Glossary

Exhausted: When a minion comes into the play and onto the battlefield, their exhausted- a rule that prevents minions from attacking on the first turn their summoned.

Set abilities: Set meaning it’s always active while in play. Set abilities do not activate and always are considered active while in play.

Set abilities include: Undead, Warcry, Evolve, Frenzy, Berserk, Growth, Rogue I-III, Armor I-III, Poison, Thorns, Ward, Taunt, Fortify, Immunity, Regenerate, Lifelink, Exalted, Recycle, Salvage, Negate, Affinity, Speedcast, Prophecy, Drain, Charge, Preemptive Strike, Fury, Rampage, Flight, Pierce, Lethal, Crushing Blow, Curse, and Silence.

Triggered abilities: Triggered meaning you activate that effect when it’s triggered by entering play or through level up.

Triggered abilities include: Shout, Duel, Switch, Karma, Fate, Sprint, Channel, Fear, Oracle, and Empower.

Buff Type Ability
Berserk – Minions with Berserk gain a +1/+1 token when they take damage and survive.

Evolve – Minions with Evolve gain a +1/+1 token at the Beginning Step of your turn.

Frenzy – Minions with Frenzy gain a +1/+1 token for slaying another minion.

Growth - When a card gains +1/+1 token it gains an additional +1/+1 token.

Rogue I – When a card attacks an Avatar, the card gains a +1/+1 token.

Rogue II – When a card attacks an Avatar, the card gains two +1/+1 tokens.

Rogue III – When a card attacks an Avatar, the card gains three +1/+1 tokens.

Switch - When a card with Switch enters play or through level up move as many as you like of your +1/+1 tokens on to that card.

Undead – Minions with the Undead ability gain a +1/+1 token when a minion faints.

Warcry - Attacking minions gain +1/+1 until the end of your turn.

Defensive Ability
Armor I – When the card is taking damage, reduce all damage by one.

Armor II – When the card is taking damage, reduce all damage by two.

Armor III – When the card is taking damage, reduce all damage by three.

Exalted – Minions with Exalted prevent all combat damage and may only be removed from play once silenced or sacrificed.

Fortify – Minions with Fortify gain +0/+4 when dealt damage and prevent your Avatar from being targeted, although not your minions.

Immunity – Minions with Immunity prevent the following effects from happening on the Immune target: poison, silence, curse, crushing blow, and lethal.

Lifelink – When an Avatar fails to roll on a damage Roll, the player can sacrifice a minion with Lifelink on their side of the battlefield to reroll the damage Roll again.

Regenerate – Minions with Regenerate automatically recover all their toughness the moment they survive combat. They never get a Damage Stack.

Taunt – Minions with Taunt prevent your Avatars and minions from being targeted by your opponent’s minions until all Taunt minions that you control faint or are removed from play in some way.

Thorns – Minions with Thorns receive damage you get to target an avatar and make them roll a damage Roll greater than the damage taken or be fainted by the Thorns damage.

Ward – Minions with Ward cannot be targeted by spells or abilities or players.

Offensive Ability
Charge – Minions with Charge can attack any target on the turn they enter the battlefield.

Crushing Blow – Cards with Crushing Blow remove a +1/+1 token from the attacked minion and exhaust the target. This prevents the target (including Avatars) from attacking on the next turn.

Curse – Minions with Curse prevent minions from leveling up once they are dealt damage by the Curse minion.

Duel - When a minion with Duel enters play or through by level up, it battles a target minion. Minions with Duel ignore Taunt and can target any of opponent's minions.

Fear – When you attack with a minion with Fear, your opponent must sacrifice a minion they control to their graveyard.

Flight – Minions with Flight gain a +2/0 power bonus when attacking non-flight minions.

Fury - Cards with Fury get an additional attack at any valid target of their choice.

Lethal – Cards with Lethal automatically faint the target minion when the minion receives damage.

Pierce – Cards with Pierce ignore Armor and Ward effects.

Poison – When a minion with Poison deals damage to another minion, put a -1/-1 token on that minion.

Preemptive Strike – Cards with Preemptive Strike deal damage before receiving damage and can faint cards before taking damage to Non-Preemptive Strike minions. If both cards have Preemptive Strike, both cards deal damage as usual, and the effects of Preemptive Strike are prevented.

Rampage – Minions with Rampage that attack an Avatar can have the Avatar take a damage Roll on all damage done so far on the Damage Stack for all minions that received damage that turn at the Clean-up Step.

Silence – Minions with Silence remove all abilities and keywords from a minion that is dealt damage by the Silence minion. Minions with Silence are immune to Silence.

Utility Ability
Affinity – Cards with Affinity get a reduced cost equal to amount of the same Type of the card that is in play.

Channel – Minions with Channel are connected to a spell Type also called Channel that allows you to discard the Channel spell to reduce the cost of the minion with Channel or Level by the cost of the Channel spell.

Drain – Cards with Drain gain 1 temporary Mana for the owner of the card when you attack an Avatar.

Empower- When a minion with Empower enters play or through level up, all friendly minions specified by the Empower Type level up by one stage.

Fate - When a card faints or is discarded with the Fate ability, it triggers an effect.

Karma – If you have a minion in play with Karma, you get to draw a card if you play a card of the same cost.

Negate – If you have a minion with Negate, it prevents the opponent from playing cards of the same cost while in play.

Oracle – When a minion with Oracle enters play or through level up, you get to look at the top two cards of your library and put one of them into your hand and discard the other.

Prophecy – Cards with Prophecy can be played from your graveyard if you pay their cost. Minions with Prophecy come into play at the level the Prophecy skill is learned. If a level one minion faints and is sent to your graveyard with a Level 2-3 Prophecy you can still play the Prophecy in your graveyard (it comes into play at the Level 2-3 it learns Prophecy.)

Recycle – You may discard a card with Recycle from your hand to draw a card. If the minion doesn’t learn Recycle until a higher level, the minion can still be discarded to draw a card. In other words, as long as the minion has Recycle on them somewhere listed in the Text Box, you can discard that card and draw a card in its place.

Salvage – Minions with Salvage can be sacrificed (sent to your graveyard) to draw a card.

Speedcast – Return target minion with Speedcast to your hand to reduce the cost of your next spell you play, equal to the cost of returned minion.

Shout – Minions with Shout enter the battlefield or through level up with a triggered effect.

Sprint – When you play a minion with Sprint search your library for a copy of that minion with Sprint and put it into your hand.

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