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, 9701-9800.
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.
#9803
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.
#9804
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.)
#9805
Mindless Materialism
Action
Target player plays an Action face-down as a blank Thing, if possible.
#9806
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.
#9807
Controversial Opinion of the Day
Action
Play a random card from target opponent's hand. Then they draw a card.
#9808
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.
#9812
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.
#9813
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."
#9814
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.
#9818
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.
#9819
Incisive Stroke
Action
Look at the top card of the draw pile. You may choose to draw either it or the card under it.
#9820
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.
#9833
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.
#9834
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.
#9835
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.
#9839
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.
#9840
Action
If target Thing is still in play at the end of its controller's next turn, remove it from the game.
#9841
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.
#9845
Leaflet Bomb
Action
Each player gains a copy of Flyer (#9845). You may play yours immediately without cost.
#9846
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.
#9847
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.
#9851
Illusion of Victory
Action
Draw a card. You may play it if it is an Action.
You win the game.
#9852
Not a Creature Was Stirring
Thing
Living Things may not use their abilities. Living Things with no abilities are considered blank.
#9853
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!"
#9856
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."
#9857
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."
#9858
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.
#9859
Simon Says
Action
Reveal an Action from your hand. All opponents perform that Action immediately.
#9860
Block
Thing
Target Thing cannot affect your Things or your hand.
#9861
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.
#9871
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.
#9872
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.
#9873
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.
#9877
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.
#9878
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?"
#9879
Protection Racket
Thing
Whenever an opponent draws their second card in a turn, they give you a card from their hand.
#9880
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.
#9881
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.
#9882
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.
#9886
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.
#9887
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!"
#9888
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.
#9892
7M
Mutually Beneficial Agreement
Action
Two target players each draw three cards. Each other player discards a card.
#9893
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.
#9894
Hopping Mad
Action
Take a random Action from target opponent's hand. If they have none, they may not play Actions next turn.
#9895
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.
#9896
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.
#9897
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.
#9901
Action
Play an Action ability of a Thing you control twice.
You may return this card to your hand and discard a card.
#9902
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?"
#9903
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!"
#9907
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.
#9908
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.
#9909
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.
#9910
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.
#9911
Scroll of Duplication
Action
Reveal a card in your hand and gain a copy of it.
#9912
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.
#9913
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.
#9914
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.
#9915
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.
#9916
Orbital Minefield
Action
Each player gains control of a copy of Orbital Mine (#9916), or target player gains control of three copies.
#9917
Can't Have Nice Things
Action
Destroy a tangible Thing belonging to each player.
#9918
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.
#9922
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.
#9923
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.
#9924
Vitality Infusion
Action
Return target living Thing card from the discard pile to your hand and draw a card.
#9925
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.
#9926
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."
#9927
Look What I Found
Action
Target player gains control of a copy of target Thing.
#9928
Incomplete Intel
Action
View half of target opponent's hand at random, rounding down. They may discard a card and draw a card.
#9929
Action
Turn target Thing face-down unless its controller discards an Action card.
#9930
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.
#9931
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.
#9932
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.
#9933
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.
#9934
File Away
Action
Insert target Thing into the middle of the draw pile.
#9935
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."
#9939
Action
Draw four cards and discard all but one of them. Play that card.
#9940
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.
#9941
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.
#9948
Thing
Draw a card when you play this. Action: Consume this and draw a card.
#9949
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.
#9950
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.
#9954
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.
#9955
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!"
#9956
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.
#9963
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.
#9964
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.
#9965
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.
#9972
Action
Put each Action card from the discard pile into your hand. Discard the rest of your hand and end your turn.
#9973
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."
#9974
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.
#9978
Thing
Play into any player's control.
You can't choose Things you don't control as targets.
#9979
Action
Each player starting with you, draws until they have 4 cards in hand.
#9980
ON DELETE CASCADE
Thing
Whenever another Thing is destroyed, its controller must discard their hand.
#9981
Die?
Action
Roll a 1-sided die and destroy exactly that many Things.
#9982
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.
#9983
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.
#9987
La Trahison des Images
Thing
Ceci n'est pas une carte.
#9988
Action
Win the game zero times.
#9989
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.
#9993
Lighter Than Air
Action
You may play this without cost at any time. Draw a card.
#9994
Hmph
Action
Draw a card and discard a card.
#9995
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.
#9999
Making It Up As We Go Along
Thing
Get a pen and draw a card.
#10000
Card by Everyone
Golden Card Trophy
Thing
Kevan wins the game.
#10001
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!
Thing
When this card enters play, each player draws until they have 5 cards in hand.
Action: Look at the top card of the deck. If it's a Thing, you may play it. Any player may use this Action ability.
"Let's go exploring!"
#10005
Action
Each player draws 5 cards. Until your next turn, Things are gold instead of their other colors, and players have no maximum hand size and can't lose the game.
You may play an extra Action this turn.
#10006
Action
Reveal the top 4 cards of the deck. For each creator among the revealed cards, put one of those cards by that creator into your hand. Discard the rest.
#10007
Renewed Vigor
Action
Take another turn at the end of this one. Each opponent may draw an extra card at the beginning of their next turn.
#10008
Purposeful Stride
Action
Play up to two Actions and draw a card.
#10009
Many Voices
Action
For each creator among the Things they control, each player gains a [Creator]'s Voice token with "You may spend one of your Voice tokens to draw an extra card at the beginning of your turn. If you draw a card by [Creator] in this way, you may play it immediately without cost."
#10010
In the Code
Thing
If you control at least 18 other things with binary card numbers, you win the game.
#10011
Fatal Slip
Action
Destroy target living thing.
#10012
Counter-Productive Dice Rigger
Thing
If a random event would occur, you may choose an opponent. If you do, that opponent decides the outcome of that event instead.
#10013
Third Eye
Thing
You may view the top card of the draw pile at any time.
#10014
Idea Factory
Thing
A player may draw a card when they play a Thing that is the only Thing in play by its creator. When an opponent draws a card in this way, you may do so as well.
If you draw a card by the same creator, you may play it immediately without cost.
#10015
I've Got My Best People On It
Thing
When you gain control of this, put the first living Thing in the draw pile into your control, then shuffle the draw pile.
Once per turn, you may draw a card when a living Thing you control uses an Action ability.
#10016
Action
Draw three cards.
If this card is revealed from your hand, discard it immediately.
#10017
Thing
You can't play Things.
At the end of your turn, pass Security Guard to the previous player. If there are only two players when this enters play, insert a hypothetical player into the turn order who only exists and whose turns only exist for the purposes of this card.
#10018
Action
Target Thing's controller passes control of it to the player preceding them in turn order.
If you don't gain control of a Thing this way, you may return this card to your hand.
#10019
Oracle of the Tides
Thing
When this enters play, reate 3 copies of Ocean Wave (#10021). Those cards gain "Exile Ocean Wave." Shuffle them face-up into the top 20 cards of the deck. While you control Oracle of the Tides, you are unaffected by those cards.
A mighty storm is coming..
#10020
Ocean Wave
Action
When you draw this card, play it immediately. Each player either sacrifices a thing, or discards a card. If it is your turn, you may play an additional action.
Crashing, thrashing against our barricades, we can only hope that it may pass.
#10021
Puzzle Piece 009
Thing
Whenever a player would draw a card, they may instead flip a coin. If they win the flip, they draw 2 cards instead. If they lose the flip, they instead draw no cards.
#10022
Thing
When this enters play, create 3 copies of Communist Plot (#10017) and shuffle them into the deck.
Opponents can't play Communist Plot. When a player reveals Communist Plot from their hand, they lose the game.
#10023
Thing
When you leave the game or the game ends, set aside Safe of Keeping holding any number of cards from your hand or other Things you control.
If your playgroup plays another game after this one, draw up to 5 of the held cards as part of your opening hand instead of returning them to the deck.
#10024
Action
Until the end of my next turn, I may choose whether any given effect can target me; and whenever any other players would draw any cards, I draw for them and give them that many cards from my hand.
"Anyone paying attention could have guessed by now who’s really playing this game."
#10025
Photon Cannon
Thing
Action: Convert any number of your tokens or other non-token Things to Energy tokens. Action: Spend three Energy tokens to replace target token or non-token Thing with an Energy token.
#10026
Action
Square a number on target Thing.
#10027
Bumper Cars
Thing
Once per turn, when you play a tangible Thing, you may have target opponent return one of their tangible Things to their hand.
#10028
Thing
At the start of your turn, change the color of one of your non-black Things to black if possible. If you changed the color of a non-token Thing, draw a card
Action
Target card's rule text becomes blank for the rest of the game, unless its text contained "win" or "eliminate". Gain an Ink token for each sentence of text this removed.
Action
Steal a random card from target opponent's hand, then continue to steal random cards from it until you have more cards in hand than them.
Good Riddance
Action
Each player may draw a card for each Thing destroyed during their previous turn.
#10032
Land Tax
Thing
When a player discards due to their hand size limit while they control more non-token Things than their hand size limit, they must also destroy one of their non-token Things.
#10033
Something Borrowed
Thing
Specify an opponent's Thing when you play this. During your turns, you control it as well.
#10034
Thing - Place
Places you control are on Earth in addition to their other locations.
I don't know what that's worth, Belinda
#10035
Stake Raiser
Thing
As Stake Raiser enters play, each player exiles one of their cards in their hand face-down. That player may not look at the card exiled this way.
When Stake Raiser leaves play, each player is eliminated unless they can correctly recall their exiled card.
#10036
Jump cut in continuity
Action
Each player discards their hand, then draws that many cards. Destroy 1/3rd of all things at random, then reveal cards from the top of the deck until an equivalent number of things are revealed, then for each of those things, randomly assign an owner. Shuffle the deck and the other revealed cards.
#10037
Thing
At start of each player's turn, they draw an additional card and discard a card, then may reveal three cards from their hand. If the last two digits of those cards' numbers are consecutive (e.g. 39-40-41), they win the game. If those cards share a creator, the win can't be prevented.
#10038
Action
Put the entire discard pile into your hand, then put all Things you control and this card into the discard pile. Discard a random third of your hand rounded up, then end your turn.
#10039
Thing
When this enters play, name a person.
Actions you play and cards in your hand or in your control are created by the chosen person in addition to their other creators. Your name is also the chosen name.
#10040
Thing
If this is the only card in your hand during your turn, you may exchange it with target Thing and end your turn.
#10041
If this is the only card in your hand during your turn, you may exchange it with the topmost Action in the discard pile and end your turn.
#10042
If this is the only card in your hand during your turn, you may exchange it with a card of your choice in target opponent's hand and end your turn.
#10043
Action
Infect. (This keyword is meaningless)
Blightning Bolt deals 3 damage to any target.
What do you MEAN I can't just drag mechanics from another game into this one? Of course it'll work!
#10044
King Midas
Thing - Epic
When you control more than one copy of this card, sacrifice all but one of them.
Whenever a thing comes into contact with King Midas, it loses all rulestext, then gains "This thing is made of gold."
#10045
Undestroy
Action
Return target thing that was destroyed to the field under it's previous controller's control.
#10046
Thing
Play this under an opponent's control.
You can't win the game. If this card prevents you from winning the game, destroy it after the turn ends.
#10047
Action
Draw two cards. If either of them is an Action, you may play it as an extra Action this turn. Gain a Debt token with the text "When you draw a card, discard it and destroy this".
Action
Draw a card. Create a Debt token under an opponent's control with the text "When you draw a card, discard it and destroy this".
Thing
When another non-token Thing enters play, put Bucket of Holding on top of it face-down. That card and this card count as a single card with the properties of only the top card.
#10050
Sweet Spot
Thing
As long as you control more Things than each opponent, draw an extra card at the beginning of your turn.
When you have more cards in hand than your maximum hand size, destroy this card.
#10051
Decimation
Action
Choose a digit. Destroy every Thing with a card number ending in that digit.
#10052
Quick Attack
Action
Destroy target Thing. Its controller may discard a card to have another of their Things destroyed instead.
#10053
Embrace the Future
Action
Discard your hand and draw five cards. Gain a Debt token with "When you draw a card, discard it and destroy this."
#10054
Postpone the Future
Action
Players may not draw cards until your next turn.
#10055
Uni-Splitter
Thing - Human Technic
As Uni-Splitter enters play, for each thing, that thing's controller chooses left or right.
Whenever a card is played or enters play, it's controller chooses left or right.
Left cards cannot interact with Right cards, and vice versa.
#10056
Time Dash
Action
Take 2 extra turns after this one, then skip your next turn.
#10057
Spirit of Valentine
Thing
At the end of each player's turn, if they would discard due to their hand size, for each card they would discard, they instead give an opponent of their choice that card.
#10058
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