They were first introduced in Clash of the Duel Masters.
They are distinguished by a dual-colored card frame and feature the given card's constituent civilizations' symbols watermarked in the card's text box, and those civilizations' colors represented in its type box and level.
List of Multi-civilization combinations
2 Allied civilizations:
(Multi-civilization cards in this group are considered to be allied, with both civilizations being allied to each other. These types of multi-civilization combinations were introduced in Clash of the Duel Masters.)
2 Enemy civilizations:
(Multi-civilization cards in this group are considered to be hostile, with both civilizations being enemies to each other. These types of multi-civilization combinations were introduced in Shattered Alliances.)
Races that are entirely Multi-Civilization
All creatures are multi-civilization cards.
- If you put a multi-civilization card into your mana zone, it enters the mana zone tapped.
- A multi-civilization creature put into the battle zone enters untapped.
- A multi-civilization card in your mana zone unlocks all of its respective civilizations. For example, if you have a card in your mana zone that’s Fire and Nature, you can summon a Fire and Nature creature, even if each other card in your mana zone is Water.
- You have to have all of their respective civilizations unlocked in your mana zone to play a multi-civilization card with those civilizations.
- A multi-civilization card is considered to be both of its civilizations at the same time. A "Light and Water" creature such as Memory Keeper will receive both of the two "+1000 power" bonuses from Sunspout Quartz.
|Civilizations of the Creature World|
How to Play