Glossary§
(1H)§
A subtype of a weapon object that is equipped to a weapon zone.[8.2.1]
(2H)§
A subtype of a weapon object that is equipped to two weapon zones.[8.2.2]
Ability§
An object property that generates effects that influence the game. Abilities are either activated abilities, resolution abilities or static abilities.[1.7]
Ability Keyword§
A keyword that substitutes for the rules text of an ability; often accompanied by reminder text.[8.0.4][8.3]
Action§
A type of object or activated ability that can only be played or activated as layer 1 of the stack by the turn-player when they have priority, and costs an action point to play or activate.[8.1.1]
Action Phase§
The second part of a turn, where players are given priority to play cards and activate abilities.[4.3]
Action Point§
An asset used to pay for the cost of playing an action card or activating an action activated ability. Action points can only be gained by the turn-player.[1.13.2]
Activated Ability§
An ability that can be activated to put a layer on the stack, which generates effects when it resolves.[5.2]
Activated-Layer§
A layer object on the stack created by the activation of an activated ability.[1.6.2b]
Active Player§
The player who currently has priority, allowing them to play cards and activate abilities.[1.11]
Additional Cost§
- ability: A meta-static ability that adds a cost to playing a card.[5.4.4a]
- phrase: An effect that adds a cost to playing a card.[5.1.3]
Aether Ashwing§
An draconic illusionist dragon ally token.[8.6.15]
Affliction§
A subtype of object that enters the arena under the control of an opponent.[8.2.11]
Ally§
A subtype of object that is an independent attacker and/or defender during combat, and resets its life at the end of the turn.[8.2.8]
Alternative Cost§
A meta-static ability that replaces the resource cost of playing a card with a different cost.[5.4.4b]
Ambush§
An ability keyword that allows the player to declare the source as a defending card from arsenal.[8.3.28]
Amp§
An effect keyword that means to increase arcane damage the next time you would deal it this turn.[8.5.47]
Arcane Barrier§
An ability keyword that allows the player to prevent arcane damage to their hero by paying resources.[8.3.8]
Arcane Damage§
A specific type of damage, dealt by effects.[8.5.3b]
Arcane Shelter§
An ability keyword that that prevents arcane damage to a player's hero by destroying this card.[8.3.37]
Arena§
The collective term for of the all Arms, Combat Chain, Chest, Head, Hero, Legs, Permanent, and Weapon zones.[3.0.5]
Arms§
- subtype: A subtype of equipment that represents an item of armwear and can be equipped to an arms zone.[2.10]
- zone: A public zone owned by a player that contains up to one arms object equipped to that zone.[3.2]
Arrow§
A subtype that can only be played from arsenal and only when the player controls a bow.[8.2.6]
Arsenal§
A private zone owned by a player from which cards can be played from.[3.3]
Ash§
- subtype: A subtype that becomes a permanent in the arena when it resolves or otherwise enters the arena.[8.2.12]
- token: A draconic illusionist ash token.[8.6.14]
Attack§
- ability: A resolution ability that determines the layer as an attack-proxy and puts its source on the combat chain as a chain link.[8.3.1][1.4.3]
- effect: A discrete effect that determines the layer as an attack-layer and puts a object on the combat chain as a chain link.[8.5.38]
- event: An event that occurs when an attack resolves as a layer on the stack and the Attack Step begins.[7.2.4]
- object identity: A term used by effects to refer to an object that is involved in attacking during combat.[1.2.2]
- subtype: A subtype of card that initiates combat and becomes a chain link on the combat chain.[8.2.3]
Attack-Layer§
An activated-layer or triggered-layer with the attack effect, that specifies to attack with an object upon resolution.[1.4.4]
Attack-Proxy§
An activated-layer or triggered-layer with the attack ability that represents its source as an attack on the stack.[1.4.3]
Attack Reaction§
A type of card or activated ability that can only be played or activated by the player that controls the attack during the reaction step of combat.[8.1.2]
Attack Step§
The step of combat after the Layer Step, where the attack becomes a chain link on the combat chain. Followed by the Defend Step.[7.2]
Aura§
A subtype that becomes a permanent in the arena when it resolves or otherwise enters the arena.[8.2.4]
Banish§
An effect keyword that means to move a card to the owner's banished zone.[8.5.1]
Banished Zone§
A public zone where cards that are banished are moved to.[3.4]
Base§
The original value of a property for an object when it was created, which can be modified by effects that specifically modify base values.
Battleworn§
An ability keyword on equipment that accumulates -1[8.3.2]
counters after it is used to defend.Beat Chest§
An ability keyword that gives the card the optional additional cost of discarding a 6[8.3.33]
card from hand.Become§
An effect that causes the properties of an object to defined by a specification or another object.[8.5.25]
Blade Break§
An ability keyword on equipment that destroys it after it is used to defend.[8.3.3]
Block§
A type of card that cannot be played.[8.1.12]
Blasmophet, the Soul Harvester§
A shadow demon ally token.[8.6.6]
Blood Debt§
An ability keyword on a card that causes the player to lose life at the end of the turn if the card is in the banished zone.[8.3.11]
Bloodrot Pox§
A generic aura token.[8.6.19]
Boost§
An ability keyword that gives the card the optional additional cost of banishing the top card of the deck. If the banished card is a Mechanologist card, the played card gains go again.[8.3.9]
Card§
An entity with properties, represented by an official Flesh and Blood card.[1.3]
Card-Layer§
A card as a unresolved layer on the stack.[1.6.2a]
Chain Link§
A subsection of the combat chain zone that contains cards and tokens relating to a specific attack.[7.0.3]
Chain Link Resolution§
The resolution of an attack as a chain link during the resolution step of combat.[7.6]
Channel§
A label keyword, with a triggered ability that destroys its source if the controlling player does put the specified cards at the bottom of their deck at the end of their turn.[8.4.4]
Charge§
An effect keyword that means to put a card from the player's hand into their hero's soul.[8.5.29]
Chest§
- subtype: A subtype of equipment that represents an item of clothing and can be equipped to a chest zone.[2.10]
- zone: A public zone owned by a player that contains up to one chest object equipped to that zone.[3.5]
Clash§
An effect keyword that means reveal and compare the power of each clashing player's deck.[8.5.45]
Class§
A category of supertype keywords that represents a hero's profession.[2.11.6a]
Clear§
A process that involves moving objects to the graveyard.[3.0.12]
Cloaked§
An ability keyword on equipment that causes this card to be equipped face-down instead of face-up.[8.3.36]
Close Step§
The step of combat after the Resolution Step or when the combat chain is closed by a rule or effect, where no player has priority and the combat chain is closed through a game state process.[7.7]
Color Strip§
A property of an object which can be either red, yellow, or blue.[2.1]
Combat Chain§
A shared public zone that is only open during combat and facilitates the resolution of attacks as chain links.[3.6]
Combo§
A label keyword on ninja attack action cards, with a static ability that generates effects that are conditional on the last attack of the combat chain.[8.4.1]
Companion§
A type of card that may start the game in play in one of the equipment zones (arms, chest, head, or legs) or weapon zones, depending on the subtype.[8.1.14][4.1]
Composite Event§
An event that contains one or more different internal events that make up a more complex event.[1.9.3]
Compound Event§
An event that represents repeating an instruction two or more times, and splits into individual events for each instruction to occur.[1.9.2]
Construct§
A subtype that changes the active face of its source and becomes a permanent in the arena when it resolves. [8.2.14][9.1]
Continuous Effect§
An ongoing effect that modifies the abilities, properties, control of objects, and/or the rules of the game.[6.2]
Contract§
- contract: An effect that lays out the actions the player needs to take to complete the contract.[8.5.39]
- label: A label keyword on assassin cards, with a static ability that has a contract effect and a triggered effect that triggers when the contract is completed.[8.4.7]
Control§
The relationship of an object that describes which player can activate its abilities, or relationship of chain link that describes which player controls the attack of that chain link. See object,[1.2.1b] card,[1.3.1b] layer,[1.6.1b] ability,[1.7.1b] and effect.[1.8.1b]
Controller§
The player that is in control of the object or chain link. See Control.
Copper§
A generic item token.[8.6.4]
Copy§
See Become.
Cost§
- concept: The requirement of payment from a player incurred by an ability, card, effect, or rule.[1.14]
- property: The number of resources required to play the card or activate the ability.[2.2]
Counters§
A physical marker on an object in the arena that modifies the properties of the object and/or interacts with effects.[1.15]
Crank§
An ability keyword that allows the player remove a steam counter from the card when it enters the area to gain an action point.[8.3.29]
Create§
A effect keyword that means to bring a token into existence in the arena, or a card into the game.[8.5.2][8.5.40]
Crush§
A label keyword on guardian attack action cards, with a triggered ability that has a trigger condition that 4 or more damage is dealt by the attack.[8.4.2]
Damage§
An event that reduces a subject's life total by a specified amount. The three types of damage are arcane, physical, and generic.[8.5.3b]
Damage Step§
The step of combat after the Reaction Step, where the power of the attack is compared to the sum of defense of the defending cards and the target is dealt physical damage. Followed by the Resolution Step.[7.5]
Deal§
An effect keyword that means to reduce the life total of the subject by the specified amount using a type of damage. ([8.5.3])
Deck§
- general: A collection of cards a player must have to participate in the game.
- zone: A private zone owned by a player that starts with cards from the player's starting deck.[3.7]
Decompose§
A label keyword on earth cards, with a play-static ability that allows the player to banish cards to gain an additional benefit.[8.4.14]
Defence§
A property of an object that represents how much it reduces attack damage, as a defending card.[7.3.2][7.4.2d]
Defend§
The act of adding an object to a chain link as a defending card.[7.0.5]
Defend Step§
The step of combat after the Attack Step, where the defending hero (if any) declares defending cards. Followed by the reaction Step.[7.3]
Defending§
A card on a chain link that contributes a defense value to the defense sum compared to the power of the attack during the damage step of combat.[7.0.5][7.5]
Defense Reaction§
A type of card or activated ability that can only be played or activated by a player whose hero is being attacked during the reaction step of combat.[8.1.3]
Delayed-Triggered Effect§
A layer-continuous triggered effect that, once generated, does not require its source to be in the arena in order to trigger.[6.6.3]
Dependent Effect§
A continuous effect that has an outcome dependent on the application of another effect that precedes it in the staging-system.[6.3.2a]
Destroy§
An effect keyword that means to move a card to the owner's graveyard.[8.5.4]
Discard§
An effect keyword that means to move a card from a player's hand to their graveyard.[8.5.5]
Discrete Effect§
A one-off effect that creates an event that modifies the game state.[6.1]
Distribute§
An effect keyword that means to create and/or allocate counters onto objects.[8.5.30]
Dominate§
An ability keyword that prohibits the defending hero from defending with more than one card from hand.[8.3.4]
Draw§
An effect keyword that means to move the top card of the player's deck into their hand.[8.5.6]
Earth Bond§
A label keyword on elemental attack action cards, with a static ability that generates effects that are conditional having pitched an earth card to play the card.[8.4.15]
Effect§
A phenomenon generated by an ability that can change the game state by producing events or applying changes to objects or the game itself.
Effect Keyword§
A keyword that substitutes for the rules text of an effect.[8.0.6][8.5]
Embodiment of Earth§
An elemental aura token.[8.6.11]
Embodiment of Lightning§
An elemental aura token.[8.6.12]
Ephemeral§
An ability keyword that removes its source from the game if it would enter the graveyard.[8.3.21]
End Phase§
The third and final part of a turn where the "beginning of the end phase" event occurs, action and resource points are lost, the turn-player can move a card from the hand to their arsenal and draws up to their hero's intellect.[4.4]
Equip§
An effect keyword that puts an equipment or weapon object into its respective zone, which becomes its equipped zone. ([8.5.41])
Equipment§
A type of card that may start the game in play in one of the equipment zones (arms, chest, head, or legs) or weapon zones, depending on the subtype, and can be used to defend against attacks.[8.1.4][4.1]
Essence§
An ability keyword that allows the player to include additional cards in their deck based on their talent; earth, ice, and/or lightning.[8.3.16]
Event§
A change in the game state that may involve performing one or more instructions.[1.9]
Evo Upgrade§
A label keyword on mechanologist cards, with a static ability that generates effects based on the number of Evos the player has equipped.[8.4.11]
Exposed§
A head, chest, arms, or legs zone, is exposed if it is empty.[3.0.1a]
Fealty§
A draconic aura token.[8.6.31]
Figment§
A subtype that becomes a permanent in the arena when it resolves or otherwise enters the arena.[8.2.16]
Fixed-Prevention effect§
A prevention effect that applies a fixed prevention amount to each event it modifies and does not carry over any leftover prevention amount.[6.4.10i]
Flavor Text§
Text contained in the text box of a card that serves as a mechanism of adding depth or background to the card in the context of Flesh and Blood lore.[2.12]
Frailty§
A generic aura token.[8.6.20]
Freeze§
An effect keyword that means the object can not be played, its activated abilities can not be activated, and it can be unfrozen.[8.5.34][8.5.37]
Frostbite§
An elemental aura token.[8.6.10]
Fusion§
An ability keyword that requires the player to reveal cards with a specified talent to be considered fused; earth, ice, and/or lightning.[8.3.17]
Gain§
- general effect: An effect keyword that universally means that the properties of an object change by gaining a property, gaining part of a property, and/or increasing the value of a numeric property. Gains is synonymous with "gets", "has", and "is"; and is the antonym of "loses".[8.5.8][8.5.9]
- life effect: An effect keyword that means to increase the life total of the hero or another living object.[8.5.7]
- resource effect: An effect keyword that means to increase the resource assets of a player.[8.5.7]
Galvanize§
A label keyword on mechanologist cards, with a triggered-static ability that generates an effect that triggers wheen defending and allows the player to destroy an item they control for an additional benifit.[8.4.12]
Game§
A single competition of Flesh and Blood between the players, that results in a win for a player or a draw for two or more players.[4.0.1]
Generic§
A placeholder for supertypes, used in the type box, that represents the absence of any supertypes.[2.14.1a]
Generic Damage§
Untyped damage, dealt by effects.[8.5.3b]
Give§
An effect keyword that means to voluntarily transfer control from one player to another.[8.5.53]
Go again§
An ability keyword that gives an action point when the card or ability-layer resolves on the stack or when a chain link resolves and combat moves to the resolution step.[8.3.5]
Go Fish§
An label keyword on arrows, with a static ability that generates an effect which triggers when the attack hits a hero.[8.4.18]
Gold§
A generic item token.[8.6.16]
Golden Cog§
A mechanologist cog item token.[8.6.32]
Goldkiss Rum§
A generic item token.[8.6.33]
Graphene Chelicera§
An assassin weapon dagger token.[8.6.30]
Graveyard§
A public zone owned by a player which resolved, destroyed, discarded cards are moved to.[3.8]
Guardwell§
An ability keyword on equipment that accumulates -1[8.3.34]
counters equal to its value after it is used to defend.Hand§
A private zone owned and held by a player.[3.9]
Head§
- subtype: A subtype of equipment that represents an item of headwear and can be equipped to a head zone.[2.10]
- zone: A public zone owned by a player that contains up to one head object equipped to that zone.[3.10]
Heave§
An ability keyword that allows the player to pay X resources to put the card from their hand into their arsenal at the end of their turn and create X Seismic Surge tokens.[8.3.18]
Heavy§
A label keyword on weapon cards, with a static ability that generates effects that are conditional having only this weapon equipped in the weapon zones.[8.4.17]
Hero§
- type: A type of a card that can be used as the hero card of a player.[8.1.5]
- zone: A public zone owned by a player that contains up to one card with the type hero.[3.11]
An activated ability that can be activated when its source object is private[5.2.4]
A triggered ability that can be optionally triggered when its source object is private[5.4.7b]
High Tide§
An label keyword on attack action cards, with a static ability that generates effects if two or more blue cards are in the pitch zone.[8.4.18]
Hit§
An event that occurs when an attack deals damage to its target during the damage step of combat.[7.5.5]
Identity-Replacement Effect§
A replacement effect that modifies an object as it enters the arena.[6.4.8]
Ignore§
An effect keyword that means to consider an event, or part of an event, to have never happened.[8.5.33]
Inactive Player§
A player who currently does not have priority, and cannot play cards or activate abilities.[1.11]
Inertia§
A generic aura token.[8.6.21]
Inline-Triggered Effect§
A discrete triggered effect that triggers when it is generated if the trigger condition is met.[6.6.2]
Instant§
A type of object that can be played or activated as any layer of the stack by the active player.[8.1.6]
Intellect§
A property of a hero card that is used for how many cards that player draws up to at the end of the turn phase.[2.4][4.4]
Intimidate§
An effect keyword means to banish a card from a player's hand face down and to return it at the end of the turn.[8.5.10]
Invocation§
A subtype that changes the active face of its source and becomes a permanent in the arena when it resolves.[8.2.13][9.1]
Item§
A subtype that becomes a permanent in the arena when it resolves or otherwise enters the arena.[8.2.5]
James White§
The founder of Legend Story Studios and creator of Flesh and Blood.
Label Keyword§
A keyword that groups abilities with common effects.[8.0.5][8.4]
Landmark§
A subtype that becomes a permanent in the arena when it resolves or enters the arena, and replaces any current landmark in the arena.[8.2.9]
Last Known Information§
The properties of an object that no longer exists, referenced by a rule or effect.[1.2.3]
Layer§
A card, activated-layer, or triggered-layer on the stack that is waiting to be resolved.[1.6]
Layer-Continuous Effect§
A continuous effect created by the resolution of a layer on the stack.[6.2.2]
Layer Step§
The first step of combat, where an attack is unresolved as a layer on the stack. Followed by the Attack Step.[7.1]
Legendary§
An ability keyword that limits a player to only including one of that card in their deck.[8.3.6]
Legend of the Watery Grave§
A combination of two abilities: Legendary[8.3.6] and Watery Grave[8.3.41].
Legs§
- subtype: A subtype of equipment that represents an item of legwear and can be equipped to a legs zone.[2.10]
- zone: A public zone owned by a player that contains up to one legs object equipped to that zone.[3.12]
Life§
A property of an object that defines its starting life total. Objects with the life property are living objects.[2.5]
Life Loss§
A reduction of life total that can occur by being dealt damage or from an effect.
Life Total§
A value that represents the maximum amount of life loss that can occur for a hero before the player loses the game. Calculated as the base life of a hero plus life gained and minus life lost.[2.5.3]
Lightning Flow§
A label keyword on elemental attack action cards, with a static ability that generates effects that are conditional on having played a light card this turn.[8.4.16]
Look§
An effect keyword that allows a player to gain the information of the properties of a card, despite it being private.[8.5.11]
Lose§
- general effect: An effect keyword that universally means that the properties of an object change by losing a property, losing part of a property, and/or decreasing the value of a numeric property. Lose is synonymous with "gets"; and is the antonym of "gains" and "has".[8.5.13]
- life effect: An effect keyword that means to decrease the life total of the hero or another living object.[8.5.12]
- resource effect: An effect keyword that means to decrease the resource assets of a player.[8.5.12]
Macro§
A type of non-card object that is used as a game-piece for specific formats.[1.5]
Mark§
An effect keyword that means to make a hero marked.[8.5.50]
Match§
One or more consecutive games between the same players.[4.0.2]
Material§
A label keyword, with a while-static ability that is functional when it is under a permanent.[8.4.5]
Meld§
An ability keyword that allows the player to play both sides of a split-card by paying twice the cost.[8.3.38]
Mentor§
- ability: An obsolete ability keyword that limits the player to include it in their deck only if they have a young hero.[8.3.12]
- type: A type of card that can only be included in a player's deck if they have a young hero.[8.1.10]
Meta-Static Ability§
A static ability that influences the rules outside of the game.[5.4.3]
Mirage§
An ability keyword that destroys its source if it is defending an attack with 6 or more power.[8.3.25]
Modular§
An ability keyword that allows the player to equip the card it to any zone, and the card takes on the respective subtype of the zone its equippde to.[8.3.30]
Name§
- effect: An effect keyword that means the player determines the name of an object to be used by another effect.[8.5.21]
- property: A property of an object. Names are used by the specialization ability and for identifying tokens. Names and pitch values are used to determine uniqueness of a card.[2.7]
Negate§
An effect keyword that removes a layer from the stack, preventing it from resolving.[8.5.26]
Non-Turn Player§
A player who is not the turn-player; it is not their turn of the game.[4.0.3b]
Off-Hand§
A subtype of an equipment object that can be equipped to a weapon zone and can not be equipped with another off-hand equipment.[8.2.10]
Opt§
An effect keyword that means to look at the top cards of the deck and put each of them at the top or bottom of the deck in any order.[8.5.22]
Overpower§
An ability keyword that prohibits the defending hero from defending with more than one action card.[8.3.22]
Owner§
A relationship of a card, token, or permanent, that describes which player brought it into the game. See object,[1.2.1a] card,[1.3.1a] and layer.[1.6.1a]
Pairs (with)§
An ability keyword that restricts the player from equipping the card unless it the specified card is also equipped.[8.3.26]
Pay§
- act: To perform the actions required by a cost, such as spending assets like action points and resource costs, or resolving one more effects.[1.14]
- effect: An effect keyword that means to perform the act of paying to satisfy an asset-cost.[8.5.31]
Perched§
An ability that allows a card to be equipped in addition to a 2H weapon.[8.2.15]
Phantasm§
An ability keyword on an attack that destroys its source when it is defended by an attack action card with 6 or more power, which may close the combat chain.[8.3.13]
Physical Damage§
A specific type of damage, dealt by attacks during the damage step of combat.[8.5.3b]
Piercing§
An ability keyword that increases the power of its source when it's defended by equipment.[8.3.23]
Pitch§
- act: Moving a card from the hand into the pitch zone to generate resource points to pay a cost.[1.14.2d]
- effect: An effect keyword that means to move a card from the hand into the pitch zone to generate resource points, without having to pay a cost.[8.5.44] property: The number of resource points generated when the card is pitched.[2.8]
Play§
To add a card to the stack, determine its parameters, and then pay its associated costs.[5.1]
Play-Static Ability§
A static ability that functions when its source is played as a card on the stack.[5.4.4]
Player§
A person playing the game.[1.1]
Ponder§
A generic aura token.[8.6.17]
Power§
A property of an object that represents its strength as an attack.[2.9]
Prevention Effect§
A replacement effect that reduces the damage amount of a damage event that is about to occur.[6.4.10]
Priority§
The ability to play cards and activate abilities, given to one player at a time during the action phase.[1.11]
Property§
An attribute of an object that defines how that object interacts with rules and effects in the game.[2]
Property-Static Ability§
A static ability that defines the value of its source object anywhere in and outside the game.[5.4.5]
Protect§
An ability keyword that allows the player to declare the card as a defending card for another player.[8.3.31]
Put§
An effect keyword that means either to move an object into another zone, or to create and/or move counters onto an object.[8.5.15]
Quell§
An ability keyword that allows the player to prevent damage to their hero by paying resources, and if they do, the source of the ability is destroyed at the beginning of the end phase.[8.3.19]
Quicken§
A generic aura token.[8.6.1]
Quiver§
A subtype of an equipment object that can be equipped to a weapon zone even with a 2H Bow.[8.2.15]
Reaction Step§
The step of combat after the Defend Step, where the attacking hero can play attack reactions and instants, and the defending hero (if any) can play defense reaction and instants. Followed by the Damage Step.[7.4]
Reload§
An effect keyword that means to give the player the option of putting a single card from their hand into their arsenal if it is empty.[8.5.23]
Reminder Text§
Text contained in the text box of a card that serves as a reminder to the players of the definition of or rules about a card, token, ability, or effect.[2.12]
Remove§
An effect keyword that means to take a counter off of an object.[8.5.13]
Repeat§
An effect keyword that means to repeat a previous set of effects until a certain condition or number of repetitions is met.[8.5.27]
Replacement Effect§
An effect that replaces an event with a modified event, immediately before it occurs.[6.4]
Reprise§
A label keyword on warrior attack reaction cards, with an ability that is conditional on if the defending hero has defended with a card from their hand.[8.4.3]
Reroll§
An effect keyword that means to roll a die again and use the new result instead.[8.5.28]
Resolution Ability§
An ability that generates effects when the card (as a card layer) resolves on the stack.
Resolution Step§
The step of combat after the Damage Step, where the chain link attack is resolved, the controller of the resolved chain link gains an action point if it has "go again", and they may play another attack or close the combat chain.[7.6]
Resolve§
- effect: Creating the events of an effect and executing their instructions.[1.8]
- layer: A change in game state that involves generating effects from, and then removing, the top layer on the stack.[5.3]
Resource§
- point: An asset possessed by a player; used to pay for resource costs.[1.13.3]
- type: A type of object that cannot be played.[8.1.7]
Retrieve§
An effect keyword that means the player may pay [8.5.51]
to equip something.Return to the Brood§
An effect keyword that means for a player's hero to become their base hero.[8.5.52]
Reveal§
An effect keyword that means to show an object to every player.[8.5.17]
Roll§
An effect keyword that means to toss a die to generate a random number.[8.5.18]
Rules Text§
Text contained in the text box of a card that defines the abilities of that card.[2.12]
Runechant§
A Runeblade aura token.[8.6.3]
Rune Gate§
An ability keyword that allows the player to play its source from the banished zone without paying its resource cost.[8.3.27]
Rupture§
A label keyword on draconic cards, with an ability that is conditional on the card being played as/on chain link 4 or higher of the current combat chain.[8.4.6]
Scrap§
An ability keyword that gives the card the optional additional cost of banishing an item or equipment from the graveyard.[8.3.32]
Search§
An effect keyword that means to look through a zone and select a card that matches specification.[8.5.19]
Seismic Surge§
A guardian aura token.[8.6.2]
Self-Replacement Effect§
A replacement effect that modifies an effect or event of a preceding effect or leading connected ability.[6.4.7]
Shielding-Prevention Effect§
A prevention effect that applies as much of its remaining prevention amount it can to each event it modifies and carries over any leftover prevention amount. (See [6.4.10j]
Shuffle§
An effect keyword that means to randomize the order of a collection of cards, typically the deck.[8.5.20]
Silver§
A generic item token.[8.6.13]
Soul§
A collection of cards in the hero zone, placed face up underneath the hero card, but not considered to be in the arena.[3.11.5]
Soul Shackle§
A shadow runeblade aura token.[8.6.7]
Source§
- ability: The source that has that ability.[1.7.1a]
- effect: The source of the ability that generated the effect, unless otherwise specified.[1.8.1a]
Specialization§
An ability keyword that limits the card to only being included in decks with a hero that has the same name (or moniker) as the specialization.[8.3.7]
Spectra§
An ability keyword that allows its source to be the target of an attack and destroys its source if it is attacked, which may close the combat chain.[8.3.14]
Spectral Shield§
An illusionist aura token.[8.6.8]
Spellbane Aegis§
A generic aura token.[8.6.18]
Spellvoid§
An ability keyword that allows the player to prevent arcane damage to their hero by destroying this object.[8.3.15]
Stack§
A zone that facilitates the resolution of layers to generate effects.[3.15]
Standard-Replacement Effect§
A typical replacement effect that modifies events that match its condition.[6.4.9]
Start-of-game Procedure§
A series of setup steps that precede the start of the game. It involves the player revealing their hero card, deciding on the first turn-player, selecting equipment and weapons, shuffling and presenting their deck, and drawing their hand.[4.1]
Start Phase§
The first part of a turn where start-of-turn triggered effects are resolved, followed by the Action Phase.[4.2]
Static Ability§
An ability that generates effects without resolving (as) a layer on the stack.[5.4]
Static-Continuous Effect§
A continuous effect generated by a static ability.[6.2.3]
Static-Triggered Effect§
A static-continuous triggered effect that typically requires its source to be in the arena in order to trigger.[6.6.4]
Steal§
An effect keyword that means to involuntarily transfer control from one player to another.[8.5.54]
Stealth§
An ability that does nothing; however, effects may refer to objects that have stealth.[8.3.24]
Step§
A component of combat in the action phase.[7]
Subtype§
A property of an object that can define interactions with rules and/or effects.[2.10]
Supertype§
A property of an object. Only cards with a supertype subset of the player's hero's supertypes can be included in their registered deck (in constructed formats) or starting deck (in limited formats).[2.11]
Surge§
A label keyword on wizard action cards, with an effect that is conditional on the source dealing more than a specified amount of arcane damage.[8.4.8]
Talent§
A category of supertype keywords that represents a hero's regional specialties.[2.11.6b]
Tap§
An effect keyword that means to change a permanent from untapped to tapped.[8.5.55]
Temper§
An ability keyword on equipment that accumulates -1[8.3.10]
counters after it is used to defend, and destroys it if the defense is zero.Text Box§
A property of a card that can contain rules text, reminder text, and flavor text. The rules text defines the abilities of the card.[2.12]
Token§
- keyword: A keyword that refers to a specific token; often accompanied by reminder text.[8.0.7][8.6]
- object: An temporary card in the arena.[8.6]
Tower§
A label keyword on guardian action cards, with a static ability that generates effects that are conditional the card having 13 or more [8.4.13]
.Transcend§
An effect keyword that means to flip the card and put it into the owner's hand.[8.5.48]
Transform§
An effect keyword that means put the transformed card underneath the permanent it has been transformed into.
Trigger Condition§
A condition of a triggered effect that, when met, creates a triggered-layer on the stack. The trigger condition must also be met for the layer to resolve successfully.[6.6]
Trigger Event§
A game event that occurs and meets the condition of a triggered effect. Once a trigger event has occurred, it does not need to occur again to satisfy the trigger condition for the triggered effect layer to resolve successfully.[6.6]
Triggered-Static Ability§
A static ability that generates a single static-triggered effect.[5.4.6]
Triggered Effect§
An effect that puts a layer on the stack when a game event or game state matches the trigger condition, which generates effects when it resolves.[6.6]
Triggered-Layer§
A layer object on the stack (or to be put onto the stack), created by the triggering of a triggered effect.[1.6.2c]
Turn§
- concept: A round of play consisting of 3 phases: Start Phase, Action Phase, and End Phase, where one player is designated as the turn-player.[4]
- effect: An effect keyword that means to flip a card over or to make a private card public (or vice versa).[8.5.24]
Turn-Player§
The player whose turn it currently is. The turn-player can play actions, becomes the active player after a layer resolves, and chooses the player-order for applying replacement effects and adding triggered-layers to the stack.[4.0]
Type§
A property of an object that defines its interactions with rules and effects, such as how and when it can be played, or whether it is a token.[2.15]
Type Box§
A property of a card that defines the types, supertypes, and subtypes of that card.[2.14]
Unfreeze§
An effect keyword that means a frozen object is no longer frozen; existing freeze effects no longer prevents it from being played or its abilities being activated.[8.5.37]
Universal§
An ability keyword that give this card the class of the hero that owns or controls it.[8.3.35]
Untap§
An effect keyword that means to change a permanent from tapped to untapped.[8.5.56]
Ursur, the Soul Reaper§
A shadow demon ally token.[8.6.9]
Wager§
An effect keyword that means give a prize to one player if an attack hits, or another player if it doesn't.[8.5.46]
Ward§
An ability keyword that prevents damage to a player's hero by destroying this card.[8.3.20]
Watery Grave§
An ability keyword turns its source face-down when it moves from the arena to the graveyard.[8.3.41]
Weapon§
- type: A type of object that can be equipped to a weapon zone.[8.1.9]
- zone: A public zone owned by a player that contains up to one weapon, off-hand, or quiver object equipped to that zone.[3.16]
X / Y / Z§
A literal placeholder for an undetermined value of an effect.[1.12.2]
Zen State§
A ninja aura token.[8.6.5]
Zone§
A named collection of cards. Zones can be owned by a player or shared between players. Most zones have a physical location in the play-space.[3]