Dvorak Export: Infinite Dvorak deck/Cards 8001-8100

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:
loadcard Sphaera Immobilis/A/Each player may attach an Indestructibility token with "Attached Thing is indestructible" to one of their Things.
loadcard As Easy As 1-2-3/A/Destroy 1 Thing, draw 2 cards, and gain 3 tokens of different types.
loadcard Legerdemain/T/Action or Thing: Choose a card in your hand. Draw that card. Play this ability no more than once per turn. (""Now sign this card and shuffle it into the deck, and... what's this in my pocket? Could it be? It's the card you just signed!"")
loadcard 5 Facts You Won't Believe!/A/Draw 5 cards. You may play an extra Action this turn. Discard 5 cards at random at the end of the turn.
loadcard Doomed To Repeat It/T/When you draw your first card on your turn, draw it from the bottom of the discard pile instead of the deck.
loadcard Foreordain/A/Put three cards on top of the draw pile, then arrange the top six cards of the draw pile in the order of your choice.
loadcard The Earl of Sandwich/T/At the beginning of your turn, you may gain a Toast token or a Corned Beef token. Once per turn, you may consume one of each to play an Action.
loadcard Three Dog Night/A/Any player who controls fewer than 3 Things may not play cards during their next turn.
loadcard Shape Stealer/T/At the beginning of your turn, destroy another target non-token Thing chosen randomly. Shape Stealer becomes a copy of that Thing plus this ability.
loadcard Maid of Mind/T/When Maid of Mind enters play, draw two cards.<BR>Once during your turn, you may discard a card to play an additional Action this turn. ("You not only make choices, you create choices.")
loadcard Page of Blood/T/When you discard a card, you may put it under Page of Blood instead of into the discard pile.<BR>At the beginning of your turn, if there are at least ten cards under Page of Blood, you gain "Thing: Gain control of target Thing." ("Through you, many bonds find a place to anchor themselves.")
loadcard Glean Insight/A/Look at the top five cards of the draw pile. Set one aside, shuffle the remaining four face-down and replace them, then put the one you set aside on top.
loadcard "No, not that one."/T/When you draw this card, you must immediately read its title aloud, draw another card, and put this card on top of the draw pile.
loadcard Roadrunner's Dance/A/Create a blank Thing. Each player may contribute one sentence to its ruletext from one of their Things or a card they reveal from their hand. You choose its title. Shuffle it into the top 20 cards of the draw pile.
loadcard Mage of Light/T/When you would draw a card at the beginning of your turn, instead look at the top three cards of the deck, draw one of them, and shuffle the deck. You must play that card this turn if able. Discard it at the end of the turn if you haven't played it. ("You see the most essential path.")
loadcard Knight of Breath/T/When you discard Knight of Breath, you may put it into play and return target Thing to its controller's hand.<BR>Action: Return Knight of Breath to your hand. ("You move as freely as the wind, but with the force to lift anything in your wake.")
loadcard Rogue of Life/T/Action: Look at the top card of the deck. If it's a Thing, you may swap it with target Thing. If it's an Action, you may swap it with a random card from target opponent's hand, or with a card from your hand. ("Through you, power redistributes itself.")
loadcard Into the Shadows/A/Move target Thing Up Your Sleeve. Play a Thing from your hand face-down in its place; turn it face-up at the beginning of your next turn.
loadcard Exeunt/A/Return all of your non-token Things to your hand. For each one, gain an Applause token and draw a card.
loadcard Prototype Cloaking Device/T/When your hand is not empty, you are considered to hold only one card. ("Still a few technical challenges to deal with, but initial results seem quite promising.")
loadcard Cheap Plastic Spell/A/Turn all Tokens into Cheap Platic Trophies. They lose any text that they had before. (""Change the type of all tokens in play to Cheap Plastic Trophy." -ChippyYYZ")
loadcard Laser Node/T/Action: Destroy 1 thing for every 3 nodes in play.
loadcard Heroic Beam/A/Destroy a Thing. If it was an Undead thing, gain a Human token. (""Destroy a Thing. If it was a Living thing, gain a Zombie token." - Bucky")
loadcard Sylph of Heart/T/At the beginning of your turn, choose one: If since your last turn you<BR>(a) discarded a card, draw a card.<BR>(b) had a Thing destroyed, return one of them to your hand.<BR>(c) lost control of a Thing, gain control of one of them.<BR>(d) skipped a turn, draw a card and play an extra card this turn. ("Through you, the innate soul finds restoration.")
loadcard Thief of Doom/T/When a Thing would be destroyed, you may either gain control of that Thing first, or you may have Thief of Doom be destroyed instead <i>(but not both)</i>. ("You take for yourself the sacrifices of others.")
loadcard Bard of Space/T/When this or another Thing enters play, that Thing's controller may target a player and have them discard a card.<BR>Once during your turn, you may discard a card to play an additional Thing this turn. ("Through you, creation tears itself apart.")
loadcard Inner Peace/T/Discard your hand and destroy your other Things when you play this. You may not be eliminated. Inner Peace moves to the discard pile if you cause the destruction of any non-token Thing; it is otherwise indestructible.
loadcard Haunted Tambourine/T/Discard a card when you play this. Action: Discard an Action card to retrieve the most recently played Action in the discard pile and play it.
loadcard Ancient Burial Mound/T/When you play this, attach the top five cards of the draw pile to it face-down as blank Things and put the bottom five cards of the draw pile face-down under it. If there are no Things on top of this, move the cards under it to your hand. Action - Excavate: Move a card on top of this to the discard pile.
loadcard ChippyYYZ Repellant/T/Any cards created by ChippyYYZ when this is played are immediately destroyed or discarded. Any cards that a player draws that are made by ChippyYYZ must be discarded.
loadcard Binarius Repellant/T/Any cards created by Binarius when this is played are immediately destroyed or discarded. Any cards that a player draws that are made by Binarius must be discarded.
loadcard Bucky Repellant/T/Any cards created by Bucky when this is played are immediately destroyed or discarded. Any cards that a player draws that are made by Bucky must be discarded.
loadcard Dadaist Painting/T/When you play this, destroy it.
loadcard Sourdough Starter/T/At the end of your turns, either discard a card or destroy Sourdough Starter. After you have discarded two cards in this way, you may draw an extra card at the beginning of your turns.
loadcard Inhibitor/T/When you play this, specify an Action ability on target Thing. That ability may not be used.
loadcard Witch of Rage/T/When a player plays an Action, you may discard 2 cards, or 1 if it's an opponent, to have them repeat that Action. An opponent's repeated Action can't target you or your Things. ("You focus your will, and the wills of others, into an unstoppable vector in the direction that best serves you.")
loadcard Doom/Time: Consumptive Cadence/A/If you haven't played another Action or Thing this turn, remove target Thing from the game and end your turn. ("Inexorable progression and sacrifice.")
loadcard Mind/Breath: Judgement Giocoso/A/Look at the top 5 cards of the deck. Put up to two of them into your hand, then put the rest on top of the deck and/or discard pile in any order. ("Direction and decision.")
loadcard Snipe/A/Remove target card from existance.
loadcard Stickbomb/A/Target a thing, and choose one of it's qualities. Remove target thing and any other target things with that quality from existance.
loadcard Blast/A/Remove all target things from existance.
loadcard Rage/Light: Finality's Concerto/A/Reveal the top ten cards of the deck. If any of them could cause you to win the game (even if you do not currently meet their conditions), put those cards into your hand. Otherwise, return this card to your hand. Discard the other revealed cards. ("Closed-mindedness and essentiality.")
loadcard Life/Space: Energized Overture/A/For the rest of this turn, you may play three additional Things, and you may play any number of Action Abilities that you haven't already played this turn. ("Power and creation.")
loadcard Heart/Blood: Heartbeat Chorus/A/Choose a creator. For each player, gain control of target Thing they control by that creator. ("Soul and unifying pacts.")
loadcard Button/T/A button is pressed when this is pressed. ("Feel free to doodle a button onto here!")
loadcard Improvised Explody Device/T/When a button is pressed, the controller, or holder, of this card must discard their hand or destroy their field, whichever this was in.
loadcard ElectroMagnet/T/When a button is pressed, the ElectroMagnet turns on, attracting all metal things to it. Any things that would have magnetically attractive parts go into the control of the controller of this.
loadcard Commune With the Spirit Plane/A/Reveal your hand and an equal number of cards from the top of the draw pile. You may exchange up to half of your cards with revealed cards from the draw pile, rounding up.
loadcard Rejuvenation Wave/A/Every player draws a card. You draw an extra card.
loadcard Backflip Fadeaway Alley-oop/A/If you have played no other cards this turn, play exactly three Actions, discard your hand, draw two cards, and end your turn. ("How is that even possible?")
loadcard Remote-Activated Revolving Bookcase/T/When a button is pressed, flip this over, keeping the order of all cards that sandwich it. Any thing played on this when this revolves will become unusable and indestructible, until it revolves again. Any things played on this will be destroyed if this is destroyed.
loadcard Deathray/T/When a button is pressed, destroy target thing.
loadcard Trapdoor/T/When a button is pressed, any thing that is ontop of this falls into the discard pile.
loadcard Hope/Void: Miraculous Caesura/A/Name a card and search the deck for that card. If you find it, discard your hand and put all Things you control into the discard pile, then put that card into your hand. You may play it. ("Belief and obscurity")
loadcard Time/Hope: Clockwork Improvisation/A/Each opponent may choose a Thing they control to be destroyed. Draw three cards, minus one for each Thing destroyed this way. ("Decay and possibility.")
loadcard Breath/Doom: Gale-Wind Counterpoint/A/Return target Thing to its controller's hand. Until your next turn, whenever a Thing enters play, its controller destroys a Thing they control. ("Detachment and consequences.")
loadcard Remote-Access Vault/T/When a button is pressed, you may place cards underneath this one from places you control. When a button is pressed again, this is no longer possible, and all the cards get discarded/destroyed if the vault gets destroyed. However, cards inside the vault cannot be affected.
loadcard Clockwork Activation/T/A button is pressed when your turn starts.
loadcard Void Button/T/Action: Destroy Target thing you control. A button is pressed after this.
loadcard Good Customer Service/A/Target opponent who destroyed one of your Things during their last turn is pleased to offer you a replacement card of your choice from their hand in compensation. If you take delivery of a Thing in this way, you may put it into play.
loadcard Trapped in the 2nd Dimension!/T/Play this card into target player's control.<BR><BR>If your hand is ever empty, draw a card. If you ever have more than one card in your hand, discard down to one card.
loadcard Telemark Fakie Bicycle Kick/A/Discard a card and destroy a Thing you control to put a Thing from the discard pile into play. If you put it into your hand instead, the judges award you extra style points: draw a card. ("You're gonna see that one in the highlight reels for years.")
loadcard Light/Mind: Melodic Gambit/A/Look at up to two target opponents' hands and take a card from each. If you take only one card this way, you may draw a card. You may play one of the cards taken or drawn this way. ("Agency and calculation.")
loadcard Space/Rage: Isolating Scherzo/A/Each opponent can't draw cards or play Things on their next turn. The next time you play a Thing this turn, you may activate one of its abilities. ("Position and restriction.")
loadcard Blood/Life: Chains of Crescendo/A/Return to play under your control each Thing that was destroyed while under your control since your last turn. Draw a card. ("Bonds and energy.")
loadcard Linear<BR>Plot/A/Target<BR>opponent<BR>draws<BR>once,<BR>discards<BR>once,<BR>and<BR>skips<BR>a<BR>turn.
loadcard Power Move/A/Return target Thing to its controller's hand. Its controller discards a random card.<BR><BR>Instead of playing a Thing this turn, you may put the discarded card into play if it is a Thing.
loadcard Lateral Peel-Weight Yorker/A/Discard a card. Target Thing's controller chooses either to destroy it or to play no cards during their next turn. If you destroy one of your Things instead, they do both. ("The setup, the timing, the precision... You have witnessed something special.")
loadcard Mechanical Wrench/T/Action: Change the Action text on a thing to be activated when a button is pressed.
loadcard Button Smasher/T/When a button is pressed, that button cannot be used to activate any other cards. If it was a card button, destroy that thing instead.
loadcard Portal Radio/T/When a button is pressed, no one may target you until the beginning of your next turn.
loadcard Void/Heart: Dissonant Selves/A/Put each card in your hand into target opponent's hand. They discard that many cards at random. You control that player during their next turn. ("Submission and innate desire.")
loadcard Heavy Pressure Plate/T/When there are 6 or more non-token Things in play, Heavy Pressure Plate becomes pressed. When there are fewer than 6, it becomes unpressed again.<BR>When Heavy Pressure Plate becomes pressed, you may immediately play a free Action.
loadcard Undo Button/A/Press the undo button! If it's your turn, return target Thing to its controller's hand. If it's not your turn, you may play this in response to an opponent's Action card to return it to their hand with no effect.
loadcard Infrared Surveillance Camera/T/Action: Press a button on the camera to activate it. Until the beginning of your next turn, when a player plays both an Action and a Thing, draw a card.
loadcard DIY Master/T/Action: Destroy one of your Things, draw a card, and play a Thing.
loadcard Tryline Handpass Knuckleball/A/If you have one or two cards in your hand, give one to target opponent. They have a 50% chance to catch it cleanly and put it into their hand, passing one of their Things into your control in return; otherwise, they discard it. Draw a card. ("Desperation or brilliance? Maybe a little of both.")
loadcard Switch/T/When pressed, this will switch from off to on, or vice versa. This is initially in the off position.
loadcard Triple Switch Mine/T/When three switches are flipped on, you may choose to gain a copy of Gem (#7470). You may only do this once per turn, but it doesn't have to be your turn.
loadcard Forcefield/T/When a switch not in your control is on, nothing can target anything you control but this.
loadcard [S] Enter./A/Select a random Fraymotif from the Homestuck booster pack, and select a Thing from the Homestuck booster pack that shares a capitalized word in its title. Create a copy of each of those cards and put them into your hand. You may play one of them this turn.
loadcard Negotiate/A/You and target opponent have one minute to make a deal. Either may offer the other cards from their hands or Things they control. Players may offer to trade specific cards, cards chosen at random, or cards of one player's choice or the other's, in any combination. If agreement isn't reached in one minute, both players discard a card instead.
loadcard Operate/A/Return target Living Thing from the discard pile to your hand.<BR>OR activate the Action Ability of target Thing as though you controlled it.
loadcard Lively Banter/A/Every player may set aside half of their hand, rounding down. Of the remainder, do the following twice: choose a random card from each player's hand, shuffle them together, and deal one to each player. Anyone with no cards in their hand can't get a word in edge­wise: they skip their next turn.
loadcard Who Watches the Watchers?/A/Every player may view the hand of the player to their right.
loadcard IBM PC/AT/T/16 MB of memory and a 20 MB hard disk drive powered by a state-of-the-art 6 MHz Intel 80286 micro­processor. Creative Computing calls it the best desktop computer of 1984 when price is no object: "an innovative, state-of-the-art computer that has the competition gasping for breath." Now with WordPerfect 4.0 and Lotus 1-2-3 preinstalled! $6,000.
loadcard Raise the Stakes/A/Each player draws 3 cards. Each other player may play an additional card during their next turn. Take an extra turn after this one, unless this is an extra turn.
loadcard Learn From History/A/Draw X cards, where X is the square root of the number of cards in the discard pile, rounded down.
loadcard Prepare a Place/T/When this enters play, your turn ends. When you play a Thing, you may attach this card to it if it isn't already attached to a Thing.<BR>As long as a Thing is attached to Prepare a Place, that Thing can't be destroyed, and Prepare a Place can't be targeted by Action Abilities.
loadcard Changed My Mind/A/Exchange a Thing you control with a Thing in your hand.
loadcard Transporter License/T/You may play a Thing into an opponent's control or an Action card as if an opponent had played it and return this card to your hand.
loadcard Mindblast/A/If you played two cards last turn and you have not played anything yet this turn, play exactly three cards, end your turn, and draw three cards.
loadcard Flawless Combo Attack/T/At the end of your turn, if you destroyed an opponent's Thing this turn, gain a Combo Token, then win the game if you have three Combo Tokens.<BR>You lose all Combo Tokens when another player destroys a Thing you control.
loadcard Juggling Combo/A/If you control a Combo Token, destroy target Thing. Otherwise, return target Thing to its controller's hand and return this card to your hand.<BR>Gain a Combo Token.
loadcard Fast Food/A/Gain a Combo Token.<BR>Instead of playing a Thing this turn, you may draw a card. (""Would you like to Buckysize that for one money token more?"")
loadcard Setup Move/A/You may play another Action this turn if you did not play an Action last turn. If you destroy an opponent's Thing as a result of that Action, destroy target Thing and gain a Combo token.
loadcard Dumbfounded/A/Target opponent may set aside up to half of their hand, rounding down. They shuffle the remaining cards into the top ten cards of the draw pile and then draw back up to their original hand size, reduced by one for each card they set aside.
loadcard Time Has No Meaning/T/No player may win or be eliminated. ("Yeah yeah yeah, patience. How long will that take?")
loadcard Doubled Strikes/T/Whenever you play an Action card besides your first since you began a turn, gain a Combo Token.<BR>Once during your turn, you may spend a Combo Token to play an additional Action this turn.
loadcard Extraplanar Deployment/T/Once per turn, when a Thing is put into your hand from play or from the discard pile, you may immediately play it.
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