Dveck Builder deck

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Dveck Builder deck
Designer ChippyYYZ et al.
Date January 2020
Players 2+
Although this is an unfinished deck, it is still playable.
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)
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This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more.

Inspired by the Infinite Dvorak Deck and an idea by JakeTheWolfie, Dveck Builder combines the anything-goes nature of Dvorak with the structure of a deck-building game. Expand your deck by buying cards, play through your deck as fast as you can to earn points, and get in the way of your opponents trying to do the same thing!

Decks

Each player starts with their own deck consisting of 5 Blue Shards, 4 Red Shards, and 1 Gold Shard. A player's cards that are discarded or destroyed are put in that player's own discard pile. Cards that are Trashed are put into a face-up Trash pile belonging to no player. The rest of the Basic Material cards (Red, Blue, and Gold Shards, Bars, and Slabs) are placed in their own face-up stacks. Booster Modules totaling 20-30 cards are shuffled to form the Booster Deck, and 100 other cards are shuffled to form the main deck. Put the top 5 cards of the main deck and the top 3 cards of the booster deck face-up in the middle of the play area. This is the Shop. Whenever there are fewer than 5 main deck cards or fewer than 3 booster deck cards in the Shop, add the top card of the appropriate deck to the Shop. If either deck is empty, add the top card of the other deck instead, such that there are still 8 cards in the Shop. If both decks are empty, the game immediately ends. When a card would be drawn from a player's deck (not just looked at) while it is empty, that player first turns their discard pile face-down and shuffles it to make their new deck. This is called Cycling one's deck.

Materials and Buying Cards

Materials are neither Actions nor Things. When a Material is played, it generates a certain amount of coins and remains in play until discarded (As turns become more complex, counters should be used to track a player's coins). A player may buy Basic Material cards from the supply piles or cards from the Shop by spending coins equal to the card's cost, shown in its cornervalue. Actions cost Red Coins to purchase, Things cost Blue Coins, and Materials may be paid for with any combination of coins. Gold Coins may be spent as though they were red or blue. Purchased cards are acquired and put on top of the buying player's discard pile. Players need to keep track of how many non-Basic cards they have acquired.

On Your Turn

During your turn, you may play up to one Action, up to one Thing, and any number of Materials, and buy up to one card of each type (Action, Thing, and Material). At the end of your turn (after card effects that occur at the end of a turn), discard all Materials you control, lose all your unspent coins, and then discard down to or draw up to your hand size (5 by default). Note that you do not draw at the beginning of your turn.

Victory Points and Ending the Game

Whenever a player cycles their deck, they gain 1 VP (victory point) for every 4 non-Basic cards they have acquired (round down). The game ends either when a player reaches 50 VP, or when the main deck and booster deck are empty. The player with the most VP at the end of the game wins.

Additional Rules and Terms

  • If a card played by one player ends up in another player's play area, mark it as being owned by the first player. If it would be destroyed, it goes to its owner's discard pile. (Example: Alice plays a card with the text "Play this into any player's control" into Bob's play area. It is marked as being owned by Alice. Chippy then plays a card with the text "Attach this to another player's Thing" onto that card. Chippy's card is marked as being owned by Chippy. Dave then plays a card that says "Destroy all Things controlled by target player" targeting Bob. Alice's Thing, which Bob controls, goes to Alice's discard pile, and Chippy's card which was attached to it goes to Chippy's discard pile.) Cards that end up in another player's hand, deck, or discard pile are assumed to have changed ownership.
  • Tokens count as Things. A Token's type is also its name. If a Token moves from play to any other zone, it ceases to exist. The ownership of a Token is not tracked like ownership of cards is—a Token is owned by whomever happens to have it in their play area.
  • Counters are not Things. Counters can have types. They can be placed on cards to track effects, count charges, mark ownership of a borrowed Thing, or whatever else is useful for managing information in the game. Players are free to place counters on cards to track information without needing to be directed to do so by a card, but if a card's text does refer to a type of counter, those counters should only be placed and removed according to that card.
  • Ability is a generic term for Action Abilities, Thing Abilities, and anything else of the form "Bold Text Followed By Colon:". If not otherwise specified, Abilities can only be used during your turn.
  • Effects that occur as a Reaction to an event (e.g. "When a player plays an Action card, as a reaction you may...") take place after the triggering event is declared, but before that event takes effect.
  • To Upgrade a Material is to return it to its supply pile and replace it with a Material of the same color from the next supply pile up (A Blue Shard upgrades into a Blue Bar, a Gold Bar upgrades into a Gold Slab). This is treated as the upgraded card changing rather than leaving the zone it's in, and the new card isn't treated as having entered the zone it's in. Slabs cannot be upgraded. To Downgrade a Material is to return it to its supply pile and replace it with a Material of the same color from the next supply pile down, as with upgrading. Shards cannot be downgraded. Only Basic Materials can be downgraded or upgraded.
  • When you Acquire a card, move it from its location (usually the Shop or supply pile) to the top of your discard pile, or to another zone if specified by the effect. When you buy a card, you acquire it, but some effects let you acquire a card without buying it. Gaining ownership of a Thing is not the same as acquiring it.
  • A played Action or Ability that is Negated has no effect, as though its text were blank.
  • If a card's effect causes or allows a player to play a card, it does not count toward the number of Actions or Things that player can play on a turn unless otherwise specified (If you play an Action that reads "Look at the top 5 cards of your deck. You may play one of them." you may play an Action this way even though you have already played one this turn.)
  • When a card leaves play, any cards that were attached to it go to their owners' discard piles, unless specified otherwise.
  • When a card's text refers to that card by its name, and another card gains that text, treat the first card's name in that text as though it were the second card's name (If a Thing in play called Ghost Copy has "This Thing has all text of the top card of your discard pile." and the top card of its controller's discard pile is called Boomerang and has the text "Action: Return Boomerang to your hand", Ghost Copy treats that ability as though it said "Return Ghost Copy to your hand").

Design Guidelines

  • Cards in the main deck should not be dependent on specific types of cards or mechanics that are unlikely to be found in any given 100-card subset. Cards in booster modules are much more likely to be found alongside each other in gameplay, and need not follow this guideline.
  • Players should be able to interpret the state of the game based on cards that are visible or that were played within the last round, so a card should not produce effects that last significantly longer than the card itself ("Until the end of your next turn" is about as long as players should be expected to remember).
  • Counters exist above the gameplay level, so cards should not interact with counters except their own ("Remove all counters from target Thing" is forbidden, but "When you buy a card, you may add or remove a balance counter from this card" is fine).
  • A Card that produces VP can win games by itself if a player is able to play it repeatedly, either by quickly cycling their deck or returning it from their discard pile. Such a card should have enough restrictions that it doesn't overshadow the standard means of earning VP, granting the player who buys it first an easy win.
  • Effects that move cards between zones should mind the difference between a card's owner and controller. "Return target Thing to its controller's hand" turns a borrowed Thing into a stolen Thing. "Return target Thing to its owner's hand" is a less dangerous wording.

Card List

Basic Materials

0
Blue Shard
Basic Material
Provides 1 Blue coin.
0
Red Shard
Basic Material
Provides 1 Red coin.
3
Blue Bar
Basic Material
Provides 2 Blue coins.
3
Red Bar
Basic Material
Provides 2 Red coins.
6
Blue Slab
Basic Material
Provides 3 Blue coins.
6
Red Slab
Basic Material
Provides 3 Red coins.
2
Gold Shard
Basic Material
Provides 1 Gold coin.
Gold may be spent as though it were Red or Blue.
5
Gold Bar
Basic Material
Provides 2 Gold coins.
Gold may be spent as though it were Red or Blue.
8
Gold Slab
Basic Material
Provides 3 Gold coins.
Gold may be spent as though it were Red or Blue.
Turn Structure
Reference
On your turn, you may (in any order) play up to one Action, up to one Thing, and any number of Materials, and Buy up to one card of each type (Action, Thing, and Material).
At the end of your turn (after card effects that occur at the end of a turn), discard all Materials you control, lose all your unspent coins, and then discard down to or draw up to your hand size (5 by default).
Game Structure
Reference
Track the number of non-Basic cards each player acquires. Whenever a player cycles their deck, they gain 1 VP for every 4 non-Basic cards they have acquired (round down).
Whenever there are fewer than 5 main deck cards or fewer than 3 booster deck cards in the Shop, add the top card of the appropriate deck to the Shop.
The game ends either when a player reaches 50 VP, or when the main deck and booster deck are empty.


Booster Modules

Pony Set

4
Twilight Sparkle
Thing - Pony
Once during your turn, you may play an Action instead of a Thing.
When you play your second Action card in a turn, draw a card for each Pony Thing you control, then discard a card if you drew more than two cards this way.
Card by ChippyYYZ
4
Element of Magic
Action
Gain 1 VP for each Pony you control beyond the first. Any player who controls Twilight Sparkle draws a card.
Card by ChippyYYZ
5
Rainbow Dash
Thing - Pony
Rainbow Dash is all colors.
Act, 1 Red, 1 Blue, 1 Gold: Discard the top 5 cards of your deck.
Element of Loyalty can't target Things you control.
"Hey. I could clear this sky in ten seconds flat."
Card by ChippyYYZ
6
Element of Loyalty
Action
Take control of target Thing. If you do, you may pay 3 Gold or Trash Element of Loyalty to gain ownership of it.
Card by ChippyYYZ
5
Rarity
Thing - Pony
When Rarity enters play, you may acquire a Bar of your choice, or you may search the Shop and Booster deck for Element of Generosity, acquire it, and shuffle the Booster deck if you searched it.
When you acquire a Booster deck card, gain 1 VP.
Card by ChippyYYZ
6
Element of Generosity
Material
Provides 3 Blue Coins and 1 Gold Coin.
When Element of Generosity enters play, each opponent gains 1 Blue Coin.
Card by ChippyYYZ
6
Applejack
Thing - Pony
Act, 1 Gold: Upgrade a Material you control.
Thing: Pay the cost of a Thing card in your discard pile to put it into your hand.
Card by ChippyYYZ
3
Element of Honesty
Action
Each player puts a card from their hand on top of their deck, then reveals their hand and discards all Actions. Any player who controls Applejack or reveals Applejack from their hand draws two cards.
Card by ChippyYYZ
5
Fluttershy
Thing - Pony
When Fluttershy enters play, gain control of target living Thing.
Whenever you gain VP, gain that many Forest Creature tokens.
Whenever another living Thing you control is destroyed, target opponent discards a card.
Card by ChippyYYZ
4
Element of Kindness
Action
Any number of target players, including at least one opponent, draw 3 cards. For opponent who drew cards this way, you may play an extra Action this turn.
Any player who controls Fluttershy gains 1 VP.
Card by ChippyYYZ
4
Pinkie Pie
Thing - Pony
When Pinkie Pie or another Pony enters play, draw a card.
At the beginning of your turn, gain 1 Red Coin.
When you acquire a Pony, put it on top of your deck instead of your discard pile.
Card by ChippyYYZ
3
Element of Laughter
Action
Draw a card, discard a card, draw a card, discard a card, draw a card, and discard a card.
If you discard Pinkie Pie this way, put her into play instead.
Card by ChippyYYZ


Wizard Set

4
Blue Spell
Action
Draw three cards, then put two cards from your hand on top of your deck.
OR put an Action card from your discard pile into your hand.

Instead of playing a Thing this turn, you may put target Thing on top of its owner's deck.
Card by ChippyYYZ
5
Blue Wizard
Thing
You may treat OR as AND when casting Blue Spell.
You have +1 hand size. This is not cumulative with other Wizards.
Act, 2 Coins: Look at the top 4 cards of your deck. You may put any of them on the top or bottom of your deck in any order.
Card by ChippyYYZ
4
Blue Leyline
Thing
When an opponent plays an Action card, as a Reaction you may discard a blue card from your hand with equal or greater cost to negate that Action.
When you acquire Blue Spell or Blue Wizard, put it into your hand.
Card by ChippyYYZ
4
Green Spell
Action
Gain 2 Blue Coins.
OR look at the top 5 cards of your deck. You may put a Thing from among them into play under your control. Shuffle your deck.

Instead of playing a Thing this turn, you may destroy target nonliving Thing.
Card by ChippyYYZ
6
Green Wizard
Thing
You may treat OR as AND when casting Green Spell.
You have +1 hand size. This is not cumulative with other Wizards.
Blue Basic Materials you play provide an additional Blue Coin. You may buy an additional Thing card each turn.
Card by ChippyYYZ
5
Green Leyline
Thing
You may play an additional Thing each turn.
When you acquire Green Spell or Green Wizard, put it into your hand.
Card by ChippyYYZ
4
White Spell
Action
Put a Protection Token on target Thing. It can't be destroyed for as long as it has a Protection Token on it.
OR destroy target Thing. Its owner draws a card.

Instead of playing a Thing this turn, you may gain 1 VP.
Card by ChippyYYZ
5
White Wizard
Thing
You may treat OR as AND when casting White Spell.
You have +1 hand size. This is not cumulative with other Wizards.
2 Red: Target opponent can't play Actions during their next turn.
Card by ChippyYYZ
4
White Leyline
Thing
Cycling your deck is worth 1 additional VP for each player with more VP than you.
When you acquire White Spell or White Wizard, put it into your hand.
Card by ChippyYYZ
3
Black Spell
Action
Destroy target living Thing.
OR look at target opponent's hand. They discard a card of your choice.

Instead of playing a Thing this turn, you may put a Thing card from your discard pile into your hand.
Card by ChippyYYZ
5
Black Wizard
Thing
You may treat OR as AND when casting Black Spell.
You have +1 hand size. This is not cumulative with other Wizards.
2 Gold: Search your deck for a non-material card and put it into your hand.
Card by ChippyYYZ
4
Black Leyline
Thing
At the beginning of your turn, Trash a card in your discard pile.
When you acquire Black Spell or Black Wizard, put it into your hand.
Card by ChippyYYZ
4
Red Spell
Action
Discard your hand and draw that many cards.
OR gain 1 Red Coin. The next time you acquire an Action card this turn, you may play it.

Instead of playing a Thing this turn, you may destroy target tangible Thing.
Card by ChippyYYZ
5
Red Wizard
Thing
You may treat OR as AND when casting Red Spell.
You have +1 hand size. This is not cumulative with other Wizards.
Action cards cost 1 fewer coin to buy for you. When you buy an Action card, you may play the top card of your deck.
Card by ChippyYYZ
4
Red Leyline
Thing
You may buy an additional Action card each turn.
During your turn, you may play an additional Action card from your discard pile by paying its cost. Trash it afterwards.
When you acquire Red Spell or Red Wizard, put it into your hand.
Card by ChippyYYZ


Exotic Materials

20
The Reality Prism
Epic Material
Provides 10 Gold Coins. You may only own 1 copy of this card at a time.
4
Dual Shard
Material
Provides 1 Blue coin and 1 Red coin.
5
Ritual Riches
Material
Sacrifice a thing you control: Gain 1 gold coin.
2
Warping Shard
Material
1: Gain 1 coin of any color. Activate this only once per turn.
1
Rivalry Shard
Material
When this comes into play, choose a non-gold color.
Provides 1 coin of the chosen color.
2
Blood Crystal
Material
Provides 2 Red coins. You may only spend these coins on actions that destroy things.
2
Red Stone
Material
Provides 1 Red coin. If you don't spend this coin, gain 1 energy token.
3
Hardened Diamond
Material
Provides 1 Blue coin. If you buy a thing with this coin, it gains Indestructible.
5
Frozen Blue Bar
Material - Ice
Provides 2 Blue coins. For each coin that you don't spend given by this, create a Melty Blue Shard with "Provides 1 Blue coin. If you spend this coin, sacrifice this material."
2
Counterfeit Bar
Material
Provides 2 coins.
5
Distilling Block
Material
1 VP: Gain 5 coins.
3
Devoid Stone
Material
Provides 1 coin. If you buy a thing with this coin, it gains "0: Gain 1 coin. You may not use any other abilities on this card." If you buy an action with this coin, it gains "Alternatively, Gain 1 coin."
3
Frozen Bar
Material - Ice
Provides 2 coins. For each coin that you don't spend given by this, create a Melty Shard with "Provides 1 coin. If you spend this coin, sacrifice this material."
4
Whitewash
Action
As an additional cost, pay 3 gold coins.
Target material loses all card text and has "Provides 1 coin."
3
Gilded Bar
Material
As an additional cost, discard a card.
Provides 2 Gold coins.
Card by Bucky
1
Charity
Action
Move a Basic Shard from a supply pile to target player's hand.
Card by Bucky
7
Bleed Together
Action
Choose 2 non-basic materials target player controls owned by the same player. Return them to the shop, and their controller creates a material card which has the cost, text, and name of both cards. Their owner gains ownership of it and their controller gains control over it.
0
Apprentice Redditch
Thing
Provides 1 red coin.
0
Apprentice Bluwitch
Thing
Provides 1 blue coin.
1
Apprentice Guildditch
Thing
Provides 1 gold coin.



All As One

4
Skyline Lattice
Material - Lattice
Each lattice has "Provides 1 Blue coin for each Lattice in play."
4
Sunset Lattice
Material - Lattice
Each lattice has "Provides 1 Red coin for each Lattice in play."
3
Generator Lattice
Thing - Lattice
Each lattice has "At the beginning of your turn, gain 1 energy token"
*
Untouched Lattice
Thing - Lattice
This card's cost to buy is equal to the number of Lattices that all players collectively own.
1
Interconnected Structures
Thing - Lattice
Each lattice has "Action: Swap ownership of this lattice with a lattice an opponent owns. Control over the lattices does not change."
6
Height-Limit Scaffolding
Thing - Lattice
Each Lattice is Tall. (They cannot be the target of effects except by other Tall things, or by players who control a Tall thing.)
3
Fractal Fracture
Thing - Lattice
Each lattice has "4: Destroy target thing." and "8: This lattice's controller sacrifices it. Any player may activate this ability, and it costs 1 less to activate for each lattice in play."
3
Restructure Reality
Action
Target thing becomes a Lattice in addition to its' other types.
3
Structural Failing
Action
Destroy target Lattice.
3
Flooded Servers
Material - Matrix
Provides 1 blue coin for each Matrix you control.
3
Overheated Servers
Material - Matrix
Provides 1 red coin for each Matrix you control.
2
Mind Connection
Thing - Matrix
Matrices you control have "Your handsize is i3ncreased by 1."
4
Floating Point Numbers
Thing - Matrix
Matrices you control have "Choose a coin source you control. While this is in play, that source provides twice the number of coins it would normally produce."
7
Code Salvager
Thing - Matrix
Whenever you cycle your deck, you may pay gold coins equal to the number of matrices you own. If you do, you gain 1 VP for each Matrix that was in your discard pile, then sacrifice Code Salvager.
4
Plug In
Action
Target thing becomes a Matrix in addition to its' other types.
3
Forcibly Eject
Action
Destroy target Matrix.



Piracy

1
Pirate King's Crown
Thing - Victory Treasure
When you play an Action or Thing or use an Ability, put a Combo counter on this Crown until the end of the turn.
When the Pirate King's Crown has 10 counters, trash it and gain 20 victory points.
Card by Bucky
1
Arson
Action - Piracy
Destroy target Boat OR target player discards a card at random.
Card by Bucky
2
Mystic Purse
Thing - Treasure
You may keep up to two Coins at the end of your turn.
Card by Bucky
2
Compass of Desire
Thing - Treasure
Action, 1 Red: Put a greed counter on an opponent's Thing.
Action: Steal a Thing with at least as many greed counters on it as its cost. Destroy Compass of Desire unless you pay 4 Coins.
Points to what you covet most
Card by Bucky
2
Twisted Hourglass
Thing - Treasure
2 coins, Destroy this: Take an extra turn after this one, but you can't gain Coins during the extra turn.
Card by Bucky
3
Psychic Spyglass
Thing - Treasure
Once per turn, Free: Look at an opponent's hand.
For peering into thoughts from a distance
Card by Bucky
3
Plunder
Action - Piracy
Destroy a Thing. If it was a Boat or Treasure, gain a gold Coin.
Card by Bucky
3
Shore Party
Thing - Pirate Boat
You may take extra Actions each turn if you pay their cards' purchase costs.
Card by Bucky
3
Coin Chest
Thing - Treasure
At the start of your turn, put a counter on Coin Chest.

Destroy Coin Chest: Gain a gold Coin for each counter on Coin chest.
Card by Bucky
4
Magic Mirror
Thing - Treasure
Once per turn, 1 Red: Pay the "Action:" or "Act:" part of another ability's cost, and/or allow its controller to use the "once per turn" ability a second time this turn.
Card by Bucky
5
Customs Frigate
Thing - Boat
You have +1 hand size
Your opponents' Action cards cost an additional Coin or token to play.
Bureaucracy. It's not the fees, it's the inconvenience.
Card by Bucky
5
Smuggler's Yacht
Thing - Boat
+1 maximum hand size.
Once per turn, 1 Gold, Discard a card: Draw a card.
Card by Bucky
5
Altar of Greed
Thing - Treasure
Once per turn, 1 coin: Discard any number of cards. Gain 2 Gold Coins each.
Riches, but at what cost?
Card by Bucky
10
Jade Galleon
Thing - Treasure Boat
You have +1 hand size.
Once per turn, Free: gain 3 Gold Coins.
Card by Bucky



Main Deck Cards

3
Brainfreeze
Action
Each player reveals their hand, discards all non-Material cards revealed this way, and draws a card.
Card by ChippyYYZ
1
Summon Rock Band
Action
If you control fewer than 4 Musician Tokens, gain Musician Tokens equal to the difference.
Card by ChippyYYZ
2
Mind Explosion
Action
Choose one - Draw two cards, or each other player discards a card.
Card by ChippyYYZ
4
Infinity Vortex
Thing
At the end of each player's turn, they discard a card and put it face-down under Infinity Vortex. Don't mark ownership of that card. If Infinity Vortex leaves play or if it would lose this sentence, each player in turn order, starting with you, plays a random card from under it until there are no cards left (this changes ownership of those cards).
Card by ChippyYYZ
3
Fatal Circuitry Flaw
Thing
When a player activates a Thing's Ability, you may play this in reaction. When Fatal Circuitry Flaw enters play, attach it to a Thing.
Add "Discard a random card. If it's not a Material, destroy this." to the end of the attached Thing's Abilities.
Card by ChippyYYZ
1
Macron
Thing
Any rules or effects that measure a number of Things count Things you control four times.
Card by ChippyYYZ
5
Filch
Thing
Once between your turns when an opponent plays an Action, you may put that card underneath Filch.
Cards underneath Filch count for all purposes except ownership as though they were in your hand (you may discard or play them, and they count toward your hand size. They go to their owner's discard pile instead of yours.)
Card by ChippyYYZ
2
Laser
Thing
Once between your turns, at the beginning of an opponent's turn, you may have that player play a random card. It counts as one of their plays for the turn.
Card by ChippyYYZ
3
Warlock Punch
Action
Destroy target Thing. Its controller discards a random card.
This can't be negated if it's the first card you play on your turn.
Card by ChippyYYZ
5
The Finger
Thing
Your hand size is reduced by 2.
Action: Give control of the Finger to a player other than its owner.
Act, 2 Coins: Give control of the Finger to its owner.
Card by ChippyYYZ
4
Lawyers, Guns, and Money
Action
Discard your hand. If you discarded at least
2 Things: Take control of target Thing.
X Actions: Each opponent discards X cards.
2 Materials: Acquire a main deck card from the Shop costing up to 4.
Card by ChippyYYZ
4
The Great Flood
Thing
Whenever there is another Thing in play, put it in its owner's discard pile.
Card by ChippyYYZ
3
Do Not Panic
Thing
You never have to discard cards from your hand or play cards or Abilities against your will.
Your hand size is increased by one if you haven't played a Material this turn.
Card by ChippyYYZ
3
Occam's Razor Blade
Thing
Act, 1 Coin: Destroy target Thing with the most words in its rules text.
Chuck Norris shaves with this.
Card by ChippyYYZ
1
Boarding Action
Action
Give control of any number of your Things to target player. Destroy that many Things that player owns.
Card by ChippyYYZ
4
Error 404
Action
Play as a reaction to a player buying a card. Trash that card. This does not cost that player any coins nor one of their buys for the turn.
Card by ChippyYYZ
2
Thing Destruction
Action
Destroy target Thing.
Card by ChippyYYZ
2
Bottled Fart
Thing
When Bottled Fart is destroyed, all players discard a random card.
Card by ChippyYYZ
1
Message In A Bottle
Thing
When Message In A Bottle is destroyed, look at the top five cards of your deck.
Card by ChippyYYZ
4
Swiss Army Card
Thing
This card has all Abilities of all Things in the Shop.
Card by ChippyYYZ
5
Three Part Harmony
Thing
When you play an Action card, you may pay its cost. If you do, that Action takes effect two additional times, without changing targets.
Card by ChippyYYZ
4
Resurrection
Action
Put all Things not acquired this turn from the top 10 cards of your discard pile into play under your control.
Card by ChippyYYZ
2
Trespassers Will Be Shot
Thing
Whenever a Thing you don't own enters your control, you may destroy it.
Card by ChippyYYZ
2
Overenthusiasm
Thing
Whenever an Ability of a Thing is played, repeat that Ability, then destroy that Thing.
Card by ChippyYYZ
2
Atomize
Action
Destroy target Thing. Its controller gains 3 Particle Tokens.
Card by ChippyYYZ
4
Interference
Action
Play as a Reaction to an Action or Ability. Roll a die. That Action or Ability's target...
1-2: must be changed if possible.
3-4: is chosen by you.
5-6: is chosen randomly.
Card by ChippyYYZ
2
Weapons Dealer
Thing
Action: Give control of a Thing you control to target player. Gain 1 Gold Coin and draw a card.
Card by ChippyYYZ
1
Advanced Alchemy
Thing
You may treat Tokens you control as Tokens of any type.
Card by ChippyYYZ
1
Attack Of The Mutant Taste Buds
Action
Destroy all things with flavortext.
Card by ChippyYYZ
4
The Holy Hand Grenade Of Antioch
Thing
Action: Trash this card and target Thing. This ability can't be negated.
...And Saint Attila raised the hand grenade up on high, saying, "O Lord, bless this Thy hand grenade that with it Thou mayest blow Thine enemies to tiny bits, in Thy mercy."
Card by ChippyYYZ
5
Soul Absorption
Action
Shuffle your discard pile into your deck. Put target Thing into your discard pile.
Card by ChippyYYZ
3
Prototype Isochron Scepter
Thing
When this comes into play, attach an Action card from your hand to it.
Action, and pay the attached Action card's cost: This ability has an identical effect to that Action.
Card by ChippyYYZ
3
Proletariat Revolution
Action
Any player who controls more Things than every other player combined discards cards equal to the number of players in the game.
Card by ChippyYYZ
2
Order No. 227
Thing
If a Thing would leave play without being destroyed, destroy it instead.
Ни шагу назад!
Card by ChippyYYZ
2
High-Frequency Shield
Thing
When this enters play, attach it to a Thing you control. This card and the attached thing can't have their text altered or ignored and can't leave play except by being destroyed.
Card by ChippyYYZ
3
Camo Suit
Thing
When this enters play, attach it to a Thing you control.
The attached Thing can't be affected by Actions that don't affect all Things in play.
Card by ChippyYYZ
5
Warp Blade
Thing
When this enters play, attach it to a Thing you control.
When the attached Thing would destroy one or more Things, you may put Warp Blade in your discard pile to Trash one of those Things.
Card by ChippyYYZ
3
Tokenmail
Thing
When this enters play, attach it to a Thing you control.
Whenever this or the equipped thing would be destroyed, you may destroy a token you control instead.
Card by ChippyYYZ
4
The Fury of Jimi Hendrix
Action
Destroy up to 5 target Things.
Trash this card.
Setting it on fire is optional, though encouraged.
Card by ChippyYYZ
3
Card Force
Action
Put a card from your hand or a Thing you control on top of target player's deck.
You may discard this card and a red Material to play it as a reaction to anything at all.
Card by ChippyYYZ
4
Remake
Action
Trash a card in your hand. You may acquire a card from the shop with the same creator that costs up to 1 more.
Card by ChippyYYZ
3
"Odd. That Wasn't Supposed To Happen."
Action
Play this as a reaction to a player Cycling their deck. A card of your choice in their discard pile stays there instead of being shuffled into their deck.
Card by ChippyYYZ
3
Back From The Grave
Action
Create a zombie token and put a non-Material card from your discard pile into your hand if you didn't acquire it this turn.
Card by ChippyYYZ
5
Back With A Vengeance
Action
Put a Thing card you didn't acquire this turn from the discard pile into play under your control. That Thing gains "When this enters play, destroy target Thing" until end of turn.
Card by ChippyYYZ
2
Back From The Future
Action
Look at the top 5 cards of your deck and play one of them.
Card by ChippyYYZ
3
Ricochet Laser
Action
Spend any number of Red Coins. Destroy 2 randomly chosen Things, plus 1 more for every 2 coins spent this way.
Card by ChippyYYZ
3
Shadowflame Knife
Thing
Action: Place a shadowflame token on target thing. Destroy all shadowflame toekns along with aything under them at the end of your next turn.
2
King Of Fire And Ice
Thing
1 Blue, 1 Red: Spend a Flame Token to have target opponent discard a card, or spend an Ice Token to draw a card, or gain a Flame Token and an Ice Token.
Card by ChippyYYZ
4
Mind Implosion
Action
Return all Things you own to your hand. Draw a card for each card in your hand. End your turn without discarding down to your maximum hand size.
Card by ChippyYYZ
2
General Specific
Thing
Whenever a card refers to another card by name, General Specific may be treated as having that name, even if it's not in play.
Card by ChippyYYZ
4
Countermelody
Action
Whenever you play an action, you may discard an action card to add its text to the first action.
Card by ChippyYYZ
4
Thunderbolt and Lightning
Action
Very, very frightening.
Destroy two target things.
Card by ChippyYYZ
8
The Unspeakable Wrath Of Qzmrn'pcsjYx-gyh
Action
Destroy all things target player controls. They discard their hand.
Card by ChippyYYZ
4
The Secret Chamber Of Helga Hufflepuff
Thing
Indestructible. When this card comes into play create a yellow Giant Badger token.
Action: Destroy up to one target non-yellow Thing for each badger you control. If you have no badgers, you may return this card to your hand.
Card by ChippyYYZ
5
The Sword of Ravenclaw
Thing
Indestructible. Your hand size increases by 1.
Action: Destroy target non-blue Thing, even if it is indestructible.
Card by ChippyYYZ
3
Global Warming
Thing
At the beginning of your turn, discard the top card of your deck.
Card by ChippyYYZ
1
Let's Not Bring Color Into This
Thing
The rulestext of cards that refer to cards of or not of a specific color or colors are treated as blank.
Card by ChippyYYZ
2
Never-Ending Crowd
Thing
At the beginning of each player's turn, they reveal the top card of their deck. If it's a Thing, they put it into play.
Gain 1 Blue Coin whenever a Thing enters play under your control.
Card by ChippyYYZ
3
Item Duplication Glitch
Thing
Action: Discard a card to replace the text of target Thing with the text of another Thing in play.
It's easy. Just put the item in the bank, save the game, then take it out of the bank and equip it, and...
Card by ChippyYYZ
5
Infinite Money Glitch
Thing
At the beginning of your turn, gain 1 Gold Coin.
It's not fast, but it's infinite.
Card by ChippyYYZ
4
Cheat Code of *Create Item*
Thing
Thing: Search your deck for a Thing and put it into your hand.
Card by ChippyYYZ
4
Infinite XP Glitch
Thing
Action: Destroy Infinite XP Glitch and gain 1 VP.
Card by ChippyYYZ
4
Recurring Nightmare
Action
Destroy target Thing. Return this card to your hand, then discard a random card. If you discard this card this way, discard your hand.
Card by ChippyYYZ
3
Brainwave Overload
Action
Discard a card. If you do, each opponent with more than four cards in their hand discards two cards.
Card by ChippyYYZ
3
Fire and Flames
Action
Target player discards two cards.
Card by ChippyYYZ
4
Dual Wielding
Thing
You can't play Things.
You may play an additional Action each turn.
Action: Return this card to your hand.
Card by ChippyYYZ
5
Mindshatter
Action
Put this card into target player's hand. They discard random cards until they discard Mindshatter. Put Mindshatter into your discard pile instead of theirs.
Card by ChippyYYZ
2
Kryptonite
Thing
When Kryptonite enters play, name a Thing.
Things in play with the chosen name are blank.
Card by ChippyYYZ
4
Red Shift
Thing
Things you control are also Red.
Once per turn when you play a Blue Basic Material, you may have it produce Red Coins instead of Blue.
Card by ChippyYYZ
4
Tangled Up In Blue
Thing
Play into any player's control.
Whenever you play a blue card, discard a card.
3 Blue: Destroy this card.
Card by ChippyYYZ
2
Vortex Gun
Action
Return target thing to its owner's hand. That player discards a random card.
Card by ChippyYYZ
7
Master Explosion
Action
Destroy all Things you don't control.
A decent exploder can blow up everything. A Master Exploder can blow up everything else.
Card by ChippyYYZ
6
Thrasher
Thing
At the beginning of your turn, destroy another Thing chosen at random.
Action: Destroy Thrasher and Trash two cards in your discard pile that each cost at least 5, or Trash Thrasher. Draw five cards, you may play an extra Action and Thing this turn, and you may buy any number of nonbasic cards this turn.
"Bow down to the thrasher!"
Evile -Thrasher
Card by ChippyYYZ
4
Amped Battery
Thing
You may play an additional Action or Thing card each turn.
When you would discard a nonspecific card, discard a random card instead.
Card by ChippyYYZ
3
Rorschach Attack
Action
This card is also black.
Play this card as a Reaction to an opponent drawing any cards as a result of an Action or Ability. They draw one fewer card, then discard a random card.
Card by ChippyYYZ
4
Gold Coating
Action
All Tokens in play become Money Tokens. All Coins in play become Gold Coins.
Card by ChippyYYZ
2
Philanthropy
Thing
Once during your turn, you may give control of another Thing you control to target player. If you do, you may buy an additional card this turn.
Card by ChippyYYZ
2
All Hands On Deck!
Action
Each player, starting with you, may play a Thing from their hand. Repeat this process until no one plays a Thing.
Card by ChippyYYZ
3
Defibrillator
Thing
Action: Pay the cost of a Thing card in your discard pile to put it into your hand.
Card by ChippyYYZ
2
Mitosis
Thing
At the beginning of your turn, you may choose a Token. Its controller gains another Token of that type. If it was on a card, the new Token is also on that card.
Card by ChippyYYZ
2
Shoulder To The Plow
Thing
Action Abilities and Thing Abilities are treated as Action And Thing Abilities.
Card by ChippyYYZ
3
Rob
Action
Gain control of all of target player's Tokens. You may distribute them amongst Things you control.
Card by ChippyYYZ
2
Evaporate
Action
Put target Thing on top of its owner's deck.
Card by ChippyYYZ
6
Take Two
Action
Gain control of two target Things.
Card by ChippyYYZ
4
Rising Thunder Dragon Blade Combo
Action
You may play two additional Actions this turn.
The next time you cycle your deck this turn, destroy up to one target Thing and gain 1 VP.
"You must defeat my Dragon Punch to stand a chance."
Card by ChippyYYZ
4
Reincarnation
Thing
Whenever another Thing you control is destroyed, draw a card.
Trash Reincarnation: The next card you buy this turn may be bought from the Trash pile. You can't buy Reincarnation this way.
Card by ChippyYYZ
4
The Void Flows Through Me
Thing
Whenever a card is Trashed, you may draw a card.
Card by ChippyYYZ
3
Inexorably Advancing Ice Wall
Thing
Whenever you Cycle your deck, you may destroy target Thing.
xkcd.com/86
Card by ChippyYYZ
3
Death Beckons
Action
Put all living Things in their owners' discard piles.
Who's that bell tolling for?
Card by ChippyYYZ
3
Energy Capacitor
Thing
At the end of your turn, gain an Energy Token.
Spend 2 Energy Tokens: Draw a card.
Spend 3 Energy Tokens: You may play an extra Action this turn.
Spend 5 Energy Tokens: Lose all Energy Tokens you control, then take an extra turn after this one.
Card by ChippyYYZ
5
Ctrl-Alt-Del
Action
Play this card as a Reaction to anything at all. Negate an Action or Ability, or blank target Thing's text and put it into its owner's discard pile.
Card by ChippyYYZ
3
The Oldest Trick In The Book
Action
Exchange control of two target Things.
References
^The Book, Vol. 1, pg. 5
Card by ChippyYYZ
4
Eye Of The Basilisk
Action
Blank target Thing's text.
When an opponent's card causes this card to be revealed from your hand, you may blank the text of target Thing that opponent controls.
Card by ChippyYYZ
1
Bottled Zombie Gas
Thing
When this is destroyed, put all living things into their owners' discard piles, replacing each one with a Zombie Token.
And you thought Bottled Fart was gross.
Card by ChippyYYZ
2
Charity Ray
Action
Spend any number of coins. Target opponent gives control of that many of their things to other players, distributed as they choose. If you have only one opponent, you must instead spend any number of coins and the same number of Gold Coins.
Card by ChippyYYZ
3
Goalie
Thing
If you would be targeted by an action, destroy Goalie and negate that action.
Card by ChippyYYZ
2
Litterbug
Thing
At any time, you may discard a card.
Card by ChippyYYZ
2
Mana Potion
Action
Gain 5 Energy Tokens.
LEGAL DISCLAIMER: Product does not contain mana.
Card by ChippyYYZ
3
Headshot
Action
Destroy target Thing, ignoring any effects that would keep it from being destroyed.
"Dodge this."
Card by ChippyYYZ
2
Escape Pod
Thing
Action: Trash this card and another card you control in play or have in your hand.
Card by ChippyYYZ
2
Scroll of Fireball
Thing
Act, 2 Red: Destroy Scroll of Fireball and target Thing.
Card by ChippyYYZ
2
Scroll of Noxious Cloud
Thing
Act, 2 Red: Destroy Scroll of Noxious Cloud. Each opponent discards a card.
Card by ChippyYYZ
3
Scroll of Gale
Thing
Act, 2 Red: Destroy Scroll of Gale. Return all Things target player controls to their owners' hands.
Card by ChippyYYZ
5
Fundrazor
Thing
3 Gold: Destroy target Thing.
Card by ChippyYYZ
1
Phalanx
Action
Switch any number of Things you own with that many Things from your hand.
Card by ChippyYYZ
3
Dark Phalanx
Action
Switch any number of Things you own with that many Things from your discard pile.
Card by ChippyYYZ
4
I Am The King Of Tokens
Action
Gain a token of any type. If no opponents control any tokens and you control at least 5, gain 1 VP
Card by ChippyYYZ
3
Trap in Sapphire
Thing
Attach to target thing.
Attached thing loses all card text and types and becomes a Basic Material with "Provides 1 Blue coin."
3
Trap in Ruby
Thing
Attach to target thing.
Attached thing loses all card text and types and becomes a Basic Material with "Provides 1 Red coin."
2
Alchemy
Action
If target material's coin hasn't been spent this turn, upgrade it. It's controller loses that coin and doesn't receive the coins for the upgraded material this turn.
7
Shard Juicer
Thing
Once per turn, you may trash a Basic Material from your hand.
If it was Red, play an extra Action this turn.
If it was Blue, play an extra Thing this turn.
If it was Gold, draw a card.
Card by Bucky
2
Unclogging Fluid
Action
Put up to three cards in the Shop on the bottom of their decks of origin.
Shop clogged with cards nobody wants? No problem! Bucky's Patented Shop Unclogging Fluid will get those cards flowing again.
Card by Bucky
2
Cheap Imitation
Thing
While Cheap Imitation is in play, treat it as a copy of the cheapest Thing card in the Shop. (you break ties when they arise)
Card by ChippyYYZ
7
Change Magnet
Thing
When you acquire Change Magnet, acquire a Blue Shard, a Red Shard, and a Gold Shard.
The first time each opponent gains any coins during their turn, they give you one of those coins.
A wizard's failed attempt at creating an "Automatic Swear Jar".
Card by ChippyYYZ
6
Power Through Fear
Thing
Opponents' cards with cost 5 or less can't target you. Opponents' cards with cost 3 or less can't target this card.
You have +2 hand size.
Discard a card: You may Buy an additional nonbasic card this turn.
Card by ChippyYYZ
4
Ice Machine
Thing - Ice
2: Create a token named "Melty Shard" with the color of one of the coins spent to activate this ability. The token is a material and has "Provides 1 coin of the color that this material is. If you spend that coin, sacrifice this material."
2
Great Escape
Action
Gain control of a thing in your discard pile.
4
Midas' Thumbprint
Action
Trash target Thing. If it was a token, its owner gains a Gold token. If not, its owner acquires a Gold Bar.
Card by Bucky
1
Ruin
Action
Target thing loses all text until it's destroyed.
3
Two for the Price of One
Action
Play this only when you would buy a card from the shop.
You may buy two cards as though they were one card, paying only the greater cost.
2XX
Crystalline Witch
Thing
(X is a variable cost, and may be paid with any number of coins, or with no coins.)
Provides X coins.
"Entrapped in Crystal, one only needs to pay tribute to receive false hope."
1
Small Attack
Action
Destroy target Thing with cost 2 or less OR destroy one or two target Tokens.
Card by Bucky
3X
Investment Portfolio
Action
(X is a variable cost, and may be paid with any number of coins, or with no coins.)
Acquire a card from the shop with a value of X or less then decrease X by 1. If X is less than 0, shuffle Investment Portfolio into the Main Deck.