Base Tower A tower marked as part of the objective. Every enemy base tower and the enemy Keep must be destroyed for victory.
Card A playable item in a player's deck. Current playable cards summon sidekicks or cast spells.
Card Level A card's upgrade level, from 1 to 10. Default upgrades raise health, damage, or spell duration by 5% per level where applicable. Upgrades cost Gold and duplicate copies, scaling by 1.5 each level.
Crate Sequence The fixed, repeating list that determines a winner's next crate. Each player keeps a saved position in the sequence.
Deck An ordered group of 8-12 unique cards. Played cards cycle to the bottom.
Hand The five cards currently available to play. The native pickaxe occupies a separate slot.
Hideout The between-match area containing sidekicks, decorations, crate stations, shops, deck building, and Mini Pass progression.
Keep A required objective building. A team falls when its Keep and all of its base towers are destroyed.
Mana The resource spent to play cards. It starts at 0, caps at 10, and regenerates over time.
Mana Crystal A mineable battlefield object. Each hit grants 1 mana and the crystal breaks after 3 hits; a spell with the same name can create one.
Mini Pass XP Pass progress earned from matches: 2 XP for a win and 1 XP for a loss or draw.
Overtime The 1-minute phase after the 5-minute main timer. Mana regenerates twice as fast.
Sidekick A fighter summoned onto the battlefield by a sidekick card.
Spell A card that creates damage, healing, control, buffs, protection, mana tools, summons, or conversion effects.
Sudden Death The phase after overtime. Every tower and Keep takes 10 damage per second by default until objectives resolve the match.
Tower A defensive building with a 5-tile attack range. Base towers also count toward victory.
Preferred Target The kind of enemy or building a sidekick usually tries to attack first.