Dvorak Export: Mirage deck


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:
cleardeck
loadcard Utopia Trees (1)/T/Increase the Illusion score of this card for each other green Mirage card in play.
loadcard Tranquil Skies (3)/T/When you play this card, destroy any card named "Blood-red skies" on the field. You can play an Action card from your hand instead of a Thing card once each turn.
loadcard Golden Totem (6)/T/This card cannot be destroyed unless it is the only Mirage card on the field.
loadcard Battlescorched Turf (4)/T/When this card comes into play, you can destroy any green Mirage card on the field.
loadcard Sinister Smoke (1)/T/You may search the discard pile for a Red card of any type and put it into your hand.
loadcard Celestial Fog (2)/T/As long as this card is on the field, your opponents cannot search through the deck due to card effects.
loadcard Menacing Stones (5)/T/After this card is played, your opponents cannot play another Mirage card until the next time you draw a card.
loadcard Blood-red Skies (3)/T/When this card comes into play, destroy any card named "Tranquil Skies" on the field. While this card is on the field, your opponents must discard a card from their hands at the end of each of their respective turns.
loadcard Silver Moon (4)/T/As long as this card is on your side of the field, all of your Mirages count as blue.
loadcard Black Sun (7)/T/Each Mirage card in play counts as if it had no colors as long as this card is in play.
loadcard Rainbow Wreath (2)/T/Target Mirage card on counts as the color of your choice as long as this card is in play. You can choose a new target or color at the beginning of each player's turn.
loadcard Sky Waterfall (3)/T/Action: Draw a card.
loadcard Eyes in the Mud (3)/T/This card counts as a red card as well as a green one.
loadcard Dangling Tentacles (3)/T/This card counts as a blue card as well as a red one.
loadcard Heavenly Oasis (4)/T/This card counts as a green card as well as a blue one.
loadcard Gold-stone Castle (7)/T/Action: You may return any Mirage card on your side of the field to your hand.
loadcard Black-iron Fortress (10)/T/You cannot draw cards except through card effects.
loadcard Silver Mist Cemetary (6)/T/Action: You may take any Blue Hallucination or Dream Card from the discard pile and put it into your hand.
loadcard Doors to Chaos (1)/T/Whenever you draw a card, reveal it. If that card is red, this card's illusion value becomes 5. If that card is green, double this card's illusion value. If that card is blue, reduce this card's illusion value by 7 if the value is above 7, or draw a second card if it is 10 or less. If you draw and reveal four cards in the same turn, this card is destroyed. This card's illusion value becomes zero if you play any Mirage card that is not red.
loadcard Consuming Void (2)/T/Action: destroy target Mirage on the field.
loadcard Redspark Canyon (5)/T/Increase the Illusion value of all other red cards on the field by 3.
loadcard Verdant Ocean (4)/T/Increase the illusion value of all other green cards on the field by 2. After counting this increase, the Mirage card with the largest Illusion value on the field counts as a number of Mirage cards equal to its Illusion value for the purposes of other card effects, with each Mirage card counting as if their Illusion value was 1.
loadcard Starlit Plateau (2)/T/Increase the illusion value of all other blue cards on the field by 2. As long as this card is in play, you can play Action cards as if they were Thing cards, and vice versa, if you choose to. This is not the case for card effects, however.
loadcard Howling Caverns (0)/T/Increase the Illusion value of this card by 1 for each card in the discard pile. You must destroy one Mirage card on your side of the field at the end of each turn.
loadcard Forest/T/Mirage cards (except for this one) cannot be destroyed by card effects.
loadcard Forest/T/Mirage cards (except for this one) cannot be destroyed by card effects.
loadcard Mountain/T/Action: Force target opponent to discard a card from their hand. Any player may use this ability on their turn.
loadcard Mountain/T/Action: Force target opponent to discard a card from their hand. Any player may use this ability on their turn.
loadcard Beach/T/There is no maximum hand size.
loadcard Beach/T/There is no maximum hand size.
loadcard Hill/T/Each player can play an additional Thing each turn.
loadcard Hill/T/Each player can play an additional Thing each turn.
loadcard Fields/T/Each player can draw an extra card at the beginning of each turn.
loadcard Fields/T/Each player can draw an extra card at the beginning of each turn.
loadcard Recovered Memories/T/Take one Mirage card from the discard pile and put it into your hands.
loadcard Fruits of Paradise/T/Draw four cards. Each other player can draw two cards.
loadcard Surreal Memories/T/Take one Hallucination card from the discard pile and put it into your hands.
loadcard Wayward Aspirations/T/Search the deck for a Territory card and put it into your hand. Shuffle the deck afterwards.
loadcard Sinister Aspirations/T/Search the deck for a Hallucination card and put it into your hand. Shuffle the deck afterwards.
loadcard Respite/T/Take any number of Dream cards in the discard pile and put them into your hand. Discard the same number of cards from your hand afterwards.
loadcard Contemplation of Chaos/T/Shuffle your hand into the deck and draw five cards.
loadcard Blue Oasis Dreams/T/If a card named Beach, Mountain, or Forest is on the field, draw five cards.
loadcard Clear Sky Dreams/T/If a card named Hill, Field, or Mountain is on the field, you may take three cards at random from your opponents' hands and put them into your own.
loadcard Green Grass Dreams/T/If a card named Hill, Field, or Forest is on the field, you may take two Mirage cards on your opponents' sides of the field, and put them on to your own.
loadcard Joyous Bubbles/T/Draw three cards.
loadcard Nectar of Life/T/Draw a card. You can return any card that was destroyed after your last turn ended from the discard pile to your hand.
loadcard Bizarre Daydream/T/You can swap any number of your Mirages with a Mirage on target opponents' side of the field.
loadcard Hopes for Tommorrow/T/Shuffle the discard pile into the deck. Draw three cards afterwards.
loadcard Countdown to Armaggeddon/T/Discard 5 cards from your hand. If you successfully do so, set the five cards aside face down. You cannot draw cards through card effects as long as those cards are face down. At the beginning of each of your turns, flip one of the five cards face up and put it into your hand. If you begin a turn without any face-down cards remaining, you win the game.
loadcard Glimpse of Utopia/T/You may put into play any number of Green Mirage cards from your hand.
loadcard Glimpse of Chaos/T/Each player discards their hand and then returns each Mirage card on their side of their field to their hand. Each player can immediately afterwards play a card from their hand, and the player whose Mirage has the highest Illusion value can draw 7 cards. The player with the lowest value can only draw three cards. Each other player can draw 5 cards. All players can immediately play all Mirage cards remaining in their hands simultaneously.
loadcard Glimpse of Firmament/T/You may reveal this card if your opponent would win the game through a card effect. Negate that card effect. You win the game if you have a total Illusion value of 10 from Blue Mirage cards on your side of the field.
loadcard Consensus/T/If the total Illusion value of any one color of Mirages exceeds the total of each of the other two colors by 10 or more, you may win the game if you have at least 5 Mirages of that color on your side of the field.
loadcard Domination/T/If the Mirages on your side of the field have a total Illusion value of 25 or over, and if your total exceeds the total of all other players by 10 or more, you win the game.
loadcard Dark Realm's Claim/T/If the total Illusion value of Red Mirage cards on your side of the field is 10 or more, or if the total illusion value of cards without color in play is 20 or more, you may discard 5 cards from your hand. If you do so, you win the game.
loadcard Call of Nature/T/If there are 5 or more Green Mirage cards in play, and the total Illusion value of Green Mirage cards exceeds 12, you may destroy one target Mirage card on the field. Afterwards, if you have the highest total Illusion value of Mirage cards on the field, you win the game.
loadcard Triumph of Clouds/T/If there are 7 or more Blue Mirage cards in play, or if the total Illusion value of Blue Mirage cards exceeds 15, you may destroy 5 Mirage cards on your side of the field. If you do so, you win the game.
loadcard Dismissal/T/If you three or more red Mirage cards on your side of the field, destroy all Mirage cards on the field.
@emit [name(%#)] pastes the Mirage deck into the Dvorak Engine.

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