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Mythgard Keywords

In this thread, I'm going to go ever the keywords found in the game. I'll pretty much just copy-paste them from the Mythgard wiki, adding additional explanations and/or example images where I feel the need. I'm going to assume you at least know the basics of how to play the game. 

Agile: Can attack any of the three opposing lanes, regardless of blocking minions.
Alpha Strike: Deals combat damage before minions without Alpha Strike.
Armor X: Reduces damage taken by X.
Awaken: An ability that triggers when entering play.
Banish: Removed from the game without triggering Demise effects or going to the boneyard.
Blast X: Deals X non-combat damage to adjacent enemy minions after attacking.
Blight X: At the beginning of its turn, gets -X/-X.
Breach: Triggers when dealing combat damage to a player.
Deadly: Destroys minions when dealing any damage to them in combat
Defender: Cannot attack. Enemies must attack a Defender before other blocking minions.
Demise: An ability that triggers when destroyed.
Divination X: Look at the top X cards of your deck. Pick one to put on top and the rest on bottom.
Empower: Can be activated or triggered once to permanently improve a minion.
Energy: Abilities can generate or consume energy.
  • Represented in card effects by a blue lightning bolt.
Energy Action Cost: Drag to activate abilities. This costs a minion its energy action. (Without using its regular action).
  • Represented in card effects by three blue down arrows of increasing boldness. See the image above.
Ephemeral: Removed from the game upon leaving play.
Focused X: Deals X more damage in combat with the opposing lane.
Fragile X: Increases damage taken by X.
Frenzy: Can attack twice per turn.
Immobile: Cannot move voluntarily. (you can move it by making it switch places with adjacent minions, or trough card effects)
Immortal: Cannot be damaged and immune to destroy effects.
Life Tap: Grants the controlling player life equal to damage dealt in combat.
Lurker: Enemies must attack other blocking minions before a Lurker.
Overrun: When attacking a minion, excess damage carries over to the defending player.
Piercing: Damage dealing cards with Piercing ignore Armor.
Regen X: At the end of its turns, restore X health. (to itself)
Rush: Can attack, move, or act the same turn they are created.
Sap X: Spend X amount of health to activate an ability. (won't activate if X > your health)
Slayer X: Deals X extra damage in combat with minions.
Stealth: Identity is hidden from opponents and blocks like a regular minion until it is dealt damage, interacts with others, or takes a non-move action.
  • Your Stealth minion vs your opponent's
Stunned: Cannot attack, move, or activate abilities.
Swift: Gets an extra move action each turn.
Suppressed: Loses all special abilities, buffs, and debuffs.
Teleport: Can move to any lane.
Temporary Health: Damage to temporary health is not carried over after the buff expires.
Temporary Mana: Temporary Mana dissipates at the end of your turn.
Warded: Cannot be destroyed outside of combat.

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  • Staff

    In this thread, I'm going to go ever the keywords found in the game. I'll pretty much just copy-paste them from the Mythgard wiki, adding additional explanations and/or example images where I feel the need. I'm going to assume you at least know the basics of how to play the game. 

    Agile: Can attack any of the three opposing lanes, regardless of blocking minions.
    Alpha Strike: Deals combat damage before minions without Alpha Strike.
    Armor X: Reduces damage taken by X.
    Awaken: An ability that triggers when entering play.
    Banish: Removed from the game without triggering Demise effects or going to the boneyard.
    Blast X: Deals X non-combat damage to adjacent enemy minions after attacking.
    Blight X: At the beginning of its turn, gets -X/-X.
    Breach: Triggers when dealing combat damage to a player.
    Deadly: Destroys minions when dealing any damage to them in combat
    Defender: Cannot attack. Enemies must attack a Defender before other blocking minions.
    Demise: An ability that triggers when destroyed.
    Divination X: Look at the top X cards of your deck. Pick one to put on top and the rest on bottom.
    Empower: Can be activated or triggered once to permanently improve a minion.
    Energy: Abilities can generate or consume energy.
    • Represented in card effects by a blue lightning bolt.
    Energy Action Cost: Drag to activate abilities. This costs a minion its energy action. (Without using its regular action).
    • Represented in card effects by three blue down arrows of increasing boldness. See the image above.
    Ephemeral: Removed from the game upon leaving play.
    Focused X: Deals X more damage in combat with the opposing lane.
    Fragile X: Increases damage taken by X.
    Frenzy: Can attack twice per turn.
    Immobile: Cannot move voluntarily. (you can move it by making it switch places with adjacent minions, or trough card effects)
    Immortal: Cannot be damaged and immune to destroy effects.
    Life Tap: Grants the controlling player life equal to damage dealt in combat.
    Lurker: Enemies must attack other blocking minions before a Lurker.
    Overrun: When attacking a minion, excess damage carries over to the defending player.
    Piercing: Damage dealing cards with Piercing ignore Armor.
    Regen X: At the end of its turns, restore X health. (to itself)
    Rush: Can attack, move, or act the same turn they are created.
    Sap X: Spend X amount of health to activate an ability. (won't activate if X > your health)
    Slayer X: Deals X extra damage in combat with minions.
    Stealth: Identity is hidden from opponents and blocks like a regular minion until it is dealt damage, interacts with others, or takes a non-move action.
    • Your Stealth minion vs your opponent's
    Stunned: Cannot attack, move, or activate abilities.
    Swift: Gets an extra move action each turn.
    Suppressed: Loses all special abilities, buffs, and debuffs.
    Teleport: Can move to any lane.
    Temporary Health: Damage to temporary health is not carried over after the buff expires.
    Temporary Mana: Temporary Mana dissipates at the end of your turn.
    Warded: Cannot be destroyed outside of combat.