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 Moat/T/This enters play with five Water tokens. When you would draw multiple cards, you draw one fewer. Opponents must discard a card to target you.skipcard Chuck's Hat/T/Metal, minerals, cloth, and weasel fur, 2,200 grams. You control every Thing belonging to the governments of the Commonwealth Realms, notionally.skipcard As Easy As 1-2-3 II/A/Take control of 1 Thing. Its former controller draws 2 cards. You each gain 3 tokens of the same type.skipcard Meta Reflexes (P7)/T/When an opponent plays a reaction or response, you may play an Action or Thing. ("From [[User:Zaratustra")skipcard Mindjack (8M)/A/Name a card and choose target player. They reveal their hand. You may take a card with the chosen name from their hand and put it into your hand. If you do, draw a card.skipcard Superencryption (5S)/T/Players can't be targeted by Actions.<BR>At the beginning of your turn, you may destroy Superencryption and draw a card.skipcard The Wall (7T)/T/Players can't play cards with the digits 1, 2, 3, or 4 in their cornervalue unless they have exactly that many cards in their hand.<BR>Once during each player's turn, that player may discard a card.skipcard Lower the Stakes/T/When a player would be eliminated, they instead discard their hand. When a player would win, they instead draw five cards.skipcard A Stitch in Time/A/View the top card of the draw pile. You may either draw it and put the top card of the discard pile onto the draw pile or return this card to your hand.skipcard Talent Show/A/Starting with you, each player may activate one of their Action abilities. Then, as an encore, you may activate another of yours.skipcard Hornet's Nest (1H)/T/Whenever a non-token Thing you control is destroyed by an opponent's effect, gain a Hornet token for each card in your hand. That opponent either discards a random card or reveals a card from their hand with a digit in its cornervalue higher than the number of Hornets you control.skipcard Perfect Alignment (6P)/T/Once during your turn when you play an Action card that targets a Thing, if both cards share a character in their cornervalues, you may draw two cards and play an additional Action this turn.skipcard Water Balloon Assault (9W)/A/Target opponent discards a card and gains a Water token. Destroy all Fire and Flame tokens they control.<BR>You may spend a Water token to return this to your hand.skipcard Tailwind/A/Draw a card. You may play this without cost if you have already played an Action this turn.skipcard I've Seen Them Come and I've Seen Them Go/T/When you play this, it goes to the discard pile immediately unless your opponents have caused you to lose control of at least ten non-token Things. If an opponent causes you to lose control of this, you win.skipcard -erator/T/When you play this, attach an Action from your hand to it. Action: Discard an Action card to perform attached Action.skipcard Free Your Mind (2F)/A/You don't have to discard to your maximum hand size at the end of this turn. If your last turn wasn't an extra turn, take an extra turn after this one.<BR>Instead of playing a Thing this turn, you may discard any number of cards and draw that many cards.skipcard Blowhard (8B)/T/Whenever you play an Action card on your turn, draw a card.<BR>You may play an additional Action on your turn.<BR>Whenever an opponent plays an Action card, discard a card if you have the most cards in hand. ("Just likes to hear himself talk.")skipcard Number Goes Up (2N)/T/Whenever you play a card with a greater card number than each Thing in play besides this card, gain a Money token for each type of token you control (minimum 1).<BR>Action: Spend 5 Money tokens to gain a token of any type and draw a card. ("Bigger number goes up faster.")skipcard Home Safe/A/Move a Thing you control to your hand. You may play this without cost if you have already played an Action this turn.skipcard Target/A/Specify target Thing. If you play an Action card that targets a Thing on your next turn, you may have it target this Thing as well.skipcard I'm Taking You Down With Me/A/When you play this, attach target Thing to it.skipcard Katamari Drop (2K)/A/Choose target Thing. Attach the top card of the deck face-up to this card, followed by any number of cards from your hand.<BR>Destroy the chosen Thing unless the sum of digits in its cornervalue exceeds the sum of digits in the cornervalues of this card and each attached card.skipcard Tokenbolster (2T)/T/The values of digits in the cornervalues of Things you control are increased by the number of tangible tokens (e.g. Money, Earth, Zombie) you control.<BR><i>(A digit may have a value above 9 this way.)</i>skipcard Wield Power (0W)/A/For each Thing you control with a digit in its cornervalue greater than the greatest digit among cornervalues of Things your opponents control, gain an Energy token and draw a card.<BR>You may spend any number of Energy tokens to draw that many cards and discard that many cards. ("Wielding responsibility is optional.")skipcard <nowiki>#</nowiki>2 Pencil/T/When this enters play, each player puts a copy of card #9005, #9034, #9080, #9081, or #9496 into their hand, chosen at random. You do so a second time, plus once for each card by Bucky you reveal from your hand. Action: Gain control of target office supply or Thing made of paper.skipcard Replicast (9R)/A/For each type of token in play not already listed on this card, write that type on this card.<BR>Gain 3 tokens in any combination of the following types: Energy,skipcard Cyclotron (9C)/T/At the beginning of your turn, gain an Energy token for each C in the cornervalues of Things you control.<BR><BR>Once during your turn, you may spend any number of Energy tokens to rotate target Thing 90° clockwise that many times. Draw a card for each clockwise rotation completed this way.skipcard Expansion Pass (3E)/T/When this card enters the battlefield, spend 5 tokens or put it in the discard pile.<BR>Draw an additional card at the beginning of your turn.<BR>You may play an additional gold card during your turn.<BR>Your maximum hand size is increased by 2.skipcard Twenty-three (23)/T/When a player draws a card with a cornervalue containing a digit, they may reveal it and two other such cards from their hand and/or among their Things if the combined sum of those digits is 23 to draw 2 cards and gain 3 Money tokens, then put one of the revealed cards in the discard pile.%rYou may do the same if the digits are 0, 2, and 3.skipcard Cornerhex (9C)/T/In cornervalues, the letters A-F may be interpreted as hexadecimal digits.skipcard Reuse Assets/A/Put a copy of the top card of the discard pile into your hand, changing its color and replacing one or more words in its title with synonyms.skipcard Reuse Assets (1R)/A/Put a copy of one of the bottom 3 cards of the discard pile into your hand, except it has the cornervalue of a different one of those cards.skipcard Tamorisian Tactics (7T)/A/Choose exactly three cards in the discard pile that have the digit 3 in their ruletext. If you do, put two of them at random into your hand and gain 3 Energy tokens.skipcard Stronghold of Despair (9S)/T/Doom tokens can't be spent.<BR>At the beginning of each opponent's turn, that player gains a Doom token if they control fewer nontoken Things than you control buildings.<BR>When you draw a card, you may draw it from among the top X cards of the discard pile if each opponent has a Doom token, where X is the number of opponents.skipcard Deep Roots/T/Each of your living Things is immune to opponents' effects unless the opponent discards a card or spends a token first.skipcard Ancient as the Hills/T/Living Things that have been in play for at least ten of your turns are indestructible.skipcard Earth Totem/T/Earth-related Things are sacred. Earth Totem is indestructible while another sacred Thing is in play. If you control one, once for each opponent when they lose control of a tangible Thing, you may put it under the totem if they control no sacred Things. When Earth Totem leaves play, put a Thing under it into your hand.skipcard Sledgehammer (2S)/A/Target opponent with at least three cards in hand discards two cards and gains 3 Rubble tokens.skipcard Loose Cannon (1L)/T/Action - Load: Load the cannon.<BR>Action - Fire: Destroy target Thing, then destroy a random non-token Thing you control with no cornervalue.skipcard Myriad Reflections (7M)/T/When this card enters play, create two blank Thing cards named Gem, put them into your hand, and attach this card to a Thing you control.<BR>Gems you control gain the attached Thing's title, cornervalue, type, ruletext, flavortext, creator, and card number.skipcard Stonegrasp/A/If you control Earth Totem (#10238), each opponent who does not control a sacred Thing discards a card and destroys one of their Things, and you may sacrifice a sacred Thing to return Stonegrasp to your hand.%rOtherwise, put a copy of Earth Totem into your hand. You may recover Stonegrasp from the discard pile at the start of your next turn instead of drawing.skipcard Reservoir/T/Once during your turn, you may spend two Water tokens to destroy a token you control, or three Water tokens to play an Action. Action: Gain a Water token.skipcard Mine!/A/Gain a Gold token and an Ore token.skipcard Wretched Potion (4W)/T/Action - Drink: Discard two cards, then draw twice as many cards as you discarded. Gain a Mana token for each card in your hand. Put this card in the discard pile.skipcard Misunderstand Hegel (8M)/A/Set aside target player's hand plus that many cards from the top of the deck face-up. Each player, starting with you, puts one of those cards in the discard pile until half of them remain. Put the remaining cards in that player's hand. (""NO, NO, NO. 'THESIS, ANTI-THESIS, SYNTHESIS' WAS THOUGHT UP BY *FICHTE*, AND IT'S CLEARLY INFERIOR TO HEGEL'S DIALECTICAL METHOD OF IMMANENT CRITIQUE!"")skipcard Comically Large Mallet (0C)/A/Destroy target Thing and discard your hand. Its controller discards a card for each card you discarded. ("Against all odds, Gollum somehow won the riddle contest against the Animaniacs by guessing what was in Dot's pocket. But his victory was short-lived.")skipcard Snowed In/A/Randomly choose three of each player's Things with Action abilities, preferring animate Things, to gain a Snow token with "Attached Thing cannot use Action abilities. Action: Destroy this."skipcard Interference Device/T/Play into any player's control.%r%rWhen you would draw a card, you instead draw the card under this if there is one, or else put the top card of the draw pile under this face down.skipcard Bad Faith Negotiations/A/Specify two non-token Things each belonging to you and target opponent. Offer a trade of one of yours for one of theirs. If they decline, you may trade the other of yours for the other of theirs, which then gains "If this is destroyed by an opponent, discard a card."skipcard Sow Discord (0S)/A/Choose a non-token Thing or three tokens you control. Each other player chooses a non-token Thing or three tokens you don't control. Destroy those Things.skipcard Development Race (5D)/A/Each player, starting with you, reveals cards from the top of the deck until they reveal two Thing cards, then puts one of them into play and the rest on the bottom of the deck in any order. Then you do it again.skipcard Continuum Drive (4C)/T/At the beginning of your turn, after drawing a card, gain an Energy token if you have at least 3 cards in hand, then draw a card if you have at least 3 Energy tokens.skipcard Crash and Bash/A/If you have played a living Thing this turn, destroy up to two tangible Things belonging to the same player.skipcard Close at Hand/A/Remove the top 30 cards of the draw pile to your side of the table. You consider this your personal draw pile and interact exclusively with it until it is exhausted.skipcard Reheated Inspiration/A/Put the top card of the discard pile on top of the draw pile. You may play this without cost if you have already played an Action this turn.skipcard Civic Suppression (6C)/T/Whenever a player would draw a card, they skip that draw unless (a) they have more cards in hand than each other player (b) they control Things with at least two different creators, (c) they spend a token, or (d) they end their turn immediately after drawing.skipcard Transference (2T)/A/Instead of playing a Thing this turn, you may return target Thing with no cornervalue to its controller's hand.<BR><BR>Return each non-token Thing you control to your hand, then exchange hands with target player.skipcard Cardwheel Turbine (6C)/T/Once during your turn, you may discard a card to draw a card and gain an Energy token. ("One card goes down, one comes up, and the pistons turn the motion into power.")skipcard Manifestation Engine/T/Whenever an opponent plays an intangible Thing, rotate Manifestation Engine 90° clockwise. When it completes a clockwise rotation, you may choose an intangible Thing in your hand to keep revealed. Things revealed in this way are considered to be both in play and in your hand, but they do not count toward your hand size limit.skipcard Interleave/A/Shuffle target player's hand face down. Insert it into the top of the draw pile, one card under each of the top cards originally in the pile. That player draws the same number of cards.skipcard As It Just So Happens/A/Specify a Thing you control, or a card you reveal from your hand, that identifies another card by name or card number. Put a copy of the identified card into your hand.%rOR%rYou may play this immediately in response to an opponent's Reaction. If you do, it behaves as a copy of that Reaction's effects.skipcard True Threat (6K)/T/When you play this, put a Note token on this with an opponent's name as flavortext.%rAt the start of your turn, put a Time counter on this, and destroy this and eliminate the noted opponent if this has three or more Time counters.skipcard Invisibility Cloak (7K)/T/Cards that would intentionally target this or a Thing attached to it instead target at random.%r%r Thing: Attach this to another Thing. ("Now where did I put it?")skipcard Just Desserts (8K)/A/Destroy target Thing and substitute a Pudding token for it. The pudding keeps any Things that were on or attached to the target.skipcard Magnet Beam (0M)/A/Draw target Thing and discard a card. You may press any one button or toggle any one switch.<BR>Until your next turn, you may access <i>Remote Switches</i>.skipcard Super Jump (9S)/T/Action: Draw two cards and Super Jump, then discard one of them.<BR>You may access <i>High Places</i>.skipcard Stealthsuit (1S)/T/Opponents cannot choose you or Things you control as targets, look at cards in your hand, or cause cards to leave your hand.<BR>When you would draw a card at the beginning of your turn, draw Stealthsuit instead.<BR>You may access <i>Security Doors</i>.skipcard Summon Cube/T/While this is in play, players perceive the apparition of an ideal six-sided Platonic solid of indeterminate size hovering over the table. You may choose the results of d6 rolls, play box-shaped Things without cost, and draw a card whenever you play a card whose cornervalue contains a cube number.skipcard The Mind's Unfathomed Depths/T/Destroy your Meditation tokens at the end of your turn unless you use the following ability.%rTurn: Gain a Meditation token if you have fewer than five, then draw a card for each of your Meditation tokens.skipcard Cyclonic Grapnel/T/Action: Draw target Thing and Cyclonic Grapnel, then discard a random card.skipcard In-Sight Goggles (9K)/T/When an opponent ends their turn, look at their hand.%rYou may access <i>Secret Passages</i>.skipcard Deafen/A/You may play another Action card and activate an Action ability. Each opponent discards a card.skipcard Encipher/A/Replace all numbers on target Thing with 0.skipcard Siltstone Amulet/T/Action: Gain an Earth token and a Water token.skipcard Discombobulate (4D)/A/Each opponent can't play Actions with cornervalues during their next turn. Look at the top three cards of the deck and put any of them into the discard pile or back on top of the deck in any order. Gain a Combo token, or spend a Combo token to play an additional Action this turn.skipcard Upper Hand (9U)/A/Target player reveals their hand. If they reveal any actions, they discard one of your choice, and you draw a card. If they don't reveal any Actions, that player puts this card into their hand and gains a Combo token.skipcard Risk Reward (0R)/T/At the end of a turn in which you destroyed or took control of an opponent's Thing, roll a d6 and gain a:<BR> (1-2): Zombie token, (3-4): Energy token, (5-6): Money token.<BR>Action: Spend three tokens of the same type or of three different types to draw two cards. You must play this ability if possible.skipcard Whack-A-Mole/T/Play this into any player's control.%r%rThings with Mole tokens are considered blank. At the beginning of your turn, a random other non-token Thing you control gains a Mole token with "This leaves play at the end of your turn." Whack-A-Mole is indestructible while a Mole token is in play unless you hold a Comically Large Mallet in your hand.skipcard Quote the Authority/A/You may draw a card by Kevan from the discard pile. You may draw a card for every card by Kevan you control or reveal from your hand. You may play a card by Kevan that you did not draw from the discard pile. ("The most primary of sources.")skipcard Kingmaker/A/Target opponent draws 5 cards.skipcard Temple of the Creators (9T)/T/Whenever an opponent plays an Action, you may discard a card that shares a creator with it to gain control of that Action and choose new targets for it.skipcard Some Special Rules (6S)/T/Whenever a building becomes rotated by at least 90°, destroy it.<BR>Gems may be spent as though they were 1 or 2 Money tokens.<BR>When a Thing becomes the target of an Action, that Thing's controller and that Action's controller each roll a die and add a digit in their card's cornervalue. If the Thing's controller's result is higher, the Action's effects are negated.skipcard Unmarked Flash Drive (8U)/T/When this enters play, each opponent, in turn order, looks at the top three cards of the deck and puts one of them under this card face-down and the rest on the bottom of the deck. If you have only one opponent, they do this twice.<BR>Action: Draw up to two of the cards under this card.skipcard Talk to the Hand/A/Target player views target other player's hand and loses their next turn.skipcard Draw Up a Plan/A/You may only play this if you have played no cards this turn. Draw three cards and reveal two of them, and you may reveal up to two cards already in your hand. End your turn. On your next turn, you may only play cards that you revealed in this way, and if you chose to reveal any cards from your hand, you must play at least one of them.skipcard Friendship Ended With/A/Destroy target non-token Thing you control and all of your other Things by the same creator. Now another creator is your best friend: play any number of Things by them.skipcard House Rules: Score (5H)/T/A player's Score is equal to: number of their Tokens + digits in cornervalues of their Things + 2x cards in hand.<BR>If a player has the single highest or lowest Score at the start of their turn, they draw an extra card.skipcard House Rules: Drafting (8H)/T/At the beginning of each player's turn, if they have no drafted cards, they take the top X cards of the deck, where X is the number of players, look at those cards, and set one aside. Each other player in turn order then looks at the remaining cards and sets one aside.<BR>When a player would draw a card from the deck, they instead draw their earliest drafted card if possible.skipcard House Rules: Scoreboard (0H)/T/A player's Score is equal to: number of their Tokens + digits in cornervalues of their Things + 2x cards in hand.<BR>If a player would begin a non-extra turn with Score 30+, they win the game. ("KVN 9999<font color=ffffff>___________</font>KVN 916<BR>YYZ 1686<font color=ffffff>___________</font>G_S 896<BR>BNR 1586<font color=ffffff>___________</font>CRG 694<BR>BKY 1313<font color=ffffff>___________</font>AAA 420<BR>JTW 964<font color=ffffff>___________</font>_ _ _ 000")skipcard House Rules: Influence (9H)/T/A player's Influence is equal to: number of their Things' abilities + words in their Things' titles + 2x cards in hand.%rIf a player has the single highest Influence at the start of their turn, they may return one of their Things to their hand to return target Thing to its controller's hand, and may discard a card as well to destroy that Thing instead.skipcard Ritual Censer/T/A Vessel bearing a Relic is indestructible. If you control any, you may negate the effects of evil or black cards on them and you.%rThing: Consecrate target animate non-token Thing a Vessel.%rThing: Consecrate target inanimate tangible Thing you control a Relic.%rAction: Attach an available Relic to a Vessel that has none.skipcard <font color=000>Radiance</font>/T/Destroy Radiance and discard your hand if you control any evil or black Things. Action and Thing: Discard an evil or black card from your hand or reveal your hand if you have none. Replace target non-holy, non-sacred, non-white Thing card with an Energy, Light, or Redemption token, preferring whichever its controller has fewer of. Draw a card if the replaced Thing was evil or black.skipcard Secure Facility (4S)/T/Each opponent cannot gain control of your Things, put Things into play under your control, or cause you to gain control of Things unless that opponent can access <i>Remote Switches</i>, <i>Security Doors</i>, or <i>Secret Passages</i>.skipcard Mountaintop Sanctuary (0M)/T/Each opponent's Actions can't affect non-building Things you control unless that opponent can access <i>High Places</i>, <i>Security Doors</i>, or <i>Secret Passages</i>.skipcard Underground Temple (7U)/T/After an opponent plays an Action that targets you or a Thing you control, you may draw the bottom-most card of the discard pile unless that opponent can access <i>Remote Switches</i>, <i>High Places</i>, or <i>Secret Passages</i>.skipcard Canopy Harvest (1L)/A/Gain two Fruit tokens and draw two cards%r%rIf you can access <i>High Places</i>, gain three more Fruit tokens and draw one more card.skipcard Underwater Catacomb (2L)/T/Action - Access: Gain a Zombie Crab token, or play a marine animal from the discard pile.skipcard Universal Permit (3L)/A/This turn, you may access anything and may look at and play the top card of the deck as though it were in your hand.skipcard Evacuation Tunnel/T/When an opponent would destroy a non-building Thing you control, you may return it to your hand instead unless that opponent can access <i>Security Doors</i> or <i>Secret Passages</i>.@emit [name(%#)] pastes the Infinite Dvorak deck/Cards 10201-10300 into the Dvorak Engine.