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Just another Dueling Mod

Trading card duels in Minecraft. Strap a Duel Disk to your arm.
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jadm-1.2.9.jar

File namejadm-1.2.9.jar
Uploader
KaiserTCGKaiserTCG
Uploaded
Oct 20, 2026
Downloads
74
Size
22.9 MB
Mod Loaders
NeoForge
File ID
9271346
Type
R
Release
Supported game versions
  • 1.21.1
  • 1.21

Curse Maven Snippet

NeoForge

implementation "curse.maven:just-another-dueling-mod-1730780:9271346"

Learn more about Curse Maven

What's new

Progression unlocks by itself

  • A new set every 3 Minecraft days: in a progression world the next set now unlocks on its own, so single player worlds no longer stay on Legend of Blue Eyes White Dragon. Each step unlocks the next product with new cards in release order, with the usual chat message saying which set, rules and banlist are new.
  • The days are counted the way F3 counts them, so sleeping through the night counts too.
  • The wait starts when a world first runs 1.2.9 (with scope = "player": from each player's first day, and days they spend offline count as well). Existing worlds keep their current set and don't jump ahead. Setting the time back restarts the wait.
  • /jadm progression status now shows in how many days the next set unlocks; the Handbook explains it too.
  • Server setting [progression] daysPerSet (default 3) changes the days; 0 brings back unlocking only with /jadm progression.

Everything merged

  • All features from 1.2.6 to 1.2.8 are now part of the mod's main version; nothing changed in how they play.

New settings at a glance

  • Server (serverconfig/jadm-server.toml): [progression] daysPerSet.

Previous update: 1.2.8

What changed since 1.2.7. Minecraft 1.21.1, NeoForge 21.1. Servers need the new jar as well as players (the server works out summon kinds, coin toss choices, rarities and the AI).

Pack opening show

  • Packs open as a show: the pack flies in, spinning, with light rays behind it. Click it and it tears open in 3D: the top rips off with sparks, the rest drops away, and the cards fly out into a fan, face down.
  • Rare cards announce themselves face down: they glow in their rarity's color, the better ones throw sparks and ultra cards shine with rays; a Secret Rare or better stands in a beam of light and twitches now and then, in rainbow colors for the rarest (Starlight, Ghost, Collector's, Quarter Century...).
  • Turn each card over with a click: the rarer the card, the bigger the reveal: it charges up, flips with a lift, then sparks, shock waves, a flash, the screen shaking and its rarity in big letters ("SECRET RARE!"); a Secret Rare or better rains confetti. Each rarity has its own sounds. "Reveal all" turns the rest over one after the other, Space or a right click skips straight to all cards face up. Once all are up they line up in rows with their rarities, and their texts show on hover.
  • The pack is the real product's picture (with realProductImages on), also for the packs of a Sealed tournament. When the cards went straight into your binder, the screen says so at the end.
  • Client option packOpeningShow (default on) turns the show off: the cards just turn over in rows.

All official rarities

  • 29 rarities instead of five: besides Common, Rare, Super, Ultra and Secret Rare, cards now come as Normal and Rare Parallel, Starfoil, Shatterfoil, Mosaic, Super and Ultra Parallel, Pharaoh's, Gold, Premium Gold, Platinum, Ultimate, Ultra Secret, Prismatic, Platinum, Gold and Extra Secret, Ghost, Ghost/Gold, Collector's, Quarter Century Secret, Grand Master, Starlight and 10000 Secret Rare. Each has its own tag (UR, PScR, StR...) and name in tooltips.
  • Every printed rarity can be pulled: a pack rolls the slot (common, rare, super, ultra, secret) as before, then one of the rarities the set really has in that slot. The rare finishes are rarer within their slot: a Starlight Rare about one in five of a set's secrets, a Ghost Rare one in four, Ultimate and Collector's Rares one in two.
  • A foil look per rarity: foils are drawn in layers that can also tint the card (gold and platinum frames, rainbow Starlight cards) and show the artwork pale silver (Ghost Rares). They show in the inventory, the binder, the card preview, pack opening and on cards held in hand. A silver, gold or rainbow name colors only its letters, so the name box keeps its own color. The looks are data in assets/jadm/foil/looks.json, so a resource pack can change them.
  • Cards sell back to the machine shop for more when their finish is rarer.

Summon shows

  • Every kind of summon has its own show, for every card and for both duelists: Fusion opens a swirl of colors the materials spiral into and melt together; Synchro stacks green rings over the zone and the monster's stars fly up through them; Xyz spreads a galaxy on the zone that the materials dive into as lights before it bursts upward; Ritual draws a burning summoning circle with flames at its points and a pillar of fire; Link raises the Link circuit, whose arrows light up one after another; Pendulum swings a pendulum over the two scales, and every monster of the Pendulum Summon comes down out of its arc together. The monster appears as the show ends, with its own sounds and particles.
  • Only real summons get a show: a Fusion Monster brought back by Monster Reborn appears as before. The duel log says which kind it was ("Fusion Summoned Dark Paladin").
  • The shows last about 2.5 seconds; the client setting longSummonShows = false makes them 1.5 seconds.

Ace camera

  • Ace shot: when a big monster is summoned, yours or the opponent's, the camera leaves its place, circles the monster's model or hologram while it rises, and its name slams in big with its stars and ATK/DEF between black bars, like a summon in Master Duel. Then the camera flies back. It plays in the top-down view and in first person, for duelists and spectators.
  • Which monsters: Level 7 or higher, any Fusion, Synchro, Xyz or Link Monster, or 2500 ATK or more. Client settings aceCamera (on/off), aceMinLevel, aceMinAttack (0 turns that rule off) and aceExtraDeck.
  • An opponent's ace no longer gets the "summons" banner first: its shot already shows its name.

Destruction and finisher

  • Shattering cards: a destroyed monster, spell or trap trembles, flashes and bursts into glowing shards cut from its own picture (the monster's artwork, the card, or its sleeve when it was set), which fly out, spin and settle on the mat before they fade.
  • Cards fly where they go: every card that leaves the field flies in an arc to the Graveyard, the banished pile, the Deck, the Extra Deck or its owner's hand, instead of only fading out. Cards hit by something like Raigeki stay on the field until their turn comes, then break almost at once.
  • Final blow in slow motion: the attack that ends a duel plays three times slower, with film bars, a white flash, a shaking camera and a heavy boom. The camera rides in behind the attacker toward whoever it hits; turn that off with the client setting finisherCamera.
  • Victory fireworks over the winner's half of the field, in the colors of the winners' clans (gold and white without one). Everyone nearby sees them; at the duel itself they go up once the final blow has played, before the result screen. Under a roof they burst below it.

Field Spell arena

  • Field Spells transform the duel field while they are face-up: the new ground spreads out of the Field Zone with a glowing edge and draws back into it when the card leaves. Umi, A Legendary Ocean and Umiiruka flood the field with rolling water, kelp, coral and spray; Yami covers it in creeping sculk, obsidian spires and shadow; Sogen grows grass and flowers that bend in the wind; Wasteland, Mountain (snowy peaks), Forest, Gaia Power, Molten Destruction (lava, basalt and fire), Necrovalley, Rising Air Current, Luminous Spark and Mystic Plasma Zone each have their own ground, plants, particles and sounds.
  • Each half shows its owner's Field Spell; a single Field Spell covers the whole field. Other Field Spells tint the field and send up sparks in the color of the attribute their text is about.
  • Only the field and the ground around it change, not sky or fog. Client setting fieldSpellArena (on by default).

Collector displays

  • Four new decoration blocks to show off a collection in your base, each showing its cards and products with their real pictures and foil: the Card Frame (one card behind glass, on a wall or lying on a table, with a name plate), the Card Showcase (nine cards in three rows behind glass; look at a card to see its name and rarity float above it), the Toploader Stand (one card in a clear toploader on a little stand) and the Pack Display (an open display box with three sealed booster packs, structure decks or tins). Crafted from wood, glass and quartz.
  • Window with slots: right-clicking a display opens its slots, which take only cards (or sealed products), one per slot. Breaking it drops what it holds.
  • Owner and lock: whoever places a display owns it. New displays are locked, so only the owner and operators can take things out or break it; the owner unlocks it with a button in its window.
  • Light, glow and sparkle: the owner can switch on a display's light so its cards shine even in the dark. Shiny cards glow around their edge and sparkle, the rarer the more; Secret Rares and up send a thin beam of light upward in their rarity's color. Off with the client setting displayEffects.
  • Name plate: the frame, the stand and the pack display show what they hold, or their own name from an anvil.

WindBot AI

  • New duel AI: NPC duelists, tournament bots, bot seats (/jadm duel bot, tag and Battle City bots) and the stand-in for a player whose turn time ran out now play with WindBot, the bot of YGOPro, ported to Java with the executor from Astra that plays any deck. It follows the chain, knows what is left in its deck, plays the classic staples by name (Pot of Greed, Mirror Force, Book of Moon, Monster Reborn...) and everything else with WindBot's generic rules. Anything it can't answer falls back to the older AI.
  • Four play styles: balanced, aggressive (summons and attacks a lot, trades monsters of equal strength, sets only traps), defensive (sets monsters and shows only strong ones) and control (spends removal and takes monsters freely). With [ai] npcStyle = "random" (the default) each NPC duelist keeps a style of its own.
  • Beginner slips: [ai] npcMistakes (default 0.3) is how often an NPC lets an optional response or an attack go by; botMistakes (default 0) does the same for bots. [ai] engine = "classic" brings back the older AI.

Go first or second

  • The winner of the coin toss chooses: when the coin lands for you, Go First and Go Second buttons show under it instead of "You go first!". Your opponent sees that you are choosing. Without a choice in about 30 seconds you go first. Works for every duel decided by a coin toss: invitations, arena duels, NPCs and bots, tag duels (the winning team's first duelist chooses), tournament game 1 and clan bouts. An NPC or bot that wins the toss still simply goes first, and a tournament's later games keep "the loser goes first".

Duels seen by everyone nearby

  • Players standing near a duel they weren't in saw nothing, which showed most in bot duels, where no opponent stands there either. Now everyone within about 48 blocks of the field sees it in the world (monsters, cards, effects; only what's public) while walking around freely. Right-click the field, or /jadm watch without a name, to watch it up close; walking away or the duel ending takes the field away again.

A banlist per player

  • /jadm banlist use <list> <player> gives players their own list, like /jadm progression set <date> <player>, so a few can play Genesys while the server stays on the TCG list (/jadm banlist use server <player> takes it back). Their deck boxes, cards and NPC opponents follow it. A duel uses the list all its duelists share; otherwise the challenger's, and the invitation names it ("You play with Alex's banlist: Genesys ..."). Arena duels between players on different lists use the server's list, tournaments their own.

Champion Packs

  • Champion Pack: Game One to Game Eight (CP01-CP08) can be opened now: 3-card packs like the Tournament Packs, sold in the shop and unlocked with their release date. They were filed as promos before because their names contain "Game".

Fixes

  • Field Zone no longer hidden behind the card panel: in duel mode the top-down camera keeps the field between the panels on the left (life points, card panel) and the phase buttons on the right. Before, the field sat a little to the left, so on 16:10, 4:3 or other narrower screens (and at big GUI scales) your Field Zone was partly or fully under the card panel, and hovering a Field Spell there didn't show it in the panel. On screens too narrow for the whole field the camera moves back until it fits.
  • Duel core crashes: a crash inside the duel core (seen on Windows) now ends only that duel with "The duel ended because of an error." instead of taking the whole server or singleplayer world down; an NPC tournament game that crashes is decided by a coin flip.

New settings at a glance

  • Client (config/jadm-client.toml): packOpeningShow, longSummonShows, aceCamera, aceMinLevel, aceMinAttack, aceExtraDeck, finisherCamera, fieldSpellArena, displayEffects. All on by default.
  • Server (serverconfig/jadm-server.toml): [ai] engine, npcStyle, npcMistakes, botStyle, botMistakes.

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