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A
Aegis
The first time each turn this permanent is targeted by an opponent's spell or ability, that opponent must pay 2 additional resources or the effect is countered.
Archive
Your Spellbook as it sits face-down during play. You draw from the top of your Archive. If you're required to draw from an empty Archive, you lose.
Ascendant
A legendary character card with Loyalty counters. Ascendants have +, β, and Ultimate abilities. Can be attacked directly to reduce their Loyalty.
Activated Ability
An ability you deliberately trigger by paying a cost, written as "Cost: Effect." Must be activated at the appropriate time (usually Main Phase).
B
Blazestride
This creature deals combat damage before creatures without Blazestride. Creatures killed in the Blazestride step do not deal their damage back.
Blocker
A creature the defending player assigns to intercept an attacking creature during the Combat Phase.
C
Certamen
The name of the game and the world in which it is set. "Certamen" means contest or debate β a fitting name for a game of strategy and conflict.
Combat Phase
Step 5 of each turn. The active player declares attackers, the defending player declares blockers, and combat damage is resolved.
Counter
A marker placed on a card. Loyalty counters track an Ascendant's power. +1/+1 or β1/β1 counters can modify creature stats. Always track them clearly.
D
Dreadmarked
This creature can only be blocked by Umbrage-colored creatures or Relics. All others flee from its presence.
Draw
Taking the top card of your Archive and adding it to your Memory Bank. You draw one card at the start of each turn (except the first player's first turn).
E
Enduring
Cannot be destroyed by damage or by effects that say "destroy." Can still be exiled, returned to hand, or have its Vitality reduced to 0 by other means.
End Step
Step 7 of each turn. Discard down to 7 cards, end-of-turn effects expire, and the turn passes to your opponent.
Exile
Removing a card from the game entirely. Exiled cards cannot return to play unless a specific card effect says otherwise. Different from sending to the Hollow.
F
Flickerborn
This card can be cast at any time you could cast a Rune β including your opponent's turn. Surprise your foes with unexpected permanents.
H
Hollow
The zone where spent spells and destroyed creatures go. Cards in the Hollow are face-up and visible to both players. Some cards interact with the Hollow.
I
Invocation
Any spell β Rune, Snap, Rite, or otherwise. A general term for a card being cast from your Memory Bank.
L
Livingfield
The shared play area where creatures, Relics, Rites, Ascendants, and Pillars live once they've been played. The arena of conflict.
Loyalty
The resource tracked by counters on Ascendant cards. Using + abilities increases Loyalty; using β abilities decreases it. An Ascendant with 0 Loyalty dies.
M
Memory Bank
The cards you're currently holding. Your hand. Maximum size is 7 at end of turn. Private β your opponent cannot see your Memory Bank.
Mulligan
Before the first turn, each player may shuffle their opening hand back into their Archive and draw 6 cards instead. Can only be done once.
O
Oathbound
Cannot be targeted by spells or abilities controlled by your opponent. Oathbound creatures are immune to direct targeting, though global effects still apply.
Overwhelm
When this creature attacks and is blocked, excess damage beyond what's needed to destroy the blocker is dealt directly to the defending player's Vitality.
P
Pillar
The primary resource card. Tap a Pillar to add one resource of its color. You can play one Pillar per turn from your Memory Bank at no cost.
Power
The first number in a creature's P/V stat block. Represents how much damage the creature deals in combat.
Permanent
Any card that remains on the Livingfield after being played β creatures, Relics, Rites, Pillars, and Ascendants are all permanents.
R
Relic
A colorless permanent that provides passive effects or activated abilities. Some Relics equip to creatures to grant them bonuses.
Rite
A spell that remains on the Livingfield as a permanent and provides an ongoing effect. Some Rites enchant other permanents; others have a global effect.
Rune
A spell that can be cast at any time β including during your opponent's turn, in response to another spell, or during combat. Goes to the Hollow after resolving.
S
Skyborne
Can only be blocked by other creatures with Skyborne or Aegis. Skyborne creatures soar over ground-based defenders.
Snap
A spell that can only be cast during your own Main Phase when nothing else is happening. Typically more powerful than Runes due to this restriction.
Soulbind
Whenever this creature deals damage (to a player or creature), you gain Vitality equal to the damage dealt.
Spellbook
Your constructed deck of exactly 60 cards. Must include at least 20 Pillar cards. Built before the game begins from your card collection.
Steadfast
This creature does not tap when it attacks. It remains ready to block during your opponent's next turn.
Summoning Sickness
A creature cannot attack or use tap abilities on the same turn it entered the Livingfield. Creatures with Swiftfang are exempt.
Swiftfang
This creature can attack and use tap abilities the same turn it enters the Livingfield, bypassing Summoning Sickness.
Surge
A special activated ability on certain creatures. Once per turn, tap this creature to activate a bonus effect listed on the card.
T
Tap
Rotating a permanent sideways to indicate it has been used. Tapped permanents cannot be tapped again until they untap (usually at the start of your next turn).
Token
A creature created by a card effect rather than drawn from the Spellbook. When a token leaves the Livingfield, it simply ceases to exist.
Triggered Ability
An ability that automatically activates when a condition is met β using words like "when," "whenever," or "at." No player needs to pay a cost.
U
Ultimate
The most powerful (β cost) ability of an Ascendant. Usually requires many turns to build up enough Loyalty. Most Ultimates drastically alter or end the game.
Untap
Rotating a tapped permanent back to its upright position, making it available to use again. Happens automatically at the start of each player's turn.
Upkeep
Step 2 of the turn. Upkeep-triggered abilities resolve here. Players may cast Runes during Upkeep.
V
Veilshroud
This permanent cannot be targeted by spells or abilities your opponent controls. It is wrapped in the Veil and untouchable by enemy magic.
Vitality
For players, the life total starting at 30. For creatures, their defensive stat β the second number in P/V. A creature at 0 Vitality is destroyed.
W
Wardenbound
This creature cannot be declared as an attacker. It stands guard and can only block incoming attacks.