The Infinite Dvorak Deck is an ever-expanding card game, which anyone can add cards to. There's no coherent theme, and cards can be original, inspired by anything, copied from other Dvorak decks, or even dragged in verbatim from other card games.
The only rules to adding cards are:-
- Don't add more than three cards at a time; give someone else a chance to add some, before you add any more. And make sure you put your cards at the bottom of the page.
- Don't change other people's cards. If something seems ambiguous or broken, tell them on the talk page. (There's an option to filter specified users' cards out when you export the deck to play with, so don't worry too much if someone's cards are irredeemably unplayable.)
- Cards shouldn't refer to other cards. Remember that the deck is infinite! Cards should avoid making any specific references to other cards or mechanics, because they might never see those specific cards during play, particularly if you think of the deck as infinite. You should word your mechanics as generically as possible - a fishing rod card that said "gain control of a fish" would be useless in a game where no fish cards came up, whereas one that said "gain control of a living Thing" would probably see some use in any game that it got drawn in.
- (A good test is to open a random archive page of the Infinite Dvorak Deck, and see how many of its cards your new card could apply to. If there are only one or two cards that you could play it on, then you should probably word it more generically.)
- No special rules. This deck has no Special Rules aside from the two described below; it's all on the cards. Cards should not create Special Rules (or any equivalent "invisible" effect that significantly outlives the lifetime of the card); players should only have to read the cards on the table to know what's going on.
- Values in the corners of cards are meaningless, unless there's another card in play that somehow gives them meaning.
Whenever anyone's feeling insane enough to play a game of it, they can export it to the Dvorak Engine, or possibly Apprentice (if it's possible to make decks that contain every card of a set).
Special Rules
The only rules that this deck uses in addition to the basic Dvorak rules are:-
- Tokens exist. Some cards can create or destroy or manipulate "tokens", which you should represent with whatever coins or counters you have to hand. Tokens count as Things, but if a token is destroyed or otherwise removed from play, it's removed from the game entirely. Tokens usually have individual types (such as "Energy" or "Goblin"); if a token has a type, that's also considered to be its name, otherwise its name is just "Token".
- If there's an ambiguity, vote on it. For example: if a card says to destroy a "living" Thing, and a player is wondering if it'll work against a "zombie" card, the players should take a vote to determine whether or not the zombie counts as living. If a majority decision can't be reached, resolve it randomly.
Selected Sets
If you'd prefer a more compact subset of the deck, you may appreciate one of the following:
Superpower set, Token set, Flavor set, Pokédex, Adiart Inhabitants.
Expansions
These expansions add cards and/or rules to games using the Infinite Dvorak deck or its subsets:
Dvanguard set, Dvanguard booster pack, Shroud booster pack, Illusion booster pack, Up Your Sleeve booster pack, Swords booster pack, Vintage booster pack, ChippyYYZ booster pack, Ponies booster pack, Heavy Actions booster pack, Gems booster pack, Flame booster pack, Cosmic booster pack, Homestuck booster pack, Rotation booster pack, Moons booster pack, Novels booster pack, Variables booster pack, RTS booster pack, Constructed booster pack
Card List
- The earlier cards of this deck have been archived: 1-100, 101-200, 201-300, 301-400, 401-500, 501-600, 601-700, 701-800, 801-900, 901-1000, 1001-1100, 1101-1200, 1201-1300, 1301-1400, 1401-1500, 1501-1600, 1601-1700, 1701-1800, 1801-1900, 1901-2000, 2001-2100, 2101-2200, 2201-2300, 2301-2400, 2401-2500, 2501-2600, 2601-2700, 2701-2800, 2801-2900, 2901-3000, 3001-3100, 3101-3200, 3201-3300, 3301-3400, 3401-3500, 3501-3600, 3601-3700, 3701-3800, 3801-3900, 3901-4000, 4001-4100, 4101-4200, 4201-4300, 4301-4400, 4401-4500, 4501-4600, 4601-4700, 4701-4800, 4801-4900, 4901-5000, 5001-5100, 5101-5200, 5201-5300, 5301-5400, 5401-5500, 5501-5600, 5601-5700, 5701-5800, 5801-5900, 5901-6000, 6001-6100, 6101-6200, 6201-6300, 6301-6400, 6401-6500, 6501-6600, 6601-6700, 6701-6800, 6801-6900, 6901-7000, 7001-7100, 7101-7200, 7201-7300, 7301-7400, 7401-7500, 7501-7600, 7601-7700, 7701-7800, 7801-7900, 7901-8000, 8001-8100, 8101-8200, 8201-8300, 8301-8400, 8401-8500, 8501-8600, 8601-8700, 8701-8800, 8801-8900, 8901-9000, 9001-9100, 9101-9200, 9201-9300, 9301-9400, 9401-9500, 9501-9600, 9601-9700.
Soul Shard
Thing
If the shard is empty when you play it, magically imbue it with target opponent's name and return it to your hand. That opponent cannot win the game. If it would enter the draw pile or discard pile, it reverts to its empty state.
Creeping Dread
Thing
At the beginning of your turn, destroy the most recently played Thing.
Subjunctive Instant Replay
Action
Destroy target Thing, then return it to play.
That's how the last play would have looked, football fans, if this had been a game of baseball.
Action
Target opponent must immediately take an Action or be eliminated. You may take the same Action up to three times if you wish.
Thing
If this Heir has a Crown on or attached to him, you win the game.
Action: Draw a card, then discard a non-Crown Thing card or reveal a hand with no such cards.
Thing
When you gain control of a person, you may put this Crown on it.
Opponents can't target the attached Thing while you have 3+ cards in hand.
While unattached, you may give an opponent 3 cards from your hand to take control of one of their people.
Take Notes
Action
Look at target players hand. You may reveal an action from it, create a copy of it, then put the copy into your hand.
Take Diagrams
Action
Look at target players hand. You may reveal a thing from it, create a copy of it, then put the copy into your hand.
Borrow Notes
Action
Look at target player's hand. You may reveal an action from it, create a copy of it, then play that copy. Exile the copy instead of discarding it.
Thing - Party Member
Action: For each player who doesn't control any gold Things, destroy target non-token Thing that player controls. Replace each Thing destroyed this way with a Gold token.
"G-G-Gold! I've struck gold!"
Thing - Party Member
Action - Prepare: Choose target Thing. Until your next turn, whenever one or more Things enters play under an opponent's control, choose one of those Things instead.
At the beginning of your turn, if you Prepared during the last round, gain control of the last chosen Thing instead of drawing a card.
"Fresh fish."
Thing - Party Member
When an opponent plays a Thing or an ability of a Thing, or when an opponent's Thing targets another Thing, you may afterward discard a card that shares a symbol in its cornervalue to destroy that Thing and gain two Money tokens.
"I've the finest pelts for sale."
Hot off the press
Action
Create a copy of the last card in the Infinite Dvorak Deck along with each previous concecutive card made by the same author. Put each copy made this way into your hand.
Training Dummy
Thing
If an action or ability would only target Training Dummy, the cost to play or activate that action or ability is free.
Booster Pack Tree
Thing
Action: Choose an archived set of 100 cards from the Invinite Dvorak Deck. At random, create a copy of one of those cards, then put it into your hand.
Thing
Cards with words other than "Action" or "Thing" in their type line can't be played. You may discard such a card at any time to draw a replacement.
Uh, guys, subtypes and reactions aren't actually in the rules.
Action
Create a card. If nobody vetoes it, play it, add a copy to the deck archive and put a copy in each opponent's hand. If it's vetoed, draw a card and you may take an extra action.
thing
This card counts as an office supply.
Action:Attach a Note token with up to 10 words of flavortext to target Thing.
From fanofphilosophy's Coffee Cup (#405) et. al.
Creative Soul
Thing - Spirit
Things without a subtype cannot be played.
You may discard up to one Thing without a subtype each turn. If you do, draw a card.
Unrefine
Action
Target thing loses all objects attached to it, and loses all status effects.
Thing - Plainswalker
Use only one ability per your turn. Whenever this would be destroyed, instead decrement it's cornervalue by 1. If it's at 0 or less, sacrifice it.
Increment by 1: Each player may play an extra card on their next turn.
Decrement by 1: You may play 2 extra cards this turn.
Decrement by 7: You may play any number of cards on each of your turns.
Thing
Play into any player's control.
Whenever you gain one or more Tokens, gain one less token of each type.
When you create a card, its ruletext is blank.
Cornervalues of cards you play and Things you control are 0.
Thing
Action: Shuffle the discard pile, then put the top card of the discard pile into your hand. You can't use this action if Dredge Net entered play this turn, nor if you used it on your last turn.
Action
Choose 3 non-token Things you control. Rotate one of them 90° clockwise and another one of them 90° counterclockwise. The third one destroys target Thing.
Mox Diagram
Thing
You may play an additional Thing on each of your turns.
Mox Script
Thing
You may play an additional Action on each of your turns.
Mox Cardboard
Thing
You may play an additional card on each of your turns.
Action
Return a Thing you control to your hand and immediately play it. Draw a card.
Action
Return a Thing target opponent controls to your hand and give them a card from your hand.
Thing
When you play this, draw three cards.
At the end of your turn, discard a card.
When your hand is empty, destroy this.
Action
Each player not at or above their max hand size, starting with you, chooses the top card of the deck, the top card of the discard pile, or a Thing in play and draws that card.
If two or more players drew this way, repeat until one or zero players draw, or one player has drawn 5 cards this way.
Action
Draw a card, then discard two cards.
"I'm not gonna bungle it this time, I'm not gonna totally bungle it I'm not I'm not I-"
Thing
Action: Discard a card with a one-word title. If you do, destroy target Thing with a one-word title.
The space between two words makes an effective crumple zone when your name gets smashed.
Spike the Punch
Action
Until the beginning of your next turn, whenever an opponent draws their first card in a turn, they must reveal it or discard a random other card.
Compare Notes
Action
Look at target player's hand. You may reveal an Action from it, create a copy of it, then put the copy into your hand. Then give them a copy of another Action from your hand.
Emulation Node
Thing - Node
At the beginning of your turn, you may have Emulation Node gain the subtype of another Thing in play until the beginning of your next turn.
Punch the Spike
Action
Each player sacrifices a living thing if they control one. Create a Thorn token for each thing sacrificed this way. Those tokens have "Whenever you or a thing you controls becomes the target of an ability from a living thing, you may sacrifice this. If you do, destroy that thing."
Tangling Vines
Thing - Thorn
Whenever you or a thing you controls becomes the target of an ability from a living thing, destroy that thing. For each thing destroyed this way, create a Thorn token. It has "Whenever you or a thing you controls becomes the target of an ability from a living thing, you may sacrifice this. If you do, destroy that thing."
Overgrowing Garden
Thing
If you control no Thorn tokens, create a Thorn token. It has "Whenever you or a thing you controls becomes the target of an ability from a living thing, you may sacrifice this. If you do, destroy that thing."
At the beginning of your turn, create Thorn tokens equal to the number of plants you control.
Action
Target opponent draws two cards and reveals their hand. Take two cards from their hand OR destroy target Thing they control.
Action
Reveal cards from your hand of at least 3 different colors. If you do, destroy target Thing.
Action
Destroy target Thing. If it's destroyed this way, return it to its controller's hand.
Self Destruct Button
Thing
Whenever a thing you control would be destroyed by an action or ability, instead counter that action or ability and sacrifice that thing.
Puzzle Piece 001
Thing
If you control Puzzle Pieces 001 - 100, you win the game.
Global Warmer Unit
Thing
When Global Warmer Unit enters play, each player sacrifices all cold things they control.
Players can't play cold things.
Desperate Charge
Action
Destroy target Thing and two of your own Things. If you have more cards in hand than Things in play, you may discard two cards instead.
Forensic Analyst
Thing
Once per turn, you may return an opponent’s Thing that you have not previously analyzed to their hand, have them play it immediately, and turn this card 90˚ clockwise. When it completes a clockwise rotation, you may put a tangible Thing in the discard pile into play.
Without a Trace
Action
Remove target Thing in play or in the discard pile from the game, along with this card.
Puzzle Piece 002
Thing
You may play an additional thing on each of your turns.
Invoke Postjudice
Action
If an ability that target thing own has destroyed one of your things, destroy it.
Microinvasion
Action
Gain control of target thing an opponent controls.
Thing
When you play this, choose another Thing. This acts a copy of the other Thing until one of the two leaves play, except all numbers on the copy are one higher than on the original.
Thing
Action: Gain a Paper token.
You may use Alice's action ability once during each opponent turn.
Thing
At the start of each turn, choose a nontoken Thing other than this. It can't use Action abilities this turn.
Lil' Buddy
Thing
At the beginning of your turn, you may have target opponent reveal a card at random from their hand. If you don't, draw a card.
Harmony
Thing
Things you control cannot be stolen.
Oh, hi...
Call of the King Salmonoid
Action
Each player chooses up to 2 things they control, then destroys the rest.
Thing
You may look at the top card of the deck. If it's an Action, you may play it (this counts as one of your plays for the turn). When you do, shuffle this card into the deck.
Action
Each opponent discards a card or puts a nontoken Thing they control into the discard pile. Put the top 5 cards of the deck into the discard pile.
Thing
Play this card as a copy of another Thing you control, except its text is blank when it's not your turn.
Coal-Powered Replica
Thing
You may have this enter as a copy of target card, except it has "At the beginning of your turn, you may sacrifice a Thing you control." and its text is blank when you don't sacrifice a thing during your turn.
Fish n Chips Meal
Action
Starting with you, each player votes for Fish or Chip. For each Fish vote, draw a card, then discard a card. For each Chip vote, you may play an additional thing this turn. That thing enters with no text until your next turn.
Cardboard Replica
Thing
You may have this enter as a copy of target thing, except it loses indestructible.
Thing
Action:This gains target Thing's text for the rest of the turn.
Human Blockhead Androids
Thing
Destroy Human Blockhead Androids at any time, to negate completely the effects of any Action which has a Corner Number (including 1).
Card by Kevan (Time Cube deck)
Phasing Replica
Thing
You may have this enter as a copy of target thing, except it alternates between having text and having no text at the beginning of your turn.
Split Hairs
Action
Remove one puncuation character from target Thing.
Twincast
Action
You and target player other than yourself may play an action. For each action played this way, the other player copies it, and may choose new targets for the copy.
Action
At the end of each opponent's next turn, if they didn't play an Action and a Thing, draw a card. You may play an additional Action or Thing on your next turn.
Action
Choose one:
"A sign of good fortune!" - Draw a card. Opponents can't destroy or gain control of your Things until your next turn.
OR "Still an invasive species." - Destroy target Thing. Each player discards a card.
Action
Each player gains a Flame token and two Meat tokens. Each player may discard food or animal cards from their hand to add to the stew. You and each player who contributes any ingredients draws cards equal to the total number of cards contributed, including this card.
Pogoth the Slight
Thing - Monster
At the end of your turn, Pogoth randomly chooses an opponent. If they have not yet done so, they proffer one of their tangible Things for Pogoth's consumption by putting it under him, out of play. When each opponent has thus nourished Pogoth, he places one of his offerings into your hand and shuffles the rest into the draw pile, along with himself.
Project Accelerator
Thing
At the end of your turn, discard your hand and draw four cards.
Recipe for Mayhem
Action
Combine the ruletexts of all Action cards played during each player's previous turn onto a single card and put a copy into each player's hand.
You may take an additional Action this turn.
Dependant Replica
Thing
As this enters play, you may have it enter as a copy of target thing. Sacrifice Dependant Replica if that thing leaves the field.
Apocalypse Goo
Thing
At the beginning of your turn, destroy target thing not named Apocalypse Goo. When you do, create a token that's a copy of Apocalypse Goo. If you are unable to, target player loses the game, then create token copies equal to the number of cards in their hand plus 3.
Exponen't
Action
Destroy all things which could create a copy of themselves.
Thing
You may destroy two energy-related Tokens to make an opponent discard a random card.
You may destroy this to draw a card.
Thing
At the start of your turn, flip 3 coins and gain an Energy token for each Heads. Destroy those Energy tokens at the end of the turn.
Thing: Pay 3 Energy tokens to draw a card.
Action
Flip 4 coins and gain three Energy tokens for each Heads. Destroy those Energy tokens at the end of the turn.
You may spend 3 Energy tokens per card to force opponents to discard cards, 4 Energy tokens per Thing to destroy Things, and/or 10 Energy tokens to eliminate an opponent.
Thing
If you control The Princess or have it in your hand when the game ends, you win the game. If you discard The Princess or control it as it leaves play, you lose the game.
Too Fast To Lose
Thing
If you could play ten or more cards during your turn, you win the game.
Extort
Action
Create a Money Token for each Human Thing on the field.
Thing
You may put this into play from your hand under any player's control when a Thing they control is destroyed.
Your maximum hand size is reduced by 1.
"Ka-THOOOOM"
Action
Put target Thing card from the discard pile into play under target opponent's control.
Action
Put target Action card from the discard pile into your hand. If you have any Flame or Fire tokens, you may play an additional Action this turn. Otherwise, gain a Flame token.
Rock
Thing
Players who control Sharp things cannot win the game.
The Winner
Paper
Thing
Players who control Mineral things cannot win the game.
Scissors
Thing
Players who control Flexible things cannot win the game.
Thing
When you add multiple cards to the deck archive, draw a card.
You may add one extra card to the archive without waiting for other people to add some.
Gear
Thing
Draw an additional card on each of your turns.
The Winner
Grub
Thing
You may play an additional card on each of your turns.
Fun
Thing
You may destroy a thing during each of your turns.
Spire of Oblivion
Thing - Building
When this enters play and once per turn when a Fog token would be attached to Spire of Oblivion, attach a Fog token to a random other non-token Thing in each player's control.
The contents of the discard pile are considered removed from the game.
Make Way!
Thing
When a Thing enters play, its controller must first destroy another of their Things besides this. Then move this to the discard pile.
Alternative Scheduling
Thing
You may not draw cards at the beginning of your turn. Whenever you have two or fewer cards in hand, you may immediately draw four cards.
Make Whey!
Thing
Action: Create a Whey token with "For each set of 3 Whey tokens you control, you may copy an action yu play an additional time."
Strength in Numbers, Weakness in Letters
Action
Destroy all things with a Letter in its' cornervalue unless it also contains a Number.
Boltzmann Brain
Thing
The current game is considered to be a subgame. If this is the outer game layer when the game ends, the winner of this game (if any) draws an extra card and goes first.
Thing
Whenever you roll a 3 or 4 on a die, draw a card.
Action: Roll a 6-sided die. If it's a 6, gain a Coin token.
Action
Roll a 6-sided die. Draw cards equal to half the result rounded up.
Thing
Play into an opponent's control.
Your dice always roll 1s. When you'd draw for the turn, the player on your left looks at the top two cards and picks which one you draw.
Thing
Action: Discard a card with no ruletext or put a Thing you control with no ruletext into the discard pile. If you do, destroy target Thing.
Action
Roll a d6. Put a number of cards equal to the result from the top of the discard pile on top of the deck in a random order. Then put the topmost Thing card and the topmost Action card in the discard pile into your hand.
Action
Create 5 blank Thing cards named Gem and put them into your hand.
When you discard down to your max hand size this turn, discard cards to the top of the deck instead of the discard pile. (Those cards are face-up while you're discarding them.)
Mindless Materialism
Action
Target player plays an Action face-down as a blank Thing, if possible.
Micromanaging
Thing
When target opponent would draw their first card after this enters play, you may view it and either take it for yourself, moving this to the discard pile, or return this to your hand.
Controversial Opinion of the Day
Action
Play a random card from target opponent's hand. Then they draw a card.
Literally 1984
Thing - Book
This thing is considered to be made by George Orwell.
Puzzle Piece 003
Thing
Whenever a player draws one or more cards, that player puts that many cards minus one on top of the deck.
Hurricane!
Action
Each player chooses one thing they control and sacrifices the rest. Shuffle Hurricane! and the discard pile into the deck.
Action
Choose one at random, then choose a different one:
- Draw two cards.
- Look at the top 3 cards of the deck and discard two of them.
- Put the top card of the discard pile into your hand.
- Discard a random card.
Action
Each opponent who drew a card this turn or who draws a card as a result of your playing this Action discards two cards.
Action
Flip target face-down Thing face-up,
AND/OR put a Thing into play from your hand. Opponents' cards can't destroy, steal, or move it this turn.
"I insist."
Demonic Defiler
Thing
As this enters play, each other thing gains the subtype "Defiled".
Once during each of your turns, you may either destroy target thing with the subtype Defiled, or give target thing the Defiled subtype.
Puzzle Piece 004
Thing
You may eat an additional card on each of your turns.
Wrath of Satan
Action
For each thing in the discard pile, return it to a random player's field.
Fool's Wisdom
Thing
Play this into target player's control.
At the beginning of your turn, put a blank Thing into your hand.
Stakeout
Thing
When you play this, look at the top card of the draw pile. When an opponent plays that card, you may immediately play an Action in response. Then draw a card and move this to the discard pile.
Incisive Stroke
Action
Look at the top card of the draw pile. You may choose to draw either it or the card under it.
Puzzle Piece Finder
Thing
Once during your turn, you may search the deck for a thing named inclusively between "Puzzle Piece 001" and "Puzzle Piece 100", put that card into your hand, then shuffle.
Puzzle Piece 005
Thing
All blue things are red and all red actions are blue.
Spelltercount
Thing
Whenever a card is played, place a counter on this thing.
When this leaves play, you may play cards less than or equal to the number of counters that were on this thing.
Action
When you roll numerical dice this turn, you may destroy a number of tokens equal to the result.
Roll a 6-side die.
Thing
When you perform a randomized effect for an action where the random result is visible to you, randomize twice and choose your preferred result.
Action: Discard a random card and draw a card.
Action
Target a Thing and roll three 6-sided dice. If the total is...
... odd, its controller discards a card.
... 8+, destroy it.
... exactly 4, eliminate its controller.
Relevancy
Action
When you play this action, it becomes a copy of an action within the 100 latest cards.
Puzzle Piece 006
Thing
Players may not exile things.
Ancestral Wreck-all
Action
Destroy all things not present in cards 1-1000
Thing
Whenever an opponent gains a Thing, they roll a 6-sided die. If it's a 1, destroy that Thing.
Reaction
Play in response to an Action. Roll a 6-sided die. If the result is...
...1, 2 or 3, prevent the Action.
...4 or 5, play a copy of the Action before it takes effect.
...6, put the Action and all cards it targets into your hand.
Action
Roll a 6-sided die and add 1 for a quantity. Split that quantity among your opponents, each of whom discards their assigned quantity of cards.
Painted Into a Corner
Thing
When you play this, attach it to target Thing.
You may only play Things that have the same color as attached Thing.
Etched Into Memory
Thing
When target card in the discard pile would leave the discard pile except to enter your hand, put a copy of it into your hand and destroy this.
Indecisive Weather
Action
Each player gains a Water token and draws a card. Opponents with more than five cards discard a card. Turn one of your Things face down until the end of your turn. Do the same for each opponent during their next turn.
Bitcoin
Thing
At the beginning of your turn, roll 2d6, subtracting the first result from the second. If the result is positive, create token copies of Bitcoin. Otherwise, destroy things equal to the absolute value of the result.
Technical Disqualification
Thing
Players can't play Realms.
Puzzle Piece 007
Thing
As this enters play, search the deck for a Puzzle Piece, put that into play under your control, then shuffle.
Action
Put the top card of the deck into the discard pile. If it has no cornervalue, destroy all tokens. If there's one even digit in its cornervalue, gain half that many Money tokens and draw a card. Otherwise, each opponent gains a Money token and discards a card.
Thing
At the beginning of your turn, gain a Money token and roll a d6.
Once during your turn, you may spend Money tokens equal to the rolled number to draw a card.
Action
If target Thing is still in play at the end of its controller's next turn, remove it from the game.
Rematerialize
Action
Take a thing from exile and gain control of it.
Remembered Way
Action
Take an action from exile and play it.
Puzzle Piece 008
Thing
You may play cards from exile once per turn.
Flyer
Thing
When you play this, put a copy of it into target player's hand.
Leaflet Bomb
Action
Each player gains a copy of Flyer (#9845). You may play yours immediately without cost.
Wheel of Fourtune
Thing
Your dice always roll 4s. If you have four cards in hand, Action: Name a letter of the alphabet. View all cards in your opponents' hands whose titles begin with the chosen letter and put one of them into your hand. If there are four such cards, take them all.
Reaction
Play in response to one or more simultaneous die rolls to dictate their results,
OR in response to an opponent drawing cards to move that many cards from the discard to the top of the deck first.
Thing
Enters play with three Wall tokens on it. Whoever removes the last Wall token without destroying the King gains a Crown token with "You win the game at the start of your turn."
Thing
Action: Gain a Migrant token. Choose up to two living Things you already had, to gain that many additional Migrant tokens.
Sideswipe
Action
Discard a tangible Thing and destroy target tangible Thing.
Illusion of Victory
Action
Draw a card. You may play it if it is an Action.
You win the game.
Not a Creature Was Stirring
Thing
Living Things may not use their abilities. Living Things with no abilities are considered blank.
Thing
Action: choose up to three living Things you have, and gain that many Stone, Wood, Coal or Ore tokens.
Thing
Action: Spend 4 nonliving tokens to draw a card. Choose up to two living Things you have, and spend 4 nonliving tokens for each, to draw one extra card per living Thing chosen.
Action
Put target Thing on top of the deck.
"So long, caped buffoons! You'll surely never get out of this one!"
Action - Reaction
Draw a card.
You may play this immediately after an opponent's Action.
"How fortunate that regularly-scheduled maintenance on the city's power grid would disable this fiendish contraption." "Gee, we owe our lives to the diligence of the everyday blue-collar worker." "Precisely."
Action
Choose any number of non-token Things you control. Target opponent with at least that twice that many Things chooses the same number of their Things to be destroyed.
Draw a card.
"You can't outnumber justice."
Make Myself Scarce
Action
At the end of your turn, after you discard down to your maximum hand size if necessary, put all of your Things into your hand. Then you have no maximum hand size until your next turn.
Simon Says
Action
Reveal an Action from your hand. All opponents perform that Action immediately.
Block
Thing
Target Thing cannot affect your Things or your hand.
Edd and Floe
Thing - Epic
When you control more than one copy of this card, sacrifice all but one of them.
Whenever a player would draw a card other than their first in their turn, that player instead reveals the top card of the deck, then plays it.
Front Stab
Action
Reveal this card and name a player as you draw it.
The named player sacrifices 5 things. If they control no things, they lose the game.
Gemcorn
Thing
At the beginning of your turn, roll 2d6. If the result is 10 or greater, sacrifice Gemcorn and create a Gemtree token with "You may play an additional thing on each of your turns. This is a Gem."
Action
Destroy all Things that have rule text.
6G
Conspicuous Consumption
Action
Discard any number of other cards, destroy up to that many tokens, and draw that many cards.
Action
Discard your hand and draw one more card than you discarded. For each Thing you discarded, gain a token with the same name.
Tyrranical Growth
Thing
Each other player wins the game if you are eliminated.
After each non-extra turn, take an extra turn after this one.
You may play 4 additional cards on each of your turns, and draw 2 additional cards.
Hearsay
Reaction
Counter target ability, then destroy its' source. You may play this before an ability would be played.
Cruel Scientist
Thing
Discard a living thing: Draw a card.
Sacrifice 3 living things: Create a Wall token with "If you would be the target of an action or ability, you may have it target this instead."
Action
Choose Action or Thing. Reveal cards from the top of the deck until you reveal two cards of the chosen type. Put those two cards into your hand and shuffle the rest into the deck.
Action
Choose up to four target Things. Draw that many cards minus 2 (to draw a negative card, discard a card). Destroy one of the chosen Things at random.
Thing - Building
At the beginning of your turn, roll a die. On a 5 or 6, put this card in the discard pile, draw three cards, and you may play an additional Building this turn.
Chlorophyte Farm
Thing
This enters play with 5 supply counters on it.
Action, Remove 1 supply counter: Create a Chlorophyte token with "Sacrifice this token: You may play a living or a building card."
Action: Place a supply counter on this. Activate only if you haven't activated the other ability this turn.
Gemstone Mine Mine
Thing - Building Building
At the beginning of your turn, create a Gemstone Mine token with "At the beginning of your turn, create a Blank thing named Gem under your control." and with the subtype Building.
Thing - Building
At the beginning of your turn, create a token copy of Fractal Factory, except it's cornervalue is half of that thing.
Action
Look at target player's hand. You may play an additional Action this turn if they have more cards in hand than you. Draw a card if they control more Things than you.
Action
Roll three six-sided dice. For each result of 4 or 5, a player of your choice discards a card. For each result of 6, a player of your choice discards a random card.
Thing
Play this card into any player's control.
At the beginning of your turn, remove the top card of the deck from the game.
"Is it getting hot in here or is it just me?"
Protection Racket
Thing
Whenever an opponent draws their second card in a turn, they give you a card from their hand.
Transfer Orbit
Action
Remove an opponent's Thing from the game. At the end of your next turn, return it to play under your control.
Let Me Spell It Out For You
Thing
When you play this, move one of your Things to the discard pile and note the shortest word in its title. Once per turn, reveal cards from the draw pile until you reveal one whose cornervalue contains the next consecutive letter in that word. Put it into your hand and shuffle the draw pile.
Shimmer Pool
Thing
Action: Shuffle target nontoken thing you control into the deck, then reveal cards from the top of the deck until you reveal a thing, put that thing into play under your control, then shuffle the other revealed cards into the deck.
None understand how it works. Even fewer want to.
Atomize
Action
Target thing becomes blank and loses all types.
Thing
Whenever an opponent plays a card, you may draw a card unless that player skips a card play.
Friends teach what you want to know. Enemies teach what you need to know.
0J
Just Think Of Something!
Thing
Whenever you would draw any cards while your hand is empty, draw an additional card, then discard a card.
Thing
Whenever you would draw any cards while your hand is empty, destroy that many target Things instead.
It won't light your way, but it will clear it.
8I
I Built My Company From Nothing
Thing
Whenever you would draw any cards while your hand is empty, gain twice that many Money tokens.
"...and so you can you with this once-in-a-lifetime be-your-own-boss workshop!"
Himilayan Earth Salt
Thing
Players can't play Plants.
Ragu
Thing
Sacrifice Ragu: Create a Food Token. (It's a token with "Sacrifice this token: Draw a card or play a card. Activate only on your turn.")
Cook like a mother.
Feast upon the Flesh
Action
As an additional cost, sacrifice any number of living meat things.
Create X Food Tokens, where X is the sum total of the cornervalues of the sacrificed things. If one of those things did not have a number, treat it as a 1. (It's a token with "Sacrifice this token: Draw a card or play a card. Activate only on your turn.")
Action
Choose any number of target Things with digits in their cornervalues. If the sum of those digits is 10 and none of those Things' cornervalues share a character, destroy those Things.
It's a misconception that a promulg has to eat constantly to maintain its metabolism; if they have the right nutrients they only need to be fed once a day.
7M
Mutually Beneficial Agreement
Action
Two target players each draw three cards. Each other player discards a card.
Thing
Play into any player's control.
At the end of your turn, reveal the top card of the deck. If it's an Action and an opponent could play it targeting you, an opponent of your choice who could do so may do so. If that card isn't played this way, shuffle it into the deck.
Hopping Mad
Action
Take a random Action from target opponent's hand. If they have none, they may not play Actions next turn.
Gift of Gab
Thing
When you would discard any number of cards, except in observation of your hand size limit, you may discard one fewer.
Trepidation
Thing
Play into any player's control.
When you would draw a card, roll a d4: if the result is less than or equal to the number of your Trepidation cards, you draw a blank Thing instead.
Basket of Treats
Thing
Action: Create 2 Food Tokens. (It's a token with "Sacrifice this token: Draw a card or play a card. Activate only on your turn.")
Whenever you sacrifice a Food Token, place a cavity counter on Basket of Treats. Then, if it has 5 or more of those counters on it, sacrifice it and all Food Tokens you control.
Copia's Corn
Thing - Epic Food
When you control more than one copy of this card, sacrifice all but one of them.
Sacrifice Copia's Corn: Repeat the following proccess 5 times: Draw or Play a card. Activate this ability only on your turn.
Feastevities
Action
Each player creates a Food Token for each Human they control. (It's a token with "Sacrifice this token: Draw a card or play a card. Activate only on your turn.")
Thing
Action: Discard two cards from your hand. If you do, look at the top 13 cards of the deck, play up to one card from among them (this doesn't count as one of your plays for the turn), and shuffle the deck.
Action
Play an Action ability of a Thing you control twice.
You may return this card to your hand and discard a card.
Action
Target player shuffles two cards from their hand into the top 7 cards of the deck.
"Gonna have to cancel for tonight. Maybe sometime next week?"
Handcrank
Thing
Whenever you would pay an Action for an ability, you may instead place a Crank token on Handcrank if there isn't one already there.
At the beginning of your turn, remove all Crank tokens from Things you control.
Non-Automatic Mangun
Thing
Crank: Destroy target thing. (To Crank, place a Crank token on this thing if there isn't one already there. You cannot crank if there already is a Crank token.)
At the beginning of your turn, remove all Crank tokens from Things you control.
Wireproof
Action
Until your next turn, Money tokens you control can't leave your control.
Action
Gain control of all of target player's tokens.
Invest in my new venture and triple your money in a month! It worked for these other guys!"
Thing
If you have no cards in your hand at the end of your turn and it's not an extra turn, you may destroy this card and take an extra turn after this one.
Action
Return each Thing you control to your hand. If you have fewer than seven cards in hand, put the bottommost cards of the discard pile into your hand such that you have seven cards in hand or lose the game. End your turn.
Inventory Menu
Thing
You may play with any number of tangible Things in your hand revealed. While they are revealed, they do not count toward your hand size limit.
Boots of Stealth
Thing
When an opponent targets a Thing you control, the effect has a 50% chance to fail if you did not play an Action during your last turn.
When a card you draw would force you to play it immediately, you may instead discard it and draw again.
Scroll of Duplication
Action
Reveal a card in your hand and gain a copy of it.
Thing
When you would draw a card at the beginning of your turn, you may forgo playing a Thing this turn to first look at the top three cards of the deck and put two of them on the bottom of the deck.
Action: Play a Thing you drew this turn.
1D
Deployment Constraints
Thing
Whenever a Thing enters play, if its controller controls 3 or more nontoken Things besides Deployment Constraints, they return a nontoken Thing to their hand.
Action
Destroy target Thing if it's living. Otherwise, return it to its controller's hand if it's tangible. Otherwise, gain control of it.
A spell to warp wood, bone, metal, or words.
Orbital Mine
Thing
If an opponent's Thing would destroy one of your non-mine Things, destroy them both and one of your Orbital Mines. If this would be destroyed, it has a 50% chance to destroy a random other Thing as well. Action: Gain control of a copy of Orbital Mine. Limit once every two turns.
Orbital Minefield
Action
Each player gains control of a copy of Orbital Mine (#9916), or target player gains control of three copies.
Can't Have Nice Things
Action
Destroy a tangible Thing belonging to each player.
Joint-Binding
Thing
As this enters play, choose a player and a thing.
The chosen player also controls this. Exile the chosen thing until this leaves play.
Action: Sacrifice Joint-Binding.
Joint-Gem Mine
Thing
As this enters play, choose a player.
The chosen player also controls this.
Action: Each controller of Joint-Gem Mine create a blank thing named Gem, then puts it into their hand.
Defensive Lattice
Thing - Lattice
All Lattices have "Whenever one or more things of yours would be destroyed, for each of those things you may instead place a shatter counter on this thing. At the end of the turn, if this thing has more shatter counters than in-play lattices, destroy it. At the beginning of your turn, remove all shatter counters from this thing."
Read the Wind
Action
View the topmost Action in the draw pile. You may play it if you wish. Then shuffle the draw pile and place it on top.
Early Access Preview
Action
View the topmost Thing in the draw pile. You may gain control of a copy of it if you wish. Then shuffle the draw pile and place it on top.
Hustle
Action
Gain two Money tokens and draw two cards. Then, if you're at or above your maximum hand size, gain two additional Money tokens. Then, if you control at least five more Money tokens than each opponent, draw two additional cards.
Vitality Infusion
Action
Return target living Thing card from the discard pile to your hand and draw a card.
Crystallized Dream
Thing - Gem
At the end of your turn, if you have exactly one card in your hand, draw a card.
On the verge of consciousness lies a trove of ideas too wispy to grasp, at least without a proper focus.
Piñata Protocol
Action
Destroy target Thing. Its controller gains six Candy tokens with "Action (global): Consume this, put the topmost Action in the draw pile into your hand, and shuffle the draw pile."
Look What I Found
Action
Target player gains control of a copy of target Thing.
Incomplete Intel
Action
View half of target opponent's hand at random, rounding down. They may discard a card and draw a card.
Action
Turn target Thing face-down unless its controller discards an Action card.
Action
If the sum of all digits in the cornervalues of Things you control is 16 or greater, draw four cards. If it's 30 or greater, you also win the game.
Thing
At the start of each player's turn, they draw an extra card if the sum of all digits in the cornervalues of Things they control is 16 or greater. If it's 30 or greater, they also win the game.
Encumbrance
Thing
When you draw this, put it into target player's control.
Your hand size limit is reduced by 1. If your hand is empty, you may put this into target player's control.
Body Double
Thing
When you play this, return a living Thing in the discard pile that you previously controlled to play and put Body Double in its place.
File Away
Action
Insert target Thing into the middle of the draw pile.
Flie Away
Action
Exile target thing. If it's a thing you controlled, return it under your control at the beginning of your next turn, and you may put a thing from your hand under your control.
Crappy Printing Press
Thing
At the beginning of your turn, create a token that's a copy of another target thing, except it has no rulestext.
Pressure Printed Press
Thing
At the beginning of your turn, create a token that's a copy of another target thing, except it's a gem in addition ot its' other types.
Action
Look at target player's hand. Choose one of their cards in hand or in play. Shuffle up to two of their other cards in hand or in play into the deck and replace them with copies of the chosen card. If an Action would replace a Thing in play, put it in their hand instead.
"You used to be so interesting. Now you're just the Ponies Guy."
Action
Draw four cards and discard all but one of them. Play that card.
Thing - Gem
When an Action targets Diamond Refractor, it also targets up to two other Things of your choice (they must be valid targets for that Action).
Action cards without a digit higher than 6 in their cornervalue can't destroy Diamond Refractor.
Grass
Thing
Whenever a water thing is targeted by a plant thing, destroy it.
Fire
Thing
Whenever a plant thing is targeted by a fire thing, destroy it.
Water
Thing
Whenever a fire thing is targeted by a water thing, destroy it.
The Winner
Thing
If an opponent ever has six or more cards in their hand, they must IMMEDIATELY discard all but one of them. If this takes place in the middle of an action, they must do this before completing the action.
h/t Depressi
Action
Target living thing immediately and unavoidably dies.
It is impossible to react to this action or alter its effect. It is impossible to prevent the death of the target.
Take that, Ultraseth!
Thing
When you play a Thing, if it shares a cornervalue symbol with another Thing you control, draw a card.
If your Things' corner values contain 12+ distinct symbols, you win the game.
The Lone and Level Sands
Action
Put all tangible Things in play on the bottom of the discard pile. Replace each with a Sand token.
Thing
Draw a card when you play this. Action: Consume this and draw a card.
Grocer
Thing - Townsperson
When you play this, draw a card for each of your other living Things (maximum 5). Action: If you have fewer than five cards in hand, put a copy of Provisions (#9949) into your hand.
Website Certification Ticket
Thing
Things you control cannot destroy things your opponents control.
You can't lose the game and your opponent's can't win the game.
SQL Injection
Action
Activate an ability of a thing an opponent controls as through you controlled it without paying any of its' costs.
Hydroelectric Engine
Thing
Sacrifice a Water or Electric thing: Create a Water or Electric token. (To sacrifice a thing, destroy a thing you control, bypassing any effects that would prevent its' destruction.)
Thing - Gem
When this card enters play, you may discard a card to create two blank Thing cards named Gem and put them into your hand.
When a Thing you control would become the target of an effect, you may have that effect instead target a gem you control.
Action
Each player draws cards equal to the number of cards in their hand and gains Money tokens equal to the number of Money tokens they control.
Thing
Living Things you control can't be targeted by opponents' Actions.
"I can't go through with it! It's just so fluffy and adorable!"
Appendectomy
Reaction
Play in response to a living thing being destroyed. Prevent that thing's destruction, and it is considered blank until the start of its' owners next turn.
Organ Harvester
Thing
Organ Harvester enters the battlefield with 2 organ counters.
Action or Sacrifice a living thing: Place an organ counter on Organ Harvester.
Remove an organ counter from Organ Harvester: Create a money token, draw a card, or prevent the destruction of target living thing.
Yearly Celebration
Thing
At the beginning of your turn, each opponent may draw a card. For each that does, draw a card and your hand size increases by 1 until the end of your turn.
Spicy
Thing
Whenever a thing destroys a thing you control, put a Spice counter on it.
Things with Spice counters on them do not have rules text.
When Spicy leaves the field, remove all Spice counters from all things.
Sweet
Thing
Things you control have "Sacrifice this thing: You may take an extra action."
The Winner
Sour
Thing
Whenever you or a thing you control becomes the target of an action or an ability an opponent controls, that player discards a card.
Action
Roll two d6s. Draw cards equal to one of the die results, then discard cards equal to the other die's result.
Action
Draw a card, then you may put a Thing from your hand into play. If the sum of all digits in the cornervalues of Things you control is 16 or greater, shuffle this card into the deck and take an extra turn after this one.
Thing
When this card enters play, attach a Thing card from the discard pile to it. It wears that card's title, cornervalue, and type instead of its own. When this card would leave play, the card it's wearing is removed from the game instead.
Action: Discard a card from your hand or from this card. Attach a Thing card from the discard pile to it.
Zipcaster
Thing - Ultimate
Sacrifice Zipcaster: You may take up to 5 additional actions this turn. If you activate this on an opponent's turn, draw a card.
Tenta Missiles
Thing - Ultimate
Sacrifice Tenta Missiles: Choose up to 10 target things. Their owners may choose 1 of the chosen things that they control. Destroy the rest of them.
Big Bubbler
Thing - Ultimate
Sacrifice Big Bubbler: Things you control have indestructible until the end of your next turn. Additionally, you may exile any number of things from your hand. If you do, put them into play under your control at the start of your next turn.
Faceless Adversary
Thing
As Faceless Adversary enters play, name an opponent and choose Offense or Defense.
If defense was chosen, you and other things you control cannot be the target of actions or abilities of that opponent. If Offense was chosen, you and Faceless Adversary cannot be the target of actions or abilities of that opponent, and it gains "Action: Choose a thing controlled by the named opponent. That player sacrifices it."
Ten-Thousand Battles. Ten-Million Victories.
Apoctalyptic Prophesy
Thing
Indestructible
Apoctalyptic Prophesy enters play with 10 Doom counters on it.
At the beginning of your turn, remove a Doom counter from this thing. Then if it has no Doom counters on it each player loses the game, otherwise you may draw 3 cards, play 3 cards, or destroy 3 things.
At the beginning of each other player's turn, they may draw a card, play a card, or destroy a thing.
Compleat
Action
Gain control of target living thing. If you controlled it, it gains "If this would be destroyed, instead exile this, and gain control of 3 total things from among other player's fields or from the discard pile."
Action
Put the bottom X cards of the discard pile on top of the deck in any order, where X is the number of players.
Draw a card and gain a Money token.
Action
Put each Action card from the discard pile into your hand. Discard the rest of your hand and end your turn.
Thing
Play into any player's control.
At the end of your turn, reveal a random card from your hand. Play with that card revealed until your next turn.
"RAWK. HE'S GOT A MISDIRECT."
Apprentice Oracle
Thing
As Apprentice Oracle enters play, look at the top 3 cards of the deck. Put up to one of those cards into your hand, then put the rest on top of the deck in any order.
Smoke and Mirrors
Thing
As Smoke and Mirrors enters play, choose a thing in play other than Smoke and Mirrors.
All other things in-play are copies of the chosen thing until Smoke and Mirrors leaves play.
Modular Factory
Thing
Once during each of your turns, you may create a token that's a copy of target thing you control.
Thing
Players can't draw cards. When the top card of the deck leaves its location, destroy Paper Jam.
At the beginning of your turn, set aside the top 5 cards of the deck, draw your card for the turn, then put the set aside cards back on top of the deck.
Thing
Play into any player's control.
You can't choose Things you don't control as targets.
Action
Each player starting with you, draws until they have 4 cards in hand.
ON DELETE CASCADE
Thing
Whenever another Thing is destroyed, its controller must discard their hand.
Die?
Action
Roll a 1-sided die and destroy exactly that many Things.
Biography Project
Action
End your turn and skip your next turn. In the meantime, take the top 30 cards of the draw pile and choose up to four of them by the same creator. Put them into your hand and shuffle the rest back into the draw pile, along with your old hand unless all of its cards are also by the creator you chose.
Spirit of Ivory
Thing
The thing that a player has controlled for the least amount of time has indestructible.
Spirit of Brimstone
Thing
Whenever a non-token thing is destroyed, each opponent to that thing's controller sacrifices a thing.
Action
Look at the top 5 cards of the deck. Put 2 into your hand, and reveal up to 2 living things, then put them onto your field. Then, shuffle the remaining cards into the deck.
You may either play an extra thing this turn or return target thing to its controller's hand.
Though the arts of old may be dead, their remnants can be found in the mixtures they left behind.
Derisive Elegy
Thing
At the end of a turn in which you destroy a Thing, you may put an Action card with the text of one of its Action abilities into your hand.
La Trahison des Images
Thing
Ceci n'est pas une carte.
Action
Win the game zero times.
Action
Put any number of living things from your hand onto your field. You may activate their action abilties twice this turn without spending an action to do so. Sacrifice those things at the end of your turn.
You may either destroy target nonliving tangible thing, or play an additional living thing this turn.
Nothing could ever stop the primal urge of the hunt.
Action
Look at the top 5 cards of the deck. You may play any number of them. For each card not played this way, discard it, then draw 2 cards.
You may either use the action ability of target thing, or have no maximum hand size for the rest of your turn.
"More power to subject #12! Lower the isotrol on #27! Increase the mezeth levels on #14! We're almost there, people!"
Action
Each player chooses a living thing they control, then sacrifices the rest. Put an indestructible counter on the chosen things. You may instead choose up to 3 living things, then sacrifice the rest. If you do, put an indestructible counter on only one of them.
You may return target living thing from the discard pile to your field, or remove an indestructible counter from target thing.
No king is higher than the King of Death itself.
Pretender
Thing
Action: Put an Action card with the text of one of target Thing's Action abilities into your hand.
Lighter Than Air
Action
You may play this without cost at any time. Draw a card.
Hmph
Action
Draw a card and discard a card.
Action
Create 5 Soldier tokens with "At the beginning of your turn, this token deals 1 damage to any target. A thing dealt 3+ damage in a single turn is destroyed by the last damage-dealer. The same is true for tokens and dealing 1+ damage. A player dealt 20+ damage throught the game is eliminated."
You may either deal 5 damage to any target, or play an action from the discard pile.
The magicks of this world are not long-forgotten, they've just been warped to serve a new purpose. My purpose.
Action
Create 4 philosopher tokens with "When this enters play or at the beginning of your turn, either draw a card, or target non-token thing you control gains indestructible until the end of your next turn. You have no maximum handsize."
You may either return target action to your hand, or play 2 additional actions this turn.
Magic... does not exist here. The truest of magicks is found in the people when their intellect is at its' height.
Action
For each opponent you have, create a Plant Citizen token with "This creature cannot be targeted by <opponent>. At the beginning of that opponent's turn, you may draw a card."
You may either return target plant to your field, or return target non-living thing to your field.
Thriving with time, the true nature of magic binds us to Nature.
Long Time Coming
Action
If there are 10,000 or more cards in the draw pile, you win.
Making It Up As We Go Along
Thing
Get a pen and draw a card.
Card by Everyone
Golden Card Trophy
Thing
Kevan wins the game.
Card by Everyone
Expansion-Pack Only
Action
Search through all zones, then exile all cards made within the first 10,000 cards.
Sigil of the Creators
Thing
The first 10,000 card's creator's cards are blessed. (This has no tangible effect)
Not-As-Cheap Plastic Trophy
Thing
Kevan (still) wins the game.
Now with 20% less microplastics!
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