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, 10301-10400, 10401-10500, 10501-10600, 10601-10700, 10701-10800.
Thing
When Seer of Hope enters play, each player draws a card.
Your maximum hand size is increased by 3.
Through you, the scope of possibility makes itself known.
#10801
Thing
Action: Target player reveals their hand.
Action: Destroy target Thing with no ruletext.
You bring an end to silence.
#10802
Action - Fraymotif
Skip the next end of your turn (don't discard down to your max hand size. Effects that last until the end of the turn persist. It is still your turn while other players take turns. Your next turn still begins when it begins). At the beginning of your next turn, this turn becomes that turn.
Freedom from countdowns.
#10803
Hype
Thing
When another card would instruct you to draw any number of cards, you draw one more.
#10804
Pitter Patter
Action - Dance Move
Rotate target Thing up to 360˚. You may play a card without cost during your next turn.
#10805
Freeze Frame
Action - Dance Move
Rotate target Thing up to 360˚. Target opponent sets aside half of their hand at random, rounding down, until their turn ends: those cards are considered to be in hand but may not be played or discarded.
#10806
Thing
Heir of Breath enters play with the top 5 cards of the deck face-down under it.
When a player would draw any cards, first look at two random cards from underneath Heir of Breath and put one on top of the deck.
Action: Draw Heir of Breath.
Through you, changes in direction are invited.
#10807
Thing
Whenever a Thing is destroyed, its controller draws a card. If it has Doom in its title, they draw three cards instead.
You ensure that sacrifices are worth the cost.
#10808
Light/Doom: Spotlit Reprise
Action - Fraymotif
Draw a card, then exchange any number of cards from your hand with that many cards from the top of the discard pile.
Loss and finds.
#10809
Informant Network
Thing
You may play this face-down. It's turned face-up when its other text becomes relevant.
When an opponent draws two or more cards, you may view them and put a copy of one into your hand.
#10810
Dogmatic Diatribe
Thing
When you play this, denounce target creator by discarding three cards by them or returning three of your Things by them to your hand. You may not play cards by them.
Action: Destroy target Thing by them or return up to three target Things by them to their controllers' hands.
#10811
Hide in Plain Sight
Thing
Opponents may not target you. For each of your Things targeted by an opponent, you may prevent the effect unless they discard a card.
#10812
Thing
A player's Score is equal to: number of their Tokens + digits in cornervalues of their Things + 2x cards in hand.
When you begin a turn with Score 25+, you gain "Instead of drawing your first card on your turn, look at the top 3 cards of the deck and draw two of them.
Through you, greater agency is achieved.
#10813
Thing
When Mage of Mind enters play, draw 5 cards and discard 4 cards.
When an Action you control causes one opponent to discard one card from their hand, you may look at their hand and choose which card they discard.
You wield intentions with precision and subtlety.
#10814
Space/Mind: Gravitic Beats
Action - Fraymotif
Add 3 blank Thing/Actions named Thought to your hand.
You may play this in response to an opponent's Action to set aside up to three cards from your hand until after that Action resolves and/or add 3 blank Thing/Actions named Thought to your hand.
Facades and invention.
#10815
Cave
Thing - Terrain
This enters play with three Rock tokens blocking the way. When the way is clear, you may have a Thing you play become a copy of Underground Tunnels (#8899) if you have none, or Subterranean River (#10817) if you have none. Action: Move a Rock token out of the cave and flip a coin to draw a card.
#10816
Subterranean River
Thing - Terrain
You are immune from the effects of atmospheric- and celestial-related cards. Gain a Water token at the beginning of your turn if you have fewer than two. If you control Cave (#10816), draw a card at the end of your turn if you have fewer than two.
Action and Thing - Trace the Source: Put a copy of Cave into your hand if you have none in hand and in play.
#10817
Sinkhole
Thing
You must play this immediately without cost when it enters your hand.
This enters play with a Water token, a Rock token, and a Rubble token, destroying another random tangible Thing you control if possible.
#10818
Thing
Other Things you control can't be destroyed by opponents' Things.
You protect the physical.
#10819
Thing
Opponents can't play the only card in their hand.
When you begin a turn with an empty hand, put Rogue of Rage in the discard pile to draw two cards.
Through you, paths are closed off and briefly reopened.
#10820
Blood/Rage: Heavy Metal Lament
Action - Fraymotif
Target opponent may discard two Thing cards from their hand. If they don't, their maximum hand size is reduced by 4 until the end of their next turn.
An anchor with a short chain.
#10821
Unthought
Thing
When this enters your hand, discard it.
Opponents' hand size limits are decreased by one.
#10822
Borg Drone
Thing
When an animate Thing is Assimilated, it becomes a copy of Borg Drone. If a player controls two or more animate non-Borg, they have "Action: Discard a card and destroy target Borg Drone."
If you control two or more Borg, they have "Action: Assimilate target Thing."
Action: Assimilate target Thing you control.
Resistance is futile.
#10823
Ten of a Kind
Action
Target player gains control of copies of cards #7753-7755, #7765-7767, and #7771-7773. Target other Thing they control becomes a copy of one of these at random.
#10824
Thing
When you draw a card, you may draw it from underneath Sylph of Life.
Whenever you play your second card in a turn, you may put the topmost Thing in the discard pile face-down underneath Sylph of Life.
Through you, life is restored.
#10825
Thing
Action and Thing: Discard two cards. If you do, gain control of target Thing.
You bind others to yourself.
#10826
Void/Life: Blackbox Accompaniment
Action - Fraymotif
Look at the top 5 cards of the deck. If you control no Things, put up to three of them into your hand. If your hand is empty, put up to two Things from among them into play. If you control no Things and your hand is empty, do both.
Life out of nowhere.
#10827
Injury to Insult
Action
Destroy target Thing controlled by a player who was forced to discard a card last turn. Draw a card if you destroy a living Thing in this way.
#10828
Appropriate
Action
Play target Thing.
#10829
None of a Kind
Action
Specify a subtype of a Thing in play. Destroy all Things with that subtype.
#10830
Action
You may play this face-down as a Thing; you may reveal it to play it as an Action at any time
Turn all face-down Things face-up in an order of your choosing. Reveal the top card of the deck and either play or discard it.
#10831
Thing
You may play this face-down. It's turned face-up when its other text becomes relevant.
When another Thing targets a Cactus, destroy it afterwards. An opponent who touches a Cactus or target it with an Action discards a card at random.
#10832
Mass Conceal
Action
Turn all Things face down until the end of your next turn. Things enter play face down until then.
#10833
Endless Moment
Action
Each player simultaneously reveals a card from their hand to play. You may either return those cards to their hands or choose the order in which they are played. You may have each player draw a card and repeat this process.
#10834
All of a Kind
Action
All Things in play gain a subtype of target Thing or a Thing you reveal from your hand.
#10835
Thing
Players draw from the top of the discard pile instead of the deck.
Whenever a player would try to draw from an empty discard pile, destroy all Things instead.
Through you, timelines are undone.
#10836
Thing
When Witch of Heart enters play, target opponent draws two cards. You control that player during their next turn.
You manipulate the natures of those around you.
#10837
Heart/Hope: Nascent Countermelody
Action - Fraymotif
Shuffle this card into the deck. Join the game as a new player (you are still also the player you already are), placed anywhere in the turn order. At the start of your (the player you are now) next turn, that player gives you each Thing they control and leaves the game.
To be more yourself than yourself.
#10838
Front-Load
Action
Draw two cards. You may play another Action this turn. The next time you draw at the beginning of your turn, discard one more card than you draw.
#10839
Delved Too Greedily
Reaction
Play immediately in response when an opponent draws more than one card, or draws a card under the top card of the draw pile. They discard the cards they drew and a random card.
#10840
Fast Walking Speed
Thing
Whenever you play an Action, gain a Speed token. When you have four Speed tokens, destroy them, draw cards until you draw an Action, and discard the other cards you drew. You may play the Action.
#10841
6N
Card Dynamo of Doom
Thing
Whenever one of your Things is flipped or rotated, gain an Electricity token.
Action: Flip one of your other Things face down for the rest of the turn.
Thing: Spend 12 Electricity tokens to eliminate an opponent.
#10842
Hand Card
Thing
Unplayable.
#10843
Gotta Hand It To You
Action
Give each opponent a copy of Hand Card (#10843).
#10844
An Empty Fist
Action
Target player discards their hand and draws five copies of Hand Card (#10843).
#10845
Thing
When Muse of Light enters play, target opponent gains control of it.
At the start of your turn, each player draws a card.
If each opponent has at least 6 cards in hand at the end of your turn, you lose the game.
Through you, all significance is bestowed.
#10846
Thing
When Lord of Void enters play, target opponent gains control of it.
When you discard a card from your hand, discard it into target opponent's hand instead of the discard pile (it's face-up while you're discarding it).
Whenever an opponent would lose the game, they win the game instead.
You become the least of all.
#10847
Action
You may play this face-down as a Thing so that it's played as an Action when revealed.
Play this card as a copy of the topmost Action in the discard pile.
#10848
Thing
When you play this, play another Thing from you hand face down attached to it and draw a card.
Flip the attached Thing face up whenever it's face-down and its text is relevant.
#10849
Thing
When you play this, put an Action face-down under it and draw a card. When Suspended Sentence leaves play, play that Action.
Thing: Destroy this.
#10850
Thing
Play this face-down. You may turn this face-up whenever you want.
Action: Draw a card if you revealed any of your face-down Things this turn.
#10851
The Old One-Two
Action
Destroy target Thing or return two of target player's non-token Things to their hand.
#10852
Pied Piper
Thing
Action: Once per Thing, gain control of target animate Thing until its creator pays you a Money token or a card from their hand.
#10853
Bottleneck
Thing
Opponents may not draw more than one card per turn, play a Thing if they did so last turn, or play an Action if they did so last turn. When you play a Thing, Bottleneck moves to the discard pile.
#10854
Action
Choose target Thing and roll two dice. If either result is less than the number of that Thing's controller's Things, destroy it and draw cards equal to the lower result minus 1.
#10855
Action
Play this as a copy of any Action in the top 5 cards of the discard pile, except it has "not created by ChippyYYZ" inserted into its rules text after one instance of the word "Action", "Actions" "Thing", "Things" "card", or "cards".
#10856
9S
Second-Hand Book Store
Thing
You may play cards from your hand face-down as blank Things. When you play a face-down card, gain a Money token.
Action: Spend 2 tokens to flip a face-down Thing you control. Play it if it's an Action.
#10857
Bag of Old Chestnuts
Thing
At the end of each player's turn, shuffle the discard pile's top card into the top ten cards of the draw pile.
#10858
Complain
Action
Grumble about target Thing controlled by an opponent. You may draw a card unless they return it to their hand.
#10859
Esoteric Mysteries
Thing
When this enters play, turn target intangible Thing face down.
Action: Turn target Thing face up.
Action: Turn target Thing face down. Its controller may turn it face up at the beginning of their turn.
#10860
1
Heart Attack
Action
Target token's text becomes "You lose the game at the end of your turn.".
You feel a burning sensation in your chest that spreads down your right arm.
#10861
Get That Checked
Action
Move target Thing to its controller's hand or Up Their Sleeve, or destroy any number of tokens you control.
#10862
Psychic Resonance
Action
Play this face down as a Thing so that it's played as an Action when revealed.
If this has been in your control for at least one full turn, target opponent reveals their hand to you; play this card as a copy of an Action in their hand.
#10863
Youthful Exuberance
Action
If you have played a living Thing this turn, play up to two Actions and draw a card.
#10864
Action
Mark off one of this card's shells or indicate a Thing you control with Ammunition in its title. If you do, destroy target tangible Thing or force target opponent to discard a random card.
Double-Barrel Shotgun reloads at the end of the game.
#10865
Action
Look at target opponent's hand. You may reveal a living Thing from their hand and put it into your hand, and you may force them to discard an Action card of your choice.
Gain a Money token for each Pokémon you control.
#10866
Rainbow Ammunition
Thing
When you play an Action, destroy this. That Action is all colors, and if it targets any Things, it may instead target any number of Things such that each target is a different color from among Red, Orange, Yellow, Green, Blue, Purple, White, and Black.
#10867
Marine Biologist
Thing
This enters play with copies of Sea Cucumber (#1033), Pet Octopus (#1894), Hammerhead Shark (#4077), I'm On a Boat (#4623), Card Shark (#6174), and Colossal Whale (#7211) shuffled face down under it.
Action - Deep-Sea Expedition: Draw a card from under this. You must publish results before your next expedition.
Action - Publish: Gain a token named for a marine animal.
#10868
Advance Notice
Action
Reveal an Action in your hand and draw a card. Your opponents may have you discard that Action if they each discard a card. Otherwise, you must play that Action during your next turn if possible. If you do, draw a card.
#10869
Turtles All the Way Down
Thing
Indestructible while you control another tangible Thing; if you do not, destroy this. When another of your tangible Things would be destroyed, you may immediately play one in its place.
#10870
Action
Do one, then do another:
Look at each face-down card in play or under Things in play.
OR Each opponent reveals their hand unless they reveal a Thing card from their hand.
OR Look at the top ten cards of the deck without reordering them.
OR You may play an additional Action this turn.
#10871
Thing
When this card is destroyed, for each opponent, until the end of their next turn they can't draw more than one card, play a Thing if they did so on their last turn, or play an Action if they did so on their last turn.
#10872
Thing
You may play this face-down. It's turned face-up when its other text becomes relevant.
After drawing at the start of your turn, draw two cards and discard two cards. Discard no cards if you just flipped this card face-up.
#10873
Don't Just Do Something, Stand There!
Action
Target opponent sets the cards in their hand aside until the end of their next turn.
#10874
Appreciation for the Classics
Thing
Draw a card whenever you play one of the Infinite Dvorak deck's first 1,000 cards.
#10875
Three Cheers
Action
Each player draws three cards. You may play one of the cards you draw.
Hip hip hooray!
#10876
0A
Alone on Valentine's Day
Action
Each player who doesn't control a card with a Heart in its title or cornervalue must reveal one from their hand or discard two cards.
If at least two players show Hearts, each player who discards any cards this way loses the game.
#10877
1V
Valentine Card Exchange
Action
Each player may create a card and add it to their hand. It must not have any ruletext and its cornervalue must be a heart. Then each player gives a card from their hand to another player.
Draw a card.
#10878
Action
Reveal the top 5 cards of the deck. Put a Thing from among them into play, then create a copy of that Thing under an opponent's control. You put one of the other revealed cards into your hand, then that opponent puts one of them into their hand. Discard the rest.
#10879
Be Mine
Action
Gain a Heart token and draw a card. Target opponent may do so as well. If they do, Heart tokens gain "If you destroy a Thing controlled by an opponent with a Heart, destroy this and discard a card."
#10880
Rousing Speech
Action
Each opponent reveals an Action from their hand or reveals their hand. You may play a copy of an Action revealed in this way. Then, in turn order, each opponent plays an Action they revealed in this way.
#10881
Wacky Buddy Cop Movie
Action
Play an animate Thing if you have not already done so this turn. Then reveal and discard cards from the draw pile until you reveal an animate Thing. Play it alongside its new partner.
One's a Skeleton Pirate. One's a Mana-Breathing Dragon. This summer...
#10882
2
Space Attack
Action
Target opponent's maximum hand size is 1 during their next turn. Their maximum Thing size is 10 during that turn. (They destroy their excess Things if they end their turn over the limit)
You don't have room for all that junk.
#10883
Rally the Troops
Action
During your next turn, each of your living Things may activate one of their abilities.
#10884
Discard Vortex
Thing
Whenever there is a card in the discard pile, it immediately moves to the bottom of the draw pile.
#10885
Opposing Paths
Action
Target player sets aside all but one card in their hand and draws a card for each, then shuffles the cards set aside into the draw pile such that one of them goes on top of the pile. Target other player reveals their hand, discards two cards, and draws two cards.
#10886
Thing
At the beginning of your turn before drawing, reveal the top card of the deck. Put it into your hand if it's a living Thing or has a card number ending in 0. Discard it otherwise.
#10887
Action
Look at the top two cards of the deck. Put one into your hand and the other into the discard pile.
Based on your likes!
#10888
Action
If there are fewer than three copies of Ad (#10888) in the discard pile, create copies equal to the the difference and put them into the discard pile.
Look at target player's hand. Until your next turn, whenever that player would draw any cards, they instead draw that many Ads from the discard pile if possible.
#10889
Symbolic Defiance
Action
Destroy target Thing. It remains in play.
#10890
Flavor Blast
Action
Add flavortext to all flavorless Things in play.
#10891
Wet Shoes
Thing
Play into any player's control.
Whenever you play an Action, if you played an Action last turn, flip a coin to gain a Blister token with "Your hand size limit is decreased by 1. Action and Thing - Rest: One of your Blisters heals and is destroyed."
#10892
Gamebreaking Window
Thing
When this enters play, each player discards 3 cards.
No player can win the game while Gamebreaking Window is in play.
Once someone gets hurt, the lines on the ground stop mattering real quick.
#10893
Sock Twirling
Action
Each player chooses 2 cards in their hand and exiles the rest. While those cards are exiled, if a player would draw a card they draw one of those exiled cards instead.
#10894
Sleep
Action - Magic
Target opponent draws a card instead of taking their next turn, unless they or any of their cards is targeted first.
#10895
Game of Chicken
Thing
At the end of your turn, eliminate yourself or discard your hand containing at least one card and Game of Chicken moves to the discard pile.
Action: The previous player gains control of Game of Chicken.
#10896
Talk the Talk
Thing
Once during your turn, you may reveal an Action from your hand. If you do, you may not play other Actions during your next turn, and if you play the revealed Action during your next turn, destroy target Thing.
#10897
Setting the Ships
Thing - Tale
Setting the Ships enters play with 3 Chorus counters on it.
At the beginning of your turn, remove a Chorus counter from this thing. Then, exile the top two cards from the deck facedown.
When there are no more Chorus counters on this thing, sacrifice it and play all of the cards exiled with it.
#10898
The Travels of Malkin
Thing - Tale
The Travels of Malkin enters play with 5 Chorus counters on it.
At the beginning of your turn, remove a Chorus counter from this thing. Then, reveal the top 3 cards of the deck. You may choose up to one thing from among them to play and shuffle the rest into the deck.
When there are no Chorus counters on this thing, sacrifice it.
#10899
Rapturous Chorus
Action
Search the deck for a thing that enters play with Chorus counters and put that thing into play under your control with an additional 2 Chorus counters. Then, shuffle the deck and destroy all other living things.
When the gates of Heaven opened in a harmony most symphonic, the pits of Hell grew ever more full.
#10900
3
Rage Attack
Action
Destroy a Thing you control, then destroy a random non-token Thing belonging to each other player.
You lash out at everyone around you.
#10901
Thing
Whenever any cards are put into the discard pile from anywhere, look at that many cards from the top of the deck (put them back in the same order).
Through you, the sands in the bottom of the hourglass speak of their friends in the top.
#10902
Thing
When an opponent's Thing would be destroyed, blank its ruletext first.
Instead of drawing at the start of your turn, you may discard a card and destroy Prince of Doom to blank target Thing's ruletext and destroy it.
You contain the pressure of an explosion.
#10903
Time/Light: Shining Circuit
Action - Fraymotif
If this game is a subgame, the main game ends and this game becomes the main game.
Shuffle the discard pile, put it on top of the deck, then look at and reorder the top 5 cards.
Putting an offshoot timeline in the spotlight.
#10904
Conquer the Wastelands
Action
Draw a card. If it's a thing, you may put it under your control.
#10905
The Ducklands
Thing - Land
While you control The Ducklands, you have an unlimited number of duck tokens.
#10906
Popular Fan Theory
Action
Exchange target living Thing with a living Thing visible to you or the first living Thing in the draw pile, shuffling afterward.
#10907
Parallel World Travels
Thing
Opponents do not perceive Parallel World Travels, Things attached to it, or those Things' effects on them.
Action: Discard the draw pile's top card, or if it is a Thing you may attach it to this instead of playing a Thing this turn.
#10908
Thesis Title Generator
Thing
Action: Randomly choose three other Things in play. You may skip your next turn to work on your thesis. If you do, gain control of copies of them at the beginning of the following turn.
The Most Unreliable Narrator: Anaphora, Ekphrasis, and the Rule of Three in Yankovic's "Albuquerque"
#10909
Thing
Whenever a player or card is chosen randomly, choose twice, then you pick which result to use.
Action: The next Action an opponent plays before your next turn that targets anything has its target chosen randomly.
Through you, fortunes shift unexpectedly.
#10910
Thing
Your maximum hand size is reduced by 2. Things you control can't be destroyed if you discarded down to your max hand size on your last turn.
You turn limitations into resolve.
#10911
Breath/Space: Twister And Shout
Action - Fraymotif
Reveal cards from the top of the deck until you reveal a Thing card and put it into play. If you revealed any other cards, put one of them at random into your hand and discard the rest. Otherwise, each opponent returns a Thing they control to their hand.
Whims and placement.
#10912
King's Oolong Tea
Thing
Premium high-mountain tea leaves featuring the terminal buds of the shrub's loftier stems. Steep up to three times at 85-90˚C for 3-4 minutes.
Action - Steep: When your next turn begins, reveal a card from the draw pile for each player. You may draw one, then each opponent may draw one at random. Discard the rest. Players who partake are inspired not to target or be targeted by their opponents or their opponents' cards until your next turn.
#10913
Deep Pockets
Thing
Whenever you would be required to spend or give any number of Money tokens, you are considered to have enough.
#10914
Gainsay
Action
Return target Thing to its controller's hand. You may discard a card to play another Action.
#10915
Thing
Whenever you play a Thing, put the top card of the deck face-down underneath Page of Space, then if there are at least four cards under it, reveal them. If any are Things, put one into your hand. Otherwise, discard them and gain "Things you control can't be destroyed by opponents' Actions."
Through you, many things find their foundation.
#10916
Thing
Whenever a player uses an Action Ability, gain an Energy token.
At the start of your turn, you may spend three Energy tokens to draw an extra card.
You find meaning in the vibrancy of living.
#10917
Hope/Blood: Ascending Call
Action - Fraymotif
Any number of target players each draw a card for each non-token Thing they control beyond the first.
Expansion and connections.
#10918
Heroic Entrance
Action
If you have played an animate Thing this turn, choose one: turn target Thing face down until the end of its controller's next turn, return target animate Thing to its controller's hand, or opponents may not use their animate Things' abilities during their next turn.
#10919
Inflation
Action
You must play this without cost as soon as it enters your hand. Inflation destroys 1/10 of each player's Money tokens, rounded to the nearest whole number. If a player controls fewer than five Money tokens, Inflation instead has a 50% chance to destroy one of them. Shuffle Inflation into the top 20 cards of the draw pile. Draw a card.
#10920
Wildfire
Thing
Flame tokens have "Destroy this and attached Thing at the beginning of your turn." When this enters play and at the beginning of each turn, the active player attaches a Flame token to a flammable Thing they control if possible, unless they control any water. If any Flame tokens are in play, Wildfire is indestructible except by a water-based effect or by a player who controls water.
#10921
Thing
Action: Look at the top 6 cards of the deck. Reveal up to two Thing cards from among them, put them into your hand, then discard that many cards. Shuffle the deck.
You organize ideal alliances.
#10922
Thing
When Rogue of Heart enters play or you play a Thing that doesn't share a creator with any other Thing you control, two target players each put a card from their hand or a Thing they control into the other's hand.
Through you, others are called to share themselves.
#10923
Void/Rage: Forgone Stinger
Action - Fraymotif
Each player discards all but one card from their hand. End the turn.
Exclusion of all else.
#10924
Rebirth
Action
Gain control of target living Thing in the discard pile.
#10925
Clipboard Full of Papers
Thing
You are considered to have played an Action on your current/most recent turn whenever it would suit you.
Action: Stride confidently, clipboard in hand. Until your next turn, opponents must discard a card to target you.
Makes you look focused, purposeful, and most importantly, busy.
#10926
Guestbook
Thing
Whenever an animate Thing enters play, its controller may write its title on this card.
#10927
Thing
Once per turn, when you discard an Action card, you may discard it into play instead of putting it in the discard pile. Until it leaves play, it's a Thing with "Action: Play this card."
Through you, lost hopes are found once more.
#10928
Thing
Once between your turns, you may change the target of an Action. You can't make that Action target the player who played it or a Thing controlled by that player.
You snatch the obscurity away from bystanders.
#10929
Mind/Life: Multiple Measures
Action - Fraymotif
Draw two cards and discard a card. At the start of your next turn, draw two additional cards and discard a card.
Continual planning.
#10930
Bluesy Duet
Thing
You and target opponent may each draw a card when the other plays an Action. If the drawn card is music-related, it may be played immediately.
#10931
Quill of Authoring
Thing
You are considered to be a creator of cards you play, in addition to their other creators.
#10932
Card by Binarius and You
Fast Thinker
Thing
Whenever an opponent plays a card in the same turn that they drew it, you may put a copy of it into your hand.
#10933
Action
You win if it's a subgame. If there's been a subgame this game, ignore this Action. Shuffle this card and the discard pile into the deck, then each player notes a Thing they control. Using only the deck, players play a subgame, each playing a copy of their noted Thing at the beginning. You go first. If one player wins the subgame, they gain control of the noted Things and begin their turn.
#10934
Thing
At the start of your turn, each player with 5 or more cards in hand discards half of them, rounded down. When you discard cards this way, draw a card and draw Bard of Breath.
Through you, pursuits are overextended.
#10935
Thing
Whenever you draw your second card in a turn or discard your second card in a turn, look at the top card of the deck. You may have target player discard a random card and draw a card.
You control second guesses.
#10936
Carbon Paper
Thing
Action: You may have this become a copy of a card played by an opponent during their next turn. If it is an Action, return it to your hand.
#10937
Fax Machine
Thing
Action (global): Put a copy of a card in your hand or a Thing you control into target opponent's hand.
#10938
Copy Machine
Thing
Action: Gain control of a copy of target paper-based Thing.
#10939
Doom/Heart: Sheer Heart Attack
Action - Fraymotif
Look at the top 7 cards of the deck. Put 4 of them in your hand and discard the rest. Set this card aside.
If this card is set aside by you when the game ends and your playgroup plays another game of Dvorak after this one, draw two fewer starting cards.
Spending part of yourself.
#10940
Thing
While you have more cards in hand than each opponent, you choose all targets for Actions instead of any other player.
Action: Discard four cards to flip a coin. On a heads, target player loses the game.
Through you, all choices are filtered.
#10941
Thing
Lord of Heart enters play with a copy of itself face-down under it and counts as a player under your control after you in turn order with a 1-card starting hand.
When Lord of Heart wins, you win.
Action, Destroy a Thing you control: Lord of Heart draws the cards under it.
You are all possible versions of yourself.
#10942
Psychic Imprinting
Action
If you have not yet Imprinted this card, return it to your hand and view the top card of the draw pile, and you may Imprint this card by writing that card's name on it. If an opponent plays a card with that name, this card becomes a copy of it.
#10943
Samizdat
Action
Handwrite a copy of target Thing onto a blank card and put it into your hand.
#10944
MIT License
Thing
Play attached to target Thing.
Permission is hereby granted, free of charge, to any player, to deal in attached Thing (the "Card") without restriction, including without limitation the right to put a copy into their hand, subject to the following conditions:
This permission notice shall be included in all copies or substantial portions of the Card.
#10945
Thing
At the end of each opponent's turn, that player's tokens are gone.
We can put that check in a Money Token Mutual Fund, then we'll reinvest the earnings into blognomic accounts with compounding interest aaand it's gone.
#10946
Thing
Whenever any cards in your hand would be revealed to or looked at by another player, you may subsititute that many blank cards instead.
When you play an Action that destroys any Things, destroy Tinted Glass House.
#10947
Action
Gain 2 House tokens and draw 2 cards. If you control a non-token Thing that's identical to another Thing in play, gain 3 House tokens and draw 3 cards instead. Otherwise, create a copy of up to one target Thing that's a building and put it into your hand.
#10948
Rest Stop
Thing - Building
You may destroy this at the beginning of your turn.
Each player may end their turn by setting the cards in their hand aside until their next turn or until this leaves play. If they do, their hand is considered empty and machine-based effects may not target them or their Things in the interim.
#10949
Total Eclipse
Thing
When this enters play, players may return any of their Things to their hand. When this has been in play for a full turn, destroy it: players with no other non-token Things gain an Eclipsed token with "Indestructible. If an opponent wins the game, you win as well."
A focused moment of night, a world of shadow, all-extinguishing: the silent Moon unveils the eternal chorus of its master's arcane raiment.
#10950
Trading Post
Thing - Building
Action: Each player may either exchange a Thing they control with a Thing in their hand or gain a token of a type they do not control.
#10951
Thing - Party Member
When another tangible Thing is destroyed, gain a Money token.
Action: Set aside a building or vehicle in the discard pile to draw a card and gain a token of any type. If the removed card is an Action or has an Action ability, do what it says.
#10952
Action
Look at the top 6 cards of the deck. From among them, reveal up to two tangible Things that might fit in a trunk and a glove compartment respectively and put them into your hand. Discard the rest and put Derelict SUV into play face-down as a blank Thing.
#10953
Thing
You may play an extra Action ability of each Rod, Net, or Spear you control each turn.
Action: Look at the top card of the deck. If it's a living Thing, you may reveal it and put it into your hand. If you don't, gain a Food token.
#10954
Swatter
Thing - Trap
You may play this face-down. It's turned face-up when its other text becomes relevant.
Until the following effect has triggered, when another non-token Thing enters play, flip a coin: on heads, return it and target other non-token Thing to their controllers' hands.
#10955
Dumpster
Thing - Trap
Until the following effect has triggered, when another non-token Thing enters play, flip a coin: on heads, each player gains control of 1d4 copies of Debris (#10957). The triggering player gains one more. At the beginning of each player's turn, one of their Debris is destroyed.
#10956
Debris
Thing
Play into any player's control.
When you play an Action, its text has a 50% chance to become "Destroy a Debris you control."
#10957
1S
Storm Area 51, They Can't Stop All of Us
Thing
At the start of your turn, rotate this card 90° clockwise. When it completes a clockwise rotation, put it in the discard pile, then each player returns each Thing they control to their hand and draws that many cards.
When a Thing is destroyed, destroy this card and half of all other nontoken Things, chosen randomly.
#10958
9E
Everybody Points Their Fans At The Hurricane To Blow It Away
Action
If there are more cards in play and in players' hands than there are in the deck, draw the deck. Otherwise, discard that many cards from the top of the deck, then each player discards a card.
#10959
Action - Trap Building
If this is revealed from the deck, the current player plays it targeting themself.
Target player may, up to four times, discard a card and draw a card. If they don't discard cards with "N", "S", "E", and "W" in their titles and cornervalues, their turn ends and they skip their next turn.
#10960
Gauss Arrow
Thing - Trap
You may play this face-down. It's turned face-up when its other text becomes relevant.
Until the following effect has triggered, when another non-token Thing enters play, flip a coin: on heads, turn it face down until the end of its controller's next turn.
#10961
Ball Bearing Blockers
Thing - Trap
When this enters play, each opponent gains three Bounce tokens with "When you would play a Thing, first roll 1d4: if the result is greater than the number of your Bounce tokens, remove them from the game; otherwise, return that Thing to your hand and destroy a Bounce token."
#10962
Bell Carousel
Thing - Trap
Each player flips a coin at the beginning of their next turn after this enters play: on heads, they may immediately play an Action without cost; on tails, you may do so.
#10963
Thing - Trap
When an opponent must discard a card of their choice during your turn, you may look at that player's hand and choose which card they discard. If you do, return Leading Question to your hand.
#10964
Thing
Action: Gain a Money token.
Action: Discard your hand. Spend all your Money tokens and draw that many cards.
"You got a fast car / I got a plan to get us out of here"
— Tracy Chapman, 'Fast Car'
#10965
4C
Can't Make Change (2024)
Action
Each player discards a card. Each player, starting with you, chooses two consecutive cards from the discard pile and puts them into the hands of the players to their left and right.
From jtwe's Can't Make Change (#4), Can't Make Change II: Electric Boogaloo (#498), and Can't Make Change III: The Search for Spock (#2176).
#10966
Spinning Maces
Thing - Trap
Each player flips a coin at the beginning of their next turn after you play this: on heads, they may immediately discard a card to play an Action without cost; on tails, they play no Actions that turn and flip again at the beginning of their next turn.
#10967
Mass Start
Action
All non-token Things are considered removed from play. They return to play in random order.
#10968
Elimination Race
Action
Attach to every non-token Thing a Danger token with "When at most two Danger tokens are in play, destroy attached Thing. Action: Destroy this."
#10969
Action
Target Thing card in the discard pile is already there. Which is weird, since there's no record of it being destroyed or discarded since it last entered play. In fact, it was reported as being in play earlier this turn.
When an opponent sees this card in your hand, discard it.
#10970
Thing
Action: Destroy target Thing with a cornervalue that doesn't contain a digit higher than 2. (it must still have a cornervalue.)
#10971
Action
Reveal the top 3 cards of the deck. For each 7 in those cards' cornervalues, reveal two more cards. Choose one of them at random, then choose one for each 7 among the cornervalues of the revealed cards and Things you control. Put them into your hand. If there were 3 or more 7s among the cornervalues of the revealed cards and Things you control, you win the game.
#10972
Trash Day
Action
Players may put any cards in their hands or under their control into the discard pile. At the end of your turn, shuffle the discard pile into the draw pile.
#10973
Heavy Burden
Thing
Your hand size limit is reduced by 1.
While Heavy Burden is in your hand, your hand size limit is reduced by 2, and you may not play or discard it unless it is the only card in your hand.
#10974
Step Back
Action
If you played a Thing this turn or last turn, return one of your Things to your hand. Put a card on top of the draw pile.
#10975
Action - Reaction
Rotate up to one target Thing 90° either direction.
When a player plays an Action card or an Action Ability of a Thing, if that card doesn't have a 9 in its cornervalue, you may play Turn Aside in response and negate that Action or Action Ability.
#10976
Thing
Action: Target opponent's maximum hand size is reduced by 2 until the end of their next turn. They gain a Poison token.
When this card is destroyed, each player's maximum hand size is reduced by 2 until they next end their turn.
#10977
Thing
When this card enters play, shuffle the discard pile, then put the top three cards of the discard pile under it.
Action: Put the top card of the discard pile underneath this card, draw a random card from under this card, then discard a card or destroy Junkmobile.
#10978
Formalities
Thing
When Formalities enters play, begin your turn. When Formalities leaves play, the current player ends their turn.
#10979
Ad Break
Action
When a player who has not yet played Ad Break begins their turn, they draw and play it instead of drawing any other cards.
#10980
Quiet Hallways
Thing
If the first card you draw during your turn is a Building or Location, you may immediately play or discard it. If you do, draw a card.
#10981
Action
Until the end of your next turn, whenever you play a card, draw a card and gain a Money token.
I like to start my day with CashCrazedⓇ.
#10982
3M
Midnight Train To Anywhere
Action
Return each Thing you control to your hand, discard your hand, and draw that many cards. You may discard you hand again and draw that many cards.
#10983
Thing - Building
When this enters play, put the bottommost Thing in the discard pile and the card directly above or below it into your hand.
When this card is destroyed, the cavern collapses; remove all cards in the discard pile from the game.
#10984
Loophole Lawyer
Thing
When you would draw a card, you may instead have an opponent draw a card and give it to you. When you would discard a card, you may instead give a card to an opponent to discard.
#10985
Dazed
Status
Unplayable.
At the end of your turn, discard this.
#10986
Misattribute
Action
Second-person references on target Thing refer specifically to you.
“Don't believe everything you read on the Internet.” — Abraham Lincoln
#10987
Action
Return target Thing to its controller's hand. Create a copy of Dazed (#10986) and shuffle it into that player's deck (if they don't have their own deck, that card becomes their deck).
Instead of playing a Thing this turn, you may reduce that player's maximum hand size by 2 until the end of their next turn.
#10988
Thing
You may play this face-down. It's turned face-up when its other text becomes relevant.
Action: If this card was just face-down, roll a d6. On a 3+, shuffle Unmarked Van and target Thing you don't control into your deck (if you don't have your own deck, those cards become your deck).
#10989
Action
Look at the top 5 cards of the main deck. Shuffle up to three of them into your deck, put the rest on top of the main deck in any order, then draw a card (if you don't have your own deck, those cards become your deck).
#10990
Couch Surfer
Thing
At the end of your turn, Couch Surfer goes on top of the draw pile.
#10991
Waiting in the Wings
Thing
Whenever another non-token Thing you control leaves play, you may immediately play an animate Thing in its place.
#10992
Lens Flare
Thing
If you do two of the following in a turn, you may choose to do both of the other two.
- Play a mechanical Thing or activate a mechanical Thing's ability
- Draw a card if you've already done so this turn
- Destroy a tangible Thing
- Gain an Energy token
#10993
Action/Thing
As an Action: Draw a card for each living Thing you control. You may play a living Thing you draw this way.
As a Thing: When this enters play, put the top 3 cards of the deck into play face-down.
Action: Draw another Thing you control, then discard a card.
#10994
Action
Remove the 10 lowest-numbered cards in the discard pile from the game. Return the highest-numbered Thing in play to its controller's hand.
Instead of playing a Thing this turn, you may return the highest-numbered Thing in play to its controller's hand.
"It was just better back in the early triple digits. Nowadays they wouldn't let you design cards like that..."
#10995
Thing - Gem
When you play a Thing (including this), gain 1 Energy token, or 3 Energy Tokens if that Thing is a gem.
Action: Spend any number of Energy tokens to reveal twice that many cards from the main deck. Shuffle any number of Action cards revealed this way into your deck (if you don't have your own deck, those cards become your deck) and discard the rest.
#10996
Which Was The Style At The Time
Thing
Action: If you played a Thing this turn, return a higher-numbered Thing to its controller's hand. If the Thing you played is the lowest-numbered Thing in play, each opponent discards a card.
"Gimme five bees for a quarter," you'd say.
#10997
Novelty Factor
Action
Reveal and discard the top card of the draw pile until you reveal a card that has not been played this game. You may play it without cost. If you do, you may return Novelty Factor to your hand.
#10998
Doppelgang War
Action
Each player puts a copy of each of their animate Things into the control of a random opponent.
#10999
Thing - Gem
Your maximum hand size is decreased by 1. When your max hand size is 0 or less, you lose the game.
Draw two additional cards at the start of your turns.
Whenever you discard down to your max hand size, the next player gains control of Crystallized Ambition.
#11000
Thing
Whenever you draw your second card in a turn, discard a random card and draw two cards.
Through you, new directions to explore are revealed.
#11001
Thing
When an opponent chooses one or more cards from the deck, the discard pile, or another player's hand, you view the cards they are choosing from. You may choose for them.
You ruin decisions.
#11002
Needs More Sauce
Action
Put target tangible Thing under a living Thing you control, face-down and out of play.
#11003
It's Honest Work
Thing
Whenever you play a card, roll a d6: if you roll a 1 or 2, gain that many Money tokens.
#11004
Stranded
Action
Turn target Thing face-down until the end of your next turn. If its controller would discard any cards while it is face-down, it is the first one discarded.
#11005
Light/Space: Lonely Rolling Star
Action - Fraymotif
If there is only one Thing in play, draw four cards if you control it, and gain control of it if you don't.
Singular importance, developed.
#1106
Thing
Action: Discard a Thing card. If you do, reveal cards from the top of the deck until you reveal a Thing card and put it into your hand. Discard the other revealed cards.
Through you, lands are reshaped.
#11007
Thing
At the end of your turn, gain an Energy token or a copy of another token you control.
Action: Spend 5 tokens of the same type to draw until you have 5 cards in hand. You may draw cards from the top of the discard pile this way.
You bring vitality to those around you.
#11008
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