Spellweaver Keywords and Phrases

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Activated Ability: A ability that must be chosen to happen, often at a cost.

Allied: A card on your side of the board.

Artifact: A type of card on the board that may or may not be a creature, but is not a spell.

ATK: Attack, refers to the points of damage i.e. "punch" a creature does in combat.

Attacking: Initiating combat, in which you attack your opponent and/or the opponent's creatures. In Spellweaver, all attacks are declared at once and multiple creatures and attack the same creature.

Attach: To equip onto a card on the board. Attached cards modify the cards their attached to and/or react in certain ways depending on what happens to the card that it is attached to.

Artifact Creature: A creature that is also an artifact, can be affected by effects that effect creatures or artifacts

Aspects: The factions of Spellweaver. The six aspects are Order, Nature, Wisdom, Rage, Corruption, and Dominion. A deck will typically have from 1-3 aspects in it.

Blessing: A type of Spell card which stays on the field and benefits the casting player.

Blockers: Blockers are creatures that intercept attacks. Creatures that are being attack cannot be used as blockers, though instant spells can cause a creature to no longer be attacked.

Cancel: To cause a played card to go to the graveyard without resolving its effects except for "when played" and "cost" effects associated with the card.

Can't Attack: A creature who has this text cannot go into battle during the attack phase against an enemy creature or hero.

Can't Block: A creature who has this text cannot intercept an opponent's attacking creature

Channeling: Using a card's energy to pay for costs, mana or otherwise.

(Creature) Combat: The process by which creatures deal damage to each other and to players. Instant spells may be played during combat in the order of defending player then attacking player.

Control: An archetype that primarily uses ramp, value cards, and board wipes to overwhelm its opponent.

Combat Damage: Damage dealt by creatures in combat

Conquest: A format where one players 3 decks go against another players 3 decks. After viewing the opponent's 3 heroes for their decks, each player chooses (bans) a deck the other player cannot play with. Whoever wins with the remaining 2 decks first wins. Players cannot have more than 4 copies of a card among all 3 decks outside of basic shrines.

Corruption: The Evil black aspect. This aspect utilizes discard, -x/-x effects, and the graveyard to gain advantage. Can't remove spells from the field. Primary creature types include Zombies and Demons.

Creature: A card that has ATK, HP, and Speed. Usually, it can attack and block too.

Curse: A type of Spell that stays on the Board and harms one or both players.

Damage: Harming either players or creatures. If they are still alive, creatures heal damage at the end of each turn.

Deadly: A creature dealt damage by a deadly creature will be destroyed regardless of HP.

Decay: To put cards from the deck into the graveyard.

Declared: Finalized, usually refers to attacking and blocking.

Discard: To put a card from one's hand into the graveyard

Dominion: The Evil purple aspect. This faction specializes in effects including creature stealing, ramp, and weakness emblems. Primary creature types include Vampires and Assassins.

Enemy: To be controlled by the opponent.

Energy: An resource that some cards can utilize for various effects. Cards that add energy to other cards usually add 2 at a time.

Enter the Field: A phrase some cards have that means that something happens when it hits the Board.

Evil: The factions of Rage, Corruption, or Dominion. Can refer to cards of these factions e.g. a Creature of Evil.

Exhaust: To make a creature unable to attack, block, or use ZZZ abilities.

Field: The Board, where cards are put into play.

Flying: A creature with flying can attack or block from the back line. A creature with flying cannot be moved to the front line, and a creature in the front line that gains flying will automatically move to the back line.

Freeze: A frozen creature will be destroyed the next time it is dealt damage regardless of its HP.

Front Line: Creatures without flying attack and block from the front line.

Hero: Each deck has a character called the Hero. Each Hero has a starting Hero Skill.

Hero Skill: A hero skill is an ability that is available without the use of a card. Each hero skill has a mana cost,recharge time, and level requirement. The recharge time is the amount of turns before the hero power can be used after using it once.

HP: How much damage a creature can normally take before dying i.e. How durable a creature is

Implant: A type of artifact that can be attached to a creature. Most give the creature it is attached to weakness emblems at the start of the controllers turn.

Instant Spell: A spell that can be played at certain points of the opponent's turn.

Leaves the Field: An effect that occurs when a card leaves the Board.

Level: One of the requirements to play a card or activate an ability. A player must be at the level as depicted on the card. A faction symbol in the level requirement requires that particular faction while a blank circle indicates any level.

Lifebound: A creature card with this will gain its controller life equal to the amount of damage it deals.

Mana: The other requirement to play a card or activate an ability. As opposed to level, a player gets a finite of mana each turn to spend on cards and abilities.

Might Emblem: When a creature has a might emblem, it has +1 ATK and +1 HP from its normal stats.

Nature: The Green Good aspect. This faction excels at higher speed creatures, bounce effects, and creature cost reduction. Common Creature types are Elves, Plants, and Fairies.

Order: The White/Yellow Good aspect. This faction is good at big creatures, buffing its creatures, and stopping opponent's spells. Common Creature types are Dwarves, Soldiers, Angles, and Knights.

OTH: One-Turn Heal. A deck archetype that uses big bursts of life to achieve the 40-life win condition in one turn.

OTK: One-Turn Kill. To reduce an opponent's life total to 0 in one turn.

Pay: To use resources, usually mana

Play: To pay the costs of a card.

Protected: A protected card cannot be chosen as the target by the opponent.

Rage: The Evil Red aspect. Specializes in damage, artifact destruction, and gambling effects. Common Creature types are Goblins and Orcs.

Ranged: A creature with Ranged will deal damage in combat before creatures without Ranged.

Reach: A creature with Reach can attack creatures on the opposing back line.

Ready: To unexhaust a creature.

Reveal: To show the opponent (and spectators)

Search: To look through the deck. In Spellweaver, searching for a card will only show the relevant cards pertaining to what is being searched for.

Shield Emblem: A creature with a shield emblem will automatically be unaffected by 1 effect that would damage it. The shield emblem is then removed.

Shock: A shocked creature becomes exhausted and will not ready during its owners next turn (but will ready the turn after that or if another effect readies it).

Shrine: Spellweaver's resource card. All shrines let you go up one level in an aspect or aspects. Most shrines also come with the ability to gain 1 mana as well. Basic shrines will draw a card when choosing to gain 1 mana.

Skill Shrine: A type of shrine that when choosing to gain 1 mana, will give your hero the hero skill listed on the card if the hero does not have the skill already.

Slave: A Slave creature will be unable to declare attacks or blocks if the amount of slaves its owner controls outnumbers the number of non-Slave creatures.

SP: Speed, an attribute of a creature. A creature cannot attack or block a creature with higher speed than it.

Spell: A card type that is not a creature. Spells fall into 3 categories, Action Spells, Blessings, and Curses. Action Spells are cards that have an effect on the board.

Stupefy: A stupefied creature loses all of its card text outside of its base ATK, DEF, and SP. If a creatures ATK, DEF, or SP is completely based on the card's text, the number is set to 0.

Summoned: A summoned creature is a creature generated onto the Field through another card effect. Generally, when summoned creatures leave the Field, they disappear.

Support: A support creature is automatically placed in the back line. It is often used in a supporting role.

Support Line: The back line, where support creatures and Flying creatures are automatically placed.

Swift: A creature with Swift and attack on the turn it is played or moved from the back line.

Tainted: A tainted creature will cause it's controller to lose 3 life when it enters the field unless the owner has 3+ Evil levels.

Target Emblem: A target emblem is an emblem that increases a creature's vulnerability to certain effects.

Totem: A Totem is an artifact card with a certain amount of energy. When a Shaman enters the Field, the Totem can lose 1 energy for an effect. At the end of its controller's turn, if the Totem has 0 energy, it is destroyed.

Transform: To change a card into another card. If the card leaves the field, it is returned to its original form.

Turn: A turn is an opportunity for a player to act. The turn is divided into the Deploy Phase, the Combat Phase, the Reinforce Phase, and the End of Turn.

Under: A card can be put under another card for various effects.

Unblockable: An Unblockable Creature can't be blocked.

Unstoppable: An Unstoppable Creature will assign all damage beyond the damage needed to destroy the blocking creature(s) to the opponent.

Valor (X): A creature with Valor (X) will let its controller put a might emblem on X creatures when it enters the field, including the creature with Valor (X).

Weakness Emblem: A creature with a Weakness Emblem will get -1 to it's ATK and -1 to its HP.

Wisdom: The Good Blue Aspect. Wisdom is good at drawing cards, dealing with creatures in indirect means, and utilizing energy.

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