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1 Glossary§

1.-1.1 (1H)§

A subtype of a weapon object that is equipped to a weapon zone.[8.2.1]

1.-1.2 (2H)§

A subtype of a weapon object that is equipped to two weapon zones.[8.2.2]

1.-1.3 Ability§

An object property that generates effects that influence the game. Abilities are either activated abilities, resolution abilities or static abilities.[1.7]

1.-1.4 Ability Keyword§

A keyword that substitutes for the rules text of an ability; often accompanied by reminder text.[8.0.4][8.3]

1.-1.5 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]

1.-1.6 Action Phase§

The second part of a turn, where players are given priority to play cards and activate abilities.[4.3]

1.-1.7 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]

1.-1.8 Activated Ability§

An ability that can be activated to put a layer on the stack, which generates effects when it resolves.[5.2]

1.-1.9 Activated-Layer§

A layer object on the stack created by the activation of an activated ability.[1.6.2b]

1.-1.10 Active Player§

The player who currently has priority, allowing them to play cards and activate abilities.[1.11]

1.-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]

1.-1.12 Aether Ashwing§

An draconic illusionist dragon ally token.[8.6.15]

1.-1.13 Affliction§

A subtype of object that enters the arena under the control of an opponent.[8.2.11]

1.-1.14 Agility§

A generic aura token.[8.6.28]

1.-1.15 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]

1.-1.16 Alternative Cost§

A meta-static ability that replaces the resource cost of playing a card with a different cost.[5.4.4b]

1.-1.17 Ambush§

An ability keyword that allows the player to declare the source as a defending card from arsenal.[8.3.28]

1.-1.18 Amp§

An effect keyword that means to increase arcane damage the next time you would deal it this turn.[8.5.47]

1.-1.19 Arcane Barrier§

An ability keyword that allows the player to prevent arcane damage to their hero by paying resources.[8.3.8]

1.-1.20 Arcane Damage§

A specific type of damage, dealt by effects.[8.5.3b]

1.-1.21 Arcane Shelter§

An ability keyword that that prevents arcane damage to a player's hero by destroying this card.[8.3.37]

1.-1.22 Arena§

The collective term for of the all Arms, Combat Chain, Chest, Head, Hero, Legs, Permanent, and Weapon zones.[3.0.5]

1.-1.23 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]

1.-1.24 Arrow§

A subtype that can only be played from arsenal and only when the player controls a bow.[8.2.6]

1.-1.25 Arsenal§

A private zone owned by a player from which cards can be played from.[3.3]

1.-1.26 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]

1.-1.27 Attack§

  • ability: A resolution ability on activated-layers that determines the layer as an attack-proxy.[8.3.1][1.4.3]
  • effect: A discrete effect that determines the layer as an attack-layer and puts an attack-card or attack-proxy into the queue.[8.5.38]
  • event: An event that occurs when an attack resolves as a layer on the stack and the Attack Step begins.[7.2.3]
  • 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]

1.-1.28 Attack-Layer§

A layer with the attack (with) effect, that specifies to attack with a card upon resolution.[1.4.4]

1.-1.29 Attack-Proxy§

An object represents its source as an attack on the stack, in the queue, or on the combat chain.[1.4.3]

1.-1.30 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]

1.-1.31 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]

1.-1.32 Aura§

A subtype that becomes a permanent in the arena when it resolves or otherwise enters the arena.[8.2.4]

1.-1.33 Aura of Suspense§

A phrase that means an aura with the suspense ability.[8.3.42]

1.-1.34 Bait§

A ranger aura token.[8.6.34]

1.-1.35 Banish§

An effect keyword that means to move a card to the owner's banished zone.[8.5.1]

1.-1.36 Banished Zone§

A public zone where cards that are banished are moved to.[3.4]

1.-1.37 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.

1.-1.38 Battleworn§

An ability keyword on equipment that accumulates -1{d} counters after it is used to defend.[8.3.2]

1.-1.39 Beat Chest§

An ability keyword that gives the card the optional additional cost of discarding a 6{p} card from hand.[8.3.33]

1.-1.40 Become§

An effect that causes the properties of an object to defined by a specification or another object.[8.5.25]

1.-1.41 Blade Break§

An ability keyword on equipment that destroys it after it is used to defend.[8.3.3]

1.-1.42 Block§

A type of card that cannot be played.[8.1.12]

1.-1.43 Blasmophet, the Soul Harvester§

A shadow demon ally token.[8.6.6]

1.-1.44 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]

1.-1.45 Bloodrot Pox§

A generic aura token.[8.6.19]

1.-1.46 Bond§

A label keyword, with a static ability that generates effects that are conditional on having pitched the associated type of card to play or activate the card/ability.[8.4.16]

1.-1.47 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]

1.-1.48 Card§

An entity with properties, represented by an official Flesh and Blood card.[4.2]

1.-1.49 Card-Layer§

A card as a unresolved layer on the stack.[1.6.2a]

1.-1.50 Chain Link§

A subsection of the combat chain zone that contains cards and tokens relating to a specific attack.[7.0.3]

1.-1.51 Chain Link Resolution§

The resolution of an attack as a chain link during the resolution step of combat.[7.6]

1.-1.52 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]

1.-1.53 Charge§

An effect keyword that means to put a card from the player's hand into their hero's soul.[8.5.29]

1.-1.54 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]

1.-1.55 Cintari Sellsword§

A warrior mercenary ally token.[8.6.29]

1.-1.56 Clash§

An effect keyword that means reveal and compare the power of each clashing player's deck.[8.5.45]

1.-1.57 Class§

A category of supertype keywords that represents a hero's profession.[2.11.6a]

1.-1.58 Clear§

A process that involves moving objects to the graveyard.[3.0.12]

1.-1.59 Cloaked§

An ability keyword on equipment that causes this card to be equipped face-down instead of face-up.[8.3.36]

1.-1.60 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]

1.-1.61 Color§

A property of an object which can be either red, yellow, or blue.[2.1]

1.-1.62 Combat§

The process of resolving an attack through a series of steps on the combat chain.[7]

1.-1.63 Combat Chain§

A shared public zone that is only open during combat and facilitates the resolution of attacks as chain links.[3.6]

1.-1.64 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]

1.-1.65 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]

1.-1.66 Confidence§

A generic aura token.[8.6.35]

1.-1.67 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]

1.-1.68 Continuous Effect§

An ongoing effect that modifies the abilities, properties, control of objects, and/or the rules of the game.[6.2]

1.-1.69 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]

1.-1.70 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]

1.-1.71 Controller§

The player that is in control of the object or chain link. See Control.

1.-1.72 Copper§

A generic item token.[8.6.4]

1.-1.73 Copy§

See Become.

1.-1.74 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]

1.-1.75 Counters§

A physical marker on an object in the arena that modifies the properties of the object and/or interacts with effects.[4.6]

1.-1.76 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]

1.-1.77 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]

1.-1.78 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]

1.-1.79 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]

1.-1.80 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]

1.-1.81 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])

1.-1.82 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]

1.-1.83 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]

1.-1.84 Defence§

A property of an object that represents how much it reduces attack damage, as a defending card.[7.3.2][7.4.2d]

1.-1.85 Defend§

The act of adding an object to a chain link as a defending card.[7.0.5]

1.-1.86 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]

1.-1.87 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]

1.-1.88 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]

1.-1.89 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]

1.-1.90 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]

1.-1.91 Destroy§

An effect keyword that means to move a card to the owner's graveyard.[8.5.4]

1.-1.92 Discard§

An effect keyword that means to move a card from a player's hand to their graveyard.[8.5.5]

1.-1.93 Discrete Effect§

A one-off effect that creates an event that modifies the game state.[6.1]

1.-1.94 Distribute§

An effect keyword that means to create and/or allocate counters onto objects.[8.5.30]

1.-1.95 Dominate§

An ability keyword that prohibits the defending hero from defending with more than one card from hand.[8.3.4]

1.-1.96 Draw§

An effect keyword that means to move the top card of the player's deck into their hand.[8.5.6]

1.-1.97 Earth Bond§

See Bond.

1.-1.98 Earth Flow§

See Flow.

1.-1.99 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.

1.-1.100 Effect Keyword§

A keyword that substitutes for the rules text of an effect.[8.0.6][8.5]

1.-1.101 Embodiment of Earth§

An elemental aura token.[8.6.11]

1.-1.102 Embodiment of Lightning§

An elemental aura token.[8.6.12]

1.-1.103 Ephemeral§

An ability keyword that removes its source from the game if it would enter the graveyard.[8.3.21]

1.-1.104 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]

1.-1.105 Equip§

An effect keyword that puts an equipment or weapon object into its respective zone, which becomes its equipped zone. ([8.5.41])

1.-1.106 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]

1.-1.107 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]

1.-1.108 Event§

A change in the game state that may involve performing one or more instructions.[1.9]

1.-1.109 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]

1.-1.110 Exposed§

A head, chest, arms, or legs zone, is exposed if it is empty.[3.0.1a]

1.-1.111 Fealty§

A draconic aura token.[8.6.31]

1.-1.112 Figment§

A subtype that becomes a permanent in the arena when it resolves or otherwise enters the arena.[8.2.16]

1.-1.113 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]

1.-1.114 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]

1.-1.115 Flow§

A label keyword on elemental attack action cards, with a static ability that generates effects that are conditional on having played a the associated type of card this turn.[8.4.16]

1.-1.116 Fragment§

An ability keyword on an attack that reduces its {p} by 2 each time a card with 2 or more {d} defends the attack.[8.3.43]

1.-1.117 Frailty§

A generic aura token.[8.6.20]

1.-1.118 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]

1.-1.119 Frostbite§

An elemental aura token.[8.6.10]

1.-1.120 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]

1.-1.121 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]

1.-1.122 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]

1.-1.123 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]

1.-1.124 Generic§

A placeholder for supertypes, used in the type box, that represents the absence of any supertypes.[2.14.1a]

1.-1.125 Generic Damage§

Untyped damage, dealt by effects.[8.5.3b]

1.-1.126 Give§

An effect keyword that means to voluntarily transfer control from one player to another.[8.5.53]

1.-1.127 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]

1.-1.128 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]

1.-1.129 Gold§

A generic item token.[8.6.16]

1.-1.130 Golden Cog§

A mechanologist cog item token.[8.6.32]

1.-1.131 Goldkiss Rum§

A generic item token.[8.6.33]

1.-1.132 Graphene Chelicera§

An assassin weapon dagger token.[8.6.30]

1.-1.133 Graveyard§

A public zone owned by a player which resolved, destroyed, discarded cards are moved to.[3.8]

1.-1.134 Guardwell§

An ability keyword on equipment that accumulates -1{d} counters equal to its {d} value after it is used to defend.[8.3.34]

1.-1.135 Hand§

A private zone owned and held by a player.[3.9]

1.-1.136 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]

1.-1.137 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]

1.-1.138 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]

1.-1.139 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]

1.-1.140 Hidden Activated Ability§

An activated ability that can be activated when its source object is private[5.2.4]

1.-1.141 Hidden Triggered Ability§

A triggered ability that can be optionally triggered when its source object is private[5.4.7b]

1.-1.142 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]

1.-1.143 Hit§

An event that occurs when an attack deals damage to its target during the damage step of combat.[7.5.5]

1.-1.144 Identity-Replacement Effect§

A replacement effect that modifies an object as it enters the arena.[6.4.8]

1.-1.145 Ignore§

An effect keyword that means to consider an event, or part of an event, to have never happened.[8.5.33]

1.-1.146 Inactive Player§

A player who currently does not have priority, and cannot play cards or activate abilities.[1.11]

1.-1.147 Ice Bond§

See Bond.

1.-1.148 Ice Flow§

See Flow.

1.-1.149 Inertia§

A generic aura token.[8.6.21]

1.-1.150 Inline-Triggered Effect§

A discrete triggered effect that triggers when it is generated if the trigger condition is met.[6.6.2]

1.-1.151 Instant§

A type of object that can be played or activated as any layer of the stack by the active player.[8.1.6]

1.-1.152 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]

1.-1.153 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]

1.-1.154 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]

1.-1.155 Item§

A subtype that becomes a permanent in the arena when it resolves or otherwise enters the arena.[8.2.5]

1.-1.156 James White§

The founder of Legend Story Studios and creator of Flesh and Blood.

1.-1.157 Label Keyword§

A keyword that groups abilities with common effects.[8.0.5][8.4]

1.-1.158 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]

1.-1.159 Last Known Information§

The properties of an object that no longer exists, referenced by a rule or effect.[1.2.3]

1.-1.160 Layer§

A card, activated-layer, or triggered-layer on the stack that is waiting to be resolved.[1.6]

1.-1.161 Layer-Continuous Effect§

A continuous effect created by the resolution of a layer on the stack.[6.2.2]

1.-1.162 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]

1.-1.163 Legendary§

An ability keyword that limits a player to only including one of that card in their deck.[8.3.6]

1.-1.164 Legend of the Watery Grave§

A combination of two abilities: Legendary[8.3.6] and Watery Grave[8.3.41].

1.-1.165 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]

1.-1.166 Life§

A property of an object that defines its starting life total. Objects with the life property are living objects.[2.5]

1.-1.167 Life Loss§

A reduction of life total that can occur by being dealt damage or from an effect.

1.-1.168 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]

1.-1.169 Lightning Bond§

See Bond.

1.-1.170 Lightning Flow§

  • label: See Flow.
  • token: An elemental aura token.[8.6.38]

1.-1.171 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]

1.-1.172 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]

1.-1.173 Macro§

A type of non-card object that is used as a game-piece for specific formats.[1.5]

1.-1.174 Mark§

An effect keyword that means to make a hero marked.[8.5.50]

1.-1.175 Match§

One or more consecutive games between the same players.[4.0.2]

1.-1.176 Material§

A label keyword, with a while-static ability that is functional when it is under a permanent.[8.4.5]

1.-1.177 Meld§

An ability keyword that allows the player to play both sides of a split-card by paying twice the cost.[8.3.38]

1.-1.178 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]

1.-1.179 Meta-Static Ability§

A static ability that influences the rules outside of the game.[5.4.3]

1.-1.180 Might§

A generic aura token.[8.6.26]

1.-1.181 Mirage§

An ability keyword that destroys its source if it is defending an attack with 6 or more power.[8.3.25]

1.-1.182 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]

1.-1.183 Multi 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]

1.-1.184 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]

1.-1.185 Negate§

An effect keyword that removes a layer from the stack, preventing it from resolving.[8.5.26]

1.-1.186 Non-Turn Player§

A player who is not the turn-player; it is not their turn of the game.[4.0.3b]

1.-1.187 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]

1.-1.188 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]

1.-1.189 Overpower§

An ability keyword that prohibits the defending hero from defending with more than one action card.[8.3.22]

1.-1.190 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]

1.-1.191 Pairs (with)§

An ability keyword that restricts the player from equipping the card unless it the specified card is also equipped.[8.3.26]

1.-1.192 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]

1.-1.193 Perched§

An ability that allows a card to be equipped in addition to a 2H weapon.[8.2.15]

1.-1.194 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]

1.-1.195 Physical Damage§

A specific type of damage, dealt by attacks during the damage step of combat.[8.5.3b]

1.-1.196 Piercing§

An ability keyword that increases the power of its source when it's defended by equipment.[8.3.23]

1.-1.197 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]

1.-1.198 Play§

To add a card to the stack, determine its parameters, and then pay its associated costs.[5.1]

1.-1.199 Play-Static Ability§

A static ability that functions when its source is played as a card on the stack.[5.4.4]

1.-1.200 Player§

A person playing the game.[1.1]

1.-1.201 Ponder§

A generic aura token.[8.6.17]

1.-1.202 Power§

A property of an object that represents its strength as an attack.[2.9]

1.-1.203 Prevention Effect§

A replacement effect that reduces the damage amount of a damage event that is about to occur.[6.4.10]

1.-1.204 Priority§

The ability to play cards and activate abilities, given to one player at a time during the action phase.[1.11]

1.-1.205 Property§

An attribute of an object that defines how that object interacts with rules and effects in the game.[2]

1.-1.206 Property-Static Ability§

A static ability that defines the value of its source object anywhere in and outside the game.[5.4.5]

1.-1.207 Protect§

An ability keyword that allows the player to declare the card as a defending card for another player.[8.3.31]

1.-1.208 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]

1.-1.209 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]

1.-1.210 Quicken§

A generic aura token.[8.6.1]

1.-1.211 Quickstrike§

A label keyword on lightning runeblade attack action cards, with a static ability that generates effects that are conditional if the source has go again.[8.4.20]

1.-1.212 Quiver§

A subtype of an equipment object that can be equipped to a weapon zone even with a 2H Bow.[8.2.15]

1.-1.213 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]

1.-1.214 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]

1.-1.215 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]

1.-1.216 Remove§

An effect keyword that means to take a counter off of an object.[8.5.13]

1.-1.217 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]

1.-1.218 Replacement Effect§

An effect that replaces an event with a modified event, immediately before it occurs.[6.4]

1.-1.219 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]

1.-1.220 Reroll§

An effect keyword that means to roll a die again and use the new result instead.[8.5.28]

1.-1.221 Resolution Ability§

An ability that generates effects when the card (as a card layer) resolves on the stack.

1.-1.222 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]

1.-1.223 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]

1.-1.224 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]

1.-1.225 Retrieve§

An effect keyword that means the player may pay {r} to equip something.[8.5.51]

1.-1.226 Return to the Brood§

An effect keyword that means for a player's hero to become their base hero.[8.5.52]

1.-1.227 Reveal§

An effect keyword that means to show an object to every player.[8.5.17]

1.-1.228 Roll§

An effect keyword that means to toss a die to generate a random number.[8.5.18]

1.-1.229 Rules Text§

Text contained in the text box of a card that defines the abilities of that card.[2.12]

1.-1.230 Runechant§

A Runeblade aura token.[8.6.3]

1.-1.231 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]

1.-1.232 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]

1.-1.233 Scrap§

An ability keyword that gives the card the optional additional cost of banishing an item or equipment from the graveyard.[8.3.32]

1.-1.234 Search§

An effect keyword that means to look through a zone and select a card that matches specification.[8.5.19]

1.-1.235 Seismic Surge§

A guardian aura token.[8.6.2]

1.-1.236 Self-Replacement Effect§

A replacement effect that modifies an effect or event of a preceding effect or leading connected ability.[6.4.7]

1.-1.237 Sharpen§

An effect keyword means to put a +1{p} counter on a card and to all +1{p} counters from it at the end of the turn.[8.5.58]

1.-1.238 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]

1.-1.239 Shuffle§

An effect keyword that means to randomize the order of a collection of cards, typically the deck.[8.5.20]

1.-1.240 Sigil of Fate§

A Sigil of Fate aura token.[8.6.37]

1.-1.241 Silver§

A generic item token.[8.6.13]

1.-1.242 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]

1.-1.243 Soul Shackle§

A shadow runeblade aura token.[8.6.7]

1.-1.244 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]

1.-1.245 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]

1.-1.246 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]

1.-1.247 Spectral Shield§

An illusionist aura token.[8.6.8]

1.-1.248 Spellbane Aegis§

A generic aura token.[8.6.18]

1.-1.249 Spellvoid§

An ability keyword that allows the player to prevent arcane damage to their hero by destroying this object.[8.3.15]

1.-1.250 Stack§

A zone that facilitates the resolution of layers to generate effects.[3.15]

1.-1.251 Standard-Replacement Effect§

A typical replacement effect that modifies events that match its condition.[6.4.9]

1.-1.252 Starfall§

A label keyword on lightning wizard attack action cards, with a static ability that generates effects that are conditional if an instant card has been put into the controller's graveyard.[8.4.21]

1.-1.253 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]

1.-1.254 Start Phase§

The first part of a turn where start-of-turn triggered effects are resolved, followed by the Action Phase.[4.2]

1.-1.255 Static Ability§

An ability that generates effects without resolving (as) a layer on the stack.[5.4]

1.-1.256 Static-Continuous Effect§

A continuous effect generated by a static ability.[6.2.3]

1.-1.257 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]

1.-1.258 Steal§

An effect keyword that means to involuntarily transfer control from one player to another.[8.5.54]

1.-1.259 Stealth§

An ability that does nothing; however, effects may refer to objects that have stealth.[8.3.24]

1.-1.260 Step§

A component of combat in the action phase.[7]

1.-1.261 Subtype§

A property of an object that can define interactions with rules and/or effects.[2.10]

1.-1.262 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]

1.-1.263 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]

1.-1.264 Suspense§

An ability keyword that causes its source to enter the arena with suspense counters, remove a suspense counter each turn, and leave the arena when it has none left.[8.3.42]

1.-1.265 Talent§

A category of supertype keywords that represents a hero's regional specialties.[2.11.6b]

1.-1.266 Tap§

An effect keyword that means to change a permanent from untapped to tapped.[8.5.55]

1.-1.267 Temper§

An ability keyword on equipment that accumulates -1{d} counters after it is used to defend, and destroys it if the defense is zero.[8.3.10]

1.-1.268 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]

1.-1.269 The Crowd Cheers / The Crowd Boos§

An effect keyword that causes the player to be cheered or booed. [8.5.57]

1.-1.270 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]

1.-1.271 Toughness§

A generic aura token.[8.6.36]

1.-1.272 Tower§

A label keyword on guardian action cards, with a static ability that generates effects that are conditional the card having 13 or more {p}.[8.4.13]

1.-1.273 Transcend§

An effect keyword that means to flip the card and put it into the owner's hand.[8.5.48]

1.-1.274 Transform§

An effect keyword that means put the transformed card underneath the permanent it has been transformed into.

1.-1.275 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.[5.5]

1.-1.276 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.[5.5]

1.-1.277 Triggered-Static Ability§

A static ability that generates a single static-triggered effect.[5.4.6]

1.-1.278 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.[5.5]

1.-1.279 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]

1.-1.280 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]

1.-1.281 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]

1.-1.282 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]

1.-1.283 Type Box§

A property of a card that defines the types, supertypes, and subtypes of that card.[2.14]

1.-1.284 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]

1.-1.285 Universal§

An ability keyword that give this card the class of the hero that owns or controls it.[8.3.35]

1.-1.286 Untap§

An effect keyword that means to change a permanent from tapped to untapped.[8.5.56]

1.-1.287 Ursur, the Soul Reaper§

A shadow demon ally token.[8.6.9]

1.-1.288 Vigor§

A generic aura token.[8.6.27]

1.-1.289 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]

1.-1.290 Ward§

An ability keyword that prevents damage to a player's hero by destroying this card.[8.3.20]

1.-1.291 Watery Grave§

An ability keyword turns its source face-down when it moves from the arena to the graveyard.[8.3.41]

1.-1.292 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]

1.-1.293 X / Y / Z§

A literal placeholder for an undetermined value of an effect.[1.12.2]

1.-1.294 Zen State§

A ninja aura token.[8.6.5]

1.-1.295 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]