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Deck "Testing"

Deck "Testing"
75 Cards
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Section: Draw Deck (72 cards)
3 x Abaquist Abaquist (Unlimit.)
  • Number: 1
  • Rarity: Uncommon
  • Card Type: Creature
  • Region: Orothe
  • Energy: 1
Card text:

Power - Possess: Choose any one Creature in play with less energy than Abaquist. Discard Abaquist from play. Gain control of the chosen Creature. That Creature may not attack this turn.

3 x Abraxin`s Crown Abraxin's Crown (Dream.)
  • Number: 1
  • Rarity: Uncommon
  • Card Type: Relic
  • Region: Cald
  • Energy: 0
Card text:

If an opponent's Power, Spell, or Effect discards one or more cards from your hand, you may discard Abraxin's Crown from play or from your hand instead. If you do, that opponent discards his or her hand and all energy on his or her Magi. Effect - Dreamburn: All of your Powers and Spells that discard energy from a single Creature or Magi may instead discard energy from either a single Magi or Creature.

3 x Abwyn`s Quill Abwyn's Quill (Awaken.)
  • Number: 1
  • Rarity: Rare
  • Card Type: Relic
  • Region: Arderial
  • Energy: 0
Card text:

[ERRATA] Effect - Overwrite: Once per turn, as a player plays a Spell or uses a Power that specifies one or more regions, before any choices are made, you may discard two energy from your Magi. If you do, change one of the specified regions to a region of your choice. Overwrite only affects this use of the Spell or Power.

3 x Aegris Aegris (VoftheS)
  • Number: 3
  • Rarity: Uncommon
  • Card Type: Creature
  • Region: Nar
  • Energy: 3
Card text:

Effect - Bypass: If Aegris is frozen, it can attack Magi directly. Effect - Shatter: Whenever Aegris attacks a Magi, choose one of that Magi's Creatures. You may discard Aegris from play before energy is removed to discard the chosen Creature from play.

3 x Aerial Flist (AR) Aerial Flist (AR) (Nightm.)
  • Number: 1
  • Rarity: Common
  • Card Type: Creature
  • Region: Arderial/Paradwyn
  • Energy: 3
Card text:

Effect - Charge: Whenever Aerial Flist attacks, add one energy to it before energy is removed. Effect - Dreamwarp: As you play Arderial Flist, increase or decrease its starting energy by up to one, to a minimum starting energy of one, until the end of the turn.

3 x Aerial Flist (PW) Aerial Flist (PW) (Nightm.)
  • Number: 183
  • Rarity: Common
  • Card Type: Creature
  • Region: Paradwyn/Arderial
  • Energy: 3
Card text:

Effect - Charge: Whenever Aerial Flist attacks, add one energy to it before energy is removed. Effect - Dreamwarp: As you play Arderial Flist, increase or decrease its starting energy by up to one, to a minimum starting energy of one, until the end of the turn.

3 x Aglow Aglow (Dream.)
  • Number: 2
  • Rarity: Common
  • Card Type: Spell
  • Region: Underneath
  • Energy: 2
Card text:

Your burrowed Creatures may attack this turn. When attacking this turn, your burrowed Creatures gain one energy before energy is removed.

3 x Agovo Agovo (Unlimit.)
  • Number: 3
  • Rarity: Uncommon
  • Card Type: Creature
  • Region: Underneath
  • Energy: 4
Card text:

Power - Lore: (2) Draw one card.

3 x Agram`s Armor Agram's Armor (Awaken.)
  • Number: 3
  • Rarity: Common
  • Card Type: Relic
  • Region: Core
  • Energy: 0
Card text:

Effect - Shield: At the beginning of each player's turn, choose any one of your Creatures in play. The chosen Creature loses two less energy from each attack this turn.

3 x Agram`s Plaything Agram's Plaything (Dream.)
  • Number: 3
  • Rarity: Rare
  • Card Type: Relic
  • Region: Core
  • Energy: 0
Card text:

Power - Puppet Strings: Until the end of your turn, Agram's Plaything changes to a Creature. Add one energy to Agram's Plaything whenever it becomes a Creature. If your Magi is Agram, add two additional energy to it. Whenever Agram's Plaything becomes a Relic, discard all energy from it. STARTING: Agram.

3 x Agram`s Staff Agram's Staff (Dream.)
  • Number: 4
  • Rarity: Uncommon
  • Card Type: Relic
  • Region: Core
  • Energy: 2
Card text:

Effect - Mastery: Your Shadow Magi may play cards from their original region, ignoring regional penalties and restrictions. Effect - Control: If your Magi is Agram, you may play any cards that specifically say they may be played by a Shadow Magi. Agram does not pay a regional penalty for non-Core cards.

3 x Agrilla Agrilla (Dream.)
  • Number: 5
  • Rarity: Common
  • Card Type: Creature
  • Region: Kybar's Teeth
  • Energy: 6
Card text:

Power - Fear: Choose any one of your other Creatures in play that can attack. The chosen Creature may attack twice this turn. Effect - Invulnerability: Agrilla loses one less energy in attacks. Kybar's Teeth Shadow Magi may play Agrilla.

3 x Ainjer Ainjer (Nightm.)
  • Number: 17
  • Rarity: Uncommon
  • Card Type: Creature
  • Region: Bograth
  • Energy: 1
Card text:

Power - Grr: Discard Ainjer from play. Choose any one Creature in play. Discard one energy from the chosen Creature for each of your Bograth Creatures in play. Opposing cards do not affect Grr when it is used and cannot alter the amount of energy discarded by Grr. Use this power only before your Attack Step. Effect - Shifty: Ainjer loses no energy from opposing Effects.

3 x Ainjer Swarm Ainjer Swarm (Nightm.)
  • Number: 18
  • Rarity: Common
  • Card Type: Spell
  • Region: Bograth
  • Energy: 1
Card text:

If you have at least four Bograth Creatures in play, all opposing Creatures in play lose one energy.

3 x Akkar (KT) Akkar (KT) (Nightm.)
  • Number: 127
  • Rarity: Common
  • Card Type: Creature
  • Region: Kybar's Teeth/Underneath
  • Energy: 6
Card text:

Effect - Rolling Thunder: If any oppponent has more Creatures in play than you, your Magi's energize rate is increased by two. Effect - Invulnerability: Akkar loses two less energy in attacks.

3 x Akkar (UD) Akkar (UD) (Nightm.)
  • Number: 257
  • Rarity: Common
  • Card Type: Creature
  • Region: Underneath/Kybar's Teeth
  • Energy: 6
Card text:

Effect - Rolling Thunder: If any oppponent has more Creatures in play than you, your Magi's energize rate is increased by two. Effect - Invulnerability: Akkar loses two less energy in attacks.

3 x Alaban Alaban (Unlimit.)
  • Number: 4
  • Rarity: Uncommon
  • Card Type: Creature
  • Region: Arderial
  • Energy: 6
Card text:

Power - Undream: 5 Choose any one Creature in play. Return the chosen Creature to its owner's hand. Discard the chosen Creature's energy.

Some dreams don't go away when you wake up. That's what these things are for.

3 x Alaban Gloves Alaban Gloves (Awaken.)
  • Number: 4
  • Rarity: Rare
  • Card Type: Relic
  • Region: Arderial
  • Energy: 0
Card text:

[ERRATA] Power - Undream: (3) Choose any one Creature in play. Return the chosen Creature to its owner's hand. Place that Creature's energy on its current Magi. If this is your Magi, you cannot add energy to your Magi beyond the Creature's printed starting energy.

3 x Ambush Ambush (Nightm.)
  • Number: 184
  • Rarity: Uncommon
  • Card Type: Spell
  • Region: Paradwyn
  • Energy: 4
Card text:

Choose any one Creature in play. The chosen Creature loses energy equal to its starting energy.

3 x Amulet of Ombor Amulet of Ombor (Unlimit.)
  • Number: 5
  • Rarity: Rare
  • Card Type: Relic
  • Region: Underneath
  • Energy: 0
Card text:

[ERRATA] Any time that you may play a Relic, as long as Amulet of Ombor is in play, you may search your hand or deck for a Gate to Ombor and play it, ignoring all costs. If you search your deck, shuffle it afterwards. You cannot use this ability if you do not have a Gate to Ombor in your hand or deck or if you cannot use Effects named Talisman. Power - Energy Boost: Roll one die. 1, 2, or 3 = Your opponents add one energy to each of their Creatures in play. 4 or 5 = Choose any one Creature in play. Add two energy to the chosen Creature. 6= Choose any one Creature in play. Add four energy to the chosen Creature.

3 x Amulet of Sand Amulet of Sand (VoftheS)
  • Number: 5
  • Rarity: Uncommon
  • Card Type: Relic
  • Region: d'Resh
  • Energy: 2
Card text:

Effect - Native Wisdom: Once per turn, when you play a d'Resh Spell, discard one energy from each opposing Creature. Effect - Native Soil: Your non-d'Resh cards cost one additional energy to play.

3 x Anarchy Anarchy (Awaken.)
  • Number: 6
  • Rarity: Rare
  • Card Type: Spell
  • Region: Core
  • Energy: 3
Card text:

Each player chooses one Creature controlled by the player to his or her right. All chosen Creatures are shuffled together face down and one is dealt to each player. Each Creature is restored to its starting energy. Anarchy may only be played if each player is able to choose a Creature.

3 x Ancestral Flute Ancestral Flute (Unlimit.)
  • Number: 6
  • Rarity: Uncommon
  • Card Type: Relic
  • Region: Universal
  • Energy: 0
Card text:

Power - Song of the Family: (2) Choose any one Creature in play. Discard Ancestral Flute from play. Search your deck for up to two copies of the chosen Creature. Show the cards to your opponents and put them into your hand. Shuffle your deck.

3 x Arderial Shadow Geyser Arderial Shadow Geyser (Dream.)
  • Number: 9
  • Rarity: Rare
  • Card Type: Spell
  • Region: Core
  • Energy: 5
Card text:

The energy cost for this Geyser is zero if played by an Arderial Shadow Magi. To play this Geyser you must discard three Core spells from your hand. Place this Geyser on the table. Arderial Spells cost two additional energy to play. Your Core spells cost one less energy to play to a minimum of one. You may not play another Arderial Shadow Geyser while this one is in play. If your Magi leaves play, you may keep all but one of your Shadow Geysers in play. Agram does not discard any Shadow Geysers from play when he leaves play.

 
Section: Magi (3 cards)
1 x Adis Adis (Unlimit.)
  • Number: 2
  • Rarity: Uncommon
  • Card Type: Magi
  • Region: Arderial
  • Energy: 15
Card text:

ENERGIZE: (5). STARTING: Epik, Orish, Shooting Star. Effect - Haunt: If Adis is defeated, your opponents each choose and discard 3 cards from each of their hands.

1 x Agram Agram (Awaken.)
  • Number: 2
  • Rarity: Rare
  • Card Type: Magi
  • Region: Core
  • Energy: 15
Card text:

ENERGIZE: (1). STARTING: Koil, Agram's Armor, Wudge. Power - Possess: (2) Choose any one of your Creatures in play and any one opposing Creature in play with less energy than your chosen Creature. Discard your chosen Creature. Gain control of the chosen opposing Creature. That Creature may not attack this turn. Effect - Focus: Before Agram energizes during your Energize Step, permanently add one to his energize rate. Effect - Opportunist: At the beginning of your turn, if Agram's energize rate is 10 or more, and you have another Magi in your Magi pile, place Agram at the bottom of your Magi pile face down. Discard all your cards from play, and play your next Magi face up. If Agram energizes for 11 or more, and he is your last Magi, you lose the game.

1 x Ahdar Ahdar (Dream.)
  • Number: 6
  • Rarity: Uncommon
  • Card Type: Magi
  • Region: Weave
  • Energy: 15
Card text:

ENERGIZE: (5). STARTING: Lascinth, Uwamar, Uwamar Beads. Effect - Spy: Whenever an opponent uses a Spell or Power to draw cards, you may draw an equal number of cards.

 
Deck Statistics
Distribution by Card Type
Creature bar 30  40 %  
Magi bar 4 %  
Relic bar 27  36 %  
Spell bar 15  20 %  
 

Distribution by Energy
- bar 21  28 %  
1 bar 12 %  
15 bar 4 %  
2 bar 12 %  
3 bar 12  16 %  
4 bar 8 %  
5 bar 4 %  
6 bar 12  16 %  
 

Distribution by Rarity
Common bar 24  32 %  
Rare bar 19  25 %  
Uncommon bar 32  43 %  
 

Distribution by Region
Arderial bar 10  13 %  
Arderial/Paradwyn bar 4 %  
Bograth bar 8 %  
Cald bar 4 %  
Core bar 16  21 %  
d'Resh bar 4 %  
Kybar's Teeth bar 4 %  
Kybar's Teeth/Underneath bar 4 %  
Nar bar 4 %  
Orothe bar 4 %  
Paradwyn bar 4 %  
Paradwyn/Arderial bar 4 %  
Underneath bar 12 %  
Underneath/Kybar's Teeth bar 4 %  
Universal bar 4 %  
Weave bar 1 %  
 



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