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
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.
Path of Asceticism
Thing
A player who controls no Things besides this one is an Ascetic. Ascetics may not be eliminated, and non-Ascetics may not win. If you are an Ascetic, you may prevent this card's destruction by revealing that your hand contains no Things. When the game ends, all Ascetics win.
Freecycling
Thing
During their turn, a player may reveal any number of cards from their hand, allow their opponents to take any that they wish, and discard the rest.
The Fucking Sun
Thing
When you obtain this, destroy all of your things. Destroy any things you obtain while you have this.
Bucket of Water
Thing
You are immune to the effects of anything related to fire.
Bucket of Fire
Thing
You are immune to the effects of anything related to water.
Bucket of Earth
Thing
You are immune to the effects of anything related to air.
Bucket of Air
Thing
You are immune to the effects of anything related to earth.
The classical element, not the planet. Dirt, rocks, terrain, etc.
Rockslide
Action
You must play this card as soon as you draw it, but you may play an additional Action this turn. Destroy a random tangible Thing.
Salted Earth
Thing
Play Salted Earth into any player's control.
When you draw more than one card at a time, put all but one of those cards face-down underneath Salted Earth, and if Salted Earth has at least 4 cards under it, put those cards and Salted Earth in the discard pile.
Winds of Change
Action
Target player shuffles their hand into their deck, then draws that many cards minus one.
Instead of playing a Thing this turn, you may have a different target player shuffle their hand into their deck and draw that many cards minus one.
Collossal Whale
Thing
When Collossal Whale enters play, all other Things become Inside The Whale (They're still in play, and control of those Things does not change).
For the purposes of Things Inside The Whale, Things not Inside The Whale don't exist.
For the purposes of Things not Inside The Whale, Things Inside The Whale don't exist.
Bolide Impact
Action (Fire/Earth)
You must play this card as soon as you draw it, but you may play an additional Action this turn. The next player in turn order discards their hand.
"That was close!"
"...Well, some might argue that it was too close."
Aurora Borealis
Action/Reaction (Fire/Air)
Destroy a combustible Thing,
OR play immediately in response when an opponent would force you to discard or reveal any cards from your hand to prevent the effect.
At this time of year, at this time of day, in this part of the country, localized entirely within your kitchen?!
Slipstream
Thing (Air/Water)
When the previous player in turn order plays a Thing, you may immediately play a Thing in response.
Keep the Best, discard the rest.
Action
Everyone chooses 1 card in their possession to keep. Discard and destroy the rest, as applicable.
DNA
Thing
Action: Gain a token with the title of Opponent's target thing. If you have 3 of these tokens, create and cain control of a copy of that thing.
The Basic Building blocks of life
Elephant
Thing
Action: Destroy Target opponent's thing, provided that it would be smaller than an adult elephant.
Path of Self-Denial
Thing
A player may Fast by abstaining from drawing cards since (and including) the beginning of their most recent turn. Fasting players may not be eliminated, and non-Fasting players may not win. If you are Fasting, you may prevent this card's destruction instead of breaking your Fast during your next turn. When the game ends, all Fasting players win.
If You Say So
Action
Discard 2 cards.
Spectral Avatar
Thing
Play this card onto a Thing you control; attached Thing is considered blank. When this card enters play, you may a reveal a living Thing from your hand. If you do, this card becomes a copy of that card, minus its abilities, and gains "Opponents' cards can't destroy this card. When you aren't revealing a card from your hand with this card's name, put this card in the discard pile."
Rain Out
Action
Each player returns a Thing they control to their hand.
Resurgence
Action
If an opponent has more cards in their hand than you, draw a card. If an opponent controls more non-Token Things than you, you may put a Thing from your hand into play. If there are more creators among an opponent's Things than among yours, return this card to your hand.
Stonewall
Thing
Play Stonewall into any player's control. Stonewall enters play with 3 Brick Tokens on it.
You may not play Things while there are any Brick Tokens on Stonewall.
Action or Thing: Remove a Brick Token on Stonewall from the game.
Delayed Activation
Action
Play a Thing into any player's control. Its ruletext is considered blank until the beginning of its controller's next turn.
Museum-Quality Scale Model Card Table
Thing
When this comes into play, gain tokens with the names of all other non-token Things in play and arrange them on this card around a Draw Pile token and a Discard Pile token.
Lonely in a Crowd
Action
Target opponent may not play a Thing during their next turn.
Dark Avenger
Thing - Dark Elf
Whenever a Thing you control is destroyed, put it underneath Dark Avenger. Action: Use an Action ability of a card underneath Dark Avenger, then put that card in the discard pile.
Shadowstalker
Thing - Dark Elf
Action or Thing: Look at target opponent's hand. They choose a card in their hand, and if it's an Action they choose any targets necessary for it. During their next turn they must play that card with the chosen targets if able.
Corruptor
Thing - Dark Elf
Action: Target opponent reveals a card from their hand if they have at least 3 cards in their hand. The first time they would play a card on their next turn, they instead reveal a random card from their hand. If it has the same title as the first revealed card, they discard it. Otherwise, they play that card if able.
Gesture of Deference
Thing
Choose a creator when this comes into your control. When an opponent plays a card by that creator, they must draw a card and give you a card. When you play a card by that creator, every opponent must draw a card and give you a card.
Reruns
Action
Shuffle the discard pile and put it face down on top of the draw pile.
Hidden in the Source Code
Thing
This card's ability is unusable and cannot be activated by anyone. Action: Discard five cards and win the game.
Savor The Moment
Thing
Whenever you play an Action while you have no more than one other card in your hand, return that Action from the discard pile to your hand.
Self-Swallow
Action
Move all Things you control, all cards in your hand, and this card Up Your Sleeve.
Turn: If this card is Up Your Sleeve, put it in the discard pile and play any number of cards from Up Your Sleeve, then put all cards from Up Your Sleeve into your hand.
Dislocate
Action
Look at target opponent's hand. They discard a Thing card of your choice.
Ichor Sticker
Thing
Action: Place an Ichor token on Target thing. If that thing is attempted to get destroyed, it will be successful.
Clinger
Thing
Action: Place a Cursed Flame token on Target thing. If that thing is targeted, destroy it.
Release The Hypnodrones
Action
All things fall under your control.
Program: Make paperclips
T-Shirt Cannon
Thing
Action: Give a card in your hand to an opponent or play a Thing into an opponent's control.
My Two Cents
Thing
When you play a Thing whose ruletext contains the name of a token type, you may play this card immediately along with it, choosing a token type in its ruletext when you do. This counts as two tokens of the chosen type.
Condolence Card
Action
Destroy an opponent's Thing and give them a card from your hand.
Fractal Divider
Thing
Action: Choose target thing and flip 1 coin(s). If none are tails, destroy that Thing. If that Thing is destroyed this way, increase the number of coins this ability flips by 1.
Sponsorship Deal
Thing
When Sponsorship Deal enters play, choose a creator. At the beginning of your turn you may reveal a card by that creator from your hand to gain 2 Money Tokens.
This turn made possible by Cards By Kevan®
"He Can't Keep Getting Away With It!"
Action
Return this card to your hand, then discard a random card.
If you have played this card this game, destroy a random Thing you control.
If you have played this card three other times this game, you win the game.
Action
Take a Thing from an opponent and give them a Thing from your hand.
OR you may prevent the destruction of one of your Things before your next turn.
Instead of playing a Thing this turn, you may put a living Thing in the discard pile into your hand.
Action
Put a Fire token with "Destroy attached Thing at the end of your turn" onto target Thing.
OR draw a card for every Thing you destroyed during your last turn, up to 5.
Instead of playing a Thing this turn, you may force target opponent to discard a card.
Freshen Up
Action
Discard any number of cards from your hand. Count the same number of cards from the top of the draw pile and shuffle the cards you discarded into them. Then draw the same number of cards.
Paperclip AI
Thing
At the beginging of everyone's turn, the controller of this destroys target thing and gains 5 Paperclip tokens.
Yeet
Action
Destroy target thing
Mirror Image
Thing
When played, place a mirror token on another target thing. This thing counts as a copy of that thing. If the Mirror token is destroyed, destroy this thing.
Thing Purist
Thing
Regard with disdain, verging on contempt, all Things with Action abilities (or indeed Thing abilities - why, the very idea!). Destroy/discard all such Things in your control or your hand. If you draw one, discard it and draw again. Instead of playing an Action, you may draw a card or play a Thing.
The old way is the correct way.
Early in the Morning
Action
At the end of an opponent's next turn, you may play a Thing into any player's control.
Really Good at Being Mediocre
Thing
If you have more than three cards at the end of your turn, discard until you have three; if you have fewer than three, draw until you have three.
Riches To Rags To Riches
Thing
You may only play this card if you have at least four other cards in your hand.
When your hand is empty, put this card in the discard pile and draw five cards.
Think of Something
Thing
Action: If you control no other Things with Action abilities, draw a card.
Sleight of Sleight of Hand
Action
Choose up to one card in each of
- Your hand
- An opponent's control
- The top of the deck
- Up Your Sleeve
and move it to another one of those zones. Each card must go to a different zone. An Action card put into play this way is immediately played.
Tyrannical Lexicographer
Action
Reveal the top 26 cards of the draw pile and remove any with spelling mistakes to the discard pile, then alphabetize the remainder and replace them in order.
Apprentice's Spellbook
Thing
Action: If there are fewer than five cards under this card, put an Action from your hand face down under this card.
Action: If there are five cards under this card, shuffle them, reveal one, and do what it says.
"Archaeological Research"
Action
Take an Action in the discard pile that could destroy a Thing and put it into your hand.
Blessed Bone Die
Thing - Good
When you play this, discard up to 6 Actions to imbue the die with their powers, overwriting the following results in ascending numerical order:
1. You are immune to elimination once.
2. No effect.
3. Play 2 additional actions.
4. Destroy an opponent's Thing.
5. Double your handsize.
6. Gain a turn.
Action: Roll. The die is indestructible until your next turn.
Global Warming
Thing
For every 100 of everyone's collective turns after this is played, everyone's handsize decreases by 1.
Global Cooling
Thing
For every 100 of everyone's collective turns after this is played, everyone's handsize increases by 1.
Cantor's Inverse Dimensionality Lemma
Thing
Let Γ be an isotropic tangent space of ℝn at ζ and Ξ be a piecewise sesquilinear transformation. Then there exists a relation f-1 of ζ such that we can construct a connected polytope in the p-adics diffeomorphic to H2(ℂ, ℚp).
Proof: Suppose σ is a Euclidean subspace of ℚpn and ψ is an antisymmetric mapping. The result follows by dévissage. Any opponents to whom this is not obvious must discard a card.
Variegated Croton
Thing
Codiaeum variegatum. This card is simultaneously red, orange, yellow, and green.
Possessed Deck of Playing Cards
Thing - Evil
Once per turn, shuffle and reveal the top card of a standard deck. 2-6/7-10/J-K♣: You/Opponents/All players discard a card. A♣: A random player discards their hand. 2-10/J-K♦: Destroy a Thing/a random Thing. A♦: Take a Thing from the discard pile. 2-10/J-K♥: Draw a card/2 cards. A♥: Take another turn. 2-10♠: Gain an Insanity token. J-K♠: An opponent skips a turn. A♠: Eliminate a random player.
Hydra
Thing
When this thing is destroyed with anything except fire, create a copy of it and everything on top of it, then gain control of them. You may replace all "fire" with any noun.
Hydrafication
Thing
When this enters play, play it on any of your things. It gains the text: "When this thing is destroyed with anything except fire, create a copy of it and everything on top of it, then gain control of them. You may replace all "fire" with any noun."
Gorgon
Thing
When this enters play, you may replace the second "Stone" with any noun. Action: Destroy target thing that has sight, and gain 5 Stone tokens.
Happy Birthday to Me
Thing
When you play this, each opponent must draw cards until they draw a Thing, discard the other cards they drew, and place the Thing face down under this card. Thing: Turn a Thing under this card face up and gain control of it.
Void Vortex
Thing
Void Vortex destroys itself at the end of your turn. While it is in the discard pile, it is considered the bottommost card in the discard pile, and all cards below it are considered removed from the game.
For Emphasis
Action
Return a Thing you control to your hand, then play it immediately.
Thing
Whenever a player plays an Action card from their hand, they put it under Echo Hub instead of into the discard pile. They then play any Action cards that were already under Echo Hub, putting those Action cards into the discard pile.
Thing
At the beginning of your turn, play or discard the first card you draw, then draw an additional card. This counts as one of your plays for the turn.
Action
For each type of Token your opponents control, each opponent gives you one third of their Tokens of that type, rounded up. Draw two cards.
Triangle Power
Action
Transfer up to 5 of your non-token Things into your opponents' control. Draw 1 card for the first such Thing you donate, 2 for the second, 3 for the third, and so on.
Ball and Chain
Thing
Play this card into any player's control. You may only play an Action if you discard a card first.
The Ol' Razzle Dazzle
Action
Draw two cards, discard one of them, and put a card from your hand on top of the draw pile.
Switcheroo
Action
Lose control of one of your things to gain control of an opponent's thing. They gain control of your thing.
Super Unabsorbant Sponge
Thing
Action: Gain a Token of a Liquid of your choice.
Super Absorbant Sponge
Thing
Action: Destroy a Token of a Liquid of your choice.
Deafening Silence
Thing
Remove the draw pile and discard pile from the game when this enters play, and replace them when this is destroyed. You may destroy this card at the beginning of your turn.
Landscaping Boulder
Thing
Sandstone, about 260 kg.
Your maximum hand size is decreased by 1. Action: Discard a card and transfer this card into target opponent's control.
Dog Whistle
Thing
Action: Incessant barking! Living Things are too annoyed to use their abilities before your next turn.
Perpetual Motion Machine
Thing
Action: Gain an energy token
Hanged Men
Action
Three men appear before you, all chanting otherworldly things. You may choose to listen. If you do, random a number between 1-3.
1: They speak of good fortune. Draw 2 cards.
2: They speak nonsense. It itches at your brain. Discard 2 cards.
3: There was nothing to hear. Discard 1 card.
Ice Spike
Thing
Action: Destroy target thing. If it is on fire, destroy this as well.
Presented by Guacola®
Thing
Play onto target Thing. When attached Thing uses an ability, gain 2 Money tokens.
Pack Light
Thing
Every player's hand size limit is reduced by the number of non-token Things they control (besides this one). A player who controls more than five other non-token Things may not draw cards, but they may destroy any of their non-token Things at any time.
Persian Chessboard
Action
Each player gains a Grain token with "At the beginning of your turn, gain a copy of this token."
Class Room
Thing - Room
Action: Draw from the deck until you draw a thing. Then replace any thing you control with it.
2048th note
Thing
There is no purpse for either this nor a note as short as the one described
Time Machine
Thing
Action: Choose an action played in the discard pile and random a player to play it again.
Thing - Node
When Ascending Node comes into play, for each Node you control, search the deck for a Moon and put it into play.
Corner Office
Thing - Room
If you have at least 4 cards in your hand, you may look at the top card of the draw pile at any time during your turn. Action: Discard a card and look at target opponent's hand.
Equinox
Action
Average the number of cards in each player's hand. Each player must draw or discard until they hold that many cards, rounded to the nearest whole number.
UnEquinox
Action
Whoever has the most cards loses the game. Whoever has the least cards discards their hand. Everyone else may decide to either win the game, or discard a card. If more than 1 player chooses to win, all of them discard their hand, and the discarders draw a card.
Celstial Sigil
Thing
Action: Destroy the Sigil and play a copy of The Moon Lord
The Moon Lord
Thing
Action: The Lunar Floe overwhelms you. Discard 2 cards to steal 1 card.
Action: The Solar Energy empowers you. Draw 2 cards and destroy 3 things.
Awakened from Cryosleep in the Year 7299
Action
Discard your hand and destroy all of your Things. Draw 995 cards and discard them immediately, then draw 5 cards.
Accident at the Funky Purple Ink Factory
Action
Change the color of every Thing in play to Funky Purple.
Off the Grid
Thing
Recall all of your non-token Things to your hand when this comes into your control. You may not play Things. When this leaves your control, replace all recalled Things remaining in your hand into your control. Action: Destroy this.
The Cosmos
Thing
This counts as everything, at every time, in every way.
The Singularity
Action
Destroy everything, and discard everything.
TnT
Thing - Item
Action: Destroy this and target thing.
Leap Day
Action
Each player in turn order takes an extra turn after this one.
Rod of Reeling
Thing
At the beginning of your turn, rotate Rod of Reeling 90° clockwise. When Rod of Reeling completes a clockwise rotation, gain control of target Thing.
Action: Rotate Rod of Reeling 90° clockwise.
Ascension of Past and Future
Thing
Action: Discard six cards. If you do, draw three cards and replace this card's text with
"Untargetable.
During your turn, you may look at the top card of the deck. Once during your turn you may play the top card of the deck or discard pile. It doesn't count as one of your plays for the turn."
Take Out of Context
Action
Select two Things in play with abilities. Permanently exchange their abilities.
World's Greatest Ventriloquist
Action
Activate an Action ability of an opponent's Thing.
Instead of playing a Thing this turn, you may return this card to your hand.
Chaos Device
Action
Destroy all of a random player's Things. That player discards their hand and draws five cards. If that player is you, draw a card and begin your turn.
H4cked
Th1ng
Th15 c4rd 15 h4ck3d.
Ascension of Essence and Form
Thing
Action: Replace this ability with "Whenever a living Thing enters play, draw a card."
Action: Replace this ability with "Whenever a tangible, non-living, non-token Thing enters play, draw a card."
Action: Replace this ability with "Whenever an intangible, non-living, non-token Thing enters play, draw a card."
Yeah I don't have a title for this one
Action
If you control no Things with Action Abilities, put target Thing with an Action Ability into your hand.
How do I reverse-engineer a title that fits the effect? What steals a Thing that does something, but only if you don't already have one? How do you convey that? Eh, never mind.
Training Dummy
Thing
Whenever Training Dummy is destroyed, return it to play under the control of the player who destroyed it, or under your control if no player controlled the effect that destroyed it.
Action
Destroy target thing
Make the thing as existant as the title
Spanish or Vanish
Thing
Action: Make a player speak in spanish until there next turn. If they refuse to, nothing bad happens... for now
Decide Fate
Action
Eliminate Target Player, or give them 1 timne elimination immunity. Can self target.
Shady Landlord
Action
Look at target opponent's hand and take any number of cards from it, then give them an equal number of cards from your hand.
Alacritous Reprise
Action
Recover an Action card you played during your previous turn from the discard pile and play it again. Its effects are prevented if each of your opponents discards a card.
Tornado Shelter
Action
Spare target tangible Thing from almost certain destruction by inviting it into your hand.
No but in red
ReAction
Play this in response to an action that you don't like to prevent it.
Infinite Dvorak
Thing
Action: Set aside your hand, draw the entire deck and discard it, then take your previous hand.
Reduce, Reuse, and Reincarnate
Action
Gain target thing from the discard pile.
Ascension of Hierarchy and Dominance
Thing
Indestructible. Whenever an opponent with a Vassal Token draws their second card in a turn, they give it to you.
Whenever a Vassal Token would be destroyed, you may discard a card instead. If you do, Vassal Tokens can't be destroyed this turn.
Action: Discard four cards. If you do, target player gains a Vassal Token.
Castle Walls
Thing
Other Things you control can't be targeted or destroyed by opponents' cards. If you control at least 3 other non-Token Things, you can't play Things.
Air Support
Action
Look at the top 9 cards of the deck. You may choose up to two Action cards from among them, shuffle the rest into the deck, and play those Actions. For each of those Actions that would cause a player to draw cards, they draw no more than 5, and they gain a Crate Token instead of drawing each card beyond the first. Those tokens have "Action: Destroy this and draw a card."
Welfare Policy
Thing
Any player may draw an extra card if their hand is empty at the start of their turn. Action (global): Draw a card if you have at most one card in your hand.
Very Minor Spoiler
Action
Reveal the bottom card of the draw pile.
Baleful Gaze
Thing
A rancorous presence seems to loom over the table. At the end of each of your turns, an overpowering sensation of incorporeal malevolence prevents a random opponent from drawing at the start of their next turn.
Tokens are things, too!
Thing
All tokens are considered to be non-token things while this is in play
Trap!
Action
Play this facedown infront of an opponent. They must play this if they look at it face-up.
Cakewalk
Action
Everyone passes their hand and things to their right.
Jewel of Time
Thing
Action: Destroy Jewel of Time and shuffle a copy of Divine Cogwheel, Infernal Escapement, Minute Hand of Destiny, and Dial of Prospection into the top 20 cards of the draw pile.
Divine Cogwheel
Thing - Clock Part
You may play an Action card when you play Divine Cogwheel. Action: Return Divine Cogwheel to your hand and put a copy of another Clock Part on top of the draw pile. Action: Destroy two of your Clock Parts and put a copy of Doomsday Clock by Goldenboots into play.
Infernal Escapement
Thing - Clock Part
You may draw or play an extra card if you did not do so during your previous turn. Action: Destroy two of your Clock Parts and put a copy of Doomsday Clock by Binarius into play.
A Furry
Thing
Action: Snuggle target player. Failure to do this will cause a random player to be eliminated
THE WRATH OF GOD
Action
Curse target player. What this curse does is unknown. They must say the secret passphrase to release the curse. If they make the phrase obvious, they will be cursed more.
Minute Hand of Destiny
Thing - Clock Part
At the beginning of every player's turn and whenever a card is played, rotate Minute Hand of Destiny 30˚ clockwise. When it completes a clockwise rotation, put a copy of another Clock Part on top of the draw pile. Action: Destroy two of your Clock Parts and put a copy of Clock of Finality into play.
Dial of Prospection
Thing - Clock Part
Action: Destroy two of your Clock Parts and put a copy of Wacky Watch into play. Action: If you control at least three Clock Parts, put a copy of Perfect Timing into your hand.
Perfect Timing
Action
If you control Divine Cogwheel, Infernal Escapement, Minute Hand of Destiny, and Dial of Prospection, you win the game. Otherwise, put a copy of one of the above into play.
Unlikely
Thing
If you own this, An Ink token, An Inhabitant from Adiart, and a Room, you win
Just a Little ink, a little room, and a king will work.
AWOL
Thing
This thing cannot target or be targetted
Ale
Thing
Action: Drink. Destroy the Ale and gain 3 actions. You cannot perform actions for 2 turns.
Crazy Diamond
Thing - Stand
Indestructible.
Action: Destroy target Thing. Return it to play under the same player's control.
Action and Thing: Put the topmost tangible Thing in the discard pile into play under any player's control.
Thing - Stand
When an opponent plays an Action, as a Reaction you may discard three cards to take an extra turn before that Action resolves. If that Action is an Action Ability of a Thing, it is negated if that Thing leaves play.
During extra turns, Actions and Things can't cause you to draw cards.
Action and Thing: Negate an Action being played.
Thing - Stand
Action: Discard a card to destroy target Thing. If it survives being destroyed, then the next time Star Platinum would destroy it, put it in the discard pile instead.
When an opponent plays an Action, as a Reaction you may discard two cards to play an Action. If your opponent's Action is an Action Ability of a Thing, it is negated if that Thing leaves play.
My Cup Runneth Over
Action
Draw until you have five cards plus one for each opponent. Give a card to each opponent.
Fine Wine
Action
Draw a card for every full year that has elapsed since March 1, 2007. If you draw any cards from the first 480 cards of the Infinite Dvorak Deck, you may play one of them.
Angels' Share
Thing
Whenever an opponent draws their second card in a turn, they put it face down under Angels' Share. When Angels' Share is destroyed, play one of the cards under it and discard the rest.
Beeting Heart
Thing
Action: Listen. Flip a coin. On heads, there is silence. The heart is ready to harvest. Draw until you draw a thing. Gain it, and discard the other cards. On tails, the heart beets on. Your opponents are entranced, and take one less action next turn.
Mysterious Fog Machine
Action
Place a fog token on every thing in play. They cannot target or be targetted while the tokens are on them.
Corrupted Land
Thing
Action: Place a Corruption token on target thing. If that token is still on it after the beginning of your 3rd turn, destroy that thing.
Vampiric Regeneration
Thing
At the end of your turn, before discarding down to your maximum hand size, you may return to your hand target card in the discard pile that you discarded since you last ended a turn.
Homing Attack
Action
You may play an extra Action this turn. Your Actions this turn can target Things or players that cannot be targeted as though they could be targeted. Draw a card the next time an Action you play this turn destroys a Thing.
"Next, You're Going To Say..."
Action
Name a card. Target opponent reveals their hand. If they reveal any cards with that name, they discard all other cards, and you draw a card.
Tequila Shot
Thing
Action: Destroy Tequila Shot and draw a card; if it is an Action, play it immediately. You may not play an Action during your next turn.
Shots!
Thing
When this comes into play, give every player a copy of Tequila Shot. Peer pressure dictates that any player who does not drink theirs before the end of their next turn after you drink yours must discard a card.
Stay Hydrated
Thing
If you have no Water tokens, you may gain a Water token at the end of a turn in which you do not play both an Action and a Thing. If another card would prevent you from playing an Action or a Thing, you may spend a Water token to do so anyway.
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