Keywords

Welcome to our Keywords Guide. Keywords are specific terms or abilities that are printed on cards that provide unique mechanics or effects. Keywords allow for a quick reference while playing the game to allow the players to quickly understand and utilize their functions during gameplay. Below you will find a list containing most of the Keywords that can be found in the Flesh and Blood Trading Card Game.

Card Structure Keywords

Attack Value: The amount of damage that is presented when the card makes a physical attack.
Block Value: The amount of damage that is blocked when the card makes a block.
Pitch: The amount of resources the card can be pitched for.
Cost: The amount of resources required to play the card.
Activated Ability: An ability that is activated by paying a cost.
Triggered Ability: An ability that is triggered by meeting the requirements of the ability.

Card Structure Keywords

Action: A deck-card, played when stack is empty, not during combat except Link Step, costs one action point. If played as an instant, it doesn’t cost an action point.
Action – Attack: A deck-card, played when stack is empty, not during combat except Link Step, costs one action point. If played as an instant, it doesn’t cost an action point. This card deals physical damage to your opponent.
Attack Reaction: A deck-card, played by an attacking hero during Reaction Step, cleared when resolved.
Block: A deck-card, played during the block phase to block an opponents oncoming attack.
Defense Reaction: A deck-card, played by a defending hero during Reaction Step, becomes a defending card when resolved.
Equipment: An arena-card, equipped from card-pool at start, can defend during Defend Step.
Aura: Becomes a permanent when it enters the arena.
Hero: Starts in hero zone, separate from card-pool.
Weapon: An arena-card, equipped from card-pool at start.
     (1H): A one-handed weapon, equipped to weapon zone.
     (2H): A two-handed weapon, equipped to weapon zone.
     Offhand: Must be equipped to a weapon zone, only one can be equipped.
     Quiver: Must be equipped to a weapon zone, only one can be equipped.
Instant: A deck-card, played anytime the player has priority.

Ally: Considered to have died if it ceases to exist, life total resets during End Phase, doesn’t count as attacking or defending hero, doesn’t deal or receive damage.
Mentor: An arena-card, included in card-pool if player has a young hero.
Demi-Hero: An arena-card, distinct from hero card, included in card-pool, becomes hero if no hero is controlled.
Item: Becomes a permanent when it enters the arena.
Landmark: Becomes a permanent when it enters the arena, all other landmarks are cleared.
Affliction: Becomes a permanent when it enters the arena, controlled by declared opponent.
Invocation: Enters the arena with its back-face active.
Construct: Enters the arena with its back-face active.

Equipment Keywords

Head: A piece of equipment that starts the game in the “Head Slot” on the arena.
Chest: A piece of equipment that starts the game in the “Chest Slot” on the arena.
Legs: A piece of equipment that starts the game in the “Legs Slot” on the arena.
Arms: A piece of equipment that starts the game in the “Arms Slot” on the arena.
Battleworn: Triggered-static ability, gets a -1 counter if it defended when the combat chain closes.
Blade Break: Triggered-static ability, destroyed if it defended when the combat chain closes.
Temper: Defending puts a -1 counter on it, destroys if it has zero.
Guardwell: Defending puts -1 counters on it equal to its defence value.

Combat Keywords

Dominate: Static ability, can’t be defended by more than one card from hand.
Go Again:
Gain 1 action point after resolution.
Arcane Barrier:
Pay to prevent arcane damage.
Spellvoid: Destroy to prevent arcane damage.
Quell:
Pay to prevent damage, destroy at the beginning of the end phase.
Overpower:
Can’t be defended by more than one action card.
Piercing:
Gets +X power if defended by an equipment.

Generic Keywords

Resource: The currency in which you use to play cards and abilities.
Legendary (Card Restriction):
Only 1 of this in your deck.
Specilization:
Only in your deck if your hero is specific.
Essence:
Allows cards in deck as though hero had those supertypes.
Fusion:
Additional cost to play, reveal supertype card(s) from hand.
Ephemeral:
Can’t start the game with this in your deck, ceases to exist if put into a graveyard.
Channel:
At beginning of end phase, put a flow counter on this then destroy unless you put a supertype card from your pitch zone on the bottom of your deck for each flow counter on it.
Material:
While this is under a permanent, apply effects.
Unity:
When this defends together with a card from hand, apply effects.

Effect Keywords

Banish: Move object to its owner’s banished zone.
Create (Token):
Produce the specified token in the arena.
Deal (Damage):
Object loses health equal to the damage dealt.
Destroy:
Put object into its owner’s graveyard.
Discard:
Put card from player’s hand into their graveyard.
Draw:
Move the top card of the deck to the player’s hand.
Gain (Asset):
Increase player’s or object’s assets of the given type.
Gets (Numerical Property):
Alter numerical properties of the object.
Gets / Is (Non-Numerical Property):
Object gains the specified object properties.
Look:
Make information about the properties of a private object known to the specified player(s).
Lose (Asset):
Decrease player’s or object’s assets of the given type.
Loses (Non-Numerical Property):
Object loses the specified object base properties.
Put (Counter):
Begin to exist a specified counter on the object.
Put / Return (Object):
Move object from its current zone to the specified zone.
Remove (Counter):
Cease to exist a specified counter on the object.
Reveal:
Make a private object public, then make it private again.
Roll:
Toss a die to produce a sufficiently random orientation, and then the value of the uppermost die face is used as the result of the roll.

Search: Look at all the cards in a zone and then choose a card.
Shuffle:
Put the cards in a zone in a sufficiently random order such that no one knows their order.
Name:
Declare the name property of an object.
Opt:
Look at the top N cards of the deck, then put any number of those cards on the top or bottom of the deck in any order.
Turn:
Make a card face-up or face-down.
Become / Copy:
The object loses all existing properties and gets all of the copyable properties of the specified reference.
Negate:
Clear a layer from the stack and it does not resolve.
Repeat:
Perform the instructions of a process again.
Reroll:
Roll dice again and their result is taken as if it were the first time they were rolled.
Distribute:
Create counters if they do not exist, and divide and put them on a specified set of objects.
Pay:
Spend assets of the specified type and amount.
Add (Defend):
Move an object from its current zone to a chain link and it becomes a public defending object.
Ignore:
Consider an event or part of an event to never have happened after it has been completed.
Transform:
Put an object under a permanent.
Create (Card):
Produce the specified card in a zone.
Equip:
Put an object into an equipment or weapon zone as a permanent and it becomes equipped to that zone.

Ranger Keywords

Arrow: Can only be played from the player’s arsenal if they control a bow.
Trap:
A triggered ability that happens when a card with “Trap” defends and meets all of the criteria.
Reload:
Move a card from the player’s hand to their arsenal face-down if the player’s arsenal is empty and they choose to do so.

Illusionist Keywords

Spectra: Can be attacked, destroyed and closes combat chain when targeted by an attack.
Phantasm: Destroyed and closes combat chain if defended by non-Illusionist attack action card with 6 or more power.
Figment: Becomes a permanent when it enters the arena.
Mirage: Destroyed when defending a non-Illusionist attack with 6 or more power.
Ward: Destroy to prevent damage.

Mechanologist Keywords

Boost: Optional additional cost to play, if paid, considered boosted.
Crank: When the card enters the battlefield you can remove a steam counter in order to get an action point.
Scrap: An additional cost that allows you to banish an item or equipment from your graveyard in order to enhance a card’s ability.

Shadow Keywords

Blood Debt: Lose 1 health at beginning of end phase if in banished zone.

Guardian Keywords

Heave: Pay and put into arsenal at beginning of end phase if in hand and arsenal zone is empty, create Seismic Surge tokens.
Crush: When deals 4 or more damage, apply effects.

Assassin Keywords

Stealth: This keyword does nothing on its own. It is utilized by other cards, such as Uzuri’s Hero Ability.
Contract:
You are contracted to a condition, complete contract to create a Silver token.

Ninja Keywords

Combo: If specific attack was last in combat chain, apply effects.

Runeblade Keywords

Rune Gate: Play from banished zone without paying cost if controlling Runechants equal to or greater than cost.

Warrior Keywords

Reprise: If defending hero has defended with a card from their hand this chain link, apply effects.

Draconic Keywords

Rupture: If played at chain link 4 or higher, apply effects.

Wizard Keywords

Surge: If this deals X damage, apply effects.

Light Keywords

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Solflare: When this is charged to your hero’s soul, apply effects.
Soul:
A seperate zone from the gamestate, which can be used as a resource to resolve certain abilities.

Brute Keywords

Intimidate: Banish a card from player’s hand face-down, then return it to their hand at the beginning of the end phase.

Ice Keywords

Ice Fusion: Reveal an ice card from your hand as part of the cost of certain cards.
Freeze:
An object cannot be played and its abilities cannot be activated for the duration of the effect.
Unfreeze:
All existing freeze effects no longer apply to an object.

Earth Keywords

Essence of Earth: A hero ability that allows you to play earth cards in your deck.
Earth Fusion: Reveal a lightning card from your hand as part of the cost of certain cards.

Lightning Keywords

Essence of Lightning: A hero ability that allows you to play lightning cards in your deck.
Lightning Fusion: Reveal a lightning card from your hand as part of the cost of certain cards.

Tokens

In Flesh and Blood, tokens are additional game pieces that represent allies, items, or other effects created by card abilities, often used to enhance gameplay without occupying physical card space in a player’s deck. Below you will find every token available in Flesh and Blood.