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- For expanded game terms, see Terminology (Legends of Runeterra).
Advance · Attach · Blade Dance · Capture · Discard · Drain · Draw · Invoke · Manifest · Nab · Obliterate · Predict · Rally · Recall · Reforge · Revive · Toss | ||
Attack · Behold · Block · Death · Deep · Enlightened · Level Up · Play · See · Slay · Strike · Strongest · Summon · Weakest | ||
Allegiance · Attack · Aura · Block · Countdown · Daybreak · Imbue · Last Breath · Nexus Strike · Nightfall · Play · Plunder · Reputation · Round End · Round Start · Strike · Summon · Support | ||
Attune · Augment · Barrier · Brash · Challenger · Curse · Deathless · Deep · Elusive · Ephemeral · Fated · Fearsome · Fleeting · Formidable · Frostbite · Fury · Gloom · Hallowed · Immobile ( Can't Attack, Can't Block) · Impact · Lifesteal · Lurk · Overwhelm · Quick Attack ( Double Attack) · Regeneration · Scout · Sharpsight · Silence · SpellShield · Spirit · Stun · Tough · Vulnerable |
Keywords are named effects that cards can have, either innately, given to them (temporary) or granted to them (permanently). Some keywords are actions that are used as part of card text, either as specific triggers, or actions that can be done.
The categorization here is not official. Card text that uses keyword(s) such as 1Zoe, 0 Hex Core Upgrade or 8 Give It All only refers to (a subset[1] of) static keywords.
Keywords, particularly Static ones, are represented by visual effects on the card, an icon on the icon/keyword tray, both, or rarely neither. For an example, see the image to the right.
Examples:
- Drain 1 from the enemy Nexus.
- Discard 1 to draw 1.
Advance
- For more detail, see Advance
Decrease the value of the specified Countdown Landmark(s) by or to a certain amount. This effect is NOT targeted.
Attach
- For more detail, see Attach
When a card with Attach is played, the player can choose whether to summon the unit normally or attach it to another allied unit already in play. Attaching a unit in this way grants its Power, Health and positive keywords to the 'host' unit until it is no longer attached. When the 'host' is removed from the board (excluding by Obliterate) or another unit with Attach is played and then attached to the same 'host', the originally attached unit is then detached from the 'host' and Recalled. If an attached unit replaces another one, the stat gains and positive keywords granted to the 'host' by the first Attach unit are replaced with those of the new unit being attached.
While a unit is attached, it is functionally not a unit but is considered in play, is a separate entity from the unit to which it is attached, and the effects it grants are separate from almost all negative effects on the 'host' unit, such as Silence. One hugely notable exception is Obliterate, which affects the attached unit as well: if the 'host' is Obliterated, any attached unit will not Recall but instead be removed from the game. [3]
Blade Dance
- For more detail, see Blade Dance
Start a free attack with a specified number of attacking summoned 1 Blades.
Multiple Blade Dance effects occur at the same time, only summon more 1 Blades in the same attack.
Capture
- For more detail, see Capture
Capture is the action of a unit completely removing another unit or landmark from the game. The capturing unit is called the Captor.
When the Captor leaves the field, either by Recall, Kill, Obliterate, Replace, or another Capture, the Captured unit or landmark will be summoned to the field, with no buffs/debuffs and damage on it.
Silencing a Captor will not release Captured units or landmarks, which means they are removed permanently.
Captured units or landmarks are not affected by everywhere effects, and cannot be Revived.
One Captor can Capture multiple units or landmarks. If an effect creates exact copies of the Captor, the first Captor that leaves the field will release the Captured unit or landmark, no matter if it was the original or a copy. The remaining copies of the Captor will still keep the Capture icon, but it will have no effect.
Discard
- For more detail, see Discard
Discard is the act of completely removing a card from the hand. With units, this is not considered died (so cannot be revived).
If not specified, the player performing the discard action will select the card in their hand. Discarded cards will be revealed to your opponent.
Some cards have an effect that activates when discarded.
If a card discards a unit that has the effect of summoning itself upon discard (like 2 Flame Chompers!), removing that unit does NOT cause the effect to be fizzled.
Drain
- For more detail, see Drain
Deal a certain amount of damage to target and heal the allied Nexus by the same amount.
Barrier and Blockade completely render Healing ineffective, but the excess damage of Overwhelm still works normally (in case the damage is greater than health).
Tough will reduce the amount of health recovered by 1.
Some effects like "Drain X to do something", which won't fizzle even if it doesn't deal any damage.
Draw
Drawing a card takes it from a deck or hand and adds it to the right side of a player's hand. Unless specified, the card drawn is the one on top of the allied deck and it is added to the right of the allied hand.
- Normally, at the start of the game, after the Mulligan, both players Draw 1. At the start of every round after that, after Round Start effects, both players draw 1.
- If the player already has 10 cards in hand, any cards attempted to be drawn to their hand are shown to both players and are obliterated.
- If the card being drawn is known to both players (eg. drawn from the enemy hand), then it is visible to both players.
- If a player attempts to draw a card from their deck when it has 0 cards (A deck out), the player loses the game. If both players deck out simultaneously, a tie can occur.
Invoke
- For more detail, see Invoke
Pick a Celestial card from among 3 random ones to create in hand.
6 The Silver Sister cannot be Invoked.
Manifest
- For more detail, see Manifest
Look at 3 random non-Champion cards within specific parameters (depending on the card used), then pick one of them to create in hand.
Nab
- For more detail, see Nab
Draw a specified number of non- Champions from the bottom of the enemy deck. Do NOT trigger deck out.
This also activates the effects of the Boons and Traps planted on them (apply their effects to the player performing the Nab). As well as trigger effects when drawing, like 3 Patrol Wardens.
Obliterate
- For more detail, see Obliterate
Completely remove specified copies of cards and their attachments from the current game.
When cards are obliterated from either player's deck or hand, they are shown to both of them.
Obliterated units are not considered dead or to have died.
Predict
- For more detail, see Predict
Look at 3 random cards that are in your deck currently, then either choose one of them, or choose to SKIP by pressing The Button.
Then, place all cards that weren't selected back into the Deck, and, if a card was chosen, place it onto the top of the deck.
As of V5.1, Predicting doesn't shuffle the rest of your deck after placing a card on top of it or skipping.
Rally
- For more detail, see Rally
If the player doesn't have an attack token, they gain one.
Recall
- For more detail, see Recall
Return a Unit or Landmark to hand and remove all effects applied to it (even everywhere).
Cards that are in hand due to a Recall effect are revealed, visible to the opponent.
Does not undo card transformations and replacements.
If the player already has 10 cards in their hand, the card(s) will be obliterated.
Reforge
- For more detail, see Reforge
Create a random Blade Fragment in hand. Remove it from the pool, and when there's nothing left, the pool refills.
When each of the 3 different Blade Fragments have been played, create a 1 Blade of the Exile in hand.
Revive
A copy of a card that has died previously is summoned.
Toss
- For more detail, see Toss
Obliterate a specified number of non- Champion cards from the bottom of your deck.
If there is less non-champion cards left in the deck than is attempting to be tossed, only what's left, if any, will be tossed.
Multiple triggers can happen at the same time: For example, both Attack and Support effects resolve at the same time, during an attack event. Similarly, both Play and Plunder effects can be triggered when a card is played.
Examples:
- When I level up, ...
- When I'm summoned, ...
- When you behold a card with 8+ cost,...
- When you are deep, ...
- Kill the strongest unit.
Attack
- For more detail, see Attack
If the player has an Attack Token, an attack can be declared by dragging up to 6 units that are on the player's bench into the Battlefield, and then it can be committed by pressing the Button, consuming the Token. This can not be done if there is an active spell stack, although a fast spell can start a spell stack on the same turn an attack is declared. After the attack is declared, the player on defense can declare units to block, and/or what Spells to cast, if any.
Battling units strike each other or the Nexus, depending on whether there is a unit across from them or not. If the attacking unit's blocker is removed from the battlefield before they attack and the attacker doesn't have Overwhelm, they don't strike.
If an attacking unit is attempted to be summoned and there's already 6 attackers, it is Obliterated. After a player's attack is finished, it is the other player's turn to act.
Effects that are said to trigger when a unit 'attacks' trigger when the Attack is committed.
Behold
- For more detail, see Behold
A card is beheld if it is in the allied hand or on the allied board.
Block
- For more detail, see Block
After a player commits an attack, it becomes the other player's turn, and they can block. The blocking player can drag units to declare them blocking specific attacking units, 1 attacker to 1 blocker. Not all attackers have to be blocked. Spells can be played on the same turn a block is committed. If any blocking units are committed or any spells are played, the attacking player can respond with their own spells, with normal spell response rules following. After both players have passed, the striking starts.
Battling units strike each other, starting from the leftmost, progressing to the rightmost. If the attacking unit's committed blocker was removed from the battlefield/from blocking before they attack and the attacker doesn't have Overwhelm, they don't strike. If they weren't blocked, they'll strike the enemy Nexus.
After the striking is finished, it is the Blocking player's turn. There are various effects that can affect whether a unit can block or be blocked, for example Can't Block, Fearsome, Elusive, and units being challenged.
Effects that are said to trigger when a unit 'blocks' trigger when the Block is committed.
Death
When a unit is reduced to 0 Health or is otherwise killed, it is removed from play.
Effects that specifically kill a unit go through Barrier.
Killed units are added to a list of units that have died in the game, which the game interacts with in various ways. Multiple copies of a unit can be on this list.
A unit killing another refers to it reducing another's Health to 0 with a Strike or with its own card text.
Skills generated by the text don't count as the same card and therefore do not count as killing for this purpose. See Skill.
Deep
- For more detail, see Deep
- For the Static Keyword with the same name, see the page linked above, or This Section.
Once a player has 15 or fewer cards in their Deck, they become Deep for the rest of the game. Increasing the number of cards in the Deck to more than 15 cards will not remove the Deep state.
Enlightened
- For more detail, see Enlightened
While a player has 10 maximum mana, they're Enlightened.
If a player's mana gem get destroyed after having 10, they are not Enlightened until they have 10 mana gem again.
When a player is Enlightened, their units with Vocab Enlightened gain their effect, including when in deck or hand.
Level Up
Level Up is a keyword that causes a champion card to transform into an upgraded version of itself instantly, playing an animation, keeping all effects applied to it and damage taken and counting as the same unit. The vast majority of Champions gain improved stats (most often, an increase of 1 in both Power and Health) when they Level Up, in addition to new/improved effects and keywords.
Each Level Up has a requirement. As soon as the requirement is met while a copy of the champion is in play, it will level up instantly. Some Champions have additional effects that occur specifically when they level up.
For example, a Champion with Level Up: I have attacked twice. When I level up, create x card in hand.
would Level Up after a copy of it commits a second attack, and it would create x card in hand instantly.
The transformation persists for the remainder of the game.
Play
- For more detail, see Play
Play is the act of playing a card by manually dragging it from your hand to the board.
Some units have Play effects, which are optional effects that occur when they are played. Note that this is distinct from "When I'm summoned" effects: unlike "When I'm summoned" effects, Play effects do not trigger if a card is summoned by another card's effect. For example, 1 Dunekeeper's effect triggers when it is summoned, so it will occur both when it is played and when it is summoned by a card effect; but 1 Yordle Squire's effect only triggers when it is played, so it will not occur when it is summoned by a card effect.
Burst and Focus, when played, resolve immediately. Fast and Slow spells, as well as Skills, are counted as being Played as soon as they are added to the Spell stack.
There are some cards with the description "To play, do something" that need to satisfy the action do something in order to be Played, like 2 Navori Conspirator. Similarly, some spells need to satisfy some other conditions in order to be Played, like Beholding a specific card, Plunder, or just a specified condition like 3 Fresh Offerings.
If all six of your board spaces are occupied, you can still Play units or landmarks, but you'll need to Replace one of your existing ones first.
See
A unit sees an action happen if it is on the board when it happens.
Slay
- For more detail, see Slay
Killing an ally or enemy by using your cards via damage, strike or direct kill effect granting a credit for Slaying.
Self-killing doesn't count, like from Ephemeral or "kill me" effect of Husks.
Units need to survive to trigger its OWN Slay effect.
Strike
- For more detail, see Strike
A striking unit attempts to deal damage to its target using its power (or Health if it's Formidable). A non- Formidable unit with 0 power does not strike when commanded to do so.
Strongest
- For more detail, see Strongest
Highest Power, with ties broken by highest Health then highest Cost. If a tie cannot be resolved, cards will be targeted based on a hidden serialized id given to it upon being played[4].
If cards that are not visible are being checked, their original values will be considered. 3Kalista Level 2's effect, for example.
For effects of the same kind, when interacting with the OPPONENT'S Strongest units, units that already interacted or satisfied the interaction will be ignored, other units will be interacted instead (2nd Strongest unit, then 3rd Strongest unit,...). Once all units have been interacted, the effect will begin to recalculate, and the above rule will no longer apply.
- Multiple 5Quinn Level 2 will not summon 2 Valors Challenging the same Strongest enemy unit. Additional Valors will instead Challenge the next Strongest enemy unit not being Challenged already, if any.
- Similarly, with 8 Ice Pillar and 2 Hired Gun, Vulnerable will be given or granted to the Strongest enemy unit, if any, that is not already Vulnerable.
Summon
Brings a unit or landmark onto the board.
A unit can be summoned under certain conditions, for example there are many cards that will summon a unit attacking.
A summoned unit can be created, or it can be taken from the hand or deck, depending on what is being summoned and whether it's specified where the unit comes from.
Some units have card text that is executed when summoned, such as "When I'm summoned, draw 1". Simply summoning a unit does not trigger Play effects, but playing them does conversely trigger their summon effects.
Weakest
- For more detail, see Weakest
Lowest Power, with ties broken by lowest Health then lowest Cost. If a tie cannot be resolved, cards will be targeted based on a hidden serialized id given to it upon being played[5].
If cards that are not visible are being targeted, then the original values of the card will be what's checked.
For effects of the same kind, when interacting with the OPPONENT'S Weakest units, units that already interacted or satisfied the interaction will be ignored, other units will be interacted instead (2nd Weakest unit, then 3rd Weakest unit,...). Once all units have been interacted, the effect will begin to recalculate, and the above rule will no longer apply.
- Multiple 6 Minotaur Reckoner will not Stun the same unit. The Minotaur Reckoners will in turn Stun the units in the order of 1st Weakest unit, 2nd Weakest unit, and so on. But if the enemy unit has less than Minotaur Reckoners, then the Minotaur Reckoners that exceeds will Stun the same 1st Weakest unit.
- Because 5 Eye of the Ra-Horak and 6 Minotaur Reckoner has the same effect, the unit or landmark that is activated later, will not Stun the 1st Weakest unit, but a 2nd Weakest unit (if any).
- For more detail, see Trigger
Some triggers have no condition and resolve at the given time (e.g. Round Start or Attack) regardless of circumstances.
Examples:
- Play: Do X.
- When I'm summoned, summon X.
- Support: Heal my supported ally.
- Round Start: Draw 1.
Allegiance
- For more detail, see Allegiance
When a Unit with Allegiance is summoned, if the top card of the allied deck matches its region, it triggers its Allegiance effect.
There is no indicator to know if this effect has a chance to trigger.
Attack
- For more detail, see Attack
Effects with the Attack Vocab will trigger immediately when an attack is committed. Attack effects are resolved from left to right, at the same time as Support effects.
Aura
- For more detail, see Aura
A continuous effect that applies as long as the source card is on the board. Unless specified otherwise (e.g. in reference to mana cost), its effect only applies to units on the board.
Other effects can be applied over Auras. The Nexus can also be the source of a permanent Aura. They wear off if the Nexus is destroyed.
Block
- For more detail, see Block
Effects that trigger when you Block, will happen immediately when a block is committed. Blocks are committed by pressing The Button.
Countdown
- For more detail, see Countdown
Round Start: Count down 1. At 0, trigger the effect and then destroy the card with Countdown.
- Countdowns are presented in the format "Countdown X (Y): Effect", where:
- X is the number that counts down at Round Start.
- Effect is the effect that triggers when the countdown reaches 0.
- Y is how close the countdown is to 0 - this number and its brackets only appear on cards that are on the board.
- It's notable that the Vocab Advance exists which interacts with Countdown.
Daybreak
- For more detail, see Daybreak
If you have NOT played any cards in a round, it is YOUR Day for that round.
While in your Day, if you play a Daybreak unit or spell, it will trigger Daybreak effect, after its Play effect (if any).
Spells that only have Daybreak effects can only be played if in your Day.
PENDING FOR TEST: Fizzle will not affect the player's Day.
Imbue
- For more detail, see Imbue
These abilities trigger when an allied spell is played.
In the case of Imbue effects tied to a unit on the board (eg. When I See you play a spell), the Imbue icon () will be visible on the card alongside other active keywords.
Last Breath
- For more detail, see Last Breath
Last Breath effects trigger when the unit with them dies.
Nexus Strike
- For more detail, see Nexus Strike
Units with Nexus Strike effects trigger them when they strike the enemy Nexus.
Nightfall
- For more detail, see Nightfall
If you have ALREADY played the card in a round, it is YOUR Night for that round.
While in your Night, if you play a Nightfall unit or spell, it will trigger Nightfall effect, after its Play effect (if any).
Spells that only have Nightfall effects can only be played if in your Night. Fizzle will not affect the player's Night.
Play
- For more detail, see Play
Play is the act of playing a card by manually dragging it from your hand to the board.
Some units have Play effects, which are optional effects that occur when they are played. Note that this is distinct from "When I'm summoned" effects: unlike "When I'm summoned" effects, Play effects do not trigger if a card is summoned by another card's effect. For example, 1 Dunekeeper's effect triggers when it is summoned, so it will occur both when it is played and when it is summoned by a card effect; but 1 Yordle Squire's effect only triggers when it is played, so it will not occur when it is summoned by a card effect.
Burst and Focus, when played, resolve immediately. Fast and Slow spells, as well as Skills, are counted as being Played as soon as they are added to the Spell stack.
There are some cards with the description "To play, do something" that need to satisfy the action do something in order to be Played, like 2 Navori Conspirator. Similarly, some spells need to satisfy some other conditions in order to be Played, like Beholding a specific card, Plunder, or just a specified condition like 3 Fresh Offerings.
If all six of your board spaces are occupied, you can still Play units or landmarks, but you'll need to Replace one of your existing ones first.
Plunder
- For more detail, see Plunder
If you've damaged the enemy Nexus, you become Plundered for that round.
While you Plundered, if you play a Plunder unit or spell, it will trigger Plunder effect, after its Play effect (if any).
Spells that only have Plunder effects can only be played if you Plundered.
Reputation
- For more detail, see Reputation
Once a player has struck for 5+ damage at least 4 times, they become Reputation for the rest of the game.
If a player are Reputation, their cards with Reputation effects will be applied while they're in hand or in play.
Round End
- For more detail, see Round End
Effect triggers when the round ends.
Round Start
- For more detail, see Round Start
Effect triggers when the round starts.
Strike
- For more detail, see Strike
Strike effects occur when a unit strikes anything, Nexus or Unit.
The strike itself (and any effects that are triggered on the strike, including Nexus Strike on Overwhelm and Lifesteal) will resolve BEFORE any of the resulting effects (often "kill" or death effects such as Last Breath). However, strike effects do not trigger if the unit is obliterated after striking.
Summon
Some units have card text that is executed when summoned, such as "When I'm summoned, draw 1". Simply summoning a unit does not trigger Play effects, but playing them does conversely trigger their summon effects.
Support
- For more detail, see Support
Units with Support trigger an effect when they attack if there is an ally positioned to their right (this ally is referred to as the "supported ally" in card text). Support effects are resolved from left to right, at the same time as Attack effects.
Units that are summoned attacking at the same time as the attack is committed with the unit with Support can trigger Support effects.
All static keywords are represented on the card if they are innate (if they would appear on a fresh copy of the card). Some additionally have other visualizations, such as an icon in the bar under the card or effects playing if they are active.
This unofficial category is what card text generally refers to as a "Keyword".
However, not all of these keywords can be generated or transfered.
- Generatable keywords can be granted by effects that generate them randomly, such as 0 Hex Core Upgrade and Level 2 4Pantheon.
- Transferable keywords can be granted by effects that share them between cards, such as Give it All and Level 2 1Zoe or 4Sivir or the spell 8 Give It All
Keyword | Status | Generatable | Transferable | Stackable |
---|---|---|---|---|
Attune | Positive | No | No | No |
Augment | Positive | Yes | Yes | No |
Barrier | Positive | No | Yes | No |
Brash | Positive | Yes | Yes | No |
Can't Attack | Negative | No | No | No |
Can't Block | Negative | No | No | No |
Challenger | Positive | Yes | Yes | No |
Curse | Negative | No | No | No |
Deathless | Positive | Yes | Yes | No |
Deep | Positive | No | Yes | No |
Double Attack | Positive | No | Yes | No |
Elusive | Positive | Yes | Yes | No |
Ephemeral | Negative | No | No | No |
Fated | Positive | Yes | Yes | No |
Fearsome | Positive | Yes | Yes | No |
Fleeting | Negative | No | No | No |
Formidable | Positive | No | Yes | No |
Frostbite | Negative | No | No | No |
Fury | Positive | Yes | Yes | No |
Gloom | Negative | No | No | Yes |
Hallowed | Positive | No | Yes | No |
Immobile | Negative | No | No | No |
Impact | Positive | Yes | Yes | Yes |
Lifesteal | Positive | Yes | Yes | No |
Lurk | Positive | No | Yes | No |
Overwhelm | Positive | Yes | Yes | No |
Quick Attack | Positive | Yes | Yes | No |
Regeneration | Positive | Yes | Yes | No |
Scout | Positive | No | Yes | No |
Sharpsight | Positive | No | Yes | No |
Silence | Negative | No | No | No |
Spellshield | Positive | Yes | Yes | No |
Spirit | Positive | Yes | Yes | Yes |
Stun | Negative | No | No | No |
Tough | Positive | Yes | Yes | No |
Vulnerable | Negative | No | No | No |
All non-negative keywords can be shared with other units by effects such as 8 Give It All, with the exception of Attune and Deep. Keywords that are removed or silenced are no longer considered part of a unit for the purposes of sharing or gaining. This includes keywords that innately are removed after use or a certain duration, such as Spellshield or Barrier.
Attune
- For more detail, see Attune
When a unit with Attune is summoned, its owner refills 1 spell mana.
Augment
- For more detail, see Augment
Units with Augment gain +1|+0 whenever they see you play a CREATED card.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Barrier
- For more detail, see Barrier
When a unit with Barrier is summoned, it's actually grant itself a (for each Barrier it has) that reduces the next instance of single damage would take to 0. Obliterated and Killing bypass this effect. Removed after take effect, OR at Round End.
A unit can have many Barriers, but the effect does NOT stack, they only take effect ONCE. When a unit with Barrier is summoned, or gain another Barrier will be counted as gaining a new Barrier, for cards like 4Shen or 1 Greenglade Caretaker (one for each Barrier it has).
Drain and Lifesteal don't heal on Barrier unit. Barrier units only negate the Overwhelm damage equal its health.
When Barrier take effect, that unit is considered as survive.
If multiple spells or skills interact, SpellShield will take effect before Barrier.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | No | |
Transferable | Yes | |
Notes |
Barrier only transfers if it’s active on the originating card. |
Brash
- For more detail, see Brash
Units with Brash cannot have Blocks declared against them using units with 2 or less Health.
Units with 2 or less Health can be forced to block Brash units by effects that force them to block.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Can't Attack
- For more detail, see Can't Attack
Attacks cannot be declared with units with Can't Attack (ie. Dragging the unit into the attacking position).
Effects that force a unit to Attack can do so for these units.
Type | Static | |
---|---|---|
Status | Negative | |
Generatable | No | |
Transferable | No |
Can't Block
- For more detail, see Can't Block
Can't Block units cannot be declared as Blockers (dragging the unit into the blocking position).
But they can still be forced to block by Challenged, or by swapping with the committed blockers, using card effects like 2 Syncopation.
Type | Static | |
---|---|---|
Status | Negative | |
Generatable | No | |
Transferable | No |
Challenger
- For more detail, see Challenger
Challenging: A unit Challenging another is it forcing the other to commit a block against it, even if it wouldn't be able to block it normally (eg. Can't Block). The player whose unit was Challenged cannot change what unit the Challenged unit is blocking through normal means, though it can be forced out of that position through effects such as Swapping and Stunning.
Challenger: When declaring an attack, with, the player can choose which enemies allies with Challenger will Challenge when the attack is committed, by dragging them into the blocking position.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Deep
- For more detail, see Deep.
- For the condition with the same name, see the page linked above, or This Section.
When a player is Deep, their units with the Deep Keyword have +3| +3, including when in deck or hand.
Type | Condition | |
---|---|---|
Status | Positive | |
Generatable | No | |
Transferable | Yes |
Double Attack
- For more detail, see Double Attack
Double Attack allows a unit to Strike twice when attacking — the first being a quick attack, the second occurring at the same time the blocking unit strikes.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | No | |
Transferable | Yes |
Elusive
- For more detail, see Elusive
Units with Elusive can only be blocked by another Elusive unit, or a unit with the effect "I can block units with Elusive".
Non-Elusive units can be forced to block Elusive units by effects that force them to block.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Ephemeral
- For more detail, see Ephemeral
When on the board, units with Ephemeral will die after they strike or the round ends. Ephemeral is not removed if the unit survives.
Ephemeral units dying to the keyword's effect are not slain. If they would die to a strike, they die to that instead of Ephemeral.
Type | Static | |
---|---|---|
Status | Negative | |
Generatable | No | |
Transferable | No |
Fated
- For more detail, see Fated
The first time every round each unit with Fated is targeted by an allied card, it is granted +1| +1.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Fearsome
- For more detail, see Fearsome
Units with Fearsome cannot have Blocks declared against them using units with 2 or less Power.
Units with 2 or less Power can be forced to block Fearsome units by effects that force them to block.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Fleeting
- For more detail, see Fleeting
Cards with Fleeting discard when the round ends.
Fleeting is removed from a unit when it is summoned.
Type | Static | |
---|---|---|
Status | Negative | |
Generatable | No | |
Transferable | No |
Formidable
- For more detail, see Formidable
When a Formidable unit attempts to strike (either by combat or by card effect), it uses its Health to calculate damage dealt instead of its Power (does not change its Power). This bypasses the rule that units with 0 Power cannot strike.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | No | |
Transferable | Yes |
Frostbite
- For more detail, see Frostbite
Until the Round End, give an Unit Frostbitten and a buff "-X|-0", with X equal to that unit's Power. Power changes can still be applied on-top of this effect.
A unit that has been Frostbitten can still get Frostbite again, and be counted towards a new Frostbite. Frostbite is used as a verb to refer to having/giving the keyword (eg. "Frostbite a unit")
Type | Static | |
---|---|---|
Status | Negative | |
Generatable | No | |
Transferable | No |
Fury
- For more detail, see Fury
When a unit with Fury kills another unit with a strike or its effect and survives, it gains +1| +1.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Immobile
- For more detail, see Immobile
Units with Immobile Can't Attack and Can't Block.
Type | Static | |
---|---|---|
Status | Negative | |
Generatable | No | |
Transferable | No |
Impact
- For more detail, see Impact
While attacking, each time the unit with Impact strikes (by combat or with Strike effects, such as 2 Single Combat), it deals combat damage to the enemy Nexus equal to the Impact it owns, all at once.
Impact damage does NOT count as Nexus Strike, if the unit survived, Impact damage benefits from Lifesteal.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes | |
Notes |
|
Lifesteal
- For more detail, see Lifesteal
Damage Lifesteal units deal heals the Nexus of the player controlling it by the amount of damage it deals, including: Strike; Impact it has when survived; and its own non- Last Breath effects. Damaging Skills do not trigger Lifesteal's heal, despite the damage being considered being dealt by the unit itself for purpose of other effects such as Level Up.
Barrier and Blockade completely render Lifesteal ineffective, but the excess damage of Overwhelm still works normally (if the damage is greater than health).
Tough will reduce the amount of health recovered by 1.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Lurk
- For more detail, see Lurk
When allies attack while a Lurk card is at the top of their deck, it Lurks, granting Lurker allies everywhere +1|+0. Each player can only activate this effect ONCE per Round.
Lurk activates before any attack triggers on the board, and only when the attack is declared.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | No | |
Transferable | Yes |
Overwhelm
- For more detail, see Overwhelm
When a unit with Overwhelm is attacking or when a spell with Overwhelm is dealing damage, if the dealing damage exceeds the blocker unit's Health, the excess damage goes to the Nexus and it is called Overwhelm damage.
Tough reduces Overwhelm damage by 1. If the blocker is gone, all the damage goes through to the Nexus.
Effects that adjust damage dealt like 8 The Dreadway is applied on Overwhelm unit's Power, NOT the Overwhelm damage (except 4 Shiraza the Blade will apply Overwhelm damage). Effects that adjust damage taken like Barrier or Blockade do not affect Overwhelm damage calculation.
Overwhelm damage will apply Lifesteal as well as activate Nexus Strike and Plunder if dealing at least 1 Overwhelm damage.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Quick Attack
- For more detail, see Quick Attack
Quick Attack allows a unit to strike before the unit blocking it does when attacking.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Regeneration
- For more detail, see Regeneration
Units with Regeneration heal back to their current maximum health every Round End.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Scout
- For more detail, see Scout
The first time each round that exclusively allies with Scout Attack, Rally.
This effect does not affect when effects related to attack summon non-Scout units, like 3Azir or 6Jarvan IV.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | No | |
Transferable | Yes |
Silence
- For more detail, see Silence
A silenced Unit has all card text, keywords, and any buff effects removed.
New effects can still be applied to a Silenced unit. Aura effects (from another source) will re-applied to the Silenced unit . The Unit Groups and names are preserved - it still counts as a copy of a unit and member of the group.
Type | Static | |
---|---|---|
Status | Negative | |
Generatable | No | |
Transferable | No |
SpellShield
- For more detail, see SpellShield
Units with SpellShield is immune to all effects of the next SINGLE enemy spell or skill that affects them. Removed when the unit is affected by an enemy spell or skill.
The effects (or the rest effects) that have affected SpellShield units are still working as normal (it's just that they don't affect SpellShield units). For example: 2 Vile Feast on SpellShield unit still summons a 1 Spiderling; OR 5 Tri-beam Improbulator still summons a unit.
If multiple spells or skills interact, SpellShield will take effect before Barrier.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Stun
- For more detail, see Stun
Units that have Stun ('are stunned') cannot have attacks or blocks declared with them. Granting a unit Stun ('stunning it') removes it from combat, even if they were challenged before. You can, however, challenge a unit previously stunned. Stun lasts until Round End.
A unit that is Stunned can be Stunned again, and is counted as being Stunned again.
Type | Static | |
---|---|---|
Status | Negative | |
Generatable | No | |
Transferable | No |
Tough
- For more detail, see Tough
Takes 1 less damage from all sources.
Tough effect is calculated after the Barrier effect. Negating all damage taken using Tough will still count as surviving damage. Technically, the attackers deal 1 less damage, for other purposes.
Type | Static | |
---|---|---|
Status | Positive | |
Generatable | Yes | |
Transferable | Yes |
Vulnerable
- For more detail, see Vulnerable
When declaring an attack, the player can choose to Challenge an enemy unit with Vulnerable with any of their units by dragging it into the blocking position.
A unit with Vulnerable can still get new Vulnerable.
Type | Static | |
---|---|---|
Status | Negative | |
Generatable | No | |
Transferable | No |
- ↑ Support article on transferable keywords
- ↑ Reddit user Thechynd's comment concerning Replacing units that have an Attach unit attached.
- ↑ Reddit user Thechynd's comment concerning Replacing units that have an Attach unit attached.
- ↑ RubinZoo explains how strongest/weakest are selected in ties
- ↑ RubinZoo explains how strongest/weakest are selected in ties