The Infinite Dvorak Deck is an ever-expanding card game, which anyone can add cards to. There's no coherent theme, and cards can be original, inspired by anything, copied from other Dvorak decks, or even dragged in verbatim from other card games.
The only rules to adding cards are:-
- Don't add more than three cards at a time; give someone else a chance to add some, before you add any more. And make sure you put your cards at the bottom of the page.
- Don't change other people's cards. If something seems ambiguous or broken, tell them on the talk page. (There's an option to filter specified users' cards out when you export the deck to play with, so don't worry too much if someone's cards are irredeemably unplayable.)
- Cards shouldn't refer to other cards. Remember that the deck is infinite! Cards should avoid making any specific references to other cards or mechanics, because they might never see those specific cards during play, particularly if you think of the deck as infinite. You should word your mechanics as generically as possible - a fishing rod card that said "gain control of a fish" would be useless in a game where no fish cards came up, whereas one that said "gain control of a living Thing" would probably see some use in any game that it got drawn in.
- (A good test is to open a random archive page of the Infinite Dvorak Deck, and see how many of its cards your new card could apply to. If there are only one or two cards that you could play it on, then you should probably word it more generically.)
- No special rules. This deck has no Special Rules aside from the two described below; it's all on the cards. Cards should not create Special Rules (or any equivalent "invisible" effect that significantly outlives the lifetime of the card); players should only have to read the cards on the table to know what's going on.
- Values in the corners of cards are meaningless, unless there's another card in play that somehow gives them meaning.
Whenever anyone's feeling insane enough to play a game of it, they can export it to the Dvorak Engine, or possibly Apprentice (if it's possible to make decks that contain every card of a set).
Special Rules
The only rules that this deck uses in addition to the basic Dvorak rules are:-
- Tokens exist. Some cards can create or destroy or manipulate "tokens", which you should represent with whatever coins or counters you have to hand. Tokens count as Things, but if a token is destroyed or otherwise removed from play, it's removed from the game entirely. Tokens usually have individual types (such as "Energy" or "Goblin"); if a token has a type, that's also considered to be its name, otherwise its name is just "Token".
- If there's an ambiguity, vote on it. For example: if a card says to destroy a "living" Thing, and a player is wondering if it'll work against a "zombie" card, the players should take a vote to determine whether or not the zombie counts as living. If a majority decision can't be reached, resolve it randomly.
Selected Sets
If you'd prefer a more compact subset of the deck, you may appreciate one of the following:
Superpower set, Token set, Flavor set, Pokédex, Adiart Inhabitants.
Expansions
These expansions add cards and/or rules to games using the Infinite Dvorak deck or its subsets:
Dvanguard set, Dvanguard booster pack, Shroud booster pack, Illusion booster pack, Up Your Sleeve booster pack, Swords booster pack, Vintage booster pack, ChippyYYZ booster pack, Ponies booster pack, Heavy Actions booster pack, Gems booster pack, Flame booster pack
Card List
- The earlier cards of this deck have been archived: 1-100, 101-200, 201-300, 301-400, 401-500, 501-600, 601-700, 701-800, 801-900, 901-1000, 1001-1100, 1101-1200, 1201-1300, 1301-1400, 1401-1500, 1501-1600, 1601-1700, 1701-1800, 1801-1900, 1901-2000, 2001-2100, 2101-2200, 2201-2300, 2301-2400, 2401-2500, 2501-2600, 2601-2700, 2701-2800, 2801-2900, 2901-3000, 3001-3100, 3101-3200, 3201-3300, 3301-3400, 3401-3500, 3501-3600, 3601-3700, 3701-3800, 3801-3900, 3901-4000, 4001-4100, 4101-4200, 4201-4300, 4301-4400, 4401-4500, 4501-4600, 4601-4700, 4701-4800, 4801-4900, 4901-5000, 5001-5100, 5101-5200, 5201-5300, 5301-5400, 5401-5500, 5501-5600, 5601-5700, 5701-5800, 5801-5900, 5901-6000, 6001-6100, 6101-6200, 6201-6300, 6301-6400, 6401-6500, 6501-6600, 6601-6700, 6701-6800, 6801-6900, 6901-7000, 7001-7100, 7101-7200, 7201-7300.
Off the Grid
Thing
Recall all of your non-token Things to your hand when this comes into your control. You may not play Things. When this leaves your control, replace all recalled Things remaining in your hand into your control. Action: Destroy this.
The Cosmos
Thing
This counts as everything, at every time, in every way.
The Singularity
Action
Destroy everything, and discard everything.
TnT
Thing - Item
Action: Destroy this and target thing.
Leap Day
Action
Each player in turn order, starting with the next player who would take a turn, takes an extra turn after this one.
Rod of Reeling
Thing
At the beginning of your turn, rotate Rod of Reeling 90° clockwise. When Rod of Reeling completes a clockwise rotation, gain control of target Thing.
Action: Rotate Rod of Reeling 90° clockwise.
Ascension of Past and Future
Thing
Action: Discard six cards. If you do, draw three cards and replace this card's text with
"Untargetable.
During your turn, you may look at the top card of the deck. Once during your turn you may play the top card of the deck or discard pile. It doesn't count as one of your plays for the turn."
Take Out of Context
Action
Select two Things in play with abilities. Permanently exchange their abilities.
World's Greatest Ventriloquist
Action
Activate an Action ability of an opponent's Thing.
Instead of playing a Thing this turn, you may return this card to your hand.
Chaos Device
Action
Destroy all of a random player's Things. That player discards their hand and draws five cards. If that player is you, draw a card and begin your turn.
H4cked
Th1ng
Th15 c4rd 15 h4ck3d.
Ascension of Essence and Form
Thing
Action: Replace this ability with "Whenever a living Thing enters play, draw a card."
Action: Replace this ability with "Whenever a tangible, non-living, non-token Thing enters play, draw a card."
Action: Replace this ability with "Whenever an intangible, non-living, non-token Thing enters play, draw a card."
Yeah I don't have a title for this one
Action
If you control no Things with Action Abilities, put target Thing with an Action Ability into your hand.
How do I reverse-engineer a title that fits the effect? What steals a Thing that does something, but only if you don't already have one? How do you convey that? Eh, never mind.
Training Dummy
Thing
Whenever Training Dummy is destroyed, return it to play under the control of the player who destroyed it, or under your control if no player controlled the effect that destroyed it.
Action
Destroy target thing
Make the thing as existant as the title
Spanish or Vanish
Thing
Action: Make a player speak in spanish until there next turn. If they refuse to, nothing bad happens... for now
Decide Fate
Action
Eliminate Target Player, or give them 1 time elimination immunity. Can self target.
Shady Landlord
Action
Look at target opponent's hand and take any number of cards from it, then give them an equal number of cards from your hand.
Alacritous Reprise
Action
Recover an Action card you played during your previous turn from the discard pile and play it again. Its effects are prevented if each of your opponents discards a card.
Tornado Shelter
Action
Spare target tangible Thing from almost certain destruction by inviting it into your hand.
No but in red
ReAction
Play this in response to an action that you don't like to prevent it.
Infinite Dvorak
Thing
Action: Set aside your hand, draw the entire deck and discard it, then take your previous hand.
Reduce, Reuse, and Reincarnate
Action
Gain target thing from the discard pile.
Ascension of Hierarchy and Dominance
Thing
Indestructible. Whenever an opponent with a Vassal Token draws their second card in a turn, they give it to you.
Whenever a Vassal Token would be destroyed, you may discard a card instead. If you do, Vassal Tokens can't be destroyed this turn.
Action: Discard four cards. If you do, target player gains a Vassal Token.
Castle Walls
Thing
Other Things you control can't be targeted or destroyed by opponents' cards. If you control at least 3 other non-Token Things, you can't play Things.
Air Support
Action
Look at the top 9 cards of the deck. You may choose up to two Action cards from among them, shuffle the rest into the deck, and play those Actions. For each of those Actions that would cause a player to draw cards, they draw no more than 5, and they gain a Crate Token instead of drawing each card beyond the first. Those tokens have "Action: Destroy this and draw a card."
Welfare Policy
Thing
Any player may draw an extra card if their hand is empty at the start of their turn. Action (global): Draw a card if you have at most one card in your hand.
Very Minor Spoiler
Action
Reveal the bottom card of the draw pile.
Baleful Gaze
Thing
A rancorous presence seems to loom over the table. At the end of each of your turns, an overpowering sensation of incorporeal malevolence prevents a random opponent from drawing at the start of their next turn.
Tokens are things, too!
Thing
All tokens are considered to be non-token things while this is in play
Trap!
Action
Play this facedown infront of an opponent. They must play this if they look at it face-up.
Cakewalk
Action
Everyone passes their hand and things to their right.
Jewel of Time
Thing
Action: Destroy Jewel of Time and create a copy of Divine Cogwheel (#7334), Infernal Escapement (#7335), Minute Hand of Destiny (#7339), and Dial of Prospection (#7340). Put one of them into your hand and shuffle the others into the top 20 cards of the draw pile.
Divine Cogwheel
Thing - Clock Part
You may play an Action card when you play Divine Cogwheel. Action: Return Divine Cogwheel to your hand and put a copy of another Clock Part on top of the draw pile. Action: Destroy two of your Clock Parts and put a copy of Doomsday Clock by Goldenboots (#3634) into play.
Infernal Escapement
Thing - Clock Part
You may draw or play an extra card if you did not do so during your previous turn. Action: Destroy two of your Clock Parts and put a copy of Doomsday Clock by Binarius (#6425) into play.
Jackpot!
Thing
When this enters play, nothing happens and the game continues.
lol
A Furry
Thing
Action: Snuggle target player. Failure to do this will cause a random player to be eliminated
THE WRATH OF GOD
Action
Curse target player. What this curse does is unknown. They must say the secret passphrase to release the curse. If they make the phrase obvious, they will be cursed more.
Minute Hand of Destiny
Thing - Clock Part
At the start of each player's turn and whenever a card is played, rotate Minute Hand of Destiny 30˚ clockwise. When it completes a clockwise rotation, put a copy of another Clock Part on top of the draw pile. Action: Destroy two of your Clock Parts and put a copy of Clock of Finality (#6510) into play.
Dial of Prospection
Thing - Clock Part
Action: Destroy two of your Clock Parts and put a copy of Wacky Watch (#6759) into play. Action: If you control at least three Clock Parts, put a copy of Perfect Timing (#7341) into your hand.
Perfect Timing
Action
If you control Divine Cogwheel (#7334), Infernal Escapement (#7335), Minute Hand of Destiny (#7339), and Dial of Prospection (#7340), you win the game. Otherwise, put a copy of one of the above into play.
Unlikely
Thing
If you own this, An Ink token, An Inhabitant from Adiart, and a Room, you win
Just a Little ink, a little room, and a king will work.
AWOL
Thing
This thing cannot target or be targeted
Ale
Thing
Action: Drink. Destroy the Ale and gain 3 actions. You cannot perform actions for 2 turns.
Crazy Diamond
Thing - Stand
Indestructible.
Action: Destroy target Thing. Return it to play under the same player's control.
Action and Thing: Put the topmost tangible Thing in the discard pile into play under any player's control.
Thing - Stand
When an opponent plays an Action, as a Reaction you may discard three cards to take an extra turn before that Action resolves. If that Action is an Action Ability of a Thing, it is negated if that Thing leaves play.
During extra turns, Actions and Things can't cause you to draw cards.
Action and Thing: Negate an Action being played.
Thing - Stand
Action: Discard a card to destroy target Thing. If it survives being destroyed, then the next time Star Platinum would destroy it, put it in the discard pile instead.
When an opponent plays an Action, as a Reaction you may discard two cards to play an Action. If your opponent's Action is an Action Ability of a Thing, it is negated if that Thing leaves play.
My Cup Runneth Over
Action
Draw until you have five cards plus one for each opponent. Give a card to each opponent.
Fine Wine
Action
Draw a card for every full year that has elapsed since March 1, 2007. If you draw any cards from the first 480 cards of the Infinite Dvorak Deck, you may play one of them.
Angels' Share
Thing
Whenever an opponent draws their second card in a turn, they put it face down under Angels' Share. When Angels' Share is destroyed, play one of the cards under it and discard the rest.
Beeting Heart
Thing
Action: Listen. Flip a coin. On heads, there is silence. The heart is ready to harvest. Draw until you draw a thing. Gain it, and discard the other cards. On tails, the heart beets on. Your opponents are entranced, and take one less action next turn.
Mysterious Fog Machine
Action
Place a fog token on every thing in play. They cannot target or be targeted while the tokens are on them.
Corrupted Land
Thing
Action: Place a Corruption token on target thing. If that token is still on it after the beginning of your 3rd turn, destroy that thing.
Vampiric Regeneration
Thing
At the end of your turn, before discarding down to your maximum hand size, you may return to your hand target card in the discard pile that you discarded since you last ended a turn.
Homing Attack
Action
You may play an extra Action this turn. Your Actions this turn can target Things or players that cannot be targeted as though they could be targeted. Draw a card the next time an Action you play this turn destroys a Thing.
"Next, You're Going To Say..."
Action
Name a card. Target opponent reveals their hand. If they reveal any cards with that name, they discard all other cards, and you draw a card.
Tequila Shot
Thing
Action: Destroy Tequila Shot and draw a card; if it is an Action, play it immediately. You may not play an Action during your next turn.
Shots!
Thing
When this comes into play, give every player a copy of Tequila Shot (#7357). Peer pressure dictates that any player who does not drink theirs before the end of their next turn after you drink yours must discard a card.
Stay Hydrated
Thing
If you have no Water tokens, you may gain a Water token at the end of a turn in which you do not play both an Action and a Thing. If another card would prevent you from playing an Action or a Thing, you may spend a Water token to do so anyway.
Heaven's Door
Thing - Stand
Thing: You may discard a Thing card. Remove a Thing card in the discard pile from the game and add a sentence from that card to the ruletext of target non-Stand Thing anywhere not within another sentence. "Action:" and similar phrases don't count as a sentence or a part of a sentence for this effect.
The Hand
Thing - Stand
Action: Erase a sentence from target Thing's ruletext. You may not erase a Thing's whole text this way.
Action and Thing: Remove from the game target Thing with at most one sentence of ruletext.
"Action:" and similar phrases don't count as a sentence or a part of a sentence for The Hand's effects.
Thing - Stand
Untargetable.
Action: Look at the top 4 cards of the deck and optionally at target player's hand, but for each card in their hand, look at one fewer card from the deck. You may put one of the viewed cards from the top of the deck into the discard pile, and/or you may discard a card to rearrange those cards.
Thing: Destroy a Thing you control. Draw a card if it's destroyed this way.
T
Giant Sign that says "Hit me"
Thing
No one may target anything you own except for this.
Thing
Play this atop of one of your things. No one may target anything you own except for this. If it has an action, it cannot be stopped.
Action
Gain 3 taunt tokens, with the text "At any point during your turn, you may place this on one of your things. You cannot move this token. No one may target anything you own except for this."
Incoming Transmission
Action
Once during each of your turns, while this is in your hand, you may reveal it to an opponent to force them to show you a card in their hand that you have not previously seen as a result of this card, if possible. When you play this, target opponent reveals their hand to you.
Transit Strike
Thing
At the start of their turns, your opponents must flip a coin. On tails, they may only play an Action if they discard a card first.
Whoopee Cushion
Action
Discard another card as soon as you draw this if it was most recently shuffled into the draw pile by an opponent. When you play this card, shuffle it into the top 20 cards of the draw pile.
Cards Unwritten
Action
Put the top 5 cards of the deck into the discard pile, then choose up to four different sentences on Action cards in the discard pile. An opponent chooses two of those sentences. This Action has the remaining sentences in any order as additional ruletext.
Careless Greed
Action
Draw two cards. Put the top 10 cards of the deck into the discard pile.
Action Graft
Action
Remove an Action card in your hand from the game. Choose an Action Ability of a Thing you control. Replace the text of that ability with the text of the removed Action.
Finders Keepers
Action
Put a Thing that entered the discard pile during an opponent's most recent turn into your hand.
Stream of Consciousness
Action
Draw cards until you draw an Action. Put each Thing you draw in this way into play immediately. Discard the Action. You may recover Stream of Consciousness from the discard pile by discarding a Thing for each Thing you drew.
Stolen Thunder
Action
Look at target opponent's hand. If they have any Actions, they choose one to give you.
Plague Doctor
Thing
Action: Destroy target thing, all while finding your "Medical" degree
Medical what?
Your Knees. Hand them over.
Action
Destroy target thing.
Alchehol
Action
Target a thing and flip a coin. On heads, destroy it. On tails, nothing happens.
Wave
Action
You may play a Thing. If you do, the next player in order may play a Thing, and so on in order through all of your opponents. If all players play a Thing in this way, your opponents may draw a card and you may draw three cards.
Lagan
Action
Move a Thing you control Up Your Sleeve. Gain a Buoy token with "When this is destroyed, return (Thing's name) from Up Your Sleeve to your control. Action: Destroy this."
Redistrict
Action
Of all of target opponent's Things, gain control of the one that is physically closest to you.
Aura of Resilience
Thing
If a Thing would be destroyed by an Action Ability, instead put a Damage Token on it.
At the end of each turn, destroy each Thing with as many Damage Tokens on it as words in its title.
Greater Aura of Resilience
Thing
If a Thing would be destroyed by an Action, instead put a Damage Token on it.
At the end of each turn, destroy each Thing with as many Damage Tokens on it as words in its title.
Disinterest in Creativity
Thing
Players may not play non-red Action cards.
Action: Destroy target Thing that's a color other than blue. You must target a Thing you control if able.
"This isn't some kind of Art Jam, this ain't no Cubist Reinterpretation, this is Dvorak! So do it right!"
Creativity of the Soul
Thing
Players may only play non-standard colored Action Cards, when playing Action cards.
Action: Destroy target thing, provided it is standard Dvorak blue. You must target one of your things, when applicable.
"Why stay in the mold, when you can reimagine?"
Aura of Taint
Thing
If a thing you control gets controlled by another player, place a Taint token on it.
Things with Taint tokens on them reduce their owner's handsize by 1 per each token.
"What, you think you're gonna pull a fast one? Bite me."
Aura of Blood
Thing
If a thing you control gets destroyed, the player who destroyed it gains a blood token.
Players with blood tokens, at the start of their next turn, destroy all of them and an equivalent amount of things/
"All Hail Mithras"
Conform.
Action
Return each non-blue Thing to its controller's hand. At the end of your turn, all opponents must discard until they hold no more cards than you. If you do not play a Thing this turn, no opponent may play a Thing during their next turn.
Aura of Illusion
Thing
If a Thing would be destroyed by an Action ability, flip a coin. On tails, swap the ruletext and flavortext of a random Thing controlled by the destroying player instead.
Gerrymander
Action
Gain control of target Thing without changing its location on the table.
Zoom And Enhance
Action
Put a Thing from your hand on top of target Thing with fewer words in its ruletext. Treat those Things as a single card with only the properties of the top card.
Spring The Trap
Action
Return two Things you control to your hand. If you do, destroy two target Things.
Pressure Garden
Thing
When Pressure Garden enters play, create a blank Thing card named Gem and put it in your hand.
Action: Create a blank Thing card named Gem and put it in your hand.
Greater Aura of Illusion
Thing
If a Thing would be destroyed by an Action, flip a coin. On tails, swap the ruletext and flavortext of a random Thing controlled by the destroying player instead.
Attack Mode
Action
Do not draw at the start of the turn in which you play this. Destory target Thing.
Instead of playing a Thing this turn, you may draw a card and put a card from your hand on top of the draw pile.
Self-Driving Tank
Thing
Roll a die at the end of your turn.
1-2: The previous player in turn order gains control of this card.
3-4: The next player in turn order gains control of this card.
5-6: Destroy one of your other Things at random.
Aura of Magic
Thing
If a thing you control gains a token, ignore all text on it until this gets destroyed.
Terra Blade
Thing
When this enters play, place it under a living thing. If the thing above it gets destroyed, randomly give this to any player's hand. Action: Destroy target Thing, and anything directly in line with it, from this card's perspective.
Daedalus Stormbow
Thing
When this enters play, place it under a living thing. If the thing above it gets destroyed, randomly give this to any player's hand. Action: Destroy target thing, and it's 3 closest things.
Fierce Storm
Thing
When Fierce Storm enters play or at the beginning of your turn, rotate it 90° clockwise and destroy a random Thing. If Fierce Storm would destroy itself this way, rotate it 90° clockwise instead.
When Fierce Storm completes a clockwise rotation, put it in the discard pile and destroy target Thing.
Ritual of Renewal
Thing
Whenever you play an Action card from your hand, rotate Ritual of Renewal 90° clockwise.
When Ritual of Renewal completes a clockwise rotation, you may play a card from the discard pile.
Gemsmithing
Action
Create 5 blank Thing cards named Gem. Put them in players' hands, distributed how you choose.
Draw a card.
Diamond Laboratory
Thing
At the beginning of your turn, gain a copy of Gem (#7470) into your hand.
Ruby Laboratory
Thing
At the beginning of your other turn, gain a copy of Gem (#7470) into your hand.
Void Laboratory
Thing
At the beginning of your turn, randomly gain 2 Gems (#7470) into your hand or destroy one of your own things.
Fanboost
Action
Draw two cards and play a card. If the card you play is not one of the two you drew, put a card from your hand on top of the draw pile.
Gem Shrine
Action
If you control a gem or reveal one from your hand, put two copies of it into your hand. Otherwise, create a blank Thing card named Gem and put it into your hand.
A marvelous gem...
Pythagorean Cup
Thing
Play this card into any player's control. If you draw more than two cards during a turn, discard your hand.
Diamond Ring
Thing
When this enters play, discard a Gem (#7470 from your hand. Otherwise, destroy this and gain a copy of Gem (#7470) into your hand. Action: Prevent target thing from performing their action their next turn.
Quantum Laboratory
Thing
At the beginning of your turn, discard a card or destroy a thing to gain a copy of Gem (#7470) into your hand.
Clone
Action
Create a copy of target thing, and gain control of it.
Seal The Deal
Action
Target opponent looks at your hand and chooses any number of cards from it, up to the number of cards in their hand. If they chose at least 1 card, you and that opponent draw a card, then you look at their hand and choose the same number of cards. Trade the chosen cards.
Action Emulator
Thing
Action: Reveal an Action card from your hand. This ability has an identical effect to that Action card. Then discard it.
Lightning Round
Action
Draw a card. You may play an additional Action card and an additional Action Ability this turn. Each opponent may play an additional Action card or ability on their next turn.
Sudden Death
Thing
No one may draw cards anymore, unless cards tell them to. Any thing that allows you to draw cards with an action/periodically gets destroyed, even if it is indestructible or is prevented. This is indestructible. If a player ever has 0 or less cards in hand, they are eliminated.
Keyboard
Thing
Action: Delete 1 letter on a card.
Joy
Thing
If this has 3 pill tokens on it, destroy this. Action: Consume. Place a pill token on this thing. You may choose what can target you until your next turn.
"It's a joy, it's a joy, it's a joy, to be among we happy few.." - The Stupendium
Skill Shrine
Thing
You may play an extra card each turn. Destroy Skill Shrine at the end of your second turn after playing it or when you gain control of another Shrine; it is otherwise indestructible.
You feel more skillful.
Armor Shrine
Thing
If one of your Things would be destroyed, you may discard a card to prevent its destruction. Destroy Armor Shrine at the end of your second turn after playing it or when you gain control of another Shrine; it is otherwise indestructible.
Your skin hardens.
Experience Shrine
Thing
Draw a card at the end of your turn and whenever you destroy an opponent's Thing. Destroy Experience Shrine at the end of your second turn after playing it or when you gain control of another Shrine; it is otherwise indestructible.
Your experience teaches you well.
Thing
When this enters play, create a copy of Blue Spell (#7023) and put it into your hand.
At the start of your turn, gain a Mana Token. During your turn, you may spend 2 Mana Tokens to either draw a card or treat "OR" as "AND" while playing Blue Spell.
Thing
When this enters play, create a copy of Green Spell (#7024) and put it into your hand.
At the start of your turn, gain a Mana Token. During your turn, you may spend 2 Mana Tokens to either play an extra Thing this turn or treat "OR" as "AND" while playing Green Spell.
Thing
When this enters play, create a copy of White Spell (#7025) and put it into your hand.
At the start of your turn, gain a Mana Token. During your turn, you may spend 2 Mana Tokens to either remove target intangible Thing from the game or treat "OR" as "AND" while playing White Spell.
Combat Shrine
Thing
Destroy Combat Shrine at the end of your second turn after playing it or when you gain control of another Shrine; it is otherwise indestructible. Action: Discard a card and destroy target Thing.
You feel ready for battle.
Choking Gas Potion
Thing
Action: Put two Poison tokens on target Thing and one each on up to two Things adjacent to it, then destroy this and every Thing with at least two Poison tokens.
Poison Shrine
Action
Discard a random number of cards between 1 and 3. If you can't, you are eliminated. Otherwise, put three copies of Choking Gas Potion (#7424) into your hand.
A circle of death...
Thing
When this enters play, create a copy of Blue Wizard (#7420) and put it into your hand.
At the start of your turn, gain a Meta Mana Token. During your turn, you may spend 2 Meta Mana Tokens to either to either draw 2 cards or treat "OR" as "AND" while playing Blue Spell.
Thing
When this enters play, create a copy of Green Wizard (#7421) and put it into your hand.
At the start of your turn, gain a Meta Mana Token. During your turn, you may spend 2 Meta Mana Tokens to either play 2 extra Things this turn or treat "OR" as "AND" while playing Green Spell.
Thing
When this enters play, create a copy of White Wizard (#7422) and put it into your hand.
At the start of your turn, gain a Meta Mana Token. During your turn, you may spend 2 Meta Mana Tokens to either remove 2 target intangible Things from the game or treat "OR" as "AND" while playing White Spell.
Thing
When this enters play, create a copy of Black Spell (#7050) and put it into your hand.
At the start of your turn, gain a Mana Token. During your turn, you may spend 2 Mana Tokens to either put the top card of the discard pile into play under your control if it's a living Thing or treat "OR" as "AND" while playing Black Spell.
Thing
When this enters play, create a copy of Red Spell (#7051) and put it into your hand.
At the start of your turn, gain a Mana Token. During your turn, you may spend 2 Mana Tokens to either treat "OR" as "AND" while playing Red Spell, or discard the top 2 cards of the deck, and you may play one of them this turn (It counts as one of your plays).
Thing
Gold Wizard is every color.
When this enters play or at the start of your turn, gain a Mana Token. During your turn, you may spend 2 Mana Tokens to create a copy of Blue Spell (#7023), Green Spell (#7024), White Spell (#7025), Black Spell (#7050), or Red Spell (#7051), chosen at random, and put it into your hand.
Thing
When this enters play, create a copy of Black Wizard (#7429) and put it into your hand.
At the start of your turn, gain a Meta Mana Token. During your turn, you may spend 2 Meta Mana Tokens to either put the top 2 cards of the discard pile into play under your control if it's a living Thing or treat "OR" as "AND" while playing Black Spell.
Thing
When this enters play, create a copy of Red Wizard (#7430) and put it into your hand.
At the start of your turn, gain a Meta Mana Token. During your turn, you may spend 2 Mana Tokens to either treat "OR" as "AND" while playing Red Spell, or discard the top 2 cards of the deck, and you may play those cards this turn (It counts as only one of your plays).
WUBRG
Gold-Plated Wizard Tower
Thing
Gold Wizard Tower is every color.
When this enters play or at the start of your turn, gain a Meta Mana Token. During your turn, you may spend 2 Meta Mana Tokens to create a copy of Blue Wizard (#7420), Green Wizard (#7421), White Wizard (#7422), Black Wizard (#7429), or Red Wizard (#7430), chosen at random, and put it into your hand.
Thing
When this enters play, create a copy of Cerulean Spell (#7245) and put it into your hand.
At the start of your turn, gain a Mana Token. During your turn, you may spend 2 Mana Tokens to either put the most recently discarded tangible Thing into your hand or treat "OR" as "AND" while playing Cerulean Spell.
Thing
When this enters play, create a copy of Scarlet Spell (#7246) and put it into your hand.
At the start of your turn, gain a Mana Token. During your turn, you may spend 2 Mana Tokens to either force every opponent to discard a card or treat "OR" as "AND" while playing Scarlet Spell.
Well
Thing
Draw two cards when you play Well. Action: If you have ended at least one turn in control of Well, draw two cards and destroy it.
1CCC
Cerulean Wizard Tower
Thing
When this enters play, create a copy of Cerulean Wizard (#7435) and put it into your hand.
At the start of your turn, gain a Meta Mana Token. During your turn, you may spend 2 Meta Mana Tokens to either put the 2 most recently discarded tangible Things into your hand or treat "OR" as "AND" while playing Cerulean Spell.
1SSS
Scarlet Wizard Tower
Thing
When this enters play, create a copy of Scarlet Wizard (#7436) and put it into your hand.
At the start of your turn, gain a Meta Mana Token. During your turn, you may spend 2 Meta Mana Tokens to either force every opponent to discard 2 cards or treat "OR" as "AND" while playing Scarlet Spell.
Thing
Once during your turn, you may choose any Colored Magic item to be recolored, discarding or destroying the original and gaining a copy of the new item in the appropriate location. Alternatively, discard a thing or action and draw until you draw an action or thing, respectively. Discard the other cards you drew.
Card by JakeTheWolfi
Stamina Shrine
Thing
Draw a card whenever your hand is empty. Destroy Stamina Shrine at the end of your second turn after playing it or when you gain control of another Shrine; it is otherwise indestructible.
The weight of the world seems lighter.
Exploding Potion
Thing
Action: Destroy this and target Thing, and for each adjacent Thing, flip a coin: on tails, it gains a Fire token.
Exploding Shrine
Action
Discard a random number of cards between 1 and 3. If you can't, you are eliminated. Otherwise, put three copies of Exploding Potion (#7442) into your hand.
A circle of flame...
Short-Term Investment
Action
Draw a card and gain 5 Tokens of any type. Destroy those Tokens at the end of your next turn if you still control them.
Long-Term Investment
Action
Choose a type of Token. Every Blank Token you control becomes a Token of that type. For every 2 Blank Tokens converted this way, gain an additional Token of that type and draw a card.
Once during your turn, you may reveal this from your hand to gain a Blank Token.
Thing
You may reveal this card from your hand at any time. Once revealed or played, this card is counted as -1 card for any rules or effects that count the number of cards in your hand or in play.
Fire Brigade
Action
Gain three Water tokens, plus two for each Fire token in play. You may destroy any number of Fire tokens by spending two Water tokens for each.
Sandblast
Action
Replace any number of your Things with Blank tokens.
2
Tungsten Ping-Pong Paddle
Thing
You may reveal this card from your hand at any time. Once revealed or played, this card counts as 2 cards for any rules or effects that count the number of cards in your hand or in play. Thing and Action: Give one of your tokens to an opponent.
WUBRGS
Well of Infinite Mana
Thing
Whenever you use mana tokens or variants of mana tokens, you use 1 less token. If the card shares a corner letter with this card, it uses no tokens.
Crystal Ball
Thing
When this enters play, discard a Gem (#7470) in your hand. Otherwise, destroy this and gain a blank thing tilted gem into your hand. You are clairvoyant, meaning that you may look at all cards that people draw.
Gem Crusher
Action
Everyone must discard all of their Gem (#7470) cards, if they have any. If they have none, they discard a card instead.
Weapon Supercharge
Thing
You may play an extra Action each turn. Draw a card whenever you destroy an opponent's Thing. Destroy this at the end of your first full turn after playing it; it is otherwise indestructible.
Shield Supercharge
Thing
Your other non-token Things are indestructible. Destroy this at the end of your first full turn after playing it; it is otherwise indestructible.
Thing
You may reveal this card from your hand at any time. Once revealed or played, this card counts as 3 cards for any rules or effects that count the number of cards in your hand or in play.
Magpie
Thing
Action: Gain a Money Token or put a Gem from the discard pile into your hand.
Always collecting shiny things for her nest.
Bad To Worse
Action
Discard a random card. Target player chooses a number. You choose one:
They choose all but that many of their non-token Things to be destroyed,
OR they discard that many cards.
Imprison in Crystal
Action
Create a blank Thing card named Gem and put it into play on top of target Thing. Treat it and that Thing as a single Thing with the properties of only the top card.
WIFOM
Action
Create 2 things, one labeled POISON and one labeled CLEAN, without anyone except yourself knowing their positions. Place both facedown, one under your control, and one under target player's control. That player must decide on one card. If they choose POISON, they are eliminated. If they choose CLEAN, you are eliminated. Remove both cards from the game.
T
Intentionally Annoying Kid
Thing
No one may target anything you own except for this.
"You're a dummy, buttmunch!" -IAK
Thing
No one may target anything you own except for this.
What did you expect when you played "Satin"? Did you expect people to not cuddle with it?
Prismatic Revelation
Action
For each of the colors Red, Orange, Yellow, Green, Blue, Purple, White, and Black among Things you control, draw two cards. Draw two additional cards if you control or discard a Gem. Put half of those cards back on top of the deck in a random order. If you control Things that are at least five of the above colors, you win the game.
Pink is technically red.
Refraction Laser
Thing
Once during your turn, you may discard a card to create a blank Thing card named Gem and shuffle it into the top 9 cards of the deck.
Action: If you control a Gem, destroy target Thing.
It burns straight through stone, steel, and especially funding.
Heist of the Century
Thing
This card cannot be targeted by Actions.
When this enters play, create a Thing card named Gem with the text "[your name]'s Heist Target." and put it in an opponent's hand.
Action and Thing: If you control your Heist Target, you win the game.
Accordion Solo
Action
Draw three cards, play the Actions you drew, and discard the rest. Each opponent discards a card.
Saddle Up Fellas
Action
Each player may return one of their Things to their hand. Those who do may draw a card.
The Desert Is a-Callin'
Action
Put a copy of Revolver (#2113) and Lasso (#6344) into play and a copy of Cowboy Opera Rap (#3725) into your hand.
Gem 'Fractory
Thing
When this enters play, anyone who has a Gem (#7470) in-hand immediately gains control of it. Action: Shoot a straight laser through each Gem (#7470) from this card. For every Gem (#7470) that this hits, destroy a thing.
Crystal Shard
Thing
When you play this, discard a Gem (#7470) from your hand. If you do not have one, gain a copy of Gem (#7470) into your hand, and destroy this. Action: Place a crystal token on target thing. After 3 turns, destroy it. It's owner gains a copy of Gem (#7470).
Hometown Grocery Store
Thing (Rap)
Action: Reveal the top card of the draw pile and put it into your hand if it is a Thing.
From The Most Unwanted Song deck
Obsessed with Theories of Language and Time
Thing (Rap)
Once per turn, you may draw a card if your hand is empty. If you control the Tractatus, draw an extra card at the start of your turn.
From The Most Unwanted Song deck
It May Be You,
It Could Be Me
Action
Look at target opponent's hand and take a card, then give them a card from your hand.
From The Most Unwanted Song deck
Very Valuable Gem
Action
Gain a Gem (#7470) with the text: Action: Destroy this and gain 10 money tokens.
The Chaos Quartz
Thing
When this enters play, discard or destroy a total of 7 Gems (#7470) that you control. If you cannot, destroy this and gain a copy of Gem (#7470). Action: Take an additional turn, and place a Power token on this thing. When this has 7 Power Tokens, destroy them and this thing.
Red Diamond
Thing
When this enters play, discard or destroy 1 Gem (#7470) that you control. If you cannot, destroy this and gain a copy of Gem (#7470). Action: Gain a playing card in the Diamond suit. If you control an entire suit, you win.
Dragonstone
Thing - Gem
At the beginning of your turn, gain a Flame Token.
Action: Put a Flame Token you control on target Thing.
Action: Spend 3 Flame Tokens to draw a card and destroy target Thing. Gain control of it instead if it's a Dragon.
Fire-Breathing Dragon
Thing
At the beginning of your turn, destroy all other Things with Flame Tokens.
Action: Gain a Flame Token, or put a Flame Token you control on target Thing.
Heart of the Ocean
Thing - Gem
Once during your turn, you may choose one.
Tide Comes In: Each player draws a card.
Tide Goes Out: Each player discards a card.
Harp
Thing - Instrument
Whenever your hand is empty at the end of your turn, you may draw a card and return Harp to your hand.
From The Most Unwanted Song deck
Bedeutung ist Tun
Thing
Meaning is use. When you play this, target player discards all of the Things in their hand.
From The Most Unwanted Song deck
Whoa Miss Kitty, You're the Gal for Me!
Action (Rap)
Put the topmost Thing in the discard pile into your hand.
From The Most Unwanted Song deck
Triple-Edge Sword
Thing
When this enters play, 3 random players gain a blood token. Action: Destroy target thing if it's owner has a blood token.
Arsissist
Thing
Action: Destroy this Thing using fire.
Foursight
Thing
Action: Look at the next 4 cards in the deck.
Texas Red
Thing
Action: If there are at least twenty cards in the discard pile, destroy target Thing.
He was vicious and a killer, though a youth of twenty-four, and the notches on his pistol numbered one and nineteen more.
Bullet Time
Thing
A player may remove a Time Token they began the turn with from an Action or Thing they control to play that Action or an Action Ability of that Thing without spending an Action. When an Action is played any other way, put into play with a Time Token on it instead (the Action is not a Thing while it's in play), or if it's a Thing's Action Ability, put a Time Token on that Thing instead.
This Is Getting Entirely Out Of Hand
Action
Reveal cards from the top of the deck equal to three times the number of players. Each player, starting with you, removes one of those cards or a card in their hand from the game. Players then do this again. Shuffle the remaining revealed cards and put them on top of the deck, then each player who removed any cards in their hand from the game draws that many cards.
The First Card, revised
Thing
All things that others contol are considered to be non-existant while this is in play.
"Card? What card?"
Katamari, revised
Thing
Action: Target thing (provided it is a both a physical thing and is larger than the top thing) falls under your control, ontop of the stack on this thing. Only the top thing (and this thing) can use action abilities.
Action: Destroy target thing, provided it would be smaller than the top thing.
"It's time to create the sun!"
Action
Target player loses their next turn. Gain an extra turn after this one.
"I am a chronomancer, I control the flow of time itself!"
Philosophy Is Based on a False Pretense
Action (Rap)
Opponents may not play Things during their next turn.
From The Most Unwanted Song deck
Es ist ein Sprachspiel
Thing
It's a language game. Action: Until this card leaves play or the next time you use this ability, target Thing is considered blank.
From The Most Unwanted Song deck
Grandma's on the Phone, Go and Tell Her That You Love Her!
Action
Draw two cards and give one of them to an opponent.
From The Most Unwanted Song deck
Specialized Knowledge
Thing
When you would draw two or more cards, instead look at twice that many cards from the top of the deck and reorder them as you choose, then draw one fewer card and shuffle the deck.
Focused Research
Action
Look at the top 8 cards of the deck. Put up to four of them in the discard pile, then put the rest on top in a random order. Draw two cards.
Ongoing Study
Thing
When this card enters play or is destroyed, draw three cards minus one for each card in your hand.
Detailed Analysis
Thing
When you play this, draw four cards and put them Up Your Sleeve. At the end of each of your turns, put the top card of the draw pile Up Your Sleeve and then discard two cards from Up Your Sleeve. When only one card remains Up Your Sleeve, put it into your hand and destroy this.
Subtle Insight
Action
Look at the top two cards of the draw pile and select one.
Put it into your hand,
OR discard it and return this card to your hand.
Instead of playing a Thing this turn, you may return this card to your hand.
Rigorous Review
Thing
When a player would play a Thing, they must first submit it to their opponents for review. It is immediately discarded with no effect if every opponent agrees to reject it by discarding a card.
I win by Conensus
Thing
Action: All opponents vote for you to win instantly. If at least 2/3rds of them accept, you win and the game is over. Otherwise, nothing happens.
The Flood
Action
Destroy everything, even if it is indestructible.
Copy Machine
Action
Create a copy of target thing in play.
Post-Credits Scene
Action
Draw a card. Remove this card from the game face-up along with a card in your hand face-down. Reveal that card at the end of the game. If your playgroup plays another game of Dvorak after this one, add that card to your opening hand instead of returning it to the deck.
Field Research
Thing
Whenever an Action card you play would cause you to draw two or more cards, draw one fewer. Whenever an Action card you play would not cause you to draw any cards, draw a card.
Echoing Calamity
Thing
When this card enters play or is destroyed, each player discards all but three cards from their hand.
Take the High Road
Reaction
Play immediately in response when you would destroy an opponent's Thing. Leave it undisturbed and draw three cards instead.
Thing
You may discard a card and draw a card at the end of your turn if you control at least three other non-token Things.
Detour
Thing
Opponents may play at most one card per turn. When an opponent would draw a card, you instead draw a card and then give them a card from your hand. Destroy this at the beginning of your turn.
Military Funding
Thing
At the end of your turn, if an effect you control destroyed an opponent's Thing since the end of your last turn, draw a card. Otherwise, rotate this card 90° clockwise.
When this card completes a clockwise rotation, put it in the discard pile and discard two cards.
Open The Vaults
Action
Put all Things from the discard pile into play under your control. At the beginning of your next turn, destroy all Things you control.
Trick Dealing
Thing
Whenever you interact with the deck (drawing cards, putting cards on top of the deck, shuffling the deck, etc.) you may first set aside the top card of the deck without looking at it and put it back afterwards.
Kwyjibo
Thing
You may only play this while it would be illegal to play a card. If no one catches you, draw 3 cards. If someone dos catch you, discard your hand and destroy this thing.
Sly Deal
Action
Trade and equal amount of things between yourself and an opponent.
Let's see you play this, sucker
Action
If card 69 is played, play this out of turn to counter that card from being played. You can only play this to counter card 69 from being played.
This title serves multiple purposes.
Snooze Button
Reaction
Play immediately in response to an opponent's Action to delay its effect until the start of their next turn. You may discard a card to return this card to your hand if you have not already done so twice.
Thrice Charmed
Thing
Play this onto target Thing. When you play this, specify up to three other Things you control; if attached Thing would be destroyed while any of them remain in play, return it to your hand instead.
Brainbug
Thing
You must play this as soon as it enters your hand, but it does not count against your per-turn limit. Discard a card when you play this. At the end of your turn, destroy this if all opponents' hands are empty; otherwise, put it on top of the draw pile.
Gyro Stabilization
Thing
Once during your turn when you discard a card, you may draw a card.
When Gyro Stabilization is destroyed, discard a card.
Lightning-Breathing Dragon
Thing
At the beginning of your turn, gain an Energy Token if you don't have one.
Action: Gain 2 Energy Tokens.
Action: Spend an Energy Token for each card in an opponent's hand to destroy target Thing they control.
Fastest Gun In The West
Thing
When this card enters play, create a copy of Bullet Time (#7487) and put it into play under your control.
Action: Discard an Action card to destroy target Thing. Bullet Time doesn't apply to this Action Ability.
Red Hacks
Thing
At any point during the game, you may end target player's turn if they've played at least one action/thing. You cannot do this if you've already done this before your next turn.
Green Hacks
Thing
At any point during the game, you may prevent target thing from being destroyed. You cannot do this if you've already done this before your next turn.
Blue Hacks
Thing
At any point during the game, you may redirect a target to another target thing. You cannot do this if you've already done this before your next turn.
Yo-Yo Stabilizer
Thing
At the end of your turn, rotate Yo-Yo Stabilizer 360˚ clockwise, divided by 2 for each Yo-Yo Weight that has become Extended. When it completes a clockwise rotation, draw a card. Action (global): This gains 2 Yo-Yo Weight tokens if none are in play. Action (global): Extend all Yo-Yo Weights in play.
Only Mostly Dead
Action
Return the topmost living Thing in the discard pile to play.
Ice-Breathing Dragon
Thing
At the start of your turn, gain a Frost token if you have fewer than 4. Action: Spend any number of Frost tokens to afflict target opponent during their next turn. If you spend at least
1: They play at most one card.
2: They may not draw cards.
3: They may not play cards.
4: They skip their turn.
Black Hacks
Thing
At any point during the game, you may destroy target thing. You cannot do this if you've already done this before your next turn.
White Hacks
Thing
At any point during the game, you may gain control of target thing in the discard pile. You cannot do this if you've already done this before your next turn.
Rainbow Hacks
Thing
At any point during the game, you may use a hack: Red (#7522), Green (#7523), Blue (#7524), Black (#7528), or White (#7529). You cannot do this if you've already done this before your next turn.
I have control over ALL OF SPACE AND TIME!
Preemptive Plagiarism
Action
Each opponent reveals an Action card from their hand, or reveals a hand containing no Action cards. Choose an Action card revealed this way. This card has that Action's text as additional ruletext.
Mana-Breathing Dragon
Thing
Gain one Mana Token whenever you discard a card, or two if it's an Action.
Once during your turn, you may spend a Mana Token to put the top card of the deck on top of target Thing. If it's a Thing, treat it and that Thing as one Thing with only the properties of the top card. Otherwise, destroy that Thing and put that card into the discard pile, or play it by spending two Mana Tokens.
Gremlins
Action
During each opponent's next turn, they can't create tokens, they can't play Action Abilities of Things, and you may look at the first card they would draw each turn. You may put that card in the discard pile.
Starquake
Action
Each player gains two Energy tokens for each card in their hand and each non-token Thing they control. Any player with more than ten Energy tokens must, until they have at most ten, destroy four of them and either destroy a non-token Thing they control or discard a random card.
A Quiet Night In
Action
Draw a card. If it is a Thing, you may play it face down and turn it face up at the start of your next turn. End your turn.
Omni-Gate Device
Thing
Action: Spend 3 Energy tokens or discard an Action and a Thing to activate the device. Until the end of your turn, all cards in opponents' hands are considered to belong to you.
Red Hacker
Thing
When this enters play, gain a copy of Red Hacks (#7522). Every turn, gain a Crypto Token. Action: Spend 2 Crypto tokens to either: Gain 3 uses of Red Hacks OR ignore "if they've played at least one action/thing." on Red Hacks' texr for the next use.
Green Hacker
Thing
When this enters play, gain a copy of Green Hacks (#7523). Every turn, gain a Crypto Token. Action: Destroy 2 Crypto tokens to either: Gain 3 uses of Green Hacks OR play an additional thing this turn.
Blue Hacker
Thing
When this enters play, gain a copy of Blue Hacks (#7524). Every turn, gain a Crypto Token. Action: Destroy 2 Crypto tokens to either: Gain 3 uses of Blue Hacks OR amplify the target by having it target twice as many valid targets for the next use.
Scrambling Blast
Action
Target player discards their hand, then draws that many cards minus one.
Test of Devotion
Action
Target player discards a card. You may discard a card with the same creator to repeat this process. If you discard least 3 cards this way, take an extra turn after this one.
For The Greater Good
Action
Destroy target Thing. Each player draws two cards and discards a card.
The Greater Good
Reaction
Play immediately in response when an opponent destroys a Thing. Each player draws two cards and discards a card.
Celestial Alignment
Thing
Draw a card whenever a Thing card enters play. Discard a card whenever a Thing card leaves play.
Nova Bomb
Action
Shuffle all Things with Action abilities together and place them face down. In order starting with target player, each player draws a Thing, plays its first Action as if it were a standalone Action card if possible, and then destroys that Thing and discards a card.
Latest Cards