Terminology Article, It's Done, THANK GAWD!!


Card advantage in a strictly numerical sense. "+" standing for positive card advantage and "-" standing for negative card advantage. (e.g. Attributing Summoning Mobius the Frost Monarch to destroy two Spell/Trap Cards is considered even card advantage; 2/2. Whereas discarding a card for Magic Jammer to negate a Spell Card is considered a two for one disadvantage; -2/+1)


activation conditions
The situation or set of conditions necessary to properly activate a card. (e.g. Bottomless Trap Hole can only be activated when your opponent successfully summons a monster, that monster has 1500 ATK or more and the monster is still on the field prior to activation. If none of these conditions exist, then it cannot be activated.)

activation timing
The point in time required to properly activate a card. (e.g. Solemn Judgment can only be activated just after the declaration of the summon, but just prior to when the summon is considered successful.)

Advanced Format
The tournament format which requires players to construct their decks in accordance with the current Forbidden/Limited List for Advanced Format. Advanced Format lists cards banned from deck construction, and cards limited to less then the usual 3-cards-per-deck. The list changes every six months. (See also Traditional Format and Forbidden/Limited List)

alternate win conditions
Ways that a player may win a duel without reducing his opponents Life Points to 0. This includes, but is not limited to, card effects/conditions that declare you the winner (e.g. Exodia, Last Turn, Final Countdown), Deck Out (reducing your opponents deck to 0 cards) or having higher Life Points then your opponent when time is called (in tournament situations only).


An acronym for "Because Konami Said So" Sometimes K.S.S. A phrase used to explain rulings that are not consistent with established rulings. The implication is that Konami has made a final decision with a ruling, even if it isn't consistent with similar rulings on the same subject or card. Other times the phrase is used when a ruling is not completely clear or is not completely understood. (e.g. Depending on the time this entry was written, The End of Anubis vs. Exiled Force contradicted established rulings.)

A deck type that focuses on high ATK values and aggressive attack strategies to achieve its win condition.

A wild and relentless assault attempting to end the duel as quickly as possible. (see blitzkrieg)

To set a Spell/Trap Card that you have no intention of playing; only for intimidation tactics. (e.g. setting Lightning Vortex when you have no cards in hand)

Used as a verb. The act of flipping a card into face-down defense mode, but primarily in reference to using Book of Moon

Returning cards from the field to the owner's hand (e.g. Wall of Illusion, Kelbek, Giant Trunade)

1. To remove a Spell Counter from Breaker the Magical Warrior.

2. To discard a Spell card for Chiron the Mage.

3. To fluster someone to the point where they play uncharacteristically.

A type of deck that focuses around card effects inflicting Direct Damage to your opponents using card effects, rather then Battle Damage.


Abbreviations used for Cookie Cutter, Chaos Cookie Cutter and Chaos Cookie Cutter Control. Subject to variations. (See also cookie cutter)

1. Game term and solution for resolving effects based on the order they were activated in response to each other. Based on the idea of adding links to a literal chain for each card activated. Cards activated in a chain resolve backwards from the last card played. (e.g. Activating Imperial Order in response to Scapegoat will result in Imperial Order resolving first.)

2. To activate a card in response to another card effect. To chain to. (e.g. "I'll chain Imperial Order to your Mystical Space Typhoon.")

Any effect that can be legally activated in chain to another effect.

chain resolution
Taking each chained card and resolving their effects starting with the last card played.

chance to respond
The opportunity a player gets when the opposing player performs an action or when an effect activates.

Two or more cards effects used in combination to create greater game advantage then if used individually. (e.g. Night Assailant discarded as payment for Tribe-Infecting Virus.)

common knowledge
Parts of the game that both duelists are entitled to know the contents of according to the rules and tournament policy. (e.g. the Graveyard, cards face-up on the field, face-up cards in the Removed from Game Zone)

Continuous Effect
An effect that constantly applies itself. It neither activates nor resolves, therefore it cannot be on a chain or chained to. It simple "becomes active", sometimes in between links of a resolving chain. This is different from a Continuous Spell/Trap Card, though Continuous Cards can have Continuous Effects. (e.g. Final Attack Orders, Jinzo)

continuous loop
A series of effects that could potentially be infinitely activated at the will of the controlling player. Game rules prevent a player from indefinitely activating effects with no clear end, but they can declare the number of times they wish to perform the loop and calculate the effects accordingly. This different from an infinite loop.

1. A deck type focused on manipulating your opponent's ability to play the game to your advantage.

2. Possession, in game terms only, of a card in play. (e.g. Change of Heart gives control of a player's monster to his opponent.)

cookie cutter
A deck that is identical or nearly identical to on of the Top 8 decks from a major tournament or championship event. The deck will be very common or repetitious in the global meta.

The activation condition for cards requiring payment, made prior to the actual placement of the effect on the chain. This may require a discard, a set amount of Life Points or a Tribute. (e.g. Offering Exiled Force as a tribute, sending all your Spell/Trap Cards to the Graveyard for Emergency Provisions or discarding a card for Magic Jammer.)

Game generated "items" used to denote the fulfillment of certain card effects. Counters have no connection to Counter Trap Cards and are not the same thing as Monster Tokens. (e.g. Magic Reflector, B.E.S. Crystal Core)

Counter Trap Cards
The only Spell Speed 3 effects in Yu-Gi-Oh! and are the only cards with the Counter symbol. :counter: Because they are the "fastest" Spell Speed, the only cards that can be chained to Counter Trap Cards are other Counter Traps Cards. Counter Traps may only be activated directly to whatever they are attempting to negate, be that a summon, an attack or another card effect. (e.g. Solemn Judgment, Seven Tools of the Bandit, Negate Attack)


Damage Step
A complex step within the Battle Phase where certain effects activate and certain conditions apply. The Damage Step consists of six sub-steps, including the Resolve Effects portion and Damage Calculation. Only certain effects can be activated in the Damage Step. These include cards that directly affect ATK/DEF, Counter Traps, Multi-Trigger effects, cards with specific timing and cards granted special permission in their official rulings. (See Raigekick's Battle Phase Chart[/I])

deck thinner
Card or cards a player uses to decrease the number of cards in his/her own deck. Usually done in an attempt to increase drawing odds. (e.g. Thunder Dragon, Toon Table of Contents)

The effect of a card that cannot resolve because conditions are preventing it (e.g. Creature Swap cannot resolve when one or both players no longer have eligible monsters) (See also resolve without effect)

Game mechanic for literally discarding a card from one's hand to their respective Graveyards. Not the same as the game mechanic send. (e.g. Confiscation)

double attack
1. Attacks that occur during the Same Battle Phase of the same turn by the same monster. (e.g. Hayabusa Knight, Mataza the Zapper)

2. The Normal Spell Card that allows a player to attack twice with the same monster this turn.

When both players loose the game simultaneously.

drawing power
Cards that allow a player to increase the number of draws per turn, hence increasing their options. (e.g. Pot of Greed, Heart of the Underdog)


effect activation
The manual or automatic activation of an effect. (e.g. King Tiger Wanghu)

effect resolution
The final execution of a card effect from a resolving chain.

Equip Card
A Spell or Trap Card that attaches to a monster on either side of the field. Equip Cards only come in Spell or Trap form, but certain effects can transform a Monster Card into an Equip Spell Card, such as Union Monster's built in ability or through the effect of Relinquished. Printed Equip Spell Cards come with the equip cross symbol :equip: printed on them. However Trap Cards that become equips do not have this symbol and are not considered equips until they've resolved. Monster Cards that transform into equips always default to Equip Spell Cards.

event trigger
The event or action in a game that triggers an Optional or Mandatory Trigger Effect. (e.g. Mobius the Frost Monarch is summoned, and his effect triggers in response to that event. Or )


faces of duelists
The many personalities a duelist may take on during a match. (e.g. "game face", "fun face")

fast play
1. When a player attempts to hurry his opponent into playing without thinking his/her moves through.

2. When someone tries to play two similar cards simultaneously (e.g. The Forceful Sentry and Confiscation)

3. Playing a card, then deciding against doing so for illegitimate reasons. (e.g. Playing Confiscation for a free peek at the opponent's hand.)

field control
The ability of a player to manipulate events on the field to his advantage. (e.g. having Black Luster Soldier - Envoy of the Beginning out)

first blood
1. A fourth Duel played when a match results in each player having 1 win, and there being a tie, or when there are 3 ties. First Life Point change decides the winner.

2. The first Life Point change at the start of a Duel or match.

The ability of some monsters to flip themselves face-down during a Main Phase. (e.g. Guardian Sphinx, Stealth Bird)

Forbidden/Limited List
A list of cards determining what cards are banned or are limited in numbers per deck for sanctioned events. Depending on the format of the event, cards from the Forbidden/Limited List must either not be in your deck, or not exceed the limited amount. Traditional Format has no banned cards, but follows a Limited List that changed every six months, while Advance Format follows a list the features both banned and limited cards that also changes every six months. (See also Advanced Format and Traditional Format.)

An advantageous move by either your or your opponent with no drawbacks or incidental to the events of the game, such as a free draw, or forcing your opponent to waste a card (e.g. your opponent discards Sinister Serpent using Delinquent Duo)

Acronym for "First Turn Kill". A deck type centered around eliminating the opponent on your first turn of play (See also OTK)


Short for good game, the term originally was used as an expression of good sportsmanship at the end of a match. Overuse of the term and use of it by players who meant it sarcastically has somewhat bastardized its meaning, to where now the intent of the meaning isn't always clear.

goat lock
When a player has four "Sheep Tokens" from playing Scapegoat and a fifth monster completely filling his Monster Card Zones.

goat token
Misnomer for "Sheep Token" generated by Scapegoat.

God Cards
Also known as the Egyptian God Cards. A series of cards originally set as a focal point in the Yu-Gi-Oh! anime. The cards have since been printed as special releases, but are not legal for any kind of tournament play. The three cards include Obelisk the Tormentor, Slifer the Sky Dragon and The Winged Dragon of Ra .

god hand
A extraordinarily good opening hand in which very little could go wrong. (e.g. Drawing Pot of Greed, Graceful Charity, and Delinquent Duo the first turn)

good sportsmanship
The ability to play and take defeat or victory magnanimously. Also known as the ability to have fun.

A section of the field where destroyed or used cards go, unless otherwise stated. The discard pile.


hand management
Careful control over the cards going to and from your hand.

hand control
A strategy in which one player controls the flow of the game by manipulating the opponent's hand.


illegal activation
A card activation that could not have legally taken place. (e.g. activating Scapegoat when you have 2 monsters on the field)

Ignition Effect
A Spell Speed 1 effect that can only be activated manually by the controlling player and only during a Main Phase. (e.g. Cannon Soldier)

The ability of some Monster Cards to inflict Battle Damage to an opponent's Life Points while attacking a Defense Position Monster. (See also Piercing and Trample)

infinite loop
A situation in which card effects continue to trigger off of another card effect, resulting in series of looping effects with no possible way for resolution. This is not the same as a Continuous Loop.


A cry commonly heard at tournaments or sanctioned events when a play or ruling is in dispute.

jank deck
A deck type that seeks to win by non-traditional forms of traditional game play, such as a Deck Out deck that stalls, or a Burn Deck that runs Exodia. (e.g. Digital Jedi, lol)


When a player attacks an opponent's monster that has the same ATK power (e.g. Gemini Elf attacking Mad Dog of Darkness)

knowing your opponent
Understanding your opponent, their playing style, their deck, etc.

Japanese based Corporation who distributes all Asian editions of the Yu-Gi-Oh! Trading Card Game (OCG). Other languages are distributed through Upper Deck Entertainment under Konami's direction.


leet speak
An alternative manner of typing on the Internet, derived from the word "elite". Traditional English words are replaced with misspelled, often phonetic versions of the same word or letters are replaced with numbers. "You" can be spelled "j00" and "owned' is traditionally spelled "pwnd". Other variations on leet speak further take older forms of leet speak and misspell the classic variations. With a few exceptional phrases, leet speak is generally frowned upon on most online forums, due to the difficulty your average internet user would have "translating."

When a player controls the field to such an extent that his opponent has virtually no options. (e.g. Horus the Black Flame Dragon LV 8 and Sorcerer of Dark Magic on the field at the same time)

Life Point tracking
Writing down, on paper, the changes in Life Points as a duel progresses. Often necessary to avoid disputes and to keep accurate tallies.

Abbreviation for "Life Points".


Mandatory Trigger Effects
One of two primary types of Trigger Effects that does not have an optional activation condition. If the event that triggers the effect happens, then a Mandatory Effect must be activated and begins a new chain. (e.g. Man Eater Bug, Morphing Jar See also Optional Trigger Effect)

Main Phase 1
The game phase that immediately follows the Standby Phase.

Main Phase 2
The game phase that immediately follows the Battle Phase. If the Battle Phase is skipped, so is Main Phase 2.

Multi-Trigger Effect
A Monster Effect that triggers during either players turn. (e.g. Dark Paladin)

A deck type that focuses on cycling through your own cards to get a win condition quickly, either though Deck Out or other means.

Card effects that change the ATK/DEF or other stat values of monsters. (e.g.Limiter Removal)

mind games
Actions, mannerisms and general behaviors that attempt to distract the opponent and make him/her second guess their decisions. Extreme levels of mind games can border dangerously close to unsportsmanlike conduct.

The general environment in which a TCG is played. This be the card shop or town you play in (local meta) or the gaming environment on a worldwide scale (global meta). Also referred to as the metagame.

monster removal
Card effects that remove your opponent's Monsters from the field efficiently, either by effect destruction, bounce, remove from play effects or by other means. (e.g. Smashing Ground)


To copy a deck from a deck list found on the internet.

From the Japanese term meaning "only". A Nomi Monster can only be Special Summoned by the built-in effect on the card and not by any other means. The text will read: "This monster cannot be Special Summoned except by..." followed by the summoning requirements. (e.g. Dark Paladin) There are a few exceptions to this rule, but the effect text regarding these exceptions specifically addresses the summoning conditions and specifically says to ignore them. (e.g. Level Up! See also Special Summon-only)

To prevent an event or effect from occurring by card effect. (e.g. Imperial Order, Solemn Judgment, Forced Back)

Leet speak for an inexperienced or unskilled person. The disrespectful version of "newbie".

A player who is new to a game.

note taking
When a player makes notations on paper of events that have transpired during a game, such as tracking Life Points, calculating damage, keeping track of what monster destroyed what. In tournament policy, certain types of note taking are illegal.


Abbreviation used when referring to the Japanese version of the Yu-Gi-Oh! TCG. Derived from Yu-Gi-Oh! Duel Monsters: Official Card Game, the OCG follows separate rulings and standards of game play, largely due to the fact that the game was released outside of Japan after already being widely distributed in Asian countries.

When a player plays lots of cards early in the game, significantly decreasing his options later on.

Optional Trigger Effect
A type of Trigger Effect that can optionally be activated, unlike a Mandatory Trigger Effect. Optional Triggers, however, can only activate if the event trigger is the last thing to happen prior to activation. If another event, such as an additional chain link or the trigger of another card effect interrupts that, the effect is considered to miss the timing. (e.g. Archfiend of Gilfer)

The overall perception of how the game is going, who is winning, etc.

"One-Turn Kill" deck, attempting to defeat the opponent in a single turn, sometimes even on the first turn, thought not exclusively. (See also FTK)


piercing battle damage
The official term for damage inflicted to an opponent by a monster attacking a Defense Position Monster. The casual term for this was formerly known as trampleor impale.

The Turn Player's right to initiate a chain or perform a game action first, before the opponent. The Turn Player has priority to summon a monster, initiate a chain and respond to his own attack. Priority is officially undefined by Konami and UDE, however, at any sanctioned even event, priority will always be strictly enforced. (e.g. Priority to tribute Exiled Force)

A person who duels as a job, hobby, or both. This person may not perceive Yu-Gi-Oh! as fun, but as a means to a particular end.

psychological advantage
An advantage gained by making your opponent believe things that are not necessarily true, without lying or deceiving them in any way. (e.g. Looking at your Graveyard to give the impression you are searching for a monster, when in fact, no advantageous monster is in there, or you do not have the means to retrieve him.

Leet speak for "owned". A term meant to imply that you've been beaten or humiliated in some fashion.


Quick-Play Spell Card
A Spell Speed 2 Spell Card. Quick-Plays, identifiable by their lightning bolt symbol :quickplay: take on the characteristics of a Trap Card when set, meaning that they can be activated on your opponent's turn if set for one turn. Quick-Plays can also be activated from your hand like a Normal Spell Card, but only on your turn. Even then, a Quick-Play can be played from the hand during any phase of your own turn, if circumstances permit. (e.g. Scapegoat, Mystical Space Typhoon, Limiter Removal See also Spell Speed)

To achieve a ranking at a Regional, Shonen Jump Championship or other sanctioned even.

quality play
A play that was worthy of the resources expended to use it, normally dangerously close to overextension


To attack an Attack Position Monster of higher or equal ATK value with the intention of destroying your own monster. (See also suicide)

resource control
Controlling the number of cards that you use up each turn.

Your cards in general.

Any card that has an effect of reviving a monster from the Graveyard or Removed from Play Zone (e.g. Monster Reborn)

Remove from Play
To remove cards from the regular playing field via a card effect into the Removed from Play Zone. Card removed from play have no bearing on the game, but can be retrieved with certain effects.

To send cards from the field or graveyard back to the owner's hand or deck

resolve without effect
When an effect resolves, but does nothing. (e.g. Bottomless Trap Hole is activated in response to a summon, but the monster is flipped face-down or removed from the field before it resolves. Bottomless Trap Hole is considered to resolve without effect.) (See also disappear)

Chaining to an opponent's plays or otherwise reacting to his/her game related decisions.

An event that occurs during the Battle Phase when the number of potential attack targets change. If an attack has not progressed into the Damage Step, and is still in the Battle Step, and the number changes, then the attack can be recalled and a replay occurs, allowing the attack to select a target based on the new circumstances.

What each duelist should have for each of his/her opponents, comrades, compatriots, fellow duelists, etc.

When a card is selected without choice or knowledge of what's being selected. (e.g. White Magical Hat)


Official authorization from UDE or Konami. Tournaments and similar events require sanctioning in order for player's scores and standings to be counted in UDE's rank database.

To concede the Duel to your opponent.

Any card effect that allows you to search your deck for another card. Generally, the term refers to Monster Cards that allow you to search your Deck for another Monster Card when destroyed. (e.g. Shining Angel, Sangan, Reinforcement of the Army)

Acronym for "Simultaneous Effects Going On Chain". When two or more Mandatory or Optional Trigger Effects activate at the exact same time, they are placed on a chain, regardless of Spell Speed. Effects are placed on the chain in the following order:
1. Turn Player's Mandatory Effects,​
2. Opponent's Mandatory Effects,​
3. Turn Players Optional Effects,​
4. Opponent's Optional Effects.​
If, for example, the Opponent controls three Optional Effects, when it's his turn to place them on the chain he can choose the order in which to place the three. But those three Optional Effects will still take fourth place to any other effect types on the chain. (e.g. Each player's Sangan being destroyed simultaneously by Dark Hole or Dessert Sunlight flipping several Flip Effect Monsters at the same time.)

When a player ends the duel deliberately, usually when the game is not going his/her way, in an attempt to make the Duel a draw.

Game term for the mechanic instructing you to take a card from one game zone/location and move it to another. Often confused with other game mechanics that require "sending" a card from one place to another, such as discard and destroy. See also sent.

send to the graveyard
The act of sending a monster to the graveyard without actually destroying or discarding it, either as a cost or part of a card effect. See also send.

Past tense for cards that were moved from one place to another. The term is past tense and past participle of the word "send", but not necessarily past tense of the game mechanic send. Text referring to cards that where sent to the Graveyard, hand, Deck, etc., are referring to cards that were literally sent from one place to the other, and not exclusively referring to cards sent using the send game mechanic, unless specifically implied.

1. (verb) The act of placing a card face-down in its respective zone on the field. (e.g. I'm going to set a monster in face-down defense position.)

2. (adjective) A card that is face-down on the field. (e.g. He has three cards set in his Spell/Trap Zones.)

3. (noun) A group of cards packaged for sale by the developer. (e.g. Legend of Blue-Eyes was the very first Booster Set.)

Side Deck
A set of 15 cards that are used in between duels by exchanging cards from the Main Deck with those in the Side Deck, in an effort to better deal with your opponent during the second Duel of the Match. Must remain 15 cards at all times

slow play
When a player takes longer then is needed to make a move or decision. Excessive slow play can result in penalties in a tournament situation.

spell counters
A specific type of counter that is generated by certain card effects. (e.g. Skilled Dark Magician)

Spell Speeds
The determining factor of why and when cards can be chained to one another. There are three Spell Speeds, 1 being the slowest, 3 being the fastest. Spell Speed 1 effects cannot be chained to anything. Spell Speed 2 effects can be chained to anything of Spell Speed 2 or lower. And Spell Speed 3 can be chained to anything 3 or lower. Because Spell Speeds 2 and 3 are the only ones that can be added to an existing chain, they are the reason you can activate certain effects on your opponent's turn.

1. Information that divulges a surprise, such as a plot twist in a movie.

2. In a TCG sense, spoiler lists are advance card lists and effects from sets yet to be made available to the public.

Commonly used to refer to the chain. Borrowed from the very similar mechanic found in Magic: The Gathering.

A deck type that relies on extending the game until you can set up your win condition, or in the case of tournament play, keep your Life Points higher then your opponents until time is called. Not to be confused with stalling.

(See slow play)

Attacking a monster of higher or equal ATK value then your own, with the intention of destroying your own monster. Usually, this is to gain some kind of advantage and not just a meaningless attack.

Cards that help provide support for the main cards/strategy of your deck.

Getting as many monsters to your side of the field in attempt to overwhelm your opponent.

To declare or attempt an attack.

The degree to which cards in your deck work well with each other. A deck with synergy will be said to have very few bad hands.


top deck
When a player has no useful cards in play, and is solely relying on what he draws each turn for survival; good or bad.

Abbreviation for Trading Card Game.

Traditional Format
The tournament format which requires players to construct their decks in accordance with the current Forbidden/Limited List for Traditional Format. Traditional Format has no banned cards, but does feature a list of cards that are limited to less then the usual 3-cards-per-deck. The list changes every six months. (See also Advanced Format and Forbidden/Limited List)

To inflict Battle Damage to your opponent while attacking a Defense Position Monster. The term is borrowed from a Magic: The Gathering mechanic, although the official term for Yu-Gi-Oh! is now called piercing battle damage.

A specific type of cost requiring you to send a monster to the graveyard to fulfill a condition or effect. This is different from the generic "sending a monster to the Graveyard". (e.g. Cannon Soldier)

The point in time that certain cards need in order to activate or to fulfill their conditions.

A deck type that focuses on no particular strategy, but rather, includes multiple responses for any number of opposing deck types. The phrase is more commonly used in context with Warrior Decks.

A card that allows easier summoning of another card. (e.g.Kaibaman, Hand of Nephthys.)

The pace of the duel

A card that is placed in a player's deck solely for the purpose of dealing with deck types he may encounter. (e.g. King Tiger Wanghu)

A token is a Normal Monster Card generated by an effect and often represented with whatever items players have handy. Tokens can never be Effect Monsters, but certain effects might place conditions on them that act as effects. Tokens are treated just like Normal Monster Cards for all intents and purposes while on the field, except they cannot be placed in face-down Defense Position and when the are removed from the field they cease to exist. (e.g. Scapegoat)

technical advantage
An advantage gained that prevents a certain avenue of play or a technique, from use by one or both players. (e.g. King Tiger Wanghu)

tournament rut
The feeling that some duelists experience from continued tournament play where they are not having fun anymore.

The method used to determine which two Continuous Effects, that became active at the same time, applies first. Generally, the last effect to become active will be the effect that takes precedence.

trade bait
A card that a card trader uses for the sole purpose of attracting other card traders.

theme decks
A deck that revolves around a certain theme. (e.g. Water, Fire, Fiends, Burn, Stall, etc.)

Trigger Effect
(See Mandatory Trigger Effect, Optional Trigger Effect and event trigger.)


See Upper Deck Entertainment
Trading Card company that distributes sports cards and trading card games. UDE produces the English, Spanish, Portuguese, German, Italian, and French language versions of the Yu-Gi-Oh! TCG under Konami's direction. (See also Konami.)

A card that will not be affected by a certain type of card, as stated in the text. (e.g. Silent Swordsman LV5)

Upper Deck Entertainment
use the chain
An effect that is eligible to be placed on the chain.


victory in defeat
When a duelist gains more from his losses then he does from his wins.


walk into something
When a player has a great move planned, only to have it countered by his opponent because he didn't foresee his opponent's possible responses.

Warrior Toolbox/Toolkit
(See toolbox/toolkit.)







Any terms I left out, I'm sorry, and remind me. Phew, it's finally over.

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Hot dang! That is seriously impressive and comprehensive. This one is going to my bookmark bin!
This is an excellent start, obviously it's difficult to get a complete terminolory of everything. Would you object to other moderators editing or adding into it?

This might make a nice ongoing project. It's your document though, you have complete control.

Eventually I could see it being a permanent feature with links to examples or discussion theads.

Your thoughts?
I got another one!...POP! Like with Breaker. You summon Breaker, get the counter and POP a Spell/Trap card. It's said here in my area all the time.
All I can say is .. WOW. I'm so in line with John D. here and am having some very evil thoughts about what we could do with this ... <PMs bishop>

I think you've done a spectacular job here chaosruler. Obviously, we will all come up with terms and items to add (like OTK), but this undoubtedly took a very long time. Very well done indeed.

This ranks right up there with a comprehensive list of card name abbreviations, which I thought we had somewhere around here.

alright, you want me to do card abbreviations next?

EDIT: Daguy- I changed "it" to impale, and I made up kishido about a year ago, due to Kishido Spirit, the same ATK spell card, so I associate Kishido with same ATK values

chaosruler said:
alright, you want me to do card abbreviations next?


Don't we already have one? If not, that's entirely up to you. If you do, I'll send you a nice shiny, um <opens drawer> DR1 "Big Bang Shot" (or 10) LOL!

Before jumping into something like that, let's wait and see what Mr. bishop has to say about this article of yours ... I think this has a chance of keeping you busy for a while :D
Great start but there are so many terms out there (probably near enough 1000) you can expect to be busy for a few months
These are the only suggestions I can think of for add-ins/edits, they're mostly just extra detail though so not too important.

alternate win conditions(d) Last Turn
(e) Final Countdown
(f) Bye, in a tournament, where the opponent never shows up! :mad:

there's also field control.

common knowledge = public knowledge = ...

discard, can also be done directly from the deck via Needle Worm and Gravekeeper's Servent.

Mascot, something brought to a match for no other reason than personal morale, often a favourite card kept on the game sidelines as a sort of team mascot for you, usually kept propped up for visibility. (quite common in Ireland) Some people do use more normal-ish mascots though, i.e. a Yu-Gi doll/toy.
kinetic soldier and toons will be seperate articles, and the abbreviations article (if it happens, waiting for approval from the "big cheeses")

Alright, I'm just rephrasing for clarity, moderators, etc. are FREE to change this/edit it in anyway they see fit, just can you PM me the changes, cuz I wanna keep a "foot in" on what is getting changed.

Fairly comprhensive for such a daunting task. Good job.

I like the idea of Mods being able to update it as well. I would add "pop" to the Breaker Spell Counter Removal scenario and "Public Knowledge" to "Common Knowledge." And since I'm a picky b*****d, replace "i.e" with "e.g." The former means "in other words" whereas the latter means "for example", which I think is what you meant to reflect in your parentheses statements .
As one of several resident "info-sponges", I must say that this was quite a treat for me. I gotta give it up to Chaosruler for all the hard work he's put in here.
Well if you have "Set", why not add "Summon" in? Or you can even add in the three different types of Summons...

You may want to include "Trample" and "Pierce" as well...