The Laws & Lore of Playing-Card Magic
Inspired by, but not affiliated with Wizards of the Coast or Magic: The Gathering.
Two players share a single shuffled deck of 52 playing cards. You summon creatures, cast spells, and wield mystical artifacts to reduce your opponent from 20 life to 0.
Cards drawn from the deck become your resources, your threats, and your answers.
Both players draw from the same shared deck.
Suits matter only for creatures. Each suit grants a unique combat ability:
A card's rank determines what it is:
| Rank | Type | Notes |
|---|---|---|
| A | Land | Produces power each turn; free to play |
| 3, 5, 7, 9 | Creature | Stays on arena; fights for you |
| 2, 4, 6, 8, 10 | Spell | One-time effect; discarded after use |
| J | Relic | Your creatures get +1 power |
| Q | Charm | Your creatures get +1 toughness |
| K | Sage | Powerful ally with special abilities |
Power is your resource for playing cards. It is generic — there are no colours or types.
A card's power cost follows card value:
| Card | Cost | Card | Cost |
|---|---|---|---|
| 2 | 2 | 7 | 7 |
| 3 | 3 | 8 | 8 |
| 4 | 4 | 9 | 9 |
| 5 | 5 | 10 | 10 |
| 6 | 6 | J / Q / K | 5 / 5 / 10 |
Creatures enter your arena and fight for you. Their stats come from their rank:
A creature is destroyed when damage dealt to it equals or exceeds its toughness. Damage resets at end of turn.
Relics (+1 power) and Charms (+1 toughness) buff all your creatures while on your arena.
Cast a spell for its instant effect, then place it in the discard pile.
Deal 2 damage to an opponent target — an opposing creature, sage, or player.
Choose an opponent creature and place it into the discard pile.
Draw 3 cards from the top of the deck into your hand.
Your opponent chooses and discards 2 cards from their hand.
Choose an opponent permanent on the arena (including lands) and banish it entirely — it does not go to the discard pile and cannot return.
While on your arena, all your creatures gain +1 power.
While on your arena, all your creatures gain +1 toughness.
Enters the arena with 5 essence. You may activate one ability per turn:
When a sage takes damage it loses that much essence. At 0 essence it is discarded.
Each round is played in turn order until the game ends.
Damage does not carry between turns — all surviving creatures heal at end of turn.
Blood Debt Draw: if a player takes combat damage from creatures during a turn, they draw 1 card at the end of that turn.
If the deck runs out, shuffle the discard pile and it becomes the new deck. The game continues without interruption.