To import this deck into the Dvorak MUSH Engine, just cut and paste the quoted commands below straight into your telnet window. (Any card whose type is neither "Thing" nor "Action" will default to "Thing"; if it was somehow meant to be played like an Action, just destroy it after playing it.)
(You can also get an output formatted for the Dvorax Engine.)
cleardeckskipcard Secret of Magic (3)/T/skipcard Secret of Magic (3)/T/skipcard Secret of Shadow (3)/T/skipcard Secret of Shadow (3)/T/skipcard Secret of Summoning (3)/T/skipcard Secret of Summoning (3)/T/skipcard Secret of Mind (3)/T/skipcard Secret of Mind (3)/T/skipcard Asylum/T/Destroy all secrets you control when you play this card. You cannot lose sanity while you control this. You cannot play any card that costs sanity while this is in play. At the beginning of each of your turns, regain 1 sanity. You may destroy this card at any time.skipcard Walking Corpse/T/Action: Destroy this card. Target player loses 1 sanity.skipcard Summon Tentacle Horror (1)/A/Target player loses 3 sanity or destroy target thing.skipcard Necronomicon (2)/T/While you control this card, reduce the sanity cost of any Undead cards you play by 1 (min. 0).skipcard Time Cube/A/Play this card only if you have less than half of your original sanity.<br/>Choose one: Put one card from the discard pile into your hand or shuffle the discard pile (including this card) into the draw pile and draw one card.skipcard Miskatonic University/T/While you control this card, increase your maximum hand size by 1.skipcard The Light of Dawn/A/Discard your hand, draw 5 cards and regain 2 sanity. Any player can discard a Shadow card to counter The Light of Dawn.skipcard Familiar (3)/T/Place an action card from your hand under Familiar when it's played. If you do not control the Secret of Magic and the Secret of Summoning at the end of your turn, lose 2 sanity and destroy this card and the card under it. <br/>Action: Duplicate the effect of whatever card is under Familiar.skipcard Living Shadow (2)/T/When this card is played, choose a creature already on the board. Treat Living Shadow as an exact copy of that creature. If the target creature is destroyed, destroy Living Shadow.skipcard Thing from the Deep (2)/A/All players who don't control any locations lose 2 sanity.skipcard Temple of Shub-Niggurath (5)/T/At the beginning of your turn, place a counter on the Temple of Shub-Niggurath.<br/>Action: Destroy the Temple of Shub-Niggurath. For each counter that was on it, target player loses 1 sanity. This can be spread across multiple players.skipcard Revelation (1)/A/Choose a hidden thing. That thing's controller loses sanity equal to its cost.skipcard Colour Out of Space (1)/T/When Colour Out of Space is played, destroy target location. At the beginning of your turn, destroy target creature. That creatures controller loses 1 sanity. If Colour Out of Space is the only creature in play, destroy it and all players lose 3 sanity.skipcard Agoraphobia (1)/A/Target player must destroy any locations they control. They lose 1 sanity for each such location.skipcard Panphobia (2)/T/This card may be played onto any player. At the beginning of your turn, lose 1 sanity.<br/>Action: Discard your hand to destroy Panphobia.skipcard Amnesia/A/Destroy a secret you control to regain 5 sanity.skipcard Mind Control/A/Choose a psychological thing. Either destroy it or give control of it to target player.skipcard Alien Abduction/A/Destroy target secret. That secret's controller loses 1 sanity.skipcard Search for Ancient Knowledge/T/At the beginning of your turn, lose 1 sanity.<br/>Action: Destroy this card to put a secret in the discard pile into your hand. This action cannot be used on the turn Search for Ancient Knowledge was played.skipcard Xenophilia/T/Any sanity loss due to a creature is reduced by 1. At the beginning of your turn, if you control no creatures, lose 1 sanity.skipcard Cleansing Fire/A/Destroy target thing with a sanity cost. That thing's controller gains sanity equal to its cost.skipcard Spark of Life/T/You may only play this onto a non-Living, non-Location Thing. That Thing is now considered Living.skipcard The Centre of Your Mind/T/This card can only be played if you have between 40 and 80 sanity points. If your sanity points falls outside of that range while this is in play, it has no effect.<br/>Action: Take any secret from play into your hand. It is considered yours for the rest of the game or until it is returned back to its owner by a card's effect.skipcard Mr. X/T/Action: Search through the draw pile and take the first Secret card. Then shuffle the draw pile. After you do this, return Mr. X to the draw pile.@emit [name(%#)] pastes the Call of Cthulhu deck into the Dvorak Engine.