
Create, Assemble, and Duel! Card Make Arena is a new kind of competitive card game where you build cards from scratch and battle against real opponents. Design everything freely—effects, targets, timing, even the illustrations—and duel with your very own deck.
The cards you create, the decks you build, the battles you fight— they all shape this world.
The one who brings forth the Ultimate Card might just be you!
―― Create, Assemble, and Duel.
Every card in Card Make Arena is entirely designed by you. The name, the abilities, all of it is YOUR original creation.
A Servant that burns your opponent's hand with every attack. A card that, the moment it's destroyed, takes one enemy down with it. Whatever card you imagine can be made.
Then take your created cards to PvP battles. That's the game.

The rules are simple. Win by reducing your opponent's leader to 0 HP. All you need to do is this: Use your mana to choose which cards to play on your turn and place them.
①Turn Start⇒②Mana Refill⇒③Select Card(s) to Use⇒④Auto-Battle Begins! What? Does that sound too simple? Well, hold on.
Servant cards placed on the board attack forward. They deal damage equal to their ATK value and are sent to the discard pile when their HP reaches 0. Your positioning will determine if they attack the enemy leader or the enemy Servants. You only have 4 slots for Servants... So, with your custom cards, what's the best placement?
There's only 1 slot for Spell cards. See that vertical scroll on the left side of the screenshot? That's it. So in principle, you can only use one Spell card per turn. What kind of Spell would be effective? A classic draw card? A powerful card to break through the current stalemate? How about one that stores up mana?
Land cards activate their effect when a Servant is placed on top of them. Do you place one in the slot in front to protect yourself from a powerful enemy Servant? Or do you leave that job to Spells and place it in an empty slot to deal more damage to the enemy leader?
...... Or maybe, just maybe, your custom Land card is one that you place in your opponent's slot to disrupt them.
You can draw the card illustration and even design the name and flavor text. For example, like this.
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-From Card Maker L.-
Let's try making an aggressive card that's also good in long games. For example...
A 4-mana, ATK7 HP2 high-damage attacker. On defeat, it grants itself the enchantment Nimble and heals the leader's HP. Nimble is a handy effect type that reduces the next use cost by 1 mana.
Flavor text: "Wait here. I'll return to you soon—"
It comes back nimble, and shows up reliable. How does that strike you?

Hold on. You could also go for a card that you want to take down but your opponent doesn't, relying on other cards for healing support. In that case, how about using the Mana Lost effect ("reduce opponent's mana by 1") to make a card that says, "On defeat, reduce opponent's mana by 1"?
Flavor text: "I won't fall for nothing—"
Since destroying it comes with a cost, your opponent hesitates to attack it. Good card.

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Since so many illustrations are available, you can focus purely on designing the card.
"If there are no limits to what cards you can make, won't everyone just make the single best card endlessly?" - The system that prevents this is at the heart of the game. To make "Original Cards × PvP" viable, several mechanics are in place.
In other words, card-making also has a puzzle-like aspect: how do you design within a limited budget? These constraints and rules allow your creativity and building skills to be put to the test.
Card Make Arena does have cost restrictions, but Room Matches can be held with no cost limit. With friends or random visitors to the Room, as long as both sides agree, you can battle it out with your own "Ultimate Cards."
This game features a variety of playstyles centered around the customized cards.