The Seikens

Legend of Mana Card Duel - Artifact/Land Cards

聖剣伝説 レジェンド オブ マナ カードデュエル アーティファクトとランドカード
The Seiken Densetsu trading card game Artifact and Land cards.

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Card Layout
Card List

Artifact and Land Details

Legend of Mana Card Duel normal card back.
Card backing for cards in the Main Deck.

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 x 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 / HomeBroken Doll / JunkyardFlame / Gato GrottoesTome of Magic / GeoThe FlamesJade Egg / Mekiv CavernsTorch of Coral / Madora BeachRusty Anchor / Polpota HarborPirate's Hook / SS Buccaneer
Skull Lantern / Norn PeaksBottled Spirit / Ulkan MinesAncient Tablet / Mindas RuinsMedallion / JungleWheel / Luon HighwaySand Rose / Duma DesertMoon's Mirror / Tower of LeiresFrozen Heart / Fieg SnowfieldsFirefly Lamp / Lumina
Stone Eye / Lake KilmaTrembling Spoon / UnderworldDragon Bone / Bone FortressBrooch of Love / LucemiaGreen Cane / White ForestColorblocks / DominaJumi's Staff / Bejeweled CityGolden Seed / OrchardSword of Mana / Tree of Mana

Mailbox / Home

 
0
 
  0
1
-1 
 
+1
 
Mailbox
Attribute: 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.
© 1999 SQUARE
No. 001 C

Broken Doll / Junkyard

 
0
 
  -1
2
 
0
 
Broken Doll
Attribute: Fire
Land
Junkyard
You may only play this card as a Land if you have 5 or more cards in your discard piles (including Characters).
Artifact
6
Broken Doll
Select one of your opponent’s Characters with DEF 3 or less and trash them (ignoring synchro effects).
This doll was a servant of mankind when artifacts were used as instruments of war.
© 1999 SQUARE
No. 002 U

Flame / Gato Grottoes

 
0
 
  +1
1
 
-1
 
Flame
Attribute: Fire
Land
Gato Grottoes
During battle, Earth attribute Monsters on this land lose [STR-2].
Artifact
6
Flame
Trash all items (including your own).
That which illuminated the shrine was but a small flame. Before long, mankind ceased to notice the fire, but its significance continued to grow.
© 1999 SQUARE
No. 003 C

Tome of Magic / Geo

 
-1
 
  +1
1
-1 
 
0
 
Tome of Magic
Attribute: Fire
Land
Geo
 
Artifact
5
Tome of Magic
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.
© 1999 SQUARE
No. 004 U

The Flames

 
-1
 
  -1
2
 
-1
 
The Flames
Attribute: Fire
Land
The Flames
In battles on this land, when a Character is trashed, the Monster’s owner increases their available Mana by 1.
 
 
 
 
The castle of Drakonis. He has raised his domain from the depths of the Underworld to return to the land of mortals.
© 1999 SQUARE
No. 005 R

Jade Egg / Mekiv Caverns

 
+1
 
  -1
1
+1 
 
-1
 
Jade Egg
Attribute: Water
Land
Mekiv Caverns
 
Artifact
6
Jade Egg
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.
© 1999 SQUARE
No. 006 C

Torch of Coral / Madora Beach

 
-1
 
  -1
1
+1 
 
+1
 
Torch of Coral
Attribute: Water
Land
Madora Beach
 
Artifact
6
Torch of Coral
Select 1 Character in your discard pile and return it to your Character deck. Shuffle the deck afterwards.
The Mermen appear on the shore using a flame from this torch. It gives off light invisible to human eyes, and so they remain hidden.
© 1999 SQUARE
No. 007 C

Rusty Anchor / Polpota Harbor

 
0
 
  +1
1
 
0
 
Rusty Anchor
Attribute: Water
Land
Polpota Harbor
During battle, Fire attribute 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.
© 1999 SQUARE
No. 008 C

Pirate’s Hook / SS Buccaneer

 
0
 
  0
1
-1 
 
0
 
Pirate’s Hook
Attribute: Water
Land
SS Buccaneer
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 x 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.
© 1999 SQUARE
No. 009 R

Skull Lantern / Norn Peaks

 
0
 
  -1
1
 
+1
 
Skull Lantern
Attribute: Earth
Land
Gato Grottoes
 
Artifact
5
Skull Lantern
Trash 1 of your opponent’s face down Monsters.
Mages, searching for a gem guarded by a dragon, crafted a skull of a fallen comrade into a lantern. It glows of its own accord.
© 1999 SQUARE
No. 010 U

Bottled Spirit / Ulkan Mines

 
+1
 
  -1
1
+1 
 
-1
 
Bottled Spirit
Attribute: Earth
Land
Mekiv Caverns
During battle, Wind attribute 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.
© 1999 SQUARE
No. 011 C

Ancient Tablet / Mindas Ruins

 
+1
 
  +1
1
-1 
 
-1
 
Ancient Tablet
Attribute: Gnome
Land
Mindas Ruins
 
Artifact
5
Ancient Tablet
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.
© 1999 SQUARE
No. 012 U

Medallion / Jungle

 
0
 
  0
1
 
-1
 
Medallion
Attribute: Gnome
Land
Jungle
During battle, any Monster on this Land gains [DEF+1] in addition to any attribute bonus.
Artifact
4
Medallion
Until the end of next turn, Monsters cannot attack a Party (including your own).
The beasts who followed a wise man were eaten by an invading beast. It then gained wisdom and became a wise man itself.
© 1999 SQUARE
No. 013 C

Wheel / Luon Highway

 
0
 
  0
1
+1 
 
0
 
Wheel
Attribute: Wind
Land
Luon Highway
During battle, Water attribute 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.
© 1999 SQUARE
No. 014 C

Sand Rose / Duma Desert

 
+1
 
  0
1
-1
 
0
 
Sand Rose
Attribute: Wind
Land
Duma Desert
 
Artifact
5
Sand Rose
Select one of your opponent’s Characters with DEF 2 or less and trash them (ignoring synchro effects).
An image of a rose in the Sanctuary of Mana; it never became a true rose. It turned into crystal, its powers trapped inside for all eternity.
© 1999 SQUARE
No. 015 C

Moon’s Mirror / Tower of Leires

 
0
 
  0
1
 
+1
 
Moon’s Mirror
Attribute: Wind
Land
Tower of Leires
 
Artifact
6
Moon’s Mirror
Until the end of next turn, Characters cannot block Monster movement (including your own).
The mages of antiquity would pour water onto the mirror and reflect the moon and stars to learn of mankind’s fate from the heavens.
© 1999 SQUARE
No. 016 U

Frozen Heart / Fieg Snowfields

 
0
 
  +1
1
-1
 
0
 
Frozen Heart
Attribute: Wind
Land
Fieg Snowfields
 
Artifact
5
Frozen Heart
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.
© 1999 SQUARE
No. 017 U

Firefly Lamp / Lumina

 
-1
 
  0
1
+1 
 
0
 
Firefly Lamp
Attribute: Light
Land
Lumina
During battle, Dark attribute 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.
© 1999 SQUARE
No. 018 C

Stone Eye / Lake Kilma

 
0
 
  +1
1
 
-1
 
Stone Eye
Attribute: Light
Land
Lake Kilma
 
Artifact
7
Stone Eye
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.
© 1999 SQUARE
No. 019 C

Trembling Spoon / Underworld

 
-1
 
  -1
1
-1
 
0
 
Trembling Spoon
Attribute: Dark
Land
Underworld
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.
© 1999 SQUARE
No. 020 R

Dragon Bone / Bone Fortress

 
-1
 
  0
1
-1 
 
0
 
Dragon Bone
Attribute: Dark
Land
Bone Fortress
During battle, Light attribute 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.
© 1999 SQUARE
No. 021 U

Brooch of Love / Lucemia

 
+1
 
  +1
0
+1 
 
+1
 
Brooch of Love
Attribute: Wood
Land
Lucemia
During battle, any Monster on this Land gains [STR+1] in addition to any attribute 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.
© 1999 SQUARE
No. 022 R

Green Cane / White Forest

 
+1
 
  -1
1
-1 
 
+1
 
Green Cane
Attribute: Wood
Land
White Forest
During battle, Gold attribute 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.
© 1999 SQUARE
No. 023 U

Colorblocks / Domina

 
-1
 
  +1
1
+1 
 
-1
 
Colorblocks
Attribute: Gold
Land
Domina
 
Artifact
2
Colorblocks
Draw 1 card from your main deck.
The town changes through the ages according to its citizens. It doesn’t change to accommodate a new age. It changes to bring about a new age.
© 1999 SQUARE
No. 024 C

Jumi’s Staff / Bejeweled City

 
0
 
  -1
2
-1 
 
-1
 
Jumi’s Staff
Attribute: Gold
Land
Bejeweled City
During battle, Wood attribute Monsters on this land lose [STR-2].
Artifact
4
Jumi’s Staff
At the end of this turn return your spent Mana to your available Mana.
A staff replete with the power of gems of every color. The jewels draw in and store the waves of various kinds of Mana. They can then be released.
© 1999 SQUARE
No. 025 R

Golden Seed / Orchard

 
0
 
  0
0
 
0
 
Golden Seed
Attribute: Special
Land
Orchard
When determining attribute condition of a card, the attribute of this Land becomes any of [Light, Dark, Wood, Gold].
Artifact
1
Golden Seed
Draw 2 cards from the main deck, this effect also applies to your opponent.
Seeds contain everything. Everything starts from a seed. Each generation of seeds produces another.
© 1999 SQUARE
No. 026 U

Sword of Mana / Tree of Mana

 
-1
 
  0
1
-1 
 
-1
 
Sword of Mana
Attribute: Special
Land
Tree of Mana
When determining attribute condition of a card, the attribute of this land becomes any of the 8 attributes.
Artifact
7
Sword of Mana
Trash all open Monsters on your opponent’s Lands that have different attributes 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.
© 1999 SQUARE
No. 027 R

Artifact/Land Card Backing