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Magi-Nation Duel
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==Gameplay== Decks consist of 40 cards with up to 3 copies of any individual card, plus three different Magi cards which act as player avatars. Unlike other card games like M:tG, there are no resource cards; instead, the game operates off of Energy, which acts as life points and casting points all in one. The overall goal is to summon Dream Creatures (DC's) and cast Spells with your Magi to defeat all three of your opponent's Magi one at a time by removing all energy from their side of the field. This includes their summoned Dream Creatures; you are still considered "alive" if you have any creatures in play, even if your Magi has no energy. Play consists of five phases: *Energize - Place an amount of energy equal to the card's energize rate on that card. All Magi do this, as do a handful of Dream Creatures. *Powers, Spells and Relics - Play Spell or Relic cards, using energy from your Magi to pay for them, or use the Powers printed on your cards by removing energy from that card equal to the power's cost. *Attack - Choose any of your Dream Creatures in play to attack the opponent's side. You choose which of your opponent's cards gets attacked, but DC's can only attack Magi directly if that Magi has no creatures in play. The attacking DC's removes energy from the defending creature or Magi. DC's left with 0 or less energy are discarded from play immediately, as are Magi if they do not have any DC's in play. If the defending creature survives, it does the same to your attacker, possibly destroying it. Magi never remove energy from attacking DC's. Each DC can attack once each turn. *Bring In New Creatures - Play Dream Creatures from your hand, moving energy from your Magi to the DC to be their new energy total. *Powers, Spells and Relics - Same as the first one. Powers that have already been used during the last phase cannot be used again in the same turn. *Draw - Draw two cards from the top of your deck. If none are left, shuffle your discard pile and use it as your new deck. ===Magi=== Player avatar cards with circular art frames and a red cost at the top. Unlike other cards, this cost represents your starting energy total. All Magi have an Energize rate, which represents how much energy they gain back at the start of the turn. They also have Starting cards, of which you may search your deck and/or discard pile for a single copy to add to your hand when they come into play. They will also have one or more Powers (usable once per turn) or Effects (which are always active). Magi are in play one at a time on each side, and defeat of all three of your opponent's Magi ends the game. ===Dream Creature=== Creature cards with rectangular art frames and a yellow rectangle cost at the top. This cost represents the DC's starting energy, which is moved from your Magi to the DC when it comes into play. DC's attack opponents cards to defeat opposing cards. They can also have their own Powers and Effects, and some even have Energize rates. Unlike Magi, they are discarded from play as soon as their energy is gone, whether from damage or paying the cost of a Power. ===Relic=== Item cards with hexagonal art frames and a green hexagon cost at the top. Most are free, but those with energy costs are paid from your Magi (this energy is discarded). Most have helpful powers and effects that can help your board or harm your opponent's. They are discarded when your Magi is defeated. Only one of a given Relic can be in play on your side at a time. ===Spell=== Single-use cards with swirl art frames and a blue swirl cost at the top. Like Relics, their cost is discarded directly from your Magi's energy. They have a single effect, and then are discarded.
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