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.
Thing
Once during your turn, you may play a Thing that shares either a non-article non-preposition word 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
Set this card and target Thing controlled by an opponent aside, attached to each other and that opponent.
If your playgroup plays another game of Dvorak after this one, instead of returning the attached card to the deck, the attached player draws it as the first card of their opening hand.
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.
Thing
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.
Shattered Void
Thing
Attach to target Discard Pile.
Attached discard pile has "Exile all cards in this pile. When a card enters this pile, exile it. If this pile needs to be shuffled to make a new deck, then either the owner of this pile loses the game, or the game ends in a draw."
"The world crumbled around her. She scrambled to stop it, but every action she took was futile."
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.
Action
Draw two cards; you may eat a food Thing you control to draw two more.
Thing
When an opponent targets you, they gain control of this Apple. Opponents' cards must target you whenever possible.
If you or one of your cards or tokens eats this, you win the game.
Thing
You may eat this (destroying it) at the start of your turn.
When a player eats this on their own turn, they may take three extra Actions this turn. When eaten out-of-turn, they draw a card.
Cards_by_JakeTheWolfie
Thing
Cards you control made by JakeTheWolfie have the original, unaltered text.
"Hey there, welcome. Some of your cards are a bit confusing so I was hoping I could put some things out to make sure they are workable." -The T
Repulsive Harvest
Action
Each player sacrifices any number of living things they control. For each thing a player sacrified from Repulsive Harvest, they create 3 Money Tokens.
Mind over Matter
Action - Counter
As an additional cost, discard your hand.
Counter target effect that would cause you to lose the game.
You may play this anytime.
Thing
Whenever you play an Action with the number 3 or the word "three" in its text, rotate this card 120° clockwise. If this causes this card to complete a clockwise rotation, treat the number 3 and the word "three" in that Action's text as the number 9 or the word "nine".
Sometimes... three threes really is nine.
Action
Instead of playing a Thing this turn, you may draw a card and gain a Money token.
The next time you would take a turn, draw three cards and gain three Money tokens instead.
Leaving early and taking tomorrow off.
Action
Look at the top 3 cards of the deck. Put up to two of them into your hand, up to two of them into the discard pile, and the rest on top of the deck in any order.
"For it shows things that were, and things that are, and things that yet may be." - Galadriel
Action
Put a new copy of Numagbar's, Jdragsa's, Xuburge's OR Camus's Boon (#4192 - #4194 OR #4197) in your hand.
Action
Choose a word other than "Action", "Reaction" or "Thing". Remove from the discard pile all cards with that word in their name or type line and exile them. Draw a card for each one after the first. If this draws at least as many cards as your hand size limit, win the game.
Thing
At the start of your turn, discard a card.
Action: Gain a Money token.
At the end of your turn, draw a card.
Rule of Three
Thing
Players must play 3 cards during their turn. If they are unable to, they instead draw 3 cards and end their turn.
Each player may play an additional card each turn.
The worst person you know
Thing
Action: Make a good point.
Your worst nightmare!
Corporate Espionage
Action
As an additional cost to play this, spend any amount of Money Tokens twice.
Gain control of things your opponents control equal to half the number of Money Tokens spent to play this.
Action
Play another Action from your hand, then repeat that Action three times. Discard down to your maximum hand size afterward, and end the turn.
Thing
When you gain your ninth token during a single turn, you win.
Action: Discard a Thing card and gain three Money tokens.
Thing
At the start of your turn, destroy one of your Things.
Action: Destroy target token.
At the end of your turn, target opponent chooses and destroys one of their own things.
Half-Baked Idea
Action - Counter
Counter target card. It's controller sacrifices 1 thing.
You may play this anytime.
Time Vault
Thing
At the beginning of your turn, you may put a time counter on this. If you do, skip your turn.
Remove a time counter from Time Vault: Take an extra turn after this one.
If an effect you control would place extra time counters on Time Vault, counter it.
Ritual
Action
Target player does not pay any costs for target card that they played.
You may play this anytime.
Thing
Indestructible. Opponent's can't look at cards in your hand or force you to reveal them.
When Bank Vault is moved to the discard pile from any zone during a turn in which it was in play, the player whose effect moved there gains 4 Gold tokens and 4 Money Tokens, draws two cards, and creates a blank Thing card named Gem and adds it to their hand.
Action
Play the Xth card of the discard pile, where X is the number of cards in your hand (this card counts as being in neither your hand nor the discard pile while you're playing it).
Action
Choose a creator, then reveal your hand. If you reveal cards by two different creators and none by the chosen creator, destroy all Things by the chosen creator.
"Et tu, Bucky?"
Action/Reaction
Move a Thing from the top three cards of the discard pile into your hand.
You may play this in response to an opponent destroying a Thing. If you do, choose that Thing and you may immediately play it immediately afterwards.
Thing
You have -2 to maximum hand size.
When you discard an Action to the hand size limit, you may destroy a Thing.
9W
Adverse Reorganization
Action
Move target card into target opponent's hand.
Ulu Ring
Thing
Indestructible.
Attached thing is Indestructible.
Action: Attach Ulu Ring to target living thing you control. If it was previously attached to a thing, sacrifice the previously attached thing.
Day of the Dead
Action
As an additional cost, destroy all things you control.
Gain control of all Living Things in the discard pile. They gain the Undead subtype.
"..And at the dawn of the final day, they saw the most horrifyingly beautiful sight. A living valley turned sour, their worst wishes coming true."
Drown in Tears
Action
Each player sacrifices a sentient and living thing they control. If they cannot, they discard 2 cards.
Thing
You have +1 to maximum hand size.
On your turns that you start with a full hand, you may play an extra Action and/or an extra Thing.
2X
Vault of Ancient Relics
Thing
When you play this, put the bottom two cards of the discard pile into your hand.
You have +2 to maximum hand size.
3X
Vault of the Forgotten
Thing
When you play this, draw a card and put it Up Your Sleeve.
Treat cards that are exiled and/or Up Your Sleeve as though they were in your hand also. You have +3 to maximum hand size.
The Room where it happens
Thing
Once during each turn, The player who's turn it is may target a thing you control. You may choose to let them take control of it. If you do, take control of target thing that they control.
Simulate
Action
Create a token that's a copy of target thing, exceppt it has the subtype "Simulation" in addition to it's other types.
Monopoly
Thing
If you are the only player able to legally play any cards on your turn, you win the game.
Action - Air
Target opponent discards a card. Return up to one target Thing without a digit greater than 4 in its cornervalue to its controller's hand.
Thing
For the purposes of any effects that count Things in play, your non-token Things each count as an additional Thing. For the purposes of any effects that count non-token Things in play, your tokens count as non-Token Things.
Thing - Party Member
Thing: Discard a card from your hand or put a Thing you control into the discard pile.
Action: Swap the top cards of the deck and discard pile.
Thing
You have -3 to maximum hand size.
Action: Draw two cards.
Thing
You have +5 to maximum hand size.
When you discard a Thing to the hand size limit for the first time in a turn, eliminate the opponent with the most cards in hand. (break ties randomly)
Action
You have +2 to maximum hand size for the rest of the turn. Draw cards until you reach your hand size limit. You can't play any more cards this turn. Skip your next turn.
Thing - Party Member
Action: X = the result on a d6. Destroy target Thing in play with X or an X in its cornervalue. If you can't choose such a Thing, then reveal the top X cards of the deck, choose an Action from among them, shuffle the rest of the deck, and play that Action.
2I
Infrastructural Lattice
Thing - Lattice
Lattices have "Treat digits in the cornervalues of cards you play or control as being 1 higher (max 9)."
Lattices have "If a card would destroy a Thing you control, return it to your hand instead if it has a digit in its cornervalue that's not lower than or equal to any digit in the cornervalue of the destroying card."
Action
Reveal the top four cards of the deck. If none have cornervalues, gain 10 Money tokens. If all of them have cornervalues, draw them and take an extra turn after this one. Otherwise, put either those with or without cornervalues into your hand. Discard the rest.
"$1,000 to anyone who can disprove the Harmonic Cube." Gene Ray, Cubic (1927-2015)
Gravedigger
Thing
During your turn if you haven't played any cards, you may play a card from the discard pile. If it was a living thing, it gains the subtype Undead.
Lattice Beacon
Thing - Lattice
Sacrifice Lattice Beacon, Action: Search your deck for a card with the subtype Lattice, then place the chosen card into your hand, then shuffle your deck.
Shimmering Beacon
Thing
Sacrifice Shimmering Beacon, Action: Search your deck for a card with the subtype Gem, then place the chosen card into your hand, then shuffle your deck.
Action
Gain a number of Money or Gold tokens equal to your hand size limit.
Thing
You may play this into an opponent's control.
You have -2 to maximum hand size. When you discard cards to your hand size limit you do so at random.
Thing
You have +9 to maximum hand size.
When you have 16 or more cards in your hand, you whin the game.
Fractalize
Action
For each thing with counters on it, you must either place additional counters on it of each type of counter already there or remove a counter of each type already there if able.
Fracturize
Action
Destroy target thing. It's creator creates 3 token copies of it, except they have the subtype Fractured and have no text on them.
Frackerize
Action
Copy this action for each thing it could target. The copies target a unique thing each time.
Target thing gains the subtype "oily". You and it's owner create an oil token with "Sacrifice Oil: Gain money tokens equal to the number of oil tokens sacrificed this turn."
Action
Target opponent may immediately play an Action card targeting you. They may not play Actions or Things on their next turn.
Thing
When this card enters play, you may return a card playable as a reaction or response from the discard pile to your hand.
When an opponent would play a card or ability as a reaction or response to a card you play (including this one), they must first discard a card.
Thing
When this enters play, draw two cards if an opponent has more cards in hand than you.
Actions that could target Spicy Hot Take must do so.
"Well here's what *I* think about Elon Musk..."
Action
Each other player reveals a card from their hand. Choose one of them and play it. The others are played by their owners.
Thing
Action:Discard a card and gain three Money tokens.
Thing:Spend a Money token to gain a token of any other type.
Thing
At the start of your turn, gain an Oil token if you have fewer than four.
Up to twice per turn, you may spend two Oil tokens to take an extra Action.
Syphon Eons
Action
Draw cards from the deck equal to the number of cards in exile. You have no maximum handsize until your next turn.
Disruption Agent
Thing
Lattices players control have no affect on Lattices they control.
Lupine Beacon
Thing
Sacrifice Lupine Beacon, Action: Search your deck for a card created by JakeTheWolfie, then place the chosen card into your hand, then shuffle your deck.
Thing
Play this attached to an opponent, but still in your control.
Things the attached player controls can't target or modify other Things they control.
Action
Print a clean copy of target non-Token Thing, without any modifications made after its introduction to the game, and put it in your hand.
Non-token Thing
Play into an opponent's control with a token with the same name as you on it.
You are on a team with any player who shares a name with a token on this. You aren't opponents of each other. If you win, they win, and vice versa. If you're on a team with every remaining player, you all win.
He
Thing
Create a His Devices token with "If you only control a thing named He and a token named His Devices, all players lose the game."
Cantrip Confuser
Thing
Draw card equal to the number of cards in your hand minus one less than the number of cards in your hand.
Indecisive
Action
The next time an effect targets something, copy that effect for each valid target. The copies target a unique option each time.
Thing
Opponents can't lose or be eliminated from the game.
Opponents' maximum hand sizes are reduced by 2.
Thing
When a player plays an Action, if each symbol in its cornervalue appears in the cornervalues of Thing in play (it must have a cornervalue), they draw two cards. Otherwise, that player loses the game unless they put a Thing they control in the discard pile.
In either case, discard Precarious Paralysis.
Action
Look at all cards in all zones, then shuffle any ordered sets of cards not viewable by any player (e.g. the deck). Choose at least one creator, then draw and reveal the top two cards of the deck. If each of those cards is by a chosen creator, and each chosen creator made any of those cards, you win the game.
Action
Draw three cards that you can't play this turn OR
You may play up to two extra Actions and/or an extra Thing this turn OR
you can't be affected by others' Actions or lose the game until your next turn.
Aggression, Greed or Defense, choose wisely.
Thing
Action:Give this to target opponent. They discard a random card.
When this is targetted, you may use its action ability as a reaction but can't target the player that targetted this.
Action
Target Thing's controller chooses:
They give you control of that thing OR
They destroy that Thing and all their tokens OR
They discard three cards.
Organic Reconstructor
Thing
Action: Exile target living thing. It's owner searches the deck for a living thing, then shuffles the deck.
Ignore the screaming. Its' pain is not real.
Unwilling Sacrifice
Thing
If you are instructed to sacrifice any number of things, you may instead sacrifice Unwilling Sacrifice.
It feels every inscicion and every cut you make. Its' body may be ficticious, but its' pain is very real.
Depraved Harvester
Thing
During your turn, sacrifice a living thing you control, then draw two cards. If you control no living things, discard your hand instead.
Depraved Harvester is not a living thing.
It spends its' days in the fields, looking for the oppertunity to turn on its' master.
Thing
When you play a card with a corner value, you may gain a Message token and add 2-12 words of flavor text to it.
Looks like I repeated the nine K corner values an extra time on page 89. Oops!
Thing
When you play this, gain 9 Bottle tokens. Only one Bottle can be destroyed per turn. When your last Bottle is destroyed, you win.
Action: Break target bottle.
Starting from 99 would be too cruel.
Action
Destroy any number of Things whose rule or flavor texts contain clear punctuation, spelling or grammar errors. If no such Things are in play, draw a card instead.
Thing
When you play this, gain 99 Bottle tokens. Only one Bottle can be destroyed per turn. When your last Bottle is destroyed, you win.
Action: Break target bottle.
"Starting from 99 would be too cruel." -Bucky
Commit Arson
Action
Light target thing on fire.
Deck of Cards
Action
For each card in a standard 52 card deck, create a token with the name of that card and with the subtype card.
Thing
Thing: Each opponent, in turn order, may play an Action that shares a symbol in its cornervalue with this card targeting you or another Thing you control. Then, if Trapped Chest is still in play, draw three cards, gain two Money tokens, create a blank Thing named Gem and put it in your hand, and discard this card.
*click*
Action
Each opponent reveals a non-Thing card from their hand or discards a card. Look at the top card of the deck.
If this is the first card you played this turn, you may play an additional Action this turn.
Thing
When a Thing that shares a symbol in its cornervalue with this card enters play, draw a card. You may immediately play an Action targeting that Thing or its controller. Then discard this card.
*click*
Thing
Opponents with no Altitude can't target you.
Action: Attach this to another Thing you control. While attached, opponents with no Altitude can't target that Thing.
Action
Each opponent reveals three cards from their hand; missing cards are considered to be temporary Actions that read "target opponent discards a non-temporary card". You choose one revealed card for each opponent, and choose whether their owners play them immediately or discard them. If they're played, they can't target you or your Things.
Act of Desperation
Action
As an additional cost, discard your hand.
If you control the fewest number of things, you do not have to pay the additional cost for this action.
Destroy all things.
Symbol of False Hope
Thing
Whoever controls Symbol of False Hope cannot win the game, draws 2 additional cards per turn, and has no maximum hand size.
Action: Target player gains control of Symbol of False Hope. You cannot win until your next turn.
Escalator
Thing
A new game of Dvorak is played alongside this game, except you start that game in control of Escalator face-down.
The active game is whichever Escalator is currently face-up.
If Escalator is destroyed, the game it was destroyed in ceases.
Action: Flip Escalator face-down in this game and face-up in the alternate game.
Thing
Where another card says you can't win the game, ignore all that card's effects.
After drawing for your turn, look at the Nth card of the draw pile, where N equals the number of players.
There's a better future. I can see it.
Action
Destroy all tokens except for those of the same type as target token.
Lattice Breeder
Thing - Lattice
All lattices have "Thing: Create a Token with the subtype Lattice."
Shrinkify
Reaction
Play in response to an effect which affects all of something. The effect will only effect one valid target instead.
Knowledge Prison
Thing
Whenever players would discard down to handsize, they instead exile down to handsize.
When Knowledge Prison leaves play, players play the cards they exiled with Knowledge Prison.
Thing
Opponents' cards can't destroy tokens you control or remove them from play.
At the beginning of your turn, create a copy of a token you control.
Thing
This card can't be the target of Action cards.
Thing: This deals damage equal to the number of cards you drew this turn to target Thing.
If a token is dealt damage, or any Thing is dealt 3+ total damage on a turn, the damage-dealers destroy it.
Thing
Turn: This deals up to 5 damage distributed as you choose among zero or more Things of target opponent's choice that they control. If none of those Things remain, that opponent discards a card for each 2 points of damage left undistributed.
If a token is dealt damage, or any Thing is dealt 3+ total damage on a turn, the damage-dealers destroy it.
Clicky Lattice
Thing - Lattice
All Lattices have "N/A:Press a Button. Activate this ability only once per turn."
Flicky Lattice
Thing - Lattice
All Lattices are switches which are in the off state and have "N/A: Change the state of this switch from on or off. Activate this ability only once per turn."
Killswitch
Thing
When this enters play, attach it to target living thing.
Attached thing has "Sacrifice this thing: Press a button."
Action
Give away some of your tokens to other players. Draw cards equal to the number of digits in the number of tokens you gave away.
Oh, a 98-pack of beer? For me? You shouldn't have.
Action
Discard three cards and destroy a Thing OR Destroy a Thing you control and play as many Things as you want OR Discard a card and draw three.
Original effects by Depressi
Action
Replace target Thing with a copy of another target Thing.
from Crystalize (#8151) and Black Goo (#8156)
Lay to Rest
Action
Exile target thing in the discard pile. For each action ability it had, create an action card with the text of that action, and with the name of that thing, except it has "Shard of.." appended to the beginning of the title.
Ulu Coffin
Thing
When a living thing you control is destroyed, you may exile it with 2 time counters on it.
At the beginning of your turn, remove 1 time counter from all cards exiled with Ulu Coffin. Then if any have no time counters on them, return them to your hand.
If Ulu Coffin leaves play, discard all cards exiled with it.
Fall to Silence
Action
All things lose all abilities.
8A
A Blessing And A Curse
Thing
When this enters play, draw 3 cards, then if there are at least 5 other non-token Things in play eliminate each player with a Doom token.
When this Thing would be destroyed, you may discard a card to prevent its destruction. Gain a Doom token when it's destroyed.
Action
Target player draws two cards. Put two new copies of "Rubble" (#8173) in her hand.
Action
Gain a Hope token and destroy all your Dooms. If you already controlled any Hopes, win the game; otherwise, shuffle this into the deck, excluding the top two cards from the shuffle.
from Dark Prophecy (#8211)
Price Tag
Thing
Players must spend money tokens for each additional action the take or thing they play beyond the first equal to the number of additional actions or things played.
Reduced to Rubble
Action
Destroy target building.
The Empire's Capital
Thing - Building
You cannot lose the game and your opponents can't win the game. You may spend no money tokens instead of spending money tokens.
Thing
Once per turn, you may prevent 1 damage to a living Thing you control.
Action: Gain a Soldier token. White Monster deals X damage to target Thing, where X is the number of Soldiers you control.
If a token is dealt damage, or any Thing is dealt 3+ total damage on a turn, the damage-dealers destroy it.
Thing
When Black Monster destroys a Thing, put that Thing in your hand.
Thing: Black Monster deals 1 damage to target Thing. You may put a Thing card from play or from your hand into the discard pile to play an additional Thing this turn.
If a token is dealt damage, or any Thing is dealt 3+ total damage on a turn, the damage-dealers destroy it.
Thing
When Red Monster enters play, you may play an additional Action this turn.
Whenever you play an Action card, gain a Goblin token with "At the beginning of your turn, this token deals 1 damage to a random Thing controlled by target opponent." and "If a token is dealt damage, or any Thing is dealt 3+ total damage on a turn, the damage-dealers destroy it."
Thing
When you play this, gain Money tokens equal to the largest digit in your Things' cornervalues.
Once per turn, you may spend two Money tokens or sacrifice this Thing to force an opponent to discard a card.
from Token Store (#8236) et. al.
Action
Reverse this card's rule text and flavor text and return it to your hand.
Draw a card and destroy a Thing, then restore this card's original rule text and flavor text.
Thing
If you destroy this yourself, destroy another Thing afterwards.
Action+Thing: Destroy this.
from Energy Bar (#8386)
Thing
When Cerulean Monster enters play, target thing you control gains indestructible until your next turn.
Whenever you would play a thing, you may instead trade that thing with target thing an opponent controls.
Thing
Whenver a thing is dealt damage, put a damage counter on it with "At the beginning of each turn, this deals 1 damage to itself" and "If a token is dealt damage, or any Thing is dealt 3+ total damage on a turn, the damage-dealers destroy it."
Action: Deal 2 damage split between up to 2 targets. Then, trigger each damage counter.
SCWUBRG Monster Lair
Thing - Building
Thing: Create a token that's a copy of Blue Monster, Green Monster, White Monster, Black Monster, Red Monster, Cerulean Monster, or Scarlet Monster. You may not create that token if you already control that thing.
Thing
When this enters play, attach it to target Thing you control.
Attached Thing and any Things attached to it are black instead of their other colors and can't be chosen as a target.
Thing - Party Member
Action: Reveal a card from your hand that shares a symbol in its cornervalue with target Thing it. If you do, destroy that Thing, discard the revealed card, and draw a card.
Action
Target opponent may discard two cards with cornervalues, or two cards without cornervalues, or one card chosen randomly.
If they don't, their maximum hand size is reduced by four until the end of their next turn. They lose the game if their hand size is reduced to 0 or less this way.
Explosive Stakes
Action
Each player creates a dynamite token with "If this is destroyed, you lose the game. At the beginning of each of your turns, roll 1d20. If you roll a 1, sacrifice this token."
Water Based Location
Thing - Location
Rotate this 90 degrees clockwise: Create 1 Blue Mana token. Activate only if it is not rotated.
At the beginning of each of your turns, if this card is rotated, un-rotate it.
Erect City
Action
Create 5 Building Tokens. Each player creates 2 Building Tokens.
Action
In turn order, each opponent nominates a card from the discard. Move a nominated card to your hand. Whoever nominated it draws a card.
from Bad Life Advice (#8453)
Action
Target opponent discards a random card. If Finishing Blow was the last card in your hand, they discard the rest of their hand too.
from Last Resort(#8498), Closing Remark (#8515) etc.
Thing
Once per round, you may spend two Darts at the start of an opponent's turn so that opponent can't take Actions this turn.
Action: Gain a Nerf Dart token.
from Smoke Screen (#8542) and Poke in the Eye (#8773)
Drain the Library
Action
You have no maximum hand size until your next turn. Draw all of the cards in the deck.
Library of Alexandria
Thing - Epic Building
When you control more than one copy of this card, sacrifice all but one of them.
You have no maximum hand size, Whenever you would draw a card, draw twice that many cards instead.
Cityscape Lattice
Thing - Lattice
All Lattices are buildings in addition to their other types.
Thing
Action: Gain a Food token.
Once per turn when another building enters play under your control or you use another building's Action ability, you may use Grocery Store's Action ability without spending an Action.
"Since you're already out running errands, could you pick up some soup?"
Thing
When this enters play, put the bottom two cards of the deck underneath it face-down, plus one more for each building in the discard pile.
Action: Draw a random card from under this card.
Thing - Epic Building
When you control more than one copy of this card, discard all but one of them.
Action: Reveal three cards by ChippyYYZ from your hand. If you do and it's not an extra turn, return Chippy's Sanctum to your hand, end your turn, and take an extra turn after this one. You can't play cards not revealed this way during that extra turn.
The Infinity Tree
Thing - Epic
When you control more than one copy of this card, sacrifice all but one of them.
Whenever an ability on one of your other things triggers, copy it for each counter on The Infinity Tree, then place 1 recursive counter on The Infinity Tree. You may choose new targets for the copies.
Once Again
Action
Trigger all "At the beginning of your turn" abilities.
Dual Scheming
Thing
Skip all of your turns. You may play cards on other player's turns as though it were your turn. Effects that would trigger during your turn trigger during other player's turns as well.
Thing
Your maximum hand size is increased by 1 for each building you control.
Action: Gain a Crate token, or two Crate tokens if you control another building.
Action: Destroy a Crate you control to draw a card.
Action
Return target building to its controller's hand.
OR look at the top 5 cards of the deck. You may reveal a Thing from among them and put it into play. You may reveal a building from among them and put it into your hand. Shuffle the deck.
7I
"It's Free Real Estate"
Action
Gain control of target location, room, or building.
OR gain a Building token and draw a card.
Jake's Bedroom
Thing - Epic
When you control more than one copy of this card, sacrifice all but one of them.
When you play a card made by JakeTheWolfie, they don't count towards your play limit. Additionally, you may draw a card.
You may sacrifice things you control rather than paying for the cost of effects.
Skyline Skyscraper
Thing - Building
You may play an additional Human thing on your turn. If you do, gain 1 Money token.
Zirr Schoolhouse
Thing - Building
Players may play an additional action on their turn. If they do, draw a card. If they don't, discard a card.
Thing
At the end of each player's turn (after discarding), if that player has fewer cards in hand and in play than the number of non-token Things controlled by their opponent with the fewest non-token Things, that player is eliminated.
Thing
When this enters play, destroy target Thing and draw a card.
When an opponent destroys another Thing, they gain control of this card and draw a card.
When you begin your turn with no cards in hand, you are eliminated.
Thing
When there are 7 non-token Things in play plus 1 for each player, destroy Tower of Toppling. If it is destroyed this way, eliminate each player with the most non-token Things.
Dictate of Prosperity
Thing
At the beginning of each player's turn, both you and that player create a token of a type that you own respectively.
During a player's turn, if they are unable to make at least 3 tokens, you may gain control of a token they control.
ma sewi pi suli epika
Thing
At the beginning of your turn, create 2 Archbishop tokens.
If you control 20 or more holy things, you win the game
Execution
Action
Destroy target sentient thing.
Action
Destroy one of your Things. Gain two Fuel tokens with the text "If you haven't burnt any Fuel yet during your turn, you may burn this to take an extra Action."
From Tanker Truck (#8818)
Action
Gain a Sweater token. Each player without any cloth or clothing or burning Things must sacrifice a flammable Thing, discard two cards or eliminate himself.
From Wrath of Winter and Frostbite (#8836-7)
Action
Play an Action from the discard that you've previously played this game.
From Refrain (#8870)
Trap in the Aether
Action
Exile target thing with 5 time counters on it. At the beginning of that thing's controller's turn, remove a time counter from it. Then, if there are 0 or fewer time counters on it, return it to play under your control.
Lasting Sorrow
Action
Until they are destroyed, each thing has "You cannot win the game."
Zirr Town Hall
Thing - Building
Whenever a player draws a card from another effect, starting with that player, each player votes for one of their opponents. Whoever has the most votes draws a card. If there is a tie, you draw 3 cards.
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