List of unofficial terms

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This article lists a variety of unofficial terms used by players to describe game mechanics and gameplay situations in Yu-Gi-Oh!.

Terms[edit]

  • 3-of - A card that is considered good to the point where 3 copies of it is always run for that Deck.
    • 1-of / One-off - A card that is crucial for the game plan, but is only run at one copy due the Deck is capable of searching it without the need to draw into it or have it in the opening hand, and that running multiple copies would be detrimental to the Deck's consistency.
    • 6-of - A card that, on top of being good on its own, is also able to be put into play by another card's effect, thus increasing the chances that card is seen. This can be extended to any number, depending on how many effects can interact with that card this way. For example, "Malefic World" (Unlimited) can be activated directly from the Deck with "Malefic Territory" (Unlimited), and also added to the hand with "Terraforming" (Limited) and "Metaverse" (Unlimited); should a player run the maximum amount of these in their Deck, "Malefic World" becomes a 10-of card.
  • 5th Summon / Before the 5th Summon - Refers to what monsters the player can manage to Summon before the opponent is able to activate "Nibiru, the Primal Being". Often used in describing combos which can Summon a monster that can prevent "Nibiru, the Primal Being" from being used before it is live (e.g. "Crystal Wing Synchro Dragon", "Toadally Awesome").
  • Advantage - A general term for the gain or loss of cards currently in play.
    • Hand advantage - Having more cards in your hand than your opponent.
    • Field advantage - Having more cards or monsters on your field than your opponent.
    • Plus / Minus / Neutral - Increasing, decreasing, or not changing the number of cards in one's own hand/field, relative to the opponent. Cards that affect this may be described in terms of this: for instance, "Pot of Greed", which costs itself and adds two cards to the player's hand for a net gain of one card, is a "+1"; "Raigeki Break", which costs itself and a card from the hand while destroying an opponent's card, is a "-1."; and "Graceful Charity", which costs itself, adds three cards to the player's hand, and then removes two cards from the player's hand, is "neutral".
      • "Minus" is also frequently called as "neg".
      • Can also be used as a verb, such as "plussing off" from a play which grants a significant net gain of cards through card interactions, and as a place, such as "going neg 2 in hand advantage" when playing a Spell with a discard cost.
    • X for X - The amount of card advantage lost and gained during the resolution of a card effect, including the card being played as a "-1" in the exchange. For example, "Smashing Ground" is a 1 for 1, "Icarus Attack" is a 2 for 2, "Reinforcement of the Army" is a 1 for 1, and "Cynet Mining" is a 2 for 1.
      • The first three examples are "neutral", while the fourth is "-1".
    • Cycling - Cards that allow the player to increase their hand size by the same number of cards they use to do so (i.e. net 0 hand advantage).
  • Anima zone - Refers to the center-left and center-right Monster Zone located directly opposite of the Extra Monster Zone. These zones were named after "Relinquished Anima", which has an effect to equip the opponent's monster placed in that zone as a removal, and as such players would actively avoid placing their boss monster in that zone if they are wary that the opponent will use "Anima".
  • At X / To X - Refers to the card's Status and its changes. For example, "Pot of Greed" is "at 0" (meaning Forbidden), and "Yata-Garasu" went back "to 3" (meaning removed from the banlist).
  • Axis - Deck types that primarily focus on summoning monsters with the same Level and utilizing generic Xyz Monster of that Rank for their main plays. For example "8-Axis" is a deck focused on summoning Level 8 Monsters to summon Rank 8 Monsters.
  • Bait / Baiting - Using certain cards to force the opponent into responding with card effects (typically with hand traps or negation effects) in order to reduce the interruption risks. For example, the player uses a searcher card to lure out "Ash Blossom & Joyous Spring" while they already have a combo starter or another searcher in their hand.
  • Ban - The act of forbidding a card from being used.
    • Banlist - The Forbidden/Limited List.
  • Battle Trap - Cards (usually Trap Cards) that can only be activated during the Battle Phase or Damage Step. Usually with an effect that can influrence the outcome of that battle or has negative effects on the opponent. Example of battle traps including "Magic Cylinder" and "Mirror Force".
  • Beatstick / Beater / Bungus - A monster whose main purpose in a Deck is to use its high ATK to damage the opponent's LP.
    • Glorified beatstick - An Effect Monster with high ATK whose effect is rarely utilized in its Deck, and thus spends most of its time being a beatstick.
  • BKSS - Short for "Because Konami Said So", BKSS is typically used sarcastically to refer to card-specific rulings, especially when the ruling of a card seemingly contradicts the rulings of other cards with similar effects, or with the description in its card text.
  • Blind second - Choosing to go second when winning the coin flip (or other player-determining method); used to take advantage of generic cards (such as "Dark Ruler No More" or "Evenly Matched" in the main deck) and/or deck types (such as "Crusadia" or "Numeron") that perform better when the player goes second.
  • Blast / Pop - The act of destroying a card on the field.
  • Blowout / Sacky - A single card (typically a Spell/Trap) with a high-power effect that can rapidly shift the tempo in its user's favor. The latter term is used especially for powerful cards that is unsearchable within the deck.
  • Bluff - Intentionally set a Spell/Trap at the end of the turn in hope that the opponent would take more cautious approach, even if that set card cannot be used to interrupt their plays.
  • Board - A player's field, more specifically the cards they have in play.
    • End board - The cards that a Deck or combo aims to have on the field at the end of a turn, especially the first turn.
    • Break a board - The act of removing or neutralizing the threat of a player's field. Usually used when that player's field has multiple effect negations and/or various stun cards.
    • Board breaker - A card that can remove or neutralize several cards on the opponent's field, such as "Dark Ruler No More" and "Evenly Matched".
    • Establish a board - The act of Summoning and using card effects to fill one's own empty field with monsters and Spells/Traps.
    • Board wipe / Nuke - The act of removing multiple (usually all) cards on the field (or opponent's side of the field) in a single turn or effect.
  • Book / Blanket - The act of flipping a monster to face-down Defense Position; the former term is named after "Book of Moon".
  • Boost - The act of using an effect that increases ATK or DEF.
  • Boss - High-power monster(s) that take on a board control role in an archetype or Deck, either by ATK/DEF or by effect. For example, the boss monster of the "Cubic" archetype is "Crimson Nova Trinity the Dark Cubic Lord". Another example is "Lightsworn", whose Decks have multiple bosses: "Judgment Dragon", "Michael, the Arch-Lightsworn", and "Minerva, the Exalted Lightsworn".
  • Bounce - The act of returning a card from the field to the hand.
  • Body - A monster on the field.
  • Break - This term has two distinct usages:
    • The act of destroying a card on the field (see also pop).
    • Making a card broken, through interaction with other card effects. Usually used in context of newer cards making older cards far more powerful through specific interactions.
  • Brick / Dead draw - Describing a hand that results in the player having to make a sub-optimal play, if they can make a play at all, or (especially the latter term) a card that isn't useful when added to the hand.
    • Garnet - A card that is crucial to a Deck's strategy, but can become less useful, or even useless, when drawn into. Named after "Gem-Knight Garnet", a commonly played card played as a one-off in the "Brilliant Fusion" engine, who, if drawn into, disables "Brilliant Fusion".
  • Buff - A positive effect applied on a monster OR the act of using it. Alternatively, it can also be used to refer to an OCG/TCG card's effect being made stronger than its anime/manga version.
    • Debuff - A negative effect applied on a monster OR the act of using it.
  • Burn - Effect damage and the act of using it.
  • Bury - Placing a cards(s) on the bottom of the Deck.
  • Card pool - The total set of Legal cards that can be used in Deckbuilding.
  • Caveman / Caveman Yu-Gi-Oh! - A Deck that is primarily focused on the Battle Phase, without regard for board building or breaking. Also used to refer to "War Rock" (who actually are cavemen). Also referred to as "unga bunga", typically in a derisive context.
  • Chain blocking - When multiple Spell Speed 1 effects simultaneously meet their activation conditions, such that they could all be activated during the same Chain, deliberately placing more desirable effects at a lower Chain Link so that the opponent cannot activate other cards in response to them. (For example, if both "Reeshaddoll Wendi" and another "Shaddoll" monster activate their effects due to being sent to the Graveyard as Fusion Material, placing "Reeshaddoll Wendi" as Chain Link 1 and the other "Shaddoll" as Chain Link 2 will prevent the opponent from responding to the effect of "Reeshaddoll Wendi" with "Ash Blossom & Joyous Spring".)
  • Cheat out - Special Summoning a Special Summon Monster using a method other than its standard Summoning procedure. For example, the Main Deck "Tri-Brigade" monsters are able to "cheat out" Link Monsters by banishing a number of monsters from the Graveyard equal to that Link Monster's Link Rating.
  • Closer / Finisher - A monster ideal for ending the game, usually by attacking the opponent with high ATK values. Notable examples include "Borrelsword Dragon" and "Superdreadnought Rail Cannon Juggernaut Liebe".
    • X for game - Describes a situation when a player uses a card or its effect to win the game. For example, "Cowboy for game" describes when a player uses the effect of "Gagaga Cowboy" to deal game-ending damage to the opponent.
  • Combo - An interaction between several cards that work together (typically through searching or trigger effects) to achieve a certain goal (such as Summoning a boss monster or doing a board wipe). Combos are often started by the interaction of 2 cards.
    • Combo starter - A card(s) that kickstarts a combo.
    • Combo piece - A card that makes up a combo.
    • 1-card combo - A combo that can be kickstarted by using only a single card. (For example, "Aleister the Invoker" can search for "Invocation" upon Normal Summon, then be used for the Link Summon of "Salamangreat Almiraj" followed by "Secure Gardna" to set up at least two "Invocation" Fusion Summons.)
    • 1.5-card combo - A combo that can be kickstarted by using only a single specific card, then any non-specific card as fodder. (For example, "Swordsoul of Mo Ye" can easily kickstart a combo in "Swordsoul" Decks by itself, but requires a Wyrm monster or "Swordsoul" card in the hand to be revealed for its effect.)
    • 3-card combo - A combo that requires 3 cards to be kickstarted; usually used mockingly or sarcastically.
  • Cookie cutter - Decks that are common and built the same way, using no unique cards or strategies.
  • Counter - Using a negation effect in response to an opponent's card or effect.
  • Counterattack - A monster that had been attacked, but was not destroyed, destroys the attacker after the attack OR a monster gains enough ATK/DEF to overpower an attacking monster.
  • Crashing / Ramming / Suicide - Intentionally attacking knowing the attacker will be destroyed.
  • Defend the castle - A strategy that involves summoning a single powerful or versatile monster, usually one with exceptionally strong protection or disruption effects, and keeping it on the field as long as possible.
  • Disrupt - Any form of interaction on the opponent's turn that can prevent one of their plays, typically negating a card effect or removing a card from the field on their turn.
  • Ditch - The act of sending a card from the hand to the GY as part of a Deck's strategy.
  • Dump - The act of sending a card(s) to the GY (typically from the Deck).
  • EMZ - The Extra Monster Zone.
  • Enabler - Cards that are crucial for starting a certain plays. For example, "Number 97: Draglubion" is known as an "OTK enabler" for its use to cheat out "Number 100: Numeron Dragon" for an OTK attempt.
    • Choke point - A card that is highly crucial to its Deck's strategy, that if its effect is interrupted, the Deck's strategy is stopped in its tracks entirely.
  • Engine / Package - A number of cards that helps a Deck achieve a certain action or helps a player draw a good card. For example, a player may use a "Windwitch engine" consisting of "Windwitch - Snow Bell", "Windwitch - Ice Bell", "Windwitch - Glass Bell", and "Windwitch - Crystal Bell" to Special Summon "Crystal Wing Synchro Dragon" quickly.
    • Non-Engine - A card that cannot be searched within the Deck and/or is not a part of the Deck's game plans, but is used to either improve the Deck's consistency or to provide certain utility and/or counter to the opponent's plays, such as Draw power cards or various Hand Traps.
  • Evolution/Upgrade - A card that is an improvement on another card while holding a similar design.
    • Sidegrade - A card that have similar function with another card, but is better or worse than its counterparts depending on the situation. For example, "Cosmic Cyclone" can be considered a "sidegrade" of "Mystical Space Typhoon" as it banishes the targeted Spell/Trap cards and bypass most of the on-destruction effects, but at a cost of 1000 LP.
  • Extender - Cards that can be combined with others in order to further extend the player's combos, usually allowing the Summoning of more and/or better monsters. However, they tend to lack the ability to achieve much if used without other cards. An example of an extender is "Parallel eXceed", which does nothing to start combos, but after a Link Summon, it can Special Summon itself from the hand, as well as another copy of itself from the Deck, to continue Link-based plays or be used for a Rank 4 Xyz Summon (as a "Parallel eXceed" Summoned by either of its effects becomes Level 4).
  • Filter - In Rush Duel, cards that make the player send 1 card (typically a monster of a specific Type) from their hand to the Graveyard to draw 1 card from their Deck.
  • Fizzle - Resolving without effect. For example, if "Monster Reborn" is activated, but the targeted monster is subsequently removed from the Graveyard before resolution, the effect resolves with no effect.
    • Dodge - Player intentionally remove their own card on the field to avoid opponent's activated effects (typically a negation effect which Target the player's card on the field), so that their own card's effect would resolve properly. For example, if opponent activates the negation effect of "D/D/D Cursed King Siegfried" in response to the player's non-Continuous Spell/Trap activation, player can Chain "Mystical Space Typhoon" to destroy the targeted card to cause the negation effect to resolve with no effect.
  • Floater - A monster with an effect that replaces itself when it leaves the field. For example, "Denglong, First of the Yang Zing" Special Summons a monster when it leaves the field (no field advantage is lost).
    • Float - Special Summoning another monster with the effect of a floater.
  • Floodgate - A card with a continuous effect that restricts one or both players from performing certain actions. For example, "Summon Limit" prevents both players from Summoning for the rest of the turn they have already summoned two times that turn.
    • Monkeflip - A derogatory nickname given to strategies entirely revolving around floodgate cards.
  • Fodder - A card that is used solely as a Tribute, material or for costs.
  • Follow up - Combos that can be performed in the turn after the player's current turn, or the cards that enable follow up combos, usually searchable ones.
  • Foolish / Dump - A card that sends a specific card from the Deck to the Graveyard, in reference to "Foolish Burial".
  • Format - This term has two distinct usages:
    • A period of the game in which certain cards and/or decks have gained prominence and dominated the metagame of the time. For example, "Zoodiac Format" refers to a period in which "Zoodiac" decks had high representation rates on several top tournaments.
    • An alternate, usually fan-made format, using the card pools of a certain period of the game, sometimes with alternative rules. Two official alternative formats exists in the TCG; the Traditional Format and the Speed Duel format.
  • Gauntlet - A series of secondary Decks made by players, that aren't often used as their usual Deck, but for practicing against.
  • Generic - Cards that can be played in most Decks without causing conflict, or can be used to refer to Extra Deck monsters with non-specific materials.
    • Semi-generic - Cards that are less generic, but nonetheless can still find space in many Decks (e.g. Type- or Attribute-specific supports).
  • Gentlemen / Gentlemen'ed - In a Match, refers to an agreement between both players to remove certain card (usually floodgates) from their respective decks to their side deck after the first game to allow both sides to play with less restrictions.
  • Gimmick / Gimmick Deck - Decks that uses an unconventional strategy or card effects to achieve its win condition. Notable examples including "Last Turn OTK" and "Frog Burn FTK".
    • Table 500 - Decks that use impractical, usually unorthodox strategies. Usually used in the context where such Decks appear in high-profile tournaments and go up against competitive Decks.
  • Goodstuff - A Deck built using many different cards that are individually strong but whose effects have little to no synergy, instead of being built around a specific archetype, series, card, or combo.
  • Grind game - A state, usually later in the duel, where both players have spent large amounts of resources and neither has a clear advantage.
  • Hand traps - Cards (usually monsters) with effects that can be activated from the hand on the opponent's turn. Some famous hand traps in the metagame's history include "Effect Veiler", "D.D. Crow", "Maxx "C"", "Ash Blossom & Joyous Spring", and "Nibiru, the Primal Being".
  • Handloop - Repeatedly removing cards from the opponent's hand, especially on the first turn.
  • Hard counter - Cards or theme that were capable of stopping specific strategy that would leave the opponent at a severe disadvantage or stop any of their possible play entirely. For example, various Pendulum Summoning-related strategy can be countered with the card "Anti-Spell Fragrance" which prevents any Pendulum Scale from being placed in the Pendulum Zone and thus shut down the strategy entirely.
  • Hard draw - Cards that cannot be searched from the deck and are thus reliant on the player drawing into it to be in the hand.
  • Hard once per turn - A card effect(s) specified as being usable "only once per turn" for "[effect] of [card name]", i.e. once among all copies of that card in the player's possession. For example, if player has two copies of "Ash Blossom & Joyous Spring" on their hand, only one of these can be used in a single turn due to the effect's condition.
    • Soft once per turn - A card effect(s) specified as being usable "once per turn", i.e. once per each face-up copy of that card on the player's field. For example, if player has two copies of "Baronne de Fleur" on the field, they can active the destruction effect of "Baronne" once per turn per each face up copies on the field, but they can only activate the negation effect of a single copy of "Baronne" once per turn due to the "hard once per turn" restriction.
  • Hard summon - Summoning a monster from the extra deck (usually Fusion or Xyz Monster) using the default summoning requirements instead of an alternate and usually easier requirements listed on the card. For example, player summoned "Divine Arsenal AA-ZEUS - Sky Thunder" using two Level 12 Monsters as a material instead of its alternate summoning condition that requires any Xyz monster player control as a material after any Xyz monster battled that turn.
  • Highlander clause - A card that prevents the player controlling more than 1 copy of it, or that prevents either player controlling more than one copy of it. The term references the film Highlander and its tagline, There can be only one.
    • Highlander format - A fan-made format where Decks can only contain one copy of each card.
  • Hits the field - When a monster is successfully summoned without being interrupted by the opponent's card.
  • Homesickness - Describing a monster that requires a Field Spell to be in play in order to be on the field, for example the "Earthbound Immortal" monsters.
  • Hybrid Deck - Deck that primarily consists of cards from two of more themes that have good synergy to be played with one another, either without compromising each other's consistency or allows for more advanced plays.
  • Interruption - An effect that can be activated in the opponent's turn to disrupt the opponent's actions.
  • Jumping through hoops - Cards or effects that need a highly specific requirement in order to be activated and are thus very hard to use. Notable example includes "Linear Equation Cannon", which requires the user to solve the linear equation in order to properly activate its effect.
  • Laddering / Climbing - Summoning progressively stronger monsters in succession by using the previously Summoned monster as a material or Tribute to Summon the next one.
  • Lethal - The state of having enough ATK presence on the field to win the Duel.
  • Level Up - The act of Special Summoning an "LV" monster, either by the effect of a lower-level "LV" monster or by using "Level Up!".
  • Limbo - A pseudo-location used to describe the location of a monster that is currently being Summoned, but has not been successfully Summoned yet (i.e. during the Chain in which its Summon can be negated). A monster being Summoned is not in its previous location nor on the field, so it is often said to be "in limbo" at this time. Also used to describe Xyz Materials, which are physically placed on the game mat's field zones, but are not actually on the field in gameplay.
  • Lock / Bind - The act of keeping a monster useless on the field with difficulty in removing it OR the act of preventing the opponent from using specific card(s) or location (such as Graveyard or Deck).
  • Lockdown - A situation in which a player has an extreme field control.
  • Lucksacking - A situation in which the player is at a large disadvantage and draws a card that ends up turning the game in their favor, or is relying on drawing such a card. Also referred to as "Drawing the out" and "Heart of the Cards".
  • Maxx C Challenge - Attempting to deck out the opponent by repeatedly Special Summoning after the opponent activated "Maxx C", forcing the opponent to draw their entire deck.
  • Meta - Short for "Metagame". The collective strategies and Deck themes used at competitive events. The metagame constantly shifts and evolves as new cards are released. "Meta Decks" are the Decks that are considered the best in the format at the present moment, but can quickly change as new cards are released or the Forbidden & Limited lists are changed.
    • Anti-meta - Decks that are built specifically to counter current Meta Decks.
  • Midrange - A deck type that features overall balanced characteristics, thus being able to adapt to various situations while often sacrificing offensive/defensive speciality.
  • Mimic / Copy - Having a card gain the property (usually Effect or ATK) of another card, such as with "The Tyrant Neptune" or "Supreme King Dragon Starving Venom".
  • Mirror Match - Two opposing Decks using the same archetype, strategy, or theme; often shortened to "mirror".
  • Misplay - Short for "mistaken plays", refers to when the player committed mistakes that leave them in a disadvantagous position or causing them to unable to execute the planned tactics. Such as using a removal card against card(s) that were unaffected by it, or attempting to summon monsters that would not be summonable due to restrictions placed on other card effect.
    • Misclick - When player choose the wrong cards to activate its effect or used as a cost that they were left in disadvantagous position. Typically in context of a digital card game (such as Yu-Gi-Oh! Master Duel) where player has to "click" on each cards to select and/or activate its effect.
  • Mon - Monster Cards.
  • Nerf - A card had its usability reduced, either by ruling or card effect. Alternatively, it can also be used to refer to an OCG/TCG card's effect being made weaker than its anime/manga version.
  • Netdeck - The act of completely copying a Deck (often those that win the YCS or placed high in a competition) from online sources without any modification. This practice is sometimes frowned upon, as it is perceived as a lack of creativity in the interest of getting a cheap win, though new players can do so in order to learn how a Deck works before they make their own changes. Yu-Gi-Oh! GX - Episode 018 and Yu-Gi-Oh! GX - Episode 019 takes a jab at this phenomenon with Dimitri, a Duelist who copies the Decks of others.
  • Omninegate - A card that can negate monster, Spell, and Trap effects. Examples of cards with omninegate effects are "Baronne de Fleur" and "Wandering Gryphon Rider".
  • On legs - A monster that has a similar effect to that of a Spell/Trap Card. Examples are "Evolzar Laggia", which has a similar effect to "Solemn Judgment", and "Virtual World Kyubi - Shenshen", whose banishing effect is similar to that of "Macro Cosmos".
  • OP / Broken - A card that is too powerful compared to other cards of its peer.
  • Out - Eliminating an opponent's card that disrupts the player's strategy.
  • Overextending - The process of a player filling their Monster Zones and/or Spell & Trap Zones with more cards than necessary, leaving the player at risk from nukes (such as "Dark Hole" or "Black Rose Dragon"). Having a full field may also prevent them from playing new cards.
  • Pack filler - A typically derogatory word referring to cards (typically generic one) that have a weak and/or convoluted effect and thus deemed undesirable to obtain and use. The word alludes that these card only exists to "filling" the card pool of the set.
  • Pend - Shorthand for Pendulum Monsters and various Pendulum Summon-centric decks in general.
  • Pet Deck / Pet Decking - Describe a Deck(s) that were played by someone for their own personal preferences and/or enjoyment rather than competitive viability.
    • Pet Card - A card(s) that were included into a Deck for the user's personal preference rather than an actual synergy.
  • Pile - This term has two distinct usages:
    • A stack of cards, referring to the Graveyard, banished cards, the Main or Extra Deck etc.
    • Decks (typically of sizes greater than 40 cards) built using many different generically strong cards or archetypes that lack specific synergies between them (synonymous with goodstuff).
  • Pilot - Refers to person who play specific decks/themes OR the act of playing these decks, akin to that player "piloting" (i.e. assume control) their deck.
  • Play - An action involving playing a card or cards, often a combo, e.g. "making a play."
  • Playset - 3 copies of a card, the maximum amount that could exist in a Deck.
  • Powercreep - A general term for the phenomena of new cards outclassing old cards.
    • Powercrept / Strictly better / Strictly worse - A card that fills the same role as another card, but is mechanically superior or inferior in every significant fashion: for instance, "Ookazi" to "Sparks."
  • Proc - Short for "proceed", refers to any effects have met its triggering requirements met OR the process of setting up the game state to satisfy that effect's requirements.
    • Online / Live - The gamestate where certain conditions allowed cards or effects to be activated. For example, "Adamancipator Risen - Dragite" requires a WATER monster in your GY for its negation effect to be usable, thus if there were WATER monster in your GY, "Dragite's" negation effect became "online".
  • Pure Deck - A Deck that primarily uses cards from a certain theme without mixing it with cards from other themes.
  • Rage - Force Attacks in effect.
  • Recycle / Recover / Recursion - The act of adding cards from the Graveyard to the hand or Deck.
  • Reflect damage - Monsters with an effect that cause the opponent to takes any battle damage in a battle involving it. Examples including "Yubel", "Daigusto Sphreez", and various "Mikanko" monsters.
  • Reload - The act of recovering cards to use them as fodder.
  • Removal - A card specifically used to move cards from the opponent's field to locations off the field, for example by destroying them.
  • Reset - The act of having a card returned to its initial state when it is placed on the field.
  • Revive - The act of Special Summoning from the Graveyard.
  • Rogue Deck - A Deck that is not recognized as one of the top decks in the current metagame (i.e. a non-meta Deck), but is still viable to use.
  • Row - Series of card Zones, with "Frontrow" referring to the Monster Zones and "Backrow" referring to the Spell & Trap Zones. Can also refer to cards that would normally be placed in that Zone.
    • Backrow hate - Cards that are mainly used to destroy or disable cards in the opponent's Spell & Trap Zone. Examples of such cards are "Mystical Space Typhoon" and "Cosmic Cyclone".
    • Backrow removal - The act of removing Spell/Traps from the field. Can also be used interchangeably with "backrow hate".
  • R4NK - Referencing Rank 4 Xyz Monsters and Decks that make heavy use out of the more powerful ones.
  • ROTA / Stratos - A card that searches key cards from the Deck for any broad theme. Named for "Reinforcement of the Army" and "Elemental HERO Stratos", which serves this purpose for Warrior Decks and "HERO" Decks, respectively.
  • Run over - Destroying an opponent's monster by battle. Usually used within the context where no card effects are involved.
  • Scaling - The act of weighing Booster Packs to determine which pack has a rare card.
  • Scoop - Surrendering a duel. Named after the act of a player "scooping" up all of their cards to reform their Deck in preparation for the next Duel.
  • Search / Tutor / Recruit - The act of adding a card from your Deck to your hand, except by drawing, or Special Summoning a monster from your Deck.
  • Second hand - Decks that utilize or rely on Graveyard effects to making and/or extending plays, as if these cards are in a "second hand" of the player.
  • Shadowstrike / Shadow dive / Poke - direct attacker in effect.
  • Shiny - Cards that are reprinted in elaborate high-rarity foils, such as Gold Rare or Ghost Rare.
  • Shotgunning - The act of using the effect of a card (usually a hand trap) that has no activation condition or requirement before the situation calls for it. For example, immediately activating the effect of "Maxx "C"" at the start of the opponent's turn, before they even attempt to Special Summon anything.
  • Shut / Knock / Nope / Strike - The act of Negating, whether temporary or permanently; the last one being a reference to the popular negation card Solemn Strike.
  • Smokescreening - In a Match, catching the opponent off-guard by running a different strategy on the second or third duel to render the opponent's Side Deck counter cards useless. Usually done by specifically running 2 strategies that consist of 15 or less cards (one as the Main Deck, and one in the Side Deck) and filling the rest of the Main Deck with staples, generic techs and cards that work with both strategies.
  • Snatch Steal - Taking control of the opponent's monsters. Named after "Snatch Steal".
  • Snipe - The act of choosing and discarding a card from the opponent's hand.
    • Handrip - An effect that causes a card to be discarded from the opponent's hand.
  • Solitaire - A strategy that either has little interaction with the opponent (i.e. attempting to draw out Exodia pieces) or involves the player taking extremely long turns where they make a large number of plays and combos, especially in reference to Synchro and Link-focused Decks. Typically used derisively.
  • Spawn - The act of Summoning the same monster, usually a Token or low-Level Monster, with another card from time to time.
  • Speed - In the context of Deck performance, Speed refers to how quickly can a Deck access its key cards.
  • Spell Speed 4 - A card whose effect cannot be responded to by other cards or effects, such as "Super Polymerization". (Note that these effects are not actually a higher Spell Speed—for example, "Super Polymerization" cannot be Chained in response to a Spell Speed 3 effect.)
  • Spin - The act of returning a card from the field to the Deck.
  • S/T / S&T / ST - Spell and Trap Cards.
  • Stack - The act of arranging one's own Deck with a card effect to ensure they draw a good card; inversely, it can also refer to the act of arranging an opponent's Deck with a card effect to ensure said opponent won't draw a good card.
  • Stall - The act of prolonging the game with a card effect. Depending on the context and severity, this may be met with penalties at tournaments.
  • Stand - The act of changing a monster to face-up Attack Position OR a monster remains on the field with high ATK/DEF for its current Battle Position.
  • Staple - A good card that can be used in many Decks, or is almost obligatory for use in a certain Deck type; the name refers to the idea that such cards "hold the Deck together".
    • Splashable / Semi-Staple - Cards that can function in a wide variety of Decks, but aren't necessarily as vital to the Deck as a staple card. Popular Side Deck choices.
    • Tech - A card placed in a Main Deck, Side Deck, or Extra Deck for the purpose of supporting a Deck with cards that help it run smoother, deal with cards that would counter the Deck, or to combat specific Deck builds often run in the current metagame.
  • Starter - A card(s) required to initiate a Deck's important combos.
  • Steal - The act of taking your opponent's monster, or their card's property, for your own.
  • Stun - The act of restricting the opponent from making certain plays. A Stun Deck is a deck specifically built to restrict the opponent to the user's advantage.
  • Suppress - Prevent a card and/or effect from activating in a certain timing.
  • Surprise / Spook - A harmful effect is put in play at a certain timing without the opponent foreseeing it.
  • Swarm / Spam - The act of Summoning many monsters in a turn, regardless of battle power. Examples of archetypes that specialize in swarming are "Blackwing" and "Six Samurai".
  • Swing - To attack.
    • Swing for game / Attack for game - The final, duel-winning attack (usually, but not always, a direct attack).
  • Tag out - The act of a monster removing itself from the field and replacing itself with a different monster.
  • Taunt - Monsters that have an effect to force the opponent into attacking it, typically with an effect that prevent the opponent from targeting other monsters for attacks, except itself. Examples of such monsters includes "Magician's Valkyria" and "Marauding Captain".
  • Tier 0 - A Deck that can only be reliably beaten by itself, usually marked by tournament results where the majority of players use a single Deck or its variants.
  • Thinning - Removing cards from the Deck with card effects, so that the player will have a higher chance to draw into high-power cards.
  • Throw - This term has two distinct usage:
    • The act of placing a card on your opponent's field in order to hinder them.
      • Lava Golem'd / Kaiju'd / Nibiru'd - Tributing an opponent's monster(s) to Summon monsters to their field, so that the card's removal cannot be responded to (potentially aside from the latter) and ignores most types of protection from card effects.
    • When player committed critical mistake in their game plan that it causes them to lose the Duel or Match, especially while in an advantagous position.
  • Time card - In a Match, refers to a card(s) that is used solely to make the user's LP higher than the opponent (either by giving the user's LP or |inflicts damage to the opponent), so that when the match time runs out, the player with higher LP would wins the Match.
  • Topdeck - The card drawn from the Deck in the normal draw.
    • Top-Decking - Having no cards on the field or in the hand, such that every card drawn from the Deck is crucial.
  • Towers - A boss monster with unusually strong protection, traditionally one that is unaffected by at least one major category of effects. Named after "Apoqliphort Towers", a monster that is unaffected by most card effects.
  • Toolbox - Searching or summoning a monster to be used in a specific situation.
  • Trade - Using the player's cards to remove the opponent's cards.
    • One-for-one - Using one card to remove one of the opponent's card.
  • Tribute Monster - Level 5 or higher monster that begin the Duel in the Main Deck, requiring at least 1 Tribute to be Tribute Summoned.
  • T-set - Setting one monster and one (or more) Spell/Traps on the player's first turn.
  • Turn 0 - The opponent's first turn when they go first; usually used in reference to the turn as viewed from the player's (going second) perspective.
  • Turbo - A Deck which strategy involves aiming for a single, specific goal (usually Special Summoning a specific boss monster) as quickly as possible, usually with no backup plan or alternative strategy to ensure the most speed and consistency in executing its primary directives.
  • Turtling - Sitting behind a monster(s) (usually in Defense Position or ones with defensive effects) to buy time as one tries to recover from a losing situation.
  • U-Link - A 5-monster Extra Link, from the shape they form on the field.
  • Vanilla - A Normal or Non-Effect Monster.
  • Wall - A monster that is difficult to destroy by battle or card effect.
  • Win condition - A card or set of cards that is considered sufficient to win the game, and serves as a goal for the rest of the Deck to work towards: for instance, a powerful monster or a set of lockdown effects. Can overlap with alternate win conditions.
  • Win more - A card that is only useful in a situation where the player is already in a highly advantageous position, such as "The Six Shinobi".
  • Xenophobic - A card archetype/theme that prevents the player from using cards outside of the archetype/theme (typically by preventing the player from Summoning monsters outside of the archetype/theme). An example is "Burning Abyss," whose Main Deck monsters destroy themselves if the player controls a non-"Burning Abyss" monster.
    • Locked into / Xeno-lock - Becoming affected by card effects or conditions that prevent the player from using/Summoning cards outside of a specific category. Common restrictions including being unable to summon monsters of all but one type/attribute, or being unable to summon monsters outside of an archetype.

Magic: The Gathering terms[edit]

These are terms primarily used in Magic: The Gathering that are occasionally used to describe equivalent concepts in Yu-Gi-Oh!:

Card and theme names[edit]

Certain well-known cards and overarching themes have also been given nicknames or shorthands that get picked up by a portion of the community.