聖剣伝説 レジェンド オブ マナ カードデュエル 青色 サンプル デッキ
An example decklist and rule reference for Legend of Mana Card Duel.
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Blue Deck
Deck Strategy
Mana Curve
STR Information
DEF Information
Monster and Land Interactions
Card Text Reference
Blue Deck
Since only one decklist was provided from official documents, I took it upon myself to create a comparable secondary deck to play against it. This deck follows a similar structure to the other deck and attempts to keep a similar rarity profile. Since the first deck uses Fire and Wind cards this deck uses Water and Earth as opposing types. The other deck uses Light, but this deck uses Gold instead since Dark Lands are of higher rarity. One Rare Land was included, but counted as the equivalent of two Uncommons for balancing purposes. While the Mailbox and some of the Items and Characters from the Red deck may have fit well into this deck, I did not include them in an effort to keep the two decks as unique as possbile. I named this the Blue deck since it uses Water element cards, and Red vs. Blue is a classic archetype. Like the Red deck, I also gave it a 90s style deck box with the name “Floodwater” emphasizing its playstyle and focus on Water and Earth element cards.
Artifact/Land x18
Card # | Card Name | Card Name (Japanese) | Element | Rarity | Quantity | |
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006 | ![]() |
Jade Egg / Mekiv Caverns | ヒスイの卵 / メキブの洞窟 | ![]() |
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x2 |
007 | ![]() |
Torch of Coral / Madora Beach | サンゴの燭台 / マドラ海岸 | ![]() |
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x2 |
008 | ![]() |
Rusty Anchor / Polpota Harbor | さびたイカリ / 港町ポルポタ | ![]() |
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x2 |
010 | ![]() |
Skull Lantern / Norn Peaks | 骨のカンテラ / ノルン山脈 | ![]() |
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x2 |
011 | ![]() |
Bottled Spirit / Ulkan Mines | 瓶詰の精霊 / ウルカン鉱山 | ![]() |
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x2 |
012 | ![]() |
Ancient Tablet / Mindas Ruins | 数秘術の石板 / ミンダス遺跡 | ![]() |
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x1 |
013 | ![]() |
Medallion / Jungle | 獣王のメダル / ジャングル | ![]() |
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x2 |
024 | ![]() |
Colorblocks / Domina | 積み木の町 / ドミナの町 | ![]() |
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x3 |
025 | ![]() |
Jumi’s Staff / Bejeweled City | 玉石の王杓 / 煌めきの都市 | ![]() |
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x1 |
026 | ![]() |
Golden Seed / Orchard | 黄金の種 / 果樹園 | ![]() |
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x1 |
Monster x16
Card # | Card Name | Card Name (Japanese) | Element | Rarity | Quantity | |
---|---|---|---|---|---|---|
037 | ![]() |
Malboro | モルボルボール | ![]() |
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x2 |
038 | ![]() |
Goblin | ゴブリン | ![]() |
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x2 |
039 | ![]() |
Molebear | モールベア | ![]() |
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x2 |
049 | ![]() |
Lizardon | ぱっくんトカゲ | ![]() |
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x2 |
050 | ![]() |
Sahagin | サハギン | ![]() |
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x4 |
051 | ![]() |
Tonpole | ぱっくんオタマ | ![]() |
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x2 |
063 | ![]() |
Polter Box | オーガボックス | ![]() |
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x2 |
Support x10
Card # | Card Name | Card Name (Japanese) | Element | Rarity | Quantity | |
---|---|---|---|---|---|---|
076 | ![]() |
Stubborn Craftsman Watts | 頑固職人ワッツ | ![]() |
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x2 |
079 | ![]() |
Master Excavator Dudbear | 穴掘り名人アナグマ族 | ![]() |
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x2 |
088 | ![]() |
Flameshe’s Singing | フラメシュの歌声 | ![]() |
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x2 |
089 | ![]() |
The Manager’s Dandyism | マスターのダンディズム | ![]() |
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x2 |
100 | ![]() |
Teapo’s Afternoon Tea | ティーポのアフタヌーンティー | ![]() |
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x2 |
Item x6
Card # | Card Name | Card Name (Japanese) | Element | Rarity | Quantity | |
---|---|---|---|---|---|---|
132 | ![]() |
Laurent Knife | ミスリルダガー | – | ![]() |
x2 |
141 | ![]() |
Wendel Flail | シルバーヌンチャク | – | ![]() |
x2 |
142 | ![]() |
Obsidian Bow | オブシダンボウ | – | ![]() |
x2 |
Character x8
Card # | Card Name | Card Name (Japanese) | Synchro | Rarity | Quantity | |
---|---|---|---|---|---|---|
109 | ![]() |
Heroine | 主人公(女) | – | ![]() |
x1 |
110 | ![]() |
Niccolo | ニキータ | ![]() |
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x1 |
112 | ![]() |
Daena | ダナエ | ![]() |
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x1 |
114 | ![]() |
Sierra | シエラ | – | ![]() |
x1 |
123 | ![]() |
Rabite | ラビ | ![]() |
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x1 |
128 | ![]() |
Skippie | ヘイソン | ![]() |
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x1 |
129 | ![]() |
Hamson | ハッソン | ![]() |
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x1 |
130 | ![]() |
Machine Golem Mark 1 | 魔兵1号 | – | ![]() |
x1 |
Deck Strategy
The Blue deck plays best defensively, focusing on playing Lands efficiently and defending them with tanky Monsters. Rather than taking out all of the opponent’s Characters, this deck is more likely to win by biding its time and completing the 3×3 Land Make grid or obtaining 12 Total Mana.
Use Monsters Effectively
The Monsters in this deck are relatively low powered and a number cannot directly attack Parties, meaning you are likely to play them more defensively. Every Monster in the deck costs 1 or less to Open, meaning you can play a multitude of Monsters with little worry about Opening costs. This allows you to protect your Lands from invasion.
Offense/Trap: Goblins cannot directly attack Parties, but can be used to catch your opponent off guard on your Lands or when moving. Their Special Skill, Call Friends, allows you to dramatically increase their stats as long as you have Monsters in your hand to discard. Keeping a full hand can bluff both the availability of Monsters to buff Goblins as well as your ability to cast Cancel Support cards. This unfortunately plays against one of the deck’s strengths (playing many cheap Monsters at once), but having at least one Monster in hand is enough to buff its stats to a decent level.
Offense/Trap |
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Defense: Most Monsters in the deck play defense. Malboros effectively have an additional 2 DEF for each Character they face in battle, on top of their already nice 3 DEF. Molebears have 0 STR and gain 1 DEF on your own Lands, meaning they can make very effective defenders on your Earth Lands. Sahagin have middling stats, which are not really enough to go on the offense, but not really enough to make effective defenders. However, MoleBears and Sahagins cost nothing to open, making them very safe Monsters to play at any time to keep your Lands safe from invasion. Finally, Polter Boxes offer a lot of defense, and some card draw to you and your opponent when trashed. Both Malboros and Polter Boxes cannot attack Parties, but you likely would not want to use them for that anyway.
The Jungle adds 1 DEF to Monsters on it, turning Malboros and Molebears into impressive defensive walls.
Defense |
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Flex: With their Special Skill, Metamorphosis, Tonpoles offer different stats depending on where they are stationed. No matter what Land they are stationed on (besides Luon Highway) they will have 3 STR, which is quite good for just 1 Mana. On Water Lands they boast a nice 4 DEF, making that the preferred place to station them, but do not be afraid of placing them on non-Water Lands to surprise your opponent with their 3 STR. Just keep in mind, while moving or attacking a Party they will have their default stats.
Flex |
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Technical: Lizardons are difficult to use due to their incredibly low stats, but their Glutton Special Skill is incredibly powerful. When a Lizardon trashes an opposing Character you gain 1 Available Mana, offering great synergy with how the deck already functions. Getting a Lizardon to safely defeat a Character is difficult though, so you will likely need to rely on element bonuses from Water Lands to boost its STR and attack when your opponent’s Party is tapped. Lizardon becomes an easy target once Opened, so consider keeping Watts handy to protect it.
Technical |
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Play It Again
Play Lands Again: The Rusty Anchor offers a lot of power for only 4 Mana, but it may not be immediately apparent. The Rule Book states that Basic Mana is lost when a Land is trashed, but nothing about when a Land is returned to hand. Therefore, you can pick up a Land and place it again for additional Mana generation, putting you one step closer to victory. You can also use it on your opponent’s Lands, but remember they can just play it again and gain more Mana. This does lead to an interesting situation in which you can invade an oppoent’s Land, gain the Basic Mana, and return the Land to their hand (sacrificing your Monster). Is this a good play? I don’t know.
Dudbear allows you to pick up a Land and place it back down. While this does not generate new Mana, it does give you some benefits that help you increase your Mana count. The Dudbear lets you take advantage of positive Influence Values on Lands again, or cover up negative Influence Values without any detriment. It could also allow you to pivot where the center of your 3×3 Land Make grid is, opening up more options. You can also use it to reposition invaded Lands, keeping your opponent from blocking your Land placement.
Play Lands Again |
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Play Characters Again: Prolong your life by keeping your Character deck stacked. The Torch of Coral costs a lot, but late game will be the time you likely need to bring Characters back anyway. Hamson makes an especially good target for this Artifact, as his high STR, low DEF, and inability to use Items turns him into a one-shot wrecking ball.
Play Characters Again |
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Play Anything Again: Get back anything you need (besides Characters) using Teapo. Some of the best targets include the Rusty Anchor, Watts, and Flameshe. Extra plays of the Rusty Anchor let you accelerate your Mana generation, Watts is invaluable in protecting your Monsters and Characters, and Flameshe lets you keep your opponent’s plans locked down.
Play Anything Again |
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Building Tempo
Card Draw: This deck plays its cards out very quickly, so card draw is very important. Five cards in the deck facilitate card draw, but two of them also benefit your opponent so technically may not build any tempo. Both Colorblocks and the Golden Seed are very cheap for Artifacts. Colorblocks draws you one card and the Golden Seed draws two at the expense of allowing your opponent to do the same. Polter Boxes give one draw to both players when trashed and cannot attack Parties, limiting their use for gaining tempo. The Manager is an expensive but effective card, allowing you to draw until you have 7 cards in hand. Finally, Niccolo’s Business Unusual means you can draw cards as long as he can safely attack.
Card Draw |
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Character Combo: If you have Niccolo and a Rabite together in a Party, you can attack a safe target with Niccolo to draw a card using Business Unusual then untap him with the Rabite’s Baby-Doll Eyes to do it over again. With 4 DEF Niccolo can safely target a number of Monsters, and nothing in the rules says he can’t just attack the same one twice! It’s no Pot of Greed, but drawing two cards is always good.
Character Combo |
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Mana Curve
This section lists the Mana costs of Artifacts, Monsters, Support cards, and Items in the deck. It also lists the activation costs for Special Techniques of Items.
Artifacts, Monsters, Support, and Item Costs
The Mana curve for this deck is bimodal, with late-game Artifact costs centered around 5 Mana on average and the remaining cards exhibiting heavy positive skew centered around 1 Mana. With the relatively low costs in the deck, you will likely carry several Available Mana into your opponent’s turn.
Cost | Cards |
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X | ![]() ![]() |
0 | ![]() ![]() ![]() ![]() ![]() ![]() |
1 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
2 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
3 | ![]() |
4 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
5 | ![]() ![]() ![]() |
6 | ![]() ![]() ![]() ![]() ![]() ![]() |
Special Technique Costs
The cost of using Items in battle averages to around 1.6 Mana, and each Weapon offers a 1 Cost Special Technique. Keeping around 2 Available Mana may be beneficial to dissuade Party attacks.
Cost | Special Techniques |
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1 | ![]() ![]() ![]() ![]() ![]() |
2 | ![]() ![]() |
3 | ![]() ![]() |
STR Information
This section lists the base STR of Monsters and Characters in the deck. It also lists the available STR boosts and associated costs of Special Techniques.
STR Curve
The STR of Monsters in this deck averages to around 2 STR. The STR of Goblins increases by 2 for each Monster card discarded from your hand while in battle. On non-Water Lands, Tonpoles gain 1 STR. The average STR of a Party of Characters will be around 3 STR. Additional STR bonuses are available to Niccolo, the Rabite, and Hamson through Synchro effects. Sierra gains 1 STR when attacking alone. Finally, the Golem gains 1 STR for each equipped Item card in battles that require tapping.
STR | Monsters | Characters |
---|---|---|
0 | ![]() |
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1 | ![]() ![]() |
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2 | ![]() ![]() ![]() ![]() |
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3 | ![]() ![]() ![]() |
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4 | ![]() |
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5 | ![]() |
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6 | ![]() |
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† Tonpole STR is equal to 3 on non-Water Lands. |
Special Technique STR Buffs
On average, you can expect to gain about 2 STR through Special Technique usage, ignoring the Bow’s Trickshot. Keep in mind that the Rabite, Skippie, and Hamson cannot equip the Items in the deck, and the Golem cannot activate Special Techniques.
Cost | STR +1 | STR +2 | STR +3 | STR +4 |
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1 | ![]() ![]() ![]() |
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2 | ![]() |
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3 | ![]() ![]() |
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† Only against Monsters on your opponent’s Lands. ‡ Only if the card discarded off the top of your main deck was an Artifact. § Only against Monsters on your own Lands. |
DEF Information
This section lists the base DEF of Monsters and Characters in the deck. It also lists the available DEF boosts and associated costs of Special Techniques.
DEF Curve
The DEF of Monsters in this deck averages to around 2.5 DEF. The DEF of Goblins increases by 2 for each Monster card discarded from your hand while in battle. Molebears gain 1 DEF on your Lands. On non-Water Lands, Tonpoles lose 1 DEF. The average DEF of a Party of Characters will be around 3 DEF. Additional DEF bonuses are available to the Rabite and Skippie through Synchro effects. Daena also boosts the DEF of Characters participating in battle with her. Sierra gains 1 DEF when attacking alone. Finally, the Golem gains 1 DEF for each equipped Item card in battles that require tapping.
DEF | Monsters | Characters |
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1 | ![]() |
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2 | ![]() ![]() |
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3 | ![]() ![]() ![]() |
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4 | ![]() |
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† Tonpole DEF is equal to 2 on non-Water Lands. |
Special Technique DEF Buffs
On average, you can expect to gain about 1.33 DEF through Special Technique usage. However, the Bow offers no DEF bonuses. Keep in mind that the Rabite, Skippie, and Hamson cannot equip the Items in the deck, and the Golem cannot activate Special Techniques.
Cost | DEF +1 | DEF +2 |
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1 | ![]() |
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2 | ![]() |
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3 | ![]() |
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Monster and Land Interactions
This section notes the STR and DEF of Monsters on each Land in the deck.
Monster | Default | ![]() |
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1/3 | 1/3 | 1/3 | 1/3 | 2/4 | 2/4 | 2/4 | 2/5 | 1/3 | 1/3 | 1/3 |
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2/2 | 2/2 | 2/2 | 2/2 | 3/3 | 3/3 | 3/3 | 3/4 | 2/2 | 2/2 | 2/2 |
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0/3 | 0/4 | 0/4 | 0/4 | 1/5 | 1/5 | 1/5 | 1/6 | 0/4 | 0/4 | 0/4 |
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2/1 | 3/2 | 3/2 | 3/2 | 2/1 | 2/1 | 2/1 | 2/2 | 2/1 | 2/1 | 2/1 |
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2/2 | 3/3 | 3/3 | 3/3 | 2/2 | 2/2 | 2/2 | 2/3 | 2/2 | 2/2 | 2/2 |
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2/3 | 3/4 | 3/4 | 3/4 | 3/2 | 3/2 | 3/2 | 3/3 | 3/2 | 3/2 | 3/2 |
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1/4 | 1/4 | 1/4 | 1/4 | 1/4 | 1/4 | 1/4 | 1/5 | 2/5 | 2/5 | 1/4 |
Card Text Reference
Card # | Rules | Interactions | |
---|---|---|---|
006 | ![]() |
Artifact: Look at your opponent’s hand. Trash any artifacts found there. | |
007 | ![]() |
Artifact: Select 1 Character in your discard pile and return it to your Character deck. Shuffle the deck afterwards. | |
008 | ![]() |
Land:During battle, Fire element Monsters on this Land lose [STR-2]. Artifact: Select 1 Land and return it to its owner’s hand. However, you cannot select a Land with a Monster on it. |
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010 | ![]() |
Artifact: Trash 1 of your opponent’s face down Monsters. | |
011 | ![]() |
Land:During battle, Wind element Monsters on this Land lose [STR-2]. Artifact: Select 1 Support card from your main deck, show it to your opponent and add it to your hand. Shuffle the deck afterwards. |
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012 | ![]() |
Artifact: Turn either your own or your opponent’s main deck face up. | |
013 | ![]() |
Land: During battle, any Monster on this Land gains [DEF+1] in addition to any element bonus. Artifact: Until the end of next turn, Monsters cannot attack a Party (including your own). |
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024 | ![]() |
Artifact: Draw 1 card from your main deck. | |
025 | ![]() |
Land:During battle, Wood element Monsters on this Land lose [STR-2]. Artifact: At the end of this turn return your Spent Mana to your Available Mana. |
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026 | ![]() |
Land:When determining element condition of a card, the element of this Land becomes any of [Light, Dark, Wood, Gold]. Artifact: Draw 2 cards from the main deck, this effect also applies to your opponent. |
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037 | ![]() |
Stinky Breath: Your opponent’s Characters participating in battle lose STR-2. !: Cannot attack Party |
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038 | ![]() |
Call Friends: In battle, you may trash any Monster cards in your hand. For each card trashed this way gain [STR+2 DEF+2] (until end of battle). !: Cannot attack Party |
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039 | ![]() |
Hidden Bear: On your Lands, gain [DEF+1]. | |
049 | ![]() |
Glutton: When Lizardon trashes a Character in battle, its owner increases their Available Mana by 1. | |
050 | ![]() |
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051 | ![]() |
Metamorphosis: In battle on non-Water element Lands become [STR 3 DEF 2]. | |
063 | ![]() |
Treasure Chest: When Polter Box is trashed, both players draw 1 card from their main deck. !: Cannot attack Party |
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076 | ![]() |
In Battle: A Character or Monster participating in battle gains [DEF+3]. | |
079 | ![]() |
Main Phase: Select one of either player’s Lands and place it again along with any Monster on it. However, no Mana is generated. | |
088 | ![]() |
Cancel: Trash target Support or Artifact card, if you paid the targeted card’s cost (X). | |
089 | ![]() |
Main Phase: Draw from your main deck until you have 7 cards in hand. | |
100 | ![]() |
Main Phase: Select a card from your discard pile and return it to your hand. | |
132 | ![]() |
1 – Admonition: STR+1 2 – Sonic Wave: Against Monsters on your own Land gain STR+3 3 – Crescent Moon: STR+2 DEF+1 |
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141 | ![]() |
1 – Dragon Teeth: STR+1 2 – Drunken Monkey: STR+1 DEF+1 3 – Twilight: STR+2 DEF+2 |
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142 | ![]() |
1 – Forward Artillery: STR+1 1 – Needle Shower: Against Monsters on opponent’s Lands gain STR+2 1 – Trickshot: Trash 1 card from the top of your main deck, if it was an Artifact card gain STR+4 |
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109 | ![]() |
Character Replenishment – Fateful Encounter![]() |
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110 | ![]() |
End of Battle – Business Unusual: After participating and not being trashed in a battle that requires tapping, draw 1 card from your main deck. Synchro: STR+1 when the Hero or Heroine are in play Equips: Cannot equip Magic Instruments. |
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112 | ![]() |
In Battle – Shield of Kindness: Characters participating in battle at the same time as Daena gain [DEF+1]. Synchro: STR+1 when the Hero or Heroine are in play |
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114 | ![]() |
In Battle – Lone Warrior: When attacking alone, gain [STR+1 DEF+1]. | |
123 | ![]() |
Main Phase- Baby-Doll Eyes![]() Synchro: STR+1 DEF+1 when the Hero or Heroine are in play Equips: Cannot use Items. |
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128 | ![]() |
Main Phase- Scouting![]() Synchro: DEF+1 when Hamson is in play Equips: Cannot use Items. |
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129 | ![]() |
Synchro: STR+1 when Skippie is in play Equips: Cannot use Items. |
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130 | ![]() |
In Battle – Body Enhancement: The effects of [Special Techniques and Magical Instruments] cannot be used. When participating in a battle that requires tapping, gain [STR+1 DEF+1] for each equipped Item card. Equips: Can equip any number of Items. |