GAME MECHANICS HOARD

CARD & DECK MECHANICS

18 MECHANICS
BOOSTER PACKS
◆ CARD & DECK MECHANICS

A fixed-size bundle of randomized cards purchased or earned as a unit, the primary way players acquire new cards in constructed card games.

CARD DISCARD
◆ CARD & DECK MECHANICS

Removing cards from hand as a cost, effect, or engine — discarding to power abilities, cycling weak cards to dig for strong ones, or suffering forced discards as an attack — making the hand itself a managed resource.

CARD DRAFTING
◆ CARD & DECK MECHANICS

Players build a deck by picking cards one or a few at a time from offered choices, rather than assembling a deck freely beforehand.

CARD DRAW
◆ CARD & DECK MECHANICS

The rate and mechanics by which players replenish their hand from a deck — a per-turn draw, plus cards and effects that draw extra.

CARD SYNERGIES
◆ CARD & DECK MECHANICS

Cards that amplify each other when combined — one generates a resource another consumes, or several share a keyword that a payoff card rewards — so the deck's value comes from interactions, not individual cards.

COMBO PIECES
◆ CARD & DECK MECHANICS

Cards or components that are individually weak but transformative in combination — engine pieces whose value lives in the interactions they enable, rewarding players who assemble synergies across draws.

DECK BUILDING
◆ CARD & DECK MECHANICS

Players construct and refine a deck of cards during play, adding, removing, and upgrading cards so the deck itself becomes the progression system.

DECK SIZE LIMITS
◆ CARD & DECK MECHANICS

Rules constraining how many cards a deck may contain — a minimum (Magic's 60), a maximum, or both (Hearthstone's exactly 30) — plus per-card copy limits.

EXHAUST/REMOVE FROM GAME
◆ CARD & DECK MECHANICS

Card effects that remove a card from play entirely for the rest of the fight or run — exhaust in Slay the Spire, purge, banish — as opposed to discarding, which returns on reshuffle.

GRAVEYARD RECURSION
◆ CARD & DECK MECHANICS

Cards or resources sent to the discard pile can be retrieved, reused, or leveraged from there, turning the 'used up' zone into an asset.

HAND SIZE
◆ CARD & DECK MECHANICS

The number of cards a player may hold, usually capped, forcing discards when exceeded.

KEYWORD ABILITIES
◆ CARD & DECK MECHANICS

Recurring rules are named as keywords — Taunt, Flying, Lifesteal, Deathrattle — so a single word conveys a whole mechanic without repeating its text.

MANA CURVE
◆ CARD & DECK MECHANICS

The distribution of card costs across a deck, tuned so a player has efficient plays available at every stage of a game.

MANA/ENERGY COSTS
◆ CARD & DECK MECHANICS

Abilities and cards cost a spendable resource — mana, energy — that regenerates or accrues over time, forcing players to budget their most powerful actions.

MILL MECHANICS
◆ CARD & DECK MECHANICS

A strategy that wins by depleting the opponent's deck rather than reducing their life — force them to draw from an empty library and they lose.

SHUFFLE TRIGGERS
◆ CARD & DECK MECHANICS

Effects that fire when a deck is shuffled or reshuffled — cards that punish or reward the reshuffle, mechanics counting shuffles, deck-cycling as a resource with attached events.

TRIBAL/TYPE SYNERGIES
◆ CARD & DECK MECHANICS

Cards sharing a creature type or faction gain bonuses when played together, rewarding decks built around a theme rather than raw individual power.

WIN CONDITIONS
◆ CARD & DECK MECHANICS

The defined states that end a game in victory — reduce the opponent to zero, complete the objective, survive the timer, or reach an alternate goal the design planted as a second path to triumph.