Years ago, I made a Deck of Many Things with some cards of Magic the Gathering. Title and illustration of the cards more or less fitted to the effect of the respective card. In addition to the standard cards of the DMG, I've added some more special cards.
Coercion (black): solution of the next problem the PC encounters
Enlightened Tutor (white): gets a useful magic item and 10% of the xp needed for the next level
Lotus Petal (artefact): free Wish
Armor of Faith (white): the lowest ability and the primary ability rise by 1 (roll if more than one primary ability exists)
Hunting Moa (green): if the next encountered monster is killed by the PC alone and without any help from his friends, he gets enough xp to rise to the next level
Winds of Change (red): the PC can opt to get himself around a situation
Castle (white): gains a small castle, CHA increases by 2
Treasure Hunter (white): gains a treasure map and a magical weapon
Gemstone Mine (land): gains 20 pieces of jewelry or 50 gems
Mind Warp (black): INT is reduced by 1d4 points, option to draw another card
Remove Soul (blue): can't be resurrected unless divine intervention, succeeds all saves vs. massive damage
Minion of Leshrac (black): enmity with a powerful creature from another plane
Touch of Death (black): combat with one of Death's servants; if friends try to help, they'll each face one of Death's servants as well
Shattering Pulse (red): all magic items of the PC are destroyed
Serra Bestiary (white): imprisoned in a magic cage (or spell imprisonment)
Wake of Destruction (red): all gems, coins, and nomagic valuable are lost
Coils of the Medusa (black): -3 on all saves vs. petrification effects
Mirror (ertefact): reversed alignment
Emmessi Tome (artefact): gains 20% of xp needed for the next level, or must draw 2 more cards
Mind Ravel (black): xp of the last two sessions are subtracted (=lost), option to draw another card
Natural Spring (green): gains permanently 8 extra hit points
Drain Life (black): hit points are permanently reduced by 8
Clone (blue): the PC must fight a clone of himself alone
Energy Arc (gold): gains a spell-like ability (roll 1d3):
- Telekinesis (as the spell, 1/day)
- Telepathic Bond, Lesser (as the spell, 1/day)
- Levitation (as the spell, 1/day)
Pox (black): ages to the next age level, CHA or CON are permanently reduced by 1 (roll)
Survival of the Fittest (green): must fight alone 2 foes rolled from the table below or have CON permanently reduced by 2.
Monsters for Survival of the Fittest:
First, roll two times 1d6 for the category, then roll two times with 2d10
d6 gives 1,2, or 3: d6 gives 4,5, or 6:
roll monster with 2d10: roll monster with 2d10:
2: Flesh Golem 2: Huge Spider
3: Djinn 3: Clay Golem
4: Cryo Hydra with 7 heads 4: Ghost
5: Behir 5: Pyro Hydra with 12 heads
6: Otyugh 6: Gorgon
7: Bulette 7: Giant Slug
8: Chimaera 8: Chuul
9: Drider 9: Giant Scorpion (huge)
10: Mantikor 10: Hydra with 13 heads
11: Fire Lizard 11: Frost Giant
12: Hydra with 10 heads 12: Will o' Wisp
13: Hill Giant 13: Rustmonster
14: Water Naga 14: Couatl
15: Stone Giant 15: Fire Giant
16: Umber Hulk 16: Salamander (noble)
17: Mummy 17: Phase Spider
18: Allip 18: Rakshasa (Ruhk)
19: Ettin 19: Spectre
20: Troll 20: no foe