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Definitions (21)

1

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aggro


A combination of cheap minions and spells that aim to quickly finish the game. Often utilising Rush, plays that gain tempo and spells that deal direct damage, an aggressive archetype.
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2

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Burn


A style of play involving card effects, minions and spells that deal direct damage to the enemy general.
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3

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Burst


Dealing a large amount of damage (8 or more) without visible preparation. Often the result of a combination using both in-hand cards and on-field minions, and sometimes purely out-of-hand, involving b [..]
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4

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Bounce


Returning a card to hand. Can be opponents’ or own.
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5

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CCG


Collectible Card Game. For Clarity!
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6

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combo


short for Combination, two or more cards that can produce a synergistic effect when played one after the other. Order of play is often important in getting maximum effect out of the combo. Whole decks [..]
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7

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Control


A style of play involving big late-game minions and spells. Usually combined with many forms of removal to make the early game survivable. Often a defensive archetype.
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8

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Draft


The completed deck after the Card Selection process in the Gauntlet Mode or sometimes the process itself.
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Finisher


A reliable way of ending the game, often requiring protecting a card or cards that will bring about the win. Divine Bond based decks use it as a finisher.
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10

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Hand


the Action Bar – you have a maximum of 6 cards you can keep in your hand.
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