Every year the wizards of transformation hollow get together for two weeks to have a friendly competition. Potions are drunk and spells are cast, and in the end, only one wizard will remain standing, literally. Will you emerge victorious, or will you be spending this week in a more beastly shape?

Setup
To ensure a fair competition, this shall be the standard set-up procedure in all wizardly competitions.
Have all of the wizards sit in a circle on the ground, preferably in a relatively open space such as a living room or backyard.
Shuffle the spell deck and place it to the side.
Ensure Mana and change tokens are accessible to all players.
Have each wizard take five basic mana cards and add them to their deck. Then they must take a card from the top of the main deck and, without looking, add it to the top of their deck.
One wizard shall remove the top five cards from the main deck and place them face-up in the middle of the play area.
Choose a wizard to start. The convention is to allow the youngest wizard to go first.

Turns
On their turn, each wizard must complete these steps to comply with competition guidelines.
First, they must draw three cards from their deck. If their deck is empty, or they would not be able to draw three cards before it empties, the wizard must shuffle their discards back into their deck.
Second, the wizard may choose to play any number of the cards in their hand, keeping track of their mana as they do so. Wizards must not spend more mana than they have.
Third, the wizard may select any number of spells to purchase and add to his or her deck, subtracting the purchase cost of the spell (top right corner) from their mana and add it to their discard. Again, Wizards must not spend more mana than they have. Once this is done draw cards from the main deck and place them face up in the center of the table until there are five once again.
Finally, all actions on the spells played are resolved. Transformations occur and tokens are drawn (if any player goes over the limit, they are eliminated now) and play then moves to the left. Wizards may keep unplayed cards and unspent mana for their next turn.

Objective
The last person standing wins, of course, this would hardly be a competition if everyone could win. Typically, there are two ways to determine the winner. The first way is with tokens. Players who reach ten are eliminated. The second way is by forfeit. When a player no longer wishes to play, they can choose to leave the game. Either way, the last player in the game is the winner. The winner may use their magical powers to transform the loser(s) into whatever they like. Just remember to change them back before the festival ends! (Magical powers are determined by what cards are in the winning wizard's deck, discard, and destroyed piles at the end of the game. More purchased cards mean more power, and the type of card changes what sort of power you get. If the winner plays another game their powers go away. Each set can only bestow up to three sets of powers at once.) (Wizards who forfeit change back to their original form immediately. Wizards who gain too many tokens or are eliminated some other way remain in their final shape until midnight the day the game was played.)

Mana & TF tokens
Mana is how spells are powered! It is typically represented with partially transparent blue rocks. Mana is used by wizards to purchase cards from the center and to play some cards. Cards with a negative number in their mana slot cost mana to play, while cards with a positive number give mana. Be careful, later in the game, mana becomes harder to obtain if mana cards aren't purchased from the store. Some cards allow wizards to draw more mana when played.

TF tokens serve as a way of measuring how much each wizard has transformed. Just as in the mundane sport "Golf" fewer of these is better. When a spell says to "draw x tokens" these are what it means.

Cards

Spell (buy, cast)

Basic Mana (N/A, +1)
When played this card gives the caster one mana. All players start with five.

Wild Magic
Uncontrollable but brimming with power, this sort of magic builds on itself quickly, becoming more powerful the more cards of this sort have been purchased. However, a wizard must be wary when using this sort of magic, as it may quickly spiral out of control.

Wild Mana (3, +3)
Wild magic: When this card is played reveal cards from the top of your deck until you reveal a Wild Magic card. Play this card immediately on yourself without paying the mana cost. The new card's Wild Magic and Magical Mayhem abilities do not activate. Then place the rest of the revealed cards back into your deck and shuffle it.

Fur (1, 0)
Target Wizard gains a little fur from a random mammal and draws a token. This card does not affect players who have scales.
Wild magic
Magical Mayhem 4, 6
Unique 2

Scales (1, 0)
Target Wizard gains a few scales from a random reptile or amphibian and draws a token.
Wild Magic
Magical Mayhem 4, 6
Unique 2

Eyes (2, 0)
Target Wizard's eyes become more animalistic and they draw a token.
Wild Magic
Magical Mayhem 4, 6
Unique 1

Tail (2, 0)
Target Wizard's gains a tail and they draw a token.
Wild Magic
Magical Mayhem 4, 6
Unique 1

Ears (2, 0)
Target Wizard's ears become more animalistic and they draw a token.
Wild Magic
Magical Mayhem 4, 6
Unique 1

Muzzle/snout/beak (3, 0)
Target Wizard gains a fuzzy muzzle or scaly snout and they draw two tokens.
Wild Magic
Magical Mayhem 5, 7
Unique 1

Voice (3, 0)
Target Wizard's voice becomes more animalistic and they draw two tokens.
Wild Magic
Magical Mayhem 5, 7
Unique 2

Torso (3, -1)
Target wizard's torso becomes more animalistic and they draw two tokens.
Wild Magic
Magical Mayhem 5, 7
Unique 1

Legs (4, -1)
Target Wizard's legs become more animalistic and they draw two tokens.
Wild Magic
Magical Mayhem 6, 8
Unique 1

Arms (4, -1)
Target Wizard's arms become more animalistic and they draw two tokens.
Wild Magic
Magical Mayhem 6, 8
Unique 1

Complete (6, -2)
Target Wizard becomes a full animal and must take eight tokens and remove all tokens gained from other wild magic cards.
This card can only be played if four or more cards with Wild Magic have been played this round.
Wild Magic
Magical Mayhem 8, 10
Unique 1

Artifice
Enchantment is the bread and butter of this type of Magic. Use enchanted devices on your enemies to render them far less effective, immobile, or even inanimate. Protect yourself while the enchantment builds with shields and other artifacts. A patient and careful wizard is required for this sort of magic.

Mana Ring (3, 0)
This card can be activated once per round. When it is, gain two mana.
Artifact

Mask (3, -3)
Choose a mythical creature (dragons are a favorite). Target Wizard gains a mask of that animal which cannot be removed and must take one token.
Scale 2: anyone may pay two mana to increase the level of this card. When they do, the owner of this card must take a token. Level 0, just the mask. Level 1, a tail to match. Level 2, any additional features such as wings. Level 3, full-body anthro. Level 4, all fours.
Artifact

Zipper (3, -3)
Target Wizard gains a zipper running down their front and must take a token.
Scale 2: anyone may pay two mana to increase the level of this card. When they do, the owner of this card must take one token. Level 0, just a zipper. Level 1, hollow on the inside. Level 2, fabric. Level 3, detachable. Level 4, inanimate costume, eliminated.
Artifact

Thread (3, -3)
Target Wizard gains some stitching running down their limbs and must take a token.
Scale 3: anyone may pay three mana to increase the level of this card. When they do, the owner of this card must take a token. Level 0, some stitching. Level 1, skin becomes soft fabric. Level 2, fingers merge together, glassy eyes, squishy insides. Level 3, inanimate doll or plush eliminated.
Artifact

Hammer and chisel (3, -3)
Target Wizard's skin looks like stone and they must take a token.
Scale 4: Anyone may pay four mana to increase the level of this card. When they do, the owner of this card must take three tokens. Level 0, stony skin. Level 1, stiff movements, solid hair, and clothes. Level 2, immobile statue, eliminated.
Artifact

Shield Belt (4, -3)
Play this on yourself. The first effect after the end of your turn which would cause you to draw a token or tokens does not cause you to draw tokens and does not cause you to transform further.
Artifact

Necklace of reflection (5, -3)
Play this on yourself. When a card is played which would cause you to draw tokens you may pay two mana. If you do, the spell is reflected and the wizard who cast it must suffer the effects.
Artifact

Bracelets of reversal (4, -3)
Play this on yourself. You may remove any transformational effect and the tokens associated with it by paying mana equal to the number of said tokens.
Artifact

Sculptery
Sculptors are more artistic than other brands of magic, using hands-on manipulation to give their Wizards additional features beyond their basic body structure. When facing a sculptor, don't let them get too close, as their magic builds upon itself quickly. One touch and you could find yourself with two heads instead of one!

Mana Meld (3, +3)
Each time a wizard casts this, some of the mana leaks into their body, making it more malleable.
Amplify 3: Gain two more mana.

More Eyes (2, -1)
Target Wizard gains another eye and must take a token. You can choose where the new eye goes.
Amplify 2: The target gains two eyes instead of one, and must take two tokens instead of one.

Tail Tailor (2, -2)
Target Wizard gains another tail and must take a token.
Amplify 2: The target gains four tails instead of one and must take two tokens instead of one.

Gender Mold (2, -2)
Target Wizard switches gender, whatever they are, they become the opposite and take two tokens.
Amplify 0: no amplify effect, still counts towards other amplify cards.

Matter Melt (3, -3)
Target Wizard's size is multiplied by ½ or 1.5 (your choice) and they must take two tokens.
Amplify 2: The target's size is multiplied by 1/4 or 2 instead of ½ or 1.5 and they take three tokens instead of two.
Amplify 3: The target's size is multiplied by ⅛ or 3 instead of ¼ or 2, and they must take four tokens instead of three.

Appendage Growth (3, -3)
Target Wizard gains another arm and must take two tokens.
Amplify 2:The target gains an additional arm and must take an additional token.
Amplify 3: The target gains two additional arms and must take two additional tokens.

Wing Weld (3, -3)
Target Wizard gains a pair of wings and must take two tokens. You can choose what sort of wings they get.
Amplify 2: The wings become large enough for flight and the target must take an additional token.
Amplify 3: The target gains two additional wings and must take an additional token.

Tuar Torso (3, -4)
Choose an animal. Target Wizard gains a new lower torso, two more legs, and a tail. They must also take three tokens.
Amplify 3: The target gains an additional torso and set of legs behind the first and must draw two additional tokens.

Sculpt Head (4, -4)
Target Wizard gains another head and must take three tokens.
Amplify 2: The target gains another head and must take another token.
Amplify 3: The target gains another head and must take another two tokens.

Hostile Takeover (5, -6)
Target Wizard's body merges into yours. You gain some of their limbs or features at random as well as half of their tokens, and they are removed from the game.

Card Abilities
A list of abilities. Cards with special exemptions will have the whole ability written out.

Wild Magic:
When this card is played shuffle your discards back into your deck and shuffle your deck. Then split your deck in half and choose one of the halves. Find all Wild Magic cards in the chosen half and play them immediately. Wild Magic cards played this way do not activate their Wild Magic abilities. Finally, shuffle the remaining cards back into your deck.

Magical Mayhem X, Y :
If X or more cards with wild magic have been played this round, this card also affects another random wizard in addition to the target. If Y or more cards with wild magic have been played this round, this card affects another random wizard instead of the target.

Unique X :
This card can only be played on each wizard X times. If a player has already had this card played on them X times, you must choose another target. If the target was random, this card affects a different random player.

Artifact:
You can only have two artifacts in play at a time. Artifacts stay in play and are not discarded at the end of your turn.

Amplify X :
if X or more cards with amplify have been played this turn, gain the following effects.