Bribe means you take control of an enemy minion and gives its owner Coins equal to its cost. Could be good in a mill deck, because you fill your opponent's hand. Here are some examples. Bribe is called Bribe because of Charge and Windfury.
Edit: beaten too it. Just do: Next Keyword: Bloodlust
Trick (X) is a keyword that makes the first X attacks or spells have a 50% chance of effecting the wrong target. So if you play a minion with Trick (1), and then on your opponents turn they play fireball and target said creature, there is a 50% chance it will hit any other target, including heroes. The (X) will count down with every action until 0.
When you Annihilate a minion, you destroy it, as well as all other copies of that minion in play and in both players' decks. Copies in their hands are safe, though. So, let's say both players control a Mad Scientist, you have one in your hand, and your opponent has another one in his deck somewhere. If you Annihilate one of the ones in play, it is destroyed, as is the other one in play. The Mad Scientist in your opponent's deck is destroyed (but it's Deathrattle doesn't trigger), but you keep the one in your hand. Here are some example cards:
Sleep does not Silence permanently, effect will be gone when circumstances are met therefore it won't prevent a Deathrattle but It will prevent Knife Juggler's ability to the throw knife while he is under this effect.
Time Warp is a keyword that a minion can have. A minion with Time Warp can be played when it is the top card of your deck. If a minion with Time Warp is on top of your deck, it will glow blue. When you hover over it, it will show you what card it is, and you can drag it onto the field to play it. When a minion with Time Warp dies, it's owner get a Time Sickness spell in their hand. It costs one, and if you don't cast it on your turn, one of your mana crystals is Overloaded. Here are some example Time Warp cards:
Submerge: Similar to stealth but causes the minion played this turn to be shown as a 0 mana 0/0. Your opponent will see that you played the card for 0 mana. This minion is also untargetable, and even if it is a class card it always will be shown as neutral. If an AoE is played, it will take the effect but will not be revealed unless it is at 0 health while submerged (it would then reveal itself and die). Once you attack with the minion, it loses Submerge. If it has taunt it is ignored (like a stealthed taunt).
The effect in all gives you the element of surprise depending on what the Submerged card's abilities are.
Decay is a minion keyword. A minion with Decay: (X) gets -1/-1 at the end of your turn, unless you can pay X mana. Basically, once you hit end turn, the game will go through all Decay minions you own in the order you played them and try to pay their Decay cost. If you can pay for one Decay minion, it will empty mana crystals to pay for it. If you don't have enough full mana crystals, the minion gets -1/-1. You don't get to choose which Decay costs to pay and which ones not to. It's just done automatically. Note that Decay still comes into effect on the first turn you play a minion. Here are some examples:
Enlighten is a keyword exclusive to Priest and Paladin cards. When you Enlighten a minion, you switch it's card text with a random Priest or Paladin card with the same rarity. The new card text will come from the same class as the card you used to Enlighten the minion. So a Priest card that Enlightens a Rare minion will give it the text of a random, rare Priest minion. Priest and Paladin minions are never legal targets for Enlighten. They have to be neutral or from another class. And once they're Enlightened, they become a card of that class, so they gain the Priest or Paladin background and count as that class from now on (so you can only Enlighten a minion once). Here are some example: