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, Homestuck booster pack, Rotation booster pack, Moons booster pack, Novels booster pack, Variables booster pack, RTS booster pack, Constructed 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, 7701-7800, 7801-7900, 7901-8000, 8001-8100, 8101-8200, 8201-8300, 8301-8400, 8401-8500, 8501-8600, 8601-8700, 8701-8800, 8801-8900, 8901-9000, 9001-9100, 9101-9200, 9201-9300, 9301-9400, 9401-9500.
Diversity Prism
Thing
Things you control are all colors, and corporate effects cannot target you or a thing you control unless they are positive.
GENERIC PRIDE DISPLAY
Action - Corporate
Target player cannot target you with any effects until the end of your next turn.
All-Inclusive Lattice
Thing - Lattice
All Lattices are all colors.
Trapped in the 2nd dimension!
Thing - Curse
Attach to target player.
Attached player cannot target more than one legal target whenever an effect requires them to do so.
Thing
When your turn would be skipped or you discard three or more cards from your hand—potentially including this card—you may put this card in the discard pile and return up to two target cards from the discard pile to your hand. You may play one of them.
Thing
When this enters play, it becomes three colors of your choice instead of white.
Trapped in the 4th dimention!
Thing - Curse
Attach to target player.
Whenever an effect has attached player target something, for all legal targets, copy the effect with that player targeting that target.
Jake, Queer Defendant
Thing - Epic Jake
When you control more than one copy of this card, sacrifice all but one of them.
Neither you, nor things you control, can be the target of effects with one color.
"Come forth, brothers, sisters, and siblings! I shall protect you while we fight for our rights!"
Encase in Cheap Plastic
Action
Target thing loses all text and becomes a Cheap Plastic Trophy with "Kevan wins the game."
Damn you, Kevan!
Action
Reveal the top X cards of the deck, where X is the number of colors among Things you control from among Red, Orange, Yellow, Green, Blue, Purple, White, Black, Gray, and Pink. For each of those colors, you may choose a Thing you control of that color. For each different Thing chosen this way, put one of the revealed cards into your hand. Shuffle the deck.
Thing
Play attached to a Thing. That thing is white instead of its other colors. It can't move or use its Action: abilities.
From Freeze Ray (#9131)
Thing - Person
When an opponent gains a token, you may swap one of your Money tokens for it.
Action: Gain a Money token.
From Card Trader (#9187) etc.
Thing
Play attached to a Thing. If it allows its owner to optionally do something, they must choose not to.
From Curse of Blindness (#9238)
Unholy Sigil
Thing
When this enters play, each opponent crates 3 Demon tokens.
At the beginning of your turn, gain control of target unholy thing an opponent controls. If none exist, put an omen counter on this, then each opponent gains control of 1 unholy thing you control.
If this has 3 omen counters on it, you win the game.
Apocalypse Sundial
Thing
When this enters play and at the beginning of your turn, place an hour counter on it. If there are 12 or more hour counters on it, you win the game. If Apocalypse Sundial leaves play, destroy all things.
Corrupt Rivers
Thing
Whenever a living thing targets you or a thing you control, gain control of it. It becomes undead in addition to its' other types. Add a soul counter to Corrupt Rivers.
If there are 20 or more soul conters on Corrupt Rivers, you win the game.
Action
Reveal the top 6 cards of the deck. Choose up to one Action card from among them, discard the rest, and play that card. Neither that card nor this card can be responded to, countered, negated, ignored, or prevented. That card's effects can't be overruled.
Action
Draw a card, and draw another at the beginning of your next turn.
Until the end of your next turn, you may play an additional Action or Thing each turn.
Thing
Action: Each opponent gives you one of their tokens. You may destroy this card. If it's destroyed this way, gain control of up to two target tokens.
Burn from both ends
Thing
At the beginning of your turn, exile the top 2 cards and bottom 2 cards of the deck. You may play those cards that turn.
Live for now
Thing
When this enters play and at the beginning of your turn, exile your hand. You may play those cards this turn.
At the beginning of your turn, draw up to handsize instead of drawing a card.
Dictate of Speed
Thing
Whenever a player would draw a card beyond the first each turn, they exile it instead, and may play that card until the end of their next card.
Thing
When Subscription enters play, choose a creator.
When you would draw your first card during your turn, reveal the top 5 cards of the deck. Either draw one of those cards by the chosen creator and shuffle the deck, or shuffle the deck and draw a card.
Action
At the beginning of your next turn, draw up to your maximum hand size (draw at most 7 cards this way). You can't play Actions on your next turn.
Thing
Opponents can't play Things into your control.
When another building you control would become the target of an effect, you may have that effect target Guard Tower instead. Once per turn when you discard a building card from your hand, you may return it to your hand.
"Halt! Who goes there?"
Revert Necromancy
Action
Destroy target undead thing. It is no longer undead and becomes alive
Sol Ring
Thing - Artifact
Rotate 90 degrees: Gain 2 colorless mana counters. Activate only when this is not rotated.
At the beginning of your turn, un-rotate this.
Demonic Altar
Thing
Sacrifice a living thing: Target thing you control becomes a Living Demon in addition to its' other types.
Thing
Destroyed Things go under this, including tokens.
Thing:Put a destroyed Token back into play.
Thing:Discard two Things from your hand to play a destroyed Thing from under this.
From Isle of Exiles(#9248)
Action
This turn, each card you play deals 1 damage to a Thing of your choice, and if a token is dealt any damage, or any Thing is dealt 3+ total damage in the same turn, the damage-dealers destroy it.
Deal 2 damage to target Thing. You may play an extra Action this turn.
Thing
You may eat this (destroying it) at the start of your turn.
When a player eats this, they must immediately either play two cards or reveal and discard their hand to show they can't.
From Snack Bar (#9329)
Dreamcatcher
Thing
Whenever a card enters exile, note it.
If Dreamcatcher leaves play, shuffle all cards noted with it back into the deck. Exile Dreamcatcher.
A simple device, yet able to starve off eternity's grasp for just a little while.
Cove of Secrets
Thing
Whenever you would draw cards, draw twice that many cards. Whenever a player other than yourself targets Cove of Secrets, they draw 2 cards.
Dead men tell no tales, instead leaving them scrawled onto the walls.
Ignite the World
Action
Destroy all things, tokens, and counters. Each player discards their hand then draws 2 cards.
In a flash, Jake had rid the world of all life. Only charred ground of a now dead plane remains.
Thing
Action: Choose target Thing. Its controller chooses another target non-building Thing. For each chosen Thing, roll a d6 and add a number in that Thing's cornervalue to the result. Destroy the Thing with the lower result, or both Things if it's a tie.
"Are you not entertained?"
Thing
Your maximum hand size is increased by 1.
Action: Draw a card if you have at least X cards in hand. X is 6 minus 1 for each other building you control or reveal from your hand as you play this Action.
Action
Draw three cards, then discard down to your maximum hand size. Create a Building token for each card you discard this way.
Thing
At the start of your turn, win the game if you have a Crown.
Action: gain a Crown token.
After each of your non-skipped turns, skip your next turn if you have a Crown.
from Trade Caravan (#9338) and War Caravan (#9344)
Thing
Your maximum hand size is 0.
During your turn, the top card of the deck is revealed and you can play it as though it were in your hand.
Action
Choose one at random by 1d4:
1: Each of your opponents discards two cards OR
2: You may play two extra Actions and an extra Thing this turn OR
3: Put one of the top three cards of the discard pile into your hand OR
4: Choose any of the other three options.
Frozen Necklace
Thing
At the beginning of your turn, put an ice counter on another target thing.
Things with ice counters are treated as though they were blank.
Nuclear Waste Spill
Action
Each player sacrifices each living thing they control, and cannot play a living thing until the end of your next turn.
Loyal Companion
Thing
If you would lose the game, instead shuffle Loyal Companion into the deck.
Action
Look at the top 3 cards of the deck. You may reveal an Action from among them. If you do, treat this card as a copy of that Action. Otherwise, draw the fourth card of the deck.
Action
Choose a creator. If there are at least 4 cards by that creator in the discard pile, put one of them into your hand and the rest on top of the deck in a random order.
Action
Reveal the top 5 cards of the deck. Your next opponent to the left puts a Thing from among them into the discard pile. Your next opponent to the right puts an Action from among them into the discard pile. Put the rest into your hand.
Thing
Anyone may change this card's flavortext while playing a card or adding a card to the deck archive.
Local witch declares self technically sinless, demands Sinquisitors "Come back with a warrant", more at 11 - ChippyYYZ
Thing
This card's full cornervalue is 0 followed by the entire upper-case alphabet.
Thing: move this card anywhere.
From Self-Referential Card (#9548)
Momentary Lapse of Concentration
Action
Target living Thing is considered blank until the end of your next turn.
Threads of Fate
Action
Look at the fourth through eighth cards of the draw pile. You may either exchange two of them or insert target Thing into them and then give its controller another Thing in play.
Going Nowhere Fast
Action
Target player who did not play any cards during their last turn may not play any cards during their next turn.
Introduction to Staged Hysteria
Action
At the beginning of each players turn, that player activates all action abilities on things they controled when this was played.
Forged in Ice
Action
Return a thing from the discard pile to your control. It gains the subtyle Frozen.
Introduction to Dimentional Shift
Action
Each player shuffles all things they control into the deck. For each thing shuffled this way, starting with you, it's owner reveals cards from the top of the deck until they reveal a thing. They gain control of it then place the revealed cards on the bottom of the deck in a random order.
Thing
Thing - Go For Three!: Destroy this card. You may play additional Actions this turn until you have played three. At the end of your turn, discard your hand if you didn't play exactly three Actions this turn.
Thing
Action: Return target Thing card from the discard pile to play under your control. You may activate an Action Ability of that Thing. Remove it from the game at the end of your turn.
Thing
Whenever the deck is shuffled, look at the top card of the deck. You may draw that card and discard a card.
It gives the confidence to feel at home in unfamiliar territory.
Type Converter
Thing
Before you draw at the beginning of your turn, you may discard a Thing or Action. If you do, draw and reveal cards until you draw a card of the opposite type. Put it into your hand and put the other cards you revealed on the bottom of the draw pile.
Start Over
Action
Move your Things to the discard pile and discard your hand, then draw five cards and begin your turn.
Caught Out
Action
Target opponent reveals any number of cards from their hand. They may not play any cards during their next turn that they did not reveal in this way.
Introduction to Abduction
Action
Each player may gain control of a living thing they do not control.
Defenestrate
Action
Throw target player out of the nearest window.
Introduction to Pyrokinetics
Action
Each players destroys a flammable or meltable thing.
Thing - Building
The first time you'd draw a card in a turn, you may choose to reveal it first. If you do, you may discard it and draw a replacement card.
Action
When you draw this card, reveal and copy it.
Draw a card. Remove all other "Think Twice" cards in the discard pile from the game.
Action
When you draw this card, reveal and copy it.
You may discard a card to destroy target Thing. Remove all other "Double Strike" cards in the discard pile from the game.
Free Trial Period
Action
Put a Thing into play. At the beginning of your next turn, return it to your hand or discard another Thing to keep it in play.
Stamp of Authority
Thing
Once per turn, you may play a card without cost if you are its creator.
Shocking Betrayal
Action
Target living Thing defects to your control and reports the contents of its previous controller's hand to you.
Firebrand
Thing - Pony
Action - Fire Control: Gain 1d6 Flame tokens.
Action - Joy of Fireworks: Spend exactly 1d6 Flame tokens if possible. If you do, each player draws a card. If you spend your last Flame token this way, you also draw cards equal to the d6 result.
Strong Oak
Thing - Pony
Practical Solutions - Reveal the first card you draw during your turn. If it's an Action, discard it and draw another. If it's a Thing with an Action Ability, you may play an additional Thing and an additional Action this turn.
Thrilly Filly
Thing-Pony
Mystery Solver - Whenever you play an Action, you may first look at the top 3 cards of the deck and put them on the top or bottom in any order.
Naive - At the end of your turn, if you didn't play an Action this turn, target opponent reveals a random card from their hand. If it's an Action, they may play it targeting you or Thrilly Filly. If they don't, draw a card.
You come across a village
Action
Choose one:
Spend the night - End your turn. You and things you control cannot be affected until your next turn.
Talk with locals - Draw 2 cards. Each opponent may draw a card.
Purgatorial Chime
Action
Each player shuffles up to 2 cards in their hand or on their field into the deck. For each card not shuffled this way, draw a card, and you may play cards drawn this way
You come under attack
Action
Choose one:
Surrender - Each opponent chooses a thing they control. You gain control of the chosen things.
Fight - Each opponent sacrifices a living thing they control.
Action
Choose an X from 1 to 4. Move the X alphabetically-earliest non-token Things to the bottom of the draw pile.
From My New Filing Technique Is Unstoppable (#31)
Thing
When you draw this card, reveal and copy it three times, and you have +3 maximum hand size until the end of the turn.
If you own four Crowns at the end of your turn, you win the game.
Action
When you draw this card, destroy one of your Things if you have any.
Destroy target Thing you don't control. You may take an extra Action this turn.
Symbols of Blood and Protection
Thing - Symbol
At the beginning of a players turn, that player may sacrifice a thing. If they do, their things are indestructible until the beginning of their next turn.
Symbols of Peace and Prosperity
Thing - Symbol
At the end of each players turn, if that player didn't destroy a thing their opponent controls, they may draw a card.
Symbol of Devestation
Thing - Symbol
Whenever a player plays an action, they may discard a card. If they do, they may destroy target thing. If they don't they sacrifice a thing.
Thing
At the beginning of each player's turn, they may give you one of their Things. If they don't, they may only play one card this turn.
Thing
When you draw this card, reveal it and copy it twice.
You have +2 maximum hand size.
When this is destroyed, remove all other "Modular Storage" cards in the discard from the game.
Thing
You may play an extra Thing with a number in its corner value each turn. When you do, create and give an opponent the same number of Paper tokens.
From Zaratusra's Gold Standard (#145)
Action
Each player chooses a Thing they control. Choose one additional target Thing. If enough Things were chosen, shuffle them together and give control of one to each player randomly. Put the remaining Thing in the discard pile.
Action
Choose target Thing and roll 1d6. If the result is lower than a digit in that Thing's cornervalue, reduce that digit by the result until it leaves play, then return this card to your hand. Otherwise, turn that Thing face-down and draw a card.
Thing - Gem Building
Your max hand size is increased by 1 for each Thing you control that's a gem or a building.
Each opponent's max hand size is reduced by 1/4th your maximum hand size, rounded down. An opponent with max hand size 0 or less is eliminated.
Dawn of Reckoning
Action
If this is the first time you have played Dawn of Reckoning, mark your name onto it and shuffle it into the top 25 cards of the deck. Otherwise, you win the game and your opponents lose the game.
Consuming Vortex
Thing
At the end of a players turn, if they had one or more card plays left, they sacrifice things equal to the number of card plays left. If they cannot, they lose the game.
If Consuming Vortex would leave the field,the player who removed it loses the game.
Thing
Each thing may deal damage to any target equal to their numerical corner value during that player's turn. If a player would be the target for damage, they may instead redirect that damage to a thing or token they control
If a token is dealt any damage, or any Thing is dealt 3+ total damage in the same turn, the damage-dealers destroy it. If a player is dealt 30 total damage, they are eliminated.
Action
When you draw this card, reveal it and copy it five times. When this is played or discarded, remove all other "Flurry Attacks" cards in the discard from the game.
Deal 1 damage to target Thing. If it's a token or it's been dealt 3+ damage this turn, destroy it. You may play an extra Attack action this turn.
Thing
When you draw this card, reveal it and copy it twice. When this is destroyed or discarded, remove all other "Containerized Crate" cards in the discard from the game.
When drawing for your turn, if you haven't sacrificed any Crates yet this turn, you may sacrifice this to draw a card.
Thing
If an opponent ever has six or more cards in their hand, they must IMMEDIATELY discard all but one of them. If this takes place in the middle of an action, they must do this before completing the action.
Adapted from Tamoris' Trinities deck by Depressi
Tutelary Deity
Thing
When this comes into play, choose a creator and you may perform the following ability without cost.
Action - Pray: Reveal a card by the chosen creator from your hand. Cards by that creator may not target you or your Things before your next turn.
Summarize in Exhaustive Detail
Action
Take an Action an opponent played on their last turn from the discard pile and play it.
"Did I get all that right?"
Thing
Action: Gain control of target Thing whose cornervalue shares a symbol with the cornervalue of a Thing you control. On each of your Things, you may only use each symbol once in this way.
Wand Blank
Thing
When Wand Blank enters the field, exile an action from your hand.
Action: Copy the action exiled with Wand Blank, then play the copy.
Construction Blank
Thing
When Construction Blank enters the field, exile a thing from your hand.
Thing: Create a token that's a copy of the exiled card.
Construction Project
Action
You may play an additional thing this turn.
Thing
You may play an additional Action or Thing each turn.
At the end of your turn, destroy this card if you didn't play at least 3 Things and/or Actions.
0A
Additional Supply Depots Required
Action
Until your next turn, players who don't control any buildings or crates can't draw cards and can't create or play tokens or Things that aren't buildings or crates.
Action
Look at and rearrange the top 3 cards of the deck, then draw two cards.
Instead of playing a Thing this turn, if you control a gold Thing or reveal a gold card from your hand, you may look at and rearrange the top 3 cards of the deck, then draw two cards.
Invoke the Fifth
Action
End your turn. You may play this at any time during your turn, provided you have the action to do so.
Inert
Action
Target thing loses all text and gains "This thing cannot gain any additional text."
Shadow of God
Thing
If a player would gain control of a sentient thing you control, sacrifice it instead.
Action/Reaction
Destroy target Thing.
You may play this in response to an opponent playing an edible Thing. If you do, target that Thing and draw two cards afterwards.
Thing
To "Lash Out", destroy one of your own Things and a random Thing belonging to target opponent.
During each of your turns, you may voluntarily Lash Out once. When an opponent destroys one of your Things, you must Lash Out targeting them if possible.
Thing
When you gain control of this, choose a Thing belonging to your opponent. When you gain control of that Thing or a copy of it, destroy Envy and draw to your hand size limit. If either Envy or that Thing is destroyed otherwise, discard your hand.
Action
Look at the top 2 cards of the deck. You may either draw those cards or copy the last Action played by an opponent.
Action
Set aside Thought Experiment and another card from your hand face-up. At the end of your next turn, put both cards back in your hand and discard a card.
While a Thing card is set aside this way, its effects apply as though it were in play under your control.
Thing
At the beginning of your turn, gain a Mana token if you have more cards in hand than Mana tokens.
Action:Put a Thing card from your hand under Wizard Hat face-up.
Action: Return Wizard Hat to your hand, revealing that any face-up cards under it are in play.
"Nothin' Up My Sleeve!"
Everything Bagel
Thing
Everything Bagel has all Thing types.
It's alive! It's the size of a building! It's also cold, hard cash! Gross!
Lethal cognitohazard
Thing
If a human thing would target you or a thing you control, destroy it instead.
Action
Lightning Bolt deals 3 damage to any target.
If a token is dealt any damage, or any Thing is dealt 3+ total damage in the same turn, the damage-dealers destroy it. If a player is dealt 30 total damage, they are eliminated.
Fresh Blood
Action
Put the topmost living Thing in the draw pile into your hand. If it has any Action abilities, you may activate one of them without cost if you play it this turn. Shuffle the draw pile.
Wait For It
Action
During your next turn, you may play an Action from your hand without cost.
One With the Universe
Thing
If the game ends, you win.
The Universe Within
Action
Play a subgame of Dvorak, using the current deck as the main deck, and with things controlled by players in the main game affecting the sub game. The player who wins the subgame wins the game.
Memetic Disease
Action
Target human gains "If this targets or becomes the target of a human thing, it gains the text granted via Memetic Disease" and "At the beginning of your turn, place a waste counter on this, then sacrifice it if it has 3 or more waste counters."
Scale Model of the Hyperverse
Thing
Play with all zones revealed. (Players may look at eachother's hands, others sleeves, the deck, and any hidden zones created during gameplay.)
Take Things Literally
Action
Gain control of two target Things.
Take Action
Action
View target opponent's hand and take an Action from it.
Just My Type
Action
Choose "Thing" or "Action", then reveal the top four cards of the draw pile and put the cards of the chosen type into your hand. Shuffle the draw pile.
Action
An opponent looks at the top 4 cards of the deck and reads aloud their titles in order. You have 5 seconds to choose up to two of those cards. Put them into your hand and shuffle the rest into the deck.
Hopefully you've taken notes.
Thing
When this enters play, choose target building card in play or in the discard pile and put it underneath Bottled City.
When Bottled City is destroyed, gain 2 Building tokens and play a card from under it.
Action
Count the number of Action cards in the discard pile. Draw half that many cards, rounded down. If you drew at least 4 cards this way, remove this card and all Action cards in the discard pile from the game, then end your turn.
Thing
Draw an extra card at the start of your turn.
When you play a Thing, you may play one fewer Action this turn and vice versa.
Thing
Action: Target player discards a card at random, then draws a card.
Thing
When you play a Thing (including this), you may use one of its
Action: or
Thing: abilities for free.
Once per turn,
Thing: take an extra Action.
Viral Crystal
Thing - Crystal
At the beginning of a player's turn, for each Crystal that player controls, target thing they control lose all card text and becomes a Crystal in addition to it's other types.
Action: Target thing becomes a Crystal in addition to its' other types.
To Dust
Action
Target thing loses all text and gains the title "Dust" and gains the subtype Dust
Manifest Ability
Action
Reveal an action from your hand. It loses the Action type and becomes a Thing. It gains "You may use this card's text once per round."
Thing
Once during your turn, you may choose a sentence on a Thing you control.
The most recently chosen sentence is ignored during your turn.
"But it says so right here!"
"Oh, we don't believe that part."
Action
Each player, starting with the next player in turn order, returns a card from the discard pile to their hand then puts a card from their hand on top of the deck.
If it's not an extra turn, end the turn and take an extra turn.
Thing - Party Member
Whenever you draw a card, rotate this card 90° clockwise.
When this card completes a clockwise rotation, return the bottommost Action card in the discard pile to your hand.
Action: Play a card with the word Notes in its title from the discard pile, then shuffle it into the deck.
Clay
Thing - Shapeshifter
Changeling (This thing has all Thing subtypes)
Melt the Mold
Action
Target thing gains "Changeling (This thing has all Thing subtypes)"
Silic Lair
Thing - Land
When Silic Lair enters play, return a thing you control to your hand.
Silic Lair enters play rotated 90°, and unrotates at the beginning of your turn.
Rotate Silic Lair 90°: Add one Green and one Blue mana.
Pollution Permit
Thing
When you would discard a card, you may instead put it on top of the draw pile.
Alpha Ray Vision
Thing
At the end of your turn, you may view the top card of the draw pile.
The Meta
Action
Choose a Thing subtype. Each player may put a Thing of that subtype into play. If you chose a subtype of a Thing already in play, all players who do not reveal such a Thing from their hand must discard a card.
6C
can I get an F in chat
Thing
When an opponent plays a card with the letter F in its flavortext, put this card in the discard pile and draw three cards.
Thing
When you would draw your first card on your turn, instead reveal your hand and the top 4 cards of the deck and choose a creator. Put all cards revealed this way by the chosen creator into your hand and the rest into the discard pile.
Thing
When you would draw your first card on your turn, instead reveal your hand and the top 3 cards of the deck and choose a color. Put all cards revealed this way of that color into your hand and the rest into the discard pile.
Action
Eliminate all opponents who own a Thing whose name contains a deadly sin. (i.e. Envy, Gluttony, Greed, Lust, Pride, Sloth or Wrath)
Give target player a token of one of those deadly sin types and shuffle this card into the draw pile.
Thing
You may discard two cards and skip a turn to gain control of a Thing.
If any golden Things are controlled by opponents, you must use this on one whenever you can.
Thing
At the start of your turn, destroy one of your Things whose name does not contain a deadly sin (i.e. Envy, Gluttony, Greed, Lust, Pride, Sloth or Wrath) to draw an extra card. If you can't, discard down to one card in hand.
Holographic-
Thing - Effect
Attach to target thing.
Attached thing has the subtype Hologram and is intangible.
Dying-
Thing - Effect
Attach to target thing.
At the beginning of attached thing's owner's turn, they put a decay counter onto it. Then, if it has 3 or more decay counters, they sacrifice it.
Inert-
Thing - Effect
Attach to target thing.
Attached thing loses all action-like abilities.
Null Time Bubble
Action
Starting with the previous player in turn order, each opponent puts a card from their hand on top of the draw pile.
Split Personality
Thing
At the end of your turns, exchange your hand with all of the cards Up Your Sleeve. The first time you do this, draw five cards afterward.
Delayed Free Win
Action
If your playgroup plays another game of Dvorak after this one, you win it.
Thing
Play into an opponent's control attached to one of their Things.
When you play an Action, it must target the attached Thing if possible. If that Thing is destroyed, destroy this and discard a card.
Action
Look a random card from each opponent's hand, any cards Up their Sleeves, any face-down cards on the table, and the top card of the deck.
From Ryan_1729's X-Ray Goggles (#263)
Thing
Once between your turns when an opponent would force you to discard cards, you may discard one fewer.
Once between your turns when you or a Thing you control would be dealt damage, you may reduce that damage by 1.
Action
Sacrifice a non-token vehicle, weapon, natural terrain feature, or container, or all of your tokens. If you do, destroy target Thing and you may repeat this Action.
Most problems can be solved by throwing a safe at them, or at least some swords.
Thing - Party Member
Thing: If no opponent controls an amphibian, shuffle target living Thing into the deck. Its controller gains a Frog or Newt token.
Action: Gain control of target Token.
Action: Sacrifice two animals of different types. Draw two cards, then look at the top two cards of the deck.
“Eye of newt and toe of frog, Wool of bat and tongue of dog...” - Macbeth
Platinum Angle
Thing - Artifact Geometry
If you control 5 Geometry things with different names, you win the game.
The Mandelbrot Set
Thing - Geometry
Whenever an action or ability causes you to do the same game action a number of times, copy that ability, except you do 1/3 less game actions, rounded down.
Scutoid Swarm
Thing - Geometry
Whenever a non-token thing enters your field, create either a hexagonal or pentagonal prism token with the subtype Geometry. If you control 6 or more non-token things, instead create a token copy of Scutoid Swarm
“Survival rule 782: There are always more scutoids.”
Action
Set aside the top four cards of the deck face up. At the end of your turn, put one into your hand and discard the rest.
From ChippyYYZ's Hasty Judgment
Thing
At the end of your turn, choose a thing for A Cute Angel to protect, other than herself or what she's currently protecting.
The Thing most recently chosen for her protection can't be destroyed or modified.
Thing
If your own cards or choices would eliminate you, you survive instead.
Action: choose to do nothing.
Blood Contract
Action
Sign your name in blood on this card. If you have done this 3 or more times on this card, you win the game.
Attack the Gods
Action
Destroy target game of Dvorak. (To destroy a game of Dvorak, physically destroy all game components of that game. The game ends in a loss for all participants.)
Restartation Device
Action
Shuffle all non-token Things, hands, discard piles, and decks into their owner's deck along with Restartation Device. Then, each player draws to their handsize. Then, end your turn.
Thing
Action: Destroy target Thing unless its controller destroys three of their own Things (their choice) instead. Cooldown 2 turns. (You can't use this if you used it this turn or last turn)
Thing
Action: Destroy one of your non-Scrap Things, discard a card, draw a card and gain a Scrap token.
Action
Destroy target Thing, as well as all the other Things.
Action
Target opponent gives you two cards from their hand. Discard two cards.
Action
Return each living Thing to its controller's hand. Each opponent who doesn't return any Things to their hand this way discards a random card.
Thing
Play this into any player's control.
When you play an Action targeting an opponent's Thing, before it takes effect, each opponent, in turn order, may play an Action card that shares a symbol in its cornervalue with that Action.
THEIR EYES FOLLOW YOU
Valuables Beacon
Action
Create a copy of a random card from the Gems booster pack other than this one, then put that card into your hand.
"It's pretty, oh so pretty"
Friendship Beacon
Action
Create a copy of a random card from the Ponies booster pack other than this one, then put that card into your hand.
"Friendship is not magic, but this beacon is!"
Proxy Beacon
Action
Create a copy of a random card from the Vintage booster pack other than this one, then put that card into your hand.
"Oh boy! An Alpha Black Lotus extended art!"
Thing
Action: Win the game if you have a crown, otherwise gain a Crown token. Cooldown 5 turns. (use this only if you've started 5+ turns since the last time you used it)
Thing
Destroy any non-flight-capable Things that move from behind this Cliff to in front of it.
Action
Create three tokens of different types and put them on target non-token Thing. Its owner gains control of them.
Subtract
Action
Exile target thing.
Torch Beacon
Action
Create a copy of a random card from the Flame booster pack other than this one, then put that card into your hand.
A fire of eternity, as warm as the sun.
Unliftable Beacon
Action
Create a copy of a random card from the Heavy Actions booster pack other than this one, then put that card into your hand.
Not even God himself can lift it.
Thing
Turns can't be lost or skipped. If a player would put a card from the deck into their hand, they instead put the top card of the deck into their hand.
0M
Maybe THIS Is The Matrix
Action
Remove any number of Things you control or cards from your hand from the game; they were never real.
You win the game if it's a subgame.
Thing
Whenever a Thing you control is destroyed or your turn ends, gain a Bone token.
Thing
Whenever one or more things enter a player's field, that player sacrifices that many things.
Thing
At the end of your turn, target opponent takes an extra turn after this one, and they gain control of Warping Hourglass.
Thing
If a player would take an extra turn, you may instead skip that turn and put a charge counter on Temporal Restrictor.
Remove a charge counter: Target opponent takes an extra turn after this one. You must activate this ability if Temporal Restrictor has 4 or more charge counters on it.
Thing
Action:Destroy a living Thing that isn't attached to a weapon or armor.
Action
Take two extra turns after this one, during which you cannot play any cards.
Action
Return all Things destroyed this turn to play, then restart the turn.
Dead Reckoning
Action
Return target thing from the discard pile to your field. At the end of your next turn, sacrifice it.
Zeno's Aura
Thing
In order for a thing to enter the discard pile, it must first go halfway between where it is to the discard pile. However, in order to go halfway it must go halfway again to this new point from where it originated. This proccess can be expanded infinitely, therefore we can conclude that no things can enter the discard pile.
Unbuilt Church
Thing - Building
When Unbuilt Church enters play, destroy all Ethereal Things.
Ethereal Things cannot be played.
Rection
Play in response to an opponent's action. That action's effects don't happen until after the turn ends.
Thing
When you take an Action, you may destroy this to repeat the action.
5D
Spectacular Instant Replay
Action
Destroy a Thing. Return it to play and destroy it again.
Liscense to Krill
Thing
At the beginning of your turn, you may create a Krill token with "If one or more of your things would be destroyed, you may instead sacrifice 3 Krill tokens you control for each thing that would be destroyed."
At least 1000 Ninjas
Thing
Players can't activate the abilities of their Things unless they control the least number of Things.
Soul Shard
Thing
If the shard is empty when you play it, magically imbue it with target opponent's name and return it to your hand. That opponent cannot win the game. If it would enter the draw pile or discard pile, it reverts to its empty state.
Creeping Dread
Thing
At the beginning of your turn, destroy the most recently played Thing.
Subjunctive Instant Replay
Action
Destroy target Thing, then return it to play.
That's how the last play would have looked, football fans, if this had been a game of baseball.
Action
Target opponent must immediately take an Action or be eliminated. You may take the same Action up to three times if you wish.
Thing
If this Heir has a Crown on or attached to him, you win the game.
Action: Draw a card, then discard a non-Crown Thing card or reveal a hand with no such cards.
Thing
When you gain control of a person, you may put this Crown on it.
Opponents can't target the attached Thing while you have 3+ cards in hand.
While unattached, you may give an opponent 3 cards from your hand to take control of one of their people.
Take Notes
Action
Look at target players hand. You may reveal an action from it, create a copy of it, then put the copy into your hand.
Take Diagrams
Action
Look at target players hand. You may reveal a thing from it, create a copy of it, then put the copy into your hand.
Borrow Notes
Action
Look at target player's hand. You may reveal an action from it, create a copy of it, then play that copy. Exile the copy instead of discarding it.
Bottom of List