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.)
cleardeckskipcard hx/X-Naut (2/2)/Enemy/Ram: Deal target 3 damage.skipcard hx/Piranha Plant (5/0)/Enemy/Bite: Deal target 3 damage.skipcard hx/Goomba (2/0)/Enemy/Headbonk: Deal target 1 damageskipcard hx/Chain Chomp (7/5)/Enemy/Can only be played in Palace of Shadow.<br/>Chomp: Deal target 3 damageskipcard hx/Anti Guy (7/0)/Enemy/<i>If your opponent has the item "Lemon Drop", he/she may take control of Anti-Guy.</i><br/> Stomp (2): Deal target 4 damage.<br/> Frontflip (4): Deal 6 damage to any non-Spiked Character. ("His attacks are so intense that he's also called Deadly Guy.")loadcard hx/Swoopula (9/0)/Enemy/If there are no Damage Counters on this card, it is considered <i>Flying</i>.<br/> Absorb: For every card in your hand, deal target 2 damage and remove an equal number of Damage Counters from this card.<br/>Headbonk (2): Deal target 4 damage. ("You can't jump high enough to attack them while they're hanging from the ceiling.")skipcard hx/Medi Guy (7/0)/Enemy/If you control no other enemies, you may return this card to your hand.<br/>Charge: Deal target 1 damage.<br/>Heal (2): Remove up to 4 Damage Counters from target.skipcard hx/Blooper (3/0)/Enemy/<br/>Ink Splat (2): Deal target 5 damage on their next turn.<br/>Swosh: Deal target 2 damageskipcard hr/Lemon Drop/Action/Remove up to 2 Damage Counters from target and gain 5 FP. ("Rumor has it that Lemon Drop is an Anti-Guy's favorite treat.")skipcard hr/Hot Dog/Action/Add 2 HP and 2 FP to a chosen Character.skipcard hr/Catch Card SP/Action/Deal 5 Damage to an enemy. If it is destroyed because of this card, then treat this card as a copy of that one. If not, then reverse the damage caused by this card.skipcard hb/Mega Star/Equipment/Put 3 counters on this card. Every turn you may use an Action to destroy an opponents Character. Remove a counter every turn. Once all counters are gone, destroy this card.skipcard hb/Pal Pills/Equipment/Put 3 counters on this card. Whenever you get attacked, remove 1 counter and do not take any damage. When you run out of counters, destroy this card.skipcard hr/Rawk Hawk (10/0)/Hero/This card can only be played when there is 10 or more Audience.<br/>Body Slam (2): Deal target 3 damage. This affects <i>Flying</i>.<br/>Choke Hold (4): Deal target 4 damage. That Character cannot use its abilites next turn.skipcard hb/Boo's Sheet/Equipment/This card comes into play with 2 counters on it. This card's User cannot be damaged. If the User has a number of Damage Counters equal to one less than its HP, you may, as an action, destroy 1 Enemy. Remove 1 counter from this card at the beginning of your turn. If there are no counters on this card, destroy it.skipcard hb/Fire Flower/Equipment/This card's User gets +1 damage, +2 HP and doesn't take damage when attacking Spiked enemies.skipcard hr/Stylish Move/Response/Play this when you deal damage. Increase the Audience by 10. Flip a coin. If it's heads, increase the damage dealt by 2.skipcard hr/Unsatisfied Fans/Response/Play this when you deal damage. Flip a coin. If it's heads, draw a card. Otherwise, one of your Characters is dealt 3 damage and the Audience is reduced by 5.skipcard hr/Bomb-omb in the Audience/Response/Play this when the Audience increases. The Audience is reduced by 5.skipcard hr/Luigi in the Audience/Response/Play this when a Hero attacks. Remove up to 10 Damage Counters from target Hero and increase the Audience by 1.skipcard hr/Boo in the Audience/Response/Play this when the Audience increases. One of your Characters cannot be damaged until the start of you next turn.skipcard hr/Shy Guy in the Audience/Response/Play this when someone plays a Character. Target Character is dealt 10 damage.skipcard hb/Super Hammer/Equipment/+2 Damage. The Character holding this card is not damaged when attacking a Spiked Character.skipcard hb/Charge/Equipment/Charge: Your next attack from this Character has +3 Damage.skipcard hb/Mega Rush/Equipment/If the hero holding this card has HP less than 3, the Damage of their next attack goes up by 3.skipcard hr/Stopwatch/Action/Flip a coin. If heads, all opponents' Enemies cannot use abilities until the beginning of your next turn. If tails, end your turn.skipcard hb/Eldstar/Thing/Focus: You may draw 1 extra card at the beginning of your next turn.skipcard hb/Mamar/Thing/Lullaby: <i>For 2 turns, all Enemies are asleep. Every turn, they must flip a coin. If heads, all Enemies wake up.</i>skipcard hb/Skolar/Thing/Star Storm: Target opponent's Characters are dealt 3 damage each.skipcard hb/Muskular/Thing/Chill Out: Target Character's attack power is reduced by 3 until the beginning of your next turn.skipcard hb/Misstar/Thing/Smooch: <i>Pick a character, it now gains 7</i>.skipcard hb/Klevar/Thing/Time Out: All Character's are Paralyzed.skipcard hb/Kalmar/Thing/Up and Away: Flip a coin. If heads, destroy 2 Enemies.skipcard hb/Thoreau/Thing/Grab: Take control of target non-Spiked Enemy.skipcard hb/Boomer/Equipment/When this comes into play, put 5 counters on it. At the beginning of your turn, remove a counter. If there are no counters on this card, return it to your hand and destroy its User.<br/>Explode: Remove all counters on this card.skipcard hb/Slim/Thing/Paper Thin: You cannot be affected by any cards until the end of your next turn.skipcard hb/Thudley/Thing/Ground Pound: Deal 1 damage to two target Enemies.skipcard hb/Carrie/Thing/Platformed Jump: Deal target 5 damage.skipcard hb/Fleep/Thing/Flip: Up to 2 Enemies controlled by the same player cannot use any abilities until your next turn.skipcard hb/Cudge/Thing/Smash (6): Destroy 1 non-Flying Character.skipcard hr/Goombario (<i>?/?</i>)/Hero/Tattle: Look at one card of your choice in an opponent's hand.<br/>Headbonk: 3 Damage.skipcard hr/Kooper (<i>?/?</i>)/Hero/Dizzy Shell: No Enemy may use abilites until the end of your next turn.<br/>Shell Toss: Deal target 3 damage. This card does not take damage from a Spiked Character when using this ability.skipcard hr/Bombette (<i>?/?</i>)/Hero/Mega Bomb (20): Deal 4 damage to all Enemies. This card does not take damage from Spiked Enemies when using this ability.skipcard hr/Parakarry (<i>?/?</i>)/Hero/Air Lift: Return target Enemy to it's owner's hand.<br/>Sky Dive: Deal target 3 Damage.skipcard hr/Bow (<i>?/?</i>)/Hero/Spook: Flip a coin. If it's heads, return 2 target Enemies to their owner's hand.skipcard hr/Watt (<i>?/?</i>)/Hero/Electro Dash: Put 3 Damage Counters on target Character.<br/>Power Shock: Paralyze target Enemy.skipcard hr/Sushie (<i>?/?</i>)/Hero/Squirt: Deal target 3 damage twice. This affects <i>Flying</i>. This card does not take damage from <i>Spiked</i>.<br/>Water Block: Target Character's DEF is increased by 2 until the beginning of your next turn.skipcard hr/Lakilester (<i>6/0?</i>)/Hero/Spiny Flip: Deal target 4 damage.<br/>Spiny Surge: Deal 2 damage to all Enemies. ("Is it just me, or did he call himself Spike, Michael and Lakilester? What an odd guy.")skipcard hr/Flurrie (3/2)/Hero/Body Slam: Flip a coin. If it lands on a card, (or is heads online,) deal 4 Damage. <br/>Gale Force: (3) Flip a coin for every enemy on the field. For every heads, one enemy is sent back to the owner's hand.skipcard hr/Yoshi Kid (4/1)/Hero/Gulp: (4) Deal target 3 Damage, ignoring Defence. If the target player has any other enemies, pick one. Give that enemy 2 Damage. <br/> Mini Egg: Flip 3 coins. Do 2 Damage for every heads. If 3 Damage is ever dealt, the enemy attacked has -2 Damage for 2 turns.skipcard hr/Vivian (4/2)/Hero/Shade Fist: Deal target 3 Damage.<br/>Veil: Choose a Character, they cannot be attacked until your next turn.skipcard hg/Palace of Shadow/Location/If you control less than 2 Heroes, destroy this card. ("This is the entrance to the Palace of Shadow. It's seen no visitors for 1,000 years...")skipcard hg/Flipside/Location/Any player can be in this Location. All players Flip a coin. If heads, you may not play enemies anymore. Existing enemies may still stay. If tails, nothing happens.skipcard hg/Bowser's Castle/Location/Any attack by an enemy card, deals 1 extra damage to target ("The home of The Feared King Koopa himself.")skipcard hr/Rescue the Princess/Action/Play only in Bowser's Castle. If you are on the last Level, you win. Otherwise, destroy the stack of Location cards and advance to the next Level, then shuffle the discard pile (including this card) into the draw pile. ("Thank you Mario! But our princess is in another castle!")skipcard hr/Warp Pipe/Action/Play this only if your Jump Check is greater than 4. Destroy the stack of Location cards and advance to the next level.skipcard hr/? Block/Action/Play this only if your Jump Check is greater than 1. Draw two cards.skipcard hr/Flagpole/Action/Play this only if your Opponent controls no Enemies or your Jump Check is 5 or greater. Reveal cards from the top of the deck until you find a Location. Put that Location into play and shuffle the deck.skipcard hr/1-up Mushroom/Action/Discard your hand and draw enough new cards to reach your hand size limit.skipcard hr/Out of Time/Action/Play this only if there are at least 5 cards in the stack of Location Cards. Destroy those cards but do not advance to the next Level.skipcard hr/Jump Combo/Action/Discard a number of cards to destroy an equal number of enemies.skipcard hr/Keyhole/Action/Play only if you control Key. If you are at Star Road, advance to the next level twice. Otherwise, advance only one level. Either way, destroy Key and the stack of Location cards.skipcard hr/Jump/Action/Destroy target Enemy.skipcard hr/Toad/Action/Shuffle the discard pile into the deck. Then, draw three cards and discard two. ("Pick a box. Its contents will help you on your way.")skipcard hr/Spade Game/Action/Draw three cards. If they are not all the same type, discard them.skipcard hr/Warp Whistle/Action/Destroy any two Locations in the stack, then move any one to the top of the stack.skipcard hr/Bowser's Overkill/Action/If you have less than 5 Enemies in play, draw 3 cards and discard all non-Enemies from the draw. If you have 5 or more Enemies in play, then target opponent loses a turn.skipcard hr/You Forgot the Princess!/Action/Play this on the person with the highest (or tied for highest) level. If the last card used to advance their level was not Rescue the Princess, they must go back a level.skipcard hr/Chance Time/Action/All players throw their hands face down into a pile, then the pile is mixed up and each player takes as many cards from the pile as they originally had.skipcard hr/Triple Jump/Action/You may perform three more actions.skipcard hr/Super Hammer/Action/Destroy target thing. Add 2 to your Jump Check during this action.skipcard hr/A Letter from the Princess/Action/Draw cards until you draw a non-Enemy Thing or an Action, discarding all other cards drawn. ("I have enclosed a jewel that helps protect you.")skipcard hr/Backtracking/Action/Destroy the top Location card on the stack.skipcard hr/Yoshi Wings/Action/If you control Yoshi, advance to the next level and destroy the stack of Location Cards.skipcard hb/Starman/Thing/This comes into play with 3 counters on it. At the beginning of your turn, remove a counter. If there are no counters on this card, destroy it. This card cannot be destroyed in any other way. While this is in play, your Jump Die is always 6 and you cannot be affected by enemy abilities.skipcard hb/Blue Shell/Thing/Play this onto another Thing. That thing cannot be destroyed and you cannot use any of its actions.<br/>Action: If your Jump Check is higher than 4, you may destroy this to destroy an enemy.skipcard hb/Super Mushroom/Thing/Add 1 to your Jump Check. If you are forced to discard a card, you may destroy this instead.skipcard hb/Mega Mushroom/Thing/This card is only in effect for 3 turns. Your Jump Check is now 2. If your opponents have any enemies, they are all immediately destroyed.skipcard hb/Stopwatch/Thing/Action: Flip a coin. If heads, all opponent's Enemies cannot attack for one turn cycle. If tails, end your turn.skipcard hb/Tanooki Suit/Thing/Enemy cards have no effect on you. If any enemy action would have affected you since the end of your last turn, you may not play any actions this turn.skipcard hb/Fire Flower/Thing/Action: If your Jump Check is greater than 2, destroy target Thing.skipcard hb/Yoshi Egg/Thing/Action: Search the deck for a Baby Yoshi card. If you find one, you may put it into play. Shuffle the deck afterwards.<br/>Action: Destroy this card to destroy target enemy.skipcard hb/Baby Yoshi/Thing/When this card comes into play, you must destroy a Yoshi Egg you control. Reduce your Jump Check by 1.<br/>Action: Destroy target enemy and add a counter to this card.<br/>Action: If this card has at least 3 counters, you may search the deck for a Yoshi card. If you find one, you may put it into play. Shuffle the deck afterwards.skipcard hb/Yoshi/Thing/When this card comes into play, you must destroy a Baby Yoshi you control. Increase your Jump Check by 1.<br/>Action: Destroy target thing.skipcard hb/Key/Thing/Decrease your Jump Check by 1.skipcard hb/P-Wing/Thing/Increase your Jump Check by 2. This card is destroyed upon advancing to the next level.skipcard hb/Cape Feather/Thing/If your Jump Die is less than your previous Jump Die, it becomes the previous number instead.skipcard hb/Music Box/Thing/While in play, no Action may be performed by any Enemy. This card is destroyed upon advancing to the next level.skipcard hb/Thwomp/Thing/Action: A Player whose Jump Die was 2 or less must discard a card from their hand. Thwomp counts as an Enemy only when using this action.skipcard hb/Airship/Thing/The Jump Check of all other players is decreased by 1 for every three Enemies you have in play.skipcard hb/Coins/Thing/Roll a die and place that many counters on this card. If there are no counters on this card, destroy it.<br/>Action: Remove a counter to draw a card.skipcard hb/Brick Block/Thing/If one of your Things is about to be destroyed, you may destroy this Thing in its place.skipcard hb/Metal Cap/Thing/If an opponent uses an Enemy's ability, this card may be destroyed to cancel that ability. When this card is destroyed, you may shuffle it back into the deck.skipcard hb/Vanish Cap/Thing/While this card is in play, you cannot destroy any Thing. If someone makes you discard a card, you must destroy this card instead. When this card is destroyed, you may shuffle it back into the deck.skipcard hb/Wing Cap/Thing/If your Jump Check is higher then 4, you cannot be affected by any Enemy's abilities. When this card is destroyed, you may shuffle it back into the deck.skipcard hb/Eldstar/Thing/Action: You may draw 1 extra card on your next turn.skipcard hb/Mamar/Thing/Action: For 2 turns, all Enemies are asleep. Every turn, they must flip a coin. If heads, the Enemies wake up.skipcard hb/Skolar/Thing/Action: All opponents whose last Jump Check was less than 3 may only play Things, not Actions.skipcard hb/Muskular/Thing/Action: Decrease an opponents Jump Check by 3.skipcard hb/Misstar/Thing/Action: Increase your Jump Check by 5.skipcard hb/Klevar/Thing/Action: All Enemies are paralyzed for 2 turns. Every time a player wants to use an Enemy's ability, they must flip a coin. If heads, all Enemies are unparalyzed.skipcard hb/Kalmar/Thing/Action: Flip a coin. If heads, destroy 3 Enemies.skipcard hb/Thoreau/Thing/Action: Take control of target Enemy.skipcard hb/Boomer/Thing/Play this onto an Enemy. When this comes into play, put 5 counters on it. At the beginning of your turn, remove a counter. If there are no counters on this card, return it to your hand and destroy the enemy it was attached to.<br/>Action: Remove all counters on this card.skipcard hb/Slim/Thing/Action: You cannot be affected by any cards until the end of your next turn.skipcard hb/Thudley/Thing/Action: Take a counter off any 2 Enemies or destroy 2 Enemies with no counters.skipcard hb/Carrie/Thing/Action: Add 2 to your next Jump Check.skipcard hb/Fleep/Thing/Action: Up to 2 Enemies controlled by the same player cannot use any abilities until your next turn.skipcard hb/Cudge/Thing/Action: Destroy 1 Enemy.skipcard hb/Goombario/Thing/Action: Tattle: Pick a card in an opponents hand. They must show it to you. Action: Headbonk: Remove 1 of an enemies counters. If they have no counters, destroy them.skipcard hb/Kooper/Thing/Action: Dizzy Shell: All enemies are Dizzy for 1 turn. They may not do anything. Action: Shell Toss: Remove 1 of an enemies counters. If they have no counters, destroy them.skipcard hb/Bombette/Thing/Action: Mega Bomb: You may not use an action next turn. Destroy all enemies with no counters, or remove a counter from all enemies with them.skipcard hb/Parakarry/Thing/Action: Air Lift: Put an enemy back into it's owner's hand. Action: Sky Dive: Remove 1 of an enemies counters. If they have no counters, destroy them.skipcard hb/Bow/Thing/Action: Spook: Roll a die. If 4 or higher, send that number of enemies back to their owner's hand.skipcard hx/Koopa Troopa/Enemy/Action: Target player whose last Jump Check was less than 4 must discard a card.skipcard hx/Hammer Bros./Enemy/Action: All players whose last Jump Check was less than 3 must discard a card.skipcard hx/Bowser/Enemy/Play only in Bowser's Castle. Players cannot advance to the next level or win the game when Bowser is in play.skipcard hx/Lakitu/Enemy/This card cannot be destroyed by a player whose Jump Check is less than a 6.<br/>Action: Create a Spiny Token. This counts as an Enemy with the text: 'This cannot be destroyed by a player whose Jump Check is less than 5.'skipcard hx/Pokey/Enemy/Play only in Koopahari Desert. This card comes into play with 3 counters. If this card would be destroyed, remove a counter instead. If there are no counters on this card, destroy it.skipcard hx/Blargg/Enemy/Play only in Vanilla Dome. If another Location is played, destroy this card. This card cannot be destroyed otherwise.<br/>Action: Target player must discard a card at random.skipcard hx/Magikoopa/Enemy/Reduce all other players' maximum hand size by one.skipcard hx/Bob-omb/Enemy/Action: Destroy this card. Target player must discard three cards.skipcard hx/Boo/Enemy/Play only in Ghost House. If any player's Jump Check is 1 or less, they must discard a card or skip their turn. This card cannot be destroyed by a player whose Jump Check is less than 6.skipcard hx/Big Boo/Enemy/Play only in Ghost House. If another Location is played, destroy this card. It cannot be destroyed otherwise. If any player's Jump Check is 2 or less, they must discard two cards or skip their turn.skipcard hx/Bullet Bill/Enemy/Action: Destroy target thing controlled by a player whose last Jump Check was less than 3.skipcard hx/Banzai Bill/Enemy/Action: Destroy two target things controlled by a player whose last Jump Check was less than 4. They may discard three cards, or their entire hand, to prevent this.skipcard hx/Dry Bones/Enemy/If this card is destroyed, return it to its owner's hand instead.skipcard hx/Buzzy Beetle/Enemy/Play only in Vanilla Dome. If this card is destroyed, the owner of the card may search the deck and discard pile for a Blue Shell card, put it into play and shuffle the deck. If none are in the deck or the discard pile, any player who has one may play it immediately.skipcard hx/Cheep-Cheep/Enemy/If the current location is neither Soda Lake nor Cheese Bridge, any player may use an action to destroy this card.skipcard hx/Bill Blaster/Enemy/This card cannot be destroyed by a player whose Jump Check is 6 or less.<br/>Action: Add a counter to this card.<br/>Action: Remove a counter from this card and sacrifice an enemy, other than this one, to make target player discard a card at random. If that Enemy had Bill in its name, return it to your hand instead.skipcard hx/Shy Guy/Enemy/Play only if you control more than 2 other enemies.skipcard hx/Piranha Plant/Enemy/Players must discard a card to play a Location or any card with the word Pipe in its name.skipcard hx/Bandit/Enemy/Action: Steal a random card from the hand of any player whose last Jump Check was less than 4 and add it to your own.skipcard hg/Donut Plains/Location/Action: If your Jump Check is at least 6, destroy target Enemy.skipcard hg/Soda Lake/Location/Don't roll for your Jump Check. Your Jump Die is always 3.skipcard hg/Bowser's Castle/Location/If your Jump Check is 1 or less, discard a card.skipcard hg/Yoshi's Island/Location/If your Jump Die is a 1, re-roll.skipcard hg/Vanilla Dome/Location/If your Jump Die is a 6, re-roll.skipcard hg/Star Road/Location/If your Jump Die is 3 or less, it becomes 1. If your Jump Die is 4 or more, it becomes 6.<br/>Action: If your Jump Check is at least 6, draw a card.skipcard hg/Forest of Illusion/Location/You cannot play another Location card unless your Jump Check is at least 6.skipcard hg/Bonus Round/Location/You may perform two Actions on your turn instead of one.skipcard hg/Minus World/Location/Location cards are played under this card. Out of Time may be played at any time.skipcard hg/Koopahari Desert/Location/skipcard hg/Ghost House/Location/When this card comes into play, all players must remove all non-Enemy Things from the game. Non-Enemy Things cannot be played while this card is in play. When Ghost House leaves play, return everything removed from the game by this card to play.skipcard hg/Cheese Bridge/Location/You may draw an extra card at the beginning of your turn.skipcard hg/Flipside/Location/If another player doesn't have any Location cards, they can use this one. Flip a coin, if heads, you are in 2-D, if Tails, you are in 3-D. Enemies can only be played by players in 3-D. Existing enemies may still stay.@emit [name(%#)] pastes the Mario RPG CCG set into the Dvorak Engine.