The Infinite Dvorak Deck is an ever-expanding card game, which anyone can add cards to. There's no coherent theme, and cards can be original, inspired by anything, copied from other Dvorak decks, or even dragged in verbatim from other card games.
The only rules to adding cards are:-
- Don't add more than three cards at a time; give someone else a chance to add some, before you add any more. And make sure you put your cards at the bottom of the page.
- Don't change other people's cards. If something seems ambiguous or broken, tell them on the talk page. (There's an option to filter specified users' cards out when you export the deck to play with, so don't worry too much if someone's cards are irredeemably unplayable.)
- Cards shouldn't refer to other cards. Remember that the deck is infinite! Cards should avoid making any specific references to other cards or mechanics, because they might never see those specific cards during play, particularly if you think of the deck as infinite. You should word your mechanics as generically as possible - a fishing rod card that said "gain control of a fish" would be useless in a game where no fish cards came up, whereas one that said "gain control of a living Thing" would probably see some use in any game that it got drawn in.
- (A good test is to open a random archive page of the Infinite Dvorak Deck, and see how many of its cards your new card could apply to. If there are only one or two cards that you could play it on, then you should probably word it more generically.)
- No special rules. This deck has no Special Rules aside from the two described below; it's all on the cards. Cards should not create Special Rules (or any equivalent "invisible" effect that significantly outlives the lifetime of the card); players should only have to read the cards on the table to know what's going on.
- Values in the corners of cards are meaningless, unless there's another card in play that somehow gives them meaning.
Whenever anyone's feeling insane enough to play a game of it, they can export it to the Dvorak Engine, or possibly Apprentice (if it's possible to make decks that contain every card of a set).
Special Rules
The only rules that this deck uses in addition to the basic Dvorak rules are:-
- Tokens exist. Some cards can create or destroy or manipulate "tokens", which you should represent with whatever coins or counters you have to hand. Tokens count as Things, but if a token is destroyed or otherwise removed from play, it's removed from the game entirely. Tokens usually have individual types (such as "Energy" or "Goblin"); if a token has a type, that's also considered to be its name, otherwise its name is just "Token".
- If there's an ambiguity, vote on it. For example: if a card says to destroy a "living" Thing, and a player is wondering if it'll work against a "zombie" card, the players should take a vote to determine whether or not the zombie counts as living. If a majority decision can't be reached, resolve it randomly.
Selected Sets
If you'd prefer a more compact subset of the deck, you may appreciate one of the following:
Superpower set, Token set, Flavor set, Pokédex, Adiart Inhabitants.
Expansions
These expansions add cards and/or rules to games using the Infinite Dvorak deck or its subsets:
Dvanguard set, Dvanguard booster pack, Shroud booster pack, Illusion booster pack, Up Your Sleeve booster pack, Swords booster pack, Vintage booster pack, ChippyYYZ booster pack, Ponies booster pack, Heavy Actions booster pack, Gems booster pack, Flame booster pack, Cosmic booster pack, Homestuck booster pack, Rotation booster pack, Moons booster pack, Novels booster pack, Variables booster pack, RTS booster pack, Constructed booster pack
Card List
- The earlier cards of this deck have been archived: 1-100, 101-200, 201-300, 301-400, 401-500, 501-600, 601-700, 701-800, 801-900, 901-1000, 1001-1100, 1101-1200, 1201-1300, 1301-1400, 1401-1500, 1501-1600, 1601-1700, 1701-1800, 1801-1900, 1901-2000, 2001-2100, 2101-2200, 2201-2300, 2301-2400, 2401-2500, 2501-2600, 2601-2700, 2701-2800, 2801-2900, 2901-3000, 3001-3100, 3101-3200, 3201-3300, 3301-3400, 3401-3500, 3501-3600, 3601-3700, 3701-3800, 3801-3900, 3901-4000, 4001-4100, 4101-4200, 4201-4300, 4301-4400, 4401-4500, 4501-4600, 4601-4700, 4701-4800, 4801-4900, 4901-5000, 5001-5100, 5101-5200, 5201-5300, 5301-5400, 5401-5500, 5501-5600, 5601-5700, 5701-5800, 5801-5900, 5901-6000, 6001-6100, 6101-6200, 6201-6300, 6301-6400, 6401-6500, 6501-6600, 6601-6700, 6701-6800, 6801-6900, 6901-7000, 7001-7100, 7101-7200, 7201-7300, 7301-7400, 7401-7500, 7501-7600, 7601-7700, 7701-7800, 7801-7900, 7901-8000, 8001-8100, 8101-8200, 8201-8300, 8301-8400, 8401-8500, 8501-8600, 8601-8700, 8701-8800, 8801-8900, 8901-9000, 9001-9100, 9101-9200, 9201-9300, 9301-9400, 9401-9500, 9501-9600, 9601-9700, 9701-9800, 9801-9900, 9901-10000, 10001-10100, 10101-10200, 10201-10300.
Prop Wrap
Thing
Play into any player's control.
Whenever you play a card, rotate Prop Wrap 90˚ counterclockwise. When it completes a counterclockwise rotation, you may not draw cards during your next turn.
#10301
The Horror
Action
Each opponent discards a card. Those who can't must discard their entire hand!
#10302
Action
Choose target Thing and roll a d6. If you roll higher than the number of words in that Thing's title, destroy it. Otherwise, gain a Strike token, then eliminate each player with at least three Strikes.
#10303
Action
Indicate a Thing, return this card to your hand, and gain a Strike token OR
Destroy target previously indicated Thing if you have two Strikes. If it's destroyed this way, draw four cards and lose all your Strike tokens. Otherwise, gain a Strike token, then eliminate each player with at least three Strikes.
#10304
Thing
Once between your turns when an opponent ends a turn without playing a card, you may have them gain control of this card and gain a Strike token, then eliminate each player with at least three Strikes.
Action - Walk: Draw a card if one of your Things has been destroyed since your last turn or if you spend 4 tokens of the same type.
#10305
Balk Rule
Thing
Whenever a player plays a card without drawing at the beginning of their turn first, they must discard a card, and each of their opponents may draw a card, before the played card takes effect.
#10306
Action
You must play Dragonflight as soon as it enters your hand. Draw 11 cards, plus 11 for each of your living Things. If you draw A Mysterious Egg (#7674) in this way, you may play it immediately without cost. Otherwise, as the last card you draw in this way, you draw a copy of A Mysterious Egg.
#10307
Chrysalis
Thing
You are untargetable and may not play cards or activate abilities. At the end of your turn, you may either discard once and draw once or destroy Chrysalis. Chrysalis is otherwise indestructible.
#10308
Action - Fire
Destroy all tokens. Each player who can't access High Places must either discard two cards or chooses a Thing they control to be destroyed. Players can't draw cards until your next turn.
#10309
Action - Void
For each opponent, put a blank untitled Action card from the discard pile on top of the deck. If there aren't enough, create blank untitled Action cards as needed and put them on top of the deck.
If you move no cards from the discard pile this way, return Dead Air to your hand.
#10310
Thing - Building
Things you control with a letter in their cornervalue alphabetically earlier than S can't be targeted by opponents' Actions.
Action and Thing - Breach: Put up to one target building face-down under Siege Tower. Until Siege Tower leaves play, it can't breach, you may play Things into any opponent's control, and you may access High Places.
#10311
Absorb Vitality
Action
Target Thing feeds upon the life essence of another of its controller's Things. The former gains "Indestructible while [the latter] is in play", and the latter gains "If this would be targeted, it is destroyed."
#10314
Action - Air
Return up to one target Thing with no digit higher than 1 in its cornervalue to its controller's hand. Return up to one card in the discard pile with no digit in its cornervalue higher than 1 to your hand.
#10315
Thing
If this card is in your opening hand, you may start the game with it in play and draw a card to replace it.
Action: Roll a d6 and choose target Thing. If you roll at least a 3, and that Thing has no digit higher than your roll in its cornervalue, destroy it.
#10316
Action
Create a copy of Infinite Dvorak card #6798, #6804, or #6810 and play it. If the number of cards in your hand plus the number of nontoken Things you control is less than 5, draw cards equal to the difference and end your turn.
#10317
Wild Swing
Action
Destroy target Thing and return a random adjacent non-token Thing to its controller's hand.
#10318
Enraged
Reaction
Attach to a living Thing immediately in response when one of your Things is targeted. Whenever an opponent causes you to lose control of a non-token Thing, randomly draw a copy of Falcon Punch (#1980), Rage Strike (#7770), or Wild Swing (#10318) for each and you may attach a copy of Enraged to a living Thing that has none. If attached Thing is lost in this way, you may play the drawn card immediately.
#10319
Plasma Amulet
Thing
Action: Gain an Air token and a Fire token.
#10320
Thing
When this enters play, reveal cards from the top of the deck until you reveal a Thing card. Put that card into play under your control, and the rest into the discard pile. It can't be destroyed while it and Keeper of the Thing are controlled by the same player.
#10321
Thing
A player's Score is equal to: number of their Tokens + digits in cornervalues of their Things + 2x cards in hand.
As long as your Score is higher than each other player's, when an opponent plays an Action, you may negate that Action. If you do, spend a token or discard a card.
#10322
Action - Fire
Change all of target player's tokens into Flame tokens. Gain that many Flame tokens. Discard two cards, then draw as many as you discarded this way.
Fire cleanses and refines.
#10323
Bowling Ball Launcher
Thing
This enters play with two Bowling Ball tokens. Action and Thing: Launch one at target Thing that could be knocked down by a bowling ball to destroy it and flip a coin to destroy two more such Things with the same controller and flip a coin to destroy three more, and so on. If you destroy all of their non-token Things in this way, Strike!: draw three cards and gain a Bowling Ball token and a Strike token, then win the game if you have at least three Strikes.
#10324
Scheduled Maintenance
Thing
When a Thing with a digit in its cornervalue uses an ability, it gains a Wear token. When a Thing with a Wear token has at least as many as its cornervalue's highest digit, remove them from the game and that Thing's controller either destroys it or discards another Thing to return it to their hand instead of playing a Thing that turn.
#10325
__
Pandora's Jack-in-the-Box
Action
This card's cornervalue is a number-letter pair determined randomly when you play it.
Discard your hand. For each Action discarded this way, play the draw pile's topmost Action. Replace the draw pile and discard pile with half of each shuffled together. Draw a card.
"Pop goes the chaos!"
#10326
Thing
When one of your cards or Things would be chosen randomly during your turn, you choose one of them instead.
Whenever a Thing you control would be destroyed, you may first look at the top card of the deck. You may put it in the discard pile.
Through you, the weight of sacrifice is made known.
#10327
Thing
At the end of your turn, remove a card in the discard pile from the game.
Action: Discard two cards. If you do, target player reveals their hand and discards a card of your choice. Until your next turn, opponents can't play cards that share a symbol in their cornervalue with that card.
You crush the dreams of others using the strength of your own.
#10328
Doom/Hope: Final Movement
Action - Fraymotif
Discard a card, destroy target nontoken Thing you control, and lose all your tokens.
Draw a card, put one of the two bottommost Things in the discard pile into your hand, and gain a Doom token. Take an extra turn after this one.
Endings that enable new beginnings.
#10329
Vampiric Gaze
Thing
Whenever an opponent would draw a card, you have a 25% chance to draw it instead. You may activate an ability of an opponent's living Thing, optionally gaining control of it for the duration, once per ability.
#10330
Imp
Thing
Flip a coin at the beginning of your turn: either discard a card or turn a random other living Thing you control face down until the end of your turn.
#10331
Beastly Familiar
Thing - Party Member
Whenever an opponent destroys one of your living Things, they gain control of a copy of Imp (#10331). Beastly Familiar cannot be destroyed by a player who is tormented by an Imp. If Beastly Familiar would be destroyed, you may choose another of your Party Members to be destroyed instead.
#10332
Thing
When you draw a card at the start of your turn, you may draw an additional card and discard a card you didn't draw this turn.
When an opponent chooses a card to discard, they must choose a card they didn't draw this turn if possible.
Through you, the masks people show to the world change their expressions.
#10333
Thing
Opponents can't draw cards or play Actions or Things during extra turns.
At the end of your turn, rotate Maid of Time and up to one other Thing you control 90° clockwise. When Maid of Time completes a clockwise rotation, each player takes an extra turn after their next turn.
You hasten the progression of all things.
#10334
Action - Fraymotif
Shuffle any number of Things you control and/or cards from your hand into the deck. Put that many cards from the top of the discard pile into your hand. You may play as many of them as Things you shuffled this way.
Considerations and reconsiderations.
#10335
Defender
Thing - Trait
Play attached to target living Thing. When an opponent's card would target another Thing you control, you may have attached Thing become the target instead. Destroy Defender if you do, or if attached Thing remains in your control you may discard a card to return Defender to your hand instead.
#10336
Extratemporal
Thing - Trait
Play attached to target living Thing. Your hand size limit is increased by 1 and applies only at the beginning of your turn. Instead of drawing at the beginning of your turn, you draw at the end.
#10337
Iconostasis
Thing - Trait
Play attached to target living Thing. Enters play with four Stained Glass Window tokens. When an opponent would target a non-window Thing you control, each of your Stained Glass Windows has a sequential 25% chance to be destroyed instead. Action - Biblia Pauperum: If you control no Stained Glass Windows, return Iconostasis to your hand for restoration. It may not re-enter play until after your next turn.
#10338
Thing
Action and Thing: Discard 5 cards. If you do, you gain "Whenever you would play or discard an Action card, you may play that card as a copy of Wrath of Bucky (#98)."
Through you, many solutions are brute-forced.
#10339
Thing
Whenever you draw one or more cards, draw an additional card, then put Mage of Breath or a card from your hand on top of the deck.
You read the wind and go where it takes you.
#10340
Rage/Breath: Whistling Calliope
Action - Fraymotif
Look at the top three cards of the deck, play one of them, and set the rest aside. During your next turn, you can't play cards normally, but you may and must play the other cards set aside this way.
Commitment to the bit.
#10341
Bring Out Your Dead
Action
Target player destroys one of their living Things.
#10342
It's Only a Model
Action
Replace target inanimate tangible Thing with a token of the same name.
#10343
And There Was Much Rejoicing
Action
If a living Thing has entered or left play this turn, draw a card and you may play it, then each opponent may draw once and discard once. You may play this without cost if you have already played an Action this turn.
"Yay..."
#10344
Thing
Instead of playing up to one Action and up to one Thing, you may play any two cards and up to one Action: or Thing: ability.
Action: If your hand is empty, draw a card and end your turn.
You live life to the fullest.
#10345
Thing
This card enters play with a coin and a d6 on it, each showing a face of your choice.
Whenever a d6 is rolled or a coin is flipped, you may swap the result with one of the same type from this card.
Through you, fortune's favor is found and lost.
#10346
Life/Light: Sunrise Serenade
Action - Fraymotif
If an opponent has more cards in hand than you, draw cards equal to the difference plus one. If an opponent controls more Things than you, gain Energy tokens equal to the difference plus one.
Potency and primacy.
#10347
Thing
You may discontinue the ray's effect on a Thing once during each of your turns. Action: Discard a card or spend an Energy token to place target Thing into suspended animation, face down, while Stasis Ray is in play. If you discarded in this way, your hand size limit is decreased by 1 for the effect's duration; if you spent Energy, you must do so again at the beginning of your turn to maintain the effect, or else destroy Stasis Ray and discard your hand.
#10348
Rock Collection
Thing
Action: Gain a token with the name of a rock or mineral not already in play.
#10349
Rainbow Sprinkles
Action
Any number of your non-token Things become all colors. If you already control a Thing that is more than one color, its prismatic power enables you to make any number of your opponents' non-token Things all colors as well.
#10350
Thing
At the beginning of your turn, if a Thing entered play under each opponent's control since your last turn, return target Thing card from the discard pile to your hand.
Through you, reparation propagates.
#10351
Thing
When Thief of Heart enters play, choose two target players other than yourself. The first gives you a card from their hand. The second chooses a Thing they control. Draw that Thing.
You take the best and worst parts of those around you and make use of them.
#10352
Heart/Space: Owner of a Lonely Heart's Club Band
Action - Fraymotif
Target opponent discards all but one card from their hand unless they return all but one Thing they control to their hand.
Isolation and identity.
#10353
Don't Stop Believin' 'Til You Get Enough
Thing
Action: View the top card of the draw pile. You may place it under this. If you do, you may destroy this, put one of the cards under it into your hand, and shuffle the rest into the draw pile such that one of them goes on top of the pile.
#10354
What's the Power of Love Got to Do with It
Reaction
Play immediately in response when an opponent would draw any number of cards. They draw half as many, rounded down, and you draw the rest. If you draw more cards in this way, give them a card from your hand to make it up to them.
#10355
Poor Side of Funkytown
Action
Rotate every living Thing in play up to 360°. Turn target Thing face down until the end of its controller's next turn. The next time you would draw, you may draw from the discard pile and discard a card for each card you drew in this way.
#10356
Thing
When Bard of Blood enters play, exchange control of it and target Thing.
At the beginning of your turn, if you control the most Things, put one of them in target opponent's hand.
Through you, agreements find their dissolutions.
#10357
Thing
Action and Thing: Destroy target Thing without a cornervalue.
You seize the essential and subjugate it to its own most insignificant detail.
#10358
Blood/Void: Severing Bolero
Action - Fraymotif
For each player, one target Thing they control ceases to be controlled by anyone.
Deals broken and pacts nullified.
#10359
The Stage Is Set
Action
End your turn. During your next turn, instead of playing an Action, you may play any number of Things.
#10360
Welcome
Action
Draw the first living Thing in the draw pile, shuffling afterward. Play any number of living Things. You may activate an Action ability of a Thing you play in this way.
#10361
The Lay of the Land
Action
Draw the first building, location, or terrain card in the draw pile, shuffling afterward. Play up to one such card into each player's control. You may activate an Action ability of a Thing you gain control of in this way.
#10362
Thing
A player's Influence is equal to: number of their Things' abilities + words in their Things' titles + 2x cards in hand. When Lord of Life enters play, draw 2 cards.
Action and Thing: Win the game if your Influence is at least 10 higher than each opponent's. Draw a card if it's at least 5 higher.
You exert power without limit or restraint.
#10363
Thing
When the discard pile would be shuffled to form a new deck, remove all cards in the discard pile from the game instead.
As long as the deck is empty, each player who doesn't play a Thing and an Action on their turn is eliminated.
Thing: Target player gains a Doom token.
Through you, all is exhausted.
#10364
Thing
Whenever a player plays an Action card, shuffle the discard pile. If the bottom card of the discard pile is that Action, that player gets spooked, and the next time they would take a turn, put Silent Graveyard in the discard pile instead. Otherwise, you may put the bottom card of the discard pile on top of the deck.
"This is too spooky, I'm outta here."
#10365
Derelict Shack
Thing
Whenever a living Thing enters or leaves play, the eerie quiet of the surrounding woods deepens: randomly choose from all of the letters beginning the names of Things in play or appearing in their cornervalues, then turn each Thing with that letter in one of those positions face down while Derelict Shack remains in play.
Were those trees always so tall? ...And so close?
#10366
Rattling Bones
Action
A chill wind bears aloft the choking scent of dry dust. Opponents' living Things turn face down until the end of your next turn, and any of yours may as well. Players discard a card for each of their Things turned face down in this way. Draw a card for each affected opponent.
#10367
Flickering Lantern
Thing
Sinister shadows dance at the corners of your eyes. Opponents who do not control a light source or a spooky, undead, or evil Thing feel their hand size limit decreased by 2. If you play any cards on your turn, each opponent may play at most that many on their next. Otherwise, any opponent, in turn order, may discard an Action in a show of bravado to take up the lantern.
#10368
Thing
When this enters play, if there isn't a Moon in play, find one or create one at random from the Moons booster pack, then play it.
When an opponent gains control of a Moon, look at that player's hand.
Thing: Draw a card if you control a Moon.
The light of the full moon reveals many things.
#10369
Action
If there isn't a Moon in play, find one or create one at random from the Moons booster pack, play it, and return this card to your hand.
Destroy target Thing if you control a Moon.
#10370
Thing
When this card is destroyed by an opponent, they draw 3 cards. Then you remove Tomb of Nemhotep from the game, gain a Zombie token, gain a copy of Half-Curse of Nemhotep (#3500), and play up to one Action with no cornervalue.
#10371
Whispering Walls
Thing
Maddening secrets and arcane promises echo through the halls. Action - Listen: Reveal the first card in the draw pile by a creator you have not yet Listened to. Players discard all cards by that creator. Put the revealed card into your hand and shuffle the draw pile.
#10372
Pale Shadows
Thing
Ethereal apparations manifest in shapeless form. When this enters play, if there isn't a Moon in play, find one or create one at random from the Moons booster pack, then play it.
Each opponent who does not control a Moon plays with a card in their hand revealed. Action: Exchange a card in your hand with one revealed in target opponent's hand if you control a Moon.
#10373
Forgotten Crypt
Thing - Building/Undead
The stale air hangs heavy with the silence of ages. A player gains a Zombie token whenever one of their living Things is destroyed. Once during your turn, you may give one of your Zombies to target opponent. Action: Gain a Zombie token. Action: Specify target Thing and roll a d6. If its controller has at least that many Zombies, destroy it and half of their Zombies, rounding up.
#10374
Thing - Location
You may have Shadow World enter play as a copy of up to two Things in play or in the discard pile that are locations, buildings, terrain, or black. If you don't, put the bottom card of the discard pile into your hand.
#10375
1D
Darkness Imprisoning Me
Thing
When this enters play, give it to target opponent.
Non-black Action cards you play are blank. You can't win or lose the game. When you have no cards in hand, put this card in the discard pile.
#10376
Action
Return Disappearify to your hand and secretly note a card name. It stays noted until Disappearify is discarded.
Any time before your next turn, you may discard Disappearify to shuffle a visible card with the noted name into the deck, even while that card is being played. This use of Disappearify is too immediate to be responded to.
#10377
Grasping Vines
Thing - Terrain/Living
With each passing step it becomes clearer: the ground itself wills that no one leave this place. When your turn ends, a random non-vine Thing in play gains a Vine token with "Things with two or more Vines can't use abilities. Things with four or more are considered blank until they have two or fewer." Opponents' Things also gain one when targeted. Action (global): Clear a Vine.
#10378
Sink Into the Dust
Action
Gain control of a copy of Grasping Vines (#10378). Attach four Vine tokens to any combination of Things in play.
#10379
Possession is Nine Tenths of the Haunt
Thing
Mechanical Things and inanimate living Things are considered undead. At the beginning of a player's turn, a random one of their undead Things turns face down until their turn ends. When an undead Thing is destroyed, its controller gains a Zombie token.
#10380
Thing
Action - Carve: Note the name of an Action card. The pumpkin can only have one name carved into it.
Action - Light: Play an Action card with the noted name from the discard pile, then put that card on the bottom of the deck.
#10381
Action
Each opponent discards a card. If an opponent discards a Spooky card, or if you control a Spooky Thing, draw two cards (Cards are spooky if they are associated with ghosts, bones, zombies, monsters, magic, night, madness, doom, darkness, pumpkins, or the color black, or if all players agree).
#10382
Thing
At the end of each player's turn, if they don't control a pumpkin, they create a blank orange Thing named Pumpkin and add it to their hand.
Whenever a player discards a Pumpkin from their hand, they discard their hand.
You may play an additional orange card each turn.
#10383
Pumpkin Spice
Thing
Once during your turn, you may destroy a food-related Thing you control or reveal a food-related card from your hand that you have not previously revealed for this purpose. If you do, play an Action card and draw a card. Action: Gain a Latte token.
#10384
Pumpkinhead
Thing - Undead
Locals retell the legend in whispers: a player whose living Thing has been destroyed has "Action: Discard or destroy one of your Things to summon Pumpkinhead and mark any number of living Things for death. At the end of your turns, he destroys one if possible and you discard a card or eliminate yourself. Pumpkinhead is indestructible until the last is destroyed; then he destroys himself and eliminates you."
#10385
Punkin Chunkin
Thing
Action: Create a blank orange Thing named Pumpkin and add it to your hand.
Action: If you control a mechanical Thing, play a Pumpkin by tossing it across the table. Then destroy it and flip a coin to destroy target Thing it touches.
#10386
1P
Pumpkin Carving Contest
Action
Each player creates a blank orange Thing named Pumpkin and adds it to their hand, then reveals a card from their hand. Each player who reveals the card with the most letters in its title draws two cards.
#10387
Action
Create a blank orange Thing named Pumpkin and put it into play on top of target Thing. Treat it and that Thing as a single Thing with the properties of only the top card. If it was a living Thing, draw a card. Otherwise, discard a card.
#10388
Thing
When this card enters play, create three blank orange Things named Pumpkin and shuffle them into the deck.
Action: Put a Pumpkin you control on top of Headless Scarecrow. That Pumpkin gains "Action: Destroy target Thing." Treat both cards as a single Thing with the attributes of only the top card.
#10389
Pumpkin Pie
Thing
When this enters play, you may have it replace target pumpkin. If you do, draw a card and you may play it if it is Pumpkin Spice or if Pumpkin Spice is in play. When this leaves play, each player may gain a Pie token and draw a card. Action - Serve: Destroy this. Oops, there's one last slice left for you: draw another card.
#10390
Pumpkin Seeds
Thing
On your third turn after playing this, it becomes a copy of Home-Grown Pumpkin (#10392).
#10391
Home-Grown Pumpkin
Thing
Action - Harvest: Destroy this, select a card at random from #10381-10390/10393-10400, and put either it or a blank orange Thing named Pumpkin into your hand. Instead of playing a Thing this turn, you may put a copy of Pumpkin Seeds (#10391) into your hand as well.
#10392
2P
Pumpkin Helmet Technique
Thing
When this card enters play, create a blank orange Thing named Pumpkin and add it to your hand.
When an opponent's Action would target you or cause you to discard cards, you may put a Pumpkin you control into the discard pile to negate that Action's effects on you.
#10393
Action
Create a blank orange Thing named Pumpkin and shuffle it into the discard pile.
For each card with Pumpkin in its title in the discard pile, put it and one card immediately above or below it into your hand.
#10394
Thing
When this card enters play, create a blank orange Thing named Pumpkin and add it to your hand.
Players' max hand sizes are decreased by the number of Pumpkins their opponents control. Players whose max hand is 0 or less lose the game unless they control a Pumpkin.
#10395
The Abominable Pumpkinman
Thing
When this enters your hand, create up to three blank orange Things named Pumpkin and add them to your hand. To play this, you must put three pumpkins you control under it. Treat these as a single Thing with the properties of only the top card. Action: Destroy target non-pumpkin living Thing. Action: Replace target edible Thing with a blank orange Thing named Pumpkin.
#10396
Pumpkin Prophecy
Action
The next Thing you play becomes a copy of Home-Grown Pumpkin (#10392),
OR the next Thing each opponent plays becomes a blank orange Thing named Pumpkin.
#10397
Pumpkin Seed Vault
Action
Each player adds a copy of Pumpkin Seeds (#10391) to their hand. You may play yours immediately without cost.
#10398
Thing
When Prized Pumpkin enters play, gain 3 Money tokens.
#10399
Thing
Once during your turn, you may convert any of your tokens into Money tokens
OR spend a Money token to create a blank orange Thing card named Pumpkin and put it into your hand
OR give control of two edible non-token Things you control to target opponent to look at their hand and put a card from their hand into yours.
Action: Gain an Apple token.
#10400
Action
Target opponent discards two cards, or each opponent discards a card.
If this card is taken from or seen in your hand by an opponent, immediately play it targeting them. If it's revealed to all players, immediately play it targeting no one.
#10401
Haunted Painting
Thing - Living?
Whenever another living Thing enters play, it is entranced by the painting and turns face down until its controller's next turn. Once during your turn, if none of your other living Things are face down, you may turn one face down until your next turn to view the hand of target opponent with a living Thing. If you do, the next time you would draw any cards, you draw one fewer.
#10402
Rickety Floorboards
Action
You must play this when able if it is the only Action in your hand. Each opponent may play a spooky Thing into their control or yours. Draw a card and play it if it is an Action or a spooky Thing. (Cards are spooky if they are associated with ghosts, bones, zombies, monsters, magic, night, madness, doom, darkness, pumpkins, or the color black, or if all players agree.)
#10403
Behind You!
Action
You try to warn target opponent, but it's too late! The monster grabs them, causing a random card in their hand to fall into the discard pile. You manage to fight it off together, but in your haste to flee you leave some of your possessions behind: each player returns a Thing they control to their hand and must discard a card if they play it before the end of their next turn. Better to wait a bit before going back...
#10404
Thing
Once during your turn while playing an Action, you may revert the gamestate to just before you played that Action, except that this effect has been used, and the deck can be reshuffled instead of deshuffled. You can't do this if multiple cards were shuffled into the deck.
Through you, the consequences of choices are laid bare.
#10405
Thing
Action: Target player discards a card. Then, if they have 4 or more cards in hand, they discard a random card, and you may discard a card and draw a card.
You weigh down freedom and frivolity with your whims.
#10406
Action - Fraymotif
Until your next turn, whenever a player plays a card, their turn ends immediately afterward.
Limited time only.
#10407
Recruit
Action
Reveal a number of living Things in the draw pile equal to the number of players. You may gain control of one. Then, in turn order, each opponent may discard a card to gain control of one. Shuffle the draw pile.
#10408
Ghost in the Shell
Thing
Things with electronic components are considered living.
#10409
Entrance Music
Thing
Whenever you play a living Thing, you may draw a card and gain a token named for a musical genre or style.
#10410
Thing
At the end of your turn, if you have fewer than 2 cards in hand, discard a card and draw three cards.
While you have three or more cards in hand, you can't draw cards.
Through you, the scope of possibility refocuses itself.
#10411
Thing
When an Action would cause you to draw cards, instead look at three plus that many cards from the top of the deck, shuffle three of them into the deck, and draw the rest.
You amplify fortunate coincidences into jackpots.
#10412
Life/Breath: Pneumatic Scratch
Action - Fraymotif
Discard your hand and draw 4 cards.
Vigor and a new direction.
#10413
Tax Deduction
Thing
When you discard any number of cards, except in observation of your hand size limit, you may spend this to draw a card.
#10414
Pledge Drive
Action
An anonymous donor has agreed to match all contributions for this turn only! Each player may have you gain two Money tokens. Those who do will gain control of a copy of Tax Deduction (#10414). But that's not all. Reveal the top Thing in the draw pile: each donor receives a copy of it as an exclusive thank you gift! Then shuffle the draw pile.
#10415
Charity Fraud
Action
Each opponent loses a Money token if possible. Gain a Money token for each opponent. Each opponent gains control of a blank Thing named Tax Deduction.
#10416
Thing
At the beginning of your turn, gain an Energy token. Then, if you control at least 9 Energy tokens, you gain "You may play an extra Action and an extra Thing each turn." if you don't have that text already.
Through you, many come alive.
#10417
Thing
Once during your turn, you may reveal the top card of the deck. If it's not a Thing, you may discard it. If it is a Thing, you may play that card from the top of the deck this turn.
You perceive beyond physical boundaries.
#10418
Heart/Light: Brilliant Theme
Action - Fraymotif
Reveal cards from the deck, setting aside the first three cards by each creator, until there are two creators with three cards set aside. Choose a creator, then put all cards set aside by that creator into your hand. Shuffle the rest into the deck.
The self and its crucial role.
#10419
Blaze It
Thing
When this enters play, shuffle copies of cards #8696-8699 and put them face down under it. When an Action from under this is played, its player passes it to an opponent who has not yet played it if possible. Action: Draw a card from under this. You may play it if it's an Action.
#10420
Scavenge Through Scraps
Action
Each player may scavenge by discarding a Thing. Reveal twice as many Things from the draw pile. In turn order starting with you, each scavenger returns one of them to the draw pile, shuffling afterward. Then, in turn order starting with you, each puts one into their hand.
#10421
Call for Backup
Action
Gain control of a copy of target animate Thing.
#10422
Thing
Play attached to another Thing.
When an opponent targets this Thing or what it's attached to, they discard half their hand (round up).
#10423
Action
You may play up to five extra Actions or Things this turn. For the rest of the turn, cards you draw go to Up Your Sleeve.
#10424
Thing - Security Door
When you draw for your turn, draw a second card to Up Your Sleeve. Opponents accessing this use your Sleeve rather than their own.
Action - Access: Discard two cards from Up Your Sleeve to add a third to your hand.
#10425
Ice Armor
Thing
Play attached to target Thing. When an opponent targets this or attached Thing, they may play at most one card next turn, and the next time they would draw cards before the end of their next turn, they draw one fewer.
#10426
Watch and Learn
Reaction
Play immediately in response to an opponent's Action card. That Action takes effect as if you played it. Then, having benefited from your gracious tutelage, that opponent may have it take effect normally.
#10427
Scuttling Charge
Thing
If an opponent forces you to discard this, they discard their hand. Action: Destroy this and target Thing you control.
#10428
Thing
Your cards and abilities can't be negated, ignored, countered, redirected, stolen, retargeted, or lost control of. Cards can't make you unable to play other cards.
You do what you would do.
#10429
Thing
At the beginning of your turn, choose two target opponents. One returns a Thing they control to their hand, and the other may play a Thing
OR they each choose a non-token Thing they control and exchange control of them.
Through you, allegiances are reconsidered.
#10430
Hope/Space: Black Hole Revelation
Action - Fraymotif
The next time you create a card this turn, if no players vote against it, add it to your hand. If another player does vote against it, look at the top 12 cards of the deck and put two of them into your hand, then shuffle the deck.
Invention through imagination.
#10431
Safety Tether
Thing
Once during your turn, you may return this and target Thing you control to your hand instead of drawing at the beginning of your next turn.
#10432
Curse of Irresolution
Thing
Play into any player's control.
Whenever you play a Thing, rotate Curse of Irresolution 180˚ counterclockwise; it cannot otherwise be rotated. Once during your turn, when you would draw a card while this is upright, you instead draw a random other Thing you control if possible.
#10433
Vaudeville Hook
Thing
Action: Move target living Thing that has been in play for the last five of its controller's turns to the discard pile.
#10434
Thing
At the beginning of your turn, you may return a card with no ruletext from the discard pile to your hand.
Action: Target card or player loses any text that has been added to it.
Through you, the conspicuous is wiped away, and the unimportant is restored.
#10435
Thing
When an opponent draws two or more cards, they give you one of those cards at random.
You snatch ideas from others' imaginations.
#10436
Blood/Doom: Pact Up Pact In
Action - Fraymotif
Destroy each Thing you control. If you lost at least as many non-token Things as you have opponents, take control of target Thing belonging to each opponent.
Pain and a new home.
#10437
Thing - Trait
Whenever you play an Action card, it has a 25% chance to return to your hand instead of entering the discard pile.
#10438
Thing - Trait
Your hand size limit is increased by one, plus one for every three of your turns since this last entered your control.
#10439
Thing - Trait
Whenever you are targeted, you may flip a coin: on heads, redirect the effect to a random opponent.
#10440
Thing
When another Thing is put into the discard pile from play, put it on top of the deck.
When Bard of Doom is put into the discard pile from play, destroy all Things.
Through you, exhaustion is withheld, as by a dam.
#10441
Thing
Once during your turn (after drawing), you may look at and rearrange the top 3 cards of the deck and/or swap the top and bottom cards of the discard pile.
You redirect the flow of events as it suits you.
#10442
Void/Mind: Silent Harmony
Action - Fraymotif
Put this card into target opponent's hand. They separate the cards in their hand into two groups. Look at those groups and put one of them into the discard pile.
A two-tailed coin.
#10443
It Was Just a Dream
Action
Return any number of Things to the control of the players who controlled them at the beginning of your last turn.
...Or was it?
#10444
Cover Band
Thing
Action: Gain control of a copy of target music-related Thing controlled by an opponent.
Action: Gain a token with target other Thing's name if you don't already have one.
Next up, we've got a little song called... "I Was Sent to Bring You Chaos and Destruction and Strawberry Candy".
#10445
Indulge in Nostalgia
Action
Remove a number of the discard pile's bottommost Things equal to the number of players and give one to each.
#10446
Thing
When Muse of Heart enters play, write a player's name on it whose name is not already on it. You control each player whose name is on this card during their next turn.
Action (Global): Reveal 4 cards from your hand with the same creator. If you do, you lose the game.
Through you and in you, all find themselves.
#10447
Thing
Action and Thing: Trade hands with target player.
Action and Thing: For each other player, name each and only each card in their hand. If you do, and no other player has an empty hand, you win the game. They may reveal cards as needed to prove you wrong.
You manipulate every move according to your designs.
#10448
Thing - Song
Action: This copies the Action ability of a random card from the Infinite Dvorak Deck Pokédex subset. If this is at least the fourth time The Pokérap has been activated since it entered play, it counts as an evolved Pokémon.
#10449
Waiting Zone
Thing
When this enters play and at the beginning of your turn, attach the draw pile's topmost Thing with a cornervalue to this, face up and out of play, shuffling afterward. When a player draws a card, they may reveal it and draw a Thing in the Waiting Zone that shares a character in its cornervalue.
#10450
Pilgrimage
Action
Move up to three animate Things in play to target building, location, or terrain,
OR Move a building, location, or terrain in play or in the discard pile to target animate Thing,
OR Gain control of target animate Thing and target building, location, or terrain and draw two cards.
#10451
Victory Over Death
Thing
Play attached to target living Thing. Indestructible.
Hear, o players, the ancient prophecies foretelling the return of attached Thing after its departure from this world, and behold: when attached Thing leaves play, return it to your hand.
#10452
Action
Choose target Thing and roll a die. On a 6, destroy that Thing. On any other result, you and that Thing's controller each discard all but that many cards from your hand.
The reaper's magic, mighty as it is, holds little allure for those without one foot in the grave already.
#10453
Action
Roll two dice, or three dice if you spend three tokens or one Zombie token.
Put the Nth card from the top of the discard pile into your hand, where N is one the die results, then gain Zombie tokens equal to each other result.
#10454
Action
Roll two dice. Choose a die that rolled 4-6 (if possible) and gain that many tokens of any type. Choose a die that rolled 1-3 (if possible) and draw cards until you have that many cards in hand. If you found nothing this way, return Rummage to your hand.
Oh, trick-or-treaters! I'm sure I've got some candy in here somewhere...
#10455
Tarot Reading
Action
Reveal a Thing from the draw pile for each player (minimum 5). Give one to each player. If they play it during their next turn, they may draw a card. Otherwise, they must discard another card in defiance of fate. Shuffle the draw pile with any extras.
Hmm... The Robot Uprising, the Hummingbird, and the Time-Bending Sword of Sudden Death, inverted...
#10456
What We Need More of Is Science
Action
Destroy all pseudoscientific and supernatural Things. Reveal five Things from the draw pile, excluding the above. Shuffle the draw pile, then shuffle the revealed Things and put them on top of it. Each player who controls a scientific or technological Thing or reveals one from their hand may draw a card.
#10457
Table for Two
Thing
When this enters play, you may attach two animate Things in play or in your hand to it. It is indestructible while they remain in play. When one attached Thing leaves play, the other joins it.
#10458
Thing - Minor Arcana
At the start of your turn, if this card is not rotated, either gain a Money token
OR you may redo dice you roll and coins you flip this turn by spending one token for each.
While this card is inverted, you can't gain tokens.
#10459
Thing - Minor Arcana
At the start of your turn, if this card is not rotated, either gain a Mana token
OR the next time you play an Action Ability this turn you may spend two tokens to copy that ability.
While this card is inverted, you can't use Action Abilities.
#10460
Action
Rotate target Thing 180° counterclockwise. Its controller draws a card for each card they discarded from their hand during their last turn, then discards a card for each they drew during their last turn.
#10461
Thing - Sword/Water
Return this to your hand if you control no living Things. You, Neptune's Glaive, and your living Things are immune to injury from fire and heat. Action - Spray Guard: Gain a Water token. Once before your next turn, you may spend a Water token to negate an opponent's Action's effects on you. Action - Tidal Strike: Destroy target Thing. Replace it with one of your Water tokens.
An heirloom from beyond the Gem Sea.
#10462
Thing - Dagger/Fire
Action - Swift Slice: Flip a coin for you or target opponent to choose: you/they return one of their Things to their hand, they discard a card, or their hand size limit is decreased by 2 until your next turn. Action - Furious Flurry: Turn one of your living Things face down until your next turn. If you do, destroy target Thing, return Dragontooth Shiv to your hand, and draw a card.
The blade was forged from a magical tooth.
#10463
Thing - Club/Earth
Thing and Action: Return target Thing to its controller's hand and flip a coin. On heads, they may not play it during their next turn. On tails, they discard a random card.
An extremely heavy gavel that'll send foes flying.
#10464
3A
All-You-Can-Draw Restaurant
Action
Draw two cards and gain a Food token. For the rest of the turn, you may play any number of Action cards from your hand that will directly cause you to draw any cards. When you play such an Action, gain a Food token.
And when they give you the Bill? You can eat that too!
#10465
Action
Flip two coins. For each tails, draw a card. For each heads, draw two cards.
You may play a card with 2 in its cornervalue. If you don't, discard a card.
#10466
Action
Draw a card, rotate each Thing you control counterclockwise to standard position, and end your turn.
During your next turn, whenever you would draw any cards, draw that many cards plus one instead.
#10467
Zombie Swarm
Thing
When this card enters play and at the beginning of your turn, each player gains a Zombie token.
#10468
Legacy Run
Thing
At any time, you may discard a card containing a win condition.
If your playgroup plays another game of Dvorak after this one, your hand size limit is increased by 1 for each card you discarded in this way.
#10469
Counterhex
Thing
When you discard any number of cards, except in observation of your hand size limit, each opponent discards the same number. Then move this to the discard pile.
#10470
Leftover Halloween Candy
Thing
Once during their turn, a player may take a Candy token with "Action: Consume this and reveal the top card of the draw pile. You may play it if it is an Action. Otherwise, discard it." On your turn, you may take two.
How am I going to get rid of all this?
#10472
Counterblessing
Thing
Play into any player's control.
When you draw any number of cards, except at the beginning of your turn, each opponent draws the same number. Then move this to the discard pile.
#10473
Hivemind
Thing - Living
Players' hands are combined into one shared by all, with no hand size limit. Destroy this if the hand becomes empty. Living Things are otherwise indestructible. When this leaves play, discard the hand, the current player's turn ends, and each player draws a card.
We are one.
#10474
Action
Target player gains 3 Zombie tokens. Destroy up to one target building, location, or terrain.
"DON'T DEAD, OPEN INSIDE?" What's that supposed to mean?"
#10475
Thing
Whenever you play a Thing from your hand, gain a Zombie token.
Action and Thing: Spend Zombie tokens equal to a digit in the cornervalue of target Thing card in the discard pile. If you do, return that Thing to play under your control.
"There, through the mist and the barren fig trees, stood a stranger tomb than any I'd seen before."
#10476
Action
Draw a card or put the top card of the discard pile into your hand. Target opponent gains a Zombie token.
Instead of playing a Thing this turn, you may draw two cards and have each opponent gain a Zombie token.
#10477
Zombie Captain
Thing
Whenever an opponent plays an Action, they gain a Zombie token. Action: Destroy three of a player's Zombies to replace target living Thing they control with a Zombie token.
#10478
Undead Legion
Thing
When this enters play, each player may return a living Thing they control to their hand. Then create ten Zombie tokens, plus two for each player who returned a Thing to their hand in this way, and distribute them as you see fit.
#10479
Abandoned Armory
Thing - Building
Action: Set your hand aside. Look at the top five cards of the draw pile. If any of them could destroy a Thing, you may draw it. If you do, you may also draw any number of the others by discarding twice as many cards from your original hand. Shuffle the draw pile.
Come on, there's got to be something useful in here...
#10480
Action
Choose up to 3 target Things with the same controller. Rotate one of them 90° clockwise and rotate another one of them 90° counterclockwise. If you do, destroy the third Thing. Destroy any buildings made horizontal this way.
#10481
Action
The next player in turn order reveals their hand unless they reveal a building, location, or terrain from their hand. You may put a card revealed this way. If you don't, repeat this process with the next player in turn order, or, if you have scouted each other player this way, reveal the top three cards of the deck and put one of them into your hand, then shuffle the deck.
#10482
Thing
Whenever a Thing completes a clockwise or counterclockwise rotation, control of it passes to the player to the right or left, respectively.
Whenever a player draws a card, they rotate a Thing they control 90° counterclockwise.
#10483
Close the Gap
Action
If you have fewer cards than target opponent, draw half the difference, rounded up. Otherwise, discard half the difference, rounded up.
#10484
Short Rest
Action
End your turn. Draw two cards and discard a card. Each opponent may do the same, discarding down to their hand size limit afterward, instead of drawing at the beginning of their next turn.
#10485
Why Wait?
Action
Trigger the consequent effects of all conditionals ("if", "when", "whenever", etc.) on Things in play if possible, in the order of your choice.
#10486
Thing
Money tokens can't be created under your control.
Other Duties As Assigned - Whenever a Thing you control with an Action/Thing Ability leaves play, you may attach it to this card. Unpaid Intern may use Action/Thing Abilities of cards attached to it.
#10487
Thing - Party Member
Zombie tokens can't be created under your control.
Last Rites - Once during your turn, you may shuffle any number of Thing cards from the discard pile into the deck. You may do this during an opponent's turn in response to an Action by shuffling Diligent Embalmer into the deck as well.
#10488
Action - Air
Choose target Thing and roll a die. Rotate that Thing clockwise by 90° times the result. Then, if it's facing left or right, put it in the hand of the player to the left or right (respectively) of its controller. If it's upside-down, put it in its controller's hand. If it moves to a player's hand this way, they discard a random card.
#10489
If I Say It Like That
Action
You may play another Action this turn. At the end of your turn, return every other Action card you play this turn to your hand.
#10490
Prismatic Shard
Thing - Earth
When Prismatic Shard enters play, Action: gain control of target living Thing.
Action: Shuffle Prismatic Shard into the draw pile and target inanimate tangible Thing gains "Indestructible."
A very rare and powerful substance with unknown origins.
#10491
Life Is Uncertain;
Eat Dessert First
Action
Draw two cards and you may gain control of target edible Thing or draw an additional card for each of your edible Things. You may play an additional Action, and you have no maximum hand size this turn. You may not play Actions next turn.
#10492
Thing
Play with the top two cards of the deck revealed. Whenever a player draws a card from the top of the deck, they instead draw one of the top three cards of the deck.
#10493
Action - Energy
Shuffle your hand and the discard pile into the deck, then draw three cards and gain three Energy tokens.
Remove this card from the game.
#10494
Action - Energy
Gain an Energy token. Instead of playing a Thing this turn, you may gain another Energy token.
Target player reveals a card from their hand for each Energy token you control. They discard one revealed card of your choice, or two if you spend 3 Energy tokens.
#10495
Packing Peanuts
Thing
When Packing Peanuts enters your hand, draw and reveal the first Thing in the draw pile, then shuffle the draw pile. You may not play or discard Packing Peanuts while that Thing remains in your hand.
#10496
Department of Tautological Trivia, Destruction Committee
Thing
When this is destroyed, it goes into a face-up discard pile.
#10497
Touch of Oblivion
Action
Replace a random Thing in play with a Void token and return Touch of Oblivion to your hand,
OR if you have not previously played Touch of Oblivion, replace target Thing in play with a Void token.
#10498
Thing
At the start of your turn, rotate up to two of your Things 90° clockwise. When a Thing you control completes a clockwise rotation, gain an Energy token. The values of digits in the cornervalues of Things you control are increased by the number of Energy tokens you control. At the start of your turn, win the game if the sum of digits in your Things' cornervalues is greater than 45.
#10499
Thing
Whenever a card is played from the discard pile or moves from the discard pile to play or to a player's hand, you gain a Zombie token. When you would draw 2 or more cards, you may draw the bottom card of the discard pile instead of two of those cards.
Action and Thing: Win the game if you spend 6 Zombies for each player.
#10500
Surveillance Drone
Thing
Action: Target opponent may reveal a Thing from their hand. During their next turn, they may only play a Thing revealed in this way.
#10501
Pickpocket
Action/Reaction
Take a random Thing from target opponent's hand.
OR Play immediately in response when an opponent would play a Thing: they belatedly realize that you swapped it with a Thing from your hand while they were distracted.
#10502
Dance the Night Away
Action
Rotate two animate Things in play up to 360˚ and exchange their positions. The controller of each may draw a card.
#10503
Thing
Each player's max hand size is reduced by 1.
When an opponent would discard a random card or discard down to their max hand size, you look at their hand and choose which cards they discard instead.
Through you, what the short-sighted miss can be seen.
#10504
Thing
Players must ask your permission when playing Actions. If you say no to an Action, discard any number of cards to flip that many coins. If any are heads, the Action has no effect.
You crush the agency of others.
#10505
Action - Fraymotif
Take an extra turn at the end of this one. When you play your second card on that turn, draw a card and discard a card.
Persistence and progression.
#10506
Deep Breathing Exercise
Action
Take a deep breath and invite your opponents to do the same. Each participant discards their hand and draws five cards, plus one for each other participant. You may play a card you drew in this way.
#10507
Tow Truck
Thing
Action: Move target Thing you control into target opponent's control.
#10508
Envoy of Fate
Thing
Whenever the draw pile is shuffled, you may first set aside one of its top five cards, then shuffle it into the top five cards of the new draw pile.
#10509
Thing
At the end of your turn, before discarding down to your max hand size, roll 2d6. If there are at least that many Things in the discard pile, put the Nth Thing from the top of the discard pile into your hand, where N is the result. Otherwise, draw a card and discard a card.
Through you, life-force pools and flows.
#10510
Thing
Whenever you play a tangible nonliving Thing, draw a card.
You amplify the substance of the universe.
#10511
Heart/Breath: Respiratory Modulation
Action - Fraymotif
Target player reveals their hand, then swaps as many nontoken Things they control as possible with the same number of Things from their hand. They then discard their hand and draw as many cards as they discarded.
Personality and whimsy.
#10512
Hideout
Thing - Location
At the end of your turn, you may move a living Thing you control to your hand.
#10513
You Haven't Seen the Last of Me!
Action
Shuffle target Thing into the top ten cards of the draw pile. If it's an animate Thing, draw a card.
#10514
Self-Improver
Thing - Skill
If you play no cards and activate no abilities during your turn, the next time you would draw a card, you may draw two and discard one of them.
#10515
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