Dvorak Export: Noll's Superweapons 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 Enslaved Village/T/
loadcard Enslaved Village/T/
loadcard Enslaved Village/T/
loadcard Enslaved Village/T/
loadcard Secret plans/T/Discard your hand when you play this card. Secret plans may NOT be destroyed by anyone but its controller. At any point, you may destroy Secret Plans to play a Superweapon or Megaweapon from your hand (if you have one, and you meet the requirements).
loadcard Financial Backing/T/Draw an extra card at the start of each turn.
loadcard Defensive Position/T/Your Superweapons and Megaweapons cannot be destroyed by Opponents while you control Defensive Position.
loadcard Smallpox Sample/T/Action: Destroy this card, and destroy any Enslaved Village.
loadcard Backup plan/T/Destroy Backup plan at any point to completely negate the effect of any Action that would have caused one of your Superweapons or Megaweapons to be destroyed.
loadcard Nuclear power station/T/Action: Destroy Nuclear Power station and any other Thing.
loadcard Nuclear power station/T/Action: Destroy Nuclear Power station and any other Thing.
loadcard Nuclear power station/T/Action: Destroy Nuclear Power station and any other Thing.
loadcard Giant magnifying glass/T/Requires an Enslaved Village to play. Action: A chosen Opponent discards a card at random.
loadcard Thunderstorm Generator/T/Action: Discard two cards and designate a Thing. That Thing is destroyed at the end of its' controller's next turn.
loadcard Thunderstorm Generator/T/Action: Discard two cards and designate a Thing. That Thing is destroyed at the end of its' controller's next turn.
loadcard Tesla Blaster/T/Action: A chosen Opponent discards a card or (If you also control Thundestorm Generator) their entire hand.
loadcard Tesla Blaster/T/Action: A chosen Opponent discards a card or (If you also control Thunderstorm Generator) their entire hand.
loadcard Trained Bee Swarm/T/Action: For all intents and purposes, a chosen Opponent has no Enslaved Villages during their next turn.
loadcard Trebuchet/T/Requires an Enslaved Village to play. Trebuchet cannot be destroyed unless its' controller has no other active Superweapons. Action: A chosen Opponent discards a card.
loadcard Earthquake Machine/T/Action: All Players destroy one of their own Things.
loadcard Earthquake Machine/T/Action: All Players destroy one of their own Things.
loadcard Nuclear Missile Silo/T/Requires a Nuclear Power Station to play and to operate. Action: Discard a card and destroy a chosen Thing.
loadcard Robot Army/T/Requires two Enslaved Villages to play. Action: Destroy a Thing. You may not play this Action two turns in a row.
loadcard Tamorisian Device/T/Requires you to have exactly three cards in your hand to operate. Action: Destroy a Thing.
loadcard Pyrodraulic Dynamo/T/Requires three Enslaved Villages to play. Action: Destroy as many Things as you have Enslaved Villages.
loadcard Biological Doomsday Device/T/Requires a Smallpox Sample to play. Action: Destroy as many Enslaved Villages as you wish.
loadcard Nuclear-Powered Stomping Machine/T/Requires a Nuclear Power Station to play, and two to operate. Action: Destroy all Superweapons and Megaweapons which aren't Nuclear-Powered Stomping Machine.
loadcard Double shifts/A/For all intents and purposes, you have twice as many Enslaved Villages under your control until the end of your turn. Instead of playing a Thing this turn, you may choose to play another Action.
loadcard Really sunny day/A/Play only if you control Giant Magnifying Glass. Destroy two Things.
loadcard Harvest/A/Everyone draws twice as many cards as they have Enslaved Villages.
loadcard Reign of Terror/A/Play only if you have more Superweapons (For the purposes of this card, a Megaweapon is two Superweapons) than any other Player. All Players give you two cards from their hands.
loadcard Ninjas/A/Look at an Opponent's hand and take one of their cards.
loadcard Terrify thy neighbour/A/Draw a card for every Superweapon you control, and three for every Megaweapon you control.
loadcard Negation/A/Destroy one of your Superweapons, and any other Superweapon.
loadcard Quick rebuilding/A/If one of your Superweapons or Megaweapons was destroyed last turn, move it from the discard pile to your control. You do not need to meet any other requirements. You may not play this card on the same turn as a Thing.
loadcard Aid from Tamoris/A/Destroy a Thing you control. You may play as many Things as you want this turn.
@emit [name(%#)] pastes the Noll's Superweapons deck into the Dvorak Engine.

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