Dvorak Export: Everything Vs. Everyone

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.)

Regenerate this output, minus the cards created by a comma-separated list of users:
loadcard Front Lines/T/TAP: Destroy an Ally of the same Level or lower. If the Ally is of the same Level, destroy this card as well. (""Try to Take Over The World!" -The Brain")
loadcard Support/T/This card gains <i>+1 * (Sentinels you control)</i> Levels.
loadcard Sentinel/T/This card gains +1 HP token (Maximum HP is <i>Level - 1</i>). Sacrifice the HP token in place of this card if it is destroyed. Cards with 1 Level or less cannot be this class. If this card already uses HP tokens, increase his maximum by his <i>Level - 1</i>.
loadcard Guard/T/TAP: Destroy a Thief with the same Level as you or lower.
loadcard Thief/T/TAP: Unless he controls a Guard with a Level higher than you, steal an Artifact or Token that your opponent controls.
loadcard The Siege of 2Fort/T/Players must separate into two equal teams, known as RED and BLU. All Things on the "RED" team have the "RED" Prefix, and all Things on the BLU team have the "BLU" prefix. If one player on a team achieves a goal, all players on that team win. This effect does not apply if there is an odd number of players. Draw an additional goal card.
loadcard The Same Thing We Do Every Night, Pinky./T/This goal is achieved when one player has 5 more Things on the field than their opponent. (""Try to Take Over The World!" -The Brain")
loadcard World Tournament/T/The first player to destroy 10 of his opponent's Allies wins the game.
loadcard The SCP Foundation/T/The first player to have any 6 Artifacts in play at any one time wins.
loadcard Murder Mystery/T/Shuffle 5 "Clue" tokens into the deck. When a "Clue" token is drawn, reveal it to the other players. When all 5 "Clue" tokens are drawn, the player with the most "Clue" tokens wins.
loadcard The Wheel of Fate Is Turning/T/Any card that is destroyed is shuffled back into the deck. The first player to remove "The Black Beast" from the game wins. ("Rebel 1! ACTION!")
loadcard End Of The World As We Know It/T/Draw an extra failure card. If one player achieves a failure for any reason, only that player loses. When this happens, a new failure card is drawn.
loadcard It's Over NIIIINEEE THOUSAAAAAAND!/T/The first player whose allies have a combined Level of 30 or more wins the game. ("<i>"Over nine thousand?!"</i> -Nappa")
loadcard Wacky Racing/T/Each Player gets one "Racer" token. At the beginning of your turn, you may tap one Ally and gain a number of "Race Points" equal to the Level of the ally you just tapped. The first player to gain 50 Race Points wins the game.
loadcard Quest for the Shiny MacGuffins/T/Give one MacGuffin tolken to each player, and shuffle an additional one into the deck. The first player to collect all 3 MacGuffins wins.
loadcard Exactly As Planned/T/Draw a goal card. If any player acheives this goal, everyone loses. (""Ha, loser. A true tactician doesn't know WHAT the hell he's doing until he's halfway done with it." -Quint")
loadcard Tartarus/T/After each player has taken their turn, add a Time counter to this card. Once there are 24 Time counters, everyone loses. This effect can be halted for one turn by sacrificing the highest Level Ally on the field. (""No one can escape time; it delivers us all to the same end. You can't plug your ears and cover your eyes." —Pharos")
loadcard Zombie Apocalypse/T/When a Ally is destroyed, that Ally is sent to the "Zombie Pile" instead of the graveyard, and gains the prefix "Zombie". This supersedes all other effects except for The Nameless One's Immortality. A card that can destroy or remove Allys can be used on the Zombie Pile to remove Allys from play. Once the Zombie Pile has a total Power Level of 20, everybody loses.
loadcard Canceled Mid-Season/T/When the deck runs out of cards, everybody loses.
loadcard Human Instrumentality Project/T/If ADAM, any EVA unit, and The Lance Of Longius are on the field at the same time, everybody loses.
loadcard Jumped The Shark/T/Add 2 more Failure cards.
loadcard UFO Defense/T/Every other turn, add a UFO counter to the field. When the number of tokens is greater than the number of Allies on the field, each player must destroy one ally per turn untill balance is restored. If there are no more allies on the field, that player is eliminated.
loadcard The King In Yellow/T/All cards sent to the graveyard are instead removed from play. Once there are no more cards, everybody loses. If someone says "Hastur", the speaker must randomly discard a card from their hand. You cannot win the game by doing this on purpose.
loadcard No You Fool! You'll Kill Us All!/T/If there are 10 or more artifacts on the field, everyone loses.
loadcard The Dark Hour/A/Add Tartarus to the field if it is not already out. The player controlling this card can take an extra turn when there is an odd numbered of Time Counters on Tartarus.
loadcard Excalibur/A/Equip this card to any Ally. An Ally equipping this card can only move every other round, but has his effective Level tripled. (""My legend begins in the 12th century..." -Excalibur")
loadcard Excalipur/A/Equip this card to any Ally. An Ally equipping this card has a Level of 1, and any numerical values in the card's effect also become 1. (""Huh!? What the!? Isn't it the strongest sword!?" -Gilgamesh")
loadcard The TARDIS/A/Once per turn, you may return 1 card that has been removed from play to your hand, or remove one card in the graveyard from play. (""The assembled hordes of Genghis Khan couldn't get through those doors. And believe me, they've tried." -9th Doctor")
loadcard The H-Bomb Button/A/TAP: Destroy all of the cards in your zone, plus your entire hand. Only an idiot would ever use this card on purpose. (""Oh no! I just pressed the H-Bomb button!"%r "Wait, why do we have an H-Bomb-",%r *BOOM*")
loadcard The King In Yellow/A/Add the Failure card "The King In Yellow" to the field if it is not already out. While this card is out, any effect that involves saying "Hastur" is doubled. ("Along the shore the cloud waves break,%r The twin suns sink beneath the lake,%r The shadows lengthen%r In Carcosa.")
loadcard Law Card/A/When played, you may ban one action (such as tapping, playing, etc.) by any card (or type of card) that you can name. If any player (including yourself) violates the ban, that player must destroy one of his own cards on the field.
loadcard Death Note/A/TAP: Discard a card from your hand to write the name of any card (even cards that have not been played yet and a condition of some sort on a piece of paper that only the owner is allowed to read. When that condition happens, the card mentioned is destroyed.
loadcard SCP-682/A/If you draw SCP-682, you must play him on that turn. This card cannot be destroyed, removed from play, or sent back into the deck by any means.
loadcard Lance of Longius/A/Reduce the Level of all Evil Allies by 1.
loadcard The Black Beast (Lv.10)/A/Destroy all allies on the field, including your own. Unless a goal says otherwise, nobody can win the game as long as this card is on the field. (""Never mistake the Level of the Azure Grimoire as your own." -Rachel Alucard")
loadcard Axe Cop (Lv.1)/A/Axe Cop gets +1 Level for every Evil character the opponent controls. ("One day at the scene of a fire, the cop found the perfect fireman axe. That was the day he became Axe Cop.")
loadcard Hero Prinny (Lv.0)/A/This card counts as having +3 Level when being sacrificed for any effect. ("Every life is precious. Except his.")
loadcard RED Scout (Lv.1)/A/The first time this card is played, shuffle a "BLU Scout" token into the deck. The "BLU Scout" has the same stats and ability as the "RED Scout".%r%r This card can be tapped twice in the same turn. (""Is someone gonna push da freakin' cart?"")
loadcard RED Soldier (Lv.2)/A/The first time this card is played, shuffle a "BLU Soldier" token into the deck. The "BLU Soldier" has the same stats and ability as the "RED Soldier".%r%r TAP: Destroy a card of the same Power Level or lower. (""Last one alive, lock the door!"")
loadcard RED Engineer (Lv.0)/A/The first time this card is played, shuffle a "BLU Engineer" token into the deck. The "BLU Engineer" has the same stats and ability as the "RED Engineer".%r%r This card can create 1 Sentry Token (Max. 1) per turn, which gives +1 Level and can be sacrificed in leu of other cards. (""Teleporter, goin' up!"")
loadcard RED Heavy (Lv.3)/A/The first time this card is played, shuffle a "BLU Heavy" token into the deck. The "BLU Heavy" has the same stats and ability as the "RED Heavy". %r%r This card starts with 1 Hit Point token, which can be sacrificed to negate it's own destruction. (""What sick man sends babies to fight me?"")
loadcard RED Medic (Lv.0)/A/The first time this card is played, shuffle a "BLU Medic" token into the deck. The "BLU Medic" has the same stats and ability as the "RED Medic". %r%r TAP: This card can add 1 HP token to any card that uses HP tokens. (""My skill is VASTED on zis team!"")
loadcard RED Spy (Lv.1)/A/The first time this card is played, shuffle a "BLU Spy" token into the deck. The "BLU Spy" has the same stats and ability as the "RED Spy".%r%r This card counts as having any name at any time, but cannot change it's prefix. (""I was never really on your side..."")
loadcard RED Demoman (Lv.2)/A/TAP: Discard a card from your hand, and force your opponent to discard 2 cards from his hand. (""I had me good eye on ye the whole time!"")
loadcard RED Sniper (Lv.1)/A/TAP: Name a Power Level. If you opponent must discard an Ally of that Power Level from his hand, if he has one. (""I was never really on your side either."")
loadcard The Amazing Spider-Man (Lv.3)/A/TAP: Web up 1 of you opponent's Artifacts or Allies, preventing them from being used this turn.
loadcard Dr. Insano (Lv.?)/A/At the start of your turn, think of a number between 1 and 10, and have your opponent guess it. If your opponent guesses right, destroy this card. If your opponent guesses wrong, the Level of this card becomes the difference between the guess and the actual number. (""There is no canon. There is only Insano." -The Spoony One")
loadcard Dr. Doom (Lv.4)/A/When this card is destroyed, the owner must shout "CURSE YOU, RICHAAAAAAAARRRRRDS!!!" (""CURSE YOU, RICHAAAAAAAARRRRRDS!!!"")
loadcard Dr. McNinja (Lv.?)/A/Dr. McNinja's Level is equal to the number of doctors + the number of ninjas on the field. RED Medics, BLU Medics, and The Doctor do count, and Dr. McNinja only counts himself once. -1 if Batman is on the field. (""You're not a dark and troubled soul. You're a doctor who wants to be Batman."")
loadcard The King In Yellow (Lv.6)/A/This card cannot be played unless another card called "The King In Yellow" is in play, or unless your opponent says "Hastur". ("Cassilda: Indeed, it's time. We have all laid aside disguise but you.%r Stranger: I wear no mask.")
loadcard Ryu (Lv.2)/A/This card gets +1 for every Street Fighter character (other than himself) on the field. (""You must defeat Shen Long to stand a chance."")
loadcard Ken (Lv.2)/A/This card gets +1 for every Street Fighter character (other than himself) on the field. (""Attack me if you dare I will crush you!"")
loadcard M. Bison (Lv.0)/A/M. Bison gets +1 Level for every Lawful, non-Good character on his side of the field. (""OF COURSE!"")
loadcard The Nameless One (Lv.1)/A/If The Nameless One is destroyed or removed from play for any reason, shuffle him back into the deck. Choose The Nameless One's alignment each time he is summoned. ("What can change the nature of a man?")
loadcard Captain Falcon (Lv.0)/A/TAP: Captain Falcon gains +4 Level until the end of this turn. You cannot win the game this way. ("FALCON PUNCH!")
loadcard Souji Seto (Lv.1)/A/TAP: Look through the deck untill you find an Ally card. Put that card on the field untapped, and discard it at the end of your turn.
loadcard EVA-01 (Lv.0)/A/At the beginning of your turn, flip a coin untill you get Tails. The number of times you get Heads becomes EVA-01's Power Level.
loadcard Shinji Ikari (Lv.-1)/A/Equip to EVA-01 to boost it's Level by +2. (""I mustn't run away, I mustn't run away, I mustn't run away..."")
loadcard The Nostalgia Critic (Lv.?)/A/The Nostalga Critic's Level is equal to the number of Allies invented before the 90's. (""Hello, I'm the Nostalgia Critic. I remember it so you don't have to."")
loadcard ADAM (Lv.-1)/A/TAP: Increase an EVA unit's Level by 1.
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