Take up to 5 different Actions, then strike a pose and end your turn.
Uninteresting Lump can't be targeted.
Why even bother getting rid of it?
Target player reveals two cards at random from his or her hand. Choose one of those cards. That player discards that card.
Destroy target Thing. If it could be played as an Action, you may immediately play it as an Action.
If played as an Action, look at the top 5 cards of the deck, reveal any black cards from among them and put them into your hand, then the rest on top of the deck in any order.
If played as a Thing, you control all black Things.
Sword of Will and Fear
Action and Thing: Until your next turn, you cannot lose the game and your opponents cannot win the game.
If this is the fourth card you have played this turn, you win.
Go fourth and conquer! Remember what you're fighting four!
Return target Thing to its controller's hand. Its controller can't play Things during their next turn.
Give all other players a copy of Sharing Is Caring. Each turn, any player with this card in play may take control of up to 3 Things belonging to any other player or players who also possess Sharing Is Caring. This card may not be used to take possession of Sharing Is Caring.
Each turn, you may copy up to 2 Things (other than this card) that are either in play or in the discard pile. Put them in play under your control.
You may only play this card if you did not play an Action last turn. You may play an unlimited number of actions this turn.
Gain an Energy token and return this to your hand OR destroy all your Energy tokens and target opponent discards that many cards OR destroy 5 of your Energy tokens and all other Things.
If the last Action played by an opponent was an Action card, play Mirrorcast as a copy of that card. If it was the Action Ability of a Thing, target Thing you control becomes a copy of that Thing, then uses that Action Ability if able.
Your maximum hand size is increased by two. When Memory Bank enters play, draw a card.
As an Action: look at the top 5 cards of the deck and put a Thing card from among them into play, then put a Thing you control in the discard pile.
As a Thing: At the beginning of your turn, put a Transformation counter on Transformation, then draw a card for each Transformation counter on it, then discard that many cards. If you discard 5 or more cards this way, put Transformation in the discard pile.
Gate Of Babylon
Things underneath Gate of Babylon cannot be targeted by or use abilities, and do not count as being in play. If Gate of Babylon is destroyed, all things under it are destroyed as well. Gate of Babylon cannot be destroyed. Action: Place one Thing that you control under Gate Of Babylon. Action+Thing: Remove as many Things as you wish from under Gate of Babylon and destroy them. Target and destroy a number of things equal to the number of cards removed from the Gate.
Target any card. Targeted card may no longer be used by its owner.
Target Thing may use its abilities with no action or Thing cost this turn. At the end of the turn, remove any abilities used from the card's text.
Borrow From The Future
Look at the top 5 cards of the deck and choose one of them. Put a copy of that card into your hand.
Borrow From The Past
Choose target card in the discard pile or target Thing. Put that card into your hand.
Target Thing's controller may take an Action. Then, destroy that Thing.
When you play this, move a Thing from your discard pile to Up Your Sleeve. Evil Clone has that card's text appended to it until it leaves play.
Up to one target Thing with no cornervalue gains a cornervalue of "1A". Draw a card for each Thing with a cornervalue you control.
Target Thing's text is tripled. Destroy that Thing. If it is destroyed this way, put two copies of it into the discard pile.
"While I'm sure it would have looked cooler with its form stretched across eight dimensions, its frail structure was clearly designed by someone with no more than about five in mind." --ChippyYYZ
Things you control cannot be destroyed by cards you don't control that are not Action cards played from hands.
"I've found that seven-dimensional stability is relatively easy to attain, though at the cost of one of the more obvious dimensions." --ChippyYYZ
You may play an extra Thing each turn as long as that Thing has a cornervalue.
"Thing:" abilities don't have cornervalues.
Action+Thing:Eliminate an opponent who has no cards in their hand.
In the daytime, it's just a harmless scare. But don't get caught alone at night.
One With The Rubbish
When this card comes into play, shuffle the discard pile into the draw pile. Your hand and the discard pile are now one. Whenever a card should be discarded or destroyed, take it into your hand instead. Wherever another card or a rule refers to the discard pile, it refers to your hand instead. Your hand no longer has a size limit, and you never have to discard, even when another card or a rule states that you do.
Card by Ltn Koen
Unblockable Homing Laser
Destroy target Thing. This can't be reacted to.
By the time you see it fire, you're already dead.
Sword of Developement and Regression
Action and Thing: Return target Thing to its controller's hand. That player draws a card.
Whenever a Thing is destroyed, its creator discards a card. Tokens do not count as Things.
Cast off your delusions and see that we are but pieces in a game, cards in the hands of these false gods. The economy, the energy crisis, even the zombie plague are all mere figments of their malicious will.
The Holy Grail of Hello Kitty
If you're female, a homosexual male or if you wear something pink you may play this without cost.
As long as you control this card, you can't be the target of your opponents cards.
If you would lose the game you may remove this card from the game instead.
Play in response to something that targets another player. It targets you instead if possible. If it affects you or your Things at all, draw a card.
Play in response to a Thing being played. It is destroyed as soon as it arrives.
Play in response to an Action. That Action happens three times, but targets the same way each time.
When Fatal Synergy is played, select a Thing. While Fatal Synergy is in play, that Thing may use its abilities once per turn for no Action or Thing cost. If Fatal Synergy is destroyed, destroy that Thing as well.
When Preplanned Revenge is played, select a player. If a Thing under that player's control destroys Preplanned Revenge, destroy all Things belonging to that player, and in addition they must discard their hand.
For each card belonging to target player, toss a coin. Destroy a number of things belonging to that player of your choice equal to the number of times the coin landed Heads. Destroy an equal number of Things under your control - if you cannot do this, you are eliminated.
Play in response to an opponent playing a card.
If it's an Action, it doesn't affect you.
If it's a Thing, return it to their hand as soon as it enters play.
If it's neither, eliminate them.
Play in response to a Thing being destroyed. Sacrifice one of your Tokens to save it.
Fortunately, I had a stack of money to hide behind.
At the end of each player's turn, that player discards up to two cards and draws that many cards. Whenever an opponent draws a card this way, gain an Energy token.
Whenever the owner of Sacrifice Sigil draws a card, they must discard it immidiately. Action: Put the top 2 cards from the discard pile into your hand.
Play in response to an opponent making a coin toss or die roll as part of a card's instructions. The result of the roll or toss is whatever you choose it to be.
Discard a Thing, and target an opponent. You gain control of two of that opponent's Things.
Play in response to an Action or Reaction card. Prevent it. Put the Action or Reaction and this card Up Your Sleeve.
Play in response to a card being played. It remains in its owner's hand instead of being played.
Draw a card.
Play in response to a Reaction to prevent it or play in response to an Action with no extra effect.
Nobody else can play cards this turn.
Final Word can't be reacted to.
Choose a colour. Until the end of your turn, all cards of that colour can be played for no cost so long as it is not the standard background colour for that type of card.
Discard any number of Things. Target Thing gains the rulestext of all cards discarded this way and gains x Struggle tokens, where x is the number of cards discarded plus 1. It gains the rulestext: 'Every turn, remove 1 Struggle token from this card. If this card has no Struggle tokens on it, destroy it.'
The owner of this card cannot play Actions or use Action abilities while it is in play. Thing: Use this ability as a reaction to another player playing an Action. Prevent that Action, and the player discards all Actions from their hand.
Play in response to an Action. Remove up to three sentences from that Action's card until the end of the turn. (This happens before the action takes effect)
Sword of Actions and Things
Action and Thing:Use an Action ability of another Thing and/or gain a token of any one-word type.
Destroy a Thing. If it had flavortext, draw a card; otherwise, discard a card.
It tasted bland and stale. Sorta like cardboard.
Destroy target Thing. This turn, Things you control cannot be targeted or destroyed.
Play in response to an opponent being eliminated. All the cards in their hand and all the Things they control are now in your hand and under your control respectively. Gain a Soul token with the text: 'You have no maximum hand size, and may play 1 extra Action and 1 extra Thing per turn.'
Play in response to an opponent playing an Action. If Regurgitant Ooze does not have an Action attached to it, attach a copy of that action to Regurgitant Ooze and return Regurgitant Ooze to your hand. If it does, play the Action attached to Regurgitant Ooze.
Action:Destroy a Thing that has flavortext.
Target player who controls at least two Things and no Things with flavortext discards two cards.
Destroy a Token you control. If you do, destroy target Thing and gain two Tokens of that type.
Action: Destroy three Tokens you control of the same type. If you do, draw a card.
Destroy all tokens
OR destroy all Things with no flavortext
OR destroy all Things with no cornervalue
OR destroy all Things.
Laziness is no excuse.
Totem of Flood and Drought
When a player discards a card due to exceeding their maximum hand size, destroy one of their Things.
If a player must discard a card but has no cards in hand, eliminate them.
If a player has a negative max hand size, they're just screwed.
At the start of your turn, gain an Insect token if you control less than 3 insects.
Stomp as many as you want, there's always more.
Whenever you play an Action card with a nonstandard colour, put a style counter on Free Stylin'.
At the start of your turn, you win the game if Free Stylin' has five or more style counters on it.
Reveal the top three cards of the draw pile. You may put a Thing card revealed this way into your hand and put the rest on the bottom if the draw pile. If all cards revealed are Thing cards, put them all into your hand.
Discard any number of Thing cards, then put that many Action cards from the discard pile into your hand. Shuffle Atomic Fission into the draw pile instead of putting it in the discard pile.
Choose the last one: Draw five cards and play two of them OR eliminate each opponent who does not have exactly 4 cards in their hand OR target player discards a random card.
AWESOME!!!!! Oh, wait.
Choose a number N from 1 to 5; roll a d6. If die roll is over N, do the first N items below. Otherwise, discard N cards. If you cannot discard as required, lose the game.
1. Draw 1 card.
2. Draw 2 cards and play them both
3. Play another Action this turn.
4. Play up to three Things
5. Eliminate target opponent
Action - Potion
Draw cards until you have 3 cards in your hand (minimum draw 1).
Throw - Target opponent discards cards until they have 2 cards in their hand (minimum discard 0).
You may play a card from your hand that's a different color from all cards you've played this turn. If you do, draw a card and repeat this Action.
If you've played 7 different cards this turn, win the game.
Choose a token, reverse its name.
Where did I put that niw tnatsni token?
Choose a thing, reverse its name.
eibmoZ? edoN? drowS?
Can't touch this
Can't touch this
Instead of playing a Thing this turn, you may draw two cards.
Put all the cards in your hand Up Your Sleeve and draw that many cards. At the end of your next turn, put all cards in your hand on top of the deck in any order and put that many cards from Up Your Sleeve into your hand.
When you discard this card, if you discarded your whole hand, destroy up to three target Things.
When this enters play, put the top card of the deck face-down under Haunted Shack.
Action: Draw three cards. Target opponent may play the face-down card. Then destroy Haunted Shack.
This is not a Thing
Not a Thing
You may play this card instead of playing a Thing.
This is not a Thing, and cannot be targeted as a Thing, unless you choose to allow this to be treated as a Thing (on a case-by-case basis).
Action: Append the text of the previous paragraph to target Thing. Then destroy this.
not flavour text
Target opponent discards a random card. They can't take an Action on their next turn.
Destroy all tokens. Shuffle all face-up cards outside of players' hands into the deck.
Take that, stray not-a-Thing.
When you play this, attach it to an opponent. At the start of each of their turns, they gain an Age token.
If a player has 8 or more Age tokens at the end of their turn, they flip a coin; on heads, eliminate them.
Disk of Fortune
Choose a letter you have not already chosen and reveal the top card of the deck. If its title contains that letter, you may either set it aside and repeat this process or put all cards revealed this way into your hand.
If its title does not contain that letter, shuffle all cards revealed this way into the deck.
Shuffle target Thing into the deck.
Draw a card for each card in target opponent's hand.
Where is your card advantage NOW?
Destroy target Thing.
You may play this in response to an opponent destroying one of your Things. If you do, target one of their Things and you may destroy an additional Thing they control.
Destroy the Village to Save It
Set the rule text of target Thing to "This Thing is indestructible".
It's safe now.
At the end of your turn, put all cards in the discard pile under this. When this leaves play, move all the cards under it to the same place it went.
The promulg's stomach contains a pocket universe, allowing it to gorge itself endlessly.
Return target non-token Thing to its controller's hand. That player gains a token of a type of your choice.
Seer of Void
Action: If you have no cards in hand, look at the top four cards of the deck and put them back in any order.
Through you, the irrelevant makes itself seen.
Prince of Time
At the end of each opponent's turn, put a Time Counter on Prince of Time if that player did not play an Action and a Thing.
At the end of your turn, you may remove as many Time Counters from Prince of Time as you have opponents plus one. If you do, target opponent skips his or her next turn.
You use wasted seconds to lay waste to entire days.
Heir of Hope
Action: Gain a Token. Its type is the name of target Action card in the discard pile.
Action: This ability has an identical effect to any Action of your choice with the same name as a Token you control.
Through you, lost possibilities present themselves.
Whenever an Action ability targets Flaming Troll, you may draw a card.
Action: If target opponent doesn't target Flaming Troll during their next turn, they discard a random card if you still control Flaming Troll.
If you have taken at least four turns since an opponent played a card, you may eliminate that opponent.
Timer scamming is totally a legit tactic.
Any text referring to "target Thing" refers to this.
And it's wearing a red shirt.
Any text referring to "a random card" refers to this. If this is in a player's hand when "a random card" is referred to, the player may choose to reveal this and let this be the "random card", or may choose to keep silent.
Just lucky, I guess.
Draw a card. Target opponent discards a card.
You may play this in response to an opponent drawing their second card this turn. If you do, it targets them and they discard an additional card.
Target player plays the top card of the deck.
You may play this in response to an opponent playing a card. If you do, they discard that card instead of playing it and this targets them.
Only the first Action or Thing or Reaction ability on any Thing may be used.
Too long, didn't read.
Any nonliving Thing that uses an Action ability gets a Fatigue token. Any Thing card with Fatigue token(s) can only use an Action ability if the controller rolls a d6, scoring higher than the Thing's number of Fatigue tokens. Failure counts as an action. Any Thing with 6 Fatigue tokens is destroyed.
Action Remove a Fatigue token from target Thing.
Aftertaste of Oblivion
Target player skips his or her next draw step.
As long as Aftertaste of Oblivion is the top card of the discard pile, players can't draw cards.
"I'm forgetting something, I just know it..."
Aftertaste of Annihilation
Destroy target Thing.
As long as Aftertaste of Annihilation is the top card of the discard pile, players can't play Things.
"I swear it was here a minute ago..."