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.
Thing
Whenever you play an Action, you may return target Thing you control to your hand.
Action - Royal
You must play this card immediately if you also hold the King or a Prince.
Adapted from Love Letter
Action - Royal
You win if you control the Love Letter. Otherwise, you are eliminated.
Adapted from Love Letter
Love Letter
Thing
When this enters play for the first time, shuffle 5 copies of Guard; 2 copies of Priest, Baron, Handmaid, and Prince; and 1 copy of King, Countess, and Princess (#8990-9003) together with this and put them on top of the draw pile. Each opponent draws a card. Draw two cards and play one of them.
Action
Draw a card, discard a card, and gain up to three tokens that have the same names as different Things in the discard pile.
Thing - Book
This Thing's text has the text of the bottom three Things of the discard pile appended to it, with self-references changed to refer to the Ancient Codex and references to specific types of Things changed to refer to Books instead.
Action - Attendant
Borrow target non-person Thing from another player or the discard pile for the rest of the turn. You may take an extra Action this turn.
Don't mind me, I'm just tidying up.
Action
Reveal cards from the top of the deck until one Thing has been revealed for each player. Each player, starting with you, puts one of those Things into play under their control.
Thing
Once during your turn, you may spend an Energy token to put the top card of the discard pile on top of the deck.
At the end of your turn, gain an Energy token if a card entered the discard pile this turn.
Thing
At the beginning of your turn, rotate this card 90˚ clockwise.
When this card completes a clockwise rotation, put it in the discard pile, gain 4 Energy tokens, and draw two cards.
It's Over 9000!
Action
Draw 9 cards, then discard 9 cards. If you drew any cards indexed after 9000 in the Infinite Dvorak Deck archive, you may play one of them and discard one fewer.
Server
Thing
Action: Gain control of target food or electronic Thing.
Reanimated Abomination
Thing
When this enters play, replace this sentence with the ruletexts of the top two animate Things in the discard pile, with self-references changed to refer to Reanimated Abomination. This destroys itself at the end of your first full turn in control of it.
Thing
Whenever an opponent destroys one or more other Things you control, draw a card.
Action
Target opponent chooses target Thing of their choice that you don't control. That opponent gains control of this Action. Destroy that Thing and draw a card.
Action
Draw three cards and gain a Token of any type. Each opponent draws a card and gains three Tokens of the type of their choice.
Reaction Thing
Play in resposne to an opponent playing a Thing. The contents of that Thing's text fields are prepended to this Thing's corresponding text fields until this leaves play.
Name, cornervalue and flavor text included!
Reaction Thing
Play into an opponent's control in resposne to them playing a Thing, and draw cards until your hand is full. This acts as an extra copy of that Thing until this leaves play.
Reaction
Play in response to another player's Action card. They take that Action again. You draw cards until your hand is full.
Gift Card
Thing
When you would be required to spend a number of Money tokens up to 5, you may destroy Gift Card instead. Action: Replace Gift Card with a copy of target Thing.
Don't spend it all in one place!
Fleeting Afterglow
Thing
At the end of any turn in which you play two or more cards, reveal and discard the top card of the draw pile. If it is a Thing, you may put it into your control: if you do, it goes to the discard pile at the beginning of your next turn.
Unsavory
Thing
All flavortext is considered blank.
2N
Newton's Third Law of Dudes
Thing
Whenever a non-copy living Thing enters play, create a copy of that Thing under the control of a different player of your choice. If either leaves play, destroy the other.
For each Dude, there is an Equal and Opposite Dude." - Sir Isaac Newton
Action
Each player draws until they have 5 cards in hand.
Action
Draw a card for each non-token Thing you control. Gain a token of each type you already have.
Interpolate
Action
Play any number of Things whose titles are between distinct alphabetically adjacent pairs of your Things.
Alphabetize the Spice Rack
Action
Arrange your Things in alphabetical order. Rotate any that are not upright through the smallest angle that will cause them to be upright. Return this card to your hand.
Strange Tidings
Action
Reveal the top three cards of the draw pile, then shuffle the top ten cards of the draw pile. View the top three cards of the draw pile. If any of them is a Thing you previously revealed, you may put it into play.
Action
Each opponent must play the first card they draw on their next turn if able.
Thing
Once during your turn, you may put any number of other Things you control under Quarantine face-up, and put any number of cards from your hand under Quarantine face-down. When Quarantine leaves play, put all face-up cards under it into play and all face-down cards under it into your hand.
Thing: Destroy Quarantine.
Action
Remove all but one sentence from target Thing.
It's been taken apart! ...well, mostly.
Reaction
Play in response to another player's Action card. That player draws a card. You take the Action instead, and may choose new targets for it.
Thing
When you take an Action, you may discard a card to take another Action immediately afterwards. You cannot do so recursively.
That's how you set fire on fire.
Action
Each opponent discards a card at random. Put them on top of the deck in a random order, then draw a card.
Gaslight
Action
It's target opponent's turn, and they just played an Action to let each of their opponents draw a card.
The Deep Moans Round With Many Voices
Action
Shuffle any number of living Things from the discard pile and place them on top of the draw pile.
Slightly Magical Gloves
Thing
When you play an Action card, attach it to this instead of discarding it. If this has at least 4 attached Actions at the end of your turn, choose one at random: you may play it immediately and move all attached Actions to the discard pile.
Fountain of Infinite Misfortune
Thing - Fountain
At the beginning of each of your turns, create 1 Anti-Gold token with "If you control at least 1 Gold token, destroy this token and that token."
Fountain of Infinite Fortune
Thing - Fountain
At the beginning of each of your turns, create 1 Gold token.
Parallel Timeline Hop
Action - Counter
Counter target card. You may play this card anytime.
Thing
Action Spend a Money or Gold token to draw a card.
Thing
Action: Spend an Energy token or discard a card to gain a Money token.
0B
Bound To The Blockchain
Thing
This card and your tokens can't be targeted or destroyed by opponents.
Bland Aftertaste
Action - Counter
Counter target card without either a subtype or supertype. You may play this card anytime.
Painful Downfall
Action - Counter
Counter target living thing. You may play this card anytime.
Sudden Atrophy
Action - Counter
Counter target action. You may play this card anytime.
Flashback Revelation
Thing
When you play this, attach a Thing in the discard pile that you have previously controlled to it. This does not count as playing that Thing. This and attached Thing move to the discard pile at the end of your turn.
Pincer Movement
Reaction
Play in response when an opponent would destroy a Thing you control. Discard a card to prevent its destruction and destroy one of their Things instead.
Philosophical Debate
Action
Invite your opponents to discuss Adam Smith's assertion that "Civil government ... is, in reality, instituted for the defense of the rich against the poor" vis-à-vis Locke's labor theory of property while you gain control of target Thing.
Wedding Ring
Thing - Ring
When this enters play, if it was played from hand, target opponent creates a copy of this thing.
When an opponent with Wedding Ring draws a card, you draw a card. When an opponent with Wedding Ring plays an action, you may copy it.
Ring of Refraction
Thing - Ring
Whenever an opponent targets you, you may choose to copy the ability with the opponent as the target.
Gem-Embeded Ring
Thing - Ring
When this comes into play, gain a copy of Gem (#7470). If you don't control a Gem, this is destroyed.
Reaction
Play in response to another player drawing a card. Steal that card and play it if possible.
Yoink
Reaction
Play in response to a player ending their turn without playing any cards. They discard their hand.
Thing
Whenever you play a Reaction, gain a Fame token, then win the game if you have four Fame tokens.
You may play any Action as a Reaction to another Action at the cost of discarding two other cards.
Thing - Gem
Whenever the discard pile is shuffled to form a new deck after the deck is emptied, put the top 4 cards of the deck face-down underneath this card.
Action: Discard your hand. Put this card and each card under it into your hand.
Reaction
Play in response to the discard pile being shuffled to form a new deck after the deck is emptied.
Destroy target Thing and draw a card.
Thing
Whenever the discard pile is shuffled to form a new deck after the deck is emptied, gain 5 Money Tokens.
Unfortunate Fall
Action
Destroy target living thing you control. Exile target thing an opponent controls.
It was rather unfortunate when he fell down into the darkest depths of hell.
Portal to Nowhere
Thing - Portal
Whenever a thing is destroyed, you may instead place it face-down underneath this card and place 1 Item counter on this.
If there are 5 Item counters on this, destroy this.
If this is destroyed, exile all things underneath this.
Pocket Portal
Thing - Portal
When this enters play, exile target thing you control.
Once per turn, you may choose to exile target thing you control. If you do, return a thing exiled with this back into your control.
Action
Put a copy of any card from the Infinite Dvorak Deck archive into your hand. You can't play it until after it's left your hand.
Thing
If an opponent's cards would interact with your hand in any way, they instead act as though this card were your entire hand. Fake Notes are destroyed if they'd be discarded.
Action
Ban half the cards in target opponent's hand, rounded down, from the game, chosen randomly.
Forsake Notes
Action
Target player discards their hand and draws the same number of cards.
The Gingerbread Man
Thing
Play The Gingerbread Man into the next player's control. When a player's turn begins, the next player gains control of The Gingerbread Man. If a player controls The Gingerbread Man during their turn, they may destroy it and draw 3 cards.
Freeze Solid
Action
Rotate target Thing 90° counterclockwise. Its controller may choose to destroy it or return it to their hand. It may not be rotated and its abilities are considered blank until it enters the discard pile or thaws in a player's hand for a full turn.
8B
Bad Publicity Is Still Publicity
Thing
Whenever you or a Thing you control becomes the target of an effect, you may draw a card after that effect resolves.
Action
Target opponent must reveal either their hand, or an Action and a Thing from their hand. Draw a card for each card revealed this way.
Thing
You may play the bottom card of the discard pile as though it were in your hand.
Whenever you play the bottom card of the discard pile this way, or whenever you end your turn having controlled Netherworld Leak since your last turn, the next player gains control of Netherworld Leak.
Action
Create three Thing cards named "Water" with no text. Play one and put the other two in your hand.
Action
Shuffle your hand into the discard pile. Then return the same number of cards from the top of the discard pile to your hand.
Action
Gain a Flame token that has the text "At the start of your turn, destroy this and draw two cards."
Rake Notes
Action
Target opponent discards half their hand, rounding down. You may put a card discarded this way into your hand.
Stalemate Rule
Thing
If the game would end with a non-winning player holding no cards in their hand, the game ends with no winner instead.
Exposed Weakness
Thing
Play this card into target player's control.
Discard a card whenever another of your non-token Things is destroyed.
Thing - Artifact
Tap and Destroy Black Lotus: Gain 3 mana tokens of any color with "Destroy this token at the end of your turn."
There cannot be more than 1 Black Lotus in any deck.
Illegal in most Dvorak formats, including this one.
Black Hole
Thing - Sink
At the beginning of your turn, place 1 Time counter on Black Hole. Then, either exile things you control equal to the number of Time counters on Black Hole or destroy Black Hole.
Once each turn, exile target thing.
Delay the Inevitible
Action - Counter
Counter target card. Instead of discarding it, exile it. It's owner may play it for free at the beginning of their next turn.
You may play this anytime.
Action
Look at the top three cards of the draw pile, put one of them in your hand, and write down and reveal the names of the other two.
Reaction
Play in response to an opponent drawing cards. Look at those cards and put one of them in your hand.
Action
Create two Node tokens, then choose a number of Nodes in play equal to the number of Nodes you have and gain control of them.
Brother of the Angle
Thing
Action and Thing: Draw a card, discard a card, and gain a Fish token. Your Things are indestructible until your next turn.
I have laid aside business, and gone a-fishing.
Disrupted Supply Lines
Thing
Play this card into target opponent's control.
In order to play a Thing, you must first play an Action and return another Thing you control (besides this) to your hand.
Wordle
Thing
Action: Choose a five-letter word. If you have previously used this ability, it must share at least one letter in common with the last word you chose. Gain control of target Thing whose title contains that word.
Miniaturized Micro-cosm Machine
Action - Counter
Counter target card. Instead of discarding it, exile it. Instead of discarding Miniaturized Micro-cosm Machine, exile it.
You may play this anytime.
MMM
The Judge
Thing
Action: Exile target card. It's owner gains control of The Judge.
"..and I pronounce you guilty of all charges. Your punishment will be eternal banishment from this kingdom."
-The Judge, speaking to a bowl of noodles
Fame or Fortune
Action
Starting with you, each player votes for Fame or Fortune, with your vote being the tiebreaker.
If Fame gets more votes, for each opponent, they give you control of target thing they own.
If Fortune gets more votes, for each opponent, create 2 gold tokens.
Action
Gain control of up to two target animal Things (living or non-living).
Thing
Action: Gain a Wood token.
Action: Spend a Wood token to create a Blank Thing named Boat under your control.
As long as you control three or more boats, you may draw and play an extra card each turn.
Thing
Once during your turn, you may destroy this card to draw three cards. Discard those cards at the end of your turn (if they're still in your hand)
Ferry
Thing - Boat
Alternate abilities, Sending first.
Action - Send: Specify an opponent and attach one or more of your other Things to Ferry. At the beginning of your next turn, the opponent gains control of attached Things.
Action - Receive: Specify target Thing belonging to the same opponent. If it is still in play at the beginning of your next turn, gain control of it.
Lifeboat
Thing
If you would be eliminated with Lifeboat in your hand or in your control, destroy your Things and discard your hand instead, then draw two cards.
Hydrofoil
Thing - Boat
At the end of your turn, if you have played two or more cards during the turn, draw a card. Otherwise, return Hydrofoil to your hand. If you end your turn without playing any cards, discard a card first.
Ache Oats
Thing
Whenever a player draws a card, you may discard a card to prevent them from drawing.
Unlimited Funding
Thing
You may look at the top card of the deck at any time. You may play the top card of the deck at any time that it would be legal.
You have no maximum hand size, and can play any number of cards from your hand at any time that it would be legal.
Skeleton Dancers
Thing
Playing actions from your hand doesn't count as playing an action.
You may play actions from the discard pile.
Last Ditch Effort
Action
Draw all of the cards in the deck. You may play 1 additional action this turn. At the end of this turn, you lose the game.
CounterCounterspell
Action - Counter
Counter target Action with subtype counter. You may play this at any time while using this ability.
Alternatively, gain a copy of Parallel Timeline Hop (#9040).
"Thinking one step ahead."
Thing
Whenever you play an Action card or put a Thing into play from your hand, gain a Money token if it's an extra turn or another player's turn.
1C
Considerable Influence
Action
Gain a Money token for each other card in your hand, then look at the top X cards of the deck and put one into your hand. Shuffle the deck. X=the number of your Money tokens.
Thing
When you would draw a card, you may instead gain a Money token.
When an opponent's Thing is destroyed during your turn, you and its controller may take turns spending any amount of Money tokens. Then, if you spent twice as many (min. 2), return that Thing to play under your control.
Whatever Kevan's paying, I'll double it.
Thing
When you play this, look at the top 20 cards of the deck and put 8 of them on this card face-down. Shuffle the deck and the new pile.
If this Thing has cards on it, those cards are your deck.
Action
Look at the top 20 cards of the deck. Move five of them to Up Your Sleeve. Shuffle the rest of them and put them back on top of the deck.
Action
Secretly put this Kitten anywhere in the draw pile you wish.
When you draw this card, reveal it, gain a Vulnerability token and lose the game if you already had a Vulnerability.
Cheap Plastic
Action
Create a thing that's a copy of target thing, except it has the subtype "copy", it has "If this is targeted, the player who targeted this may destroy this", and "Cheap Plastic" is appended to the beginning of it's name.
[V]indicate
Action
When this enters play, you may destroy a thing you control. If you don't, ignore all words in square brackets on this action.
[Destroy] target thing.
"That one right there! [Destroy it before it gets away!]"
Countermage
Thing - Counter
Whenever a card is played, you may choose to counter it. If you do, destroy Countermage.
Action
Destroy all non-token Things. For each Thing put into the discard pile this way, its controller gains two Money tokens. End your turn.
Thing
At the beginning of your turn, draw a card and gain a Money token.
At the end of your turn, destroy this Thing if you have four or more Money tokens or four or more cards in hand.
6E
The Best That Money Can Buy
Thing
When this enters play, gain a Money token.
Turn: If you control the most Money tokens, spend all of them and create a copy of target Thing an opponent controls. Play that Thing.
"Hmm? Oh, of course I have one of those. I spared no expense."
Action - Counter
Counter target card. If it dealt with money tokens, this cannot be countered.
You may play this anytime.
You may destroy money tokens you control equal to Outspent's corner value. If you do, increment it by 1 and return it to your hand.
Thing
Whenever a card would target you or a thing you control, you may instead exile it and increment Net of Safety's corner value by 1.
At the beginning of your turn, either destroy things you control equal to Net of Safety's corner value, or each opponent may draw cards equal to Net of Safety's corner value.
Chain Gang Lightning
Action
Destroy target thing. It's owner may choose to copy this Action and may choose a new target for the copy.
Thing
You must take an extra Action on each of your turns. If you fail to take this extra Action AND your normal Action for the turn, destroy this.
Action
Destroy all cards, tokens and counters attached to target Thing, and end any other lingering effects of Actions on it.
Thing
When you play an Action that targets one or more Things, destroy this afterward. Play the Action a second time, targeting only Things it didn't target the first time.
Chain Gang Amnesia
Action
Target oppoment discards 1 card. They may choose to copy this Action, and may choose a new target for the copy.
Chain Gang Millstone
Action
Target opponent puts the top card of their deck into their discard. They may choose to copy this action, and choose a new target for the copy.
Veil of Mystery
Thing
Players may decide to play carda directly from the deck instead of from their hand on their turn. If they do, they may 3 generic cards instead of 1 action and 1 thing that turn.
The brightest ideas come from the most mysterious places.
Intervene
Action
Look at target opponent's hand and choose a card from it. If they play any cards during their next turn, they must play the one you chose and you may draw a card.
A Piece of the Pie
Thing
Whenever an opponent draws two or more cards, draw a card.
Junk Drawer
Thing
When another of your Things would go to the discard pile, you may instead put it inside of Junk Drawer face-down: it is considered blank and untargetable. At the end of your turn, you may move any number of junk Things to the discard pile.
Floodgate
Thing
Whenever a card an opponent controls would target you or another thing you control, exile it without resolving it.
When Floodgate leaves play, return all things exiled with Floodgate into play and resolve their ability. Additionally, discard all actions exiled with Floodgate and resolve their ability.
Time Splitter
Thing
Whenever an opponent uses an action, you may copy it and choose new targets for the copy. You may only do this once between your turns.
Scute Swarm
Thing
Whenever a non-token thing comes into play under your control, if you control 6 or more non-token things, create a token copy of scute swarm.
Action: As an additional cost to this, destroy X+40 Scute Swarms. Target player loses the game if they control X or less things.
"One is a nuisance. Two is a problem. Two-thousand fourty-eight is expected."
Thing
When you play an Action that targets one or more Things, destroy this. That Action destroys all its targets after its other effects.
Action
Return two target Things to their owners' hands and gain a Point token.
Thing
When you play an Action, destroy this. Nothing besides Ammunition can prevent that Action or modify its effects.
Chain Gang Theft
Action
Gain control of target thing. It's owner may choose to copy this ability and choose an new target for the copy.
Chain Gang Leader
Thing
Whenever an action is played, if it targeted something a player controls, that player may copy the action, and may choose a new target for the copy.
Excommunicate
Action
Exile target non-holy thing, then exile all unholy and blasphemous things.
Action - Reaction
Play in response to an opponent's Action. That Action can't destroy Things. If that Action causes any players to draw or discard any cards, they draw or discard one fewer.
Draw a card.
Thing
Once during your turn, you may convert any of your tokens into Money tokens
OR spend 2 Money tokens to create a blank Thing card named Gem and put it into your hand
OR put two non-token Things you control into target opponent's hand to look at their hand and put a card from their hand into yours.
Action: Gain a Money token.
Thing
When an opponent plays their second card in a turn, they must spend a token of any type. If they don't, you gain a Money token.
Action: Spend three Money tokens to draw a card.
Action
Put an Ice token each on up to 10 target Things. Until the start of your next turn, things with Ice on them are blank and white-colored.
Thing
Other Things with Ice on them are blank and white-colored. At the start of your turn, destroy half the Ice in play. (round up)
Action: Put an Ice token on target Thing.
Action - Cold
One or two target opponents each gain four Ice tokens and discard two cards.
Thing
Whenever an action is used by an opponent, you may copy the text onto Verbosity Machine, then increment it's corner value by 1.
Action: Choose one:
Destroy things you control equal to Verbosity Machine's Corner Value, then use all of the actions copied onto it.
Remove one action copied onto Verbosity Machine, then decrement it's corner value by 1.
Corruption
Thing
When Corruption enters play, attach it to target thing not named Corruption, that does not have Corruption attached to it. If you cannot, destroy all things that have Corruption attached to them.
At the beginning of your turn, create a copy of Corruption and play it.
Oblivion Ultimatum
Action
Destroy all things. Each player discards 1 thing and 1 action if able.
Killin' for the Sake of Killin'
Thing - Goal
When you destroy a living Thing, move this to the discard pile and draw two cards.
The Most Toys
Thing - Goal
When you control at least 5 other non-token Things, and more than any opponent, move this to the discard pile and draw two cards.
Inhuman Speed
Thing - Goal
When you play your second Action during a turn, move this to the discard pile and draw two cards.
Grindstone
Thing - Sink
At the beginning of your turn, place 1 Time counter on Grindstone, then exile things you conyrol for each time counter on Grindstone, or destroy Grindstone.
At the beginning of each turn, take the top card of every deck and move it to the respective discard pile.
Checkmate
Action
If target player controls a King, they lose the game.
Ke4#####
Razor hands
Thing
Whenever a thing would target your hand, destroy it. Whenever an action would target your hand, thr player who controlled it discards a card.
Thing
When you play this, you can't take Actions for the rest of the turn.
When you play an Action card that targets one or more players, destroy this. That Action has "Eliminate all this Action's target players unless any of them reacted to this Action." appended to it.
Action
Destroy target solid Thing and all the Ice.
Thing - Ice
Play this as a copy of a Thing in the discard pile, except it's made of ice and lacks any Action abilities.
Frozen in Time
Thing
Attach to target thing.
Attached thing cannot be the target of any effect. Attached thing has no card text.
Nuclear Winter
Action
For each thing, place 1 Ice counter and 1 Nuclear counter on it.
Frozen Shut
Action - Cou ter
Counter target card. It's owner gains 1 Ice counter. You may play this anytime.
Belittle
Action
Return target Thing to its controller's hand. Choose a random card from their hand: they either discard it or destroy one of their Things. They may not target your Things during their next turn.
A Practiced Hand
Thing
Action: Discard an Action to recover an Action you played last turn from the discard pile.
Underflow
Action
Discard two cards. If you cannot, draw three cards instead.
Thing
Whenever a card you just played is sent to the discard pile by an opponent's card without taking effect, gain 2 Money tokens.
Action: Spend 2 Money tokens to put the top card of the discard pile into your hand. Play this ability no more than once per turn.
Action
Shuffle your hand and this card into the deck. If you played this Action from your hand, draw a card and take an extra turn after this one.
Action
Instead of playing a Thing this turn, you may gain 3 Money tokens.
Set aside and look at the top card of the deck and the bottom card of the discard pile. Repeat this process any number of times by spending a Money token for each time. Put two of those cards into your hand, then discard the rest.
You don't need a Nuke to kill an Ant
Action - Counter
Counter target action if it would use excessive force to destroy it's target.
You may play this anytime.
17 nuclear warheads
Action
Destroy target thing. It's owner places 1 Nuclear counter on all of their things. It's owner gains 9 Nuclear counters.
Enough to kill an ant!
Nuclear Bunker
Thing
Immunity to all Nuclear cards. All things under Nuclear Bunker gain this immunity.
Action: Place target thing you control under Nuclear Bunker. It loses all card text.
Action: Remove target thing from Nuclear Bunker. It gains back all of it's card text.
Thing
When you play this, gain three Ice tokens.
Action: spend an Ice token to return target Thing to its owner's hand.
Thing
At the start of your turn, gain two Energy tokens.
Thing
When one of your Things is destroyed, unless you spent it as part of a cost, destroy all remaining Things too.
Extort
Action
Target player reveals their hand. You may take 1 card from it into your hand.
Nuclear Waste
Thing
At the beginning of your turn, you and target thing you control gain 1 Nuclear counter.
Bouncy Land
Thing
When this enters play, return 1 thing you control to it's owner's hand.
Whenever you or Bouncy land becomes the target of an effect, you may change the target to another valid target. You may only do this once per turn.
Action/Reaction
Play as an Action to choose target Thing, or play in response to an opponent's Action.
If you control more types of tokens than that Thing or Action's controller, remove it from the game (negate its effects if it's an Action).
Action
Gain control of target Thing if it's not listed in the Infinite Dvorak Deck or its archive
AND/OR
return target Action card from the discard pile to your hand if it's not listed in the Infinite Dvorak Deck or its archive.
Thing
When Smuggler enters play, draw a card or create two blank Thing cards named Gem and put them into your hand.
Action, Discard a card: Draw a card or gain 2 Money tokens.
Knives
Thing
While Knives is attached to another thing, destroy any other things that would target it. If the attached thing is sentient, destroy any other things that would target you.
Action: Attach Knives to target thing you control.
Timely Ending
Thing
Exile Timely ending. At the beginning of each turn, place 1 time counter on it. Then, if there are 100 or more time counters on it, the game ends in a victory for all remaining players. Timely Ending cannot be altered by cards other than itself.
Action
As an additional cost, destroy things you control equal to Double Time's corner value, and then increment it by 1. Take an extra turn after this one.
Expensive Hobby
Thing
Instead of drawing a card at the beginning of your turn, you may gain a Money token. Once per turn, you may spend a Money token to increase your hand size by one until your next turn or to play a Thing.
Changing of the Guard
Action
Each player may destroy one of their Things and may play a Thing in its place.
Instead of playing another Thing this turn, you may compel target Thing's controller to destroy it in this way.
Second Coming
Thing
Since time immemorial, our legends have foretold that target living Thing in the discard pile will exchange places with this card at the beginning of your turn.
Cheapen
Action
Target thing gains "If this becomes the target of an effect, destroy this thing." Append "Cheaply-Made" to the front of its name.
Fire Sigil
Thing
When this enters play, attach it to target thing you control. That thing gains "Immunity to fire effects and destroys anything flammable that targets it."
Fire Sigil is indestructible, but leaves play if attached thing leaves play.
Doomsayer
Thing
Name a card. If any player has that card in-hand, they lose the game.
4P
Pick It Up Pick It Up Pick It Up!
Action
Choose two:
- You may play an additional Thing and Action this turn.
- You may play two additional Action: abilities this turn.
- Each player draws two cards.
Thing
At the beginning of your turn, reveal cards from the deck until you reveal an Action card. Attach it to Bag of Tricks, discarding any other Action cards attached to it, then shuffle the deck.
Action: Play the attached Action card. Put it in the discard pile if it doesn't direct you to do otherwise.
Thing
When this card enters play, choose a creator. Whenever you play a card by that creator, gain a Money token and attach it to this card.
When Change Jar is destroyed, spend each Money token attached to it and reveal that many cards from the top of the deck. Put all of them NOT by the chosen creator into your hand, then shuffle the deck.
Swerve
Reaction
Play immediately in response when one of your Things would be destroyed. Another of your Things is destroyed instead.
Take That!
Thing
Whenever an opponent targets a Thing you control, you may turn one of their Things face down.
Mixed Reviews
Thing
When you play this, attach it to target Thing.
Any opponent may discard a card during their turn to allow all opponents to ignore attached Thing until the discarder's next turn.
Thing - Person
When you draw a card, you may spend a Money token to discard it and draw another.
Action:Gain a Money token.
Thing - Person
When you play your first Action card of the turn, you may spend two Money tokens to play it a second time.
Action:Gain a Money token.
Thing - Person
When one of your nontoken Things is destroyed, you may spend three Money tokens to return it to play.
Action:Gain a Money token.
Deface Currency
Action
Target Money Token gains "This cannot be spent."
Breathe in Space
Action
Target living thing gains "This thing does not count as a living thing."
Deadpool Plushie
Thing
Action: Target non-player creates a card and puts it into your hand. If you play a card created this way, it cannot be removed from the game unless all other players agree to it.
Once-in-a-Lifetime Offer
Action
Gain control of target Thing by giving its controller any combination of your Money tokens, non-token Things, or revealed hand cards with equal or greater value. A card's value for this purpose is the greater of the largest digit in its cornervalue or the number of words in its title.
Thinking Out Loud
Thing
Play Thinking Out Loud into target player's control.
Play with your hand revealed.
Send Flowers to the Widows
Action
For each Thing you have destroyed since the beginning of your last turn, give a Bouquet token to its former controller and draw a card.
Oncer-in-a-Lifetime Offer
Action
Gain control of target Thing by giving its controller any combination of your Money tokens, non-token Things, or revealed hand cards with equal or greater value.
Exile all copies of this card from all zones, and remove it from the wiki. If this card does not appear on the wiki, exile all copies of it.
Improbably Rigged Dice
Thing
Choose a number between 1 and 6. Whenever you would roll 6 sided dice or the equivalent thereof, you may substitute the result for each die roll with the chosen number
Probably Rigged Dice
Thing
Whenever you would roll dice or the equivalent thereof, you may roll twice. If you do, you may choose one of the outcomes to be the result of your rolls.
Thing - Person
When you draw a Thing, you may spend four Money tokens and reveal it to add another copy of it to your hand.
Action:Gain a Money token.
Thing - Person
When an opponent plays a Thing, you may spend five Money tokens in response to destroy one of their other Things.
Action:Gain a Money token.
Thing - Person
When you use an Action ability, you may spend six Money tokens at the end of the action to draw two cards.
Action:Gain a Money token.
Thought Accelerant
Thing
Whenever you would draw a card, draw twice that many cards instead.
Mind Altering Drugs
Action
Create a drug token with "Your hand size is reduced by 1. Whenever you would draw a card, draw an additional card.
This token cannot be destroyed"
Neura-Link
Thing
Players play with their hands revealed.
Players may play up to 1 card from another player's hand during their turn.
Anything is possible when we all work apart.
Thing - Person
When an opponent draws a card, you may spend seven Money tokens to look at their hand and steal a card from it.
Action:Gain a Money token.
Thing - Person
When you destroy a Thing, you may spend eight Money tokens to eliminate its controller.
Action:Gain a Money token.
Thing - Person
When you start your turn, you may spend nine Money tokens to win the game.
Action:Gain a Money token.
Bottled Priority
Thing
When this is destroyed, begin your turn.
Card Entrepreneur
Thing
When you gain a Money token, you may discard a card to gain two more.
Daydream
Action
View the top three cards of the draw pile and put one into your hand, then end your turn. Your hand and Things are untargetable until your next turn.
Instead of playing a Thing this turn, you may view the top five cards of the draw pile and put two into your hand instead.
Soul Binding
Action
Each player adds "If this thing is destroyed, you lose the game" to target thing they control. Until your next turn, none of the things targeted this way can be destroyed.
Entrap
Thing
Attach to target player.
Attached player cannot use actions that would target things they do not control not named Entrap
Fully Armed Hostile Takeover
Action
If you control more things than target opponent or opponents combined, those players lose the game. Otherwise, you lose the game.
Action
Flip a coin. If heads, draw two cards and you may take two extra Actions this turn. Regardless of the result, gain a Money token.
Action
Move target Thing to Up Your Sleeve. Its controller gains two Money tokens and a Note token with "If <that Thing's name> is Up any Player's Sleeve, you may pay them three Money to return it to your control."
Action
Discard a card from your hand or Up Your Sleeve. Gain Money tokens equal to three plus the highest digit in its cornervalue (default 1) and draw two cards.
The Unspeakable
Thing
Exile any sentient thing that would target The Unspeakable.
You musn't know it's name. It's really, really hard to pronounce.
Salt the Earth
Action
Destroy all Plants.
Calcium Trap
Action
Target thing gains "If this uses any abilities, erase all card text on this thing."
Frozen Open
Thing
Attach to target player or Thing.
Effects that would prevent attached entity from being targeted fail.
Distressingly Jewish-Coded Goblins
Thing
So they not only have big pointy noses, but they generate a Money token at the beginning of your turn? And if you control no other Things when they enter play they can literally kidnap target Thing into your hand? Yeah, not a good look. Maybe don't spend money on the new HP game.
When a player plays a Witch, a Wizard, or a Spell, eliminate them.
Action
If there are at least twice as many non-Token Things in play as there are players, choose one of those Things at random, then destroy all other Things.
Otherwise, draw a card.
Thing
When this enters play, attach up to three living Thing cards from the discard pile to it.
Once during your turn, you may choose an attached Thing card. Until your next turn, Gem of Three Souls becomes a copy of that Thing, except it still counts as a Gem.
Case the Joint
Action
View a random card in target opponent's hand and another card of their choice. If they play an Action you see this way during their next turn, you may ignore its effects on you. Draw a card for each of their Things you target this turn.
Out-of-Body Experience
Action
Play the rest of your turn using target opponent's hand instead of your own.
Ensconce
Action
Target Thing's controller puts it Up Their Sleeve.
Russia
Thing
Things you control with Ice counters have "If this becomes the target of a thing's ability, destroy it. If this becomes the target of a player's action, they discard a thing and action if able.
Deflection Sage
Thing
Once per round, if an effect would target one of your things, you may redirect it to another valid target.
Action
Choose one, four times in succession:
- Gain a Money token or steal an opponent's Money token.
- Spend a Money token to draw a card.
- Spend a Money token for the ability to play an extra Action or Thing this turn.
Action
Target Thing is considered racist this turn. Destroy all racist Things, and gain a Money token for each.
Thing
Actions that target your Things do so at random.
Curse of Fragility
Thing - Curse
Attach to target player
Whenever attached player becomes the target of an effect, they sacrifice target thing of their choice. (Sacrificing destroys one of their things, even if it is indestructible)
Curse of Mirrors
Thing - Curse
Attach to target Player.
Whenever attached player uses an action or ability, every other player may copy it, and may choose new targets for the copy.
Enter the Finite
Action
Draw
a card
"Have a thought"
- Niv-Mizn't
Action
Draw three cards. You may put a Thing from your hand into play.
If a card named "And Takes Away" isn't in the discard pile, create a copy of it (#9236) and put in an opponent's hand.
Action
Return target Thing to its controller's hand. That player discards three cards.
If a card named "He Gives" isn't in the discard pile, create a copy of it (#9235) and put in that player's hand.
Action
Put the whole draw pile in your hand, then shuffle all but one card of your hand into the deck.
Thing - Curse
Attach this to an opponent when you play it.
When the attached player targets other players' things, they do so at random. (they choose the player, then select from their legal targets at random)
Action
Destroy all Things. Each player gains a Money token for each of their tokens destroyed, two Money tokens for each of their non-token Things destroyed, and an additional eight Money tokens for each of their Things destroyed whose text contained the word "win".
Eternity Shard
Thing
Indestructible.
If the game would end while Eternity Shard is on the field, exile Eternity Shard instead.
If another player plays an Eternity Shard or a copy of it, shuffle it into the deck.
It's shimmering angles and sharp points are a sight to behold, as if it has existed for all of time.
Eternity Plates
Thing
Indestructible.
Attach to yourself.
If an effect would cause you to lose, counter it then exile Eternity Plates.
If another player plays an Eternity Plates or a copy of it, shuffle it into the deck.
A noble piece of equipment, held in high prestige, and higher rarity.
Eternity Wand
Thing
Indestructible.
Action: Destroy all things, then exile all things. Exile Eternity Wand.
If another player plays an Eternity Wand or a copy of it, shuffle it into the deck.
The most volatile Eternity Artifact, its' power is feared by mortals and gods alike.
Thing
Reveal each card you draw. When you reveal a Thing this way, create three copies of it and put them into your hand, then put Mass Outbreak 1 into the discard pile.
Action
Reveal cards from the top of the deck until you reveal a Thing card. Put that card into your hand. Create two copies of it and put them into your hand. Shuffle the deck.
Thing
Action: Create two copies of each non-token Thing you control without the word "Outbreak" in its title, then put those cards into your hand. Put this card into the discard pile.
Nevinyrral's Slipped Disk
Thing
As an additional cost, sacrifice a thing named "Nevinyrral", or sacrifice 3 things, one of them being alive.
Sacrifice Nevinyrral's Slipped Disk: Destroy all Things.
Nevinyrral
Thing
When Nevinyrral is destroyed, you may discard 3 cards. If you do, destroy all Things.
Thing
Exiled cards go under this.
Action: Draw and exile a card.
Action: Discard your hand and replace it with all the exiled cards.
Action
Play one Thing, if available, from each of the following:
Up Your Sleeve, the top 3 cards of the discard pile, cards you know are in someone's hand (e.g. yours), the exiled cards, Things you already control.
R6/3T
Reverse Card Seller
Thing - Person
When you use an Action ability, gain a money token afterwards.
Action: spend six Money to draw two cards.
Revivification Gambit
Action
Return all exiled things under your control, then play all exiled actions. Exile Revivification Gambit.
At the end of your next turn, you lose the game. When you do, exile all cards returned with Revivification Gambit.
"Aha, I've done it! I've crossed the barrier between Life and Death! I shall remain immortal forev-"
Voraciously Cannibalize
Action
Destroy target Sentient Living thing. You create 3 Food tokens, and that thing's owner creates 1 Food token.
Unsated with the meal provided to him, he would devour the cook who made it for him.
Bootstrap Paradox
Action
Destroy target non-living thing.
Action
Destroy target Thing. If its controller controls no other non-token Things, eliminate all players with any Doom tokens.
Gain a Doom token.
Action
Look at the top three cards of the deck, put any number of them into the discard pile, then draw three cards. If you have the most cards in hand, eliminate all players with any Doom tokens.
Gain a Doom token.
Action
Gain control of target Thing. If it's a living thing, eliminate all players with any Doom tokens.
Gain a Doom token.
Check it out! I got DOOM to run on this thing.
Thing
Play this as a copy of a Thing in the discard pile in all respects except that it doesn't copy ruletext.
When this becomes a target, eliminate the player whose card/token targetted it. Destroy this at the start of your turn.
Action
Reveal cards from the top of the deck until you reveal a Thing you can play with a cornervalue. Play that Thing, then shuffle the deck. You may activate one of its Action abilities twice.
You win the game if your Things have at least eleven distinct non-punctuation symbols in their cornervalues.
Action
Exile and then discard all Things whose text has been altered from the version in the archives. Each opponent must discard a card from their hand or Up Their Sleeve, and each opponent who can't do so must spend their Action next turn making up an excuse.
Genocide
Action
Choose a living thing type. Destroy all things that are that type.
Pet Eye Remover
Thing
Pets you control cannot be targeted.
Animals you control cannot be destroyed.
Aspic
Thing
Attach to Target creature.
Whenever attached creature is targeted, draw a card, then discard a card.
Thing - Party Member
Action: Choose target Thing and roll a d6. You may spend an Energy or Mana token to add 3 to the result. Destroy that Thing unless its cornervalue contains a digit higher than the result.
Thing - Party Member
Action: Choose target Thing card in the discard pile and roll a d6. You may spend a Zombie or Strawberry Candy token to add 3 to the roll. Swap it with another non-token Thing you control unless its cornervalue contains a digit higher than the result.
Thing - Party Member
You and other Things you control can't be the target of effects you don't control.
Action: Choose target Thing and roll a d6. Return that Thing to its controller's hand unless its cornervalue contains a digit higher than the result.
"Hold the line!"
Lattice Tower
Thing - Lattice
All Lattices except for Lattice Tower are Indestructible.
Lattice Tower is Indestructible as long as you control no other Lattices.
Lattice Electrifier
Thing - Lattice
All Lattices have "At the beginning of your turn, create 1 energy token.
Spend 3 energy tokens: Destroy target thing."
Freezing Lattice
Thing - Lattice
All Lattices have "At the beginning of your turn, place 1 Ice counter on target thing."
Thing
Play this attached to another Thing. You control the attached Thing during your turn.
Action: Spend 3 Money things to attach Double Agency to a different Thing.
Thing
Action:Move the top card of the deck to Up Your Sleve.
Action:Put a card from Up Your Sleeve on top of the deck.
Action/Reaction
Draw three cards.
You may play this as a response to an opponent's action that targets you or affects your hand; when played as such, the action can't let them look at or affect the cards you just drew.
Lattice Contructor
Thing - Lattice
Action: Target thing gains the subtype Lattice You may only target a thing you control if you do not have the most Lattices.
Sacrifice a Lattice you control: Search the Deck for a Lattice Thing, and play it under your control. Shuffle the deck.
Shatter the Lattice
Action
All Lattices lose all card text until the beginning of your next turn. If there are no Lattices, draw a card.
Cheap Plastic Lattice
Thing - Lattice
All Lattices have "If Kevan is in the game, they win."
It's rather structurally unsound..
Thing - Lattice
If a token is dealt any damage, or any Thing is dealt 3+ total damage in the same turn, the damage-dealers destroy it.
All Lattices have "After drawing for your turn, this deals 1 damage to target Thing.".
Action
This turn, if a token is dealt any damage, or any Thing is dealt 3+ total damage within the turn, the damage-dealers destroy it.
This deals 4 damage split among any number of Things. You may spend up to five tokens to deal one more damage each.
Thing
If a token is dealt any damage, or any Thing is dealt 3+ total damage in the same turn, the damage-dealers destroy it.
When you draw some number of cards, Auto Cannon deals that much damage to target Thing.
Crystaline Lattice
Thing - Lattice
Things you control are Lattices in addition to their other types.
All Lattices have "If this is destroyed, if it is not a token, create a token that's a copy of target Lattice. If it is a token, create a Lattice Token."
Lattice Amplifier
Thing - Lattice
Whenever a Lattice not named Lattice Amplifier would grant cardtext to other Lattices, it grants that cardtext twice.
During the beginning of your turn, if you control no other lattices, draw a card. Then, you may play a Lattice Thing from your hand for free.
Lattice Destroyer
Thing
Action: Destroy Target Lattice.
Players can't play Lattices.
If there are no Lattices in play, sacrifice Lattice Destroyer, then draw a card.
Chaos Lattice
Thing - Lattice
At the beginning of your turn, rotate Chaos Lattice 90˚ counterclockwise. Whenever a Lattice is played, rotate Chaos Lattice 180˚ clockwise. When it completes a counterclockwise rotation, destroy target Thing and either turn a non-Lattice Thing you control face-down or gain an Insanity token.
Lattice Condenser
Thing - Lattice
When you play this and at the beginning of your turn, if no other Lattices are in play, reveal cards from the draw pile until you reveal a Lattice, put it into play, and shuffle the draw pile.
Ivory Tower Defense
Thing
When an opponent's Action would destroy a Thing you control, you may return this to your hand to ignore the effect and draw and discard a card.
Action
Each player discards a card at random. Put one of the discarded cards into your hand. Gain a Money token for each other card discarded.
Scrapping the treasures to steal the scrap
Action
Choose a Thing you control. Take another turn after this one, but you only control that chosen Thing during that turn. If you'd gain any other Things during the turn, leave them behind at the end of the turn, in play but under no one's control.
Action
Draw three cards and return one of your nontoken Things to your hand. You have +5 hand size limit for the rest of the turn.
Visions of the Future
Action
Exile the top 3 cards of the deck. Whenever you would draw a card, instead draw from the exiled cards if able. Until the end of your turn, you may view and re-order the cards.
Futuristic Latticeworks
Thing - Lattice
All Lattices have "Before you draw the first card for your turn, view the top X cards of the deck, where X is twice the number of Lattices in play. You may re-arrange them before drawing.
This ability only triggers for one Lattice you control each turn."
Fragile Lattice
Thing - Lattice
All Lattices have "If this is targeted by an effect, sacrifice it. This cannot be Indestructible."
Thing
You may have Tapestry enter play covering a Thing you control, making that Thing blank and untargetable. You may uncover it any time on your turn.
When Tapestry enters play, you may have it gain up to three subtypes of your choice.
"It depicts a PARTY MEMBER battling a DRAGON over its hoard of GEMS. A person-sized LUMP protrudes from it."
Thing - Song
Opponents' cards can't cause you to draw or discard cards.
Action - Reaction
As an Action, return target Thing to its controller's hand.
OR play as a Reaction to an opponent's Action targeting you or a Thing you control. Negate that action's effects, then return target Thing that entered play under their control this turn to their hand.
Sweep Attack
Action
When you play this, rotate it 360˚ clockwise. Return a Thing you control to your hand. If you do, destroy up to one Thing belonging to each opponent.
Second Chances
Thing
Once between your turns, when an opponent's living Thing would be destroyed, you may discard a card to gain control of it instead.
Daunt
Action
For each Thing you play this turn, an opponent of your choice may not draw cards next turn. You may play another Action.
Living Lattice
Thing - Lattice
All Lattices have "Whenever this would be destroyed, you may discard a card to prevent this from being destroyed."
Golden Lattice
Thing - Lattice
All Lattices have "At the beginning of your turn, create 1 money token."
Replicating Lattice
Thing - Lattice
All Lattices have "At the beginning of your turn, create a token that's a copy of this lattice. Then, target opponent who doesn't control a Lattice may create a token that's a copy of target Lattice."
It's size slowly became insurmountable, the world turning into an interconnected web of grids.
Thing - Gem
Other things you control are also Gems.
Whenever a Gem becomes the target of a card's effect, that Gem's controller may draw a card, then they may discard a card that shares a symbol in its cornervalue with that Gem to negate the effect targeting it.
Action
Destroy target Thing and up to one target Thing that shares either a noun or verb in its title or a subtype with that Thing.
Thing
Once during your turn, you may play a Thing that shares either a noun or verb in its title or a subtype with a Thing you control (this doesn't count as one of your plays for the turn). When you do, draw a card.
Thing - Lattice
All Lattices are Nodes and have "when you play an Action from your hand, gain an Energy token for each Node you control."
Unstoppable Quadratic Power!
8U
Simplified Monty Hall Problem
Action
Look at the top two cards of the draw pile and reveal one of them. Target opponent chooses one of the top three cards and draws it. You draw the other two.
And behind door number two, we have... a goat!
Thing
At the end of your turn, you may let the goat eat another target Thing you control.
Hyperbolic Time Chamber
Thing
Whenever you play a card, you may instead exile it with 3 time counters on it.
At the beginning of your turn, remove 1 time counter from all cards exiled with Hyperbolic Time Chamber. Then, if any of those cards have no time counters on them, play them and copy them 9 times. You may choose new targets for the copies.
Latticeworks Corruption
Thing - Lattice
All Lattices have "At the beginning of your turn, either discard 1 card or sacrifice this thing."
Great Architectural feats are often undermined by the the smallest of details.
Lattice Reconfiguration
Action
Starting with you, each player chooses a non-lattice thing they control. That thing gains the subtype Lattice and gains "All Lattices have the card text of this Thing."
Thing - Lettuce
When you play this or a Lettuce is eaten, draw a card.
crunch, crunch, crunch
Action
Destroy a Thing. If it was living or edible, draw a card. If it was neither, and not an abstract concept, discard a card. If it had flavortext, you may take an extra Action this turn.
Thing - Beast
At the start of your turn, Promulg Gourmet eats another Thing that has flavortext if any are available.
If Promulg Gourmet goes three of your turns in a row without eating, it wanders off and exiles itself.
At least this one's too snobbish to eat the players.
Conjure
Action
Create a copy of target card that has not been exiled this game from the Infinite Dvorak deck and place it into your hand.
Cover in Gold
Action
All things gain the subtype Money.
Fat Stacks
Thing - Money
Fat Stacks enters with 10 Money counters on it.
Whenever you would destroy Money tokens, you may instead remove that many Money counters from Fat Stacks.
If Fat Stacks has no Money counters on it, sacrifice it.
Action
Target player draws 6 cards and discards 6 cards. They discard randomly while above their maximum hand size. That player can't play Actions or Things on their next turn.
"Huh, a .rar file? Wonder what's in it."
Action
Remove this card and target Thing controlled by an opponent from the game. If your playgroup plays another game of Dvorak after this one, include that Thing as part of that opponent's opening hand (It replaces a card they would have drawn).
Thing
At the beginning of your turn, if there are any cards under this card, look at them, reveal up to one Thing from among them and put it into your hand, and discard the rest. Otherwise, roll a d6, subtract 1, then put that many cards from the top of the deck face down under this card.
Environmentally friendly it's not.
Action
When one of your Things is destroyed, you may use one or all of its start-of-turn, end-of-turn, "Action:" or "Thing" abilities afterwards.
Action
Remove the last sentence printed on target Thing, other than its creator attribution.
If you Graze Upon flavortext, draw two cards.
6V
All You Can Eat Buffet
Thing
Action+Thing: Draw a card and gain a Fat token.
If you have five or more Fat tokens, destroy this.
Void Shatter
Action
Exile the discard pile. For the rest of the game, whenever a card would enter the discard pile, exile it instead. If the deck needs to be reshuffled due to not having any cards, the game ends instead.
Anchor to Reality
Thing - Meta
When this enters play, attach it to target player.
Attached player is a thing with "You cannot be removed from play." and has the subtype Player.
Violent Extinction
Action
Choose a card type other than Thing and Action. Search the deck for all cards with the chosen type, then exile them. Exile all cards of the chosen type from the discard pile. Each player exiles all cards of the chosen type from their hands and from among things they control.
Shuffle the deck.
Thing
At the beginning of your turn, if there are any cards under this card, look at them, reveal up to one Action from among them and put it into your hand, and discard the rest. Otherwise, roll a d6, subtract 2, then put that many cards (min 0) from the top of the deck face down under this card.
Dumps all sorts of Things into the ecosystem.
Illusionary Mist
Thing
As Ilusionary Mist comes into play, name a Thing subtype.
All things are that subtype and lose all other subtypes.
Glass Cannon
Thing
You may have Glass Cannon deal 1 damage to any target thing. If you do, place a crack counter on Glass Cannon.
If Glass Cannon has 6 or more crack counters on it, sacrifice it.
If a token is dealt any damage, or any Thing is dealt 3+ total damage in the same turn, the damage-dealers destroy it.
Infectious Cut
Thing
Attach to target player.
At the beginning of each turn, attached player gains 1 poison counter.
If any player has 10 or more poison counters, they lose the game. If any thing has 3 or more poison counters, it's controller sacrifices it.
Bottom of List