Game Glossary

Keywords

flying

Flying

Cards with Flying can only be blocked by cards with Flying or Ranged.

barrier

Barrier

Cards with Barrier can negate all damage that would be done to the card for 1 instance of damage. Then the barrier breaks.

overkill

Overkill

Cards with Overkill deal excess combat damage to the defending player's life total.

defenseless

Defenseless

Cards with Defenseless can't block.

spiritveil

Spiritveil

Cards with Spiritveil can't be directly targeted by enemy abilities.

quickstrike

Quick-Strike

Cards with Quick-Strike attack on the first phase of combat, potentially avoiding damage from blockers.

ranged

Ranged

Cards with Ranged can block cards with Flying.

doublestrike

Double-Strike

Cards with Double-Strike attack twice during combat, potentially avoiding damage from blockers.

Debuffs

Burn

When afflicted with Burn, the card takes X damage at the start of each round. Where X = stacks of Burn.

Frozen

When afflicted with Frozen, the card's Power is set to 0 for X rounds. Where X = stacks of Frozen.

stun

Stun

When afflicted with Stun, the card cannot attack or block for X rounds. Where X = stacks of Stun.

Wither

When afflicted with Wither, the card has -1 Power and -1 Health for each stack until the Wither is removed. Where X = stacks of Wither.

Effects

Strike

The card deals damage equal to its Power to the target. A strike is not combat, so the target does not hit back.

Drain

Deal that much damage to the target and gain that much life.

Glance

Look at the top cards of your deck, draw some of them and put the rest on the bottom.

Revive

A fresh copy of the card returns to the field.

Ability Types

Entry

Entry abilities trigger when a card enters the battlefield. (When you play the card)

Death

Death abilities trigger when a card dies from damage or being killed.

Aura

Aura abilities activate when they enter the battlefield, but the target of the ability might be delayed. (For example, if an ability gives the next card you play +1/+1)

Passive

Passive abilities are ongoing and will trigger additional times based on certain criteria being met. The ability ends when the card is removed or silenced.

Round Start

Round Start abilities are forms of Passive abilities. The ability triggers at the start of every round.

Attack

Attack abilities activate when the card declares as an attacker. The ability activates BEFORE damage.

Block

Block abilities activate when the card declares as a blocker. The ability activates BEFORE damage.

Combat

Combat abilities activate when combat begins (once blockers are declared). The ability activates AFTER block abilities have triggered and BEFORE combat damage.

Activate

Activate abilities are able to be triggered whenever a user has priority and combat has not started. And they can only be activated if the player has the resources required to pay the cost of the ability. Activate abilities can only be triggered once per round. Using an activate ability will pass priority back to the opposing player.

Affinity: ☯︎

Affinity is an ability modifier. Any text after the ☯︎ will only apply if there is already an ally on the field with the same element as the card with ☯︎. If there are two values around the ☯︎
(ex. +1 ☯︎ +2 Power, framed in the card's element colour), then the first part will apply by default and the second part will replace the first if the Affinity condition is met.

Waxing/Waning

Waxing/Waning is an ability modifier. Waxing abilities activate when you have the attack token, while Waning abilities activate when you do not have the attack token. The two abilities are mutually exclusive - only one will trigger based on whether you have the attack token. Waxing/Waning is typically combined with Entry abilities.

Combo

Combo is an ability modifier. Text after Combo only applies if you already played another card this round. "Combo: Costs X less" lowers the card's cost in your hand once you have played a card this round. The count resets at the start of every round.

When a card is played, abilities apply in the following order:

Existing Auras > Existing Passives > Played Card's Ability

Additional Rules

Power and Health

Power is how much damage a card deals; Health is how much damage it can take before it dies. +X/+Y changes both: the first number is Power and the second is Health, matching the badges in the card's bottom corners.

Combat

Combat begins after a player declares attackers, and after the opposing player declares blockers.
Combat is resolved in two phases:
   Phase 1: Quick/Double-Strike attackers attack, potentially avoiding damage from blockers.
   Phase 2: All remaining attackers attack. (Attackers with Quick-Strike do not attack in this phase.)

Damage from blockers is applied only during Phase 2. So if a blocker is killed during Phase 1, it will not deal damage to the attacker.