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Cards

Ever wondered what those words mean on the cards? Whether it's consume, or figuring out the rules for each card, or the difference between untouchable and unstoppable, this list of terms should have answeres for you! As always, if you think something is missing, please leave feedback below.

Card/Ability Terms

  • Ascended
A character with Ascended gains an additional trait when an objective is met. -Ex. Gains flying after dealing damage to enemy fortress.
  • BloodThirst
A character with the ability Bloodthirst X will have its stats increased while in combat with another character.
  • Champion
A character that is a champion can only have one copy of them deployed. Only one champion is allowed to be deployed at a time. If a new champion is played, the currently deployed champion goes back to the player's hand.
  • Charge
This passive character ability allows a card to be moved to assault when it comes into play. Note: Some effects that bring a character into play when it is not deployed from the hand will not trigger the Charge effect.
  • Consume
Whenever a character with this buff kills another character, the character with Consume is healed by [X] then gains [+X/+X] where [X] is the level of Consume the character has.
  • Destroy
When a card is destroyed, they are moved from play to the Graveyard. When a character is 'destroyed', it will result in a morale loss equal to the morale cost of the card. Also see 'Die' or 'Kill'.
  • Deploy/Deployed
To have a character enter either the support zone, Assault zone, or Defense zone. Characters that are considered deployed, are in one of those three zones.
  • Exhaust
When a character, location or artifact comes into play, the card is normally in an 'exhausted state'. When a card is exhausted, it cannot use abilities or be moved into the Combat Zone. When a card is exhausted in the Combat Zone, the card will move to the Support Zone. This debuff fades at the start of your next turn unless the card states that the 'exhausted state' will last longer (2 turns, 3 turns, indefinitely).
  • Explode
This action causes a card to sacrifice itself to produce an effect. Explode can also be the result of a trigger causing this effect. Explode is different from 'being destroyed', 'dying' or 'getting killed' as Explode does not cost morale. Also see 'Sacrifice'.
  • Fetch
Refers to any card that searches your deck for a card and brings it to your hand or into play.
  • Flying
When a character with the Flying buff attacks, the only legal blockers the opponent can use are characters with the Flying buff or the Ranged buff (Can block flying characters). If no legal blockers are in the Defense Zone, the character with the Flying buff will deal damage directly to the opponent's fortress.
  • Frenzy
A character with the ability Frenzy X has its power increased by X (or 1, if X is not specified) for each health it is missing from its maximum.
  • Haste
A card with Haste does not exhaust when deployed. This means a character can move to the Combat Zone on the same turn it is deployed. This also means a card can use any activated abilities it has, on the turn it is deployed.
  • Heal
Increasing the minimum health value of a character. A character can only be healed to their maximum health value. A player's fortress can be 'healed'; this is also referred to as "repairing a fortress" as the act involves fixing structural damage. A fortress can only be healed to its maximum value.
  • Immolation
Characters that are inflicted by Immolation (Hit by a character with immolation) will take [X] damage at the start of each turn until the character leaves play.
  • Infect
Characters with infect will convert creatures they kill to your side. NOTE the converted creatures with have the slow debuff.
  • Invincible
Cards that are invincible cannot take damage and are immune to effects that would kill (destroy) the card. An invincible character can still be affected by sacrifice effects. An invincible character can also be returned to the controller's hand or removed from the game.
  • Plunder
Characters with Plunder draw cards equal to their Plunder value whenever they deal combat damage to the enemy fortress.
  • Pre-Emptive
Any card that has this buff will resolve before cards without this ability. Pre-emptive still follows initiative as a player with initiative will have their pre-emptive effects resolve before the non-initiative player's pre-emptive effects.
  • Raise
This is the mechanic of playing a character card from the Graveyard onto the Battlefield. Raised characters are moved to the Support Zone exhausted unless the card states otherwise. Exhaustion is removed at the start of each turn, so a raised character would only be exhausted for the initial Resolution phase.
  • Ranged
Refers to any non-Flying character that can block Flying characters.
  • Remove
A card that is removed will leave play. A card effect would have to specifically put the card back into the game for the card to return. A card that leaves play in this way is not affected by morale.
  • Resolve
Cannot be killed by non-damage effects or abilities.
  • Sacrifice
A card is moved to the Graveyard when this effect is applied to it. This effect does not count as killing, dying or destroying the card and does not check Invincibility, Resolve or Morale Damage upon resolving the effect.
  • Shield
A character with Shield cannot be killed by non-damage effects while their shield is 'on'. Characters come into play with their shield 'on' and taking a non-damage kill effect will 'turn off the shield', meaning that the next non-damage kill effect will kill the character. Shield effects turn back on at the start of the next turn. (eg. to kill a shielded 1 card, you need TWO death rays on the same turn to kill it)
  • Slow
A character with this debuff that is moved into the Combat Zone will be exhausted on the next turn.
  • Transform
The card will remove itself from the game and be replaced with a modified card with seperate effects. Original card stats or abilities of the card may apply to the 'Transformed' or changed card depending on the effect.
  • Unstoppable
If a character with this buff attacks and kills a blocking character in combat and survives, the Unstoppable buffed character can attack again. This process continues until a blocker survives the attack, the Unstoppable buffed character is killed in combat, or the Unstoppable buffed character deals damage to an opponent's fortress.
  • Untouchable
This character cannot be the target of either player's spells, abilities or character effects. The Untouchable buffed character can be indirectly targeted by a spell that doesn't target the character directly. The Untouchable character can also be affected by triggered effects (such as Banner of the Lone Hero). Cards that specifically say that they can target Untouchable characters, such as The Hunt or Fight! can bypass Untouchable.
  • Vigilance
A character with Vigilance is played directly to the Defense Zone, exhausted, when deployed from the hand. Some effects that bring the character in play in different ways may not trigger Vigilance.

Basic Game Terms

  • Rift Run
Another name for Draft mode.
  • Rulebook
A reference to the rule book with all the information on
  • Aleta's Archive
A website dedicated to the cards of Infinity Wars. It documents all current cards and allows use of it's deck builder to set things up.
  • Command Zone
The lower left of the combat screen where three character cards are of various factions that make up the deck's composition. More info in tutorials section.
  • Purity
How streamlined your deck has to be to use a card. Determined by the deck's three commanders. See the tutorial section for more info.
  • Assault
The Zone in which your Characters attack the opponent's fortress at the end of each turn.
  • Defence
The Zone in which your Characters defend your fortress against the enemy's assault zone at the end of each turn.
  • Support
A zone where most characters enter the battlefield during each turn and has no participation in the combat taking place. NOTE: Cards may still use certain abilities and buffs for those in the combat zones or to target the enemy fortress.
  • Initiative
The player who attacks first each turn and who's spells are activated first. More info in the tutorials section.
  • Morale
Another version of fortress health. If it is reduced to zero (usually through killing creatures of that player) then you can win. Usually target of defensive players.
  • Battlefield
The Assault, Defense and Support Zones
  • Combat Zones
The Assault and Defence Zones only.


  • If you see something you think is missing, feel free to point it out in the comments below.



Additional Note (to be expanded on later)

Start of Turn Effects/Start of Turn Upkeep > On Deploy Abilities > Preemptive > Activated abiliites/ability cards > Combat abilities > End of Turn abilities

also, start of turn/upkeep abilities include: Exile casting, Shikana, Vasir(s), Bombbot

They RESOLVE in the deploy unless stated otherwise

On deploy includes artifacts (such as alter of binding which can lock a card before fear can move it)

now missions, resolve at the end of the turn if win cons, and beginning if the requirements were met the following turn (Tactical retreat)

Note- DAD counter MI whether RE or NO

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