Card and General Terms

(aka Response)Typically a removal or protective effect in order to deal with enemy threat.The followers and amulets currently in play. Each player is considered to have their own side of the board.or(aka AoE)Effects that deal damage to multiple targets, often removing all followers on one or both sides of the play area.A very powerful card that often has high cost and creates a large advantage.Returning a card to a player's hand.(aka Enchant, Pump)Increasing the attack or defense of one or more cards on the field. Pump refers to buffs that are only temporary.Effects which deal damage to a leader or a follower.(aka Cycle)A card that draws a card as part of its effect.A threat or combination of threats that will lead to victory over a specific number of turns. For example a 5-attack follower will put a 20-life leader on a 4-turn clock.An oldschool term for a follower.Running out of cards in the deck and losing automatically.A deck's ability to draw more cards outside of the turn-start draw.Playing a follower or amulet. Can refer to the cost as well such as a "4 drop" being a 4cost, especially when referring to the turn it can be first played.The leader, "Going face" refers to striking the enemy leader.A follower with large stats, usually 4/4 or bigger.(aka Search, Tutor, Filtering)Effects that pull specific cards or card types from your deck or even from your list of destroyed cards.A card or deck is janky if it does not look effective or useful, whether from first appearance or in practice.An oldschool term for play-points.A card going from the top of the deck straight to discard. In Shadowverse this only happens if trying to draw a card with a 9-card hand.Replacing cards in your hand before the game begins. Also sometimes incorrectly used to refer to cards that discard in order to draw more cards.A deck copied from someone else's deck online that has proven itself to be competitive, often changed very little from the original deck design.Destruction of a large follower or several followers. Often used in place of "board clear".Dealing a single point of damage with an effect.Getting cards out of booster packs. Can also refer to draw card effects.(aka Accel)The process of using cards to build up future resources or value. A primary focus of Dragon class cards and intention of Haven amulets.Effect that destroys a card either by damage, standard destruction, or banishing.A rarely-seen or custom made deck that relies on non-popular cards or setup. Usually either specifically counters a commonly used deck or simply relies on the unexpected to win.Conceding a game before it's finished.A burn-heavy Aggro or Tempo deck archetype.(aka Sandbagging or Handlock)Keeping cards in the hand even if they could be played, usually in anticipation of a trigger, to affect more targets, or to boost card effects based on hand size/usage.Getting stronger and stronger, can refer to a persistent card effect or simply pressing an advantage.(aka Alphastrike)Ignoring the followers on the opponent's side of the field and hitting their leader with everything you have.Card seen as extremely valuable and an automatic include in a given deck type.A sudden comeback where a player goes from losing to winning a game. Can also refer to a follower attacking, such as "swinging for 5 damage".How much the effects within a deck support each other when used together. Decks focused on combos typically put this as their first priority.Small alterations to a deck to counter something the deck doesn't usually counter, or alternatively changing the expected function of a deck to create a situation an experienced opponent will no expect. Often focused on meta and expected matchups.A card that is dangerous if left on the field, whether due to effect or pure power.Cards created by other cards, these are not included in the deck but once created are treated as standard cards in all ways.A state where a player is relying on the start of turn draw to continue. Often a dangerous situation where the hand is empty and luck is the only way out.Using followers to destroy enemy followers. Efficient trading seeks to waste as little damage as possibleAn effect that needs certain conditions to activate.How useful an effect is in multiple different situations, allowing for flexibility in plays.A rough scale of how good a card is based around cost, stats, and effect.A follower without any effect.A follower with small stats, usually 1/1.