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Magic: The Gathering players have invented many new terms over the years the game has existed, covering a wide variety of aspects of the game, from deckbuilding to card mechanics. An (incomplete) list of these slang terms, abbreviations, and nicknames is listed here.


Short for 'acceleration', accel is the elements in a deck that help it gain access to mana faster than the standard one-additional-mana-per-turn rate. It generally refers to placing additional mana-producing permanents into play, but also refers to one-use spells that provide a temporary mana boost (e.g. Dark Ritual). The most famous category of acceleration cards are the Moxes and Black Lotus, which significantly increase the amount of mana available in the early turns of a game.




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Competitive Elder Dragon Highlander. In essence, it's just Commander where everyone plays with the best decks out there and tries as hard as possible to win. With the increasing power level of newer commanders and fewer competitive outlets, more and more people are getting into the format.


A damage race (or simply a race) occurs when neither player is able to take firm control of the game. Their only course of action is to try to win the game before the other's creatures strike the finishing blow. Races are most often driven by one or both players having creatures with evasion (flying, "can't be blocked", etc.).[19]


To run a player's library out of cards, thus causing them to lose the game for being unable to draw cards when required to do so (see Winning and losing). The original method of doing this involved the card Millstone, and is therefore also commonly known as milling (see Mill) - typically "decked" or "decking" is used when the last cards are removed.


A card or small group of cards that allows the controller to draw more cards than usual in a turn, to create or keep up with card advantage in the game. Often used in the context of the components and strategy of a deck.


Playing without an opponent: drawing a starting hand and proceeding to play until an opponent who does nothing to stop you from accomplishing the game plan is defeated. Used in basic initial deck testing.


A strategy in multiplayer games based on helping the opponents with effects like Howling Mine or Heartbeat of Spring. A similar strategy known as Bear Hug helps opponents in a way that will ultimately harm them or provide them with an advantage.


A play on "group hug", a group slug is a multiplayer archetype involving shared pain, usually in the form of direct damage, life loss, or sacrifice. It typically involves permanents with triggered abilities that deal damage to opponents. Group slug decks are most often red or black.


A casual format in which, excluding basic land, there can be no two cards with the same name in the deck. The term has its origins in the catchphrase of the movie Highlander: "There can be only one". This format goes by the name "Singleton" in the official Wizards of the Coast communications and advertising even though the format is almost exclusively referred to as Highlander by players. T is most likely to avoid any trademark issues that might arise. An ancestor of the now more popular Commander.


In a given matchup, the deck with inevitability is the one that becomes more and more likely to win as the game continues. While still a theoretical science, inevitability can go to the deck with more threats, a better late game, an unstoppable trump card, or the deck that simply has more cards in its library to prevent decking.[49]


During a match, a period where a player, through card interactions, has made it difficult or impossible for the opponent to mount an effective defense. "Breaking out" of a lockdown takes skill and luck, but often an effective lockdown will allow the lockdown player to secure victory before the other player can break out. In many tournament communities, decks are built with the tools to break out of locks, reducing the effectiveness of most lockdown cards. As a result, some decks specialize in lockdown strategies and use an arsenal of locks in order to form an exceptionally strong lockdown, followed by a swift victory.


A theoretical situation where a deck or combo goes as hoped, such as a situation where your deck has no disruption or a perfect opening hand. Usually a derogatory statement to refer to a highly unlikely event, such as someone being able to win the game on turn one with a specific hand.


A theory that is the basis for the mana curve. Mana optimization theory states that a player who best uses the mana available to them in every turn will win the game. Its most basic level applies to the player who uses the most mana in a turn, e.g. a player who spends 5 mana in a turn will be able to do more and more powerful things than a player with only 3 mana available. Conversely, the player who spends fewer resources to produce the same effect will have greater mana optimization.


A general archetype of deck focused on playing medium to larger-sized creatures. Aggressive decks that flip the standard aggro-control deck archetype by attempting to control the early game, then going aggressive with large creatures in the mid to late game.


A player that makes consistent, unwise choices; whether in regard to the construction of a deck or decisions made during gameplay. Usually, this is someone who is relatively inexperienced with tournament play. Scrub can also be used to describe an adept player who makes one or more significant player errors during a game or tournament. In that situation, the player in question is said to have "scrubbed out". Another characteristic of such a player is the outright refusal to improve.


A card that, while not necessarily used all the time, is particularly good in a specific scenario or against a certain type of deck, especially if only one copy of the card is played in your deck. These cards are often found in sideboards and some decks play a wide variety of silver bullets with tutors to find the correct one for the situation.


A Vintage artifact deck designed to lock down the opponent with cards like Smokestack, Sphere of Resistance, and Crucible of Worlds. A Deck originally created as a metagame deck to counteract Gro-A-Tog and its fragile land base. Origin of the name has multiple theories: a derivation of the phrase $T4KS, which means The Four Thousand Dollar Solution; or partially inspired by the deck's extensive use of stacking multiple triggered abilities in upkeep; or the card name plural for Smokestacks is homophonic with "stax". The name has now come to refer to the archetype of prison decks that specifically cause the continual sacrifice of permanents.


A large group of creatures which share a creature type and work well together in a deck. Such a deck is called a tribal deck. An example of a competitive tribe is Goblins, which work together in order to win with astounding numbers and force. Rebels previously had a similar strategy, allowing the Rebel player to win with sheer numbers and utility of creatures. Many other competitive tribe-based decks also exist.


When a deck is able to activate it's game plan. Usually this means it's combo can be activated, it's Engine is available, or it's combo is ready. For example, a Tron deck is considered to have "Turned On" when all of it's Urza's lands are in play, as it can then cast it's large spells for cheap.


How differently a gameplay element plays out from one play experience to the next.[10][2] Circumstances or factors that are not entirely under a player's control, such as what decks they get paired against, which cards they draw and how often they win the opportunity to play first in a match. Players often talk about reducing variance by making plays whose outcome they can predict more accurately.


An obsolete game concept in which a player lost a certain amount of life equal to the amount of unused mana in their mana pool at the end of a phase. Common slang for this term was "burn", for example, someone might say they "burned for 3" when they lost 3 life due to Mana Burn. Some decks forced opponents to generate mana to kill them with mana burn. Now defunct in tournament Magic, as the rules for mana burn were removed with the release of Magic 2010.


Ravager Affinity, the deck using cards with affinity for artifacts and an Arcbound Ravager - Disciple of the Vault combo that dominated Mirrodin block and standard. Raffinity is despised by most players (who did not play the deck) for its simple yet dominating and flexible gameplay. Raffinity is designed to take out one player as fast as possible, and it caused a huge series of bans in Standard and Mirrodin block.


In the end, I was impressed with what blue-black spells control could do, even without a ton of premium removal. Rancid Rats would have been a great addition as well. Big ground creatures were the most effective line of attack against my deck. Zombies finally have a critical mass of graveyard recursion. Vexing Scuttler is key because it supports full recursion where the zombie effects focus on creature cards. Getting back one Murder or Welcome to the Fold ends games. Now you can feel safer dumping your deck into your graveyard and being able to draw any of the cards you need.


First up in the mythic slot is Divine Visitation, which currently costs around $12. While this isn't a Mana Crypt or Force of Will, it's also certainly not a Tree of Perdition or Comet Storm either. With booster packs of Double Masters 2022 going for around $10 or $11 each, you won't be disappointed to see a Divine Visitation staring back at you if you crack a pack, especially considering you'll get another rare or mythic along with some potentially valuable uncommons and commons.


As far as gameplay is concerned, Divine Visitation is mostly a Commander card for token decks. While we have pulled off a couple of janky combos with it in the past (with the most obvious being Divine Visitation and Bishop of Wings, which gains infinite life with the help of a sacrifice outlet), in general, players tend to just play it for value with commanders that make small tokens. Having your Emmara, Soul of the Accord, Thalisse, Reverent Medium, Hazezon Tamar, or Darien, King of Kjeldor make 4/4 Angels rather than 1/1s is pretty sweet! 2ff7e9595c


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