arcana - Special Attack
Attack targets all enemy summons in opposite position. Activate inactive summons if necessary to resolve attack.
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