This list consists of some of the commonly used terms in describing game mechanics in Card Wars.
A common deck archetype where the deck is set up with high damage dealing creatures to inflict maximum damage on the opponent.
A deck model or strategy.
A creature used primarily for attacking and dealing damage. Lower tier beatsticks tend to be cheap to summon and are able to deal considerably high damage with respect to their summon cost. Higher tier beatsticks tend to possess huge attacking stats.
Returning a card from the playing field to the hand, either through a spell effect or a creature's floop.
Direct damage dealt to the opposing hero through card effects rather than through battle.
A generally inexpensive card whose effect allows the user to draw cards.
The ratio of the number of creature, spell and building cards in the deck. Card ratio varies with the different decks and strategies employed.
Short for 'combination', in which 2 or more cards which are played produce a potentially beneficial effect.
Running out of cards to draw from the deck, which instantly results in a loss.</p>
The ability/effect of a creature.
Creatures that have a high attack but low defense value.
- Dr. Death
- Field Reaper
The columns on the playing field where players place their creatures. Each player has 4 lanes.
Prevent a card from activating its effect.
The board which the players place their cards.
Increase the amount of magic points the player has.
Returning a card from the discard pile to the hand or deck, either through a spell effect or a creature's floop.
Preventing an opponent from inflicting damage on you.
A good card that almost every good deck is expected to include.
A creature with high defense that is able to take multiple hits. Also known as wall.
Cards whose effects are useful in various situations, allowing for greater flexibility in the deck.
To destroy all creatures at the same time. At present, cards can only wipe lanes and not the entire field.