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.
Thing - Person
When you use an Action ability, you may spend six Money tokens at the end of the action to draw two cards.
Action:Gain a Money token.
Thought Accelerant
Thing
Whenever you would draw a card, draw twice that many cards instead.
Mind Altering Drugs
Action
Create a drug token with "Your hand size is reduced by 1. Whenever you would draw a card, draw an additional card.
This token cannot be destroyed"
Neura-Link
Thing
Players play with their hands revealed.
Players may play up to 1 card from another player's hand during their turn.
Anything is possible when we all work apart.
Thing - Person
When an opponent draws a card, you may spend seven Money tokens to look at their hand and steal a card from it.
Action:Gain a Money token.
Thing - Person
When you destroy a Thing, you may spend eight Money tokens to eliminate its controller.
Action:Gain a Money token.
Thing - Person
When you start your turn, you may spend nine Money tokens to win the game.
Action:Gain a Money token.
Bottled Priority
Thing
When this is destroyed, begin your turn.
Card Entrepreneur
Thing
When you gain a Money token, you may discard a card to gain two more.
Daydream
Action
View the top three cards of the draw pile and put one into your hand, then end your turn. Your hand and Things are untargetable until your next turn.
Instead of playing a Thing this turn, you may view the top five cards of the draw pile and put two into your hand instead.
Soul Binding
Action
Each player adds "If this thing is destroyed, you lose the game" to target thing they control. Until your next turn, none of the things targeted this way can be destroyed.
Entrap
Thing
Attach to target player.
Attached player cannot use actions that would target things they do not control not named Entrap
Fully Armed Hostile Takeover
Action
If you control more things than target opponent or opponents combined, those players lose the game. Otherwise, you lose the game.
Action
Flip a coin. If heads, draw two cards and you may take two extra Actions this turn. Regardless of the result, gain a Money token.
Action
Move target Thing to Up Your Sleeve. Its controller gains two Money tokens and a Note token with "If <that Thing's name> is Up any Player's Sleeve, you may pay them three Money to return it to your control."
Action
Discard a card from your hand or Up Your Sleeve. Gain Money tokens equal to three plus the highest digit in its cornervalue (default 1) and draw two cards.
The Unspeakable
Thing
Exile any sentient thing that would target The Unspeakable.
You musn't know it's name. It's really, really hard to pronounce.
Salt the Earth
Action
Destroy all Plants.
Calcium Trap
Action
Target thing gains "If this uses any abilities, erase all card text on this thing."
Frozen Open
Thing
Attach to target player or Thing.
Effects that would prevent attached entity from being targeted fail.
Distressingly Jewish-Coded Goblins
Thing
So they not only have big pointy noses, but they generate a Money token at the beginning of your turn? And if you control no other Things when they enter play they can literally kidnap target Thing into your hand? Yeah, not a good look. Maybe don't spend money on the new HP game.
When a player plays a Witch, a Wizard, or a Spell, eliminate them.
Action
If there are at least twice as many non-Token Things in play as there are players, choose one of those Things at random, then destroy all other Things.
Otherwise, draw a card.
Thing
When this enters play, attach up to three living Thing cards from the discard pile to it.
Once during your turn, you may choose an attached Thing card. Until your next turn, Gem of Three Souls becomes a copy of that Thing, except it still counts as a Gem.
Case the Joint
Action
View a random card in target opponent's hand and another card of their choice. If they play an Action you see this way during their next turn, you may ignore its effects on you. Draw a card for each of their Things you target this turn.
Out-of-Body Experience
Action
Play the rest of your turn using target opponent's hand instead of your own.
Ensconce
Action
Target Thing's controller puts it Up Their Sleeve.
Russia
Thing
Things you control with Ice counters have "If this becomes the target of a thing's ability, destroy it. If this becomes the target of a player's action, they discard a thing and action if able.
Deflection Sage
Thing
Once per round, if an effect would target one of your things, you may redirect it to another valid target.
Action
Choose one, four times in succession:
- Gain a Money token or steal an opponent's Money token.
- Spend a Money token to draw a card.
- Spend a Money token for the ability to play an extra Action or Thing this turn.
Action
Target Thing is considered racist this turn. Destroy all racist Things, and gain a Money token for each.
Thing
Actions that target your Things do so at random.
Curse of Fragility
Thing - Curse
Attach to target player
Whenever attached player becomes the target of an effect, they sacrifice target thing of their choice. (Sacrificing destroys one of their things, even if it is indestructible)
Curse of Mirrors
Thing - Curse
Attach to target Player.
Whenever attached player uses an action or ability, every other player may copy it, and may choose new targets for the copy.
Enter the Finite
Action
Draw
a card
"Have a thought"
- Niv-Mizn't
Action
Draw three cards. You may put a Thing from your hand into play.
If a card named "And Takes Away" isn't in the discard pile, create a copy of it (#9236) and put in an opponent's hand.
Action
Return target Thing to its controller's hand. That player discards three cards.
If a card named "He Gives" isn't in the discard pile, create a copy of it (#9235) and put in that player's hand.
Action
Put the whole draw pile in your hand, then shuffle all but one card of your hand into the deck.
Thing - Curse
Attach this to an opponent when you play it.
When the attached player targets other players' things, they do so at random. (they choose the player, then select from their legal targets at random)
Action
Destroy all Things. Each player gains a Money token for each of their tokens destroyed, two Money tokens for each of their non-token Things destroyed, and an additional eight Money tokens for each of their Things destroyed whose text contained the word "win".
Eternity Shard
Thing
Indestructible.
If the game would end while Eternity Shard is on the field, exile Eternity Shard instead.
If another player plays an Eternity Shard or a copy of it, shuffle it into the deck.
It's shimmering angles and sharp points are a sight to behold, as if it has existed for all of time.
Eternity Plates
Thing
Indestructible.
Attach to yourself.
If an effect would cause you to lose, counter it then exile Eternity Plates.
If another player plays an Eternity Plates or a copy of it, shuffle it into the deck.
A noble piece of equipment, held in high prestige, and higher rarity.
Eternity Wand
Thing
Indestructible.
Action: Destroy all things, then exile all things. Exile Eternity Wand.
If another player plays an Eternity Wand or a copy of it, shuffle it into the deck.
The most volatile Eternity Artifact, its' power is feared by mortals and gods alike.
Thing
Reveal each card you draw. When you reveal a Thing this way, create three copies of it and put them into your hand, then put Mass Outbreak 1 into the discard pile.
Action
Reveal cards from the top of the deck until you reveal a Thing card. Put that card into your hand. Create two copies of it and put them into your hand. Shuffle the deck.
Thing
Action: Create two copies of each non-token Thing you control without the word "Outbreak" in its title, then put those cards into your hand. Put this card into the discard pile.
Nevinyrral's Slipped Disk
Thing
As an additional cost, sacrifice a thing named "Nevinyrral", or sacrifice 3 things, one of them being alive.
Sacrifice Nevinyrral's Slipped Disk: Destroy all Things.
Nevinyrral
Thing
When Nevinyrral is destroyed, you may discard 3 cards. If you do, destroy all Things.
Thing
Exiled cards go under this.
Action: Draw and exile a card.
Action: Discard your hand and replace it with all the exiled cards.
Action
Play one Thing, if available, from each of the following:
Up Your Sleeve, the top 3 cards of the discard pile, cards you know are in someone's hand (e.g. yours), the exiled cards, Things you already control.
R6/3T
Reverse Card Seller
Thing - Person
When you use an Action ability, gain a money token afterwards.
Action: spend six Money to draw two cards.
Revivification Gambit
Action
Return all exiled things under your control, then play all exiled actions. Exile Revivification Gambit.
At the end of your next turn, you lose the game. When you do, exile all cards returned with Revivification Gambit.
"Aha, I've done it! I've crossed the barrier between Life and Death! I shall remain immortal forev-"
Voraciously Cannibalize
Action
Destroy target Sentient Living thing. You create 3 Food tokens, and that thing's owner creates 1 Food token.
Unsated with the meal provided to him, he would devour the cook who made it for him.
Bootstrap Paradox
Action
Destroy target non-living thing.
Action
Destroy target Thing. If its controller controls no other non-token Things, eliminate all players with any Doom tokens.
Gain a Doom token.
Action
Look at the top three cards of the deck, put any number of them into the discard pile, then draw three cards. If you have the most cards in hand, eliminate all players with any Doom tokens.
Gain a Doom token.
Action
Gain control of target Thing. If it's a living thing, eliminate all players with any Doom tokens.
Gain a Doom token.
Check it out! I got DOOM to run on this thing.
Thing
Play this as a copy of a Thing in the discard pile in all respects except that it doesn't copy ruletext.
When this becomes a target, eliminate the player whose card/token targetted it. Destroy this at the start of your turn.
Action
Reveal cards from the top of the deck until you reveal a Thing you can play with a cornervalue. Play that Thing, then shuffle the deck. You may activate one of its Action abilities twice.
You win the game if your Things have at least eleven distinct non-punctuation symbols in their cornervalues.
Action
Exile and then discard all Things whose text has been altered from the version in the archives. Each opponent must discard a card from their hand or Up Their Sleeve, and each opponent who can't do so must spend their Action next turn making up an excuse.
Genocide
Action
Choose a living thing type. Destroy all things that are that type.
Pet Eye Remover
Thing
Pets you control cannot be targeted.
Animals you control cannot be destroyed.
Aspic
Thing
Attach to Target creature.
Whenever attached creature is targeted, draw a card, then discard a card.
Thing - Party Member
Action: Choose target Thing and roll a d6. You may spend an Energy or Mana token to add 3 to the result. Destroy that Thing unless its cornervalue contains a digit higher than the result.
Thing - Party Member
Action: Choose target Thing card in the discard pile and roll a d6. You may spend a Zombie or Strawberry Candy token to add 3 to the roll. Swap it with another non-token Thing you control unless its cornervalue contains a digit higher than the result.
Thing - Party Member
You and other Things you control can't be the target of effects you don't control.
Action: Choose target Thing and roll a d6. Return that Thing to its controller's hand unless its cornervalue contains a digit higher than the result.
"Hold the line!"
Lattice Tower
Thing - Lattice
All Lattices except for Lattice Tower are Indestructible.
Lattice Tower is Indestructible as long as you control no other Lattices.
Lattice Electrifier
Thing - Lattice
All Lattices have "At the beginning of your turn, create 1 energy token.
Spend 3 energy tokens: Destroy target thing."
Freezing Lattice
Thing - Lattice
All Lattices have "At the beginning of your turn, place 1 Ice counter on target thing."
Thing
Play this attached to another Thing. You control the attached Thing during your turn.
Action: Spend 3 Money things to attach Double Agency to a different Thing.
Thing
Action:Move the top card of the deck to Up Your Sleve.
Action:Put a card from Up Your Sleeve on top of the deck.
Action/Reaction
Draw three cards.
You may play this as a response to an opponent's action that targets you or affects your hand; when played as such, the action can't let them look at or affect the cards you just drew.
Lattice Contructor
Thing - Lattice
Action: Target thing gains the subtype Lattice You may only target a thing you control if you do not have the most Lattices.
Sacrifice a Lattice you control: Search the Deck for a Lattice Thing, and play it under your control. Shuffle the deck.
Shatter the Lattice
Action
All Lattices lose all card text until the beginning of your next turn. If there are no Lattices, draw a card.
Cheap Plastic Lattice
Thing - Lattice
All Lattices have "If Kevan is in the game, they win."
It's rather structurally unsound..
Thing - Lattice
If a token is dealt any damage, or any Thing is dealt 3+ total damage in the same turn, the damage-dealers destroy it.
All Lattices have "After drawing for your turn, this deals 1 damage to target Thing.".
Action
This turn, if a token is dealt any damage, or any Thing is dealt 3+ total damage within the turn, the damage-dealers destroy it.
This deals 4 damage split among any number of Things. You may spend up to five tokens to deal one more damage each.
Thing
If a token is dealt any damage, or any Thing is dealt 3+ total damage in the same turn, the damage-dealers destroy it.
When you draw some number of cards, Auto Cannon deals that much damage to target Thing.
Crystaline Lattice
Thing - Lattice
Things you control are Lattices in addition to their other types.
All Lattices have "If this is destroyed, if it is not a token, create a token that's a copy of target Lattice. If it is a token, create a Lattice Token."
Lattice Amplifier
Thing - Lattice
Whenever a Lattice not named Lattice Amplifier would grant cardtext to other Lattices, it grants that cardtext twice.
During the beginning of your turn, if you control no other lattices, draw a card. Then, you may play a Lattice Thing from your hand for free.
Lattice Destroyer
Thing
Action: Destroy Target Lattice.
Players can't play Lattices.
If there are no Lattices in play, sacrifice Lattice Destroyer, then draw a card.
Chaos Lattice
Thing - Lattice
At the beginning of your turn, rotate Chaos Lattice 90˚ counterclockwise. Whenever a Lattice is played, rotate Chaos Lattice 180˚ clockwise. When it completes a counterclockwise rotation, destroy target Thing and either turn a non-Lattice Thing you control face-down or gain an Insanity token.
Lattice Condenser
Thing - Lattice
When you play this and at the beginning of your turn, if no other Lattices are in play, reveal cards from the draw pile until you reveal a Lattice, put it into play, and shuffle the draw pile.
Ivory Tower Defense
Thing
When an opponent's Action would destroy a Thing you control, you may return this to your hand to ignore the effect and draw and discard a card.
Action
Each player discards a card at random. Put one of the discarded cards into your hand. Gain a Money token for each other card discarded.
Scrapping the treasures to steal the scrap
Action
Choose a Thing you control. Take another turn after this one, but you only control that chosen Thing during that turn. If you'd gain any other Things during the turn, leave them behind at the end of the turn, in play but under no one's control.
Action
Draw three cards and return one of your nontoken Things to your hand. You have +5 hand size limit for the rest of the turn.
Visions of the Future
Action
Exile the top 3 cards of the deck. Whenever you would draw a card, instead draw from cards exiled this way if able. Until the end of your turn, you may view and re-order the cards.
Futuristic Latticeworks
Thing - Lattice
All Lattices have "Before you draw the first card for your turn, view the top X cards of the deck, where X is twice the number of Lattices in play. You may re-arrange them before drawing.
This ability only triggers for one Lattice you control each turn."
Fragile Lattice
Thing - Lattice
All Lattices have "If this is targeted by an effect, sacrifice it. This cannot be Indestructible."
Thing
You may have Tapestry enter play covering a Thing you control, making that Thing blank and untargetable. You may uncover it any time on your turn.
When Tapestry enters play, you may have it gain up to three subtypes of your choice.
"It depicts a PARTY MEMBER battling a DRAGON over its hoard of GEMS. A person-sized LUMP protrudes from it."
Thing - Song
Opponents' cards can't cause you to draw or discard cards.
Action - Reaction
As an Action, return target Thing to its controller's hand.
OR play as a Reaction to an opponent's Action targeting you or a Thing you control. Negate that action's effects, then return target Thing that entered play under their control this turn to their hand.
Sweep Attack
Action
When you play this, rotate it 360˚ clockwise. Return a Thing you control to your hand. If you do, destroy up to one Thing belonging to each opponent.
Second Chances
Thing
Once between your turns, when an opponent's living Thing would be destroyed, you may discard a card to gain control of it instead.
Daunt
Action
For each Thing you play this turn, an opponent of your choice may not draw cards next turn. You may play another Action.
Living Lattice
Thing - Lattice
All Lattices have "Whenever this would be destroyed, you may discard a card to prevent this from being destroyed."
Golden Lattice
Thing - Lattice
All Lattices have "At the beginning of your turn, create 1 money token."
Replicating Lattice
Thing - Lattice
All Lattices have "At the beginning of your turn, create a token that's a copy of this lattice. Then, target opponent who doesn't control a Lattice may create a token that's a copy of target Lattice."
It's size slowly became insurmountable, the world turning into an interconnected web of grids.
Thing - Gem
Other things you control are also Gems.
Whenever a Gem becomes the target of a card's effect, that Gem's controller may draw a card, then they may discard a card that shares a symbol in its cornervalue with that Gem to negate the effect targeting it.
Action
Destroy target Thing and up to one target Thing that shares either a noun or verb in its title or a subtype with that Thing.
Thing
Once during your turn, you may play a Thing that shares either a noun or verb in its title or a subtype with a Thing you control (this doesn't count as one of your plays for the turn). When you do, draw a card.
Thing - Lattice
All Lattices are Nodes and have "when you play an Action from your hand, gain an Energy token for each Node you control."
Unstoppable Quadratic Power!
8U
Simplified Monty Hall Problem
Action
Look at the top two cards of the draw pile and reveal one of them. Target opponent chooses one of the top three cards and draws it. You draw the other two.
And behind door number two, we have... a goat!
Thing
At the end of your turn, you may let the goat eat another target Thing you control.
Hyperbolic Time Chamber
Thing
Whenever you play a card, you may instead exile it with 3 time counters on it.
At the beginning of your turn, remove 1 time counter from all cards exiled with Hyperbolic Time Chamber. Then, if any of those cards have no time counters on them, play them and copy them 9 times. You may choose new targets for the copies.
Latticeworks Corruption
Thing - Lattice
All Lattices have "At the beginning of your turn, either discard 1 card or sacrifice this thing."
Great Architectural feats are often undermined by the the smallest of details.
Lattice Reconfiguration
Action
Starting with you, each player chooses a non-lattice thing they control. That thing gains the subtype Lattice and gains "All Lattices have the card text of this Thing."
Thing - Lettuce
When you play this or a Lettuce is eaten, draw a card.
crunch, crunch, crunch
Action
Destroy a Thing. If it was living or edible, draw a card. If it was neither, and not an abstract concept, discard a card. If it had flavortext, you may take an extra Action this turn.
Thing - Beast
At the start of your turn, Promulg Gourmet eats another Thing that has flavortext if any are available.
If Promulg Gourmet goes three of your turns in a row without eating, it wanders off and exiles itself.
At least this one's too snobbish to eat the players.
Conjure
Action
Create a copy of target card that has not been exiled this game from the Infinite Dvorak deck and place it into your hand.
Cover in Gold
Action
All things gain the subtype Money.
Fat Stacks
Thing - Money
Fat Stacks enters with 10 Money counters on it.
Whenever you would destroy Money tokens, you may instead remove that many Money counters from Fat Stacks.
If Fat Stacks has no Money counters on it, sacrifice it.
Action
Target player draws 6 cards and discards 6 cards. They discard randomly while above their maximum hand size. That player can't play Actions or Things on their next turn.
"Huh, a .rar file? Wonder what's in it."
Action
Remove this card and target Thing controlled by an opponent from the game. If your playgroup plays another game of Dvorak after this one, include that Thing as part of that opponent's opening hand (It replaces a card they would have drawn).
Thing
At the beginning of your turn, if there are any cards under this card, look at them, reveal up to one Thing from among them and put it into your hand, and discard the rest. Otherwise, roll a d6, subtract 1, then put that many cards from the top of the deck face down under this card.
Environmentally friendly it's not.
Thing
When one of your Things is destroyed, you may use one or all of its start-of-turn, end-of-turn, "Action:" or "Thing:" abilities afterwards.
Action
Remove the last sentence printed on target Thing, other than its creator attribution.
If you Graze Upon flavortext, draw two cards.
6V
All You Can Eat Buffet
Thing
Action+Thing: Draw a card and gain a Fat token.
If you have five or more Fat tokens, destroy this.
Shattered Void
Action
Exile the discard pile. For the rest of the game, whenever a card would enter the discard pile, exile it instead. If the deck needs to be reshuffled due to not having any cards, the game ends instead. Create a reminder token with "Treat this token as though is did not exist."
Anchor to Reality
Thing - Meta
When this enters play, attach it to target player.
Attached player is a thing with "You cannot be removed from play." and has the subtype Player.
Violent Extinction
Action
Choose a card type other than Thing and Action. Search the deck for all cards with the chosen type, then exile them. Exile all cards of the chosen type from the discard pile. Each player exiles all cards of the chosen type from their hands and from among things they control.
Shuffle the deck.
Thing
At the beginning of your turn, if there are any cards under this card, look at them, reveal up to one Action from among them and put it into your hand, and discard the rest. Otherwise, roll a d6, subtract 2, then put that many cards (min 0) from the top of the deck face down under this card.
Dumps all sorts of Things into the ecosystem.
Illusionary Mist
Thing
As Ilusionary Mist comes into play, name a Thing subtype.
All things are that subtype and lose all other subtypes.
Glass Cannon
Thing
You may have Glass Cannon deal 1 damage to any target thing. If you do, place a crack counter on Glass Cannon.
If Glass Cannon has 6 or more crack counters on it, sacrifice it.
If a token is dealt any damage, or any Thing is dealt 3+ total damage in the same turn, the damage-dealers destroy it.
Infectious Cut
Thing
Attach to target player.
At the beginning of each turn, attached player gains 1 poison counter.
If any player has 10 or more poison counters, they lose the game. If any thing has 3 or more poison counters, it's controller sacrifices it.
Action
Draw two cards; you may eat a food Thing you control to draw two more.
Thing
When an opponent targets you, they gain control of this Apple. Opponents' cards must target you whenever possible.
If you or one of your cards or tokens eats this, you win the game.
Thing
You may eat this (destroying it) at the start of your turn.
When a player eats this on their own turn, they may take three extra Actions this turn. When eaten out-of-turn, they draw a card.
Cards_by_JakeTheWolfie
Thing
Cards you control made by JakeTheWolfie have the original, unaltered text.
"Hey there, welcome. Some of your cards are a bit confusing so I was hoping I could put some things out to make sure they are workable." -The T
Repulsive Harvest
Action
Each player sacrifices any number of living things they control. For each thing a player sacrified from Repulsive Harvest, they create 3 Money Tokens.
Mind over Matter
Action - Counter
As an additional cost, discard your hand.
Counter target effect that would cause you to lose the game.
You may play this anytime.
Thing
Whenever you play an Action with the number 3 or the word "three" in its text, rotate this card 120° clockwise. If this causes this card to complete a clockwise rotation, treat the number 3 and the word "three" in that Action's text as the number 9 or the word "nine".
Sometimes... three threes really is nine.
Action
Instead of playing a Thing this turn, you may draw a card and gain a Money token.
The next time you would take a turn, draw three cards and gain three Money tokens instead.
Leaving early and taking tomorrow off.
Action
Look at the top 3 cards of the deck. Put up to two of them into your hand, up to two of them into the discard pile, and the rest on top of the deck in any order.
"For it shows things that were, and things that are, and things that yet may be." - Galadriel
Action
Put a new copy of Numagbar's, Jdragsa's, Xuburge's OR Camus's Boon (#4192 - #4194 OR #4197) in your hand.
Action
Choose a word other than "Action", "Reaction" or "Thing". Remove from the discard pile all cards with that word in their name or type line and exile them. Draw a card for each one after the first. If this draws at least as many cards as your hand size limit, win the game.
Thing
At the start of your turn, discard a card.
Action: Gain a Money token.
At the end of your turn, draw a card.
Rule of Three
Thing
Players must play 3 cards during their turn. If they are unable to, they instead draw 3 cards and end their turn.
Each player may play an additional card each turn.
The worst person you know
Thing
Action: Make a good point.
Your worst nightmare!
Corporate Espionage
Action
As an additional cost to play this, spend any amount of Money Tokens twice.
Gain control of things your opponents control equal to half the number of Money Tokens spent to play this.
Action
Play another Action from your hand, then repeat that Action three times. Discard down to your maximum hand size afterward, and end the turn.
Thing
When you gain your ninth token during a single turn, you win.
Action: Discard a Thing card and gain three Money tokens.
Thing
At the start of your turn, destroy one of your Things.
Action: Destroy target token.
At the end of your turn, target opponent chooses and destroys one of their own things.
Half-Baked Idea
Action - Counter
Counter target card. It's controller sacrifices 1 thing.
You may play this anytime.
Time Vault
Thing
At the beginning of your turn, you may put a time counter on this. If you do, skip your turn.
Remove a time counter from Time Vault: Take an extra turn after this one.
If an effect you control would place extra time counters on Time Vault, counter it.
Ritual
Action
Target player does not pay any costs for target card that they played.
You may play this anytime.
Thing
Indestructible. Opponent's can't look at cards in your hand or force you to reveal them.
When Bank Vault is moved to the discard pile from any zone during a turn in which it was in play, the player whose effect moved there gains 4 Gold tokens and 4 Money Tokens, draws two cards, and creates a blank Thing card named Gem and adds it to their hand.
Action
Play the Xth card of the discard pile, where X is the number of cards in your hand (this card counts as being in neither your hand nor the discard pile while you're playing it).
Action
Choose a creator, then reveal your hand. If you reveal cards by three different creators and none by the chosen creator, destroy all Things by the chosen creator.
"Et tu, Bucky?"
Action/Reaction
Put target Thing in the top two cards of the discard pile into your hand.
You may play this in response to an opponent destroying a Thing. If you do, target that Thing and you may immediately play it immediately afterwards.
Thing
You have -2 to maximum hand size.
When you discard an Action to the hand size limit, you may destroy a Thing.
9W
Adverse Reorganization
Action
Move target card into target opponent's hand.
Ulu Ring
Thing
Indestructible.
Attached thing is Indestructible.
Action: Attach Ulu Ring to target living thing you control. If it was previously attached to a thing, sacrifice the previously attached thing.
Day of the Dead
Action
As an additional cost, destroy all things you control.
Gain control of all Living Things in the discard pile. They gain the Undead subtype.
"..And at the dawn of the final day, they saw the most horrifyingly beautiful sight. A living valley turned sour, their worst wishes coming true."
Drown in Tears
Action
Each player sacrifices a sentient and living thing they control. If they cannot, they discard 2 cards.
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