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
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
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.
A Sword, Shield, and Wand.
Action
Create 3 tokens and put them under your control. One of them allows you to destroy target thing. One of them stops one destruction of your things. One of them allows you to play an extra card during your turn. Each token gets destroyed after using their ability.
AntiToken Factory
Thing
Action: Select a Token, and create a token that does the opposite of what that token does, or the closest to the opposite.
You can't have the darkness without the light...
Need a Penny
Take a Penny
Thing
When this enters play, every player must donate a card from their hand to form a face-down pile attached to this. If a player would discard at the end of their turn, they instead add to the donation pile. Shuffle the pile whenever a card is added. Once per turn, any player whose hand is empty may draw a card from the donation pile.
Vicious Balance
Action
Everyone but the player with the fewest cards discards cards randomly until everyone has the same number of cards.
From Chippy's deck
Shadow Lake
Thing - Novel
When you have begun two turns in control of this book, you gain the following:
Your hand size limit is 10 minus the number of your non-token Things. Action: Exchange a Thing you control with a Thing in your hand.
Book Burning
Action
Destroy any things that would be written on paper.
Your novels are too many
Mirror
Thing
Gain Mirror tokens equal to your things, and place one token on each thing. Create another token for every new thing you gain control of, and place it on the thing. If a card has an ability and a token, use it twice when you use it. Whenever they would get destroyed, destroy its mirror token instead, if they have one.
Completely Inelligible
Action
Target cards's text is considered to be nonexistant.
hfsnkjcshl96ebnohsf
Fantasy Shipping Forecast
Thing
A player gains a Gale token when one of their non-token Things is destroyed.
Action (global): Destroy two of your Gale tokens and target tangible Thing.
Yellow Flag
Thing
Players may play at most one card per turn. Destroy Yellow Flag at the beginning of your second turn after playing it.
Ask Not What Dvorak Can Do For You
Action
Draw a card. If you have contributed a card to the Infinite Dvorak Deck archive, draw three cards instead. If you contributed the most recent card to the archive, draw five cards instead.
Ask What You Can Do For Dvorak
Action
All opponents put down one card facedown in a pile. If any of them have a card created by you, they must put it in there as well. Shuffle that deck and draw cards from that deck instead of the main deck, until it depletes
Reflect
Action
When an action is played against you, you may play this to Reflect the action back to the opponent, as if you used the action on them.
Vault
Thing
Action: Transfer a thing into or out of the Vault. Anything inside the Vault cannot be targeted, unless you take it out.
Brain Pizza
Action - Support Item
Reveal and discard the top card of the draw pile. If it is an Action, gain control of an opponent's Thing.
Adapted from Zombie Town
書書
Thing - Item Spirit
Your cards' texts may not be altered without your permission.
Action: When drawing at the beginning of your turn, you may discard the card you drew and draw again.
A bookmark who became sentient due to her close relationship with her owner. She now tends the shop and counsels its resident spirits. Adapted from 時光當鋪 The Time Pawnshop.
A Good Day for Wide-Ranging Discussion
Action
Each player may draw a card and immediately play it if it is a Thing.
Adapted from Coffee House
Forbidden Knowledge
Thing-Forbidden
Remove before the game starts. If you draw this, destroy your things, and your hand. Redraw up to the maximum hand size.
You saw something you shouldn't have
Way too many cards
Thing
Shuffle your hand into the deck. During your turn, the deck is considered to be your hand. Your hand is also infinite.
Infinity Token
Action
Before your turn, choose a token you control. You are considered to have infinitly many of them.
Hillside Village
Thing
Draw a card when you play this. You may not play a Thing if you played one last turn. Draw an extra card at the end of each turn in which you do not play a Thing. Action: Return this card to your hand.
Rooftop Barbecue
Action
You and every opponent who gives you a money- or food-related token may receive a Steak, a Mushroom, and a Bell Pepper token, each with "Action: Destroy this and draw a card."
Moonrise
Action
The Moon is just coming into view over the eastern horizon. As the first to spot it, you may draw two cards. During their next turn, each of your opponents has "Action: Take a moment to admire the Moon and draw a card."
Outnumbered
Thing
Action: Target Opponent cannot react to any actions or things against them until your next turn.
Infinity Stoner
Thing
Action: Target opponent's things can't perform any actions until your next turn.
Mine
Thing
Action: Draw a card, and put it under this one faceup.
Action (Global): Randomly choose one card under the Mine to make a token with identical properties out of. If it is an action card, you may use that token once.
People of Earth, Your Attention Please
Action
You may not play this card if you played any cards during your previous turn. Discard 5 cards. If you do, destroy all of your opponents' Things.
Adapted from the Hitchhiker's Guide to the Galaxy CCG
Triganic Ningi
Thing
A triangular rubber coin six thousand eight hundred miles along each side. Shuffle seven copies of this card into the draw pile the first time it is played. Thing - Triganic Pu: Destroy eight of your Ningis and win the game.
Adapted from the Hitchhiker's Guide to the Galaxy CCG
The Silver Bail of Peace
Thing
If another Thing would be destroyed, you may shuffle the Silver Bail into the top 20 cards of the draw pile to prevent this. If the Silver Bail is destroyed, its destroyer must discard their hand and skip their next turn in profound shame.
Adapted from the Hitchhiker's Guide to the Galaxy CCG
Title
Thing
Text
Flavortext
More Brainpower!
Thing
Your handsize is twice as big
Unplayable Deck of Cards
Action
Shuffle the Unplayable Dvorak Deck into the main deck.
How Dare You
Reaction
Play immediately in response when an opponent causes you to discard a card or lose control of a non-token Thing. They discard a random card.
Can I Have Your Autograph?
Action
The first time you draw this card, sign it and shuffle it into the draw pile immediately. Everyone whose name appears on this card wins.
Caladrius
Thing
Destroy Caladrius to prevent an opponent's destruction of one of your Things, or to destroy another one of your Things with no ill effects to you or your remaining Things.
A mythical white bird that could cure sick people by taking their illnesses into itself and then flying away.
The Monkey's Paw
Thing
Action: Take control of as many things as you wish. For each thing you control, skip 1 of your turns.
Very Specific Counter Card
Action
This card can only be used to prevent a card, determined at the start of the game by the players, from being played. Instead, it gets destroyed.
Mexican Standoff
Action
Everyone puts up one finger gun to another person. Whoever doesn't have a gun pointing at them randomly splits the others' things amongst themselves.
Tide Pool
Thing - Terrain
A player may play any number of living Things during their turn. At the end of each player's turn, a random non-token Thing in play returns to its controller's hand.
"It is advisable to look from the tide pool to the stars and then back to the tide pool." — John Steinbeck
Congestion Charge
Thing
A player must discard a card whenever they play a tangible Thing.
Ask Me Nice
Reaction
When one of your Things would be destroyed by an opponent, you may prevent its destruction by giving them this card.
Live, let live, that's my advice
If you've got questions, ask me nice.
Technically a _____
Thing
Write anything in the space provided. This card counts as whatever was written there.
Double the Takings!
Action
If you take something from any source, you may play this, taking no negative effects to yourself.
Train
Thing
Before your turn, you may take any card on the Train and put it in your hand. After your turn, move the Train and all of it's contents to the next person.
Action: Place a thing facedown under this card.
Holy Fervor
Thing
Draw a card when you destroy an opponent's Thing. If you destroy Holy Fervor or a Thing controlled by an opponent with Holy Fervor, you are branded an apostate: destroy Holy Fervor and discard your hand. Thing and Action (global) - Conversion: Gain control of a copy of Holy Fervor.
Messenger Bag
Thing
When you play Messenger Bag, put the top card of the draw pile face down under it. Action: Exchange a card in your hand with the card under Messenger Bag.
Diving Catch
Action
If the top card of the discard pile is a tangible Thing that belonged to the previous opponent, put it into your hand.
Agent 47
Action
Destroy an Opponent's thing. Nothing can stop this nor redirect this.
Two Point Hospital
Thing
Action: Move one negative effect from yourself or a thing you own onto another thing you own.
Bullsh*t
Thing
All cards are now placed facedown. Whenever a player plays a card and performs whatever text is supposedly on the card, an opponent may call them out on their lie. If they are correct, the offender loses and quits the game. If not, the opponent loses and quits the game.
Thing - Pokémon
Action: Sand Attack - Choose an opponent. On their next turn, the first time they choose to play a card, you choose a card from their hand (without looking) for them to play.
A common sight in forests and woods. It flaps its wings at ground level to kick up blinding sand.
Thing - Pokémon
You may play this card onto Pidgey to evolve it. If you do, it can use text from its prior evolutions.
Action: Mirror Move - Choose an Action used by the last player on their turn, and use that Action. If this Pokémon is evolved, you may choose any action of any player since your last turn.
Very protective of its sprawling territorial area, this Pokémon will fiercely peck at any intruder.
Thing - Pokémon
You may play this card onto Pidgeotto to evolve it. If you do, it can use text from its prior evolutions.
Action: Whirlwind - Choose an opponent's Thing. Shuffle it into the deck. If this Pokémon is evolved, choose 2 of that opponent's Things instead.
It spreads its gorgeous wings widely to intimidate enemies. It races through the skies at Mach-2 speed.
Chronomancer
Thing - Blue Dragon
Reaction: When one of your things would get destroyed, put a Token of Delay on it. Whichever thing has that token will be destroyed at the end of your turn. You can only have one out at a time.
Action: Move the Token of Delay made by this card onto another thing you control.
For Adiart
Physician
Thing - Blue Dragon
Action: Put a Token of Healing on one of your things. Destroy the Token instead of the thing if it gets destroyed.
For Adiart
Knight
Thing - Blue Dragon
Put a token of armor on this card. Action: Put this on one of your things, defending it. If the thing gets destroyed, destroy this card, or destroy the armor token, if there is one.
For Adiart
Thing - Pokémon
Quick Attack - If you are targeted by an opponent's action, you may ignore that effect. If you do, you cannot play an Action on your next turn. You cannot use this unless you would be able to use an Action on your next turn.
Its incisors grow continuously throughout its life. If its incisors get too long, this Pokémon becomes unable to eat, and it starves to death.
Thing - Pokémon
You may play this card onto Rattata to evolve it. If you do, it can use text from its prior evolutions.
Action: Super Fang - Choose an opponent. They discard half the cards in their hand (rounded down). If this Pokémon is evolved, you choose the cards to discard (without looking).
Its disposition is far more violent than its looks would suggest. Don't let your hand get too close to its face, as it could bite your hand clean off.
Thing - Pokémon
Action: Bite - Choose an opponent. Flip a coin. If heads, they skip their next turn.
With its incisors, it gnaws through doors and infiltrates people’s homes. Then, with a twitch of its whiskers, it steals whatever food it finds.
Chance Encounter
Action
Play a living Thing into any player's control. You may play Chance Encounter immediately as a Reaction when an opponent plays a living Thing.
Sinister Pedal Tone
Thing
If this has been in play for at least as many of your turns as you have opponents, destroy a Thing controlled by each opponent when this is destroyed.
The Miracle of Flight
Action
Pick target Thing up and toss it away from the table. If it travels more than one table length before landing, remove it from the game.
Thing - Pokémon
You may play this card onto Alolan Rattata to evolve it. If you do, it can use text from its prior evolutions.
Action: Crunch - Choose an opponent. They must choose one of their Things to destroy. If this Pokémon is evolved, choose 2 of their Things for them to choose between.
It makes its Rattata underlings gather food for it, dining solely on the most nutritious and delicious fare.
Thing - Pokémon
Action: Peck - Choose an opponent. Flip a coin. If heads, discard a card from their hand (without looking).
Its short wings make it inept at flying. It moves about hurriedly and pecks at Bug-type Pokémon in the tall grass.
Thing - Pokémon
You may play this card onto Spearow to evolve it. If you do, it can use text from its prior evolutions.
Action: Drill Peck - Choose an opponent. Discard a card from their hand (without looking). If this Pokémon is evolved, discard 2 cards instead.
It has the stamina to fly all day on its broad wings. It fights by using its sharp beak.
Team Effort
Action
You may invite any number of your opponents to participate in the following exchange. Every participant must draw a number of cards equal to the number of participating opponents and give one to each.
Thing Tree
Thing
Your hand size limit is 4 and you may control no more than 4 other non-token Things. Action: Reveal the top card of the draw pile and put it into your hand if it is a Thing.
Globalizer Assembly
Thing
Play onto target Thing. Its abilities become global: any player may use them during their turn.
Thing - Pokémon
Action: Wrap - Choose an opponent. They cannot use Action abilities during their next turn.
Moving silently and stealthily, it eats the eggs of birds, such as Pidgey and Spearow, whole.
Thing - Pokémon
You may play this card onto Ekans to evolve it. If you do, it can use text from its prior evolutions.
Action: Coil - Place a counter on Arbok. For each counter, your hand size increases by 1. If this Pokémon is evolved, place 2 counters instead.
To intimidate foes, it spreads its chest wide and makes eerie sounds by expelling air from its mouth.
Thing - Pokémon
Action: Charm - Choose an opponent. While this Pokémon is in play, their hand size is reduced by 1. This can only affect each opponent once.
Despite this Pokémon's cute appearance, those who want to live with one should prepare to be on the receiving end of its electric jolts.
Prince
Thing - Blue Dragon
Action: Put an opponent's thing under this one. That thing's action cannot be used.
Action: Along with the first action, you may choose to destroy the chosen card. You can only use this once.
For Adiart
Maid
Thing - Blue Dragon
Play a 2nd facedown card under this. Action: Compare the Card Types of the facedown card with an opponent's card in hand. If they are the same, take the facedown card back into your hand and use the opponent's card as the facedown card.
For Adiart
Noble
Thing - Blue Dragon
Action: Perform another Thing's action that you control twice.
For Adiart
Thing - Pokémon
You may play this card onto Pichu to evolve it. If you do, it can use text from its prior evolutions.
Action: Volt Tackle - Choose an opponent. Discard a card from your hand to discard 2 cards from their hand (without looking). If this Pokémon is evolved, you do not discard a card.
It's in its nature to store electricity. It feels stressed now and then if it's unable to fully discharge the electricity.
Thing - Pokémon
You may play this card onto Pikachu to evolve it. If you do, it can use text from its prior evolutions.
Action: Thunder - Destroy a randomly selected Thing in play (including yours). If this Pokémon is evolved, randomly choose from your opponent's Things only.
It unleashes electric shocks that can reach 100,000 volts. When agitated, it can knock out even an Indian elephant.
Thing - Pokémon
You may play this card onto Pikachu to evolve it. If you do, it can use text from its prior evolutions.
Action: Psychic - Look at an opponent's hand. If this Pokémon is evolved, you may select one card there and discard it.
It uses psychokinesis to control electricity. It hops aboard its own tail, using psychic power to lift the tail and move about while riding it.
Princess
Thing - Blue Dragon
Action: View a card's card type in an opponent's hand.
For Adiart
Paladin
Thing - Blue Dragon
Action: Place a Paladin token on an opponent's thing. If the opponent uses that thing's ability, destroy the token and the thing. You can only have 1 Paladin token out at a time.
For Adiart
Mystic
Thing - Blue Dragon
Your hand size is doubled.
For Adiart
Meteor Storm
Thing
When an Action card you play would destroy one or more Things, you may discard a card to destroy target Thing.
When another Thing you control would destroy one or more Things, you may destroy it to destroy target Thing.
Delaying Distraction
Action
Target opponent skips their next turn. If they have 5 or more cards in their hand, you may play an additional Action this turn. Otherwise, discard a card.
Life-Force Drain (Balanced)
Action
Target opponent discards a card. Draw a card.
Instead of playing a Thing this turn, you may draw a card OR have the targeted opponent discard a card.
Patch v4.5.1 Notes: trimmed extra power from dual-casted LFD, can no longer multi-target.
Sheriff
Thing - Blue Dragon
Action: Look at a card in an opponent's hand.
For Adiart
Butler
Thing - Blue Dragon
ReAction: When a player makes an action, you may prevent them from doing this, unless you can't take any actions. If you do this, skip an action on your next turn.
For Adiart
Drunk
Thing - Blue Dragon
Action: Perform an opponent's action from a thing they control. They cannot perform that action on their next turn.
For Adiart
Difference of Opinion
Action
Return a Thing that entered play during its controller's most recent turn to their hand.
A Fine Addition to My Collection
Action
Reveal any number of cards from your hand by a single creator (possibly including this one) to take control of an equal number of opponents' Things by the same creator.
If you reveal 4 or more cards by ChippyYYZ, you may search the deck for ChippyYYZ, The Forbidden One, put it into your hand, and end your turn.
Dark Is The Night, Green Is The Grass
Thing
Face-down Things are considered blank. Turn all living Things face-down when this comes into play. Living Things must be played face-down. Destroy this if all Things are face-up.
Action (global): Turn one of your living Things face-up.
Thing - Pokémon
Action: Rollout - Choose an opponent. For each turn in a row you've used Rollout plus 1 (up to a maximum of 5), flip a coin. For each heads, discard a card from their hand (without looking).
If it fell from a great height, this Pokémon could save itself by rolling into a ball and bouncing.
Thing - Pokémon
You may play this card onto Sandshrew to evolve it. If you do, it can use text from its prior evolutions.
Action: Crush Claw - Choose an opponent. They must choose one of their Things to destroy. If this Pokémon is evolved, choose 2 of their Things for them to choose between.
It uses its claws to climb trees and then curls its body into a spiny ball, ready to drop onto any prey that appears.
Thing - Pokémon
Action: Ice Ball - Choose an opponent. For each turn in a row you've used Ice Ball plus 1 (up to a maximum of 5), flip a coin. For each heads, discard a card from their hand (without looking).
It lives on snowy mountains. Its steel shell is very hard—so much so, it can't roll its body up into a ball.
Hunter
Thing - Blue Dragon
The first time this gets destroyed, if a Thing destroys this, destroy that thing. If an action destroys this, that player discards a thing. Flip this card over, and do not destroy it.
For Adiart
Court Wizard
Thing - Blue Dragon
ReAction: If anyone targets one of your things, you may redirect it to another thing you control.
For Adiart
Observer
Thing - Blue Dragon
Whenever someone draws any amount of cards, you may look at 1 of them.
For Adiart
Numerological Contrivance
Action
The expression of a number as a sequence of digits is a base-dependent triviality. Exchange the positions of two digits on target card.
Observational Learning
Thing
This card can hold two Action abilities; if it would gain another, choose one of the existing two to replace.
Action: Shuffle the top Action in the discard pile into the top 20 cards of the draw pile. If you subsequently play it, this card gains its ruletext as an Action ability.
Laundromat
Thing
Each player gains 3 Clean Laundry tokens when this enters play. A player may only play a Thing by destroying a Clean Laundry token. Action (global): Gain 3 Clean Laundry tokens.
Spellbook
Thing
Action: Put an action card, form your hand, faceup under this.
Action: Do an action card's text that is under this one.
*Harry Potter Noises*
Ecstatic Electricity.
Action
Target Thing gains 5 electicity tokens.
You're a Lizard, Harry!
Action
Everyone gains a Wizard or Lizard token, with their choice of each.
A wot
Thing - Pokémon
You may play this card onto Alolan Sandshrew to evolve it. If you do, it can use text from its prior evolutions.
Action: Icicle Spear - Choose 5 of an opponent's Things. Flip a coin for each. For each Heads, destroy that thing. If this Pokémon is evolved and you flip less than 3 heads, destroy 1 more of those things.
It runs across snow-covered plains at high speeds. It developed thick, sharp claws to plow through the snow.
Thing - Pokémon
Action: Poison Sting - Give an opponent a Poison token. Before their turn, players with Poison tokens flip a coin. If tails, you discard a card from their hand.
Although small, its venomous barbs render this Pokémon dangerous. The female has smaller horns.
Thing - Pokémon
You may play this card onto Nidoran♀ to evolve it. If you do, it can use text from its prior evolutions.
Action: Captivate - Choose an opponent. Flip a coin. If heads, or if this Pokémon is evolved, that player chooses one Thing they control and puts it into your control.
It has a calm and caring nature. Because its horn grows slowly, it prefers not to fight.
No Vacancy
Thing
The total number of non-token Things in play may not exceed the number in play when this card comes into play (including this card). If a player would play a Thing in excess of this total, they must destroy one of their non-token Things first.
Bear Trap
Thing
You may only play this card on a turn during which you do not play an Action. Play this card face-down and destroy it when it is turned face-up. Destroy this card when an opponent plays a Thing. You gain control of that Thing.
Toilet Paper
Thing
Throw Toilet Paper onto target tangible Thing. Attached Thing's abilities may not be used. Action: Return attached Thing to your hand and destroy Toilet Paper.
Thing - Pokémon
You may play this card onto Nidorina to evolve it. If you do, it can use text from its prior evolutions.
Action: Earth Power - Choose an opponent. Discard cards from the deck until you discard a different type than the first. For each card of the first type, that player discards that many cards. If this Pokémon is evolved, choose 1 card discarded and draw it.
Its entire body is armored with hard scales. It will protect the young in its burrow with its life.
Thing - Pokémon
Action: Double Kick - Choose 2 cards in an opponent's hand (without looking). That player places those cards face down, out of play, and places them back in their hand at the end of the turn.
Its large ears are flapped like wings when it is listening to distant sounds. It extends toxic barbs when angered.
Thing - Pokémon
You may play this card onto Nidoran♂ to evolve it. If you do, it can use text from its prior evolutions.
Action: Poison Jab - Choose an opponent. Discard a card from their hand. Flip a coin. If heads or if this Pokémon is evolved, give them a Poison token. Before their turn, players with Poison tokens flip a coin. If tails, you discard a card from their hand.
It has a violent disposition and stabs foes with its horn, which oozes poison upon impact.
Postmodernist Sculpture
Thing
It's about 8 feet tall and made of some metal rectangles with curvy bits. You're not sure why, but regarding it contemplatively seems to make you feel more erudite, or percipient, or maybe just pretentious. Draw two cards.
Possess
Action
Target opponent flips a coin. On tails, you may look at their hand and play their next turn for them.
Vow of Asceticism
Thing
You may only play this card if you control no Things. Discard all Things in your hand when you play this. You may take two Actions per turn, but you may not draw at the beginning of your turns and you may not play Things: immediately discard any that you draw.
Action: Draw a card.
Action: You may not be eliminated before your next turn.
Thing - Pokémon
You may play this card onto Nidorino to evolve it. If you do, it can use text from its prior evolutions.
Action: Megahorn - Choose an opponent. Discard a card from their hand (without looking). Then, they choose 2 cards in their hand and discard them. If this Pokémon is evolved, you choose all 3 instead (without looking).
It is recognized by its rock-hard hide and its extended horn. Be careful with the horn, as it contains venom.
Thing - Pokémon
Action: Charm - Choose an opponent. While this Pokémon is in play, their hand size is reduced by 1. This can only affect each opponent once.
Many appear when the night skies are filled with shooting stars. They disappear with sunrise.
Thing - Pokémon
You may play this card onto Cleffa to evolve it. If you do, it can use text from its prior evolutions.
Action: Metronome - Reveal cards from the deck until you reveal an Action or Thing with Action ability. Play that Action, then shuffle those into the deck. If this Pokémon is evolved, you may play another Action this turn (except this one).
It is said that happiness will come to those who see a gathering of Clefairy dancing under a full moon.
Bishop
Thing - Advanced Class
Action: Return one of your non-token Things to your hand.
Action: Target Thing is indestructible until your next turn.
Falcon Knight
Thing - Master Class
If you do not use Falcon Knight's ability, any attempt to target it before your next turn has a 50% chance of failure. Action: Target opponent discards a card.
Dancer
Thing - Unique Class
Activate an ability of one of your Things when you play Dancer. Action: Return Dancer to your hand.
Alchemist
Thing - Neutral
ReAction: When a Player destroys one of your things, you may prevent them from doing so. If you've already this during the current round, you cannot do it again. Action: Destroy target thing. You can only do this twice.
I don't really mind who wins..
Sorcerer
Thing - Neutral
Action: Place a Walking Bomb Token onto Target Thing, or move an existing one to Target Thing. You can only do this once per turn.
Action: Destroy all things with Walking Bomb tokens on them.
Magic will take over this lousy castle.
Sellsword
Thing - Neutral
Action: Place a Stonewall token onto target thing. Anyone targeting it will fail, unless they are destroying it. Destroy it at the start of your next turn. You can't do this action on the same thing twice in a row.
For The Reformation, Mithras, and other destructive forces
Action
Draw three cards, then put two cards from your hand on top of the deck.
OR put an Action card from the discard pile into your hand.
Instead of playing a Thing this turn, you may put target Thing on top of the deck.
Action
Look at the top 5 cards of the deck.
You may reveal any living Things from among them and put them into your hand, then discard the rest.
OR you may put a Thing from among them into play under your control, then shuffle the deck.
Instead of playing a Thing this turn, you may destroy target nonliving Thing.
Action
Put a Protection Token on target Thing. It can't be destroyed for as long as it has a Protection Token on it.
OR destroy target Thing. Its controller draws a card.
Instead of playing a Thing this turn, you may have each opponent be unable to play Actions or use Action Abilities on their next turn.
Jumbo Cactuar
Thing
Action - 10,000 Needles: Destroy Jumbo Cactuar and a random Thing belonging to each opponent.
Lever
Thing
Action: Target player gains a Fulcrum token. Action: Return one of your Things to your hand and destroy a Thing belonging to an opponent with a Fulcrum token. Action: If you have a Fulcrum token, destroy one of your non-token Things and return target Thing to its controller's hand.
"Give me a Lever long enough, and a Fulcrum on which to place it, and I will destroy a Thing even if it says it cannot be destroyed." — Archimedes/The T
Doppelgängize
Action
Play a copy of the next Thing you play during this turn into target opponent's control.
Thing - Pokémon
You may play this card onto Clefairy to evolve it. If you do, it can use text from its prior evolutions.
Action: Moonlight - Draw up to your maximum hand size. If this Pokémon is evolved, you may play another Action this turn (except this one).
Some scientists believe that it gazes intently at the sky on nights with a full moon because it's homesick.
Thing - Pokémon
Action: Will-O-Wisp - Place a Will-O-Wisp token on an opponent's Thing. When a Thing with a Will-O-Wisp token uses an Action ability, that player flips a coin. If tails, that Action instead has no effect.
From its mouth spew flames that seem to resemble the spirits of the deceased. Some people mistakenly think this fire is a ghost.
Thing - Pokémon
You may play this card onto Vulpix to evolve it. If you do, it can use text from its prior evolutions.
Action: Fire Spin - Choose an opponent. Roll a d3. That player cannot play Things for that number of turns. If this Pokémon is evolved, roll a d6 instead.
Legend has it that this mystical Pokémon was formed when nine saints coalesced into one.
Mercenary
Thing - Neutral
Action: If you don't already have one out, place a Stand Guard token on Target thing. Every time an action targets the thing with the SG token on it, gain 1 Money token. Destroy the SG token at the begining of your next turn.
For the Profits!
Reaper
Thing - Neutral
Action: Destroy Target thing and gain a Soul token.
Action: Do any of the following, destroying a Soul token for each: Gain an extra Turn, Draw an extra card, Skip Target player's turn.
Death Reaps His Rewards...
Scorned
Thing - Neutral
Action: Put a Framed token on opponent's Target thing.
If a thing with a Framed token gets targeted, gain a Mark token and destroy that Framed token. If you have 5 Mark tokens, you win.
It doesn't matter who, what, when, where, why, or how you are, I hate you.
Name Brand T-Shirt
Thing
Gain a Prestige token and either destroy 2 Money tokens or discard 2 cards when you gain control of this.
Train Bento
Thing
A braised pork cutlet and three vegetable sides on a bed of rice - a healthy way to get through the day. Draw a card when you play this. You may play an Action card when this is destroyed.
Scroll of Reflection
Action
Until your next turn, when any of your Things would be targeted by an opponent's Thing, you apply the effect to that Thing instead, and when any of your Things would be targeted by an opponent's Action, you apply the effect to one of that opponent's Things instead.
Thing - Pokémon
Action: Frost Breath - Choose an opponent. They can only play 1 Action or Thing next turn, instead of both.
It exhales air colder than -58 degrees Fahrenheit. Elderly people in Alola call this Pokémon by an older name—Keokeo.
Thing - Pokémon
You may play this card onto Alolan Vulpix to evolve it. If you do, it can use text from its prior evolutions.
Action: Dazzling Gleam - All opponents discard a card from their hands. If this Pokémon is evolved, take 1 of those cards into your hand.
The reason it guides people all the way down to the mountain's base is that it wants them to hurry up and leave.
Thing - Pokémon
Action: Charm - Choose an opponent. While this Pokémon is in play, their hand size is reduced by 1. This can only affect each opponent once.
It moves by bouncing along. As it moves a lot, it sweats, and its body gives off a sweet aroma.
Inquisitor
Thing - Neutral
When this comes into play, randomly choose 5 different opponent things, and put a Heathen Token on them. You win if all things with a Heathen Token are destroyed.
Action: Destroy Target thing. You can only use this once.
No one expects the SPANISH INQUISITION!
Possessor
Thing - Neutral
Action: Play or move a Possession Token on Target opponent's thing, then destroy another Target thing. You can only have 1 Possession Token out at a time.
Action: Use whatever has the Possession Token's action.
Why force people to do things, when you can do it.. yourself?
Fool
Thing - Neutral
Action: Use Target opponent thing's action. The controller of it also gets to use it after you.
You must be crazy, not me.
Thing - Pokémon
You may play this card onto Igglybuff to evolve it. If you do, it can use text from its prior evolutions.
Action: Sing - Each opponent flips a coin. If tails, they skip their next turn. If this Pokémon is evolved, choose one of those players and take one card from their hand (without looking).
Recordings of Jigglypuff's strange lullabies can be purchased from department stores. These CDs can be found near the bedding area.
Thing - Pokémon
You may play this card onto Jigglypuff to evolve it. If you do, it can use text from its prior evolutions.
Action: Play Rough - Choose an opponent. Flip a coin. If heads, discard a card from their hand (without looking). If tails, they choose a card in their hand and put it in your hand. If this Pokémon is evolved, you choose the result instead of flipping.
Its fine fur feels sublime to the touch. It can expand its body by inhaling air.
Thing - Pokémon
Action: Confuse Ray - Choose an opponent. On their next turn, the first time they choose to play a card, you choose a card from their hand (without looking) for them to play.
It does not need eyes, because it emits ultrasonic waves to check its surroundings while it flies.
Magnet
Thing
When this comes into play, put a Magnet token on target thing. Action: Put a Magent token on target thing.
Anyone who has a thing with a Magnet token can use the ability of this thing, or another thing with a Magnet token.
Very Attractive
Entrance Hall
Thing - Room
You may use any actions found on any other Room Things.
Kitchen
Thing - Room
Action: Gain a Food Token.