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=List of Common Game Terms=
KeyForge players often use a wide number of different game terms and jargon when discussing the game. Although some of these terms originated from other collectible card games, many game terms are unique to KeyForge. This page contains a list of some of the most commonly used jargon among the KeyForge community. These terms are not official and are therefore not included in the [[:Category:Glossary|Glossary]] of the Rulebook.
KeyForge players often use a wide number of different game terms and jargon when discussing the game. Although some of these terms originated from other collectible card games, many game terms are unique to KeyForge. This page contains a list of some of the most commonly used jargon among the KeyForge community. These terms are not official and are therefore not included in the [[:Category:Glossary|Glossary]] of the Rulebook.
   
   
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==Terms Related to Card Effects==
==Terms Related to Card Effects==


[image of gateway to dis] Board wipe/board clear - A card that removes many creatures from play at once  
===Board wipe/board clear===
The term board wipe is typically used when creatures are destroyed, but not always. For example, in some situations, the card Hysteria is viewed as a board wipe, even though the card effect does not directly destroy creatures.  
'''Board wipe / board clear ''' - A card that removes many creatures from play at once  
Examples: Axiom of Grisk, Coward’s End
:The term board wipe is typically used when creatures are destroyed, but not always. For example, in some situations, the card Hysteria is viewed as a board wipe, even though the card effect does not directly destroy creatures.  
{{Appears With
|Header=none
|Text=<u>Examples</u>:
|Card1=Axiom of Grisk
|Card2=Coward’s End}}


Bounce - To return a card from play to its owner’s hand  
===Bounce===
'''Bounce''' - To return a card from play to its owner’s hand  
Bounce effects have multiple benefits. First, bounce is creature and artifact removal. Second, they cause your opponent to hold extra cards in their hand, creating a potential card advantage by preventing them from drawing at the end of their next turn. Some cards, such as Nature’s Call, also allow a player to bounce their own cards and replay them on the same turn. This is particularly beneficial with powerful combos like Nature’s Call and Dust Pixie.
Bounce effects have multiple benefits. First, bounce is creature and artifact removal. Second, they cause your opponent to hold extra cards in their hand, creating a potential card advantage by preventing them from drawing at the end of their next turn. Some cards, such as Nature’s Call, also allow a player to bounce their own cards and replay them on the same turn. This is particularly beneficial with powerful combos like Nature’s Call and Dust Pixie.
Examples: Nature’s Call, Hysteria
Examples: Nature’s Call, Hysteria

Revision as of 03:30, 17 December 2020

KeyForge players often use a wide number of different game terms and jargon when discussing the game. Although some of these terms originated from other collectible card games, many game terms are unique to KeyForge. This page contains a list of some of the most commonly used jargon among the KeyForge community. These terms are not official and are therefore not included in the Glossary of the Rulebook.


Terms Related to Card Effects

Board wipe/board clear

Board wipe / board clear - A card that removes many creatures from play at once

The term board wipe is typically used when creatures are destroyed, but not always. For example, in some situations, the card Hysteria is viewed as a board wipe, even though the card effect does not directly destroy creatures.

Examples:

Bounce

Bounce - To return a card from play to its owner’s hand Bounce effects have multiple benefits. First, bounce is creature and artifact removal. Second, they cause your opponent to hold extra cards in their hand, creating a potential card advantage by preventing them from drawing at the end of their next turn. Some cards, such as Nature’s Call, also allow a player to bounce their own cards and replay them on the same turn. This is particularly beneficial with powerful combos like Nature’s Call and Dust Pixie. Examples: Nature’s Call, Hysteria

Targeted removal/spot removal - A card that removes only one or a small number of creatures from play at once Targeted removal does not have to destroy the creature. It can bounce a creature to a player’s hand, reshuffle a creature into its owner’s deck, archive a creature, or place a creature on top of its owner’s deck. In general, decks benefit from having multiple different types of removal. Examples: Draining Touch, Kymoor Eclipse, Banish

Hard removal - A removal card that destroys or purges (not bounce, reshuffle, etc.) Examples: Gateway to Dis, Bouncing Deathquark

Æmber control - The ability to manage the opponent’s Æmber pool KeyForge features many forms of Æmber control in the game. A card can cause the opponent to lose Æmber (Bumpsy, Shatter Storm). Some cards steal Æmber (Rad Penny, Urchin). Some cards capture Æmber (City-State Interest, Sequis). Others increase key costs (Grabber Jammer, Faust the Great). A few are designed around unique effects (Curia Saurus, Hypnotic Command) that when played tactfully have the ability to control Æmber. This is not an exhaustive list, as the game developers are always creating new and original types of Æmber control cards. Examples: Effervescent Principle, ANT1-10NY

[image of TMTP] Scaling Æmber control - A card ability that controls a large amount of Æmber at once Scaling Æmber control cards such as Too Much to Protect punish the opponent for gaining too much Æmber and can be an important tool against rush decks. The majority of Æmber control in the game is not scaling Æmber control; most Æmber control cards are able to control only one or two Æmber at once. Examples: Too Much to Protect, Forgemaster Og, Doorstep to Heaven

Taxing - Making the opponent pay additional Æmber to forge a key Several KeyForge cards increase key costs and can be used to prevent the opponent from forging a key. Taxing, on the other hand, allows the opponent to forge but at an increased Æmber cost. It is effectively a tactic to force the opponent to lose Æmber. Example: Allowing the opponent to forge for 8 Æmber with a [Nyzyk Resonator] on the board

Æmber control in all three houses - Having the ability to control Æmber in all three houses of a deck Many KeyForge players look for decks that have Æmber control in all three houses. If an opponent goes into check for their final key, having Æmber control in all three houses prevents a player from being forced into one or two house choices. Some players also strongly value having removal in all three houses, because it can reduce the impact of powerful enemy creatures like [Restringuntus]. In general, having a particular card effect in all three houses increases the flexibility and resilience of a deck.

[image of Key Charge] Key cheat - A card that can forge a key outside of the usual Forge a Key step during one’s turn Examples: Chota Hazri, Obsidian Forge

Artifact control - A card effect that can negate the impact of an opponent’s artifact Artifact control can appear in numerous forms. The simplest forms of artifact control destroy or purge an artifact (Gorm of Omm, Reclaimed by Nature). Others allow players to take control of an enemy artifact (Sneklifter, “Borrow”). Some remove the card from play (Grasping Vines, Barehanded). There are even cards that let a player use and exhaust their opponent’s artifact (Remote Access, Nexus). Some artifact control effects are also quite complex (Blossom Drake). Examples: EMP Blast, Tachyon Pulse

Disruption - A card effect that limits your opponent’s choices on their turn Disruption in KeyForge comes in many forms, but the goal is always the same: to prevent one’s opponent from accomplishing their game plan. Disruption cards can restrict the opponent from playing certain cards or houses. Discarding cards from an opponent’s hand is also a form of disruption, because this potentially limits the number of cards they can play. Examples: Ember Imp, Stealth Mode

[image of Grump Buggy] Symmetrical effect - A card effect that is imposed on both players Examples: Heart of the Forest, Quixxle Stone

Recursive effect/recursion - the ability to replay or return cards from the discard pile Examples: Witch of the Eye, Exhume, Nepenthe Seed

Hate card - A card that is very powerful against a particular strategy While hate cards have a narrow, targeted effect in the game, they can be extremely useful cards when certain strategies are very popular. If a hate card does not target a popular strategy, then often the card is not very impactful. Examples: Dysania is a hate card against decks that have a lot of archiving. Curiosity is a hate card against creatures with the Scientist trait.


Terms Related to Game Concepts and Strategy