The Infinite Dvorak Deck
Cards 9501-9600
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Designer
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Everyone
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Date
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March 2007 and onwards
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Players
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2+
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This is a subpage of a larger deck.
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To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)
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Print this deck
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This deck is locked. Further cards should not be added - leave feedback on the talk page.
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Diversity Prism
Thing
Things you control are all colors, and corporate effects cannot target you or a thing you control unless they are positive.
#9501
GENERIC PRIDE DISPLAY
Action - Corporate
Target player cannot target you with any effects until the end of your next turn.
#9502
All-Inclusive Lattice
Thing - Lattice
All Lattices are all colors.
#9503
Trapped in the 2nd dimension!
Thing - Curse
Attach to target player.
Attached player cannot target more than one legal target whenever an effect requires them to do so.
#9504
Thing
When your turn would be skipped or you discard three or more cards from your hand—potentially including this card—you may put this card in the discard pile and return up to two target cards from the discard pile to your hand. You may play one of them.
#9505
Thing
When this enters play, it becomes three colors of your choice instead of white.
#9506
Trapped in the 4th dimention!
Thing - Curse
Attach to target player.
Whenever an effect has attached player target something, for all legal targets, copy the effect with that player targeting that target.
#9507
Jake, Queer Defendant
Thing - Epic Jake
When you control more than one copy of this card, sacrifice all but one of them.
Neither you, nor things you control, can be the target of effects with one color.
"Come forth, brothers, sisters, and siblings! I shall protect you while we fight for our rights!"
#9508
Encase in Cheap Plastic
Action
Target thing loses all text and becomes a Cheap Plastic Trophy with "Kevan wins the game."
Damn you, Kevan!
#9509
Action
Reveal the top X cards of the deck, where X is the number of colors among Things you control from among Red, Orange, Yellow, Green, Blue, Purple, White, Black, Gray, and Pink. For each of those colors, you may choose a Thing you control of that color. For each different Thing chosen this way, put one of the revealed cards into your hand. Shuffle the deck.
#9510
Thing
Play attached to a Thing. That thing is white instead of its other colors. It can't move or use its Action: abilities.
From Freeze Ray (#9131)
#9511
Thing - Person
When an opponent gains a token, you may swap one of your Money tokens for it.
Action: Gain a Money token.
From Card Trader (#9187) etc.
#9512
Thing
Play attached to a Thing. If it allows its owner to optionally do something, they must choose not to.
From Curse of Blindness (#9238)
#9513
Unholy Sigil
Thing
When this enters play, each opponent crates 3 Demon tokens.
At the beginning of your turn, gain control of target unholy thing an opponent controls. If none exist, put an omen counter on this, then each opponent gains control of 1 unholy thing you control.
If this has 3 omen counters on it, you win the game.
#9514
Apocalypse Sundial
Thing
When this enters play and at the beginning of your turn, place an hour counter on it. If there are 12 or more hour counters on it, you win the game. If Apocalypse Sundial leaves play, destroy all things.
#9515
Corrupt Rivers
Thing
Whenever a living thing targets you or a thing you control, gain control of it. It becomes undead in addition to its' other types. Add a soul counter to Corrupt Rivers.
If there are 20 or more soul conters on Corrupt Rivers, you win the game.
#9516
Action
Reveal the top 6 cards of the deck. Choose up to one Action card from among them, discard the rest, and play that card. Neither that card nor this card can be responded to, countered, negated, ignored, or prevented. That card's effects can't be overruled.
#9517
Action
Draw a card, and draw another at the beginning of your next turn.
Until the end of your next turn, you may play an additional Action or Thing each turn.
#9518
Thing
Action: Each opponent gives you one of their tokens. You may destroy this card. If it's destroyed this way, gain control of up to two target tokens.
#9519
Burn from both ends
Thing
At the beginning of your turn, exile the top 2 cards and bottom 2 cards of the deck. You may play those cards that turn.
#9520
Live for now
Thing
When this enters play and at the beginning of your turn, exile your hand. You may play those cards this turn.
At the beginning of your turn, draw up to handsize instead of drawing a card.
#9521
Dictate of Speed
Thing
Whenever a player would draw a card beyond the first each turn, they exile it instead, and may play that card until the end of their next card.
#9522
Thing
When Subscription enters play, choose a creator.
When you would draw your first card during your turn, reveal the top 5 cards of the deck. Either draw one of those cards by the chosen creator and shuffle the deck, or shuffle the deck and draw a card.
#9523
Action
At the beginning of your next turn, draw up to your maximum hand size (draw at most 7 cards this way). You can't play Actions on your next turn.
#9524
Thing
Opponents can't play Things into your control.
When another building you control would become the target of an effect, you may have that effect target Guard Tower instead. Once per turn when you discard a building card from your hand, you may return it to your hand.
"Halt! Who goes there?"
#9525
Revert Necromancy
Action
Destroy target undead thing. It is no longer undead and becomes alive
#9526
Sol Ring
Thing - Artifact
Rotate 90 degrees: Gain 2 colorless mana counters. Activate only when this is not rotated.
At the beginning of your turn, un-rotate this.
#9527
Demonic Altar
Thing
Sacrifice a living thing: Target thing you control becomes a Living Demon in addition to its' other types.
#9528
Thing
Destroyed Things go under this, including tokens.
Thing:Put a destroyed Token back into play.
Thing:Discard two Things from your hand to play a destroyed Thing from under this.
From Isle of Exiles(#9248)
#9529
Action
This turn, each card you play deals 1 damage to a Thing of your choice, and if a token is dealt any damage, or any Thing is dealt 3+ total damage in the same turn, the damage-dealers destroy it.
Deal 2 damage to target Thing. You may play an extra Action this turn.
#9530
Thing
You may eat this (destroying it) at the start of your turn.
When a player eats this, they must immediately either play two cards or reveal and discard their hand to show they can't.
From Snack Bar (#9329)
#9531
Dreamcatcher
Thing
Whenever a card enters exile, note it.
If Dreamcatcher leaves play, shuffle all cards noted with it back into the deck. Exile Dreamcatcher.
A simple device, yet able to starve off eternity's grasp for just a little while.
#9532
Cove of Secrets
Thing
Whenever you would draw cards, draw twice that many cards. Whenever a player other than yourself targets Cove of Secrets, they draw 2 cards.
Dead men tell no tales, instead leaving them scrawled onto the walls.
#9533
Ignite the World
Action
Destroy all things, tokens, and counters. Each player discards their hand then draws 2 cards.
In a flash, Jake had rid the world of all life. Only charred ground of a now dead plane remains.
#9534
Thing
Action: Choose target Thing. Its controller chooses another target non-building Thing. For each chosen Thing, roll a d6 and add a number in that Thing's cornervalue to the result. Destroy the Thing with the lower result, or both Things if it's a tie.
"Are you not entertained?"
#9535
Thing
Your maximum hand size is increased by 1.
Action: Draw a card if you have at least X cards in hand. X is 6 minus 1 for each other building you control or reveal from your hand as you play this Action.
#9536
Action
Draw three cards, then discard down to your maximum hand size. Create a Building token for each card you discard this way.
#9537
Thing
At the start of your turn, win the game if you have a Crown.
Action: gain a Crown token.
After each of your non-skipped turns, skip your next turn if you have a Crown.
from Trade Caravan (#9338) and War Caravan (#9344)
#9538
Thing
Your maximum hand size is 0.
During your turn, the top card of the deck is revealed and you can play it as though it were in your hand.
#9539
Action
Choose one at random by 1d4:
1: Each of your opponents discards two cards OR
2: You may play two extra Actions and an extra Thing this turn OR
3: Put one of the top three cards of the discard pile into your hand OR
4: Choose any of the other three options.
#9540
Frozen Necklace
Thing
At the beginning of your turn, put an ice counter on another target thing.
Things with ice counters are treated as though they were blank.
#9541
Nuclear Waste Spill
Action
Each player sacrifices each living thing they control, and cannot play a living thing until the end of your next turn.
#9542
Loyal Companion
Thing
If you would lose the game, instead shuffle Loyal Companion into the deck.
#9543
Action
Look at the top 3 cards of the deck. You may reveal an Action from among them. If you do, treat this card as a copy of that Action. Otherwise, draw the fourth card of the deck.
#9544
Action
Choose a creator. If there are at least 4 cards by that creator in the discard pile, put one of them into your hand and the rest on top of the deck in a random order.
#9545
Action
Reveal the top 5 cards of the deck. Your next opponent to the left puts a Thing from among them into the discard pile. Your next opponent to the right puts an Action from among them into the discard pile. Put the rest into your hand.
#9546
Thing
Anyone may change this card's flavortext while playing a card or adding a card to the deck archive.
This card has also had multiple flavortexts, and they're all valid! They are listed at the bottom of this page. -ChippyYYZ
#9547
Thing
This card's full cornervalue is 0 followed by the entire upper-case alphabet.
Thing: move this card anywhere.
From Self-Referential Card (#9548)
#9548
Momentary Lapse of Concentration
Action
Target living Thing is considered blank until the end of your next turn.
#9549
Threads of Fate
Action
Look at the fourth through eighth cards of the draw pile. You may either exchange two of them or insert target Thing into them and then give its controller another Thing in play.
#9550
Going Nowhere Fast
Action
Target player who did not play any cards during their last turn may not play any cards during their next turn.
#9551
Introduction to Staged Hysteria
Action
At the beginning of each players turn, that player activates all action abilities on things they controled when this was played.
#9552
Forged in Ice
Action
Return a thing from the discard pile to your control. It gains the subtyle Frozen.
#9553
Introduction to Dimentional Shift
Action
Each player shuffles all things they control into the deck. For each thing shuffled this way, starting with you, it's owner reveals cards from the top of the deck until they reveal a thing. They gain control of it then place the revealed cards on the bottom of the deck in a random order.
#9554
Thing
Thing - Go For Three!: Destroy this card. You may play additional Actions this turn until you have played three. At the end of your turn, discard your hand if you didn't play exactly three Actions this turn.
#9555
Thing
Action: Return target Thing card from the discard pile to play under your control. You may activate an Action Ability of that Thing. Remove it from the game at the end of your turn.
#9556
Thing
Whenever the deck is shuffled, look at the top card of the deck. You may draw that card and discard a card.
It gives the confidence to feel at home in unfamiliar territory.
#9557
Type Converter
Thing
Before you draw at the beginning of your turn, you may discard a Thing or Action. If you do, draw and reveal cards until you draw a card of the opposite type. Put it into your hand and put the other cards you revealed on the bottom of the draw pile.
#9558
Start Over
Action
Move your Things to the discard pile and discard your hand, then draw five cards and begin your turn.
#9559
Caught Out
Action
Target opponent reveals any number of cards from their hand. They may not play any cards during their next turn that they did not reveal in this way.
#9560
Introduction to Abduction
Action
Each player may gain control of a living thing they do not control.
#9561
Defenestrate
Action
Throw target player out of the nearest window.
#9562
Introduction to Pyrokinetics
Action
Each players destroys a flammable or meltable thing.
#9563
Thing - Building
The first time you'd draw a card in a turn, you may choose to reveal it first. If you do, you may discard it and draw a replacement card.
#9564
Action
When you draw this card, reveal and copy it.
Draw a card. Remove all other "Think Twice" cards in the discard pile from the game.
#9565
Action
When you draw this card, reveal and copy it.
You may discard a card to destroy target Thing. Remove all other "Double Strike" cards in the discard pile from the game.
#9566
Free Trial Period
Action
Put a Thing into play. At the beginning of your next turn, return it to your hand or discard another Thing to keep it in play.
#9567
Stamp of Authority
Thing
Once per turn, you may play a card without cost if you are its creator.
#9568
Shocking Betrayal
Action
Target living Thing defects to your control and reports the contents of its previous controller's hand to you.
#9569
Firebrand
Thing - Pony
Action - Fire Control: Gain 1d6 Flame tokens.
Action - Joy of Fireworks: Spend exactly 1d6 Flame tokens if possible. If you do, each player draws a card. If you spend your last Flame token this way, you also draw cards equal to the d6 result.
#9570
Strong Oak
Thing - Pony
Practical Solutions - Reveal the first card you draw during your turn. If it's an Action, discard it and draw another. If it's a Thing with an Action Ability, you may play an additional Thing and an additional Action this turn.
#9571
Thrilly Filly
Thing-Pony
Mystery Solver - Whenever you play an Action, you may first look at the top 3 cards of the deck and put them on the top or bottom in any order.
Naive - At the end of your turn, if you didn't play an Action this turn, target opponent reveals a random card from their hand. If it's an Action, they may play it targeting you or Thrilly Filly. If they don't, draw a card.
#9572
You come across a village
Action
Choose one:
Spend the night - End your turn. You and things you control cannot be affected until your next turn.
Talk with locals - Draw 2 cards. Each opponent may draw a card.
#9573
Purgatorial Chime
Action
Each player shuffles up to 2 cards in their hand or on their field into the deck. For each card not shuffled this way, draw a card, and you may play cards drawn this way
#9574
You come under attack
Action
Choose one:
Surrender - Each opponent chooses a thing they control. You gain control of the chosen things.
Fight - Each opponent sacrifices a living thing they control.
#9575
Action
Choose an X from 1 to 4. Move the X alphabetically-earliest non-token Things to the bottom of the draw pile.
From My New Filing Technique Is Unstoppable (#31)
#9576
Thing
When you draw this card, reveal and copy it three times, and you have +3 maximum hand size until the end of the turn.
If you own four Crowns at the end of your turn, you win the game.
#9577
Action
When you draw this card, destroy one of your Things if you have any.
Destroy target Thing you don't control. You may take an extra Action this turn.
#9578
Symbols of Blood and Protection
Thing - Symbol
At the beginning of a players turn, that player may sacrifice a thing. If they do, their things are indestructible until the beginning of their next turn.
#9579
Symbols of Peace and Prosperity
Thing - Symbol
At the end of each players turn, if that player didn't destroy a thing their opponent controls, they may draw a card.
#9580
Symbol of Devestation
Thing - Symbol
Whenever a player plays an action, they may discard a card. If they do, they may destroy target thing. If they don't they sacrifice a thing.
#9581
Thing
At the beginning of each player's turn, they may give you one of their Things. If they don't, they may only play one card this turn.
#9582
Thing
When you draw this card, reveal it and copy it twice.
You have +2 maximum hand size.
When this is destroyed, remove all other "Modular Storage" cards in the discard from the game.
#9583
Thing
You may play an extra Thing with a number in its corner value each turn. When you do, create and give an opponent the same number of Paper tokens.
From Zaratusra's Gold Standard (#145)
#9584
Action
Each player chooses a Thing they control. Choose one additional target Thing. If enough Things were chosen, shuffle them together and give control of one to each player randomly. Put the remaining Thing in the discard pile.
#9585
Action
Choose target Thing and roll 1d6. If the result is lower than a digit in that Thing's cornervalue, reduce that digit by the result until it leaves play, then return this card to your hand. Otherwise, turn that Thing face-down and draw a card.
#9586
Thing - Gem Building
Your max hand size is increased by 1 for each Thing you control that's a gem or a building.
Each opponent's max hand size is reduced by 1/4th your maximum hand size, rounded down. An opponent with max hand size 0 or less is eliminated.
#9587
Dawn of Reckoning
Action
If this is the first time you have played Dawn of Reckoning, mark your name onto it and shuffle it into the top 25 cards of the deck. Otherwise, you win the game and your opponents lose the game.
#9588
Consuming Vortex
Thing
At the end of a players turn, if they had one or more card plays left, they sacrifice things equal to the number of card plays left. If they cannot, they lose the game.
If Consuming Vortex would leave the field,the player who removed it loses the game.
#9589
Thing
Each thing may deal damage to any target equal to their numerical corner value during that player's turn. If a player would be the target for damage, they may instead redirect that damage to a thing or token they control
If a token is dealt any damage, or any Thing is dealt 3+ total damage in the same turn, the damage-dealers destroy it. If a player is dealt 30 total damage, they are eliminated.
#9590
Action
When you draw this card, reveal it and copy it five times. When this is played or discarded, remove all other "Flurry Attacks" cards in the discard from the game.
Deal 1 damage to target Thing. If it's a token or it's been dealt 3+ damage this turn, destroy it. You may play an extra Attack action this turn.
#9591
Thing
When you draw this card, reveal it and copy it twice. When this is destroyed or discarded, remove all other "Containerized Crate" cards in the discard from the game.
When drawing for your turn, if you haven't sacrificed any Crates yet this turn, you may sacrifice this to draw a card.
#9592
Thing
If an opponent ever has six or more cards in their hand, they must IMMEDIATELY discard all but one of them. If this takes place in the middle of an action, they must do this before completing the action.
Adapted from Tamoris' Trinities deck by Depressi
#9593
Tutelary Deity
Thing
When this comes into play, choose a creator and you may perform the following ability without cost.
Action - Pray: Reveal a card by the chosen creator from your hand. Cards by that creator may not target you or your Things before your next turn.
#9594
Summarize in Exhaustive Detail
Action
Take an Action an opponent played on their last turn from the discard pile and play it.
"Did I get all that right?"
#9595
Thing
Action: Gain control of target Thing whose cornervalue shares a symbol with the cornervalue of a Thing you control. On each of your Things, you may only use each symbol once in this way.
#9596
Wand Blank
Thing
When Wand Blank enters the field, exile an action from your hand.
Action: Copy the action exiled with Wand Blank, then play the copy.
#9597
Construction Blank
Thing
When Construction Blank enters the field, exile a thing from your hand.
Thing: Create a token that's a copy of the exiled card.
#9598
Construction Project
Action
You may play an additional thing this turn.
#9599
Thing
You may play an additional Action or Thing each turn.
At the end of your turn, destroy this card if you didn't play at least 3 Things and/or Actions.
#9600
Public Chat Room alternate flavortexts
Open Mic courtesy of Bucky's Chat Room (#9405)!
Still haven't printed and playtested Dveck Builder. Home ownership is time consuming. -ChippyYYZ
Ponies are fun to adapt. These three are the cover characters for the role-playing/storytelling game Tails of Equestria. -ChippyYYZ
Buildings as a type never really took off, but that's fine. It's a common type throughout the archive, so the need to make something happen with them isn't strong like gems or lattices -ChippyYYZ
Buildings never "took off" because they never developed a unified mechanical theme like lattices or bottles. - Bucky
Can I just say I really like how Musical Chairs turned out - ChippyYYZ
Has anyone, besides ChippyYYZ and me, comprehended this card? - Bucky
Has anyone, besides ChippyYYZ and me, comprehended this card? - Bucky
BOTTOM TEXT - ChippyYYZ
The Sinquisition is coming for your Pride Flag, but not for the reason you'd expect. - Bucky
Local witch declares self technically sinless, demands Sinquisitors "Come back with a warrant", more at 11 - ChippyYYZ
Big fan of referencing uncommon effects like rotation and cornervalue counting on cards that do unrelated things - ChippyYYZ
I can't Plainchase with cards in the main deck but I can play with die rolls in general. -Bucky