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, Cosmic 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, 7301-7400, 7401-7500, 7501-7600, 7601-7700.
Steadfast Cadre
Thing
If a player only controls Things by one creator (excluding this card), they are indestructible.
No Peeking
Reaction
Play in response to an Action that would reveal or let a player look at cards in the deck or in your hand. Negate that Action. That Action's player discards a card.
Burnout Blast
Action
Remove target Thing from the game. If you've already played Burnout Blast in the last 8 hours, shuffle all Things you control and cards in your hand into the deck, then discard the top 5 cards of the deck.
Green Grass And High Tides
Thing
When a player would draw a card at the beginning of their turn, they may instead draw until they have four cards in hand. You may instead draw until you have five cards in hand.
Return to Sender
Action
Return target tangible Thing to its controller's hand.
Lava Cannon
Thing
Discard a card at the start of your turn. You must play an Action each turn. If you use an Action ability of another Thing, destroy it. Action: Destroy target Thing.
War of the Elders
Thing
Creators whose Things are controlled by the same player, and no opponents, are Allies. No player may play cards by creators that are Allied under an opponent's control. Action (global): If you control any Allied Things, destroy target Thing; its controller may prevent its destruction by returning one of their Allied Things to their hand.
Overextend
Reaction
Play in response to an opponent's Action and discard any number of cards from your hand. For each card you discard this way, they repeat that action. Draw a card for each card you discarded.
Uploader
Thing
At any time, if you haven't done so since you last began a turn, you may put a card from your hand or a Thing you control on top of the deck
Morse Code Intensifies
Thing
You may play an additional Action each turn. Discard a random card at the end of your turn if you played any Actions but didnt play an Action card or Action Ability by ChippyYYZ.
Shake the Tree
Action
Target opponent discards a random card. Draw a card; the opponent chooses whether you draw from the draw pile or the discard pile.
Mole
Thing
Play this card into target opponent's control. Whenever you draw a card, you must announce its title.
Paddlewheel Aerator
Thing
Whenever a card is played, rotate Paddlewheel Aerator 90° clockwise. When Paddlewheel Aerator completes a clockwise rotation, you may draw a card and discard a card.
Visit From Santa
Action
Each player draws a card. You may play an additional Action this turn.
Rudolph's Guidance
Thing
Non-rule effects can't prevent you from drawing cards, playing cards or Action Abilities, taking turns, or targeting Things.
Santa's Judgement
Thing
Whenever a player destroys a Thing they don't control or causes an opponent to discard a card, they become Naughty.
At the end of your turn, rotate Santa's Judgement 120° clockwise. When Santa's Judgement completes a clockwise rotation, each Naughty player discards a card instead of taking their next turn. Remove this card from the game.
Frosty's Magic
Thing
Draw an extra card at the beginning of your turn. If you have not yet done so, you may immediately play a card you draw in this way and draw another one. At the end of your third turn since you gained control of this card, it melts into the discard pile.
Figgy Pudding
Thing
When this card leaves play, each player may draw a card for each turn it was in your control, up to a maximum of three. You may draw another card and play one of the cards you drew.
Traditionally prepared weeks in advance to allow its flavor to mature as it ages.
And a Partridge in a Pear Tree
Reaction
Play immediately in response when a card would move from one player's hand to another's to take a random card from the donor's hand, or when a Thing in play would move from one player's control to another's to take control of another of the donor's Things.
99 reasons why
Thing
Play this on another thing. At the beginning of the owner of that thing's turn, they either destroy this and give you control of a copy of the thing under this, or they destroy this and the thing under this.
Enslav-ment
Action
Give everyone a copy of this card.
Experimental Death Cartoon
Thing
Action: Place an ink token on target thing. At the beginning of that thing's owner's next turn, they destroy that thing.
Spiteful Retort
Action
Destroy a Thing controlled by an opponent who has caused you to discard a card or lose control of a Thing since the end of your last turn.
Staggered
Thing
Play this into any player's control. You may not play Actions. After one full turn in control of this, you may put it in the discard pile instead of drawing at the start of your turn.
Headstone Mason
Thing
Whenever a non-token Thing is destroyed, its controller gains a token with its title.
Destroy it if the Thing returns to play, unless it's a zombie.
Double the Faxes!
Thing
Whenever any play would do an action, they do the action twice.
Tactical Suicide
Action
Eliminate yourself along with an opponent.
Contradict
ReAction
Whenever anyone would target an opponent's thing, you may cancel the action by playing this.
Sticky Bomb Attack
Thing
When you play this, play any number of cards from your hand face down onto target opponent's non-token Things as blank Things. At the beginning of your turn, destroy one blank Thing and the Thing attached to it. If you can't, put this card in the discard pile.
Atonement
Action
If you have ever destroyed any opponents' Things, you may give each such opponent a card from your hand. If you do, you may draw the same number of cards.
Enfeeble
Action
Target opponent draws a card and discards a card instead of taking their next turn.
Chippy Sucks lol
Action
Destroy anything from ChippyYYZ, and force anyone with cards from ChippyYYZ to discard them.
Computer Chip
Thing
Action: Eat. Destroy this.
Tastes like Sour Cream and Onion
Sour Cream and Onion
Thing
Action: Eat. Destroy this.
Tastes like Computer Chip
Boats Against The Current
Action
Each player, starting with you, returns a card from the discard pile to their hand. Each opponent who does so puts a card from their hand on top of the deck.
Reclamation
Thing
When Reclamation enters play or is destroyed, return another Thing card from the discard pile to your hand.
Lost And Found
Action
Swap the cards in your hand with the same number of cards from the top of the discard pile (this card is not counted as part of either).
Stick the Landing
Reaction
Play immediately in response when a Thing that entered play during your most recent turn would be destroyed. It remains in play; draw a card instead.
Emergency Teleport Pad
Thing
Action: Exchange target Thing with a Thing in your hand and destroy Emergency Teleport Pad.
Arcane Focus
Thing
If there is an Action card on this at the beginning of your turn, you may play it without cost. Action: Put an Action card onto this if it has none. Action: If there is an Action card on this, play it and return it to your hand.
fuckfuckfuckfuckfuckfuck
Thing
When this has been in play for at least 5 rounds, eliminate yourself. Action: Give an opponent control of this.
Calendar from 1936
Thing
If January 1st of this year was on a Wednesday and it's a leap year, you win. Otherwise, draw a card then destroy this.
Re-Usable every so and so years!
Party Popper
Action
Gain 100 Confetti tokens
Seek Wisdom in Thyself
Action
Discard your hand. If you discard at least four cards, look at the top 10 cards of the draw pile and either put two of them into your hand and shuffle and replace the rest, or shuffle and replace them all and draw five cards.
Library of Binarius
Thing
When this enters play, draw until you have drawn 10 Things by Binarius and place them face up under this card; shuffle the rest into the draw pile. You may use the following ability for free when this enters play. Thing (global): Put a Thing under this into your control and return it at the start of your next turn. You may not borrow the same card two turns in a row.
Incantation of Protection
Thing
Play this onto target Thing. If attached Thing would be destroyed, it returns to its controller's hand instead.
Read The Runes
Thing
Action: Put the top card of the deck into the discard pile. If there are at least 5 Action cards in the discard pile, play the bottom-most one then remove it from the game.
Phantom Memory
Thing
Treat this card at all times as a copy of the bottom-most Thing in the discard pile, except it counts as intangible and nonliving.
If the bottom-most Thing changes, so does this card.
Dark Bargain
Action
Put the bottom three cards of the discard pile into your hand, then discard a random card.
"I want them back. I don't care what it costs me."
Banish to the Past
Action
Move up to three cards in the discard pile to the bottom of the pile.
Relic Destruction
Action
Remove a card in the discard pile from the game.
Silence of the Ages
Thing
While there are cards in the draw pile, the discard pile may not be altered except by adding cards as they are discarded.
Oracular Consultation
Thing
Action: Sacrifice a card to roll a die.
Opponents (1) each reveal a random card to you, or will not play (2) Actions or (3) Things during their next turn; target opponent (4) reveals their hand to you or (5) will not play anything during their next turn; or (6) look at the titles of the top four cards of the draw pile, put one into your hand, and replace the others in any order.
Angelic Blessing
Thing
When you play this, return an eliminated player to the game; they draw five cards. While they remain in the game, this card is indestructible and you may not be eliminated.
Void Prison
Action
Put the top card of the discard pile face down onto target Thing. Those cards count as a single blank Thing. Its controller gains a Void token.
Torrent
Action
Put the top three cards of the deck into play under your control face-down in a stack. They count as a single Thing with the text "Action: Put this Thing into your hand.
Seize
Action
Discard a random card. You control target player during their next turn (you see all cards that player could see and make all decisions for that player).
Hey Everybody, It's Christmas Time!
Action
Each player rolls a die, creates a copy of card number 7713+X, where X is the number rolled, and puts that card into their hand. You roll two additional dice and create two additional cards.
Holiday Rush
Action
Besides this card, you may play an Action and a Thing this turn, plus one additional card. Skip your next turn.
Bump Card
Thing
Whenever a non-token Thing is destroyed, its controller gains a Bump token. A player with more Bump tokens than cards in their hand must destroy them and skip their next turn.
Hand Morph
Action
Discard your hand. Target opponent discards a card. Put a copy of each card in their hand into your hand.
Bollard
Thing
Play this into any player's control. When you gain control of a non-token Thing, destroy it and Bollard.
Touch of Chaos
Action
Shuffle a random card from each player's hand together and deal one card to each player.
Rage Strike
Action
If you have fewer than three cards in your hand, destroy three of target player's Things minus one for each card in your hand.
Measure Twice / Cut Once
Thing/Action
As a Thing: When this enters play or at the beginning of your turn, put a Target counter on target Thing or return this card to your hand.
As an Action: Choose target Thing. Flip a coin. On heads, destroy it. If it has a Target counter, the coin is automatically heads and this Action can't be negated or prevented from targeting or destroying that Thing.
Good Idea / Bad Idea
Thing/Action
As a Thing: Play into any player's control. Your maximum hand size is reduced by 2.
As an Action: Draw four cards, then put this card into play under your control.
Moments Ago / Ages Ago
Thing/Action
As a Thing: Play this as a copy of the topmost Thing in the discard pile. It gains "When this would be destroyed, first play the topmost Action of the discard pile."
As an Action: Play the bottom-most Action and the bottom-most Thing in the discard pile.
Bend in the Breeze / Break in the Gale
Thing/Action
As a Thing: When another of your Things would be destroyed, you may instead return both it and this to your hand.
As an Action: Destroy target tangible Thing. Its controller returns another of their Things to their hand.
The Best of Times / The Worst of Times
Thing/Action
As a Thing: You may draw an extra card at the beginning of your turn.
As an Action: Target opponent discards down to one card.
Ignite / Incinerate
Thing/Action
As a Thing: When this enters play or at the beginning of your turn, put a Flame token on target Thing or return this to your hand.
As an Action: Destroy target Thing. If it had a Flame token, flip a coin for each adjacent Thing: on tails, it gains a Flame token and you may discard a card to return this card to your hand.
Outplay
Action
Target opponent reveals a card from their hand. You may play an additional card of that card's type this turn. When you play your second card of that type this turn, they discard the revealed card.
Bump
Action
Return target Thing to its controller's hand. You may either draw a card or play an extra Action this turn.
Hastened Advance
Thing
You may play two additional Actions each turn.
Whenever you play your third Action or your second Action Ability in a turn, destroy Hastened Advance.
Descry
Action
Look at target opponent's hand or the top three cards of the draw pile.
Despoil
Action
Target opponent may return one of their Things to their hand. Then, starting with you and continuing in order, every other player may take control of one of their Things.
Maraud
Action
Look at each opponent's hand, starting with the next player in turn order, until you find a hand with at least one Thing. Take a Thing from it.
Bloodfixer
Thing - Dark Elf
Thing: Once before your next turn, you may prevent the destruction of another Thing. When you do, look at that Thing's controller's hand and choose a card. They discard that card.
Misleader
Thing - Dark Elf
When you or a Thing you control becomes the target of an effect, you may discard an Action card to choose a different target.
Fell Blade
Thing - Dark Elf
Untargetable.
Turn: Name a non-Token card. Any Things in play with that name are put into the discard pile. Blank this card's text.
Eighteen Ton Weight
Thing
When you play this, destroy target Thing. Its controller returns one of their Things to their hand, and you return one of your Things to your hand. Eighteen Ton Weight cannot return to your hand, and only by using their entire turn can a player destroy it (and even then, only with great difficulty).
Brevity
Thing
Cards with ruletext longer than two lines may not be played.
Mandatory Fun
Thing
Read the word "may" on every other card as "must".
In The Line Of Fire
Thing
When this enters play, attach it to target Thing.
Whenever a Thing would be destroyed, except by itself, roll a die. On a 4-5, destroy the attached Thing as well. On a 6, destroy the attached Thing instead.
"Keep your head down!"
Suppressive Fire
Action
Each opponent rolls 2 d6s. Until your next turn, whenever an opponent plays a Thing or draws a card besides the first card of their turn, they roll another d6.
For each 1 a player rolls this way, they discard a card. For each 6 a player rolls this way, destroy a Thing they control.
Heavy Machine Gun
Thing
Whenever an opponent plays a Thing or draws a card besides the first card of their turn, roll a d6. On a 1, that opponent discards a card. On a 6, destroy target Thing they control.
Whenever a 1 or 6 is rolled this way, you may only play one card or ability on your next turn.
One Step Ahead
Action
Target opponent must give you an Action card if possible, or else reveal their hand to you.
Security Breach
Thing
Play this into any player's control. You must keep one card in your hand revealed at all times.
Hard Tackle
Action
Return target Thing to its controller's hand. Its controller discards a random card.
Veil Of Utter Secrecy
Thing
You aren't affected by effects that would cause you to reveal any cards in your hand or allow another player to look at any cards in your hand.
"████ of ███████ █████ █████ ████ for ███████" -[REDACTED]
Step Through Shadows
Action
In any order: Draw a card, discard a card, and put the top card of the deck Up Your Sleeve.
You may return this card to your hand, or, instead of playing a Thing this turn, you may move two cards from Up Your Sleeve into your hand.
The Kinslayer
Thing - Dark Elf
Non-rule effects can't prevent you from playing Actions.
When The Kinslayer is destroyed, return it to your hand and discard a random card.
Action: Destroy a random non-token Thing you control and target Thing.
Defiler
Thing - Dark Elf
At the beginning of your turn, put a Defiled token onto one of your undefiled non-token Things or destroy Defiler. At the end of your turn, put a Defiled token onto target Thing. Action: Return a defiled Thing you control to your hand. Destroy target defiled Thing.
Disenchant
Action
Remove all abilities from target Thing.
Touch of Decay
Action
Target opponent puts a blank Thing into their hand, then discards a random card. If they discard a blank Thing, you may either exchange it with one of their Things instead of playing a Thing this turn or return this card to your hand. If they do not discard a blank Thing, you may return this card to your hand instead of playing a Thing this turn.
Infinity-Sided Die
Thing
At the beginning of your turn after, you draw a card, reveal the top card of the deck. Put it into your hand if it's an Action, or put into play if it's a Thing. Shuffle that card into the deck at the beginning of your next turn, before you draw a card.
Folly's Reach
Action
Draw four cards, then discard five cards. Draw a card.
Great Rebuilding
Action
You may play Thing cards from the discard pile this turn as though they were in your hand.
Reverse Engineer
Action
Put up to three mechanical Things in the discard pile into your hand. Discard a card for each after the first.
Grinding Gears
Action
Change target Action ability so that instead of "Action:", it reads "Action: Discard a card and".
Commissioning Phase
Thing
A Thing's Action abilities may not be used during the turn that Thing comes into play.
Two Of A Kind
Action
Reveal a card in your hand. Create a copy of that card and put it into your hand.
Three Of A Kind
Action
Discard a card, then reveal a card in your hand. Create two copies of that card and put them into your hand.
Four Of A Kind
Action
Discard two cards, then reveal a card in your hand. Create three copies of that card and put them into your hand.
Everything Old Is New Again
Reaction
Play immediately in response when an opponent plays a Thing. Exchange it with the bottommost Thing of the discard pile.
Filler
Thing
If a player has fewer than five cards in their hand, give them a copy of this card.
Small Talk and Idle Chatter
Thing
When you play this, put a copy of it into target opponent's control. You may not play Actions other than the following.
Action - Catch You Later: Move this card and its counterpart to the discard pile.
Reheat
Action
Put a card from the discard pile into your hand. If it was a food item, draw three cards.
Leitmotif
Thing
When this enters play, choose a creator.
Whenever you play a card by the chosen creator, you may draw a card and discard a card.
Action: Play the bottommost card by the chosen creator in the discard pile, then put Leitmotif in the discard pile.
Cosmic Alliance: Laser/Filch
Thing
Once between your turns, at the beginning of an opponent's turn (after they draw a card), you may have that player play a random card (it counts as one of their plays for the turn). If it's an Action card, it goes to your hand instead of the discard pile.
Fanfare
Thing
Draw a card whenever you draw and reveal a card by the same creator as the top card of the discard pile. Action: Draw until you draw a card by the same creator as the top card of the discard pile. Shuffle the other cards you drew into the draw pile along with Fanfare. You may play the card you drew.
Regroup
Action
Return any number of your Things to your hand. At the beginning of your next turn, you may play up to the same number of Things.
The Ol' Fishin' Hole
Thing
Thing: Draw a card. If it is an Action, discard it if you played or will play an Action this turn. If it is a living Thing, draw two more cards.
Cosmic Alliance: Mind/Laser
Thing
Once between your turns, at the beginning of an opponent's turn (after they draw a card), you may look at that player's hand and choose a card. They must play it immediately if able.
Cosmic Flare: Filch
Action
Move to your hand each Action card in the discard pile played by your opponents since the end of your last turn.
Cosmic Flare: Laser
Action
The first time each opponent would play a card or ability during their next turn, they instead play a random card from their hand.
The first time each opponent would discard a nonspecific card during their next turn, they discard a random card instead.
Barefoot in the Back Yard
Thing
Your maximum hand size is 3. You may draw a card at the end of your turn if you did not play both an Action and a Thing. If an opponent causes you to lose control of one of your Things, they must discard a card and you may exchange a card of the same type from your hand for it.
Daydreamer's Intuition
Thing
Action: Put the draw pile's topmost Action into your hand and shuffle the draw pile. Instead of playing a Thing this turn, you may play the card you drew.
Dust Devil
Action
Every player returns one of their Things to their hand. During their next turn, your opponents may play at most one card.
Cosmic Flare: Virus
Action
Draw a card for each card in your hand. You may play an additional card this turn.
Cosmic Flare: Macron
Action
Put a Mass Token on each non-Token Thing you control, or put three Mass Tokens on target non-Token Thing you control. If one of those Things would be destroyed while a Mass Token remains on it, you may spend a Mass Token on it instead.
Cosmic Flare: Vulch
Action
Put the topmost two or three Thing cards in the discard pile into your hand. If you choose three, you may not play Things this turn.
Peking
Thing - Instrument
Once per turn, when you draw a card, gain a token, or destroy a Thing, you may discard a card to do so a second time.
Lemon-Scented Cleaning Spray
Thing
Action: Destroy a token attached to a Thing in play.
Premature Celebration
Action
Destroy target Thing belonging to a player who drew more than one card last turn. They discard a card. If they can't, destroy another of their Things.
Instead of playing a Thing this turn, you may return every Thing they played last turn to their hand.
Cosmic Flare: Pacifist
Action
Cards and Abilities you play this turn don't count toward your Actions/Things per turn limit if you haven't played that card or Ability this turn. If an effect you control would destroy one or more Things controlled by opponents or cause any opponents to discard any cards, end your turn instead.
Cosmic Flare: Healer
Action
For each other player, move a Thing card from the discard pile to that player's hand. Draw two cards for each card moved this way.
Cosmic Flare: Empath
Action
Each opponent, in turn order, draws cards one at a time until they choose to stop (minimum 1, maximum 5), then discards that many cards minus 1.
You draw a card for each card drawn this way, then discard a card for each card discarded this way.
Kempul
Thing - Instrument
Action: If you did not do so during your last turn, discard an Action card to repeat the effects of an Action played by an opponent during their last turn.
Republic of Letters
Thing
Action: Draw a card, give a card from your hand to target opponent, and transfer this card into their control.
Lighthouse Hill
Thing
If another of your Things would be destroyed, you may return this card to your hand and discard a card to prevent its destruction. If you do not, you may view the hand of the player who destroyed it.
Cosmic Alliance: Mutant/Mind
Thing
When you would draw a card, except via this effect, you may instead look at target player's hand. You may take a random card from their hand. If you do, they draw a card, which you may look at. If you don't take a card from their hand, draw a card.
Cosmic Alliance: Philanthropist/Mutant
Thing
Once during your turn, you may take a random card from target player's hand, then give that player a card from your hand.
Cosmic Alliance: Sorcerer/Philanthropist
Thing
Once between your turns, you may give control of a Thing you control to target player. If you do, you may gain control of target Thing that entered play under their control this turn.
Slenthem
Thing - Instrument
Whenever an opponent draws an additional card after their first during their turn, you may draw a card and discard a card.
Grass Before Breakfast
Action
Target opponent flips a coin. You call the result while it's in the air. The loser discards their hand.
Local Legend
Thing
You may not be eliminated if you played both an Action and a Thing during your most recent turn.
Cosmic Alliance: Trader/Sorcerer
Thing
Action: Reveal a card from your hand. Target opponent secretly chooses a card from their hand. You may trade the card you revealed with their chosen card. If you don't, trade the rest of your hand with the rest of that opponent's hand, then you and that opponent draw or discard cards until you each have as many cards as before.
Cosmic Alliance: Clone/Trader
Thing
After you play an Action card, you may return it to your hand instead of putting it in the discard pile. If you do, you must choose an opponent. They must give you their hand, then you must give them that many cards plus one.
Cosmic Alliance: Zombie/Clone
Thing
If you haven't done so since you last began a turn, when a Thing you control or a card you play or discard would go to the discard pile, you may put that card in your hand instead.
Rebab
Thing - Instrument
If you did not play an Action during your most recent turn, once before the beginning of your next turn, you may negate the effects of an opponent's Action on you.
Spite Node
Thing - Node
When you play this card, target opponent discards one card per Node you control. Action: Return this card to your hand.
Triple Play
Action
Return three Things to their controllers' hands.
Cosmic Flare: Mind
Action
This turn, you may view each player's hand, any face-down cards not in the deck, any cards Up Anyone's Sleeve, and any players' secretly made choices or hidden information.
You may play an additional Action this turn.
Cosmic Flare: Amoeba
Action
Return any number of Things you control to your hand. You may play any number of Things this turn.
Cosmic Flare: Antimatter
Action
Until the end of your next turn, whenever you would discard a card except while discarding down to your maximum hand size, draw a card instead, unless this would cause you to discard another card.
When you would discard this card, you may immediately play it instead. Its effect applies to any other cards you would have discarded at the same time.
Suling
Thing - Instrument
At the beginning of your turn, if you have fewer than two cards Up Your Sleeve, draw a card and put it Up Your Sleeve. Action: Play a card from Up Your Sleeve.
Butterfingers
Action
Target opponent discards a tangible Thing if possible, or otherwise any Thing if possible.
no u
Action
If an Action card played during an opponent's most recent turn caused you to lose control of one of your Things, retrieve it from the discard pile and play it, targeting that opponent. That opponent discards a card for each Thing they caused you to lose control of.
Cosmic Alliance: Macron/Zombie
Thing
When a Thing you control would be destroyed, you may return it to your hand instead.
You may play at most one Thing per turn.
Cosmic Alliance: Virus/Macron
Thing
Action and Thing: Choose another Thing you control or reveal a Thing from your hand. Create a copy of that card and put it into your hand.
When a Thing you control would be destroyed, you may instead discard a card with the same name, or two cards that share a name.
Cosmic Alliance: Amoeba/Virus
Thing
Action and Thing: Choose another Thing you control or reveal a card from your hand. Discard any number of cards and create that many copies of the chosen or revealed card and put them into your hand.
Action or Thing: You may play an additional Thing or Action this turn. Usable once per turn.
Kendhang
Thing - Instrument
During their turn, each opponent must play the same number of cards as you did during your most recent turn. Destroy Kendhang if the number of cards you play in a turn differs by more than 1 from the previous turn or if you go two consecutive turns without playing a card.
Slow Down a Bit
Action
Opponents may not play more than one card during their next turn.
Mindfulness
Thing
No other card may force you to discard. If you cause the destruction of an opponent's Thing, either discard your hand or destroy Mindfulness.
Cosmic Flare: Mutant
Action
Each opponent gives you a card from their hand.
Cosmic Flare: Philanthropist
Action
You may give each opponent a card from your hand. If you do, draw until you have 5 cards.
You may give each opponent control of one of your non-Token Things or all of your Tokens of a specific type. If you do, take an extra turn after this one.
Cosmic Flare: Sorcerer
Action
Exchange one or two cards from your hand with that many random cards from target opponent's hand. You may play one or both of those cards.
Bonang
Thing - Instrument
Alternate between performing Imbal and Sekaran at the end of your turns, starting with Imbal.
Imbal: Discard a card. If you do, draw a card.
Sekaran: Draw two cards and discard one of them. You may play the other if you have not played two cards this turn.
Water Under the Bridge
Action
Target opponent who has destroyed one of your Things draws a card. Draw two cards. You may play one of them.
Ethereal Procession
Thing
At the end of each player's turn, remove the cards in the discard pile from the game.
Cosmic Alliance: Parasite/Amoeba
Thing
When an opponent plays their second card in a turn, you may return a Thing you control to your hand. If you do, you may play up to two Things.
Cosmic Alliance: Healer/Parasite
Thing
When a Thing controlled by an opponent goes to the discard pile, you may have that opponent return it to their hand. If you do, you may draw a card and play up to one card.
Cosmic Alliance: Pacifist/Healer
Thing
Whenever an effect you control destroys an opponent's Thing or causes an opponent to discard a card, return that card to its controller's hand at the end of the turn.
Action: Draw a card.
Gambang
Thing - Instrument
At the beginning of your turn, instead of drawing a card, you may view both the top card of the draw pile and a random card from target opponent's hand and put one into your hand and the other into your opponent's. If you do, destroy Gambang if you do not play any cards that turn, or return it to your hand if you play only one.
Divine Pulse
Action
If you would be eliminated with this card in your hand, instead put it in the discard pile and reset the game to its condition at the beginning of the current player's turn: they replay their turn with you immune from elimination until the end of it.
So Hot Right Now
Action
Choose a subtyped Thing in play or reveal a subtyped card from your hand. Draw until you draw a card of the same subtype. You may put it into your hand or play it. Shuffle the other cards you drew this way into the draw pile.
Cosmic Flare: Zombie
Action
Until your next turn, Things you control that are destroyed stay in play instead of going to the discard pile.
Destroy all Things you control.
Cosmic Flare: Oracle
Action
Each opponent in turn order names one or two cards. On each opponent's next turn, they may not play cards they didn't name.
Cosmic Flare: Parasite
Action
Until the end of your next turn, whenever an opponent plays their second card in a turn, you may play a card, and whenever an opponent draws one or more cards besides their first on their turn, you may draw a card.
Gendèr
Thing - Instrument
If you play both an Action and a Thing during your turn, draw a card at the end of your turn and you may not be forced to lose control of Gendèr before your next turn. Destroy Gendèr if you do not play any cards during your turn or if you destroy an opponent's Thing.
Reprieve
Action
If you would destroy an opponent's Thing, you may instead prevent its destruction by playing this card without cost to your per-turn limit. If you do, draw three cards.
Civil Discourse
Action
If no Things have been destroyed since the beginning of your last turn, draw a card for each opponent, then give each opponent a card from your hand.
Cosmic Alliance: Empath/Pacifist
Thing
The first time each turn that a player would destroy one or more of their opponents' Things, they draw a card instead.
At the end of your turn, you may draw a card, and each other player may draw a card and discard a card.
Cosmic Alliance: Antimatter/Empath
Thing
The first time each player's turn that they discard any cards except at the end of their turn, they then draw a card. If it's you, draw as many as you discarded instead.
The first time each player's turn that they draw any cards except at the beginning of their turn, they then discard that many cards. If it's you, discard one card instead.
Cosmic Alliance: Chronos/Antimatter
Thing
At the end of your turn, if it wasn't an extra turn, you may take an extra turn.
During extra turns, players discard cards instead of drawing cards.
Gong Ageng
Thing - Instrument
Starting on the turn in which this comes into play, take an extra turn at the end of every fourth of your normal turns.
Order of the Golden Card
Thing
This certificate is presented to
Binarius
for meritorious service to the game of Dvorak in recognition of the outstanding achievement of contributing 1,000 cards to the Infinite Dvorak deck.
Each player's hand size limit is increased by 2 for each card by Binarius they control.
Raconteur
Thing
Thing: Discard at least one card, draw the same number of cards, and play as many Action cards as you wish.
Cosmic Flare: Chronos
Action
Each player returns a Thing they control to their hand. If it's not an extra turn, take an extra turn after this one.
Cosmic Flare: Trader
Action
Twice before the end of this turn, you may target an opponent and trade hands with them. When you receive a smaller hand than you traded, you may play an additional card this turn.
Cosmic Flare: Clone
Action
If the last Action card you played since the beginning of your last turn is in the discard pile, play it. Return it to your hand instead of putting it in the discard pile.
Extraordinarily Humble
Thing
When you gain control of this card, write your name on every other Thing you control. Whenever you play a Thing, write your name on it. Whenever you draw a card with your name on it, you may immediately play it and draw again. Whenever a Thing with your name on it is destroyed, put it on top of the draw pile.
Renegade Yeti Trainer
Thing
Put a copy of Trained Yeti (#7893) into play if there is none. The Yeti will refuse to target its trainer.
Action: Return Trained Yeti to your control.
Card name after http://norefuge.net/vgng/vgng.html
Trained Yeti
Thing
After using an ability, Trained Yeti moves into the target's control. Trained Yeti will refuse to perform the same ability twice in a row. Action: Take a random card from target opponent's hand. Action: Put one of your Things into target opponent's control, then look at their hand and take a card from it. Action - Yeti Stomp!: Return one of target opponent's Things to their hand.
Cosmic Alliance: Oracle/Chronos
Thing
At any time, if you haven't done so since you last began a turn, you may look at the top four cards of the deck. You may then shuffle the deck and look again.
Cosmic Alliance: Vulch/Oracle
Thing
Whenever one or more cards are put into the discard pile from an opponent's hand or from an opponent's control, you may look at that many cards from the top of the deck.
When would you draw a card from the deck, you may draw it from the top of the discard pile instead if it's a Thing card.
Cosmic Alliance: Filch/Vulch
Thing
When an Action or Thing an opponent controls goes to the discard pile, you may put it underneath this card instead if there isn't already a card under it.
When you would draw a card from the deck, instead draw the card underneath this if there is one.
Action
Return each card you played during your last turn to your hand. If you have fewer than five cards, draw until you have five. Play every card in your hand.
The Infernal Octopus Zombies
Action
You must play this as soon as it enters your hand, but it does not count against your per-turn limit. Each player gains control of a copy of Octopus Zombie (#7899).
Card name after http://norefuge.net/vgng/vgng.html
Octopus Zombie
Thing - Undead
Octopus Zombie moves to the discard pile if you control no other Things. Whenever there are eight or more non-zombie Things in play at the end of a player's turn, Octopus Zombie destroys another of your Things at random.
Tentacles of the Dead
Thing
When Tentacles of the Dead enters play, you and target opponent each gain control of a copy of Octopus Zombie (#7899).
If Tentacles of the Dead would be destroyed by an Octopus Zombie you control, you may instead give control of that Octopus Zombie to target player and turn target Thing they control face-down.
Crypto Crash
Action
Each player puts the cards in their hand into play face-down as blank Things.
Ablative Modules
Thing
When you discard a card, instead of putting it in the discard pile, reveal it and put it into play face-down as a blank Thing.
Turn: You may look at your face-down Things, then put one into your hand.
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