( etymology: Diabolic Edict, Chainer’s Edict)ĮGG: A permanent, often times an artifact, that can be sacrificed to draw a card. Not playing pro-actively.ĮDICT: A spell or effect which causes an opponent to chose and sacrifice a creature. Specifically dual lands refers to the original cycle of non-basics that have two land types (ie Tundra, Bayou, Volcanic Island) but is often used to reference any similar non-basic that produces two colors.ĭURDLE: A defensive play style in which a player does…a whole lot of nothing. Often times, this is used to refer to a type of control deck.ĭUALS: A land that produces two colors of mana. Most of the cards that this style of deck plays are intant speed and will be cast at the end of the other player’s turn. See Mana Dorks (below).ĭRAW-GO: A style of deck that often does very little on the pilot’s own turn. A control deck typically plays a long game of magic and packs more defensive than offensive spells.ĭORK: Short-hand for ‘mana dorks’. For example, you can chump block a Vizzerdrix with a 1/1 Soldier token.ĬOMBAT TRICK: Casting an instant during combat to increase a creature’s power/toughness in order to either kill a creature it is blocking, blocked by, or keep it from dying.ĬONTROL: A style of deck or deck archetype that’s game plan is to win the game by using removal spells and counter spells to hinder the plans of an opponent. Dimir Charm, Dramoka’s Charm, Piracy Charm)ĬHUMP BLOCK: Using a much smaller creature to block a larger creature (and die in combat) in order to prevent damage from an attack. In modern formatting, this will appear as a bulleted list. For example, Gitaxian Probe or Baleful Strix are both fantastic cantrips.ĬHARM: A spell that has multiple options for possible effects. Also, an aggressive deck archetype in many formats.ĬANTRIP: A card that replaces itself by drawing a card when it is played. If someone is brewing a deck, they are designing a new deck idea.īURN: Any cards that deal damage directly to an opponent. ( etymology: Waterfront Bouncer)īREW: A brew is a deck that was designed/developed by the person who is piloting it rather than taking an idea from a common archetype. ( etymology: Lightning Bolt)īOUNCE: A spell or effect that returns a creature to its owner’s hand. If you are dealing yourself 3 damage as a cost, you are “bolting” yourself. Any spell that deals three damage is “bolting” a target. This nickname refers to the pro player who designed the card, Bob Maher, Jr.īOLT: Dealing 3 damage. ( etymology: Momentary Blink)īOB: A nickname for the card Dark Confidant. These types of cards are often used to trigger ‘enters the battlefield’ effects a second time. ( etymology: Grizzly Bear)īLINK: A spell or effect that removes a creature from play and then returns it to the battlefield. ( etymology: Falkenrath Aristocrat, Cartel Aristocrat)ĪTTRITION: A strategy in which a deck aims to win the game by gaining more value or running an opponent out of resources.īEAR: Any 2-mana 2/2 creature. For example, burn is a type of deck that’s plan is to play a lot of spells dealing damage to an opponent’s face but not all burn decks are the same.ĪRISTOCRAT: A creature that has an activated ability which allows you to sacrifice another creature at no cost. ( etymology: Animate Land)ĪRCHETYPE: A specific type of deck strategy. These color pairs are also referred to as ‘guilds’ when referring to card or deck designs (Selesnya, Azorius, Dimir, Rakdos, Gruul respectively).ĪNIMATE: A spell or effect which turns a non-creature permanent into a creature. Modern Zoo, Standard Red Deck Wins)ĪLLIED: The five two-color combinations that are adjacent on the back of a magic card (GW, UW, UB, BR, RG). Tip: Looking for something specific? Try ‘control-F’ (or ‘command-F’ on a mac) to look up a term.ĪGGRO: An aggressive strategy, typically a deck that has a game plan of winning the game very quickly before a slower deck is able to stabilize and take over the game ( ie. Here’s a handy MTG glossary to help you figure out just what the heck everyone’s been blabbering about… Throw in some of the jargon and things can get really tricky. When listening to podcasts or reading MTG content, it’s difficult enough to keep up with conversations referring to cards by nicknames. Whether you’re new to the game or not, 25 years of Magic: The Gathering means 25 years of game-related references, inside jokes, and general ‘lingo’ that can be difficult to understand.
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