Unofficial Hearthstone Glossary

  • Raz
    Greetings! I made this post long ago in the general forums during beta and it never got stickied. It has since gone the way of the dodo. Well, I figured it might be helpful for folks here so I thought i'd repost it. Please post if you have any questions or see errors or mistakes I can correct and I'll happily update this. Also feel free to request a sticky since I think this can be helpful for a wide range of players. Hope you enjoy!

    --A--
    Achievement - An in-game acknowledgement of a certain accomplishment, such as winning 100 matches or unlocking all basic cards. Each one usually offers a one-time reward.
    Adjacent - The minions that are directly next to a certain minion, on both sides.
    Arcane Dust - A material generated by disenchanting cards, or won in arena play, that is used to create new cards.
    Area of Effect (AoE) - An action that is applied to multiple characters simultaneously, usually without targeting any of them directly or specifically.
    Armor - Protection against attacks, which is removed by damage before health is lost. There is currently no known maximum value for armor.
    Attack - The process of having a character deal damage to another character based on attack values.
    Attack (Value) - "How much damage [something] deals." The attack value of a minion is displayed at the bottom-left corner, while attack values for heroes are given by weapons, hero powers, or other spells.

    --B--
    Battlecry - "Does something when you play it from your hand." These effects only occur when a minion is summoned from a player's hand, therefore they are not triggered by resurrection effects or changes in owner.
    Battlefield - Middle portion of the game board, split into two sides, where minions exist once summoned. Each player can only have up to 7 minions on their side at any time.
    BM - Stands for "Bad Manners". Is used to refer to players who drag out a turn when they already have lethal damage, or spam emotes. BM isn't always "bad", and can viewed as playful.

    --C--
    Card - A spell, minion, or weapon in a player's deck or hand. Each deck can only have up to 2 of any particular card in it, except for Legendaries (see Rarity), which have a limit of 1 per deck of each.
    Character - Term used to indicate both minions and heroes, used on card text to indicate that an effect can be used against minions and/or heroes.
    Charge - "Can attack immediately." This eliminates the usual one-turn delay on minion activity (see Exhaustion).
    Coin - A bonus card only given to the player who goes second at the start of a match. It provides one extra mana on one turn and counts as a spell.
    Combo - "A bonus if you already played a card this turn." Any card previously played in a turn triggers the combo, but a combo effect can only happen once and is not an additive effect based on playing more cards (unless otherwise noted, e.g. Edwin VanCleef).
    Controller - The player who currently has a minion on his/her side of the battlefield is that minion's controller. Certain cards let players take control of a minion, moving it from the opponent's side to their side of the battlefield. This does not trigger Battlecry effects.
    Cost - The amount of mana that must be spent to play a card. It is indicated at the top-left corner of every card.
    Counter - "A card that is countered has no effect." Currently only used by the Mage card Counterspell.
    Crafting - Creating cards from Arcane Dust. The cost to make a new card depends on its rarity.

    --D--
    Damage - Removing a certain amount of health from a character. The term "direct damage" is often used to refer to targeted, rather than AoE (see Area of Effect), effects.
    Deathrattle - "Does something when it dies." This effect is triggered by death due to loss of health and outright destruction (see Destroy), but is lost when a minion with deathrattle is transformed (see Transform).
    Deck - The collection of 30 cards a player can draw from during the course of a match. It is located at the right side of the battlefield during a match, and typically includes cards from a specific hero and neutral minions.
    Deck Types - These are terms often used to refer to decks that have certain themes or play styles.
    Examples include:
    • Rush Deck - Designed to defeat an opponent quickly, often by bringing out many small minions during the early game.
    • Control Deck - Designed to let the player last a long time, and gain a late game advantage to defeat an opponent.
    • Mill Deck - Designed to make the opponent draw more cards than can effectively be used, and defeat the opponent through damage and fatigue (see Fatigue).
    • Murloc/Pirate Deck - Designed around a particular type of minion, such as murlocs or pirates, and victory usually relies on synergy between these minions.

    Defeat - When one player reaches zero health, and the opponent has at least one health, then he or she is defeated. A defeat rewards less experience to a hero than a victory.
    Destroy - Removing a minion from the battlefield without dealing any numerical damage, so the removal ignores effects like Divine Shield and Immunity.
    Discard - Taking a card from a player's hand and removing it from the game without it ever having an effect. This is often done if a player has too many cards in his or her hand, or due to effects from other cards.
    Disenchanting - Destroying a card to gain arcane dust. The amount of dust granted through disenchanting depends on card rarity, though gold cards give more dust than normal versions.
    Divine Shield - "The first time this minion takes damage, ignore it." It's important to note that the shield will not protect against effects that destroy a minion without dealing numerical damage.
    Draw - Taking a card from a player's deck and placing it in that player's hand. This is done with one card at the start of every turn, and can occur as the result of other cards and effects.
    Durability - A value that indicates how many times a weapon can be used to attack. Each attack typically removes one durability. It is displayed at the bottom-right of a weapon.

    --E--
    Enemy - During a match, enemy characters are the hero and minions on the opposite side of the battlefield, owned by the opponent player.
    Enrage - "While damaged, this minion has a new power." Note that the enrage effect is only active when the minion has less than maximum health, and healing to full health removes the enrage effect.
    Exhaustion - The condition a minion has only on the turn it is summoned, which prevents it from attacking - sometimes also called "summoning sickness" by players (see Charge for an exception).
    Experience - An intangible reward granted to players at the end of a match. Experience is used to gain levels, and the amount rewarded to players is directly proportional to the length of a match.

    --F--
    Fatigue - Damage dealt when a player must draw a card, but has no deck to draw from, often at the start of a turn. It is additive for each time a player must draw without a deck to draw from: 1 damage the first time, 2 damage the second time, 3 damage the third, etc.
    Freeze - "Frozen characters lose their next attack." Frozen heroes cannot attack with weapons, but can play cards and use hero powers. The freeze effect lasts until the start of the next turn of the player of the spell or minion that freezes the target - this means that an attacking minion that becomes frozen, will unfreeze at the start of the next turn.
    Friendly - Term used to refer to the hero and minions that you own on the battlefield, as opposed to enemy characters on the other side.

    --G--
    Game Options - Different ways in which a player can play a match in Hearthstone. The three basic types are:
    • Arena - A play mode in which a player chooses from 3 pre-selected heroes and creates a deck, one card at a time, from a random draft.
    • Constructed Play - The term used for matches in which players use either basic decks or ones they have constructed ahead of time. This includes both Ranked and Casual play.
    • Practice - A play mode in which a player is matched against a non-player opponent, controlled by the game itself.

    Game Phases - The part of a match that two players are currently in. While other games often have multiple phases that occur each turn, in Hearthstone these terms are generally used to indicate how far along a match has progressed. The three most common phases are:
    • Early Game - The first few turns for each player, usually lasting until about the 4th mana crystal has been created.
    • Mid Game - The time when a player has between 4 and 8 mana crystals.
    • Late Game - The turns when a player has enough mana to use pretty much any card, usually with 8+ mana crystals available.

    Gold - Currency used to buy packs of cards and enter the arena (see Game Options). Gold is earned by winning matches and completing quests.
    Gold Card - Copies of cards with bold borders and special animations on them. They are visually different from normal versions, but are identical in terms of effect, cost, health, attack, and durability values.

    Continued below...
  • Thanks for your hard work on this Raz.

    Stickied!