Keyword

Keywords are standard terms in Mythgard that appear in card effects, or at least the keyword list to the right when "zoomed in" on a card, to describe one of a number of standard card mechanics the card has, influences, or is in relevant to. Most of these terms are printed in orange in the card effect, though not all, and a few are represented by symbols instead. Some of these come in different strengths, which are indicated by a number. In the lists below, these numbers are represented by a # placeholder.

List of keywords

 * Action Cost: Drag down to activate abilities. This costs a minion its action.
 * Represented in card effects by three orange down arrows of increasing boldness.
 * Agile: Can attack any of the three opposing lanes, regardless of blocking minions.
 * Alpha Strike: Deals combat damage before minions without Alpha Strike.
 * Armor # : Reduces damage taken by #.
 * Awaken: An ability that triggers when entering play.
 * Banish: Removed from the game without triggering Demise effects or going to the boneyard.
 * Blast # : Deals # non-combat damage to adjacent enemy minions after attacking.
 * Blight # : At the beginning of its turn, gets - # /- #.
 * Breach: Triggers when dealing combat damage to a player.
 * Changing Control: Minions that change controllers still return to the original owner's hand or boneyard.
 * Deadly: Destroys minions when dealing any damage to them in combat.
 * Defender: Cannot attack. Enemies must attack a Defender before other blocking minions.
 * Demise: An ability that triggers when destroyed.
 * Divination # : Look at the top # cards of your deck. Pick one to put on top and the rest on bottom.
 * Empower: Can be activated or triggered once to permanently improve a minion.
 * Energy: Abilities can generate or consume energy.
 * Represented in card effects by a blue lightning bolt.
 * Energy Action Cost: Drag to activate abilities. This costs a minion its energy action. (Without using its regular action).
 * Represented in card effects by three blue down arrows of increasing boldness.
 * Ephemeral: Removed from the game upon leaving play.
 * Focused # : Deals # more damage in combat with the opposing lane.
 * Fragile # : Increases damage taken by #.
 * Frenzy: Can attack twice per turn.
 * Immobile: Cannot move.
 * Immortal: Cannot be damaged and immune to destroy effects.
 * Life Tap: Grants the controlling player life equal to damage dealt in combat.
 * Lurker: Enemies must attack other blocking minions before a Lurker.
 * Overrun: When attacking a minion, excess damage carries over to the defending player.
 * Piercing: Damage dealing cards with Piercing ignore Armor.
 * Regen # : At the end of its turns, restore # health.
 * Restore Action: Can allow minions to act the turn they are created.
 * Rush: Can attack, move, or act the same turn they are created.
 * Sap # : Spend an amount of maximum health to activate an ability.
 * Slayer # : Deals # extra damage in combat with minions.
 * Stunned: Cannot attack, move, or activate abilities.
 * Swift: Gets an extra move action each turn.
 * Suppressed: Loses all special abilities, buffs, and debuffs.
 * Teleport: Can move to any lane.
 * Temporary Health: Damage to temporary health is not carried over after the buff expires.
 * Temporary Mana: Temporary Mana dissipates at the end of your turn.
 * Warded: Cannot be destroyed outside of combat.