Keyword

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**Keywords** are standard terms in *Mythgard* that appear in card effects, or at least the keyword list to the right when "zoomed in" on a card, to describe one of a number of standard card mechanics the card has, influences, or is in relevant to. Most of these terms are printed in orange in the card effect, though not all, and a few are represented by symbols instead. Some of these come in different strengths, which are indicated by a number. In the lists below, these numbers are represented by a # placeholder.

## List of keywords

* Action Cost: Drag down to activate abilities. This costs a minion its action.
	+ *Represented in card effects by three orange down arrows of increasing boldness.*
* Agile: Can attack any of the three opposing lanes, regardless of blocking minions.
* Alpha Strike: Deals combat damage before minions without Alpha Strike.
* Armor #: Reduces damage taken by #.
* Awaken: An ability that triggers when entering play.
* Banish: Removed from the game without triggering Demise effects or going to the boneyard.
* Blast #: Deals # non-combat damage to adjacent enemy minions after attacking.
* Blight #: At the beginning of its turn, gets -#/-#.
* Breach: Triggers when dealing combat damage to a player.
* Changing Control: Minions that change controllers still return to the original owner's hand or boneyard.
* Deadly: Destroys minions when dealing any damage to them in combat.
* Defender: Cannot attack. Enemies must attack a Defender before other blocking minions.
* Demise: An ability that triggers when destroyed.
* Divination #: Look at the top # cards of your deck. Pick one to put on top and the rest on bottom.
* Empower: Can be activated or triggered once to permanently improve a minion.
* Energy: Abilities can generate or consume energy.
	+ *Represented in card effects by a blue lightning bolt.*
* Energy Action Cost: Drag to activate abilities. This costs a minion its energy action. (Without using its regular action).
	+ *Represented in card effects by three blue down arrows of increasing boldness.*
* Ephemeral: Removed from the game upon leaving play.
* Focused #: Deals # more damage in combat with the opposing lane.
* Fragile #: Increases damage taken by #.
* Frenzy: Can attack twice per turn.
* Immobile: Cannot move.
* Immortal: Cannot be damaged and immune to destroy effects.
* Life Tap: Grants the controlling player life equal to damage dealt in combat.
* Lurker: Enemies must attack other blocking minions before a Lurker.
* Overrun: When attacking a minion, excess damage carries over to the defending player.
* Piercing: Damage dealing cards with Piercing ignore Armor.
* Regen #: At the end of its turns, restore # health.
* Restore Action: Can allow minions to act the turn they are created.
* Rush: Can attack, move, or act the same turn they are created.
* Sap #: Spend an amount of maximum health to activate an ability.
* Slayer #: Deals # extra damage in combat with minions.
* Stunned: Cannot attack, move, or activate abilities.
* Swift: Gets an extra move action each turn.
* Suppressed: Loses all special abilities, buffs, and debuffs.
* Teleport: Can move to any lane.
* Temporary Health: Damage to temporary health is not carried over after the buff expires.
* Temporary Mana: Temporary Mana dissipates at the end of your turn.
* Warded: Cannot be destroyed outside of combat.