Shadowverse

Shadowverse

174 ratings
What All Those Terms Mean: A Guide to Understanding Lingo
By Val Cinnabar
Ever wonder what everyone is saying? This guide will help you to understand card game concepts and slang. Though I wrote this for Shadowverse, it applies to most modern competitive card games.
2
2
   
Award
Favorite
Favorited
Unfavorite
Introduction
There's a lot of words thrown around for this game. Some originated in Hearthstone, some in Magic the Gathering, and others from non-cardgames. Many of these concepts are simple and easy to understand, while few are complex and seem to have meanings depending on who you ask. This is a glossary of those terms to help you understand just what all that slang means.
Important Game Concepts
Answers vs Threats
Deck and gameplay concept, the dynamic between cards that deal with problems or cards that create problems for your opponent. The amount and strength of each type decides how a deck will play and how effective it will be against certain deck types.

Card Advantage
Game concept concerned with both how many cards each person has in hand+field and the comparative strength of said cards. Card advantage is usually gained by using cards more efficiently than the opponent, whether through better trading or leveraging card effects in your favor. Some decks also elect to trade card advantage for health or advancing their strategy.

Curve (aka Mana Curve)
Vital deck construction concept, the spread of card cost across the deck. In many cases this is a bell curve focused towards the lower costs, which has a high chance of having cards to play every turn of the game.
The term can also refer to creature curve, which is a gauge of whether a follower is on, above, or below the typical stats at a cost. For example, a 3cost 2/1 is below the curve, and thus is expected to have a useful ability to offset it.

Mana Optimization
Deck and game concept, and often the basis for the mana curve. This refers to making use of as much mana each turn as possible, and using lower mana than the opponent to create the same effect. In theory the player that uses their mana most efficiently will win the game, which makes it very important to be able to use all mana available on each turn as effectively as possible.

Meta
Game concept, usually refers to what the community percieves as standard-usage or powerful. These popular cards and decks will be seen very often in play. Knowing the meta environment can give a large advantage as it allows prediction of what the opponent may do at any given stage of a game. Can also be used to reference expected gameflow or the balance between classes.

Tempo
Game and deck concept, refers to the pace of the game and how far along a deck has gone towards completing its win condition. Some decks have a very strict time window to create their win condition, and if destabilized before or during that will be unable to close the game. Other decks have a very inevitable condition, and if allowed to stabilize will close without fail. In practice "holding tempo" means one is constantly making threats that the opponent has to react against.
Deck Focus Types
Aggro
Focused on keeping presence on the board and consistently doing damage to the enemy leader to win early. Aims to place constant damage threats and reduce the opponent's health as often as possible, sometimes utilizing removal cards to clear a path. Will often ignore the enemy board and simply keep attacking the leader to grind down the opponent.

Aggro-Control (aka Tempo)
Focused on using card effects to destroy enemy followers while still doing damage to the enemy leader. This hybrid style relies on keeping board presence while removing enemy threats through effects, spells, or wards. Primarily pushes to control the board and lock out the opponent's cards in order to end the game quickly. Sometimes called "Tempo" due to how quick they can force a win if left unchecked.

Combo
Focused on using specific card combinations to create larger threats. Every element of the deck is usually set up to enable a given combo, and if allowed to set up will close out the game very quickly. Often once in motion can only be answered and countered by specific effects or other combos.

Control
Focused on stalling and surviving towards late game in order to dominate with powerful high cost cards. Often relies on wards, card destruction, healing, and smaller threats to keep health high. Once they reach lategame they deploy massive threats one another until the game ends. Sometimes has a specific set of win conditions and has difficulty closing otherwise.

Midrange
Deck type, focused on gaining an advantage towards the middle of the game. Often aims to disrupt Aggro decks or rush Control decks in order to create an advantage, then push that advantage as quickly as possible. Characterized by constant heavy threats in the 5-7 cost band to overwhelm the opponent on your own terms.

PtP
A very specific kind of Control or Combo deck win condition. Relies on Path to Purgatory, an amulet with a powerful every-turn damage trigger at 30 shadows. Once active there are few ways to counter it. Since tokens, spells, and even discards generate shadows, this kind of deck focuses on creating and using up as many cards as possible.

Zoo
Deck type, aims to fill the board with low cost but cost-effective followers. Considered a subtype of Aggro, but some Midrange or even Control decks utilize this style at certain stages of a fight. Difficult to trade against, and very effective at trading efficiently. Usually makes use of class effects or buff cards to increase the value of such cards and overwhelm the opponent. Has a hard time against decks that prioritize ward and board clear cards. Originated in Magic the Gathering, where the deck focused on creatures with high power per mana which mostly happened to be animals.
Card and General Terms
Answer (aka Response)
Typically a removal or protective effect in order to deal with enemy threat.

Board
The followers and amulets currently in play. Each player is considered to have their own side of the board.

Board Clear or Wipe (aka AoE)
Effects that deal damage to multiple targets, often removing all followers on one or both sides of the play area.

Bomb
A very powerful card that often has high cost and creates a large advantage.

Bounce
Returning a card to a player's hand.

Buff (aka Enchant, Pump)
Increasing the attack or defense of one or more cards on the field. Pump refers to buffs that are only temporary.

Burn
Effects which deal damage to a leader or a follower.

Cantrip (aka Cycle)
A card that draws a card as part of its effect.

Clock
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.

Creature
An oldschool term for a follower.

Decking
Running out of cards in the deck and losing automatically.

Drawing Power
A deck's ability to draw more cards outside of the turn-start draw.

Drop
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.

Face
The leader, "Going face" refers to striking the enemy leader.

Fatty
A follower with large stats, usually 4/4 or bigger.

Fetch (aka Search, Tutor, Filtering)
Effects that pull specific cards or card types from your deck or even from your list of destroyed cards.

Jank
A card or deck is janky if it does not look effective or useful, whether from first appearance or in practice.

Mana
An oldschool term for play-points.

Mill
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.

Mulligan
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.

Netdeck
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.

Nuke
Destruction of a large follower or several followers. Often used in place of "board clear".

Ping
Dealing a single point of damage with an effect.

Pull
Getting cards out of booster packs. Can also refer to draw card effects.

Ramp (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.

Removal
Effect that destroys a card either by damage, standard destruction, or banishing.

Rogue Deck
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.

Scoop
Conceding a game before it's finished.

Sligh
A burn-heavy Aggro or Tempo deck archetype.

Slow Play (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.

Snowball
Getting stronger and stronger, can refer to a persistent card effect or simply pressing an advantage.

SMOrc (aka Alphastrike)
Ignoring the followers on the opponent's side of the field and hitting their leader with everything you have.

Staple
Card seen as extremely valuable and an automatic include in a given deck type.

Swing
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".

Synergy
How much the effects within a deck support each other when used together. Decks focused on combos typically put this as their first priority.

Tech
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.

Threat
A card that is dangerous if left on the field, whether due to effect or pure power.

Token
Cards created by other cards, these are not included in the deck but once created are treated as standard cards in all ways.

Topdeck
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.

Trading
Using followers to destroy enemy followers. Efficient trading seeks to waste as little damage as possible

Trigger
An effect that needs certain conditions to activate.

Utility
How useful an effect is in multiple different situations, allowing for flexibility in plays.

Value
A rough scale of how good a card is based around cost, stats, and effect.

Vanilla
A follower without any effect.

Weenie
A follower with small stats, usually 1/1.
Hearthstone Translations
These are card and ability terms from Hearthstone that have analogues in Shadowverse.

Battlecry = Fanfare
Charge = Storm can face, Rush cannot
Combo = system found on Forest cards, requires 2+
Deathrattle = Last Word
Dust = Vials
Freeze = system found on Forest cards
Gold = Rupies
Gold Card = Animated
Hero = Leader
Immune = similar systems, various forms of untargetable and undamageable
Minion = Follower
Poison = Bane
Spell = Spell
Stealth = Ambush
Taunt = Ward
Windfury = system found on Dragon's Hydra
Closing Words
Now that you've got all these terms and words under your belt, you're ready to be a distinguished card player! Just a little bit of memorization and you'll be able to keep up with lingo from even the oldest cardmasters. And if your understanding of the game itself has improved as well, then all the better.

For all those cardmasters reading, I hope you're satisfied with the definitions here or perhaps even learned something new. If I've missed something important then be sure to tell me.

Thank you for reading. Please comment, favorite the guide, share it with all your friends!
16 Comments
Cyax 3 May, 2023 @ 4:12pm 
moneystone
Ninjapilot10 3 Jun, 2022 @ 7:23am 
ah perfect now when me and my friends do a yu-gi-oh type duel we can sound like we know what we're talking about
maryam.othman 14 Jan, 2022 @ 4:27am 
thanks this really helps
Zek Th3 Le9end 28 Nov, 2021 @ 3:37pm 
thx for the explanations,

in your deck focus types section you should add: Ramp
SDsign 27 Aug, 2020 @ 8:29pm 
Thanks! Could you explain to me what "board-based" means?
Boweh 7 Jun, 2020 @ 8:14pm 
To elaborate/extrapolate on tempo itself, tempo isn't about how quickly you reach a winning boardstate. That's your 'clock', a term used to reference how many turns 'on the clock' yo have before you win, and whether that's faster than the opponent's clock. Tempo is a measure of how well you're using all the resources available to you. So, if you're using all your mana on your turn, spending evo points when you can, playing multiple cards from your hand, the more resources you're spending the better your tempo is. If you skip turns without playing cards, using all your mana, using evo, you skip attacks, etc, you're sacrificing tempo. That's not to say that's a bad thing, often losing some tempo in exchange for a stronger future turn pays dividends.
Boweh 7 Jun, 2020 @ 8:14pm 
One note - a tempo deck is called as such because its main purpose is to maximize tempo, namely, use the full extent of its hand and mana resources to get the most out of each turn. A control deck wants to generate card advantage over time by playing singular cards with multiple effects or cards with limited board presence that refill hand, but a tempo deck is interested in getting more mana efficiency than the opponent, so they'll play 1 mana cards that kill 2 mana followers, that sort of thing, and play more cards to the board than the opponent can. The catch to this is that you don't have the same kind of longevity that a control deck does, because you're sacrificing card advantage to get that speed, so you need to use that surplus mana to drop some threats and beat in, end games faster than control decks do.
alexis jacquesson 14 Apr, 2020 @ 2:57pm 
merci pour les conseil. bon guide
MattLovelace 5 Dec, 2017 @ 3:09pm 
This is super useful, thank you!
Back when I played Hearthstone a lot I always heard about "aggro" or "midrange" or "control" but nobody really explained what that meant. Now I feel less noob!
Gibber Rish 17 Aug, 2017 @ 7:00pm 
Great guide, I've been playing for a while and still learned a few new terms!