Dvorak Export: Infinite Dvorak deck/Cards 10301-10400


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.)

Regenerate this output, minus the cards created by a comma-separated list of users:
cleardeck
skipcard Prop Wrap/T/Play into any player's control.%r%rWhenever you play a card, rotate Prop Wrap 90˚ counterclockwise. When it completes a counterclockwise rotation, you may not draw cards during your next turn.
skipcard The Horror/A/Each opponent discards a card. Those who can't must discard their entire hand!
skipcard Swing For The Fence (6S)/A/Choose target Thing and roll a d6. If you roll higher than the number of words in that Thing's title, destroy it. Otherwise, gain a Strike token, then eliminate each player with at least three Strikes.
skipcard The Called Shot (3T)/A/Indicate a Thing, return this card to your hand, and gain a Strike token OR<BR>Destroy target previously indicated Thing if you have two Strikes. If it's destroyed this way, draw four cards and lose all your Strike tokens. Otherwise, gain a Strike token, then eliminate each player with at least three Strikes.
skipcard Fair Umpire (0F)/T/Once between your turns when an opponent ends a turn without playing a card, you may have them gain control of this card and gain a Strike token, then eliminate each player with at least three Strikes.<BR>Action - Walk: Draw a card if one of your Things has been destroyed since your last turn or if you spend 4 tokens of the same type.
skipcard Balk Rule/T/Whenever a player plays a card without drawing at the beginning of their turn first, they must discard a card, and each of their opponents may draw a card, before the played card takes effect.
skipcard Dragonflight (1111)/A/You must play Dragonflight as soon as it enters your hand. Draw 11 cards, plus 11 for each of your living Things. If you draw A Mysterious Egg (#7674) in this way, you may play it immediately without cost. Otherwise, as the last card you draw in this way, you draw a copy of A Mysterious Egg.
skipcard Chrysalis/T/You are untargetable and may not play cards or activate abilities. At the end of your turn, you may either discard once and draw once or destroy Chrysalis. Chrysalis is otherwise indestructible.
skipcard Lava Surge (9L)/A/Destroy all tokens. Each player who can't access <i>High Places</i> must either discard two cards or chooses a Thing they control to be destroyed. Players can't draw cards until your next turn.
skipcard Dead Air (7D)/A/For each opponent, put a blank untitled Action card from the discard pile on top of the deck. If there aren't enough, create blank untitled Action cards as needed and put them on top of the deck.<BR>If you move no cards from the discard pile this way, return Dead Air to your hand.
skipcard Siege Tower (0S)/T/Things you control with a letter in their cornervalue alphabetically earlier than S can't be targeted by opponents' Actions.<BR>Action and Thing - Breach: Put up to one target building face-down under Siege Tower. Until Siege Tower leaves play, it can't breach, you may play Things into any opponent's control, and you may access <i>High Places</i>.
skipcard Inaction/A/
skipcard Nothing/T/
skipcard Absorb Vitality/A/Target Thing feeds upon the life essence of another of its controller's Things. The former gains "Indestructible while [the latter] is in play", and the latter gains "If this would be targeted, it is destroyed."
skipcard Lifting Winds (2L)/A/Return up to one target Thing with no digit higher than 1 in its cornervalue to its controller's hand. Return up to one card in the discard pile with no digit in its cornervalue higher than 1 to your hand.
skipcard Starting Equipment (7S)/T/If this card is in your opening hand, you may start the game with it in play and draw a card to replace it.<BR>Action: Roll a d6 and choose target Thing. If you roll at least a 3, and that Thing has no digit higher than your roll in its cornervalue, destroy it.
skipcard Your Journey Begins (7Y)/A/Create a copy of Infinite Dvorak card #6798, #6804, or #6810 and play it. If the number of cards in your hand plus the number of nontoken Things you control is less than 5, draw cards equal to the difference and end your turn.
skipcard Wild Swing/A/Destroy target Thing and return a random adjacent non-token Thing to its controller's hand.
skipcard Enraged/T/Attach to a living Thing immediately in response when one of your Things is targeted. Whenever an opponent causes you to lose control of a non-token Thing, randomly draw a copy of Falcon Punch (#1980), Rage Strike (#7770), or Wild Swing (#10318) for each and you may attach a copy of Enraged to a living Thing that has none. If attached Thing is lost in this way, you may play the drawn card immediately.
skipcard Plasma Amulet/T/Action: Gain an Air token and a Fire token.
skipcard Keeper of the Thing (6K)/T/When this enters play, reveal cards from the top of the deck until you reveal a Thing card. Put that card into play under your control, and the rest into the discard pile. It can't be destroyed while it and Keeper of the Thing are controlled by the same player.
skipcard Throne of Merit (3T)/T/A player's Score is equal to: number of their Tokens + digits in cornervalues of their Things + 2x cards in hand.<BR>As long as your Score is higher than each other player's, when an opponent plays an Action, you may negate that Action. If you do, spend a token or discard a card.
skipcard Firewash (8F)/A/Change all of target player's tokens into Flame tokens. Gain that many Flame tokens. Discard two cards, then draw as many as you discarded this way. ("Fire cleanses and refines.")
skipcard Bowling Ball Launcher/T/This enters play with two Bowling Ball tokens. Action and Thing: Launch one at target Thing that could be knocked down by a bowling ball to destroy it and flip a coin to destroy two more such Things with the same controller and flip a coin to destroy three more, and so on. If you destroy all of their non-token Things in this way, <i>Strike!</i>: draw three cards and gain a Bowling Ball token and a Strike token, then win the game if you have at least three Strikes.
skipcard Scheduled Maintenance/T/When a Thing with a digit in its cornervalue uses an ability, it gains a Wear token. When a Thing with a Wear token has at least as many as its cornervalue's highest digit, remove them from the game and that Thing's controller either destroys it or discards another Thing to return it to their hand instead of playing a Thing that turn.
skipcard Pandora's Jack-in-the-Box (<font color=FFFFFF>__</font>)/A/This card's cornervalue is a number-letter pair determined randomly when you play it.%rDiscard your hand. For each Action discarded this way, play the draw pile's topmost Action. Replace the draw pile and discard pile with half of each shuffled together. Draw a card. (""Pop goes the chaos!"")
skipcard Seer of Doom ([[File:doom.png)/T/When one of your cards or Things would be chosen randomly during your turn, you choose one of them instead.<BR>Whenever a Thing you control would be destroyed, you may first look at the top card of the deck. You may put it in the discard pile. ("Through you, the weight of sacrifice is made known.")
skipcard Prince of Hope ([[File:hope.png)/T/At the end of your turn, remove a card in the discard pile from the game.<BR>Action: Discard two cards. If you do, target player reveals their hand and discards a card of your choice. Until your next turn, opponents can't play cards that share a symbol in their cornervalue with that card. ("You crush the dreams of others using the strength of your own.")
skipcard Doom/Hope: Final Movement ([[File:doom.png)/A/Discard a card, destroy target nontoken Thing you control, and lose all your tokens.<BR>Draw a card, put one of the two bottommost Things in the discard pile into your hand, and gain a Doom token. Take an extra turn after this one. ("Endings that enable new beginnings.")
skipcard Vampiric Gaze/T/Whenever an opponent would draw a card, you have a 25% chance to draw it instead. You may activate an ability of an opponent's living Thing, optionally gaining control of it for the duration, once per ability.
skipcard Imp/T/Flip a coin at the beginning of your turn: either discard a card or turn a random other living Thing you control face down until the end of your turn.
skipcard Beastly Familiar/T/Whenever an opponent destroys one of your living Things, they gain control of a copy of Imp (#10331). Beastly Familiar cannot be destroyed by a player who is tormented by an Imp. If Beastly Familiar would be destroyed, you may choose another of your Party Members to be destroyed instead.
skipcard Heir of Mind ([[File:mind.png)/T/When you draw a card at the start of your turn, you may draw an additional card and discard a card you didn't draw this turn.<BR>When an opponent chooses a card to discard, they must choose a card they didn't draw this turn if possible. ("Through you, the masks people show to the world change their expressions.")
skipcard Maid of Time ([[File:time.png)/T/Opponents can't draw cards or play Actions or Things during extra turns.<BR>At the end of your turn, rotate Maid of Time and up to one other Thing you control 90° clockwise. When Maid of Time completes a clockwise rotation, each player takes an extra turn after their next turn. ("You hasten the progression of all things.")
skipcard Mind/Time: Second Ending ([[File:mind.png)/A/Shuffle any number of Things you control and/or cards from your hand into the deck. Put that many cards from the top of the discard pile into your hand. You may play as many of them as Things you shuffled this way. ("Considerations and reconsiderations.")
skipcard Defender/T/Play attached to target living Thing. When an opponent's card would target another Thing you control, you may have attached Thing become the target instead. Destroy Defender if you do, or if attached Thing remains in your control you may discard a card to return Defender to your hand instead.
skipcard Extratemporal/T/Play attached to target living Thing. Your hand size limit is increased by 1 and applies only at the beginning of your turn. Instead of drawing at the beginning of your turn, you draw at the end.
skipcard Iconostasis/T/Play attached to target living Thing. Enters play with four Stained Glass Window tokens. When an opponent would target a non-window Thing you control, each of your Stained Glass Windows has a sequential 25% chance to be destroyed instead. '<i>Action - </i>Biblia Pauperum<i>: If you control no Stained Glass Windows, return Iconostasis to your hand for restoration. It may not re-enter play until after your next turn.
skipcard Page of Rage ([[File:rage.png)/T/Action and Thing:</i>' Discard 5 cards. If you do, you gain "Whenever you would play or discard an Action card, you may play that card as a copy of Wrath of Bucky (#98)." ("Through you, many solutions are brute-forced.")
skipcard Mage of Breath ([[File:breath.png)/T/Whenever you draw one or more cards, draw an additional card, then put Mage of Breath or a card from your hand on top of the deck. ("You read the wind and go where it takes you.")
skipcard Rage/Breath: Whistling Calliope ([[File:rage.png)/A/Look at the top three cards of the deck, play one of them, and set the rest aside. During your next turn, you can't play cards normally, but you may and must play the other cards set aside this way. ("Commitment to the bit.")
skipcard Bring Out Your Dead/A/Target player destroys one of their living Things.
skipcard It's Only a Model/A/Replace target inanimate tangible Thing with a token of the same name.
skipcard And There Was Much Rejoicing/A/If a living Thing has entered or left play this turn, draw a card and you may play it, then each opponent may draw once and discard once. You may play this without cost if you have already played an Action this turn. (""Yay..."")
skipcard Knight of Life ([[File:life.png)/T/Instead of playing up to one Action and up to one Thing, you may play any two cards and up to one Action: or Thing: ability.<BR>Action: If your hand is empty, draw a card and end your turn. ("You live life to the fullest.")
skipcard Rogue of Light ([[File:light.png)/T/This card enters play with a coin and a d6 on it, each showing a face of your choice.<BR>Whenever a d6 is rolled or a coin is flipped, you may swap the result with one of the same type from this card. ("Through you, fortune's favor is found and lost.")
skipcard Life/Light: Sunrise Serenade ([[File:life.png)/A/If an opponent has more cards in hand than you, draw cards equal to the difference plus one. If an opponent controls more Things than you, gain Energy tokens equal to the difference plus one. ("Potency and primacy.")
skipcard Stasis Ray (0S)/T/You may discontinue the ray's effect on a Thing once during each of your turns. Action: Discard a card or spend an Energy token to place target Thing into suspended animation, face down, while Stasis Ray is in play. If you discarded in this way, your hand size limit is de­creased by 1 for the effect's duration; if you spent Energy, you must do so again at the beginning of your turn to maintain the effect, or else destroy Stasis Ray and discard your hand.
skipcard Rock Collection/T/Action: Gain a token with the name of a rock or mineral not already in play.
skipcard Rainbow Sprinkles/A/Any number of your non-token Things become all colors. If you already control a Thing that is more than one color, its prismatic power enables you to make any number of your opponents' non-token Things all colors as well.
skipcard Sylph of Space ([[File:space.png)/T/At the beginning of your turn, if a Thing entered play under each opponent's control since your last turn, return target Thing card from the discard pile to your hand. ("Through you, reparation propagates.")
skipcard Thief of Heart ([[File:heart.png)/T/When Thief of Heart enters play, choose two target players other than yourself. The first gives you a card from their hand. The second chooses a Thing they control. Draw that Thing. ("You take the best and worst parts of those around you and make use of them.")
skipcard Heart/Space: Owner of a Lonely Heart's Club Band ([[File:heart.png)/A/Target opponent discards all but one card from their hand unless they return all but one Thing they control to their hand. ("Isolation and identity.")
skipcard Don't Stop Believin' 'Til You Get Enough/T/Action: View the top card of the draw pile. You may place it under this. If you do, you may destroy this, put one of the cards under it into your hand, and shuffle the rest into the draw pile such that one of them goes on top of the pile.
skipcard What's the Power of Love Got to Do with It/T/Play immediately in response when an opponent would draw any number of cards. They draw half as many, rounded down, and you draw the rest. If you draw more cards in this way, give them a card from your hand to make it up to them.
skipcard Poor Side of Funkytown/A/Rotate every living Thing in play up to 360°. Turn target Thing face down until the end of its controller's next turn. The next time you would draw, you may draw from the discard pile and discard a card for each card you drew in this way.
skipcard Bard of Blood ([[File:blood.png)/T/When Bard of Blood enters play, exchange control of it and target Thing.<BR>At the beginning of your turn, if you control the most Things, put one of them in target opponent's hand. ("Through you, agreements find their dissolutions.")
skipcard Witch of Void ([[File:void.png)/T/Action and Thing: Destroy target Thing without a cornervalue. ("You seize the essential and subjugate it to its own most insignificant detail.")
skipcard Blood/Void: Severing Bolero ([[File:blood.png)/A/For each player, one target Thing they control ceases to be controlled by anyone. ("Deals broken and pacts nullified.")
skipcard The Stage Is Set/A/End your turn. During your next turn, instead of playing an Action, you may play any number of Things.
skipcard Welcome/A/Draw the first living Thing in the draw pile, shuffling afterward. Play any number of living Things. You may activate an Action ability of a Thing you play in this way.
skipcard The Lay of the Land/A/Draw the first building, location, or terrain card in the draw pile, shuffling afterward. Play up to one such card into each player's control. You may activate an Action ability of a Thing you gain control of in this way.
skipcard Lord of Life ([[File:life.png)/T/A player's Influence is equal to: number of their Things' abilities + words in their Things' titles + 2x cards in hand. When Lord of Life enters play, draw 2 cards.<BR>Action and Thing: Win the game if your Influence is at least 10 higher than each opponent's. Draw a card if it's at least 5 higher. ("You exert power without limit or restraint.")
skipcard Muse of Doom ([[File:doom.png)/T/When the discard pile would be shuffled to form a new deck, remove all cards in the discard pile from the game instead.<BR>As long as the deck is empty, each player who doesn't play a Thing and an Action on their turn is eliminated.<BR>Thing: Target player gains a Doom token. ("Through you, all is exhausted.")
skipcard Silent Graveyard (5S)/T/Whenever a player plays an Action card, shuffle the discard pile. If the bottom card of the discard pile is that Action, that player gets spooked, and the next time they would take a turn, put Silent Graveyard in the discard pile instead. Otherwise, you may put the bottom card of the discard pile on top of the deck. (""This is too spooky, I'm outta here."")
skipcard Derelict Shack/T/Whenever a living Thing enters or leaves play, the eerie quiet of the surrounding woods deepens: randomly choose from all of the letters beginning the names of Things in play or appearing in their cornervalues, then turn each Thing with that letter in one of those positions face down while Derelict Shack remains in play. ("Were those trees always so tall? ...And so close?")
skipcard Rattling Bones/A/A chill wind bears aloft the choking scent of dry dust. Opponents' living Things turn face down until the end of your next turn, and any of yours may as well. Players discard a card for each of their Things turned face down in this way. Draw a card for each affected opponent.
skipcard Flickering Lantern/T/Sinister shadows dance at the corners of your eyes. Opponents who do not control a light source or a spooky, undead, or evil Thing feel their hand size limit decreased by 2. If you play any cards on your turn, each opponent may play at most that many on their next. Otherwise, any opponent, in turn order, may discard an Action in a show of bravado to take up the lantern.
skipcard Moonlit Grove (2M)/T/When this enters play, if there isn't a Moon in play, find one or create one at random from the Moons booster pack, then play it.<BR>When an opponent gains control of a Moon, look at that player's hand.<BR>Thing: Draw a card if you control a Moon. ("The light of the full moon reveals many things.")
skipcard Howl of the Wolf (3H)/A/If there isn't a Moon in play, find one or create one at random from the Moons booster pack, play it, and return this card to your hand.<BR>Destroy target Thing if you control a Moon.
skipcard Tomb of Nemhotep (4T)/T/When this card is destroyed by an opponent, they draw 3 cards. Then you remove Tomb of Nemhotep from the game, gain a Zombie token, gain a copy of Half-Curse of Nemhotep (#3500), and play up to one Action with no cornervalue.
skipcard Whispering Walls/T/Maddening secrets and arcane promises echo through the halls. Action - Listen: Reveal the first card in the draw pile by a creator you have not yet Listened to. Players discard all cards by that creator. Put the revealed card into your hand and shuffle the draw pile.
skipcard Pale Shadows/T/Ethereal apparations manifest in shapeless form. When this enters play, if there isn't a Moon in play, find one or create one at random from the Moons booster pack, then play it.%rEach opponent who does not control a Moon plays with a card in their hand revealed. Action: Exchange a card in your hand with one revealed in target opponent's hand if you control a Moon.
skipcard Forgotten Crypt/T/The stale air hangs heavy with the silence of ages. A player gains a Zombie token whenever one of their living Things is destroyed. Once during your turn, you may give one of your Zombies to target opponent. Action: Gain a Zombie token. Action: Specify target Thing and roll a d6. If its controller has at least that many Zombies, destroy it and half of their Zombies, rounding up.
skipcard Shadow World (1S)/T/You may have Shadow World enter play as a copy of up to two Things in play or in the discard pile that are locations, buildings, terrain, or black. If you don't, put the bottom card of the discard pile into your hand.
skipcard Darkness Imprisoning Me (1D)/T/When this enters play, give it to target opponent.<BR>Non-black Action cards you play are blank. You can't win or lose the game. When you have no cards in hand, put this card in the discard pile.
skipcard Disappearify (2D)/A/Return Disappearify to your hand and secretly note a card name. It stays noted until Disappearify is discarded.<BR><BR>Any time before your next turn, you may discard Disappearify to shuffle a visible card with the noted name into the deck, even while that card is being played. This use of Disappearify is too immediate to be responded to.
skipcard Grasping Vines/T/With each passing step it becomes clearer: the ground itself wills that no one leave this place. When your turn ends, a random non-vine Thing in play gains a Vine token with "Things with two or more Vines can't use abilities. Things with four or more are considered blank until they have two or fewer." Opponents' Things also gain one when targeted. Action (global): Clear a Vine.
skipcard Sink Into the Dust/A/Gain control of a copy of Grasping Vines (#10378). Attach four Vine tokens to any combination of Things in play.
skipcard Possession is Nine Tenths of the Haunt/T/Mechanical Things and inanimate living Things are considered undead. At the beginning of a player's turn, a random one of their undead Things turns face down until their turn ends. When an undead Thing is destroyed, its controller gains a Zombie token.
skipcard Ritual Pumpkin (3R)/T/Action - Carve: Note the name of an Action card. The pumpkin can only have one name carved into it.<BR>Action - Light: Play an Action card with the noted name from the discard pile, then put that card on the bottom of the deck.
skipcard Pumpkin Bombs (2P)/A/Each opponent discards a card. If an opponent discards a Spooky card, or if you control a Spooky Thing, draw two cards ''(Cards are spooky if they are associated with ghosts, bones, zombies, monsters, magic, night, madness, doom, darkness, pumpkins, or the color black, or if all players agree).
skipcard Pumpkin Patch (2P)/T/At the end of each player's turn, if they don't control a pumpkin, they create a blank orange Thing named Pumpkin and add it to their hand.<BR>Whenever a player discards a Pumpkin from their hand, they discard their hand.<BR>You may play an additional orange card each turn.
skipcard Pumpkin Spice/T/Once during your turn, you may destroy a food-related Thing you control or reveal a food-related card from your hand that you have not previously revealed for this purpose. If you do, play an Action card and draw a card. Action: Gain a Latte token.
skipcard Pumpkinhead/T/Locals retell the legend in whispers: a player whose living Thing has been destroyed has "Action: Discard or destroy one of your Things to summon Pumpkinhead and mark any number of living Things for death. At the end of your turns, he destroys one if possible and you discard a card or eliminate yourself. Pumpkinhead is indestructible until the last is destroyed; then he destroys himself and eliminates you."
skipcard Punkin Chunkin/T/Action: Create a blank orange Thing named Pumpkin and add it to your hand. %rAction: If you control a mechanical Thing, play a Pumpkin by tossing it across the table. Then destroy it and flip a coin to destroy target Thing it touches.
skipcard Pumpkin Carving Contest (1P)/A/Each player creates a blank orange Thing named Pumpkin and adds it to their hand, then reveals a card from their hand. Each player who reveals the card with the most letters in its title draws two cards.
skipcard Spooky Hex (9S)/A/Create a blank orange Thing named Pumpkin and put it into play on top of target Thing. Treat it and that Thing as a single Thing with the properties of only the top card. If it was a living Thing, draw a card. Otherwise, discard a card.
skipcard Headless Scarecrow (8H)/T/When this card enters play, create three blank orange Things named Pumpkin and shuffle them into the deck.<BR>Action: Put a Pumpkin you control on top of Headless Scarecrow. That Pumpkin gains "Action: Destroy target Thing." Treat both cards as a single Thing with the attributes of only the top card.
skipcard Pumpkin Pie/T/When this enters play, you may have it replace target pumpkin. If you do, draw a card and you may play it if it is Pumpkin Spice or if Pumpkin Spice is in play. When this leaves play, each player may gain a Pie token and draw a card. Action - Serve: Destroy this. Oops, there's one last slice left for you: draw another card.
skipcard Pumpkin Seeds/T/On your third turn after playing this, it becomes a copy of Home-Grown Pumpkin (#10392).
skipcard Home-Grown Pumpkin/T/Action - Harvest: Destroy this, select a card at random from #10381-10390/10393-10400, and put either it or a blank orange Thing named Pumpkin into your hand. Instead of playing a Thing this turn, you may put a copy of Pumpkin Seeds (#10391) into your hand as well.
skipcard Pumpkin Helmet Technique (2P)/T/When this card enters play, create a blank orange Thing named Pumpkin and add it to your hand.<BR>When an opponent's Action would target you or cause you to discard cards, you may put a Pumpkin you control into the discard pile to negate that Action's effects on you.
skipcard Pumpkin Haunting (5P)/A/Create a blank orange Thing named Pumpkin and shuffle it into the discard pile.<BR>For each card with Pumpkin in its title in the discard pile, put it and one card immediately above or below it into your hand.
skipcard Pumpkin Alley (2P)/T/When this card enters play, create a blank orange Thing named Pumpkin and add it to your hand.<BR>Players' max hand sizes are decreased by the number of Pumpkins their opponents control. Players whose max hand is 0 or less lose the game unless they control a Pumpkin.
skipcard The Abominable Pumpkinman/T/When this enters your hand, create up to three blank orange Things named Pumpkin and add them to your hand. To play this, you must put three pumpkins you control under it. Treat these as a single Thing with the properties of only the top card. Action: Destroy target non-pumpkin living Thing. Action: Replace target edible Thing with a blank orange Thing named Pumpkin.
skipcard Pumpkin Prophecy/A/The next Thing you play becomes a copy of Home-Grown Pumpkin (#10392),%rOR the next Thing each opponent plays becomes a blank orange Thing named Pumpkin.
skipcard Pumpkin Seed Vault/A/Each player adds a copy of Pumpkin Seeds (#10391) to their hand. You may play yours immediately without cost.
skipcard Prized Pumpkin (3P)/T/When Prized Pumpkin enters play, gain 3 Money tokens.
skipcard Farmer's Market (3F)/T/Once during your turn, you may convert any of your tokens into Money tokens<BR>OR spend a Money token to create a blank orange Thing card named Pumpkin and put it into your hand<BR>OR give control of two edible non-token Things you control to target opponent to look at their hand and put a card from their hand into yours.<BR>Action: Gain an Apple token.
@emit [name(%#)] pastes the Infinite Dvorak deck/Cards 10301-10400 into the Dvorak Engine.

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