Seikens

Legend of Mana Card Duel - Deckbuilding - Blue Sample Deck

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.

Page Navigation:
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 attribute cards, and Red vs. Blue is a classic archetype.

Artifact/Land x18

Card #   Card Name Card Name (Japanese) Element Rarity Quantity
006 Jade Egg / Mekiv Caverns ヒスイの卵 / メキブの洞窟 Water C x2
007 Torch of Coral / Madora Beach サンゴの燭台 / マドラ海岸 Water C x2
008 Rusty Anchor / Polpota Harbor さびたイカリ / 港町ポルポタ Water C x2
010 Skull Lantern / Norn Peaks 骨のカンテラ / ノルン山脈 Earth U x2
011 Bottled Spirit / Ulkan Mines 瓶詰の精霊 / ウルカン鉱山 Earth C x2
012 Ancient Tablet / Mindas Ruins 数秘術の石板 / ミンダス遺跡 Earth U x1
013 Medallion / Jungle  獣王のメダル / ジャングル Earth C x2
024 Colorblocks / Domina 積み木の町 / ドミナの町  Gold C x3
025 Jumi’s Staff / Bejeweled City 玉石の王杓 / 煌めきの都市 Gold R x1
026 Golden Seed / Orchard 黄金の種 / 果樹園 Light Dark Wood Gold U x1

Monster x16

Card #   Card Name Card Name (Japanese) Element Rarity Quantity
037 Malboro モルボルボール Earth C x2
038 Goblin ゴブリン Earth C x2
039 Molebear モールベア Earth C x2
049 Lizardon ぱっくんトカゲ Water C x2
050 Sahagin サハギン Water C x4
051 Tonpole ぱっくんオタマ Water C x2
063 Polter Box オーガボックス Gold U x2

Support x10

Card #   Card Name Card Name (Japanese) Element Rarity Quantity
076 Stubborn Craftsman Watts 頑固職人ワッツ Earth C x2
079 Master Excavator Dudbear 穴掘り名人アナグマ族 Earth C x2
088 Flameshe’s Singing フラメシュの歌声 Water U x2
089 The Manager’s Dandyism マスターのダンディズム Water U x2
100 Teapo’s Afternoon Tea ティーポのアフタヌーンティー Gold C x2

Item x6

Card #   Card Name Card Name (Japanese) Element Rarity Quantity
132 Laurent Knife ミスリルダガー C x2
141 Wendel Flail シルバーヌンチャク C x2
142 Obsidian Bow オブシダンボウ C x2

Character x8

Card #   Card Name Card Name (Japanese) Synchro Rarity Quantity
109 Heroine 主人公(女) H x1
110 Niccolo ニキータ C x1
112 Daena ダナエ C x1
114 Sierra シエラ U x1
123 Rabite ラビ C x1
128 Skippie ヘイソン U x1
129 Hamson ハッソン U x1
130 Machine Golem Mark 1 魔兵1号 C 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 for Backup, 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

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

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

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 attribute 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

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

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

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

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

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

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
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
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  
1
2
3  
4  
5  
6  
† 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
1  
2     §  
3      
† 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
1  
2
3
4
† 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
1  
2  
3

Monster and Land Interactions

This section notes the STR and DEF of Monsters on each Land in the deck.

Monster Default
1/3 1/3 1/3 1/3 2/4 2/4 2/4 2/5 1/3 1/3 1/3
2/2 2/2 2/2 2/2 3/3 3/3 3/3 3/4 2/2 2/2 2/2
0/3 0/4 0/4 0/4 1/5 1/5 1/5 1/6 0/4 0/4 0/4
2/1 3/2 3/2 3/2 2/1 2/1 2/1 2/2 2/1 2/1 2/1
2/2 3/3 3/3 3/3 2/2 2/2 2/2 2/3 2/2 2/2 2/2
2/3 3/4 3/4 3/4 3/2 3/2 3/2 3/3 3/2 3/2 3/2
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 attribute 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.
Fire
010 Artifact: Trash 1 of your opponent’s face down Monsters.  
011 Land:During battle, Wind attribute 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.
Wind
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 attribute bonus.
Artifact: Until the end of next turn, Monsters cannot attack a Party (including your own).
 
024 Artifact: Draw 1 card from your main deck.  
025 Land:During battle, Wood attribute Monsters on this Land lose [STR-2].
Artifact: At the end of this turn return your Spent Mana to your Available Mana.
Wood
026 Land:When determining attribute condition of a card, the attribute 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.
Light,Dark,Wood,Gold
037 Stinky Breath: Your opponent’s Characters participating in battle lose STR-2.
!: Cannot attack Party
 
038 Call for Backup: 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
 
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    
051 Metamorphosis: In battle on non-Water attribute 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
 
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
 
141 1 – Dragon Teeth: STR+1
2 – Drunken Monkey: STR+1 DEF+1
3 – Twilight: STR+2 DEF+2
 
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
 
109 Character Replenishment – Fateful Encounter ⭮: Select 1 Character from your Character deck and exchange it for one untapped Character on your field. Add the exchanged Character to the deck and shuffle it.  
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.
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
114 In Battle – Lone Warrior: When attacking alone, gain [STR+1 DEF+1].  
123 Main Phase- Baby-Doll Eyes ⭮: Untap 1 of your Characters.
Synchro: STR+1 DEF+1 when the Hero or Heroine are in play
Equips: Cannot use Items.
128 Main Phase- Scouting ⭮: Open one of your opponent’s Face Down Monsters.
Synchro: DEF+1 when Hamson is in play
Equips: Cannot use Items.
129 Synchro: STR+1 when Skippie is in play
Equips: Cannot use Items.
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.