Dvorak Export: Elemental TCG card set


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 :

Flash 0
Fire Gambit
Deal 20 damage to a player.
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Smokeling 0
Fire Summon - Creature
Loyalty to Fire. ''(Smokeling can't attack Fire Summons.)''

If Smokeling attacks a non-Fire Summon, Smokeling's Strength is doubled.

10/0
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Sunhat 0
Fire Equipment
Equipped Summon gets +10 Defense.
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Upstart Soldier 0
Fire Summon - Soldier
Upstart Soldier does not have to be primed.

10/10
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Fledgeling Marauder 1
Fire Summon - Marauder
Bonds with Marauders. (For every Marauder in play, Fledgeling Marauder gets +10 Strength.)

20/10
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Goblin Trooper 1
Fire Summon - Goblin
Cower. ''(Goblin Trooper can't attack or block any Summon with a higher Strength than Goblin Trooper.)

20/20
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Supply Bomb 1
Fire Gambit
Destroy 1 card in play.
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Token of Allegiance 1
Fire Equipment
Equipped Summon has Loyalty to Fire. ''(It can't attack Fire Summons.)
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Blaze Footsoldier 2
Fire Summon - Soldier
Bonds with Soldiers. (For every Soldier in play, Blaze Footsoldier gets +10 Strength.)

Hostile towards non-Fire.
(When attacking a non-Fire Summon, Blaze Footsoldier gets +10 Strength until the end of the turn.)

15/15
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Goblin Bandit 2
Fire Summon - Goblin
When you reveal this card, your opponent must discard a card from his or her hand.

20/15
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Night Marauder 2
Fire Summon - Marauder
Bonds with Marauders. (For every Marauder in play, Night Marauder gets +10 Strength.)

Shroud.
(Night Marauder can't be the target of a Gambit.)

25/15
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Brushfire 3
Fire Gambit
Charge 3. (You can prime this card for up to 3 turns.)

When this card is revealed, destroy a number of Summons in play equal to the amount of turns this card Charged for.
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Desert Merchant 3
Fire Summon - Merchant
Instead of attacking with Desert Merchant, you can draw a card.

20/20
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Flame Banner 3
Fire Plane
All Summons have Loyalty to Fire (They can't attack Fire Summons) and are Hostile towards non-Fire. (When attacking a non-Fire Summon, they get +10 Strength until the end of the turn.)''
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Hot Gauntlets 3
Fire Equipment
When the equipped Summon attacks another Summon, its target's controller loses 10 Life. If the equipped Summon attacks a player, the player loses 10 Life before the remaining Damage is calculated.
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Blaze Berserker 4
Fire Summon - Soldier
Bonds with Soldiers. Hostile towards non-Fire.

Charge 3. (You can prime this card for up to 3 turns.)

When this card is revealed, it gets +10 Strength for each turn it was Charged for, until the end of the turn.

30/25
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Courageous Soldier 0
Light Summon - Soldier
When you reveal Courageous Soldier, gain 5 life.

10/10
Card : ChippyYYZ
Reveal 0
Light Gambit
When this card is revealed, look at each opponent's hand.
Card : ChippyYYZ
Ray of Light 1
Light Gambit
Prevent the next 15 damage that would be dealt to a Summon of your choice, then gain 5 life.
Card : ChippyYYZ
Sentinel Orb 1
Light Summon - Elemental
Instead of attacking with Sentinel Orb, you may destroy it and gain 35 life.

0/35
Card : ChippyYYZ
Paladin 2
Light Summon - Soldier
Whenever Paladin deals damage to a player, you gain that much life.

20/20
Card : ChippyYYZ
Crusader 2
Light Summon - Knight
If you have more than 200 life, Crusader does not have to be primed.

20/20
Card : ChippyYYZ
Truce 2
Light Plane
All Summons lose Hostility.
Card : ChippyYYZ
Heroes' Mantle 2
Light Equipment
Equipped Summon gets +5/+15
Card : ChippyYYZ
Blindness 3
Light Equipment
Equipped Summon gets -50 Strength.
Card : ChippyYYZ
Shining Knight 3
Light Summon - Knight
Loyalty to Light. Whenever Shining Knight attacks a player, a creature that player controls gains cower until the end of combat.

20/20
Card : ChippyYYZ
Monk's Chant 3
Light Gambit
Charge 4. When Monk's Chant is revealed, you gain 20 life for each turn it was charged, then draw a card.
Card : ChippyYYZ
Glorious Rebirth 4
Light Gambit
Return a Summon from your discard pile to play. It is now a Light Summon.
Card : ChippyYYZ
Angel of Vengeance 5
Light Summon - Angel
Loyalty to Light. Whenever a card is put into a discard pile, you gain 5 life.

50/50
Card : ChippyYYZ
Angel of Justice 5
Light Summon - Angel
Loyalty to Light. Opponent's Summons have Loyalty to Light.

40/40
Card : ChippyYYZ
Angel of Purity 5
Light Summon - Angel
Loyalty to Light. When you control a non-Light card or play a non-Light Gambit, destroy Angel of Purity.

60/60
Card : ChippyYYZ

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