These cards belong in the Main Deck, and share the same card backing as other cards in the deck. The rulebook suggests a 50 card deck should have around 20 Artifact/Land cards. 27 Artifact/Land cards were printed for the Legend of Mana Card Duel collectible card game.
These cards may be played as either an Artifact or a Land during the Main Phase. As Lands, they are equivalent to resource generating cards in other trading card games. As Artifacts, they function as powerful spells. To play an Artifact its cost must first be paid. Only one Land may be played a turn, and there is no cost associated with playing it.
Lands must be played within a 3×3 grid known as the Land Make Area. The alignment of this grid may shift during gameplay. When played, Lands generate Mana based on their Basic Mana count and the Influence value of surrounding Lands. The minimum amount of Mana generated by placing a land is 0.
Monsters are played onto your own Lands, one Monster per Land, and can invade your opponent’s empty Lands to steal Mana and disrupt the placement of Lands. Lands may not be placed adjacent to another Land with an opponent’s Monster present.
Card Layout
Card List
Artifact/Land Cards
Mailbox / Home
0
0
1
-1
+1
Mailbox
Element: None
Land
Home
Your opponent’s Monsters may not move onto this Land.
Artifact
6
Mailbox
Return all cards from your hand and discard pile, excluding Character cards, to your main deck and shuffle it. Draw 4 cards.
A few letters a month can mean a lot to a lonely, far-off home.
Open all Monsters (including your own). Whoever used this card chooses the order of Opening.
In ages past, many tried to explain the works of the gods, spending much time and making incredible sacrifices. The secrets they have uncovered are small, but hold enough power to destroy a continent.
Look at your opponent’s hand. Trash any artifacts found there.
By taking a stone formed through the ages inside the earth and shaping it into the source of all things, the earth’s creative power was captured inside.
During battle, Fire element Monsters on this Land lose [STR-2].
Artifact
4
Rusty Anchor
Select 1 Land and return it to its owner’s hand. However, you cannot select a Land with a Monster on it.
Even large anchors are small compared to their ships. These very anchors are what hold the ships firmly to the harbor, not unlike mankind’s role on earth.
During your Main Phase, you may move this Land and any Monster on it 1 square vertically or horizontally. However, it must not extend beyond your 3×3 grid, and cannot move next to a Land with your Opponent’s Monster on it.
Artifact
8
Pirate’s Hook
Trash 1 of your opponent’s Characters.
When a land-dweller first sets out to sea, he is faced with dangers unknown. Even after replacing a lost hand with a hook, pirates continue to challenge these dangers everyday.
During battle, Wind element Monsters on this Land lose [STR-2].
Artifact
6
Bottled Spirit
Select 1 Support card from your main deck, show it to your opponent and add it to your hand. Shuffle the deck afterwards.
Once, a foolish mage tried to seize the powers of a spirit by imprisoning it in a bottle. The mage was immediately slain by the spirit’s curse, but the bottle containing a powerful spirit remained.
Turn either your own or your opponent’s main deck face up.
Long ago, in a civilization very different from our own, unimaginable scientific advances were made, and are recorded on this tablet. However, mankind has lost the ability to decipher it.
During battle, Water element Monsters on this Land lose [STR-2].
Artifact
4
Wheel
Trash all Item cards on 1 of your opponent’s Characters.
Even the longest roads are rutted by the hundreds of wagons which traverse them. Roads remember their travelers, and wagon wheels are reflections of those memories.
Until the end of next turn, each time one of your Characters or Monsters is trashed, draw 1 card from your main deck.
Once a gem hardens into a core, it grows swiftly, not unlike the hardness in one’s heart. If the core grows large, it may remain despite its owner’s death.
During battle, Dark element Monsters on this Land lose [STR-2].
Artifact
5
Firefly Lamp
Select 1 Artifact card from your main deck and add it to your hand. Shuffle the deck afterwards.
One poet wrote that all of history comes from lovers’ whispers. It was a poem of lovers talking of love and the future, under the cool light of fireflies in the midsummer night sky.
Until the end of next turn, your Monster’s Open costs become 0.
This artifact uses the power of the Master of the Lake to turn to stone those who harm the lake. However, the power does not respond to the will of mankind.
When a Monster is trashed in battle on this Land, 1 Mana may be paid to return it to hand.
Artifact
4
Trembling Spoon
Each time 1 of your Characters in play is trashed, select 1 of your opponent’s Monsters and trash it.
A silver spoon for scooping up flames to baptize departed souls into the underworld. Sometimes a soul who resists death becomes trapped inside; then the spoon begins to tremble and must be discarded.
During battle, Light element Monsters on this Land lose [STR-2].
Artifact
5
Dragon Bone
Until the end of next turn, when a Monster causes a Character to be trashed, the Monster’s owner increases their Available Mana by 1.
Ages ago, bones from dragons were used by alchemists. The Dragons of Wisdom lived the longest and had unbelievable powers. Their bones were the hardest to find.
During battle, any Monster on this Land gains [STR+1] in addition to any element bonus.
Artifact
7
Brooch of Love
Until the end of next turn, instead of trashing your Characters, return them to the bottom of the Character deck.
This was given to a mage who promised to acknowledge all and understand all. Whoever wears this brooch is charged with overcoming any ordeal through love.
During battle, Gold element Monsters on this Land have [STR-2].
Artifact
5
Green Cane
Deplete 4 of your opponent’s Available Mana.
This cane is capable of drawing power from the earth, converting it to Mana, and releasing it into the atmosphere. It is said that by sticking it into the ground, and entire forest shall grow overnight.
When determining element condition of a card, the element of this land becomes any of the 8 elements.
Artifact
7
Sword of Mana
Trash all Open Monsters on your opponent’s Lands that have different elements than the Land they are on (including your own Monsters).
This sword has the will to shape its own destiny. It is said that a disruption of air follows this blade, and if you listen closely, you can hear the air around it hum.