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
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.
Cargo of Bottles
Thing
Action: Destroy this and gain control of a copy of three of the following cards, chosen at random: #2561, #2583, #2792, #3301, #3858, #4322, #4752, #5129, #6207, #6316, #6501, and #7172.
Action - Power-Up
Take a random card from a random opponent's hand. Replace it with a blank Thing.
You may not be targeted before your next turn.
Zamboni
Thing
When Zamboni enters play, remove all other Things from play; they return when Zamboni leaves. Return Zamboni to your hand at the beginning of your turn. Required maintenance prevents Zamboni from being played on consecutive turns.
Thing
Once per turn when this card leaves play without being destroyed, return it to your hand and draw a card.
Can you get the Zoombinis to safety?
Thing
When the discard pile is shuffled to form a new deck after the deck is emptied, gain a Zoombini Token.
- If Zoombiniville is in play at the end of the game and your playgroup plays another game of Dvorak after this one, you start with an additional card in hand for each Zoombini you control.
Is this it? Could this be the place they've been seeking? A place of hope and prosperity?
Action
Return two target Things to their controllers' hands. Until your next turn, opponents must discard a random card from their hand in order to play a Thing.
Bloat Invasion
Action
Each player returns at least one of their non-token Things to their hand, including every living Thing they control, and gains control of a copy of Zoombini (#8604). You gain control of two.
The Allergic Cliffs
Thing
Return any non-blue Thing or Thing with more than three words in its title to its controller's hand at the end of their turn.
Math Test
Action
Each player gains control of a copy of one of the following cards, chosen at random: #7590, #8215, #8216, #8217, #8472, and #8499. The chosen cards gain "When you solve this problem, draw three cards."
If you solve #7263, you win the game, and also probably at least one Abel Prize.
Unparallel Line Segments
Thing
When this enters play, draw an X on a target thing.
Table Flip
Action
Shuffle all in-play things, then make a new deck out of them. All players must draw from this new deck, and can only play things until this deck runs out. Disregard this card after the new deck is depleated.
Nobel Prize
Action
Gain a Cheap Plastic Trophy.
Action
Flip three coins. For each heads, draw a card. For each tails, you may play an additional card this turn.
Thing
Opponents' Reactions have no effect during your turn.
Reaction
Play immediately in response to an opponent's Action. Before that Action takes effect, look at that player's hand. You may choose a card for them to discard (but not the Action they are playing).
Spy Cam
Action
View target opponent's hand. If their hand contains any Things, you may put a copy of one of them into your hand at the end of your turn.
Advanced Countermeasures
Thing
Opponents may not force you to reveal or discard cards in your hand if you hold at least three.
Hobble
Action
Target player discards two random cards. During their next turn, they may retrieve and play one of them instead of playing any cards from their hand.
Action
Destroy target Thing with an X anywhere on it. Draw a card if it is destroyed this way.
Thing
Once per turn when an Action card you play with a digit in its cornervalue destroys a nontoken Thing with no higher digits in its cornervalue, you may have that Thing's controller discard a card.
Reaction/Thing
As a Reaction: Play immediately in response to any player's Action. Before that Action takes effect, you may change any card's cornervalue to 4S until end of turn. Put Shifting Symbol into play.
As a Thing: This card has all possible two-character cornervalues. You may return this card to your hand in place of drawing a card.
Stream Edge
Action - Combat Art
Every opponent discards a card. If you destroy an opponent's non-token Thing before the end of your turn, they discard their hand.
Wild Down
Action - Combat Art
Take a random card from target opponent's hand. They may not draw at the beginning of their next turn.
Gale Slash
Action - Combat Art
Target opponent discards a card for each Action that is played before the beginning of their next turn, including this.
The White Queen
Thing
Action: Destroy a thing. If the target opponent can destroy this thing and it won't cause an immediate loss to them, they must destroy this.
The Black Queen
Thing
Action: Destroy a thing. If the target opponent can destroy this thing and it won't cause an immediate loss to them, they must destroy this.
The Knight
Thing
At the beginning of your turn, destroy all things with Knight tokens on them, along with the tokens themselves.
Action: Place a Knight token on 3 target things.
Action (Global): If one of your things has a Knight token, destroy the token.
Such a magestic knight, throwing forks every which way.
Monado
Thing - Weapon
When you use one of the Monado's abilities, return it to your hand or discard a card.
Action - Shield: Your other Things are indestructible until your next turn.
Action - Purge: Target opponent may not use Action abilities during their next turn.
Action - Buster: Destroy target mechanical Thing.
Ether Flow
Thing
Instead of drawing at the beginning of your turn, you may draw a card once at any time during your turn or an opponent's next turn.
Visions of the Future
Thing
Your Things may not be targeted by an opponent's Action unless, during their previous turn, that opponent revealed their Action to you and announced which Thing they would target. Visions of the Future is indestructible if you also control the Monado.
Thing
Once per turn when an opponent's Action would destroy a Thing you control, you may roll a d6, adding 2 if Defensive Stance is the Thing to be destroyed. On a 5 or higher, it fails to destroy that Thing. Otherwise, draw a card, and you may not play Actions on your next turn.
Thing
Once per turn when you would draw a card, you may instead choose target Thing and roll a d6. On a 5 or higher, destroy that Thing.
Action: Draw a card if you haven't drawn any cards this turn, then destroy a Thing you control.
Action
Create a copy of Defensive Style (#8631) and Offensive Style (#8632) and put them into play. Discard down to 2 cards and end your turn.
Metal Blast
Action - Combart Art
Up to two adjacent opponents discard a card. If a non-token Thing controlled by an affected opponent is destroyed before their next turn, they discard their hand.
Summon Flare
Action - Combat Art
A Thing belonging to each opponent gains a Blaze token with "Roll a die at the beginning of your turn. On a 1, attached Thing is destroyed. Destroy this after your fifth roll."
Freezinate
Action - Combat Art
Target opponent must discard a card before playing their first card of their next turn, as well as before playing their second card of their following turn.
Brick
Action
Remove all of the text of one electronic device thing in-play.
Flashlight
Thing
Action: Choose 1 target hidden card to reveal to all players.
Ether Furnace
Thing
On playing a card, a player gains an Ether Crystal token of random type. Gain one of each when you play this. Once per turn, a player may spend three to draw a card, or three of the same type to do as follows: Ice: Skip target opponent's turn. Earth: Take a card in the discard pile. Water: View and arrange the deck's top four cards and draw a card. Fire: Destroy target Thing. Wind: Gain control of target Thing. Electric: Take another turn.
Colony Reconstruction
Thing
Draw an extra card at the beginning of your turn for every four of your non-token Things, up to a maximum of five. If you draw more than three cards in this way, discard all but three of them. If you draw any tangible Things in this way, you may play one of them face-down without cost and turn it face-up at the end of your turn.
Territorial Rotbart
Thing - Monster
If a player who has been in the game for fewer than 80 total turns would destroy Territorial Rotbart, they instead discard three cards or are eliminated. Territorial Rotbart's destroyer may draw five cards and gain an Arts Heal token with "Draw a card when you destroy an opponent's Thing."
Thing
Action: Destroy target Thing if that Thing destroyed one of your Things during its controller's last turn.
Action
Choose target Thing. Its controller puts a random card from their hand face-down next to that Thing for as long as it remains in play. It still counts for all purposes as being in that player's hand. When that card is no longer in their hand, destroy that Thing.
Thing
When a Thing you control becomes the target of an effect, you may roll a d6. If the result is less than the number of colors among things you control, negate that effect.
Applicable colors include Red, Orange, Yellow, Green, Blue, Purple, White and Black.
Skewer
Action
Target Thing belonging to an opponent is Skewered, along with another of their Things, chosen by them. During their next turn, they have "Action: Return one of your Things to your hand." During your next turn, you have "Action: Destroy a Skewered Thing."
Discovered Attack
Action
Give one of your Things to an opponent. Choose a different Thing belonging to an opponent: target Thing is destroyed if it has not left their control by the end of their next turn.
Action
Turn a Thing you control face-down and play another Thing face-down into any player's control.
Instead of playing a Thing next turn, you may turn a Thing face-up.
Discard any cards in your hand with "Castle" in their name.
Fast Track to the End
Action
This game will end at the beginning of your fifth turn. If no clear winner has been found, the game ends in a draw.
Restorative Draught
Thing
Action - Drink: Destroy Restorative Draught. Return any other Things you have lost control of since the end of your last turn to your control. Draw two cards and discard one of them.
Staff of Indiscriminate Metamorphosis
Thing
Action: Flip a coin. On heads, target tangible Thing exchanges places with the bottommost tangible Thing in the draw pile. On tails, a random tangible Thing in play does so instead. Shuffle the draw pile.
Curse of the Forbidden Sanctum
Thing
Whenever you play an Action, you must discard a card or skip your next turn. If an opponent forces this card to be revealed from your hand, put it into play under their control.
Action
Remove this card from the game and put the discard pile into your hand. You have no maximum hand size this turn. End your turn and skip your next turn.
Until your next turn, whenever a card is put into the discard pile (except by this effect), discard a random card.
Thing
If this is in play, remove it from the game.
Action
Target player discards a card. You may discard any number of Action cards. If you do, each opponent discards that many random cards.
Curse of the Wizard's Labyrinth
Thing
You must keep one card in your hand revealed whenever possible. If an opponent forces this card to be revealed from your hand, put it into play under their control.
Curse of the Moonglass Reliquary
Thing
When you play a Thing, you must turn a different Thing you control (besides this) face-down until this leaves play, if possible. If an opponent forces this card to be revealed from your hand, put it into play under their control.
Curse of the Golden Cookie Jar
Thing
You may choose not to draw at the beginning of your turn. If you would discard any cards due to your hand size limit, discard your hand. If an opponent forces this card to be revealed from your hand, put it into play under their control.
Thing
Whenever you would draw one or more cards, draw two fewer cards (to draw a negative card, discard a card). When your hand is empty, destroy Berserker Rage and another target Thing, then end your turn.
Action: Destroy target Thing.
"RRRAARGH!"
Thing
You may play one fewer Thing per turn. When you have 5 cards in your hand, draw a card and destroy Arcane Trance, then end your turn.
Action: Draw a card.
Reaction
Play immediately in response to a Thing moving from play to a player's hand. Destroy that Thing before it moves to that player's hand.
Dexterity Save
Reaction
Play immediately in response when an opponent's Action would destroy a Thing you control or cause you to discard cards to nullify the Action's effects.
Coordinated Attack
Action
Consume your Preparation tokens to play an equal number of Actions. While this is in your hand, you have "Action: Gain a Preparation token if you have fewer than three."
Knockback
Action
Return target Thing to its controller's hand. They may play at most one card during their next turn.
Minor Accident
Action
Swap control of one thing between you and an opponent.
Just a small mishap.
Moddest Accident
Action
Destroy 2 of your things, and 2 of any opponent's things
We're probably gonna get some repremand for this.
Major Accident
Action
Eliminate target opponent, destroy all of your things, and force another target opponent to discard their hand.
Someone's getting fired..
Major Accidental
Action
You may play any cards with A, B, D, E, or G in their cornervalues or at the beginning of their titles without cost. Blue note bonus: draw a card for every blue card you play in this way. You may change the color of any A, B, D, E, or G Things in play to black.
Allegro Con Brio
Action
Draw a card. During their next turn, each player must play two cards if possible; any who fail to keep the tempo must skip their following turn.
Diminish
Action
Every player discards a card. Destroy target Thing with B, D, or F in its cornervalue or at the beginning of its title.
Thing
When this enters play, draw three cards.
You may play an additional Action each turn if that Action destroys a Thing. At the end of your turn, discard a card, then destroy this Thing if your hand is empty.
Action
Each opponent may discard a card and/or destroy a Thing they control. Draw a card for each opponent who didn't discard a card, then draw a card for each opponent who didn't destroy one of their Things, then discard a card for each Thing destroyed this way.
Thing
When the cornervalues of Things in play contain the letters D, V, O, R, A, and K, the player who has the more of those letters in their Things' cornervalues than any other player (multiples of the same letter are not counted) wins the game if they say "Dvorak!"
Half-Diminish
Action
Players with an odd number of cards in hand must discard one. Destroy target Thing with B, D, F, or A in its cornervalue or at the beginning of its title.
Thing
You may ignore the effects on you of any Action played by an opponent whose Things' ruletexts have a combined word count lower than the combined word count of your Things' ruletexts. If you do, destroy a Thing you control.
Knock-On
Action
Target opponent discards a card. You may exchange it with a card in your hand.
Action
Change all even nonzero numbers on target Thing to 2 (or "two" for numbers not in digit form), change all odd numbers on it to 1 (or "one"), and change its creator to Binarius. This lasts until it leaves play.
Action
Remove target Thing from the game. Its controller gains a token that's a copy of that Thing, plus the text "This Thing is untargetable."
Thing
Once during your turn, you may look at an opponent's hand.
Silence the Opposition
Action
Choose a creator who did not create any Things you control. Cards by that creator are considered blank until your next turn.
As I Was Saying
Action
Retrieve an Action card you played during your last turn from the discard pile and play it again.
Knockdown
Action
Target opponent may not play cards during their next turn.
Action
Put target Thing into your hand. You may not play that Thing during this turn or your next turn.
Thing
Action: Each opponent draws a card. Play the bottommost Action card in the discard pile, then shuffle that card into the deck.
Altering the past may have unpredictable effects on the present.
Action
Draw 7 cards, then reveal your hand and discard all Thing cards. Then, if you have two or fewer cards in your hand, return Supercharge to your hand.
Descant
Thing
You may play an Action immediately after an opponent plays an Action. Move Descant to the discard pile at the beginning of your turn.
Spacetime Anomaly
Uncard
As soon as you draw this, shuffle it back into the draw pile and remove the last card drawn before it from the game.
I Know a Great Knock-Knock Joke But You Have to Start It
Action
Target opponent reveals a Thing from their hand, or reveals their hand. You may put a Thing revealed in this way into any player's control.
Who's there?
King of Hearts
Thing
None of your opponents may target nor destroy this thing.
While this is in play, you cannot win.
Action: Destroy this thing.
Aka the suicide king
Thing
Whenever you play a card that's a food or animal, draw a card.
Action: Discard a card and draw a card.
Action
Put the top four cards of the deck into the discard pile. For each Action discarded this way, have an opponent discard a card. If no Actions were discarded this way, destroy target Thing you don't control chosen randomly.
Thing
Action: Destroy a Thing you control. If it goes to the discard pile, discard your hand and draw that many cards.
Beg to Differ
Reaction
Play immediately in response when an opponent plays an Action card. They return it to their hand with no effect; if you discard an Action, they discard theirs instead.
Department of Tautological Trivia, Thing Division
Thing
This card counts as 1 Thing while it is in your hand or in play.
Brook No Delay
Action
You may play a card after each opponent's next turn.
Action
Draw 4 cards, or 20 cards if you destroy a green Thing you control, then discard as many as you drew.
Stoney Pony
Thing - Pony
When Stoney Pony enters play, you may return a green card from the discard pile to your hand.
Whenever you play a green card, draw two cards.
dude are we talking horses
i don't think these edibles are working
Thing - Food
When this Thing is put into the discard pile from play, at the end of your next turn, discard your hand and draw 4 cards.
Action and Thing - Eat: Destroy this Thing.
Rolling Paper
Thing
Action: Destroy Rolling Paper and target tangible Thing and draw a card, or 4 cards if the destroyed Thing was green. Then discard as many as you drew.
Paper Trail
Thing
When this comes into play, put a card from your hand under it and specify an opponent to investigate. Action: Exchange the card under this with a card from your hand. Action: Exchange the card under this with a card discarded by the opponent under investigation during their most recent turn.
Paperwork
Action
You may not play other Actions while Paperwork is in your hand. If Paperwork would enter the discard pile, shuffle it into the top 20 cards of the draw pile instead.
Sucktorch
Thing
Action: Destroy target thing with fire.
The sucking speed is so fast that it actually superheats the air around it!
Surprise Capitalism
Action
Steal 5 money or money-like tokens from target player. If they do not have enough, steal a thing for each token you don't recieve.
Fog Rolling In
Action
For the next minute, all players may play anything out of turn. After that minute, play returns to normal wih it being your turn again.
Card by JakeTheWoflie
Melancholy Mood
Action
Draw a card and discard a card at the end of your turn. If you have lost control of a Thing since the end of your last turn, the player who caused you to do so discards a card, and you may draw a card and discard a card at the end of their next turn too.
You and me and the bottle makes three minus you makes two.
Sigma Device
Thing
Action: Destroy target Thing. Gain a token named after each word in its title. If it has a digit in its cornervalue, reveal that many cards from the top of the draw pile, minus one for each token you just created. Put any tangible Things revealed in this way into your hand, and move the rest to the discard pile along with Sigma Device.
Sticky Hand
Thing
If your Action causes a tangible Thing to enter the discard pile, you may move it to your hand along with Sticky Hand.
Thing
If an opponent causes this card to be revealed from your hand, you may put it into play.
Action: Destroy target Thing. Gain two Ball tokens, then move Ligma Device to the discard pile.
Action
Target opponent chooses a Thing they control. Look at the top 5 cards of the deck. You may either put one of those cards into your hand or destroy a random Thing that opponent controls other than the chosen Thing. Shuffle the deck.
Action
Attach this card to target Thing. When that Thing leaves play, put this Action in the discard pile.
While this card is attached to a Thing, that Thing can't be affected by other Actions.
Sink or Swim
Thing
Play this card into target player's control.
If you do not have at least four cards in hand at the end of your third turn since gaining control of this card, you are eliminated.
Forecastle
Thing
If another tangible Thing you control would be destroyed, you may instead return it to your hand and draw one fewer card at the beginning of your next turn.
It's pronounced "fo'c's'le".
Handshake Photo Op
Action
Target opponent gives you a card from their hand, then you give them one from yours.
Smile!
Action
Eliminate target player. They may immediately join the game as a new player.
Thing
When a opponent's Thing would cause you to discard any cards, you may choose to discard one fewer card if you haven't used this ability since you last began a turn.
Thing
At the end of each opponent's turn (before discarding down to their max hand size), they discard a card if they have more cards in hand or Things in play than you.
Makeshift Shelter
Thing
You may only play Makeshift Shelter if you hold at most two other cards in your hand and control at most two other Things. Action: Draw a card. Action: Target other Thing you control is indestructible until your next turn.
The Mists Descend
Thing
When this comes into play, each player must return another Thing they control to their hand or discard a random card. This text contains a copy of the text of Fog rule (#4648). If a player controls any other Things at the beginning of their turn, they must put a Fog token on one of them.
Meticulous Handwritten Notes
Thing
When you play a Thing that has been in your hand at least one full turn, you may play Meticulous Handwritten Notes attached to it instead of playing an Action. If attached Thing is destroyed, you may immediately put a copy of it into your hand instead of playing a Thing during your next turn.
Thing
Whenever you would play an Action card, you may put it under this card instead (this counts as one of your Action plays for the turn if that Action does). For the rest of the turn, you may play that Action card without spending an Action. At the end of each turn (before discarding to max hand size), play or discard all Actions under this card.
Action
Put up to 5 Thing cards from the discard pile into play face-down under your control. Put a Zombie Token on each of those Things.
Action
Each opponent chooses one:
- Discard 2 Action cards.
- Discard 2 Thing cards.
- Return a Thing you control to your hand, then discard a random card.
Tutorial Mode
Thing
If a player would be eliminated, they instead discard their hand and destroy all of their Things.
4D Hyper-Pentagram
Thing - Evil
You may not win the game. Action and Thing: Consume a token. Gain 16 tokens of the same type. Half of the remaining tokens created in this way destroy themselves at the end of each of your turns.
Foot Heads Arms Body
Thing - Headline
Action: Gain control of target Thing whose title contains the word "Hand" or whose title or ruletext contains any other body part.
Action
Look at each player's hand
OR draw a card and reveal it.
If you control the most non-token Things, you may do both.
Thing
Once during your turn, you may reveal a random card from your hand. If it's an Action, the next time you play that Action this turn, return it to your hand instead of putting it in the discard pile, then discard a random card.
Action
If the top card of the discard pile is an Action card, set it aside, then repeat this process.
If the top card of the discard pile is a Thing, play each Action set aside this way, in the order they were set aside.
So we beat on, chrono-drills against the current...
Volcanic Fury
Action - Fire
Destroy all of target player's Things, one Thing belonging to the player to their left, and one Thing belonging to the player to their right.
Mistral's Edict
Action - Air
Target player returns all of their non-token Things to their hand, then discards half of their hand at random and draws the same number of cards. They may play a Thing that they returned to their hand.
Umbral Eye
Thing - Void
Whenever Umbral Eye becomes the target of an Action, put a copy of that Action into your hand.
Thing
Once per turn when you look at one or more opponents' hands (including if a player reveals their hand), you may draw a card.
Action: Destroy a Thing you control to return target Action card that lets you look at an opponent's hand from the discard pile to your hand.
Action
Put a Thing card from the discard pile into play under your control face-down. Turn it face-up at the end of the turn.
Action
Turn all Things face-down. Those Things turn face-up at the beginning of your next turn.
Dirac Snare
Thing - Energy
Gain an Energy token when this comes into play. Gain an Energy token at the beginning of your turn if there are any Monopole tokens in play.
Action: Attach a Monopole token to target Thing if it has none.
Action: Spend 2 Energy tokens to move target Thing with a Monopole into any player's control. The Monopole disappears into the quantum foam.
Frost Arrow
Action - Water
Destroy target Thing. Its controller must discard a card before playing their second card during their next turn.
Consecrated Ground
Thing - Earth
Your maximum hand size is increased by 1. If you control more Things than you hold cards in hand, this has "Action: Draw a card." Otherwise, this has "Action: Put a Thing into play and return Consecrated Ground to your hand."
Quick-Drying Concrete
Thing
Action: Give this to an opponent.
If this has been in the game for more than 1 round, whoever controls this loses their next turn.
Milkshook
Thing
Action: Destroy this. Use target thing's play-in ability text as if you had played it.
You see? It's already been shaken, so it's a milkshook.
Incredibly Giant Fan
Thing
Action: Move target thing into control of another player.
Whooooosh~
Thing
Action: Discard a card. If you do, gain control of target Thing, put it on top of this card, and flip both cards face-down. That card and this card count as a single card with the properties of only the top card.
Action
Attach this card to target Thing. You may play an additional Action this turn.
If this is attached to a Thing you control at the end of your turn, you must play this card if possible, treating its text as "Return attached Thing to your hand."
Thing - Air
When this card enters play, the next time each opponent discards one or more cards before your next turn, you may put one of those cards into your hand.
When this card leaves play, draw a card.
Paper Dreams
Thing
Indestructible.
Action: Return target non-indestructible Thing to its controller's hand.
Action: Move all indestructible Things to the discard pile.
Perpetual Copyright
Thing
When this comes into play, choose another of your Things. No opponent may gain control of a Thing with the same title.
A Piece of the Action
Thing
When this comes into play, choose an opponent's Thing with an ability. Whenever one of its abilities is activated, activate that ability as if you controlled it.
Action - Earth
Until your next turn, opponents' cards can't destroy Things you control or cause you to discard cards, and you and your Things can't be the target of opponents' Actions.
The next time you would take a turn, you may draw a card instead.
Action - Energy
Distribute 3 coins among any number of players. Those players flip those coins. For each tails flipped by a player, that player discards a card. For each heads flipped by a player, that player may play 1 fewer card during their next turn.
Thing
Whenever a player plays an Action card with a cornervalue that shares a symbol with the cornervalue of a Thing you control, target player puts a card from their hand into play face-down.
Out With The New
Action
Destroy target Thing that entered play after the beginning of your last turn.
In With The Old
Action
Put a destroyed Thing from the bottom half of the discard pile into play.
Out With The Oldest
Thing
Action: Move the non-token Thing that has been in play the longest to the discard pile.
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