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.)
cleardeck loadcard hb/Normal Ninja (3)/Thing/A normal ninja is average in all attributes. loadcard hb/Normal Ninja (3)/Thing/A normal ninja is average in all attributes. loadcard hb/Normal Ninja (3)/Thing/A normal ninja is average in all attributes. loadcard hb/Normal Ninja (3)/Thing/A normal ninja is average in all attributes. loadcard hb/Normal Ninja (3)/Thing/A normal ninja is average in all attributes. loadcard hb/Fast Ninja (2)/Thing/A fast ninja can dodge slow and normal attacks easily. ("If attacked by a normal ninja or lower, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.") loadcard hb/Fast Ninja (2)/Thing/A fast ninja can dodge slow and normal attacks easily. ("If attacked by a normal ninja or lower, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.") loadcard hb/Fast Ninja (2)/Thing/A fast ninja can dodge slow and normal attacks easily. ("If attacked by a normal ninja or lower, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.") loadcard hb/Fast Ninja (2)/Thing/A fast ninja can dodge slow and normal attacks easily. ("If attacked by a normal ninja or lower, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.") loadcard hb/Fast Ninja (2)/Thing/A fast ninja can dodge slow and normal attacks easily. ("If attacked by a normal ninja or lower, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.") loadcard hb/Flash Ninja (1)/Thing/A flash ninja can dodge fast, normal, and slow attacks very easily. ("If attacked by any another ninja, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.") loadcard hb/Flash Ninja (1)/Thing/A flash ninja can dodge fast, normal, and slow attacks very easily. ("If attacked by any another ninja, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.") loadcard hb/Flash Ninja (1)/Thing/A flash ninja can dodge fast, normal, and slow attacks very easily. ("If attacked by any another ninja, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.") loadcard hb/Flash Ninja (1)/Thing/A flash ninja can dodge fast, normal, and slow attacks very easily. ("If attacked by any another ninja, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.") loadcard hb/Flash Ninja (1)/Thing/A flash ninja can dodge fast, normal, and slow attacks very easily. ("If attacked by any another ninja, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.") loadcard hb/Hard Ninja (4)/Thing/A hard ninja can defend against flash, fast, and normal attacks easily. loadcard hb/Hard Ninja (4)/Thing/A hard ninja can defend against flash, fast, and normal attacks easily. loadcard hb/Hard Ninja (4)/Thing/A hard ninja can defend against flash, fast, and normal attacks easily. loadcard hb/Hard Ninja (4)/Thing/A hard ninja can defend against flash, fast, and normal attacks easily. loadcard hb/Hard Ninja (4)/Thing/A hard ninja can defend against flash, fast, and normal attacks easily. loadcard hb/Tank Ninja (5)/Thing/A tank ninja can defend against all other attacks very easily. loadcard hb/Tank Ninja (5)/Thing/A tank ninja can defend against all other attacks very easily. loadcard hb/Tank Ninja (5)/Thing/A tank ninja can defend against all other attacks very easily. loadcard hb/Tank Ninja (5)/Thing/A tank ninja can defend against all other attacks very easily. loadcard hb/Tank Ninja (5)/Thing/A tank ninja can defend against all other attacks very easily. loadcard hr/Sensei (∞)/Special/Cannot be defeated. Can use any move. Whomever started the game receives this card and a different ninja. Can only be used if challenged by another player for practice fights or to meditate with everyone. ("After three fights, everyone must meditate. Use this card to begin.") loadcard hr/Fire/Action/Once played, select an opponent. That opponent loses a turn, and on your next turn, loses one life. ("Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.") loadcard hr/Fire/Action/Once played, select an opponent. That opponent loses a turn, and on your next turn, loses one life. ("Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.") loadcard hr/Fire/Action/Once played, select an opponent. That opponent loses a turn, and on your next turn, loses one life. ("Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.") loadcard hr/Fire/Action/Once played, select an opponent. That opponent loses a turn, and on your next turn, loses one life. ("Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.") loadcard hr/Fire/Action/Once played, select an opponent. That opponent loses a turn, and on your next turn, loses one life. ("Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.") loadcard hr/Water/Action/Once played, select two opponents. You may either have them lose a turn, or on your next turn, lose one life. ("Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.") loadcard hr/Water/Action/Once played, select two opponents. You may either have them lose a turn, or on your next turn, lose one life. ("Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.") loadcard hr/Water/Action/Once played, select two opponents. You may either have them lose a turn, or on your next turn, lose one life. ("Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.") loadcard hr/Water/Action/Once played, select two opponents. You may either have them lose a turn, or on your next turn, lose one life. ("Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.") loadcard hr/Water/Action/Once played, select two opponents. You may either have them lose a turn, or on your next turn, lose one life. ("Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.") loadcard hr/Earth/Action/Choose an action. Create a barrier: Lose a turn, while not being attacked until your next turn. Earth grab mound: Choose an opponent. They lose a turn, and may only be attacked by normal, hard, or tank ninjas. ("Mix Earth and Water to create Mud, and choose an opponent. They lose a turn, but may only receive half damage when attacked.") loadcard hr/Earth/Action/Choose an action. Create a barrier: Lose a turn, while not being attacked until your next turn. Earth grab mound: Choose an opponent. They lose a turn, and may only be attacked by normal, hard, or tank ninjas. ("Mix Earth and Water to create Mud, and choose an opponent. They lose a turn, but may only receive half damage when attacked.") loadcard hr/Earth/Action/Choose an action. Create a barrier: Lose a turn, while not being attacked until your next turn. Earth grab mound: Choose an opponent. They lose a turn, and may only be attacked by normal, hard, or tank ninjas. ("Mix Earth and Water to create Mud, and choose an opponent. They lose a turn, but may only receive half damage when attacked.") loadcard hr/Earth/Action/Choose an action. Create a barrier: Lose a turn, while not being attacked until your next turn. Earth grab mound: Choose an opponent. They lose a turn, and may only be attacked by normal, hard, or tank ninjas. ("Mix Earth and Water to create Mud, and choose an opponent. They lose a turn, but may only receive half damage when attacked.") loadcard hr/Earth/Action/Choose an action. Create a barrier: Lose a turn, while not being attacked until your next turn. Earth grab mound: Choose an opponent. They lose a turn, and may only be attacked by normal, hard, or tank ninjas. ("Mix Earth and Water to create Mud, and choose an opponent. They lose a turn, but may only receive half damage when attacked.") loadcard hr/Steel/Action/Choose an action. Liquid steel/statue: Lose 3 turns. You may not attack, and people who attack you lose 2 lives. You may dispel this at any time to continue attacking normally. Refresh weapons: Take any discarded knives or throwing stars from the deck, and place them in your hand. Steel fist: Do double damage to one opponent of your choice. Works once, never misses. loadcard hr/Steel/Action/Choose an action. Liquid steel/statue: Lose 3 turns. You may not attack, and people who attack you lose 2 lives. You may dispel this at any time to continue attacking normally. Refresh weapons: Take any discarded knives or throwing stars from the deck, and place them in your hand. Steel fist: Do double damage to one opponent of your choice. Works once, never misses. loadcard hr/Steel/Action/Choose an action. Liquid steel/statue: Lose 3 turns. You may not attack, and people who attack you lose 2 lives. You may dispel this at any time to continue attacking normally. Refresh weapons: Take any discarded knives or throwing stars from the deck, and place them in your hand. Steel fist: Do double damage to one opponent of your choice. Works once, never misses. loadcard hr/Steel/Action/Choose an action. Liquid steel/statue: Lose 3 turns. You may not attack, and people who attack you lose 2 lives. You may dispel this at any time to continue attacking normally. Refresh weapons: Take any discarded knives or throwing stars from the deck, and place them in your hand. Steel fist: Do double damage to one opponent of your choice. Works once, never misses. loadcard hr/Steel/Action/Choose an action. Liquid steel/statue: Lose 3 turns. You may not attack, and people who attack you lose 2 lives. You may dispel this at any time to continue attacking normally. Refresh weapons: Take any discarded knives or throwing stars from the deck, and place them in your hand. Steel fist: Do double damage to one opponent of your choice. Works once, never misses. loadcard hr/Shadow/Action/When played, lose 10 turns. May not be attacked, and may not attack. You can dispel this at any time to continue playing normally. loadcard hr/Shadow/Action/When played, lose 10 turns. May not be attacked, and may not attack. You can dispel this at any time to continue playing normally. loadcard hr/Shadow/Action/When played, lose 10 turns. May not be attacked, and may not attack. You can dispel this at any time to continue playing normally. loadcard hr/Shadow/Action/When played, lose 10 turns. May not be attacked, and may not attack. You can dispel this at any time to continue playing normally. loadcard hr/Shadow/Action/When played, lose 10 turns. May not be attacked, and may not attack. You can dispel this at any time to continue playing normally. loadcard hr/Meditate/Action/When played, lose 2 turns. May be attacked during this time. If attacked, destroy this card. May not attack, unless you dispel this card. Use this card to activate your Meditation Power. loadcard hr/Meditate/Action/When played, lose 2 turns. May be attacked during this time. If attacked, destroy this card. May not attack, unless you dispel this card. Use this card to activate your Meditation Power. loadcard hr/Meditate/Action/When played, lose 2 turns. May be attacked during this time. If attacked, destroy this card. May not attack, unless you dispel this card. Use this card to activate your Meditation Power. loadcard hr/Meditate/Action/When played, lose 2 turns. May be attacked during this time. If attacked, destroy this card. May not attack, unless you dispel this card. Use this card to activate your Meditation Power. loadcard hr/Meditate/Action/When played, lose 2 turns. May be attacked during this time. If attacked, destroy this card. May not attack, unless you dispel this card. Use this card to activate your Meditation Power. loadcard hr/Stun/Action/Choose an opponent. They lose 2 turns. loadcard hr/Stun/Action/Choose an opponent. They lose 2 turns. loadcard hr/Stun/Action/Choose an opponent. They lose 2 turns. loadcard hr/Stun/Action/Choose an opponent. They lose 2 turns. loadcard hr/Stun/Action/Choose an opponent. They lose 2 turns. loadcard hr/Virus/Action/Select an opponent. They are now on your team, and under your command. You can give them two commands. Attack (enemy name here), and they MUST attack him/her, or Infect (enemy name here), and they MUST infect that person. If they get infected, they are on your team and under your command, etc. This ends after 3 turns. loadcard hr/Virus/Action/Select an opponent. They are now on your team, and under your command. You can give them two commands. Attack (enemy name here), and they MUST attack him/her, or Infect (enemy name here), and they MUST infect that person. If they get infected, they are on your team and under your command, etc. This ends after 3 turns. loadcard hr/Virus/Action/Select an opponent. They are now on your team, and under your command. You can give them two commands. Attack (enemy name here), and they MUST attack him/her, or Infect (enemy name here), and they MUST infect that person. If they get infected, they are on your team and under your command, etc. This ends after 3 turns. loadcard hr/Time/Action/When played, everyone loses a turn but you. Once you attack an opponent, the opponent receives double damage, and everyone else gains their turn back. loadcard hr/Time/Action/When played, everyone loses a turn but you. Once you attack an opponent, the opponent receives double damage, and everyone else gains their turn back. loadcard hr/Time/Action/When played, everyone loses a turn but you. Once you attack an opponent, the opponent receives double damage, and everyone else gains their turn back. loadcard hr/Time/Action/When played, everyone loses a turn but you. Once you attack an opponent, the opponent receives double damage, and everyone else gains their turn back. loadcard hr/Time/Action/When played, everyone loses a turn but you. Once you attack an opponent, the opponent receives double damage, and everyone else gains their turn back. loadcard hr/Lightning Bolt/Action/Choose an opponent. They receive 3 damage points. loadcard hr/Lightning Bolt/Action/Choose an opponent. They receive 3 damage points. loadcard hr/Lightning Bolt/Action/Choose an opponent. They receive 3 damage points. loadcard hb/Dojo/Thing/Play this card once a fight is over to meditate. Once played, shuffle all discarded cards into the pile to initiate a rematch. ("If the Sensei used this card, all of you may shuffle all played cards and discarded cards to refill powerups and initiate a rematch.") loadcard hx/Battleground/Thing/You must play this card to begin fighting. loadcard hx/Battleground/Thing/You must play this card to begin fighting. loadcard hx/Battleground/Thing/You must play this card to begin fighting. loadcard hx/Battleground/Thing/You must play this card to begin fighting. loadcard hx/Battleground/Thing/You must play this card to begin fighting. @emit [name(%#)] pastes the UUN deck into the Dvorak Engine.