Glossary

### These are a list of Keywords and Effects that describe skills a card may have.

* **Ambush** - Champions that have Ambush can't be targeted by attacks or skills. They lose the effects of Ambush if they attack or are damaged.
* **Bane** - When a Champion with Bane damages another Champion during the Damage Step, the damaged Champion is destroyed. Bane does not take effect through skill damage, only attack damage.
* **Banish** - Removes champions or relics from the field. Cards in the hand and deck can also be banished via card skills. Banished cards are not sent to the GY and Will skills are not activated. Banished champions are also not considered destroyed and can not be deployed through mechanics like Necromancy.
* **Battle Cry:** - When a Champion with Battle Cry enters the field, activate the Battle Cry skill.
* **Clash:** - When a Champion with Clash attacks or is attacked, activate the Clash skill before damage calculation.
* **Countdown(x)** - Unique to Relic cards. At the start of your turn, reduce the card's Countdown by 1. When the Countdown reaches 0, destroy the card.
* **Drain** - Each point of damage this Champion deals restores your Life by the same amount. Drain cannot grant Life above your maximum Life.
* **Dual-Soul** - A Champion with Dual-Soul may count for 2 when in the Soul Zone. You may only have a maximum of 4 cards with Dual-Soul in a deck.
* **Grimoire:** - Grimoire skills activate by revealing the Sorcery card in your hand and paying the cost of the card. Discard the card after activation.
* **Haste** - A champion with Haste isn’t affected by Exhaustion. It can declare an attack as soon as it is deployed to your field.
* **Hexproof** - A Champion with Hexproof is unaffected by skill effects (except their own) while on the field.
* **Lock** - A Status Effect. A "locked card" is turned face down, and loses all characteristics present on its face-up side, as well as any other characteristics that it received before being locked. A locked card cannot be used to perform any action, nor can it be affected by any attack or skill. (with the exception of cards that target locked cards) Locked cards are “unlocked” at the end of the owner's turn. A locked card that is unlocked is flipped back face up. However, the unlocked card is considered to be a different card than the original, and therefore all effects that the card received before it was locked are no longer applied, meaning any buffs that it had are now gone.
* **Necromancy** - If a Champion with Necromancy is in your GY, you may pay their cost to deploy it back from your GY.
* **Perfect Guardian** - You may only have up to 4 cards with **Perfect Guardian**, even if they have different names.
* **Recharge(X)** - when a card states to Recharge, you untap the designated number of cards in your Soul Zone. If you have less than stated, recharge the ones you do have. Recharging is per card, meaning cards with Dual-Soul count as 1 when recharging.
* **Relic** - Cards with the *Relic-type* cannot attack, be targeted by attacks, or be targeted by skills that don’t destroy, banish, or bounce the card. (you cannot lock, stun, debuff, or buff a Relic, they are essentially item cards.)
* **Rush** - A champion with Rush isn’t affected by Exhaustion. However, it can only declare an attack on enemy champions as soon as it is deployed to your field.
* **Sacrifice** - If a skill tells you to sacrifice a number of champions, select the required champions and send them to their owner's GY. You can sacrifice only champions you control. (unless a card skill says otherwise) Sacrificing a champion is different from destroying it. You can sacrifice a champion only if a tells you to, or if it’s part of a cost. Sacrificing cards do not activate Will skills.
* **Sentinel:** - When a Champion with Sentinel is attacked, activate the Sentinel skill before damage calculation.
* **Shield** - When your opponent has a Champion with Shield in play, you are unable to attack any other enemy champions or your opponent other than the enemy champion(s) with Shield.
* **Silence** - A Status Effect. A silenced champion has all card text, keywords, and any buff effects removed. New effects can still be applied to a Silenced champion. However, the champion's name and type are still preserved.
* **Strike:** - When a Champion with Strike attacks, activate the Strike skill before damage calculation.
* **Stunned** - A Status Effect. Champions that are Stunned are unable to attack or activate effects until the end of their owner’s turn. Passive skills that do not require an activation are not affected by stunning (Vengeance). Skills that activate when a certain condition is met are affected (Spellboost).
* **Territory Arise** - When you raise your Territory, activate its Territory Arise skill.
* **Twinstrike** - This Champion can declare an attack twice.
* **Will:** - When a Champion is destroyed and sent to the graveyard, activate the Will skill. Will does not activate if the Champion is sacrificed, milled, discarded, or banished.

### Class Specific Keywords

#### Arcane Class

* **Alchemy(x):** - Once per turn, you may shuffle cards from your Graveyard into your deck, whose combined Ranks equal, but not exceed, the Alchemy cost of the card in play, and activate the Alchemy skill. You may not use Rank 0 cards for Alchemy costs.
* **Spellboost:** - If you play a Sorcery-type card, you may activate the Spellboost skill. Spellboost skills activate if the champion is on your side of the field.

#### Dimensional Class

* **Enhance(x)**: - Once per turn, you may banish the specified number of cards from your field/hand/GY (you may use a combination of each), and activate the Enhance skill.
* **Resonance(x):** - Skills are active when the specified number or more cards are in your Banish Zone.
* **Gate:** - If a Champion with Gate is in your Banish Zone, you may pay their cost to deploy it back from your Banish Zone.

#### Dragon Class

* **Dominance:** - Skill is active when you have 6 cards in the Soul Zone. Additionally, the Dominance *state* is considered active for you when you have 6 cards in the Soul Zone. Cards that state "If Dominance is active for you." require the Dominance *state*.
* **Rampage:** - Whenever an enemy champion is destroyed by one of your skills, or is destroyed after taking damage from one of your skills, (before damage calculation if in the Combat Phase) activate the Rampage skill.

#### Faerie Class

* **Blossom:** - Skill activates when a champion is returned to deck.
* **Fairy Ring:** - Skill activates when an allied champion is returned to hand.

#### Necromancer Class

* **Burial Rite(x):** - Skills are active when the specified number or more cards are in the graveyard.
* **Rebirth:** - Skill activates when a champion is deployed from your GY.

#### Nightmare Class

* **Madness:** - Madness is active for you when you have taken damage during your turn at least 7 times. Each instance that you take damage during your turn, gain a permanent Madness Counter. Madness Counters increase above 7 even if Madness is already active for you. Additionally, the Madness *state* is considered active for you when you have 7 Madness Counters. Cards that state "If Madness is active for you." require the Madness *state*.
* **Vengeance:** - Vengeance skills are active when you are at 15 Life or less. Additionally, the Vengeance *state* is considered active for you when you are at 15 Life or less. Cards that state "If Vengeance is active for you." require the Vengeance *state*.

#### Sacred Class

* **Brilliance:** - Skill activates each time a card is deployed from your Soul Zone.
* **Providence:** - Skill is active when your Life is equal to or Higher than your opponent’s. Additionally, the Providence *state* is considered active for you when your Life is equal to or higher than your opponent's. Cards that state "If Providence is active for you." require the Providence *state*.
* **Soul-Link** - You may deploy an *untapped* Champion with Soul-Link from your Soul Zone, and then place the top card of your deck into your Soul Zone *tapped*.

#### Warrior Class

* **Onslaught(x):** - The skill becomes active (until end of turn) if the stated number (or more) of attacks have been declared during the same turn (including the current attack).
* **Rally(x):** - Skills are active when the specified number or more champions are on your side of the field. Rally cannot use Relic-type cards to activate their skills.