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.
Moat
Thing
This comes into play with five Water tokens. When you would draw multiple cards, you draw one fewer. Opponents must discard a card to target you.
#10201
Chuck's Hat
Thing - Clothing
Metal, minerals, cloth, and weasel fur, 2,200 grams. You control every Thing belonging to the governments of the Commonwealth Realms, notionally.
#10202
As Easy As 1-2-3 II
Action
Take control of 1 Thing. Its former controller draws 2 cards. You each gain 3 tokens of the same type.
#10203
Thing-Tack on
When an opponent plays a reaction or response, you may play an Action or Thing.
From Zaratustra's Fast Response (#767), Weapons Race (#768) and Registering Protest (#769), and Kevan's Concealed Weapons (#770)
Action
Name a card and choose target player. They reveal their hand. You may take a card with the chosen name from their hand and put it into your hand. If you do, draw a card.
#10205
Thing
Players can't be targeted by Actions.
At the beginning of your turn, you may destroy Superencryption and draw a card.
#10206
Thing
Players can't play cards with the digits 1, 2, 3, or 4 in their cornervalue unless they have exactly that many cards in their hand.
Once during each player's turn, that player may discard a card.
#10207
Lower the Stakes
Thing
When a player would be eliminated, they instead discard their hand. When a player would win, they instead draw five cards.
#10208
A Stitch in Time
Action
View the top card of the draw pile. You may either draw it and put the top card of the discard pile onto the draw pile or return this card to your hand.
#10209
Talent Show
Action
Starting with you, each player may activate one of their Action abilities. Then, as an encore, you may activate another of yours.
#10210
Thing
Whenever a non-token Thing you control is destroyed by an opponent's effect, gain a Hornet token for each card in your hand. That opponent either discards a random card or reveals a card from their hand with a digit in its cornervalue higher than the number of Hornets you control.
#10211
Thing
Once during your turn when you play an Action card that targets a Thing, if both cards share a character in their cornervalues, you may draw two cards and play an additional Action this turn.
#10212
Action
Target opponent discards a card and gains a Water token. Destroy all Fire and Flame tokens they control.
You may spend a Water token to return this to your hand.
#10213
Tailwind
Action
Draw a card. You may play this without cost if you have already played an Action this turn.
#10214
I've Seen Them Come and I've Seen Them Go
Thing
When you play this, it goes to the discard pile immediately unless your opponents have caused you to lose control of at least ten non-token Things. If an opponent causes you to lose control of this, you win.
#10215
-erator
Thing - Robot
When you play this, attach an Action from your hand to it. Action: Discard an Action card to perform attached Action.
#10216
Action
You don't have to discard to your maximum hand size at the end of this turn. If your last turn wasn't an extra turn, take an extra turn after this one.
Instead of playing a Thing this turn, you may discard any number of cards and draw that many cards.
#10217
Thing
Whenever you play an Action card on your turn, draw a card.
You may play an additional Action on your turn.
Whenever an opponent plays an Action card, discard a card if you have the most cards in hand.
Just likes to hear himself talk.
#10218
Thing
Whenever you play a card with a greater card number than each Thing in play besides this card, gain a Money token for each type of token you control (minimum 1).
Action: Spend 5 Money tokens to gain a token of any type and draw a card.
Bigger number goes up faster.
#10219
Home Safe
Action
Move a Thing you control to your hand. You may play this without cost if you have already played an Action this turn.
#10220
Target
Action
Specify target Thing. If you play an Action card that targets a Thing on your next turn, you may have it target this Thing as well.
#10221
I'm Taking You Down With Me
Action
When you play this, attach target Thing to it.
#10222
Action
Choose target Thing. Attach the top card of the deck face-up to this card, followed by any number of cards from your hand.
Destroy the chosen Thing unless the sum of digits in its cornervalue exceeds the sum of digits in the cornervalues of this card and each attached card.
#10223
Thing
The values of digits in the cornervalues of Things you control are increased by the number of tangible tokens (e.g. Money, Earth, Zombie) you control.
(A digit may have a value above 9 this way.)
#10224
Action
For each Thing you control with a digit in its cornervalue greater than the greatest digit among cornervalues of Things your opponents control, gain an Energy token and draw a card.
You may spend any number of Energy tokens to draw that many cards and discard that many cards.
Wielding responsibility is optional.
#10225
#2 Pencil
Thing
When this comes into play, each player puts a copy of card #9005, #9034, #9080, #9081, or #9496 into their hand, chosen at random. You do so a second time, plus once for each card by Bucky you reveal from your hand. Action: Gain control of target office supply or Thing made of paper.
#10226
Action
For each type of token in play not already listed on this card, write that type on this card.
Gain 3 tokens in any combination of the following types: Energy,
#10227
Thing
At the beginning of your turn, gain an Energy token for each C in the cornervalues of Things you control.
Once during your turn, you may spend any number of Energy tokens to rotate target Thing 90° clockwise that many times. Draw a card for each clockwise rotation completed this way.
#10228
Thing
When this card enters the battlefield, spend 5 tokens or put it in the discard pile.
Draw an additional card at the beginning of your turn.
You may play an additional gold card during your turn.
Your maximum hand size is increased by 2.
#10229
Thing
When a player draws a card with a cornervalue containing a digit, they may reveal it and two other such cards from their hand and/or among their Things if the combined sum of those digits is 23 to draw 2 cards and gain 3 Money tokens, then put one of the revealed cards in the discard pile.
You may do the same if the digits are 0, 2, and 3.
#10230
Thing
In cornervalues, the letters A-F may be interpreted as hexadecimal digits.
#10231
Reuse Assets
Action
Put a copy of the top card of the discard pile into your hand, changing its color and replacing one or more words in its title with
synonyms.
#10232
Action
Put a copy of one of the bottom 3 cards of the discard pile into your hand, except it has the cornervalue of a different one of those cards.
#10233
Action
Choose exactly three cards in the discard pile that have the digit 3 in their ruletext. If you do, put two of them at random into your hand and gain 3 Energy tokens.
#10234
Thing
Doom tokens can't be spent.
At the beginning of each opponent's turn, that player gains a Doom token if they control fewer nontoken Things than you control buildings.
When you draw a card, you may draw it from among the top X cards of the discard pile if each opponent has a Doom token, where X is the number of opponents.
#10235
Deep Roots
Thing - Earth
Each of your living Things is immune to opponents' effects unless the opponent discards a card or spends a token first.
#10236
Ancient as the Hills
Thing
Living Things that have been in play for at least ten of your turns are indestructible.
#10237
Earth Totem
Thing
Earth-related Things are sacred. Earth Totem is indestructible while another sacred Thing is in play. If you control one, once for each opponent when they lose control of a tangible Thing, you may put it under the totem if they control no sacred Things. When Earth Totem leaves play, put a Thing under it into your hand.
#10238
Action
Target opponent with at least three cards in hand discards two cards and gains 3 Rubble tokens.
#10239
Thing
Action - Load: Load the cannon.
Action - Fire: Destroy target Thing, then destroy a random non-token Thing you control with no cornervalue.
#10240
Thing
When this card enters play, create two blank Thing cards named Gem, put them into your hand, and attach this card to a Thing you control.
Gems you control gain the attached Thing's title, cornervalue, type, ruletext, flavortext, creator, and card number.
#10241
Stonegrasp
Action - Earth
If you control Earth Totem (#10238), each opponent who does not control a sacred Thing discards a card and destroys one of their Things, and you may sacrifice a sacred Thing to return Stonegrasp to your hand.
Otherwise, put a copy of Earth Totem into your hand. You may recover Stonegrasp from the discard pile at the start of your next turn instead of drawing.
#10242
Reservoir
Thing - Earth/Water
Once during your turn, you may spend two Water tokens to destroy a token you control, or three Water tokens to play an Action. Action: Gain a Water token.
#10243
Mine!
Action - Earth/Metal
Gain a Gold token and an Ore token.
#10244
Thing
Action - Drink: Discard two cards, then draw twice as many cards as you discarded. Gain a Mana token for each card in your hand. Put this card in the discard pile.
#10245
Action
Set aside target player's hand plus that many cards from the top of the deck face-up. Each player, starting with you, puts one of those cards in the discard pile until half of them remain. Put the remaining cards in that player's hand.
"NO, NO, NO. 'THESIS, ANTI-THESIS, SYNTHESIS' WAS THOUGHT UP BY *FICHTE*, AND IT'S CLEARLY INFERIOR TO HEGEL'S DIALECTICAL METHOD OF IMMANENT CRITIQUE!"
#10246
0C
Comically Large Mallet
Action
Destroy target Thing and discard your hand. Its controller discards a card for each card you discarded.
Against all odds, Gollum somehow won the riddle contest against the Animaniacs by guessing what was in Dot's pocket. But his victory was short-lived.
#10247
Snowed In
Action
Randomly choose three of each player's Things with Action abilities, preferring animate Things, to gain a Snow token with "Attached Thing cannot use Action abilities. Action: Destroy this."
#10248
Interference Device
Thing
Play into any player's control.
When you would draw a card, you instead draw the card under this if there is one, or else put the top card of the draw pile under this face down.
#10249
Bad Faith Negotiations
Action
Specify two non-token Things each belonging to you and target opponent. Offer a trade of one of yours for one of theirs. If they decline, you may trade the other of yours for the other of theirs, which then gains "If this is destroyed by an opponent, discard a card."
#10250
Action
Choose a non-token Thing or three tokens you control. Each other player chooses a non-token Thing or three tokens you don't control. Destroy those Things.
#10251
Action
Each player, starting with you, reveals cards from the top of the deck until they reveal two Thing cards, then puts one of them into play and the rest on the bottom of the deck in any order. Then you do it again.
#10252
Thing
At the beginning of your turn, after drawing a card, gain an Energy token if you have at least 3 cards in hand, then draw a card if you have at least 3 Energy tokens.
#10253
Crash and Bash
Action
If you have played a living Thing this turn, destroy up to two tangible Things belonging to the same player.
#10254
Close at Hand
Action
Remove the top 30 cards of the draw pile to your side of the table. You consider this your personal draw pile and interact exclusively with it until it is exhausted.
#10255
Reheated Inspiration
Action
Put the top card of the discard pile on top of the draw pile. You may play this without cost if you have already played an Action this turn.
#10256
Thing
Whenever a player would draw a card, they skip that draw unless (a) they have more cards in hand than each other player (b) they control Things with at least two different creators, (c) they spend a token, or (d) they end their turn immediately after drawing.
#10257
Action
Instead of playing a Thing this turn, you may return target Thing with no cornervalue to its controller's hand.
Return each non-token Thing you control to your hand, then exchange hands with target player.
#10258
Thing
Once during your turn, you may discard a card to draw a card and gain an Energy token.
One card goes down, one comes up, and the pistons turn the motion into power.
#10259
Manifestation Engine
Thing
Whenever an opponent plays an intangible Thing, rotate Manifestation Engine 90° clockwise. When it completes a clockwise rotation, you may choose an intangible Thing in your hand to keep revealed. Things revealed in this way are considered to be both in play and in your hand, but they do not count toward your hand size limit.
#10260
Interleave
Action
Shuffle target player's hand face down. Insert it into the top of the draw pile, one card under each of the top cards originally in the pile. That player draws the same number of cards.
#10261
As It Just So Happens
Action/Reaction
Specify a Thing you control, or a card you reveal from your hand, that identifies another card by name or card number. Put a copy of the identified card into your hand.
OR
You may play this immediately in response to an opponent's Reaction. If you do, it behaves as a copy of that Reaction's effects.
#10262
Thing
When you play this, put a Note token on this with an opponent's name as flavortext.
At the start of your turn, put a Time counter on this, and destroy this and eliminate the noted opponent if this has three or more Time counters.
#10263
Thing
Cards that would intentionally target this or a Thing attached to it instead target at random.
Thing: Attach this to another Thing.
Now where did I put it?
Action
Destroy target Thing and substitute a Pudding token for it. The pudding keeps any Things that were on or attached to the target.
#10265
Action - Power-Up
Draw target Thing and discard a card. You may press any one button or toggle any one switch.
Until your next turn, you may access Remote Switches.
#10266
Thing - Power-Up
Action: Draw two cards and Super Jump, then discard one of them.
You may access High Places.
#10267
Thing - Power-Up
Opponents cannot choose you or Things you control as targets, look at cards in your hand, or cause cards to leave your hand.
When you would draw a card at the beginning of your turn, draw Stealthsuit instead.
You may access Security Doors.
#10268
Summon Cube
Thing
While this is in play, players perceive the apparition of an ideal six-sided Platonic solid of indeterminate size hovering over the table. You may choose the results of d6 rolls, play box-shaped Things without cost, and draw a card whenever you play a card whose cornervalue contains a cube number.
#10269
The Mind's Unfathomed Depths
Thing
Destroy your Meditation tokens at the end of your turn unless you use the following ability.
Turn: Gain a Meditation token if you have fewer than five, then draw a card for each of your Meditation tokens.
#10270
Cyclonic Grapnel
Thing
Action: Draw target Thing and Cyclonic Grapnel, then discard a random card.
#10271
Thing - Power-Up
When an opponent ends their turn, look at their hand.
You may access Secret Passages.
#10272
Deafen
Action
You may play another Action card and activate an Action ability. Each opponent discards a card.
#10273
Encipher
Action
Replace all numbers on target Thing with 0.
#10274
Siltstone Amulet
Thing
Action: Gain an Earth token and a Water token.
#10275
Action
Each opponent can't play Actions with cornervalues during their next turn. Look at the top three cards of the deck and put any of them into the discard pile or back on top of the deck in any order. Gain a Combo token, or spend a Combo token to play an additional Action this turn.
#10276
Action
Target player reveals their hand. If they reveal any actions, they discard one of your choice, and you draw a card. If they don't reveal any Actions, that player puts this card into their hand and gains a Combo token.
#10277
Thing
At the end of a turn in which you destroyed or took control of an opponent's Thing, roll a d6 and gain a:
(1-2): Zombie token, (3-4): Energy token, (5-6): Money token.
Action: Spend three tokens of the same type or of three different types to draw two cards. You must play this ability if possible.
#10278
Whack-A-Mole
Thing
Play this into any player's control.
Things with Mole tokens are considered blank. At the beginning of your turn, a random other non-token Thing you control gains a Mole token with "This leaves play at the end of your turn." Whack-A-Mole is indestructible while a Mole token is in play unless you hold a Comically Large Mallet in your hand.
#10279
Quote the Authority
Action
You may draw a card by Kevan from the discard pile. You may draw a card for every card by Kevan you control or reveal from your hand. You may play a card by Kevan that you did not draw from the discard pile.
The most primary of sources.
#10280
Kingmaker
Action
Target opponent draws 5 cards.
#10281
9T
Temple of the Creators
Thing
Whenever an opponent plays an Action, you may discard a card that shares a creator with it to gain control of that Action and choose new targets for it.
#10282
Thing
Whenever a building becomes rotated by at least 90°, destroy it.
Gems may be spent as though they were 1 or 2 Money tokens.
When a Thing becomes the target of an Action, that Thing's controller and that Action's controller each roll a die and add a digit in their card's cornervalue. If the Thing's controller's result is higher, the Action's effects are negated.
#10283
Thing
When this enters play, each opponent, in turn order, looks at the top three cards of the deck and puts one of them under this card face-down and the rest on the bottom of the deck. If you have only one opponent, they do this twice.
Action: Draw up to two of the cards under this card.
#10284
Talk to the Hand
Action
Target player views target other player's hand and loses their next turn.
#10285
Draw Up a Plan
Action
You may only play this if you have played no cards this turn. Draw three cards and reveal two of them, and you may reveal up to two cards already in your hand. End your turn. On your next turn, you may only play cards that you revealed in this way, and if you chose to reveal any cards from your hand, you must play at least one of them.
#10286
Friendship Ended With
Action
Destroy target non-token Thing you control and all of your other Things by the same creator. Now another creator is your best friend: play any number of Things by them.
#10287
Thing
A player's Score is equal to: number of their Tokens + digits in cornervalues of their Things + 2x cards in hand.
If a player has the single highest or lowest Score at the start of their turn, they draw an extra card.
#10288
Thing
At the beginning of each player's turn, if they have no drafted cards, they take the top X cards of the deck, where X is the number of players, look at those cards, and set one aside. Each other player in turn order then looks at the remaining cards and sets one aside.
When a player would draw a card from the deck, they instead draw their earliest drafted card if possible.
#10289
0H
House Rules: Scoreboard
Thing
A player's Score is equal to: number of their Tokens + digits in cornervalues of their Things + 2x cards in hand.
If a player would begin a non-extra turn with Score 30+, they win the game.
KVN 9999___________KVN 916
YYZ 1686___________G_S 896
BNR 1586___________CRG 694
BKY 1313___________AAA 420
JTW 964____________ _ _ 000
#10290
9H
House Rules: Influence
Thing
A player's Influence is equal to: number of their Things' abilities + words in their Things' titles + 2x cards in hand.
If a player has the single highest Influence at the start of their turn, they may return one of their Things to their hand to return target Thing to its controller's hand, and may discard a card as well to destroy that Thing instead.
#10291
Ritual Censer
Thing
A Vessel bearing a Relic is indestructible. If you control any, you may negate the effects of evil or black cards on them and you.
Thing: Consecrate target animate non-token Thing a Vessel.
Thing: Consecrate target inanimate tangible Thing you control a Relic.
Action: Attach an available Relic to a Vessel that has none.
#10292
Radiance
Thing
Destroy Radiance and discard your hand if you control any evil or black Things. Action and Thing: Discard an evil or black card from your hand or reveal your hand if you have none. Replace target non-holy, non-sacred, non-white Thing card with an Energy, Light, or Redemption token, preferring whichever its controller has fewer of. Draw a card if the replaced Thing was evil or black.
#10293
Thing - Building
Each opponent cannot gain control of your Things, put Things into play under your control, or cause you to gain control of Things unless that opponent can access Remote Switches, Security Doors, or Secret Passages.
#10294
Thing - Building
Each opponent's Actions can't affect non-building Things you control unless that opponent can access High Places, Security Doors, or Secret Passages.
#10295
Thing - Building
After an opponent plays an Action that targets you or a Thing you control, you may draw the bottom-most card of the discard pile unless that opponent can access Remote Switches, High Places, or Secret Passages.
#10296
Action
Gain two Fruit tokens and draw two cards
If you can access High Places, gain three more Fruit tokens and draw one more card.
#10297
Thing - Secret Passage
Action - Access: Gain a Zombie Crab token, or play a marine animal from the discard pile.
#10298
Action
This turn, you may access anything and may look at and play the top card of the deck as though it were in your hand.
#10299
Evacuation Tunnel
Thing - Building
When an opponent would destroy a non-building Thing you control, you may return it to your hand instead unless that opponent can access Security Doors or Secret Passages.
#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 your Influence is at least 10 higher than each opponent's. Draw a card if your 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.
Action and 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 #10381-10390/10393-10398, 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
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