Cards
All 22 Major Arcana and their effects. A card’s value is its number.
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0Value 0Change your draw
The Fool
The lowest value. The singularity where everything begins.
On your next turn, instead of drawing from the deck, choose any card from your own discard pile and add it to your hand. If there is no card to choose, draw from the deck as usual.
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IValue 1Copy, swap, force
The Magician
One who manipulates the hand. A move that seizes information.
Use the effect of the card your opponent played on their previous turn. If your opponent did not play a card, nothing happens.
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IIValue 2Change your draw
The High Priestess
Hidden wisdom. Quietly sees through the whole table.
On your next turn, you may redraw your drawn card. Redrawing is optional.
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IIIValue 3Change your draw
The Empress
Ruler of abundance. Brings the harvest.
On your next turn, instead of drawing, look at the top 3 cards of the deck and add 1 of them to your hand. Shuffle the rest back into the deck.
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IVValue 4Guard and dispel
The Emperor
The authority of rule. Imposes order.
Remove the effects placed on you (the Judgement count, The Hermit, Strength and The Moon).
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VValue 5Reveal, hide, seal
The Hierophant
A guiding teaching. Binds faith together.
Look at your opponent's hand.
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VIValue 6Copy, swap, force
The Lovers
Choice and union. Divides fates.
Each player chooses 1 card from their hand, and the chosen cards are exchanged.
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VIIValue 7Change your draw
The Chariot
The will to advance. Charges toward victory.
Name any card. When you draw on your next turn, if the named card is in the deck, add it to your hand instead of drawing. If it is not, draw as usual.
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VIIIValue 8Reveal, hide, seal
Strength
Inner strength. Tames a raging power.
Choose 1 card from your opponent's hand without seeing it. Your opponent cannot play that card during their next 2 turns. Even you do not know which card was chosen.
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IXValue 9Reveal, hide, seal
The Hermit
A solitary quest. Raises a lantern in search of truth.
Until the end of this match, your opponent cannot look at your discard pile.
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XValue 10Decide the game
Wheel of Fortune
Turning fate. Reverses the flow.
Reverses the victory condition (the lower total wins). Playing it again restores the original condition.
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XIValue 11Break their hand
Justice
A balanced verdict. Judges by reason.
Compare the totals of both hands (both stay hidden). The player with the higher total returns the highest card in their hand to the deck, shuffles it, and draws 1 card. If the totals are equal, nothing happens.
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XIIValue 12Break their hand
The Hanged Man
A reversed point of view. Insight within stillness.
Guess 1 card in your opponent's hand. If you guess right, your opponent loses. However, if you guess The World, your opponent does not lose and The World is sent to the discard pile instead.
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XIIIValue 13Break their hand
Death
Ending and transformation. Every end gives birth to what follows.
Make your opponent draw 1 card from the deck. Then, with their hand kept hidden, choose 1 card for them to discard.
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XIVValue 14Guard and dispel
Temperance
A harmonious blend. Balances excess and lack.
Until the start of your next turn, you are not affected by card effects that target you (effects already on you are not removed).
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XVValue 15Copy, swap, force
The Devil
Bondage and temptation. Desire warps the table.
On each player's next turn, after drawing, 1 random card from their hand is played automatically (its effect also activates).
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XVIValue 16Guard and dispel
The Tower
A shattering blow. Breaks the balance that was built.
Cancels every active effect on you and your opponent (your own The Sun, Temperance and so on are removed too).
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XVIIValue 17Break their hand
The Star
A guiding hope. A sign of rebirth.
Make your opponent draw 1 card from the deck. Then reveal their hand and choose 1 card for them to discard.
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XVIIIValue 18Reveal, hide, seal
The Moon
Illusion and unease. Veils true intent.
Send 3 cards from the deck to your discard pile. Cards sent there by this effect are shown only to you.
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XIXValue 19Guard and dispel
The Sun
The blessing of radiance. Lights up everything.
Give yourself 2 counters. Until they reach 0, you are not affected by card effects that target you. (Each time a card effect is blocked, the count goes down by 1.)
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XXValue 20Decide the game
Judgement
The call to awaken. Summons the final reckoning.
Give your opponent 3 counters. When they reach 0, the match ends and the player with the counters loses. (The count goes down by 1 each time your opponent's turn ends.)
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XXIValue 21Decide the game
The World
The point of completion. Promises its holder the highest-priority victory.
If you are made to discard it by The Star, you lose. If it is in your hand when the match ends, you always win. (This effect takes priority over the victory condition and other card effects.)
The effect text is the same as the in-game card details.
Now, draw your card.
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