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Card/Ability Terms

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BloodThirst

A character with the ability Bloodthirst X will have its stats increased while in combat with another character.

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'.

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.

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.

Pre-Emptive

Any card that has this buff will resolve before cards without this ability. Pre-emptive still follows initative as a player with initative will have their pre-emptive effects resolve before the non-initative 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

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