Within the Future Card Buddyfight card game, you've probably come across some "Terms" or words you might not have heard before or don't really understand what they mean specifically.
The following lists some of the more common and obscure phrases utilized within, not only this game but, most Card Games in general. Some of these terms can overlap in certain cases.
An Act is an ability that a card has that can be activated during the Main Phase, depending on the act it can be triggered at any point when a certain condition is met such as: entering or leaving the field, discarding a card, paying life points or gauge, an example being Jackknife Dragon whch allows the player the ability to call another card with Jackknife in its name on top of itself in exchange for two gauge. Act's can be used as many time as a player wants unless specified, certain cards have acts that can be used at any time known as a "Counter Act" such as Steel Fist, Dragoknuckle.
One of the three central play styles. Aggro decks center on using cheap and efficient monsters, items, and spells, to generate an immense offensive push before the opponent can begin to form a defense. An example of this would be Dungeon World Adventurer decks that focus on using Dancing Magician, Tetsuya to generate additional attacks. Aggro decks typically reach their potential during the beginning of the game and in some cases sacrifice defensive power for attacking power. Variants of this style are Burn, Beatdown, and Rush.
An Aggro-Combo hybrid deck is a deck archetype that combines both ideals. The deck features cheap and efficient methods of reducing the opponent's life, with each card also having an internal synergy that could unleash a devastating finisher. An example of this deck would be using monster with "Shadow Dive" to circumvent a center monster and attack a player directly, then using Nightmare Despair to force that center monster to also attack the player.
An Aggro-Control hybrid deck is a deck archetype that can act as either type. It features a mix of cards that can be used to run down the opponent, or could be used to control the opponent's capabilities. An example of this deck would be using monsters with "Spectral Strike" to either attack the player directly, or to control the player's field.
Refers to a group of cards who share a similar card name and have support cards that specify that card name. Cards can also be members of multiple archetypes. An example of an archetype would be Thunder Knights. May also be referred to as a "sub-type" or, as a loan term from Cardfight!! Vanguard, a "sub-clan."
All cards have at least one attribute attached. Attributes work similarly to Archetypes, by organizing certain cards into specific groupings. Special Flags exist that are based around attributes. An example of an attribute would be Dragon. Hate Cards are often designed to combat specific attributes.
A "Beatdown" deck is a deck whose main goal is sending a high powered attack at an opponent or their monsters, which is often hard to survive. A Beatdown can be considered a subset of Aggro playstyle, but it is different than Aggro. A Beatdown deck can use impractical and large cards that can send a single high power attack (with low criticals), while Aggro decks can send an multiple attacks to create their push. An example of a Beatdown deck would be Raging Spirits .
A shorthand reference to the statistics of a monster or item. A monster with a "big body" has a large combination of Power, Critical, and Defense. A monster with a relatively large Defense stat can be referred to as having a "big butt."
A Boss, or Ace, is simply a powerful monster. The Boss of a deck is the focal monster of its winning image, when its winning image is monster-based. It is not a requirement, but a player's Buddy monster is often the boss of their deck. "Boss" can also be used to describe a powerful monster around who a deck could potentially be built.
To "bounce" something is to have it sent back to an opponent's hand. Magical Goodbye is considered a "bounce" spell because it can send a Size 2 or smaller monster back to its owner's hand.
A term used to describe a card that is considered too good and easy to use for its cost thus becoming unhealthy for the game. Note that in most cases the term is purely subjective and many players use it to refer to a card they have difficulty dealing with. The Irregulars List was created to prevent the use of Broken cards.
A burn deck is one who's major way of winning is through dealing effect damage instead of damage through battle. Most burn decks run into the issue that they run out of cards quickly, and require certain ramps in order to replenish their hands. An example of a burn deck would be Dragowizards.
Card advantage is a term in reference to the player that has more cards on the field and in their hand. Many players build their decks around the strategy of always having card advantage the whole game. The player with card advantage is typically seen as winning as they have more options and have more actions they can do in a single turn.
A card that generates card advantage is one that gives you an extra card (plus). In other words, their plusses must outweigh their minuses.
Return to the Underworld, Twin Demon Dragon, Zahhak, and Nice one! do this. Dragonic Grimoire and clones do this when one has 2 or less cards in their hand. Cat Shadow, Aoihime does not do this as it has you lose a card to gain a card, leaving you with no net gain. It would be said that Aoihime minuses you in losing a card and a life for a card (where the action of getting a card is a plus. Both plus and minus cancel each other out, as in this case they are equal.)
Twin-Headed Hellhound, Orthrus and Ice Prison Emperor, Cocytus Greed also generate advantage (plus), but do so by making the opponent lose cards (minus) without you losing any. In this game, most cards that destroy cards by effect require you to lose cards to do so. Demon Lord, Asmodai and Death Summoning Tears of the Banshee are good examples of this, often as a way to balance the game.
The words plus (for positive advantage) and minus (negative advantage) are used to classify the type of advantage gained. The exact values of these advantages can be calculated mathematically. See this blog for exact calculations of this in Buddyfight.
To go into further detail, there is also "resource advantage", which also includes "card advantage", but also covers anything that means having more of it can help with winning. For this game, there is also "gauge advantage", "life advantage", and for some decks (Skull Warriors and Hundred Demons, mostly), "drop zone advantage".
An acronym for Collectioble Card Game, the genre of game to which Future Card Buddyfight belongs. Sometimes otherwise referred to as a Trading Card Game (TCG) or Original/Official Card Game (OCG). OCG is typically used to refer to the origin game. It should be noted that Bushiroad does not support the OCG/TCG distinction between the Japanese and English language games.
A card whose effects and/or stats are identical in function, meaning they do not have to be exactly the same just similar enough. A clone can sometimes be considered good or bad dependent on the world they are in. An example of a spell with a lot of clones is Dragoenergy. An example of a monster with clones would be Dragon Knight, El Quixote, whose "Glorious Charge" ability has been applied to many other monsters.
While the term "clone" can refer to these, as well, the term "variant" refers to a card that is very similar to a card, but not the exact same effect. Survival Chance and clones have a variant in the form of Nice one! Nice One has the same effect, except with no life condition.
Since the Flags mechanic restricts what cards the player can use during deckbulding many cards tend to have clones in other Worlds.
One of the three central play styles. Combo decks center on gathering resources and stalling the game until you're able to gather specific combo pieces. Once the pieces of the combo have been gathered, the player will utilize them in a particular order that leads to an explosive, and often game-ending, turn. An example of this would be Legend World Asgard decks that focus on using Great Spell, Ragnarok. Combo decks typically reach their potential during the middle of the game. Variants of this style are Lock/Prison, and Aggro-Combo.
A tournament format where the players use their own pre-constructed decks to participate.
One of the three central play styles. Control decks center on disallowing the opponent from performing actions that would let them further their deck's winning image. This includes cancelling spells, bouncing or destroying monsters, or the threat of punishment if the opponent commits a certain action. An example of a control deck would be Magic World 72 Pillars decks that focus on Demon Lord, Asmodai. Control decks typically reach their potential during the late game, finding a creative way to force a win. Variants of this style are Lock/Prison, Aggro-Control, and Midrange.
A card with the Counter keyword has an effect that can be used at any point during either player turn, the most common cards with the Counter keyword are Spell cards such as Dragoenergy and Dragonic Charge which increase power and gauge respectively, specific cards with Counter can only be used if certain conditions are met such as I'm Still Alive! which can be used if a player's life becomes 0, Impact cards can also have Counter such as Distortion Punisher!! which counters an opponents Impact card, these are known as "Counter Finals".
A dead draw refers to a card that is drawn when it cannot be used. An example of this is drawing Gargantua Punisher!! when the opponent will have more than 4 life at the end of your turn. In this game, dead draws aren't as bad as in other TCGs, since you can always charge them.
Hate cards, when the opponent doesn't have the type of card they are good against, tend to be dead draws and the reason why one shouldn't overly rely them.
After a player shuffles their deck, their opponent has the option of reshuffling the deck, this is called "cutting the deck". While Deck cutting is optional, the players should always do so every time a deck is shuffled as prevention to prevent possible cheating attempts by using shuffling tricks. When cutting another player's deck, you should treat their cards carefully and not shuffle for too long, as it can also be seen as suspicious.
The exact opposite of Deck Thinning, in which the player returns previously used cards to the deck. While this can make it harder to draw the cards the player wants, it is useful when the deck uses plenty of Tutoring effects and helps prevent Decking Out. Guardians is a Deck based around Deck Fattening.
Deck Out (Also known as "Decked Out" or "Decking Out") refers to when a player loses the game via having no more cards within their decks. A player can be Decked Out from either being forced to discard cards from their decks or being forced to draw many cards in one go. Decking Out can also occur if a game goes on too long simply from each player drawing at the start of their turns, every turn.
Decking Out is the typical method Mill Decks use to win games. This strategy may be preferred as it bypasses any typical defences the opponent has and can deplete their resources at the same time.
A strategy in which the player repeatedly reduces the ammount of cards in the deck in order to make it easier to draw the cards they need. Milling, drawing additional cards, and tutoring are common ways to thin the deck. While useful, Deck Thinning comes with the risk of potentially causing a Deck Out. Executioners is a Deck based around Deck Thinning.
A draft is a two-part, Sealed tournament event. Unlike constructed tournaments, players must build a deck from the card pool generated from 24 packs. This is the first part of the event. The second part of the event consists of the players using the decks they have drafted in a tournament to determine a winner.
An effect or ability that allows you to search through your deck for a specific card. This differs from a tutor in that a specific card must be taken from the deck.
First Turn Kill
Abbreviated as "FTK," refers to winning on your first turn. An FTK is more easily attained when going second. In Buddyfight, an FTK on the first turn of the match is mostly improbable. An example of an attempted FTK is seen in Episode 25.
The "Game State" is the condition within which each zone exists, the status of each card in play, and the knowledge each player has about the game. For example, with the deck being a hidden zone, drawing the top card of the deck is considered advancing the game state. This is because a card has moved from a hidden to a private zone, the number of cards in the deck is reduced, the number of cards in the hand is increased, and the player's strategy has been modified to incorporate the new card. There are situations that can advance the game state, and situations that only change the game state.
A change in the game state is a reversible event and involves a card erroneously moving between private zones, or moving between public zones. In high level game-play, this type of mistake usually leads to a warning. In casual or low level game-play, this type of mistake is typically reversed without further issue.
Advancing the game state, however, is an irreversible event and involves a card erroneously moving from a hidden or private zone, into a private or public zone. In tournament level game-play, this type of mistake can lead to penalties ranging from a warning, an automatic loss, or disqualification. In casual game-play, players can choose to undo the mistake and resume gameplay, but can sometimes lead to a player scooping.
To ensure fair game-play, it is important to always maintain an accurate game state. This is the responsibility of both players. It is considered cheating when a player does not remind their opponent to commit mandatory game state advancements/changes. In tournament level game-play, this type of mistake will lead to both players being penalized, even if one of the players was ignorant of the mistake. In casual play, it is not unusual for the players to commit the required changes after the fact.
A hidden zone that functions as one of the players resources. At the start of the game, there must be two cards in the gauge. At the start of a turn, a player may choose to charge a card by putting a card in hand into the gauge and subsequently draw a card. This is known as the "Charge and Draw" phase. Card effects, such as Hyper Energy, allow a player to place cards into the gauge. Some players substitute "Gauge" or "Gauging" for the term "charge" but it should be noted that the proper term for putting cards into the gauge is "charge."
A "Hate Card" is a type of card designed to specifically counter a particular attribute. For example, when playing against a primarily "Dragon" deck, using a card that destroys "Dragons" would be a hate card. In this case, Dragon Extermination Knight, Siegfried would be a "Dragon" hate card because its effect specifically targets "Dragons." A player should never avoid playing hate cards because then they'll miss out on some great cards. But at the same time, focusing on hating a single attribute will make your deck vulnerable to all other attributes.
Heart of the Cards
See Top Decking
The Illustrator (abbreviated as Illust) is the name of the person who drew the card. It appears on the bottom right of a card. It may be the Illustrator's real name or a pseudonym. In the English version the Illustrator's name remains untranslated.
The Illustrator has no effect on Gameplay.
The "Ban list" of Future Card Buddyfight, which prevents some cards from being used or limits how many copies can be used because otherwise those cards would be too overpowered. The Irregulars List is different from Ban lists in other games in that the restrictions put on the cards affected only applies if they're used with certain Flags, for example Ladis the CHAOS cannot be used with The Chaos but it is completely unlimited in any other Flag.
One of the card types in Future Card Buddyfight. They are played over your flag and represent the player. For example, by equipping Steel Fist, Dragoknuckle, you can imagine the player is now wearing that piece of equipment.
Transform is a mechanic that allows the player to become a monster; for example, Explosive Takedown, Rampage Sonic. To do so, the player must pay the Transform cost, then place it over the flag in much the same way as equipping an item card, and the monster will be treated as an item.
Ride is a mechanic that allows a player to mount a monster; for example, Martian UFO, Takosuke. To do so, the player must pay the Ride cost, then place it over the flag in much the same way as equipping an item card, and the monster will be treated as an item.
A targeted effect that is able to destroy a card on the field. For example, Demon Lord, Asmodai's ability, "Dangerous Back-drop!," allows the player to discard a card to kill an opponent's monster. Hidden Crossbow is a Kill spell that allows you to destroy a monster with 3,000 or less defense. Counterattack is a keyword that some monsters have that, if they survive an attack, allows them to kill one of the attacking monsters. Interchangeable with "Destroy."
Local Game Shop
Abbreviated as "LGS," is a person's Local Game Shop; the store they consider their main gaming location.
A lock deck, also known as a "prison" deck, is a deck archetype that combines control and combo aspects. It features a mix of cards that, when used together, prevent your opponent for performing certain actions, locking them out/imprisoning them. An example of this deck would be using Legend World's Star attribute in combination with Great Fate, Frozen Stars and Stellar Deity, Astraeus.
See Top Decking
The "Meta Game" is the portion of a TCG that solely exists in the social space of the TCG's community. It can vary between regions, and even between shops. Generally speaking, however, it encompasses the entire scope of the game's community. The meta game can affect which cards and decks players play, how they play them, and their general approach to the game.
Within the meta game is the roleplaying aspect of a fight which players express to a certain extent. While some players prefer to emulate the behavior and chants of the Anime characters, some players prefer to play silently, speaking only when activating effects.
"Meta," in general, is taken to mean "the most popular option used by a majority of the player base." For example, when a deck or archetype used by a popular character, such as Purgatory Knights used by Tasuku Ryuenji, becomes popular and is widely used, they, in this case, would be considered meta.
As it is just a matter of mass opinion, the meta changes often. Cards who counteract the current popular trend of effects are referred to as "Anti-Meta." They may or may not be hate cards.
Players who modify their decks to reflect the meta are often referred to as "meta sheep" or "meta chasers." Both terms, however, are considered rude.
Note that while players may interchange "meta" and "tier", and while a meta deck can be in a tiered deck, they are not the same concept.
A midrange deck is a deck archetype that combines aggro and control. Unlike an aggro-control deck, a midrange deck merges the two principles to create a stronger impact than strictly aggro decks, and a more subversive flavor of control versus strictly control decks. Midrange decks replace hard removal spells for bounce or disruption spells (like Disturb). They also use monsters that are relateively more expensive than you would expect in aggro decks, but pose a much bigger threat.
"Mill" refers to the action of "sending cards from the deck to the drop zone". Typically, it refers to sending just the top cards of the deck to the drop. The ability of Accel End can basically be shortened to "mill 5, charge 1" in terminology.
A mirror match is a game in which both players use the same deck. The decks don't necessarily have to be exact copies, but rather use the same build thus focus on the same strategies and probably use many similar cards.
A misplay refers to when a player does a mistake during their strategy or does a move at the wrong time that nets a negative result to that player. Sometimes, one misplay can result in the player losing the match.
Cards that are referred to prevent a specific card effect or call of a monster from resolving. Often written as "Nullify the X of..." or "Nullify the abilities of..." The specific type of ability cards can negate are in the title. For example: Breathen Gard nullifies the cast of a spell card, hence it is called a Spell negate.
"Net Decking" is the practice of using deck builds found online as opposed to building an original deck. This practice is sometimes frowned upon, but serves as a powerful learning tool for new players. The controversy surrounding net decking arises from the notion that a player is seeking to scam the game by cutting through the work of building and testing a deck, instead opting to copy a completed deck that will maximize their win rate. Usual choices for net decking include decks that frequently win at tournaments, Bushiroad sanctioned deck builds, or the decks of popular anime characters.
To "Nuke X" is a common way of saying to your opponent you have destroyed all, or a portion, of X, where X would be one or more zones. A card that can cause a nuke is often attached to heavy restrictions or high resource costs. Examples would be Fifth Omni Dragon Lord, Tenbu and Great Spell, Ragnarok. While it can be tempting to play many nukes, if their conditions cannot be met, then you end up with a dead draw.
Any card that can prevent an attack from hitting either you or a monster (called Blocking). Some Nulls have different requirements in what type of attack they can block and what requirements are required to be cast, however they are all considered nulls. For example, Green Dragon Shield requires an open centre, and can block any attack for any attack target, while Art of Body Replacement can block attacks while a monster is in your centre, but cannot block Link Attacks.
Cards that reduce damage to zero, like Black Dragon Shield, are not often considered Nulls, as even though overall they prevent damage from the attack, Black Dragon Shield did not exactly stop the attack from hitting, the damage dealt was simply reduced to zero. This distinction is important for cards like Sword of the King, Excalibur.
Abbreviated as "OTK," it refers to achieving a winning condition in a single turn, most commonly reducing the opponent's life to zero. Gao Mikado performed an OTK in Episode 6 , while Rouga Aragami also performed one in Episode 25 and Episode 59.
A "Phase" is a period during a turn where certain actions are possible. For example, calling monsters to the field can be done during the Main Phase.
A "Play-set" is a numerical shorthand for the maximum number of cards allowed in a deck. This number varies by game. In Buddyfight, if a player says they have a play-set of a card, they have 4 copies of said card.
An opportunity within the structured flow of game-play that allows a player to perform an action or counter-action. Refer to the Detailed Rules of Buddyfight for the exact positions of these Play Timings.
A card with pressure has a kind of ability that can be prevented if the opponent does something to stop it (or not do something to stop it), usually something they do not want to usually do. The most common examples are abilities that activate when dealing direct damage or destroy a monster.
Derived from PC gaming parlance. Originally used as a noun and/or Verb, and meaning "Programmed Random Occurrence." It describes the random occurrence of certain events from happening, for example: in an MMO, a trinket would have a chance to generate an effect for X seconds. When that chance results in the effect being granted, it is considered to have Proc'd. In Trading Card Games, "Proc" has been re-defined to mean "Process." For example, if you were to activate Soulguard to keep your monster on field, Soulguard is considered to have proc'd. This is because the conditions of the ability were met, and the ability is able to be, and was, processed.
Quality is the analogy to value, in a match, but when Deck Building. The quality of a card is a measure of its ability to support, develop, or accelerate your deck's winning image. For example, a card that tutors your buddy would be a quality card as it allows you to guarantee the use of your boss monster. See Value. For more detail, go to Deck Building.
A ramp is a card or combo that continually gets a player resources over the course of a game. Return to the Underworld is a card ramp, Steel Fist, Blacknuckle is a gauge ramp, and Blue Sky Knights, Drum Bunker Dragon is a life ramp.
A "Resolution Check" is a period during the game where effects must be processed. For example, a resolution check occurs at the beginning of the attack phase to allow a player to complete a Move. Another example would be when an opponent Counters a spell. The effects of the two spells would be resolved in First In, Last Out order. To resolve the effects, perform the actions in the spell's text to the fullest extent. Until a resolution check is completed, no further actions may be taken by either player.
A "Response" is an action a player takes when a certain event occurs. For example, a player can respond to an attack by casting a kill spell to destroy the attacking monster. During certain, common events, it is considered good manners to request a response from the opponent. For example, when entering the attack phase, you can say, "Declaring Attack Phase. Response?" In this example, it is especially important to request a response as there is a resolution check for Move and a play timing at the start of the attack phase. It is easy to accidentally advance the game state in this case because there are two checks so close together. By advancing past them before your opponent could respond, you risk a penalty in high level tournaments, and/or exposing your strategy when the game state is, if possible, rewound. It is important to observe every opportunity for response in a game so that both players are able to play their cards when needed.
During certain periods of the game, "Rule Resolution" must be processed. There are three checks that occur during rule resolution:
- The fighter loses when his or her 「Life is at 0」 and/or the fighter has 「No cards left in his or her deck」.
- If there are two or more monsters or items in the same area, put a monster or item other than the last card to be called or put to the same area, into the fighter’s drop zone.
- When the total size of all monsters on the fighter’s field is 3 or greater, put monsters other than the last monster called to the drop zone until the total size becomes 3.
A strategy where the player calls a large number of monsters to the field that often have high criticals. In Buddyfight, this means that the player calls a full field of monsters whose combined sizes equal 3 or less. They will all attack the opponent, either forcing them to take alot of damage or use alot of spells to block those attacks. A defining characteristic of a Rush is that a large number of monsters must be called in a single turn. Decks that can do this are said to have a fast Tempo.
Commonly used as an adjective to describe the frustration a player experiences when a match does not develop as they anticipated or when they unexpectedly lose, especially from a strategy they seem as unfair or as a result of Top Decking . A frustrated player is not always considered salty as the term does have a negative connotation linking to bad sportsmanship.
To "Scoop" is the action of picking up your cards during a game prior to the determination of a winner. This term is used when a player knows they're about to lose, so they surrender by "scooping" their cards. To clarify, it is still proper to declare your surrender and not do so by doing this action. Few players actually do that and people say this term when describing a combo that can cause it. "I do X, then Y, then Z, and then my opponent scoops" is what one would usually hear. Scooping is generally attributed to either bad sportsmanship, or hasty play, and is often linked to saltiness.
A tournament format where the players must construct a deck using the cards pulled from un-opened packs.
A card is considered Splashable if it can useful no matter what deck it is being used at. This means the card must not have any sort of deck type restrictions such as attributes or Archetypes, and must be useful enough to support the deck. Clone cards such as Attack negators and Counterattack spells tend to be Splashable in this game.
Stall is a strategy that revolves around making it harder for the opponent to deal damage in order to prolong the game, usually with difficult to take down monsters. This is commonly used when attempting to use an effect that takes several turns to resolve or when attempting to gather the pieces required for a combo. Frost Wall, Nevel Vans is an example of a card used to stall.
A "Staple" card is any card that a deck build requires be played, and at four copies, due to having vital utility. In fact, some staples must be included in a deck for it to be considered a particular build. Martial Arts Dragon Emperor, Duel Sieger is considered a staple for Sieger builds, but so are Dragon Emperor Legend for being essential to almost every deck that can use it. Generically useful cards like Magical Goodbye are also considered staples, despite being put in many builds, just for how useful they are.
Support is the term given to when a card explicitly works with an attribute, archetype or a specific card. Generally the term is used for cards which have the supported attributes name or card name in the effect text. It is sometimes used for all cards which can be used in a specific deck. The term is also used in regards to Booster Sets e.g H Extra Booster 2: Shadow VS Hero is considered Hero World support.
To "Swing" with a card is to attack with it. "Swing for X" is usually how it'll be phrased, where "X" is the damage the attack would deal. This is typically short hand for a direct, single attack. When Link Attacking, or attacking a target, it's always best to indicate the attacking monster(s) and the defending monster/player by card name.
In a CCG, "Synergy" is the effectiveness of cards working together. The more synergy the cards have, the easier they are to use and to gain advantage. It is an important Deck Building concept. An example of synergy between cards would be Blizzard Left Bruder and Burning Right Bruder. By tapping Left Bruder, you reduce your opponent's monster's defense by 5,000. By tapping Right Bruder, you can then destroy monsters with defense 2,000 or less. Left Bruder allows you to greatly increase the targets for Right Bruder's effect.
To "Tap" a card is synonymous with resting the card. However, tapping a card usually refers to using it for a particular ability, where as resting a card can also mean you're preparing to attack with it.
Taunt is an unofficial way used by players to quickly state the effect that change the attack target to themselves, inspired by the Hearthstone mechanic of the same name, first seen on Demongodol Ark, however, it was popularized by Raging Spirits.
A fan-made way of classifying which decks are considered the strongest. Ideally, all decks should be equal. In reality, there are certain decks which can best most, if not all, other decks. The range of tiers are dependent on who is referring to them. However, it is generally understood that tier 1 means "A really good deck with a high win-rate." and it descends from there. Tiers are malleable, and can easily change after a set of support is released.
Tier 0 is a term used to describe a deck that wins too often and used too much, typically due to some sort of unstoppable and easy to perform combo. CCGs need to have a variety of decks to be healthy and fun. Tier 0 decks go against this by forcing players to either play the tier 0 deck or a deck that beats the tier 0 deck. Basically, if you don't play the deck or a deck that can beat it, you won't be able to win consistently. Whether Buddyfight has ever had tier 0 decks leaves much for debate, it is clear that if it ever has, they are not tier 0 for too long.
Note that while "tier" and "meta" can overlap, and players do use them interchangeably, they are not the same concept.
The speed of a match. There is no exact science to determining the tempo of a match. However, a match with a fast tempo is one where the resources and Life of the players are changing at a fast rate per turn. These matches often only last 2-4 turns.
A term which refers to a specific play style technique. The player creates an imaginary "Toolbox" by placing cards into a specific zone, whether intentionally or during normal play. The cards that are placed into these zones have specific effects for specific times, and can be reused at will by the same player through the effect of other cards. This increases the versatility and options of the player's moves, and the toolbox can be considered a 'second hand'. Examples of this in Buddyfight are Return to the Underworld and the Skull Warrior archetype.
"Top decking" (also known as "luck sacking" when one wishes to be negative, or as the "heart of the cards" by a certain other TCG franchise) is the term used for when a player draws the best possible card at the best possible moment, typically in a way that helps them win soon afterward. A great example of this is Episode 39: Kiri Strikes Back! when Gao top decks Thunder Knights, Bastard-sword Dragon after losing his whole hand when that is probably the only card in his deck that could have won him the game.
"Trait" is as an abbreviation to the card text "a card/monster with _____ in its attributes." See also Attributes.
An effect or ability that allows you to search through your deck for any card. This differs from a fetch in that any card can be taken from the deck, or a restricted sub-set of the deck.
Value is the analogy to quality during Deck Building, but in a match. This value dictates the utility of a card in the moment and can be used, for example, to deduce the risk/reward of charging a card during the Charge-and-Draw phase. See Quality.
A card that does not have any card effects. An example of a vanilla card is Stealth Ninja, Kirikakure Saizo. A card who gains effects when certain conditions are met, are considered to be vanilla until said effect is activated, then they may sometimes be referred to as "French Vanilla." Vanillas usually have higher stats than usual to compensate for not having any effects.
Also referred to as "Win Condition" or "Win-Con." It is a loan term from Cardfight!! Vanguard. The winning image of a deck would be the actions the player must perform, while navigating a deck, that lead to a victory. In an aggro deck, the winning image would be the monsters needed on the field that would lead to a win within the first couple of turns. In a combo deck, the winning image would be the combination of cards needed in order to execute the combo and win the game. In a control deck, the winning image would the cards that harbor the control effects you intend to use to manipulate a victory. In practical terms, the winning image of a Rescue Dragon, Justice Drum deck would be to call your buddy, transform into Fiery Inspector, Prominence Burst, and use Drum to build the critical of Prominence Burst. Your opponent should now have an open center, and your weapon should have a high critical so that when you attack with Prominence Burst, you'll be doing tons of damage. ...Or So the Dream I had Went would be a staple in this deck as it would allow you to cancel a nullify, forcing your opponent to take the high critical hit.
X On A Stick
Also known as X-on-Legs, refers to a monster that has the effect of a spell. This means that you get the effect of that Spell Card, but with the added benefit of an attack/defense using that same card. An example of this would be King of Forest, Zlatorog for The Hardworking Fairies.
In Future Card Buddyfight, there are three different zone classifications:
- Hidden - This zone contains unknowable cards. When a card is in a hidden zone, it is to be there face-down and should never be looked at. The deck, certain Souls, and the Gauge are Hidden zones.
- Private - This zone contains cards known only to a single player. When a card is in a private zone, it cannot be revealed to the opponent. The hand, and certain Souls are Private zones.
- Public - This zone contains cards that are within view of both players. When a card is in a public zone, it can be viewed by either player. Both players are free to browse public zones. The monster circles, the spell area, the flag area, the buddy area, and the drop zone are all public zones.
If a card is placed into a different zone, that card inherits the rules of the new zone effective immediately. For example, a card that moves from a player's hand into the gauge can no longer be viewed by that player. In casual game-play, however, it's not uncommon for players to break this rule. In tournament level game-play, however, this would qualify as cheating.
Keep in mind that cards such as Phantom Ninja, Kashinkoji can modify the classification of a zone. In this case, it turns your opponent's hand from a private zone into a public zone. Viewing the opponent's hand is part of the resolution check, and so no further actions may be committed until the hand is once again a private zone. Once the hand becomes a private zone again, the opponent's hand can no longer be viewed. In casual game-play, however, it's not uncommon for players to break this rule. In tournament level game-play, this would qualify as cheating.