FROM THE FILES OF THE CARD ENFORCEMENT AGENCY:
[The following file is a selection from the required readings of Casting 101, a lower division class at the National Card Academy of Cascadia. These readings are offered within the first week, with Cadets expected to have a full understanding of the cards and casting by their first quiz.]
Types of Casting Cards - Part 2
In order to understand and properly enforce the current landscape of Card Use, you must first understand the cards themselves. This includes knowledge of the cards on a theoretical level, as well as their practical applications. This reading - alongside the one before it - is meant to acclimate you to the major types of Card types; if you have any questions contact your professor before your first qualification quiz.
No matter where you source them, functional casting cards come in four known varieties: Creature Cards, Spell Cards, Snare Cards, and Equip Cards. These have been organized in their explanation based on the likelihood you are to encounter them in the real world, both in competitive and illegal casting scenarios. Each type of card has its own uses and counters, which you will be tested on before being allowed to cast at the Academy. This reading specifically discusses the three latter types of cards: Spell, Snare, and Equip Cards.
Spell Cards:
The second most common and likely card to be encountered in Card Enforcement Operations is Spell Cards, which are magical cards that summon spells once they are cast. Whereas there are many different types and classifications of Creature cards, there is only one known type of Spell card. All Spell cards work and are cast in the same way, differing primarily in their effect - which varies based on the spell the card itself casts.
Spell Cards are magical cards, which summons a spell that normally takes effect the moment they are cast. These cards are meant to affect their targets the moment they are cast, taking action immediately as an active form of casting. A notable example of such a card is Revival of a Lost Soul; once cast, this card immediately summons something that was prior destroyed. The effect of the card is engaged immediately after the spell is activated, and is a proactive form of casting similar to a Creature Card’s Strength. Each Spell card has a different purpose and effect, but all are designed to be used the moment they are cast for a specific purpose. In official settings spell cards are played during a turn’s Spell Phase, though they can be cast as reactions to other actions throughout a match. Outside of official settings spells can be cast at any time, so stay vigilant.
Within enforcement scenarios Spell Cards can be tricky to deal with, and rely upon an officer and a caster’s reaction speed and wit to overcome. Many Spell Cards are designed to specifically undo the actions of another Casters cards, and it is recommended that government issued Battle Deck include a variety of counter cards designed to counteract an opposing casters Spells.
Snare Cards:
Snare Cards on the other hand are similar to Spell Cards, but are viewed as a more passive form of magical casting. These cards are the third most likely card to be encountered during enforcement operations, and are particularly difficult to prepare for. Like Spell Cards, Snare Cards only have one type of card that differs in the effect it has on the environment or beings within it. The main difference between the two is how they are cast: Spell Cards are used immediately, and immediately take effect. Snare Cards on the other hand have to be set, which means they have to remain on the field face down for a period of time before they can be activated. In official settings modern rulesets have defined this Set Period as lasting at least one turn, after which the Snare Card is able to be cast within the match. This ruleset has Snare Cards set during a turn’s Entrapment Phase - though this is not the only time they can be cast.
In practice to new casters Snare Cards often seem similar in effect to Spell Cards, and are sometimes used interchangeably by newer casters. This however ignores the nuance and purpose of Snare Cards, which are designed to entrap your opponents and respond directly to their actions. They can be both defensive and offensive in nature, and can cause significant changes that can reverse the course of a match. Most experienced casters in official settings try to have 2-3 on the field at any given time, and as of now there is no limit to the number of Snare Cards that can be placed.
In unofficial casting scenarios, Snare Cards provide an extensive amount of danger for Card Enforcement officials. Due to the majority having no defined maximum set period, it is not uncommon for illegal casting operations to leave a multitude set throughout the spaces they operate in as a safety measure against Card Enforcement operations. These cards can act as much more dangerous security systems, resulting in injury, capture, or in rare cases fatalities when activated. Like Spell Cards, Snare Cards can be countered by an opposing caster - if that caster is able to take action before they are impacted by the Snare Card’s effect. These cards are extremely dangerous when used outside of official settings, and caution is recommended for all casters. Specific strategies for dealing with both Snare and Spell cards will be presented in Casting 106: Defensive Casting, which is required for all Card Enforcement majors to fulfill their lower division requirements.
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Equip Cards:
The final and least likely form of card you are to encounter in Card Enforcement operations is the Equip Card - which obversely is the card you’re most likely to encounter in your day to day life. The majority of government cards produced and available to the public are Equip Cards, which are distributed in official government packs via the regular Citizen Allotment program. Within Cascadia most Equip Cards are stored by casters in a specific Equip Deck, providing easy access to specific cards as they are needed. Equip Cards are designed to be equipped to something else when they are cast, adding some form of bonus or affect on what they are equipped to. While there is officially only a single type of Equip Card, common usage has classified Equips into four main types: Field, Armor, Support, and General.
Field Equips are Equip Cards which in some way affect part or the entirety of the physical environment around them. They are generally only able to be equipped to the space immediately around the caster, causing it to look and behave differently than the existing environment before. As an example, if a caster were to equip Grassland in Spring, then the environment around them would transform into a large flower-filled grassland during the height of spring - regardless of what the environment was before. These equips can be used to assist or boost the stats and effects of other cards in play that rely upon that environment to perform at an optimum level, making them a valuable tool in a match setting.
Armor Equips are Equip Cards which effect a single specified equip target, and in some way boost the stats of the target which they are equipped to - typically via an adjustment to the target’s existing Strength or Defense stat. They are most commonly used in matches - both official and unofficial - to increase the effectiveness of a Creature Card that has been cast, or equipped to the Casters themselves as a final line of defense against end of match attacks. Armor Equips like most Equip Cards don’t have a known limit to the items they can be equipped to; theoretically they can be encountered anywhere, requiring vigilance during enforcement operations. It is recommended government employees utilize Armor Equip cards for personal defense any time they are conducting an enforcement action which may be hazardous to the health and safety of themselves, or others.
Support Equips are a classification of Equip Card meant to provide some manner of support to an item or individual, outside of basic Strength and Defense styled stat boosting. These are most commonly found outside of matches, with the most common producer being national governments (see a future reading for more information on Card Producers). Well known examples of such cards include Sleep, Awaken, Heal, and Patience. They can be used in a match but are less common, and several companies - most notable Happy Card Co. with their “Stats Replenish” branch of cards - have begun unlocking and offering such cards for use in official tournament. There is some research to indicate that overuse of such cards can have detrimental effects on the long-term health of a caster, with potential additive properties indicated in some publications. Caution is recommended in their use for all enforcement actions for this reason.
General Equips are any and all Equip Cards which do not fall under the classification of the other three sub-classifications, and generally have a much more broad purpose and use case. A notable example of this is the Data Storage cards used by government and private agencies, and logistics cards such as Match Pause. Ever since the notable Finals Fatality of the seventh international every competitive caster has been required to have two copies of Resignation in their equip deck; Resignation has since become the most common General Equip in distribution and is available freely at most Cascadian Government offices. This General Equip is also required to be included in all official government issued Casting decks, as it allows for a match to be ended just before a final blow lands from an opposing Caster’s Creature Cards. Resignation stops all ongoing effects, attacks, and match actions, and is important for the safety of all government employees. Encountering other General Equips is less common in Card Enforcement activities, though may occur if assigned to other Government Agencies.
All four sub-categories of Equip Cards are unique from the other 3 card types in one additional factor: every known equip has a finite number of times it can be cast before the card itself becomes non-functional. This limit will differ based on the source and quality of the card itself, with the remaining casting amounts being detectable by suitably advanced equippers. Once an Equip Card has reached the maximum amount of times it can be cast the card itself disintegrates, making it impossible to cast again. Significant research is being conducted by several national laboratories around the world into the nature of this finite use, however as of yet the only known method of extending a card’s use is to improve the quality of materials it is made from. Within competitive casting Equip Cards can be cast during the Spell Phase, leading some researchers to believe Equip Cards are a sub-variant of Spell Cards, but evidence is inconclusive at this time.
This completes the required reading for types of cards that can be encountered; future readings will cover the various sources of cards, and how that affects their use. If you have any questions remember to ask your assigned professors before your first quiz; failing the quiz will result in removal from the Card Enforcement department of the Academy. Knowledge and mastery of the types and uses of the cards is critical to your performance as a future Enforcement Employee of the Cascadian Government - do not treat it lightly. Excellence in Card use will distinguish you in your career; lack thereof will end it - or your life.
Sources of cards, and break down the difference between Corporate Cards, Government Cards, and lightly touch on Shadow Packs and Sacred Cards. As always, if you’ve liked the story thank you for reading; consider leaving a rating to help boost the story. Comment below if you there’s something specific you want me to cover in future Lore Drops, and consider supporting me on to read advanced Lore Drops and first drafts of released chapters.
trust in the cards…

