Infinite Dvorak deck/Cards 9901-10000

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The Infinite Dvorak Deck

Cards 9901-10000

Designer Everyone
Date March 2007 and onwards
Players 2+
This is a subpage of a larger deck.
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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6P
Pressure Cauldron
Thing
Action: Discard two cards from your hand. If you do, look at the top 13 cards of the deck, play up to one card from among them (this doesn't count as one of your plays for the turn), and shuffle the deck.
#9901
Card by ChippyYYZ
7C
Crank Up
Action
Play an Action ability of a Thing you control twice.
You may return this card to your hand and discard a card.
#9902
Card by ChippyYYZ
0R
Reschedule
Action
Target player shuffles two cards from their hand into the top 5 cards of the deck.
"Gonna have to cancel for tonight. Maybe sometime next week?"
#9903
Card by ChippyYYZ
Handcrank
Thing
Whenever you would pay an Action for an ability, you may instead place a Crank token on Handcrank if there isn't one already there.
At the beginning of your turn, remove all Crank tokens from Things you control.
#9904
Non-Automatic Mangun
Thing
Crank: Destroy target thing. (To Crank, place a Crank token on this thing if there isn't one already there. You cannot crank if there already is a Crank token.)
At the beginning of your turn, remove all Crank tokens from Things you control.
#9905
Wireproof
Action
Until your next turn, Money tokens you control can't leave your control.
#9906
4C
Confidence Scam
Action
Gain control of all of target player's tokens.
Invest in my new venture and triple your money in a month! It worked for these other guys!"
#9907
Card by ChippyYYZ
5L
Last-Minute Panic
Thing
If you have no cards in your hand at the end of your turn and it's not an extra turn, you may destroy this card and take an extra turn after this one.
#9908
Card by ChippyYYZ
4B
Baleful Renewal
Action
Return each Thing you control to your hand. If you have fewer than seven cards in hand, put the bottommost cards of the discard pile into your hand such that you have seven cards in hand or lose the game. End your turn.
#9909
Card by ChippyYYZ
Inventory Menu
Thing
You may play with any number of tangible Things in your hand revealed. While they are revealed, they do not count toward your hand size limit.
#9910
Card by Binarius
Boots of Stealth
Thing
When an opponent targets a Thing you control, the effect has a 50% chance to fail if you did not play an Action during your last turn.
When a card you draw would force you to play it immediately, you may instead discard it and draw again.
#9911
Card by Binarius
Scroll of Duplication
Action
Reveal a card in your hand and gain a copy of it.
#9912
Card by Binarius
6M
Meticulous Search
Thing
When you would draw a card at the beginning of your turn, you may forgo playing a Thing this turn to first look at the top three cards of the deck and put two of them on the bottom of the deck.
Action: Play a Thing you drew this turn.
#9913
Card by ChippyYYZ
1D
Deployment Constraints
Thing
Whenever a Thing enters play, if its controller controls 3 or more nontoken Things besides Deployment Constraints, they return a nontoken Thing to their hand.
#9914
Card by ChippyYYZ
7D
Contort
Action
Destroy target Thing if it's living. Otherwise, return it to its controller's hand if it's tangible. Otherwise, gain control of it.
A spell to warp wood, bone, metal, or words.
#9915
Card by ChippyYYZ
Orbital Mine
Thing
If an opponent's Thing would destroy one of your non-mine Things, destroy them both and one of your Orbital Mines. If this would be destroyed, it has a 50% chance to destroy a random other Thing as well. Action: Gain control of a copy of Orbital Mine. Limit once every two turns.
#9916
Card by Binarius
Orbital Minefield
Action
Each player gains control of a copy of Orbital Mine (#9916), or target player gains control of three copies.
#9917
Card by Binarius
Can't Have Nice Things
Action
Destroy a tangible Thing belonging to each player.
#9918
Card by Binarius
Joint-Binding
Thing
As this enters play, choose a player and a thing.

The chosen player also controls this. Exile the chosen thing until this leaves play.

Action: Sacrifice Joint-Binding.
#9919
Joint-Gem Mine
Thing
As this enters play, choose a player.

The chosen player also controls this.

Action: Each controller of Joint-Gem Mine create a blank thing named Gem, then puts it into their hand.
#9920
Defensive Lattice
Thing - Lattice
All Lattices have "Whenever one or more things of yours would be destroyed, for each of those things you may instead place a shatter counter on this thing. At the end of the turn, if this thing has more shatter counters than in-play lattices, destroy it. At the beginning of your turn, remove all shatter counters from this thing."
#9921
Read the Wind
Action
View the topmost Action in the draw pile. You may play it if you wish. Then shuffle the draw pile and place it on top.
#9922
Card by Binarius
Early Access Preview
Action
View the topmost Thing in the draw pile. You may gain control of a copy of it if you wish. Then shuffle the draw pile and place it on top.
#9923
Card by Binarius
Hustle
Action
Gain two Money tokens and draw two cards. Then, if you're at or above your maximum hand size, gain two additional Money tokens. Then, if you control at least five more tokens than each opponent, draw two additional cards.
#9924
Card by ChippyYYZ
Vitality Infusion
Action
Return target living Thing card from the discard pile to your hand and draw a card.
#9925
Card by ChippyYYZ
Crystallized Dream
Thing - Gem
At the end of your turn, if you have exactly one card in your hand, draw a card.
On the verge of consciousness lies a trove of ideas too wispy to grasp, at least without a proper focus.
#9926
Card by ChippyYYZ
Piñata Protocol
Action
Destroy target Thing. Its controller gains six Candy tokens with "Action (global): Consume this, put the topmost Action in the draw pile into your hand, and shuffle the draw pile."
#9927
Card by Binarius
Look What I Found
Action
Target player gains control of a copy of target Thing.
#9928
Card by Binarius
Incomplete Intel
Action
View half of target opponent's hand at random, rounding down. They may discard a card and draw a card.
#9929
Card by Binarius
6R
Ransom
Action
Turn target Thing face-down unless its controller discards an Action card.
#9930
Card by ChippyYYZ
7C
Channel Great Power
Action
If the sum of all digits in the cornervalues of Things you control is 16 or greater, draw four cards. If it's 30 or greater, you also win the game.
#9931
Card by ChippyYYZ
9M
Many-Cornered Pyramid
Thing
At the start of each player's turn, they draw an extra card if the sum of all digits in the cornervalues of Things they control is 16 or greater. If it's 30 or greater, they also win the game.
#9932
Card by ChippyYYZ
Encumbrance
Thing
When you draw this, put it into target player's control.

Your hand size limit is reduced by 1. If your hand is empty, you may put this into target player's control.
#9933
Card by Binarius
Body Double
Thing
When you play this, return a living Thing in the discard pile that you previously controlled to play and put Body Double in its place.
#9934
Card by Binarius
File Away
Action
Insert target Thing into the middle of the draw pile.
#9935
Card by Binarius
Flie Away
Action
Exile target thing. If it's a thing you controlled, return it under your control at the beginning of your next turn, and you may put a thing from your hand under your control.
#9936
Crappy Printing Press
Thing
At the beginning of your turn, create a token that's a copy of another target thing, except it has no rulestext.
#9937
Pressure Printed Press
Thing
At the beginning of your turn, create a token that's a copy of another target thing, except it's a gem in addition ot its' other types.
#9938
0F
Flanderize
Action
Look at target player's hand. Choose one of their cards in hand or in play. Shuffle up to two of their other cards in hand or in play into the deck and replace them with copies of the chosen card. If an Action would replace a Thing in play, put it in their hand instead.
"You used to be so interesting. Now you're just the Ponies Guy."
#9939
Card by ChippyYYZ
6I
Improv
Action
Draw four cards and discard all of them but one. Play that card.
#9940
Card by ChippyYYZ
6D
Diamond Refractor
Thing - Gem
When an Action targets Diamond Refractor, it also targets up to two other Things of your choice (they must be valid targets for that Action).
Action cards without a digit higher than 6 in their cornervalue can't destroy Diamond Refractor.
#9941
Card by ChippyYYZ
Grass
Thing
Whenever a water thing is targeted by a plant thing, destroy it.
#9942
Fire
Thing
Whenever a plant thing is targeted by a fire thing, destroy it.
#9943
Water
Thing
Whenever a fire thing is targeted by a water thing, destroy it.
The Winner
#9944
8G
Overcrowding
Thing
If an opponent ever has six or more cards in their hand, they must IMMEDIATELY discard all but one of them. If this takes place in the middle of an action, they must do this before completing the action.
h/t Depressi
#9945
Card by Bucky
9G
Certain Death
Action
Target living thing immediately and unavoidably dies.
It is impossible to react to this action or alter its effect. It is impossible to prevent the death of the target.
Take that, Ultraseth!
#9946
Card by Bucky
0G
Cornerbration
Thing
When you play a Thing, if it shares a cornervalue symbol with another Thing you control, draw a card.

If your Things' corner values contain 12+ distinct symbols, you win the game.
#9947
Card by Bucky
The Lone and Level Sands
Action
Put all tangible Things in play on the bottom of the discard pile. Replace each with a Sand token.
#9948
Card by Binarius
2
Provisions
Thing
Draw a card when you play this. Action: Consume this and draw a card.
#9949
Card by Binarius
Grocer
Thing - Townsperson
When you play this, draw a card for each of your other living Things (maximum 5). Action: If you have fewer than five cards in hand, put a copy of Provisions (#9949) into your hand.
#9950
Card by Binarius
Website Certification Ticket
Thing
Things you control cannot destroy things your opponents control.
You can't lose the game and your opponent's can't win the game.
#9951
SQL Injection
Action
Activate an ability of a thing an opponent controls as through you controlled it without paying any of its' costs.
#9952
Hydroelectric Engine
Thing
Sacrifice a Water or Electric thing: Create a Water or Electric token. (To sacrifice a thing, destroy a thing you control, bypassing any effects that would prevent its' destruction.)
#9953
4C
Crystal Barrier
Thing - Gem
When this card enters play, you may discard a card to create two blank Thing cards named Gem and put them into your hand.
When a Thing you control would become the target of an effect, you may have that effect instead target a gem you control.
#9954
Card by ChippyYYZ
9P
Prosperity
Action
Each player draws cards equal to the number of cards in their hand and gains Money tokens equal to the number of tokens they control.
#9955
Card by ChippyYYZ
0F
Fluffiness
Thing
Living Things you control can't be targeted by opponents' Actions.
"I can't go through with it! It's just so fluffy and adorable!"
#9956
Card by ChippyYYZ
Appendectomy
Reaction
Play in response to a living thing being destroyed. Prevent that thing's destruction, and it is considered blank until the start of its' owners next turn.
#9957
Organ Harvester
Thing
Organ Harvester enters the battlefield with 2 organ counters.

Action or Sacrifice a living thing: Place an organ counter on Organ Harvester.

Remove an organ counter from Organ Harvester: Create a money token, draw a card, or prevent the destruction of target living thing.
#9958
Yearly Celebration
Thing
At the beginning of your turn, each opponent may draw a card. For each that does, draw a card and your hand size increases by 1 until the end of your turn.
#9959
Spicy
Thing
Whenever a thing destroys a thing you control, put a Spice counter on it.

Things with Spice counters on them do not have rules text.

When Spicy leaves the field, remove all Spice counters from all things.
#9960
Sweet
Thing
Things you control have "Sacrifice this thing: You may take an extra action."
The Winner
#9961
Sour
Thing
Whenever you or a thing you control becomes the target of an action or an ability an opponent controls, that player discards a card.
#9962
2L
Lucky Impulse
Action
Roll two d6s. Draw cards equal to one of the die results, then discard cards equal to the other die's result.
#9963
Card by ChippyYYZ
6A
Ascend
Action
Draw a card, then you may put a Thing from your hand into play. If the sum of all digits in the cornervalues of Things you control is 16 or greater, shuffle this card into the deck and take an extra turn after this one.
#9964
Card by ChippyYYZ
2S
Skullcreeper
Thing
When this card enters play, attach a Thing card from the discard pile to it. It wears that card's title, cornervalue, and type instead of its own. When this card would leave play, the card it's wearing is removed from the game instead.
Action: Discard a card from your hand or from this card. Attach a Thing card from the discard pile to it.
#9965
Card by ChippyYYZ
Zipcaster
Thing - Ultimate
Sacrifice Zipcaster: You may take up to 5 additional actions this turn. If you activate this on an opponent's turn, draw a card.
#9966
Tenta Missiles
Thing - Ultimate
Sacrifice Tenta Missiles: Choose up to 10 target things. Their owners may choose 1 of the chosen things that they control. Destroy the rest of them.
#9967
Big Bubbler
Thing - Ultimate
Sacrifice Big Bubbler: Things you control have indestructible until the end of your next turn. Additionally, you may exile any number of things from your hand. If you do, put them into play under your control at the start of your next turn.
#9968
Faceless Adversary
Thing
As Faceless Adversary enters play, name an opponent and choose Offense or Defense.
If defense was chosen, you and other things you control cannot be the target of actions or abilities of that opponent. If Offense was chosen, you and Faceless Adversary cannot be the target of actions or abilities of that opponent, and it gains "Action: Choose a thing controlled by the named opponent. That player sacrifices it."
Ten-Thousand Battles. Ten-Million Victories.
#9969
Apoctalyptic Prophesy
Thing
Indestructible

Apoctalyptic Prophesy enters play with 10 Doom counters on it.
At the beginning of your turn, remove a Doom counter from this thing. Then if it has no Doom counters on it each player loses the game, otherwise you may draw 3 cards, play 3 cards, or destroy 3 things.

At the beginning of each other player's turn, they may draw a card, play a card, or destroy a thing.
#9970
Compleat
Action
Gain control of target living thing. If you controlled it, it gains "If this would be destroyed, instead exile this, and gain control of 3 total things from among other player's fields or from the discard pile."
#9971
8N
Nostalgia Marketing
Action
Put the bottom X cards of the discard pile on top of the deck in any order, where X is the number of players.
Draw a card and gain a Money token.
#9972
Card by ChippyYYZ
2A
Study The Past
Action
Put each Action card from the discard pile into your hand. Discard the rest of your hand and end your turn.
#9973
Card by ChippyYYZ
5L
Loudmouth Parrot
Thing
Play into any player's control.

At the end of your turn, reveal a random card from your hand. Play with that card revealed until your next turn.
"RAWK. HE'S GOT A MISDIRECT."
#9974
Card by ChippyYYZ
Apprentice Oracle
Thing
As Apprentice Oracle enters play, look at the top 3 cards of the deck. Put up to one of those cards into your hand, then put the rest on top of the deck in any order.
#9975
Smoke and Mirrors
Thing
As Smoke and Mirrors enters play, choose a thing in play other than Smoke and Mirrors.
All other things in-play are copies of the chosen thing until Smoke and Mirrors leaves play.
#9976
Modular Factory
Thing
Once during each of your turns, you may create a token that's a copy of target thing you control.
#9977
8P
Paper Jam
Thing
Players can't draw cards. When the top card of the deck leaves its location, destroy Paper Jam.
At the beginning of your turn, set aside the top 5 cards of the deck, draw your card for the turn, then put the set aside cards back on top of the deck.
#9978
Card by ChippyYYZ
5N
Nearsightedness
Thing
Play into any player's control.
You can't choose Things you don't control as targets.
#9979
Card by ChippyYYZ
6U
Uplift
Action
Each player starting with you, draws until they have 4 cards in hand.
#9980
Card by ChippyYYZ
ON DELETE CASCADE
Thing
Whenever another Thing is destroyed, its controller must discard their hand.
#9981
Card by Binarius
Die?
Action
Roll a 1-sided die and destroy exactly that many Things.
#9982
Card by Binarius
Biography Project
Action
End your turn and skip your next turn. In the meantime, take the top 30 cards of the draw pile and choose up to four of them by the same creator. Put them into your hand and shuffle the rest back into the draw pile, along with your old hand unless all of its cards are also by the creator you chose.
#9983
Card by Binarius
Spirit of Ivory
Thing
The thing that a player has controlled for the least amount of time has indestructible.
#9984
Spirit of Brimstone
Thing
Whenever a non-token thing is destroyed, each opponent to that thing's controller sacrifices a thing.
#9985
2UG
Quanic Spell
Action
Look at the top 5 cards of the deck. Put 2 into your hand, and reveal up to 2 living things, then put them onto your field. Then, shuffle the remaining cards into the deck.
You may either play an extra thing this turn or return target thing to its controller's hand.
Though the arts of old may be dead, their remnants can be found in the mixtures they left behind.
#9986
Derisive Elegy
Thing
At the end of a turn in which you destroy a Thing, you may put an Action card with the text of one of its Action abilities into your hand.
#9987
Card by Binarius
La Trahison des Images
Thing
Get a pen.gif
Ceci n'est pas une carte.
#9988
Card by Binarius
0W
Ineffectual Ploy
Action
Win the game zero times.
#9989
Card by Binarius
3UG
Primal Spell
Action
Put any number of living things from your hand onto your field. You may activate their action abilties twice this turn without spending an action to do so. Sacrifice those things at the end of your turn.
You may either destroy target nonliving tangible thing, or play an additional living thing this turn.
Nothing could ever stop the primal urge of the hunt.
#9990
5UR
Creation Spell
Action
Look at the top 5 cards of the deck. You may play any number of them. For each card not played this way, discard it, then draw 2 cards.
You may either use the action ability of target thing, or have no maximum hand size for the rest of your turn.
"More power to subject #12! Lower the isotrol on #27! Increase the mezeth levels on #14! We're almost there, people!"
#9991
4WB
Heirarchy Spell
Action
Each player chooses a living thing they control, then sacrifices the rest. Put an indestructible counter on the chosen things. You may instead choose up to 3 living things, then sacrifice the rest. If you do, put an indestructible counter on only one of them.
You may return target living thing from the discard pile to your field, or remove an indestructible counter from target thing.
No king is higher than the King of Death itself.
#9992
Pretender
Thing
Action: Put an Action card with the text of one of target Thing's Action abilities into your hand.
#9993
Card by Binarius
Lighter Than Air
Action
You may play this without cost at any time. Draw a card.
#9994
Card by Binarius
Hmph
Action
Draw a card and discard a card.
#9995
Card by Binarius
2RW
Waros Spell
Action
Create 5 Soldier tokens with "At the beginning of your turn, this token deals 1 damage to any target. A thing dealt 3+ damage in a single turn is destroyed by the last damage-dealer. The same is true for tokens and dealing 1+ damage. A player dealt 20+ damage throught the game is eliminated."
You may either deal 5 damage to any target, or play an action from the discard pile.
The magicks of this world are not long-forgotten, they've just been warped to serve a new purpose. My purpose.
#9996
3UW
Alzoar Spell
Action
Create 4 philosopher tokens with "When this enters play or at the beginning of your turn, either draw a card, or target non-token thing you control gains indestructible until the end of your next turn. You have no maximum handsize."
You may either return target action to your hand, or play 2 additional actions this turn.
Magic... does not exist here. The truest of magicks is found in the people when their intellect is at its' height.
#9997
4WG
Culturing Spell
Action
For each opponent you have, create a Plant Citizen token with "This creature cannot be targeted by <opponent>. At the beginning of that opponent's turn, you may draw a card." You may either return target plant to your field, or return target non-living thing to your field.
Thriving with time, the true nature of magic binds us to Nature.
#9998
Long Time Coming
Action
If there are 10,000 or more cards in the draw pile, you win.
#9999
Card by Binarius
Making It Up As We Go Along
Thing
Frameless

Get a pen and draw a card.
#10000
Card by Everyone