Dvorak Export: Elemental TCG card set (Dvorax)


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.)

Regenerate this output, minus the cards created by a comma-separated list of users:
cleardeck
loadcard hr/Flash (0)/Fire Gambit/Deal 20 damage to a player.
loadcard hr/Smokeling (0)/Fire Summon - Creature/Loyalty to Fire. ''(Smokeling can't attack Fire Summons.)''%r%r If Smokeling attacks a non-Fire Summon, Smokeling's Strength is doubled. %r%r 10/0
loadcard hr/Sunhat (0)/Fire Equipment/Equipped Summon gets +10 Defense.
loadcard hr/Upstart Soldier (0)/Fire Summon - Soldier/Upstart Soldier does not have to be primed. %r%r10/10
loadcard hr/Fledgeling Marauder (1)/Fire Summon - Marauder/Bonds with Marauders. <i>(For every Marauder in play, Fledgeling Marauder gets +10 Strength.)</i> %r%r20/10
loadcard hr/Goblin Trooper (1)/Fire Summon - Goblin/Cower. ''(Goblin Trooper can't attack or block any Summon with a higher Strength than Goblin Trooper.)<i>%r%r 20/20
loadcard hr/Supply Bomb (1)/Fire Gambit/Destroy 1 card in play.</i>
loadcard hr/Token of Allegiance (1)/Fire Equipment/Equipped Summon has Loyalty to Fire. ''(It can't attack Fire Summons.)<i>
loadcard hr/Blaze Footsoldier (2)/Fire Summon - Soldier/Bonds with Soldiers. </i>(For every Soldier in play, Blaze Footsoldier gets +10 Strength.)<i> %r%rHostile towards non-Fire. </i>(When attacking a non-Fire Summon, Blaze Footsoldier gets +10 Strength until the end of the turn.)<i>%r%r15/15
loadcard hr/Goblin Bandit (2)/Fire Summon - Goblin/When you reveal this card, your opponent must discard a card from his or her hand.%r%r 20/15
loadcard hr/Night Marauder (2)/Fire Summon - Marauder/Bonds with Marauders. </i>(For every Marauder in play, Night Marauder gets +10 Strength.)<i> %r%rShroud. </i>(Night Marauder can't be the target of a Gambit.)<i>%r%r25/15
loadcard hr/Brushfire (3)/Fire Gambit/Charge 3. (You can prime this card for up to 3 turns.) %r%rWhen this card is revealed, destroy a number of Summons in play equal to the amount of turns this card Charged for.
loadcard hr/Desert Merchant (3)/Fire Summon - Merchant/Instead of attacking with Desert Merchant, you can draw a card.%r%r20/20
loadcard hr/Flame Banner (3)/Fire Plane/All Summons have Loyalty to Fire </i>(They can't attack Fire Summons)<i> and are Hostile towards non-Fire. </i>(When attacking a non-Fire Summon, they get +10 Strength until the end of the turn.)''
loadcard hr/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.
loadcard hr/Blaze Berserker (4)/Fire Summon - Soldier/Bonds with Soldiers. Hostile towards non-Fire.%r%rCharge 3. <i>(You can prime this card for up to 3 turns.)</i> %r%rWhen this card is revealed, it gets +10 Strength for each turn it was Charged for, until the end of the turn.%r%r30/25
skipcard hw/Courageous Soldier (0)/Light Summon - Soldier/When you reveal Courageous Soldier, gain 5 life. %r%r10/10
skipcard hw/Reveal (0)/Light Gambit/When this card is revealed, look at each opponent's hand.
skipcard hw/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.
skipcard hw/Sentinel Orb (1)/Light Summon - Elemental/Instead of attacking with Sentinel Orb, you may destroy it and gain 35 life.<BR><BR>0/35
skipcard hw/Paladin (2)/Light Summon - Soldier/Whenever Paladin deals damage to a player, you gain that much life.<BR><BR>20/20
skipcard hw/Crusader (2)/Light Summon - Knight/If you have more than 200 life, Crusader does not have to be primed.<BR><BR>20/20
skipcard hw/Truce (2)/Light Plane/All Summons lose Hostility.
skipcard hw/Heroes' Mantle (2)/Light Equipment/Equipped Summon gets +5/+15
skipcard hw/Blindness (3)/Light Equipment/Equipped Summon gets -50 Strength.
skipcard hw/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.<BR><BR>20/20
skipcard hw/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.
skipcard hw/Glorious Rebirth (4)/Light Gambit/Return a Summon from your discard pile to play. It is now a Light Summon.
skipcard hw/Angel of Vengeance (5)/Light Summon - Angel/Loyalty to Light. Whenever a card is put into a discard pile, you gain 5 life.<BR><BR>50/50
skipcard hw/Angel of Justice (5)/Light Summon - Angel/Loyalty to Light. Opponent's Summons have Loyalty to Light.<BR><BR>40/40
skipcard hw/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.<BR><BR>60/60
@emit [name(%#)] pastes the Elemental TCG card set into the Dvorak Engine.

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