What the heck is this?

Alright! So, Duel Masters was a trading card game from the mid-2000's,
it's got solid and intuitive core gameplay, the art's great and it's altogether a rather inspiring game.

The problem as I see it is how little of the game was released in the West before cancellation,
and how few of the cards in those released sets are actually useful to anyone choosing to play nowadays.

I've made a mission if not a habit out of supplying a version of the game that has a little more choice,
still utilising the original cards that came into the hands of Western players as a basis.

To do so, I'm using a fairly simplistic method of appraising card effects,
which is to give effects and creature traits a unit of appraisal that stays consistent.

Now, first off I'm going to make an example out of cards featured in the original game
to lend some credence to my basic methodology.

First of all, there's the basic principle that an increase in cost corresponds with an increase in power:

Deadly Fighter Braid Claw Marrow Ooze, the Twister La Ura Giga, Sky Guardian
Tri-horn Shepherd Zagaan, Knight of Darkness Boltail Dragon

Vanilla Creatures (those without any effects or keywords)
have their power determined simply by how much they cost.

(Double Breaker is a biproduct of a certain power threshold and not an effect with a deducted cost)

Non-Shield Trigger Shield Trigger
Cheap Spell Solar Trap Solar Ray
Expensive Spell Hopeless Vortex Terror Pit

So, first thing's first: Adding Shield Trigger to a spell effect always costs 1.
Doesn't matter how much the Spell costs or what it does, it always just adds 1 to the Mana cost.

Vanilla Speed Attacker
Cheap Creature Explosive Dude Joe Rikabu, the Dismantler
Expensive Creature Boltail Dragon Twin-Cannon Skyterror

And you can see the same principle here, too;
All creatures great and small, Speed Attacker makes a difference of 2000 Power.

Obviously there's other examples within the card game of this not happening,
but moreso than looking for a pattern, my point is that it's an acceptable guideline
with which to build my own sense for consistency - it's a good lead that I can work with.

Shield Trigger Creatures are a little different but luckily simpler;
their starting power will always be x = (Cost - 1) x 10.

Kamikaze, Chainsaw Warrior Aqua Jolter Gregorian Worm Surprise Totem

and so on and so forth.
Essentially, Shield Trigger creatures are priced the same way Spells are.

Now, for how Creature traits stack together, the simplest answer is the best.
In the first ever set, we have these four cards that provide a good example:

Standard Untaps after turns
Standard Lok, Vizier of Hunting Frei, Vizier of Air
Can't attack Players
+ Blocker
Senatine Jade Tree Ruby Grass

Adding "untap at the end of turns" to a 4000-power creature
should always wind you up with an otherwise identical 3000-power creature.
It's a sum total of the cost of various traits in the same place.
You can pretty easily figure them out with lists, like these:

Standard Untaps after turns
Standard

Lok, Vizier of Hunting

4 cost ¦ 4000

Frei, Vizier of Air

4 cost ¦ 4000
Untap ¦ 3000

Can't attack Players
+ Blocker

Senatine Jade Tree

3 cost ¦ 3000
Blocker ¦ 2000
Can't attack Players ¦ 4000

Ruby Grass

3 cost ¦ 3000
Blocker ¦ 2000
Can't attack Players ¦ 4000
Untap ¦ 3000

Alright, so there's traits, they cost a certain amount of power, they stack,
another basic principle to go over is when creatures have the kinds of effects you can find on spells.

Standard Shield Trigger Mixed
Spell Solar Trap Solar Ray Faerie Life
Creature Miele, Vizier of Lightning Kolon, the Oracle Bronze-Arm Tribe

What's happening is that as an effect, tapping 1 Creature or mana ramping is worth 1000 Power,
and then having it activate when summoned costs an additional 1000 Power.
This is because there's other, slower activation methods like when attacking or destroyed,
so with When Summoned as the fastest method, it comes with a tax.