Attack
A card type: Attacks deal damage, usually to one enemy you drag them onto.
Bleed
Takes this much damage at the start of its turn, every turn. A new Bleed replaces a weaker one.
Burning
Takes this much damage at the start of its turn. On enemies it never fades; at 3 or more it Ignites at the start of your turn.
Echo
What a copy of a Unique Rite does when you play it while that Rite is already up: a small one-time effect.
Energy
Every card costs energy (the number in its gem). You get 3 each turn; what you do not use is lost.
Guard
Soaks hits before your HP; it falls away at the start of your next turn.
Ignite
An enemy with 3+ Burning takes twice its Burning at the start of your turn, then the Burning is consumed.
Keep
Stays in your hand at the end of your turn instead of being discarded.
Ready
Always in your opening hand.
Rows
Fighters stand in a front row or a back row. Melee only reaches the front row while anyone stands in it.
Seared
Cannot heal, regenerate or drain while it lasts. Undead that are Seared stay down.
Shaken
Deals 30% less damage for this many turns.
Spell Power
+1 damage per stack on your spells (fire, frost and other cast damage).
Spend
After you play it, the card leaves this fight (it goes to the Spent pile). It is back in your deck next fight.
Tell
The sign above an enemy shows what it will do on its next turn: attack (with the damage), guard, buff, curse.
Thorns
Anyone who attacks you takes this much damage.
Unique
Only one copy works at a time. Play another copy while it is up and that copy does its Echo instead (and if it is upgraded and yours is not, yours becomes the upgraded one). Spare copies help you find it sooner.
Venom
Takes this much damage at the start of its turn, then the Venom drops by 1.