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 Army in Ruins/A/Destroy all Things. For each Thing destroyed this way, that Thing's controller creates an Equipment Thing with "Attached Thing has "Turn this card face down: Target opponent creates a Damage token with "If you control 10 or more Damage tokens, you lose the game" unless that player destroys a Living Thing they control." Action, Thing: Attach this thing to target Living Thing you control. "skipcard Confounded Speech/T/When this enters play, shuffle all Things in play together and deal them evenly into each player's control, plus one other group under no one's control. Any remainder enters play under no one's control. Effects targeting Confounded Speech have a 50% chance to fail. When an effect would target another Thing, choose the target at random. ("from Game and Watch Kirby's Tower of Babylon (#1702)")skipcard The Long Quiet/T/Face down Things may not be destroyed by opponents. When this enters play, all other non-token Things turn face down. When a non-token Thing enters play, it does so face down. Then its controller turns one of their face down Things face up, chosen at random.skipcard Nerd Sniping/T/Action: Give target opponent an Action from your hand. While it is in their hand, they may not play Actions not given to them this way. They may discard it at the end of their turn. If they do, draw a card.skipcard Megahorn (8M)/A/Discard a card. Target opponent discards a random card, then discards a card of their choice. If you control a Pokémon, your opponent discards an additional random card.skipcard Metronome (9M)/A/Reveal cards from the top of the deck until you reveal an Action or a Thing with an Action Ability. Shuffle the rest into the deck, then play that card. If its a Thing, activate one of its Action Abilities, then shuffle it into the deck if you still control it.<BR>Draw a card. If you control a Pokémon, draw an additional card.skipcard Weapons of War/T/Attached Thing has "Turn this card face down: Target opponent gains a Damage token with 'If you control 10 or more Damage tokens, you lose the game' unless that player chooses a Living Thing they control to be destroyed."<BR>At the beginning of your turn, you may turn the attached Thing face up.<BR><i>Equip</i> - Action and Thing: Attach this to target Living Thing you control.skipcard Thought Injector/T/Attached Thing has "Turn this card face down: Target opponent loses the game unless they destroy a living thing they control or draw a card. If a card was drawn this way, that player loses the game if they have more cards in hand than their maximum hand size. " At the beginning of your turn, you may turn the attached Thing face up. <i>Equip</i> - Action and Thing: Attach this to target Living Thing you control.skipcard Gladiate/A/Choose target living Thing you control and target living Thing an opponent controls. Then destroy each chosen thing without an attachment. If no Things were destroyed this way, destroy all Things chosen this way.skipcard Training Grounds/T/<i>Arena</i> - All living things have "Turn this thing face down: Target opponent creates a Damage token with "If you control 10 or more Damage tokens, you lose the game." unless that player destroys a Living Thing they control. " At the beginning of each player's turn, they may turn any face down things they control face up.</br> Players don't lose the game due to having 10 or more Damage tokens.skipcard Our Heroic Adventurers/T/When a living Thing you control would be targeted, you may discard a card from your hand or the top card of the draw pile. If you discard an Action this way, prevent the targeting effect on that Thing.skipcard Their Brutish Invaders/T/When a living Thing enters play under an opponent's control or an opponent's living Thing uses an ability, you may discard a card from your hand or the top card of the draw pile. If you discard an Action this way, that opponent returns that Thing to their hand.skipcard Mapping Expedition/T/Once per turn, when a Building, Location, or Terrain is played, you may draw a card. When you draw a Building, Location, or Terrain, you may play it immediately without cost or play it immediately into any opponent's control.%rAction: Gain control of target vehicle if you have none.skipcard Skydiver's Airspace/T/<i>Arena</i> - All Living Things have "Turn this card face down: Target opponent loses the game unless they turn a living thing they control face down."</br> At the beginning of your turn, put a time counter on this card. Then, if it has 5 or more time counters on it, destroy it, all living things, and all face down things.skipcard Mindrotted Drone (2)/T/<i>Attack</i> - Turn this card face down: Target opponent creates a Damage token with "If you control 10 or more Damage tokens, you lose the game. " Unless that player destroys a Living Thing they control. At the beginning of your 2nd next turn, Turn Mindrotted Drone face up.skipcard Soulwalking Fields/T/<i>Arena</i> - All physical things are Living Things, and they have "Turn this card face down: Target opponent creates a Damage token with "If you control 10 or more Damage tokens, you lose the game. " unless that player destroys a Living Thing they control."</br> At the beginning of each player's turn, they may turn any number of Things they control face up.skipcard Moonlight (9M)/A/Draw until you either reach your maximum hand size or draw 5 cards. Draw an additional card for each moon in play.<BR>If you control a Pokémon, you may play an additional Action this turn. If you control a moon, don't lose control of it this turn.skipcard Will-O-Wisp (9W)/A/Place a Flame token on target Thing. Attach this card to that Thing until it leaves play.<BR>When an Action ability of the attached Thing is activated, its controller flips a coin. On a tails, that Action ability has no effect.<BR>If you control a Pokémon, you may return another target Thing to its controller's hand.skipcard Spy Plane (8S)/T/When this enters play, look at target player's hand. Players with a Math Problem are wary of planes and can't be targeted by Spy Plane.<BR>Action: Look at the top 3 cards of target player's deck. If they have fewer than 3, move cards equal to the difference from the top of the main deck to the bottom of their deck first. You may return this card to your hand.skipcard Drone Truck/T/Play into target player's control face down and note the names of up to three cards in your hand.%r%rWhen this turns face up while in play, it is destroyed and the player who originally played it may discard cards from their hand whose names were noted this way. For each, they may destroy a Thing you control, preferring weapons, equipment, or living Things.skipcard Ball—Board Balance/T/Two boards are joined at an edge, the joint resting on the ground with an angle α between the ground and board A and an angle β between board A and board B. A ball rests between the boards. For any given value of α, find the value of β that minimizes the normal force exerted on the ball by board B.skipcard Now Wait Just a Second/A/Pause the game for one second.skipcard Innocence/T/If another face up thing you control would be destroyed, turn it face down instead.</br> When Innocence leaves your control, you may flip any number of face down cards you control face up.skipcard Last Goodbye/A/Remove target thing from the game if it was returned from the discard pile.skipcard Graveyard Disfigurer/T/If a card would be returned from the discard pile to any other zone, return a random legal target from the discard pile to that zone instead.skipcard Burger Emperor/T/Action: Produce a copy of Burger (#11732), Fries (#11733), or Soda (#11734).%rAction: Serve target opponent a fast food Thing you control.%rAction: Eliminate target opponent with three different fast food Things. ("from Zt's Empire of Fast Food (#1726)")skipcard Circuitous Circumcenters/T/Four coplanar points, no three of them collinear, determine four triangles. Identify these triangles’ circumcenters and take them as the vertices of four new triangles; identify their circumcenters, and so on. Characterize the iterative behavior of this system in terms of the geometry of the four initial points.skipcard Flirt With Disaster/A/Choose a number between 1 and 6, then roll 1d6. If the result is your number, discard your hand. Otherwise, draw a card and return Flirt With Disaster to your hand.skipcard We must have it/A/Gain control of target thing an opponent controls. That player may create up to 25 money tokens.skipcard Cheap Plastic Idol/T/As long as you control Cheap Plastic Idol, if a player would win the game, you win that game instead.</br> If Cheap Plasic Idol would be destroyed, it's destroyer gains control of it instead.skipcard Cheap Plastic Army Guy Figurine/T/Turn this card face down: Destroy target living Thing. It's controller creates a token copy of this Thing. At the beginning of your next turn, turn this card face up.skipcard Burger/T/When you consume this, discard a random card and draw a card. If you control any other fast food, Action and Thing: Consume this. Otherwise, Action: Consume this.%r%rIf an opponent controls Burger Emperor (#11726), once per turn when you draw a card, they may draw a card and discard a card.skipcard Fries/T/When you consume this, discard a random card and draw a card. If you control any other fast food, Action and Thing: Consume this. Otherwise, Action: Consume this.%r%rWhen an opponent who doesn't control Burger Emperor (#11726) takes a card from you, you may have them gain control of a copy of Fries with that.skipcard Soda/T/When you consume this, discard a random card and draw a card. If you control any other fast food, Action and Thing: Consume this. Otherwise, Action: Consume this.%r%rIf you don't control Burger Emperor (#11726), all of your soda decreases your maximum hand size by 1 through the end of the turn you consume this.skipcard Frost Breath (1F)/A/Each opponent may not play both Things and Actions during their next turn. If you control a Pokémon, whenever an opponent would draw cards during their next turn, they gain that many Ice tokens instead.skipcard Dazzling Gleam (3D)/A/Each opponent discards a card. Return one of those cards to your hand.<BR>If you control a Pokémon, opponents choose which card to discard randomly.skipcard Pore Over Ancient Texts (0P)/T/Action: Discard a card from your hand. If its card number is equal to or less than one of the below thresholds, follow the lowest applicable line. *6524 (Year 10), draw a card. *3879 (Year 2), draw 2 cards. *1637 (Year 1), draw 3 cards. *479 (Month 1), destroy this and draw 7 cards.skipcard Ancient Portal/T/Whenever a card is played, if it's card number is greater than 5,000, remove it from the game. That player creates the card with that card's number modulo 5,000 and play it.skipcard Recasting the Ancients/A/Remove all Things from play. For each Thing with a card number removed this way, it's controller creates a card with a card number modulo 5,000 that card number. If it's a Thing, they may put it into play. Otherwise they put that card into their hand.skipcard Buckshoot/A/Each player loses the game unless they destroy a living thing they control. ("From Corrigan's Shoot (#1662)")skipcard Sing (4S)/A/Each opponent flips a coin. On a tails, that player skips their next turn.<BR>If you control a Pokémon, choose a player who flipped tails. That player gives you a random card from their hand.skipcard Play Rough (9P)/A/Choose target player and flip a coin. On a heads, they discard a random card. On a tails, they give you a card of their choice from your hand.<BR>You may return Play Rough to your hand and discard a random card. If you control a Pokémon, you may choose which card to discard from your hand instead.skipcard First-Decade Archivist (0F)/T/When First-Decade Archivist enters play, reveal the top 7 cards of the deck. Put the two with the lowest card numbers into your hand and discard the rest.<BR>When any Things you control with card number from 1-6524 are destroyed, return them to your hand and destroy First-Decade Archivist.skipcard They Speak Through Us/T/Whenever an opponent plays a card from the first year of the Infinite Dvorak Deck (card number less than or equal to 1637), you and that opponent draw a card. If a player draws a card from the first year this way, they may play it immediately without cost.%rWhenever you play a card from the first year, draw the topmost card from the first year in the draw pile, shuffling afterward.skipcard Set the Tone/T/During their turn, opponents may only draw a card after their first of the turn, activate Action abilities, or destroy a Thing they don't control if you did so during your most recent turn.skipcard Dvorak Historical and Archival Society/T/Action (global): Each player chooses a Thing they control or a card they reveal from their hand. Reveal from the draw pile as many cards with card number less than or equal to 1637 as there are players. In order of precedence beginning with the chosen card with the lowest card number, each player may draw one of these. Shuffle the draw pile.skipcard Hive Nexus/T/Whenever a player takes a game action, each other player takes that same game action. <i>(Drawing cards, destroying things, and creating tokens are game actions. If a card is played, each other player creates a copy of that card to play.)</i>skipcard Dissolution/T/Things can't enter playskipcard Life's Taxes/T/All Actions have an additional cost of destroying a living Thing that player controls.skipcard Bronze Idol/T/Indestructible. If Bronze Idol would be destroyed or leave your control, the player who caused this gains control of it unless you discard a card as an offering to retain its favor.%r%rA player who does not control an idol may not win the game.skipcard Use It And Lose It/A/Target Thing's controller activates one of its abilities. Then destroy that Thing.skipcard Coming Up Next/A/Reveal as many cards from the top of the draw pile as there are players.skipcard Confuse Ray (0C)/A/Choose target player. The first time on their next turn that they would play a card or activate an Action or Thing ability, they instead reveal their hand and play a card of your choice. If you control a Pokémon, they must play a card or activate an Action or Thing ability that turn if able.skipcard Leech Life (9L)/A/Target opponent gives you a random card from your hand. If you control a Pokémon, you instead look at their hand and they give you a card of your choice.skipcard Beach Life (9B)/T/This enters play with a Sand token, a Water token, and a token named for an alcoholic drink of your choice on it.<BR>You may spend a: Sand token when you would gain control of a Thing to put it in the discard pile instead; Water token instead of discarding down to your maximum hand size; Drink during your turn to shuffle your hand into the deck and draw that many cards.skipcard Sea Spray/T/When this enters play and at the beginning of your turn, each player gains a Water token and a Wind token. Players who control a ship may play an extra Action during their turn.skipcard Shifting Winds/T/When this enters play, give any combination of players a total of six Wind tokens. Players who control two or more may not play Things. Players who control three or more may not play cards. Players who control no Wind tokens may not play Action abilities other than the following.%rAction (global): Roll 1d6 and move any combination of Wind tokens a total of that many steps forward in turn order.skipcard Catch a Wave/A/You may play this without cost if you have already played an Action this turn. Specify an Action in your hand (you do not need to reveal it). If you play it during your next turn, you may draw a card and return Catch a Wave to your hand.skipcard Air Slash (8A)/A/Choose target opponent and flip a coin. On a heads, they skip their next turn. If you control a Pokémon, they discard a card on a tails.skipcard Sweet Scent (0S)/A/Until the start of your next turn, you and your Things can't be chosen as targets by opponents.<BR>If you control a Pokémon, you may return this card to your hand.skipcard Sand Castle (0S)/T/When this enters play, flip a Thing you control face-down and put 2 Sand tokens on it. When a Thing you control would be destroyed, you may spend a Sand token to prevent its destruction.<BR>Whenever the last Sand token is removed from a face-down Thing, flip that Thing face-up. ("Forbidden by all tournament venues, but still legal under Beach Chess rules.")skipcard Experience Bank/T/When you would draw a card, you may instead put the draw pile's top card under Experience Bank unseen. When Experience Bank leaves play, draw all cards under it. Action: Draw all cards under Experience Bank.skipcard Toy Shovel/T/Toy Shovel counts as a spade.%rAction: Gain a Sand token.%rAction: Spend a Sand token. You may discard the top card of the draw pile. Draw the top card of the discard pile if it is a tangible Thing.%rAction: Spend a Sand token to play a Thing into target opponent's control. ("from Pongo's Sneaky Planting (#1763)")skipcard Ship in a Bottle/T/If Ship in a Bottle is destroyed, its destroyer must discard a card for each part of it you have constructed. If it was completed, the next time they would draw a card, they draw a replacement copy of Ship in a Bottle and give it to you. Action: Attach a Keel or Hull token. Action and Thing: If you have a Keel and a Hull, attach a Masts, Rigging, or Sails token.skipcard Relaxatives/T/Destroy Relaxatives: Until your next turn, target Thing can't have its abilities activated.skipcard Slip into a dream/A/Flip target thing face down.skipcard Building an Empire/T/Building an Empire is indestructible.</br> At the beginning of your turn, create a human, building, or money token. Then, if you control 10 or more sentient Things, 5 or more building Things, and 20 or more money Things, you win the game.skipcard Solar Beam (9S)/A/If you have no Energy tokens: Gain an Energy token and return this card to your hand. If you control a Pokémon, draw a card.<BR>If you have any Energy tokens: spend all your Energy tokens and destroy target Thing.skipcard Petal Dance (0P)/A/Each opponent discards a card. Return Petal Dance to your hand and discard a random card.<BR>If you play a card not named Petal Dance during your next turn, discard Petal Dance unless you control a Pokémon.skipcard Kaleidomorph (2K)/T/When Kaleidomorph enters play, reveal cards from the top of the deck until you reveal three Thing cards. Put those Things into play in a stack (first revealed on top) as a single Thing with the properties of only the top card, then shuffle the deck.<BR>When you would begin a turn, first put the top card of each Thing stack you control on the bottom of that stack.skipcard Casual Brilliance/A/Discard two or more cards. Draw that many cards and discard all but one of them. If you discarded your hand, draw back up to that many cards.skipcard Tough Act to Follow/A/If an opponent played more than two cards during their last turn and you have played no cards this turn, draw until you hold 7 cards and end your turn. You have no maximum hand size this turn.skipcard Where to Begin?/A/Reveal your hand to an opponent. They choose a card in their hand or yours. Play any number of cards starting with that one.skipcard Tireless Dancer/T/Whenever you play an action, remove it from play underneath Tireless Dancer. Then, copy any number of cards under Tireless Dancee and play them. Copies made this was are removed from play instead of being discarded.skipcard Rambling Orator/T/Players may play any number of cards on their turn. If a player would play a card other than their first or second of the turn, you may copy that card. You may make new choices for the copy.skipcard Mental Collapse/T/Play in response to an opponent playing their last card in hand. That player loses the game.skipcard Shape Of My Heart (4S)/T/Swords count as spades. Inanimate Things that can destroy an opposing Thing count as clubs. Money tokens and gems count as diamonds.<BR><BR>If a spade, a club, and a diamond are in play at the start of your turn, and you control none, you win the game.skipcard Stun Spore (9S)/A/Each opponent flips a coin. On a tails, that player draws a card instead of taking their next turn. If you control a Pokémon, opponents can't draw cards until your next turn.skipcard X-Scissor (8X)/A/Target opponent discards two cards. If you control a Pokémon, they choose randomly which cards to discard.skipcard Proof of Concept/A/Play a Thing. Return it to your hand at the end of your turn. You may play another Action.skipcard Eavesdrop/A/Once before your next turn, when an opponent draws a card, you may view it.%r%rInstead of playing a Thing during your next turn, you may return this card to your hand.skipcard Lucky Loser/T/If no one has been eliminated yet, the first player to be eliminated may rejoin the game. They start with three cards in hand.skipcard Wound Ripper/T/If a player would create one or more Damage tokens, that player creates that many Damage tokens plus one instead.</br> All Damage tokens are indestructible.</br> Action, Thing: Target player creates a Damage token with "If you control 10 or more Damage tokens, you lose the game. "skipcard Slash Out/A/If target opponent doesn't have at least 9 Damage tokens, that player creates Damage tokens equal to the difference. Those tokens have "If you control 10 or more Damage tokens, you lose the game. "skipcard Minor Duplimancy/A/<i>Multiply</i> - Choose any number of uniquely named tokens. For each of those tokens, it's controller creates a copy of that token.</br> Draw a card.skipcard Get to the Good Stuff/A/Reveal the top card of the draw pile and either draw it and end your turn or discard it and reveal the top card of the draw pile and either draw it and end your turn or discard it, etc. You may reveal up to five cards this way.skipcard Waste Heat/T/Waste Heat cannot be discarded. At the end of your turn, remove Waste Heat from the game.skipcard Strange Attractor/T/Whenever a card enters the discard pile, you may draw one of the discard pile's top 3 cards at random. If you do, discard a random card. If you discard the card you just drew this way, draw a copy of Waste Heat (#11787).skipcard Confusion (9C)/A/Choose two target opponents. They exchange hands.<BR>If you control a Pokémon, you may choose yourself as one of this Action's targets.skipcard A Pointless Game (4A)/T/When a Thing enters play, one of its controller's opponents may reveal a card from their hand with a title containing a letter in that card's cornervalue, or if that Thing has an "R" in its cornervalue, a title not containing any such letters. The first player to do so that turn draws a card. ("From Gimlear's [[The Pointless Game deck")skipcard Security Vulnerability (1S)/T/You may access <i>Security Doors</i>.<BR><BR>Action: Destroy Security Vulnerability and target Thing that was in play during your last turn if its card number has a 1 in its ten-thousands place.skipcard Localized Downpour/A/Target player gains 10 Water tokens. Destroy up to two of their Things that would be damaged by being left out in pouring rain for an hour.skipcard Marksman/T/You may discard a card at the end of your turn, after you have discarded down to your maximum hand size if necessary. If you do, during your next turn, Marksman has "Action: Destroy target Thing." ("from Kevan's Sniper Rifle (#1793)")skipcard Under Maintenance/T/Action abilities read "Return this card to your hand." ("from Kevan's Decommissioning (#1794)")skipcard Fleshweaver Jakus/T/Thing, Destroy a living thing you control: Return a living thing from a discard pile to your field. When that thing is destroyed, create a Protein token with "Destroy this token: You may play an additional living Thing or pay for a Thing cost this turn." (""A crude imitation of life, what wretched thing allowed you to exist?" - Venti, Groundskeeper")skipcard Hungering Jakus/T/Thing, remove a Thing in a discard pile from the game: Create a token copy of the removed thing, except it's not living and doesn't have activated abilities. If the removed thing was a living thing, create a Protein token with "Destroy this token: You may play an additional living Thing or pay for a Thing cost this turn." ("Westvale Cemetery never suffers from overcrowding.")skipcard Jakus Familiar/T/When this thing enters or leaves play, you may discard a thing. If you do, return target thing from a discard pile to your hand. ("It knows not what is worthless and what is priceless, only that they are the same.")skipcard THE FOOL (0)/T/At the start of your turn <i>(after drawing)</i>, if this card is not rotated, discard one or two cards, then draw that many.<BR>While this card is inverted, when you would discard a nonspecific card from your hand, you discard a random card instead. ("You become who you are needed to be in this moment.")skipcard THE MAGICIAN (I)/A/This Action can't be reacted to.<BR>Draw a card for each nontoken Thing you don't control. Play up to one card from your hand then end your turn. ("You achieve the impossible.")skipcard THE HIGH PRIESTESS (II)/T/At the start of your turn <i>(after drawing)</i>, if this card is not rotated, play the top card of the deck. It counts as one of your plays for the turn.<BR>While this card is inverted, when you play an Action, reveal the top card of the deck. If it's an Action, discard your Action and play that one instead. ("The supernatural acts through you.")skipcard Bonacci's Bunnies (φ)/T/Action: If this ability has been activated at least twice, gain as many Bunny tokens as were created the last two times this ability was activated. Otherwise, gain a Bunny token. ("from gill_smoke's Fibonacci's Rabbits (#1801) and Leonardo of Pisa's <i>Liber Abaci</i> (1202)")skipcard Call Into Question (0O)/A/Return target Thing controlled by an opponent to their hand. They draw a card, then give you one of those two cards.skipcard Rewards Card (0R)/T/Whenever you play a Thing, increment the number in Rewards Card's cornervalue. When it becomes 10, it resets to 0 and you may immediately play a Thing without cost.skipcard Lurking Ally/T/At the beginning of your turn, destroy another Thing you control. If you do, draw a card.skipcard Shocking Realization/A/Draw 3 cards, then discard two cards unless you destroy a Thing you control.skipcard Ancient Grave/T/When this thing enters play, remove a living or undead Thing from the discard.</br> At the beginning of your turn, if you don't control a zombie token that's a copy of the removed thing, create that token. ("Those who fought valiantly to protect the township were given the privilege of continuing their work in death.")skipcard THE EMPRESS (III)/T/At the start of your turn <i>(after drawing)</i>, if this card is not rotated, you may play an additional Thing this turn.<BR>While this card is inverted, whenever you play a Thing card, discard either a Thing card or a random card from your hand. ("You create something.")skipcard THE EMPEROR (IV)/T/At the start of your turn <i>(after drawing)</i>, if this card is not rotated, you may discard two cards to destroy target Thing.<BR>While this card is inverted, when a Thing an opponent controls would go to the discard pile, shuffle it into the deck instead. ("You break something.")skipcard THE HEIROPHANT (V)/T/At the start of your turn <i>(after drawing)</i>, if this card is not rotated, look at one card from the top of the deck for each opponent you have. You may rearrange them.<BR>While this card is inverted, whenever you draw your second card in a turn, discard a random card. ("You discover something.")skipcard Unscramble (0U)/T/Oh no! This card's ruletext has been scrambled. Can you put the words back in the correct order?%r%r<i>card a Action: card. draw and a Discard</i>skipcard Parkour (2T)/T/When you play your first Action card on your turn, discard the top card of the draw pile and you may play it if it is an Action.skipcard Bottomless Coffee Pot (3S)/T/This enters play with a Caffeine token. Action (global): Gain a Caffeine token.%rWhen a player's hand is empty, they may do the following without cost:%rAction (global): Draw a card for each of your Caffeine tokens (maximum 3), then spend one. The cards you most recently drew this way do not count toward your maximum hand size. ("from Tweed Cap's Coffeeshop with Free Refills (#1812) and fanofphilosophy's Coffee Cup (#405)")skipcard THE LOVERS (VI)/T/At the start of your turn <i>(after drawing)</i>, if this card is not rotated, you may reveal the top two cards of the deck, draw up to one that's a Thing, and discard the rest. Discard it if it's in your hand at the end of your turn.<BR>While this card is inverted, when you would play your second card in a turn, play a random card instead if possible. ("You are faced with two paths.")skipcard THE CHARIOT (VII)/T/At the start of your turn <i>(after drawing)</i>, if this card is not rotated, draw a card if you are above your maximum hand size. <BR>While this card is inverted, your maximum hand size is reduced by 1. ("You exceed your own limits.")skipcard JUSTICE (VIII)/T/At the start of your turn <i>(after drawing)</i>, if this card is not rotated, draw a card if more of your opponents have more Things than you than have fewer.<BR>While this card is inverted, the first card you discard since starting your turn goes into the hand of an opponent with fewer Things than you. ("The situation becomes more fair.")skipcard Faceless Presence (8X)/T/Play into any player's control.%r%rIf you do not control a sentient Thing, Action (global): View your hand.%r%rIf you do control a sentient Thing, Action: View target opponent's hand and move a sentient Thing into their control until your next turn. ("from Tyrethali's No Reflection (#1816)")skipcard Dying Monologue/T/Play in response to being eliminated. It immediately becomes your turn, and you are eliminated at the end of it. ("from the Vampire Cliché deck")skipcard Unscramble II (0S)/A/Oh no! This card's ruletext has been scrambled. Can you put the words back in the correct order?%r%r<i>cards and one Draw them. of discard two</i>skipcard Maniacal Laughter/A/Discard a card, then draw two cards. Your opponents can't play actions on their next turn.skipcard Dangerous Invention/T/Action: Each player chooses a thing. Destroy a random thing chosen this way. If Dangerous Invention was destroyed this way, draw 2 cards.skipcard The Reanimation of Jake/T/At the beginning of your turn and when this enters play, put a time counter on this thing. Then, do the following:</br> 1 Time Counter - Each player discards 3 cards, then draws a card if they discarded a thing.</br> 2 Time Counters - Choose a living thing in the discard pile and gain control of it.</br> 5 Time Counters - The chosen thing loses indestructible, then destroy that thing. Destroy The Reanimation of Jake.skipcard THE HERMIT (IX)/T/At the start of your turn <i>(after drawing)</i>, if this card is not rotated, target Thing you control can't be chosen as a target until your next turn.<BR>While this card is inverted, opponents' Actions can't cause you to draw cards. ("Your actions isolate you.")skipcard THE WHEEL OF FORTUNE (X)/T/At the start of your turn <i>(after drawing)</i>, if this card is not rotated, rotate another random non-token Thing you control 180° clockwise. If it completes a clockwise rotation this way, play the top card of the deck.<BR>While this card is inverted, at the start of your turn, rotate each other Thing you control 90° counterclockwise. ("You are at the mercy of the fates.")skipcard STRENGTH (XI)/A/Destroy target Thing. If its controller controls more non-token Things than you, destroy another of their non-token Things of their choice. ("You triumph through force.")skipcard Autograph Book (8P)/T/Ask each player to sign below if they have not already done so.skipcard Unscramble III (9N)/T/Oh no! This card's ruletext has been scrambled. Can you put the words back in the correct order?%r%r<i>must target you. discard to a card Opponents</i>skipcard Aura of Haste (2T)/T/When this enters play, each player gains three Haste tokens. Haste tokens have "Once during your turn, you may spend a Haste token to play an Action." When an opponent spends a Haste token, draw a card and discard it if it is not an Action. ("from jtwe's Mass Haste (#1827)")skipcard THE HANGED MAN (XII)/A/If this card is revealed from the top three cards of the deck during your turn, put it into the previous player's hand. Reveal another card.<BR>Target player chooses a Thing they control. Destroy each other Thing they control unless that player discards all but one card from their hand. ("You must make an impossible choice.")skipcard DEATH (XIII)/T/At the start of your turn <i>(after drawing)</i>, if this card is not rotated, put the bottommost Thing in the discard pile into play under your control, then discard a different Thing you control.<BR>While this card is inverted, when an opponent's nontoken Thing is destroyed, they draw a card. ("Something ends, and something else begins.")skipcard TEMPERANCE (XIV)/T/At the start of your turn <i>(after drawing)</i>, you may copy the effect of an Action ability that was activated since your last turn.<BR>While this card is inverted, when you play an Action card, target opponent may on their next turn use: Action: Copy that card's effect. ("You are met with an equal and opposite reaction.")skipcard Security Fog (6Z)/T/This enters play with a copy of Fog rule (#4648) attached. Once per turn, when you or a Thing you control is targeted, you may immediately put a Fog token on all of your other non-token Things. If a fogged Thing you control would be destroyed, the target is chosen randomly from your fogged Things.skipcard Brought Enough to Share (2T)/A/Each opponent of target Thing's controller puts a copy of that Thing into their hand.skipcard Time Compression (3B)/T/When Time Compression enters play and whenever all players' turns have ended, all players' turns begin concurrently. When Time Compression leaves play, begin your turn.skipcard Confounded Solution/T/Opponents must target you to discard a card.skipcard Mind Reracking/A/As an additional cost to play this card, discard a card.</br> Draw 2 cards.skipcard Epiphany/T/When Epiphany enters or leaves play, draw a card. Flip this Thing face down: Target opponent loses the game unless they destroy a living thing they control. If they do destroy a thing, destroy this thing.skipcard The Beat Goes On (7N)/T/At the end of your turn (before discarding down to your maximum hand size if necessary), if you played a Thing that turn, draw a card and discard it if it is not an Action.skipcard Cracks in the Sky (8B)/T/Void tokens have "Attached Thing is considered blank." Insanity tokens have "Your maximum hand size is reduced by 1 for each of your Insanity tokens." At the end of each player's turn, a non-token Thing they control is chosen at random. If that Thing has no Void or Insanity tokens attached, that player chooses one to attach to it. If you control a sentient Thing, Action: Destroy a Void or Insanity token.skipcard Song of Silence (9N)/T/When this enters play and at the end of your turn, you may destroy a Thing you control. If an opponent has no cards in hand and no Things in play, destroy Song of Silence. If you have no cards in hand and no other Things in play, you win. ("from Zaratustra's Elegy of Emptiness (#1839)")skipcard THE DEVIL (XV)/A/If this card is revealed from the top three cards of the deck during your turn, put it into the previous player's hand. Reveal another card.<BR>Target player gains four Debt tokens with the text "When you draw a card, discard it and destroy one of your Debt tokens." then returns any card from the discard pile to their hand. ("You get what you want at a price you can't afford.")skipcard THE TOWER (XVI)/A/If this card is revealed from the top three cards of the deck during your turn, put it into the previous player's hand. Reveal another card.<BR>If there are at least 5 times as many non-token Things in play as there are players, eliminate each player who controls the most. Regardless, destroy all Things. ("Something terrible happens.")skipcard THE STAR (XVII)/A/Choose up to two: *If you have one or no cards in hand, draw three cards. *If you control one or no Things, gain control of target Thing. *If it's not an extra turn, take an extra turn after this one. *Gain two tokens of any one type. ("A new path reveals itself.")skipcard Fleet In Being (1R)/T/You may play with Fleet In Being revealed in your hand. While revealed, you may play it immediately in response when an opponent targets you or Things you control.%rIf an opponent would cause you to discard any cards or lose control of any Things, they flip a coin. On tails, they instead discard a card for each, or discard their hand if this effect is triggered on the turn Fleet In Being enters play.skipcard Along for the Ride (9Q)/T/Once per turn, when you play a living Thing, you may either play another living Thing or draw a card. Whenever an opponent draws their second card on their turn, you may draw a card.skipcard They Don't Make 'Em Like They Used To (1I)/T/Play immediately in response when a Thing is destroyed. Reveal the top 20 cards of the draw pile. You may draw or play a Thing revealed this way with a lower card number than the destroyed card. Shuffle the draw pile.skipcard THE MOON (XVIII)/A/If this card is revealed from the top three cards of the deck during your turn, put it into the previous player's hand. Reveal another card.<BR>Each player in turn order starting with you except for target player looks at the top four cards of the deck and puts one into their hand. ("Something unknown or unknowable interferes.")skipcard THE SUN (XIX)/A/You may remove any cards in your hand or Things you control from the game. Each player draws 4 cards. Draw an extra card for each card you removed from the game. If this is your first or second Action this turn, you may play an additional Action this turn. ("You are given cause to celebrate.")skipcard JUDGEMENT (XX)/A/If this card is revealed from the top three cards of the deck during your turn, put it into the previous player's hand. Reveal another card.<BR>Each player in turn order starting with you except for target player puts one of the bottom three cards of the discard pile into their hand. Eliminate each player with a Doom token. ("Your past failures catch up to you.")skipcard Can't Measure Up (6G)/A/If, after playing every Thing in your hand, you would still control fewer non-token Things than every opponent, play any number of Things in your hand. Draw a card for each Thing you play this way.skipcard Monster Under the Bed (6X)/T/Play into target player's control.%rOnce between your turns, if you did not activate this card's ability last turn: * When an opponent targets you, they may have you discard a card. * When an opponent targets a Thing you control, they may destroy it. Action - Check: See, there's nothing scary down there. ("...Right?")skipcard The Days Blend Together (1O)/A/Discard down to your maximum hand size if necessary. Draw a card. You may play one Thing and/or one Action.skipcard Echoing Chamber/T/If a player would play an Action card, remove that card from the game, then that player plays a copy of all cards removed by this thing.skipcard Brainweave/A/Look at the top 5 cards of the deck. Put the back in any order, then you may shuffle. Draw a card.skipcard Droll Dredging/A/Put the top 5 cards of a deck into their discard pile. Put two of those cards into your hand.skipcard Team-Building Exercise (5G)/A/If you control at least two sentient Things, including yourself, draw a card for each (maximum 5).skipcard Lock Horns (3N)/A/Until your next turn, draw a card for every Thing target opponent loses control of, and that opponent draws a card for every Thing you lose control of. You may play another Action this turn.skipcard Tactical Acumen (3A)/T/At the end of your turn, if you played an Action card that turn, you may put the top Action under it in the discard pile into your hand and discard an Action.skipcard THE WORLD (XXI)/A/Each player reveals their hand, then you may swap any number of cards in your hand with oppponents' cards. Gain control of all Things until the end of the turn.<BR>You may play an extra Action or Thing this turn. ("For a single moment, the world bends to your will.")skipcard Dark Magic Wave/A/For each opponent, choose up to four target Things they control. Return the first to their hand, rotate the second 180° counterclockwise, and put the fourth on top of the third <i>(they count as a single Thing with only the properties of the top card)</i>.skipcard Sock Puppets/T/Thing: Create a blank untitled Thing under any player's control.<BR>When it suits you, you control all blank, untitled, face-up Things instead of those Things' controllers.skipcard Verisimilitude/T/Verisimilitude enters play as a copy of target card. <i>(If the target card is in another zone, this thing goes to that zone. If the target card is in the deck, this thing goes underneath it. If the target card is rotated or flipped, rotate and flip this card to match.)</i>skipcard Corefound Pact/A/Each player creates 10 token copies of Soulstone (#11880) ("They knew. This was the leverage they needed to wrangle in the gods.")skipcard Soulstone Foundry/T/When this enters play, create 3 token copies of Soulstone (#11880).</br> Destroy a non-living thing and a living thing you control: Create a token copy of Soulstone (#11861). ("In truth, there was no leverage to be had.")skipcard When In Rome (X)/T/Whenever an opponent plays a card with an I, V, X, L, C, D, or M in its cornervalue, you may draw a card. ("X̄ = 10,000<BR>M = 1000<BR>DCCC = 800<BR>LX = 60<BR>IV = 4")skipcard Limited Foresight (6L)/T/When this enters play, put the top 6 cards of the main deck on the bottom of your deck ''(if you don't have a deck, those cards become your deck)<i>.<BR>Play with the top card of your deck revealed. You may play the top card of your deck.skipcard Dredge The Undertow (7D)/A/Reveal the top three cards of the deck, discard one of them, and put the rest on the bottom of the deck.<BR>If you discarded an Action this way, look at the top 7 cards of the deck. Otherwise, look at the top two. Put two of those cards into your hand, then shuffle the deck.skipcard Thought Laundering/T/If a player would draw a card except the first one on their turn, they put the top card of the deck onto the bottom of their deck. </i>(If they don't have a deck, those cards become their deck.)''skipcard Roman Renumeration/A/You may play an additional Action this turn.</br> When you next play a card this turn, copy that card N times, where N is either the largest Roman Numeral amongst all Things you control or 1.skipcard Soulstone Angel/T/When this thing enters play, create 5 token copies of Soulstone (#11880). You can't lose the game as long as you control a thing named Soulstone.skipcard Lucky Lucky Autographed Glow-in-the-Dark Snorkel (1B)/T/When this enters play, target opponent gains control of a copy of jtwe's Box of One Dozen Starving Crazed Weasels (#1870). If the weasels attack you, the power of the snorkel protects you from needing to discard or destroy anything. ("Hey, you've got weasels on your face.")skipcard Know Thyself (2Q)/T/Thy maximum hand size is increased by 1. Opponents can't force thee to discard. Draw a card if thine hand be empty when thou endest thy turn.skipcard Afterglow (1G)/T/When this enters play, it becomes a copy of the most recently destroyed Thing and gains "If this is targeted, it is destroyed."skipcard Afterimage (0A)/T/This enters play as a copy of another Thing you control, except it gains "If this is targeted, or if you lose control of a card with the same title, destroy this card.skipcard Corrupting Reagent (7C)/A/Instead of playing a Thing this turn, you may have up to three target tokens become Poison tokens.<BR>Two target players each gain a Poison token, then each player flips a coin for each of their Poison tokens and discards a card for each tails.skipcard Gas Leak (7G)/T/When a Fire or Flame token is in play, or when a Fire card is played, destroy all Things.<BR>Action (global): Sniff Out - Look at the top two cards of the deck. If either has a 7 or a G in its cornervalue, reveal them both, draw them, and destroy Gas Leak. Otherwise, shuffle the deck. ("Nobody light a torch; I smell something.")skipcard Get Ahead of Myself (4L)/A/You may play up to two Things and two Actions this turn. When your turn ends, take an extra turn in which you may not play cards or activate abilities.skipcard Our Noble Populace (5G)/T/Draw a card whenever a living Thing enters your control. When a living Thing you control uses an ability or turns face up, you may draw a card and discard a card.skipcard Their Backward Savages (8W)/T/When a living Thing enters play under an opponent's control or an opponent's living Thing uses an ability, you may discard a card. If you do, its controller must either discard a card or turn that Thing face down until the beginning of their turn.skipcard Cavernous Celebration/T/At the beginning of each turn, each other player creates 3 token copies of Soulstone (#11880).</br> When all player control 10 or more Soulstones each, remove Cavernous Celebration from the game. ("Riches and Fortunes always take their toll in the end.")skipcard Soulstone/T/Your opponents can't cause more than one thing you control named Soulstone to leave play.</br> When this thing leaves play, if you control no things named Soulstone, you lose the game. ("A strange glimmer found in an underground mine, a ray of light shone from the walls")skipcard Owed age (3WW)/A/Each player who controls the most things destroys them. Each player who has the most cards discards them. Each player who has the largest deck moves it to the discard pile. If you took game actions this way, return a card from the discard pile into your control, draw a card, and put the top 3 cards of the deck onto your deck.skipcard Torchbearer (2T)/T/When this enters play, attach it to target sentient Thing; it gains a Flame token. If the torch is extinguished, the player who caused this discards their hand. You may re-light it if you play another fire-related card, or if one is in play. When attached Thing leaves play, transfer this to another sentient Thing if possible. If there are none, the player who caused this is eliminated.skipcard Dominate Will (3L)/A/Target opponent draws a card. View their hand and choose a card in it. When they would take their next turn, they instead play that card.skipcard Clearance Kick (2G)/T/Play immediately in response when an opponent would destroy a Thing you control. Move it into target opponent's control instead. If that opponent is the one who would have destroyed it, draw a card.skipcard Hard Bargains (2H)/T/Action: Choose target Thing you don't control. Its controller chooses a Thing you control besides Hard Bargains. Exchange control of those Things, then destroy Hard Bargains unless you spend 3 tokens or a Money token. ("from Kevan's Hard Bargain (#1885)")skipcard Ideoform Mimic (3I)/T/Ideoform Mimic enters play as a copy of another Thing in play, except it's only a copy of that Thing while you have at least 4 cards in hand.<BR>If Ideoform Mimic is destroyed while it's not a copy of another Thing, draw a card.skipcard Fade Away (8F)/A/Flip any number of Things you control face-down, then return any number of Things you control your hand. Draw two extra cards at the start of your next turn.skipcard Magic 8 Ball (8T)/T/When you would cause another outcome to be decided randomly, you may first consult the Magic 8 Ball. Roll a d4, optionally discarding a card first to add 1 to the result.%r4 - It is certain: Choose the outcome.%r3 - Outlook good: Generate two random outcomes and choose one.%r2 - Reply hazy: The 8 Ball is no help.%r1 - Very doubtful: Generate two random outcomes and an opponent chooses one.skipcard Change of Plans (7M)/A/Return a Thing you control to your hand. If you do, choose an Action in the discard pile that you have not played and put it into your hand.skipcard Gallivant (1B)/A/Discard any number of cards and draw that many plus one. If you draw any Actions this way, play one of them.skipcard Sudoku Break (1S)/A/Destroy each Thing that shares a digit from 1-9 in its cornervalue with another Thing in play. If each digit from 1-9 appears exactly once in the cornervalues of Things in play, you win the game.skipcard Trusty Advisor (3T)/T/When you play a card with a cornervalue containing a digit from 1-3 (including this one), target opponent draws cards equal to the highest such digit, then you look at their hand at take a card from it. (""My lord, he means you harm!"")skipcard Dumpster Dive (2D)/A/Shuffle the top 5 cards of the discard pile into your deck ''(if you don't have a deck, those cards become your deck)''.<BR>Draw a card.skipcard Beer Helmet (4L)/T/This enters play with two Beer tokens. Once per turn, you may chug a Beer to ignore an Action's effects on you or to discard a card and draw a card.skipcard Three-Dimensional Uno (1I)/T/When you play a Thing, you may play it on top of a Thing you control if their cornervalues share a symbol. They count as a single Thing with the properties of only the top card. If you control one Thing stack and have one card in hand when your turn ends, you may say this card's name to draw a card.<BR>When you would begin a turn, you may first put the top card of any number of Thing stacks you control on the bottom of its stack.skipcard Paint the Corners (1B)/A/Target Thing with a cornervalue becomes a Strike token, then eliminate each player with at least three Strikes. You may discard a baseball-related card or a diamond, or destroy such a Thing in your control, to return Paint the Corners to your hand.skipcard Coupon Keeper (2C)/T/When you play an Action, you may strike one other sentence from this card to insert it before or after any sentence in that Action's ruletext.<BR>"You may exempt yourself from this effect." "Return one of those Things to its controller's hand." "You may play one of those cards by discarding another card."skipcard Smoldering Blast (5S)/A/Spend a Fire or Flame token, or turn three of your tokens into Flame tokens. If you do, destroy target Thing. Otherwise, gain a Flame token and put a Flame token on up to one target Thing.skipcard Ongoing Research (5O)/A/Look at the top 5 cards of the main deck. Shuffle Ongoing Research and 2-4 of those cards into your deck, then draw a card ''(if you don't have a deck, those cards become your deck)<i>.<BR>Shuffle the main deck.skipcard Pass the Time with Chit-Chat (9V)/A/Target opponent reveals a card in their hand to you. You may put it into your hand and have that opponent draw a card. If you do not, draw a card and reveal it to them.skipcard Anger Issues (0C)/A/Destroy target Thing. Return it to play. Destroy it again. Return it again and destroy it one more time.skipcard Can You Give Me a Hand? (2P)/A/You may play this only if it is the last card in your hand. Each opponent in turn order may give you their hand and draw the same number of cards. If none does, draw five cards.skipcard Investigation (3I)/T/At the end of your turn, look at the top card of the deck. You may destroy Investigation to draw that card. Otherwise shuffle it into the deck.<BR></i>Connect The Clues'' - Once per turn when you play a card that shares a symbol in its cornervalue with an opponent's Thing, you may put that Thing into your hand and discard a card.skipcard Examine The Murder Weapon (2E)/A/Choose a card in the discard pile or in play that destroyed a Thing since your last turn. Put it into your hand. You may not play it this turn. (""A Sniper Rifle... and it's still warm."")skipcard Nobody Leaves This Room (0N)/T/Things can't leave play, except to go to the discard pile.<BR><BR>When a player plays a Thing, they choose one of their opponents. That player draws a card.skipcard Waste Not (2U)/T/Players may not discard except to discard down to their maximum hand size at the end of their turn.skipcard Charismatic Stranger (3E)/T/When a living Thing's effect would target one or more Things, you may have Charismatic Stranger be the first Thing targeted. If an opponent causes you to lose control of Charismatic Stranger, they discard a card.skipcard Let Me Give You a Hand (8M)/A/Give target opponent your hand and draw the same number of cards. If this causes them to exceed their maximum hand size, they discard down to it, preferring to discard cards you didn't give them.skipcard Convene (7C)/A/Reveal the top 3 cards of the deck. Target opponent chooses one to put into your hand. Put another into that player's hand. Put the rest into your hand. ("This meeting could have been an Action card.")skipcard Original Sin (1O)/T/Gain a Doom token when this enters play. When you discard this card from your hand, put it into play under your control.<BR>Players with a Doom token can't win the game. Doom tokens can't be spent. ("from Corrigan's Sin Nature (#1910)")skipcard Olenellus, the Twice-Fossilized (7O)/T/Once during your turn, you may flip a coin. On a heads, you may discard a card to destroy target Thing with a card number at least 10,000 greater. On a tails, you may discard a card to return target card with a card number at least 10,000 less from the discard pile to your hand. ("from Corrigan's Olenellus, the Great Trilobite Warrior (#1911)")skipcard Half-Baked Plan (4F)/A/Discard any number of cards and draw the same number. Choose a card at random from among the cards you discarded and drew this way. You may play it.skipcard Writ of Banishment (9R)/A/Move target Thing to the discard pile. It gains "Banished. If an opponent destroys this, you are eliminated." ("from Bucky's Restraining Order (#1913)")skipcard The Upper Hand (0X)/A/Trade hands with target player with more cards in hand than you.skipcard Time Erasure (1T)/A/Each player can't draw cards or play Actions or Things during their next turn.skipcard Go For Three (0G)/A/You may play an extra Action this turn.<BR>This turn, when you draw your third card since playing Go For Three, shuffle the discard pile into the deck and take an extra turn after this one.skipcard Unoriginal Sin (3U)/T/Gain a Doom token when this enters play. This enters play as a copy of another Thing in play, preferring a Thing with Envy, Gluttony, Greed, Lust, Pride, Sloth or Wrath in its title or text.skipcard Mosey (3H)/A/You may either play another Action this turn or gain control of target building, location, or terrain. Until the beginning of your next turn, when you would discard except due to your maximum hand size, you may delay the effect until your next turn.skipcard Ruthless Precision (2V)/T/Opponents and their cards may not change the targets of your targeted effects during your turn. At the end of your turn, draw a card and discard it if it does not have a destruction effect.skipcard Tough Crowd (0T)/T/If an opponent would choose a card from another player's hand, you may first put a blank untitled Action card from the discard pile into that hand, creating one if there isn't one. They choose that card if possible.skipcard Minor Boon (9M)/A/You may draw a card or play an extra Action this turn.<BR>Look at the top 4 cards of the deck. Put one of those cards or the deck's next card on the top or bottom of your deck ''(if you don't have a deck, that card becomes your deck)''.<BR>Shuffle the deck.skipcard Antique Pistols (8Q)/T/Judging by their trigger guards and the length of their barrels, this pair was likely used for a traveler's defense rather than for dueling.%rAction: Load one of your pistols.%rAction: Fire one to destroy target living Thing, or both to destroy target non-living tangible Thing. ("from Corrigan's Antique Pistol (#1922)")skipcard Reborn from the Flames (0D)/A/Gain control of target living Thing in the discard pile or a random living Thing that has been removed from the game. Gain a Flame token. ("from Corrigan's Cremate (#1923)")skipcard Major Boon (9M)/A/You may draw a card or play an extra Action this turn.<BR>Look at the top 8 cards of the deck. Put one of those cards on the top of your deck and one on the bottom ''(if you don't have a deck, those cards become your deck)<i>.<BR>Shuffle the deck.skipcard Divine Favor (1D)/T/Action: Shuffle Divine Favor into the main deck. Shuffle three copies of Minor Boon (#11921), either from the discard pile or newly created, into your deck </i>(if you don't have a deck, those cards become your deck)''.skipcard Challenge Fate (3C)/T/Once during your turn when one or more cards are looked at, revealed, or set aside from the top of the deck, if you can view those cards, you may shuffle them into the deck and and use the new top cards instead.skipcard Make Up for Lost Time (0Y)/A/X is the number of turns immediately before this one that you have taken consecutively without playing any cards. Play up to X cards. If your hand is empty at the end of your turn, draw X cards.skipcard Lift the Banner (7I)/T/Specify a creator when this enters play. It is indestructible while you control any Things by them. If you don't, you must transfer it to an opponent who does if possible. Once per turn, when a card by that creator is played, you may draw a card. If you draw a card by them, you may play it immediately without cost. If you do, everyone who controls a card by them or reveals one from their hand may draw a card.skipcard On This Date in History (6E)/T/Once per turn, when a card with a card number greater than 10,000 enters your hand, you may discard it to draw and reveal a copy of the card whose number is that card's last four digits.skipcard Arrival of ChippyYYZ (8A)/T/When your turn begins, do the next item on the list.<BR>• Each player discards all but one card.<BR>• Gain four tokens of any types.<BR>• Each opponent discards a card. Draw that many cards.<BR>• Destroy each Thing by ChippyYYZ and draw a card for each. ("from ChippyYYZ's first three cards (#1930, #1931, and #1932)")skipcard "I Was There, Gandalf" (6I)/A/Draw five cards, then reveal your hand and discard any three cards except the three with the lowest card numbers.skipcard Update Drivers (8U)/A/Draw five cards, then reveal your hand and discard any three cards except the three with the highest card numbers.skipcard Confetti (5Y)/A/Each player draws five cards and discards them. Gain that many Confetti tokens. During their next turn, any opponent who has not played Confetti may draw it.skipcard All Those Summers Ago (0A)/T/At the end of your turn, draw a card and reveal it if its card number is lower than the lowest card number among Things you control, or else discard it. When this leaves play, the Thing in play with the lowest card number becomes a copy of it.skipcard Hidden Strength (7A)/T/If an opponent causes you to discard when you hold at most two cards in hand, they discard a card.loadcard Untitled/T/ loadcard Untitled/A/ @emit [name(%#)] pastes the Infinite Dvorak deck into the Dvorak Engine.