Blox Cards Wikia
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Looking for specific denoted effects and mechanics? You may be looking for Passives or Triggers.

A bunch of special terms get thrown around in Blox Cards. While the original game already has a terminology list of its own, this list goes much more into depth about the game in general. Here's a list of them.

(Note to future editors: Examples are discouraged, as it's possible that the card may be reworked some time in the future. If you wish to use an example, please add details so future readers can infer the effect of the card.)


  • Action: A card that has no Health or Power, and yet is not a Terrain. They do their effect, then go into their controller's Banland (a zone where a card is essentially out of the game). Aside from a few exceptions, each Action is removed from your hand after it is cast. (Actions have a bomb symbol on the bottom-right of their card.)
  • Aggro Deck: A deck that focuses on killing the opponent as fast as possible. Counters control decks, and is countered by midrange decks. Aggro 101 has more info.
  • Alt-Art: An alternate art of a card. While the deckbuilder may place cards and their alt-arts in separate slots, you can only run the total copies of a card determined by its rarity, no matter what.
  • Alternate Cost: A different cost for a card that can only be paid on certain conditions.
  • Animate: To turn the terrain card in play into a fighter, and summon it under your control.
  • Answer: To remove a Threat from the game.
  • AoE: Area of Effect. A card effect that affects a large range of cards, usually one or both sides of the field. A card that gives Health and Power to all allied fighters would be an AoE buff, a card that deals damage to all enemy fighters would be an example of AoE damage, a card that locks all enemy fighters for 2 turns would be an AoE lock, etc.
  • Assign: Some cards deal damage in combat based on an effect rather than the card's power. They are syntaxed "This card assigns combat damage equal to..."


  • Bait: To draw out a card your opponent has, with the intent of destroying it or rendering it useless. For example, you know that your opponent has a Boardwipe in their hand, and you don't want your opponent to use it when you play a huge fighter, like WishNite. You can play some cheap, expendable creatures, force the opponent to wipe or lose advantage, then smack down that huge fighter.
  • Banland: One of the six zones in the game. Cards that go here are essentially out of the game. Fighters that die in any way other than being obliterated will go into its owner's Banland. All cards you discard except for the first each turn also goes into the Banland.
  • Baseplate: One of the six zones in the game. During your end step, your studs are set to the number of cards per colour in your baseplate (after your fighters and effects generate you studs). The first non-inert-when-discarded, coloured card you discard each turn goes into your baseplate.
  • Berf: A portmanteau of Buff and Nerf. A card that is altered by increasing one of its abilities while reducing another. For example, Redcliff: Rise! used to draw three cards but only buffed redcliff health/power by 300. After a berf, it deal damage to all fighters but buffed redcliff more.
  • Board advantage: AKA board presence, board advantage is when the creatures you control are better than your opponent's, be it in terms of quality or quantity. A person who can maintain board advantage will generally win the game.
  • Boardwipe: A card that can kill every fighter in play. Some boardwipes are conditional (ex. Hallow's Treats), and some are unconditional (Thunder Bolt) Conditional boardwipes are called softwipes, whilst unconditional boardwipes are called hardwipes.
  • Bomb: A threat that is so huge in either effects or stats that it can win the game by itself. See WishNite, The Stalker, or JackofMostTrades for examples.
  • Bread: A term that refers to both a type of deck and a type of card. Bread cards are cards that deal damage to creatures when they enter play, such as Ignis Mage or Krazy Koala. Bread decks are the type of deck that abuses these cards.
  • Brick: To start off the game with a bad hand. Sometimes referred to as "bottomdecking".
  • Buff: A change to a card via an update to make it stronger, or using another card to beneficially affect another. An example of the first type would be making Shedletsky completely immune to all non-combat damage, and an example of the second type would be using Regimen to boost Shedletsky's health.
  • Burn: Direct damage from effects. A specialty of red. Syntaxed "Your opponent loses X life."


  • Card advantage: The state of having more cards than the opponent. The person who gains the most cards and does the most Xfor1s wins the game the vast majority of the time.
  • Card: A resource that you draw every turn. You can have 40 in the deck, and start the game with seven.
  • Cast: Playing a card directly from your hand.
  • Clone: Summoning a copy of any fighter under any player's control. (Avoid cloning the impossible.)
  • Control: Not to be confused with a control deck. Refers to whoever has ownership of a card.
  • Colour: The color of a card. Does not include Colourless.
  • Colourless: Colloquially called White. Cards can be colourless, and colourless studs do not go away during your end steps, but colourless cards can't be put into your Baseplate.
  • Combat: What happens when a fighter attacks another. The attacking fighter deals damage to the attacked fighter's health equal to their power, and (if the defending fighter can counter) the attacked fighter counterattacks with damage equal to its power.
  • Control Deck: A deck that focuses on progressively "controlling" the opponent's cards and taking complete control over the board and then the game. Counters midrange decks, and is countered by aggro decks. Control 101 has more info.
  • Cost: The amount of studs needed to cast a card from your hand.
  • Cowardly: Passive effect. The card obliterates (deals 99999 damage to) itself at the end of the turn.
  • Counter: A fighter dealing damage to a fighter that attacked it. Some fighters can't counter, while others can't be countered.
  • Creature: Another word for fighter.
  • Crowd's Favour: A mechanic introduced in Pits of Wipmawopmawam. Whenever a player casts a fighter, if they have 8 fighters in play after casting, they gain the Crowd's Favour for the rest of the game. Some cards care about the Crowd's Favour, and it also gives the player an additional colourless stud each turn.


  • Damage: A fighter loses health equal to a specified number. Can refer to both combat and effect-based damage.
  • Deck: One of the six zones in the game. A personalized collection of 40 cards used to play the game and duel with other players.
  • Defender: Passive effect. Fighters with this passive must be defeated before you can declare attacks on fighters without this passive.
  • Denial: Another word for control; to deny the opponent from winning.
  • Destroy: An effect that removes a fighter, or multiple fighters, from the board, no matter what stats those fighter(s) may have, and sending them into its owner's Banland.
  • Deck Out: To run out of cards in the deck.
  • Discard: The action of right-clicking (Computer) or swiping a card down (Mobile) to move that card from your hand either into the Baseplate or Banland (depending on whether it's your first discard, the card is Inert, or has a colour) then generating a stud of that card's colour (including White).
  • Divide: An effect that summons 2 copies of a designated fighter with halved stats, then obliterating the original designated fighter.
  • Double Trigger: A fighter with two effects that have entirely different triggers. In order to function, a double trigger usually summons a Token fighter that has the second effect after its first effect is activated. This is necessary due to the game engine being full of spaghetti (and spaghetti code.) The first effect is usually triggered OnSummon, for convenience's sake. Double triggers are slowly being phased out in favor of Transforming the fighter into its second copy.
  • Draw: The act of taking the top card of your deck and putting it in your hand. You draw exactly 1 card at the start of each of your turns. Some cards care about drawing and other cards directly allow you to draw more.


  • Effect: The card's ability. Most fighters can only have one Effect. For more information, see Effect Powers.
  • End Step: The phase that happens when a player ends their turn. Their studs are set to the number of cards per colour in their baseplate, fighters ready, generate, and trigger effects that trigger during end steps, static effects cease, and the turn is passed to the other player.


  • Face: When you have no fighters, your "face" card appears, which the opponent can attack with their own fighters to deal damage to you. You lose life equal to a fighter's power when they attack you. Your "face" card does not counterattack, and isn't considered a fighter or terrain.
  • Fading: A passive effect. Fighters with this passive cannot trigger effects that activate when they die.
  • Fatigue: Refers to the damage you take each turn when you run out of cards in your deck. Starts out at 100, and increases by 100 each time. (100, 200, 300, etc.)
  • Field: One of the six zones in the game. Players' fighters go here after being cast to do combat and trigger effects.
  • Fight: When two creatures deal damage to each other by attacking.
  • Fighter: The most common card type in the game, fighters are cards with stats and (usually) effects that go onto the field when played.
  • Flagship: When a card in a Group can work outside the Group. Examples are Redcliff Archer, Shamrock Doge, and Korblox Archer.
  • Fleeting: A passive effect. Card automatically discards itself at the end of the turn, if it's still in your hand.


  • Generate: To gain a stud of a card's colour.
  • Gigants: Gigants have total stats 1500 or greater (Power + Health).
  • Give: To gain a card by any means other than drawing. (To clarify, drawing via effects does not count as "Giving" yourself a card.) For some reason, this effect is not capitalized in most card descriptions. myr pls fix. Previously called "Create."
  • Goldfish: The average amount of turns it takes for a deck to win a game.
  • Group: A label applied to cards that get grouped together. For more information, see Groups.


  • Hand: One of the six zones in the game. A player's hand contains cards that can be cast. A player draws exactly 1 card into their hand at the start of that player's turn.
  • Haste: Passive effect. Fighters with this effect are not locked when they are summoned, which allows them to attack immediately.
  • Hardwipe: Divine Favor, Thunder Bolt, Luck o' the Lobsters, Mass Epidemic, and Summon! Meeboid Titano!. These Action cards can destroy very nearly every fighter in the game and "wipe" the board clear, hence the term "Hardwipe". A normal deck can only run 4 hardwipes, due to Thunder Bolt and Lightning Blast being alt-arts of each other. A green deck can run 7.
  • Health: How much damage a fighter can take before it dies.
  • Highlander: Refers to a deck with no duplicate cards, often containing 2 or less Gladiators.


  • Icon: An old term, which has since been replaced by "Stud," which details how much of a certain resource you have. Some players prefer this term over "Stud," however, all card descriptions now mention "Studs" instead of "Icons."
  • Inert/Inert in play: Passive effect. This fighter cannot generate icons/studs when in the field.
  • Inert in all zones: Passive effect. Much like "Inert", but this prevents you from generating icons/studs regardless of which zone it is.
  • Inert in Baseplate: Passive effect. Much like "Inert", but this only prevents you from generating icons/studs via Baseplate.
  • Inert when discarded: Passive effect. Much like "Inert", but this only prevents you from generating icons/studs via discarding this card.
  • Immunities: Some cards are immune to certain effects, such as having that card's stats swapped, damaged, or changed directly.


  • Kavus: Essentially a 2-1 card. Cards like Nikilis that take out one fighter with its effect and using the attack to destroy another fighter.


  • Lock: A state where a card cannot attack for a specific amount of turns. See Lock for more information.


  • Midrange Deck: A deck that focuses on generating icons as fast as possible to play all the superior cards, gaining board advantage in quality. Counter to aggro decks, and is countered by control decks. Midrange 101 has more info.
  • Mono: A deck that uses a majority of only one colour.
  • myr pls fix: A cry for help, begging the head dev, Myrmiredon, or any dev in earshot, to "please fix your game."


  • Nerf: To change a card to make it weaker. For example, making QuisMo only have a 150/250 statline as opposed to a 300/300 statline.


  • Obliterate: Absolutely remove a card from the game. Obliterating a card will NOT trigger any effects, and the card itself won't go to any other zone (not even the Banland).
  • OP: Short for Over-Powered. Used to describe cards that are considered too strong. Contrast with UP, or Under-Powered. OP is almost never used for its literal meaning and is used in hyperbole far more often than it should be.


  • Passive Effect: An effect that has no trigger and can usually be given to cards without changing their triggered effect(s). However, methods of removing passive effects are incredibly rare. For example, cards that give you other cards which are "discarded at the end of your turn" function by giving the drawn card the "Fleeting" passive effect. For more information, see Effect Powers and Passives.
  • Picants: Picants are fighters who have total stats 500 or less (Power + Health).
  • Power: How much damage a fighter deals when it fights.
  • Pressure: As you play threats, your opponent needs time to answer them. The more pressure you apply with your threats, the less time the opponent has to respond.


  • Ready: Remove exactly one lock from a fighter. Fighters ready during their controller's end steps. Some effects trigger when the card with the effect is readied.
  • Requirement: Some cards have conditions before they can even be cast.
  • Reset: Turn a fighter's stats into its original stats. This effect is a variant of setting stats.
  • Return: Sending a card from the field back to its owner's hand, forcing the player who owned it to cast it again, wasting time and studs. Returning a card back to its owner's hand when the owner's hand is full destroys the card.


  • Set: Turn a fighter's stats into a specified amount.
  • Shuffle: Giving a card and then putting that card into your deck, then rearranging your deck's order. That card can be drawn later.
  • Small: Small fighters have total stats 700 or less (Power + Health).
  • Softlock: A state where a player has 8 fighters out, all of them being useless. If a player decides to take advantage of a softlock and remove all of their damage, a softlocked player will generally lose the game. May also refer to glitching the game out to a point where the game essentially freezes and forces both players to rejoin the game.
  • Softwipe: A boardwipe that doesn't kill everything. Most wipes are as such. Hallow's Treats is an example.
  • Staple: A very efficient card, to the point where it should be included in most decks in their color. The cards that are considered to be 'staples' are constantly changing, so it's difficult to list them on a page that barely ever gets updated.
  • Starter: A fighter that costs exactly one-four colourless studs and no coloured studs. They are usually cast on the first and second turn.
  • Statline: Another term for a fighter's Health and Power. Can be used nearly-interchangably with "Stats"
  • Steal: Gain control of a target fighter.
  • Stealth: A passive effect. A card with Stealth cannot trigger effects that activate when it is cast, even its own.
  • Stud: A game abstraction that details how much of a certain resource you have. Used in order to cast cards. Yes, even cards that seemingly cost 0 icons like Stud or Targeting Blip. In fact, they indeed cost "0 colourless icons," but that means that, when your colourless icons have gone into the negative, you can no longer cast any cards that cost 0 colourless icons, since you don't even have that many. myr pls fix.
  • Suspend: Temporarily "removes" a fighter from the board, returning on its controller's end step. The suspended fighter is not considered dead nor obliterated.
  • Swap: Switching a fighter(s)' Health and Power via an effect. For example, if a fighter with 1000 health and 100 power has their stats swapped, they will now have 100 health and 1000 power. See Swap for more information.


  • Target: Certain effects, such as Glaciem Mage's, ask you to choose what the effect hits. Some cards rely on targeting to trigger effects, such as shaylan007 and HasTheHero.
  • Terrain: A card with no Health or Power that usually has an effect that affects both players (typically an effect that triggers durin each end step). Also refers to the zone where a terrain is.
  • Terrarian: A Terrain that has been made into a Fighter. The most common way to do this is Living World.
  • Threat: A card that will win you the game if not answered. Nearly all fighters count as threats, but some threats are more threatening than others.
  • Topdeck: To draw the one card you need, exactly when you need it.
  • Topdecking: A state where people are reliant on the top card of their deck to decide what they play. Topdecking is usually undesired, as it means you have limited ability to plan ahead.
  • Trade (In-battle): Also known as a 1-1, trading is spending exactly one card to deal with exactly one card. No card advantage is gained or lost for either player. Trading is good if you're winning, bad if you're losing.
  • Transform: An effect that obliterates a fighter, then summons another fighter (whether the same exact fighter or another specified one) on the field with the same exact stats and locks, effectively giving the illusion of "transforming." This mechanic is slowly being used to phase out Double Triggers. The doubling and halving of the Lycanthrope group's stats is made possible by this mechanic.
  • Triggered Effect: An effect that activates when a condition is met, be it when you summon it, either player casts an Action, or even when you start your turn. These effects cannot be changed directly, and require indirect means to change, such as Transforming the card into another, or giving the "Stealth" passive effect to a fighter with an effect that activates when it's summoned. For more information, see Effect Powers.
  • Type: The colour of a card, including Colourless.


  • Unique: Only one card may be on the field at any time with the "Unique" effect. Also applies to Action cards with "Unique", making you unable to cast them if you have a "Unique" fighter.
  • Unlock: To remove all the locks from a fighter.
  • UP: Short for Under-Powered. The opposite of OP, used to describe incredibly weak cards.
  • Win Condition: A fancy term for a threat in a control or combo deck that doesn't use very many threats.
  • X/X: A shorthand for a card's health/power. A card with stats 1000/400 has 1000 health and 400 power.
  • Xfor1: Using a single answer to deal with X of your opponent's threats. A common example is using Nymn the Redrune Leader to remove one of your opponent's cards, then dealing 700 damage to another card, destroying it, thus using Nymn the Redrune Leader as a 2for1. A player that constantly makes Xfor1s generally wins the game.
  • You: Shorthand for the controller of the card.
  • Zone: The many areas a card can be in. The game's zones are Deck, Hand, Field, Terrain, Baseplate, and Banland.