| AoE |
AoE damage is short for "area of effect" damage. Generally speaking, AoE
damage is damage that is dealt to more than a single target. |
| Board Clear |
"Board clears" are effects that clear the opponent's board of
minions. Normally, these are AoE damage spells, but clearing the board
can also be done through a series of minion trades that eliminate all of the
opponent's minions. |
| Board Control |
Board control refers to the situation where a player has
dominance over the game board. Generally, this refers to situations where one
player has one or more minions on the board, whereas their opponent has none.
Maintaining board control is extremely important, as it allows players to
build devastating minion combinations. |
| Character |
The term character encompasses both minions and heroes. If an
ability deals damage to "all characters", it will damage all minions and all
heroes. |
| Card Advantage |
Card advantage refers to the situation when one player (the advantaged
one) has more cards in their hand than the opponent. Generally speaking,
having card advantage is a beneficial state, since it gives players more
options for dealing with each situation. |
| Coining |
The action of using The Coin, the extra card given to the player
who goes second. |
| Draft |
In Arena mode, it represents the 90 cards you are able to choose from
to create your deck. The process of choosing cards is called
drafting. |
| Drawing Power |
Drawing refers to drawing cards from your deck into your hand.
Drawing power refers to your deck's ability to maintain a steady flow of
cards into your hand. Generally, high drawing power is good, since it gives
players more options for dealing with each situation. |
| Drop |
Drop is another term for "minion". You will hear this often in relation
to the cost of the minions, such as "this is one of the best 2-drops in the
game" (that is to say, one of the best 2-cost minions in the game). |
| Early Game |
The early game refers to roughly the first 3-4 turns of a game. |
| Enemy |
The term enemy refers to characters that do not belong to you. Some
abilities are only usable against enemy characters, meaning that they cannot
affect your own characters. |
| Favourable trading |
A situation where a less expensive or important minion kills a more
expensive or more important minion, and dies in the process; |
| Friendly |
The term friendly refers to characters that belong to you. Some
abilities are only usable on friendly characters, meaning that you cannot
affect enemy characters. |
| Going first/going second |
The player who goes first is the one whose turn
comes up first at the start of the game. The player going second receives
The Coin, and an extra card as compensation for starting second. |
| Hero |
The term hero refers to heroes (such as Jaina Proudmoore, the Mage hero,
or Garrosh Hellscream, the Warrior hero), and it does not include minions. If
an ability deals damage to "the hero", it cannot be used to damage minions. |
| Late Game |
The late game refers to turns 9 and beyond of a game. |
| Mana Curve |
The mana curve of a deck refers to the distribution of cards
within a deck, when taking into account their costs. A deck with a good mana
curve is one that maximises the chances that on each given turn, you can play
cards that have a cost that is close or equal to your maximum amount of Mana
Crystals. For example, a deck that has only creatures that cost 5 or more
Mana Crystals cannot play any cards for the first 5 turns of the game, which is
a disadvantage. Likewise, a deck that has only low-costing cards will find
that these cards can no longer compete with the opponent's high-costing cards
late in the game (even if several low-costing cards are played together). |
| Meta-game |
The term meta-game has two different meanings.
- It refers to matters of strategy that go beyond what happens in the
confines of a single game between two opponents. For example, the general
balance between classes (class X being considered more powerful overall than
class Y), or the particular power of a specific deck for a class are considered
matters pertaining to the meta-game.
- It also refers to matters of overall strategy within a single game between
two opponents, but matters which are not strictly related to the minions and
cards currently in play. For example, the desired outcome of the late-game, or
the maintaining of card superiority can be considered matters pertaining to the
meta-game, in a restricted sense.
|
| Mid Game |
The mid game refers to turns 4-8 (approximately) of a game. |
| Minion |
The term minion refers to the minions present on the board, and it
does not include heroes. If an ability deals damage to "all minions", it will
damage minions, but not heroes. |
| MMR |
Match-making rating; this is a hidden value that is attributed to each
player that participates in ranked Play games. It effectively determines the
"skill" of the player, and players are matched against one another according
to their MMR. There is no way to see what the MMR of a player is. |
| Mulligan |
To mulligan a card means to replace it, specifically at the start of
the game, when you are given the option to replace some or all of your
starting hand. |
| Over-extend |
Over-extending refers to a situation where a player puts more
minions down on the board than they need to, exposing these minions to forms
of mass-removal. Generally, we talk about over-extending when the same
result (keeping control of the board) could have been achieved with fewer
minions. |
| Owner |
The owner of a minion is the player under whose control the minion is in.
|
| Play |
A play is an action or a set of actions in a given situation.
For example, there might be different combinations of minions and spells for
you to use in a certain circumstance (considering the minions on the board and
cards in your hand), and each combination would be considered a different play.
You may also read this with the "good" or "bad" qualifiers. A good play
is a play that was efficient in neutralizing a threat or giving you board
control, for example, while a bad play might be one where you failed to
make use of the best possible interactions available to you. |
| RNG |
RNG stands for Random number generation. In Hearthstone, this
refers to the situations where an outcome is decided randomly |
| Rush |
A rush deck or strategy refers to a deck or strategy that focuses on
summoning many minions quickly and dealing a lot of damage before the opponent
can react. Rushes are usually countered by Taunt minions, or by having their
flow disrupted (by board clears). |
| Synergy |
Synergy is a term that refers to two or more minions or spells having
a beneficial interaction that increases their individual values. For example,
a Windfury buff has synergy with a buff that increases damage, since the damage
increase is twice as great given the fact that the minion can attack twice.
The same damage-increasing buff would be much less useful on a minion with
which such a synergy does not exist. Generally, it is a good idea for most of
the cards in your deck to have strong synergy between them. |
| Targeting |
Targeting in Hearthstone refers to the action of a player using their
mouse to select a minion to be the recipient of a spell or attack. You will
mostly encounter this term in the context of minions which are exempt from
being targeted.td>
|
| Topdeck |
Topdecking is used in a few closely related, but slightly
different ways. Generally speaking, to topdeck means to draw from your deck. |
| Trading |
Trading refers to a situation where a minion attacks another minion,
and they both die as a result; |
| Vanilla |
Vanilla is a term that refers to a minion that has no special
abilities whatsoever (no Battlecry, Deathrattle, passive ability, and so on. |
| Zerg |
See rush. |