What I want: card nicknames, abbreviations, mono-syllabic naming, deck ideas, etc. I highly encourage recommendations for entries. Also, if anyone can scrounge up the origins of some terms, that would be great. Corrections welcome. Thank you to all who assist me in this endeavor.
Do not tell me to link to the Wiki page, this is my work, not someone else's!
#:
#-drop: Inserting any number for #, it means "a spell with the converted mana cost of #." However, thsi is used primarily for creature spells. Raging Goblin is an example of a 1-drop, Elvish Warrior is a 2-drop, Giant Solifuge is a 4-drop, etc.
11/11: The card Darksteel Colossus, which has become a staple of multiple T1 decks.
187: A creature that has a comes into play effect. Starting back with Nekretaal, it used to simply be effects that destroyed. The number itself comes from the police code for a homicide.
Aggro: Deck concept utilizing persistant attacking for a fast win. The common colors for this deck are Red, Green, and White. There hav ebeen Aggro decks that contain Blue and Black, but they are not very prominant.
Alpha: The very first set of Magic to have been released, it contained 286 cards. Being the first attempt at the game,it was not without it's bugs. It hosted the fabled Power Nine, and forgot pieces of cycles, including no Circle of Protection: Black, and no Volcanic Island, the tenth original Dual that arrived first in Beta.
Alpha Strike: An attack with all of your creatures with hopes of winning the game.
B:
Bah-Roken (Broken): A term used for cards that warped the meta-game they were a part of. Although rampant when Magic was first getting established as a game (all of the P9), the number of these cards has fallen to lower, safer numbers. however, there is the occasional hiccup, such as Skullclamp, which was simply too powerful, and the jitte that was a tempo bomb. Note, not all cards that are considered broken are actually broken. They may receive the title due to extreme power levels, thus making them very popular, very expensive, and very dispised.
Barn: A player that sticks to you like a barnacle, trying to learn more about the game from you.
BB: the Mornigntide power enchantment, Bitterblossom. It started a a decent rare, but quickly escalated in popularity and price as people realized jsut how strong it was.
Bear: A vanilla 2/2 creature for 2 mana. It was derived from the creature Grizzly Bears
Bling Dragons: A five card cycle of Legendary Dragons from Planar Chaos that are all 6/6 fliers for a total of six mana. Named for the ornate jewelry the dragons wear in the artwork. Also called "wedge dragons" for being costed with the color wedges in the color wheel. All of them have abilities that can only be played when they deal combat damage to a player. The cards are Oros, the Avenger, Intet, the Dreamer, Teneb, the Harvester, Numot, the Devastator, and Vorosh, the Hunter.
BoB: the card Treetop Village. Referred to as "Beats on Blue", this card could turn into a 3/3 trampling creature. Since lands cannot be countered, it was a very usefull card in a match against blue control.
Bob: The Ravnica: City of Guilds card, Dark Confidant created by Bob Maher, "The Great One", when he won the 2004 Magic Invitational. His nickname inspired the flavor text of "Greatness, at any cost"
Bombo: A card interaction that does not work the way the player hoped it would. Regenerating a sacrificed creature does not bring the creature back.
Cantrip: A spell that allows you to draw a card. The name came from another Wizards of the Coast product, Dungeons & Dragons. Cantrips are very small effect spells that can be cast when your character is a level Zero. Funny though, that card drawing is a very big advantage in Magic. Recent examples are: Reroute, Cremate, Electrolyze, Quicken, Train of Thought, To Arms!, and Wildsize.
CC: The card Cryptic Command from Lorwyn, considered one of the best utility spells for MUC.
Control: Deck idea that prevents your opponant from building any form of threat. White, Blue, and Black are the dominant colors. Examples of control cards are: Wrath of God, Stasis, and Night of Souls' Betrayal
CoW: The card Crucible of Worlds. It was one of the cards created by Magic players through You Make the Card.
D:
D.E.B.T: A way of remembering what is meant by protection on a card. It means it cannot be Damaged, Enchanted/Equipped, Blocked, or Targeted by any of the things it has protection from.
Draft: A variant of Limited play. In Draft, you are provided with three boosters from whichever block you are doing In the event of the entire block being out, you will receive a pack from the first set, the second set, and the third set. Example, current Ravnica draft goes as follows: one pack of Ravnica, one pack of Guildpact, and one pack of Dissension. The way it works is this: You open the specified pack first, look through the cards, pick one for your deck, and then pass the other cards to the left. Repeat this process until the first round of packs has been completely distributed. Then open the second pack and repeat process, only passing to the right this time. Then, the third pack and back to passing to the left. Since you are building a deck, someone there should provide you with basic lands to use. Typically, a draft deck is 40 cards.
Draw-Go: A term used to refer to very heavy control decks. Most of the time, they will draw their card, and pass the turn, waiting for you to play a spell, and countering it.
Dual Land: Certain lands that have two basic land types, despite not being basic lands. First done in Alpha, Wizards mistakenly printed 9 of the ten. The Red/Blue color pair was forgotten, and printed in Beta along with the others. The ally colored lands are: Tundra, Underground Sea, Badlands, Taiga, and Savannah. The enemy colored lands are Scrubland, Bayou, Tropical Island, Volcanic Island, and Plateau. When the set Ravnica: City of Guilds released, a new, more balanced cycle was introduced. For more information on those, please check "shockland."
Eminant Domain (ED): A deck theme involving many powerful enchantments used as the win condition.
EOT: End of Turn
EOTFOFFTW/EOTFOFYL/EOTFOFGG: End of turn, Fact or Fiction for the win/you lose/good game.
Eternal Formats: The two constructed formats that never have sets cylce out. They are Vintage (Type 1) and Legacy (Type 1.5).
F:
Fattie/Fatty: Dependant on a personal definition, but generally a creature with a power and toughness of or over 6. Verdant Force is a classic example.
FBB: Short for Foreign Black-bordered.
Finkel: The card Shadowmage Infiltrator named after the person it was designed for, Jon Finkel.
Fish: An older deck idea that was mono-Blue aggro. It hosted a myriad of Merfolk cards as the creature base, thus the name.
Float: When playing multiple spells at once with tapping multiple mana sources at once, the mana that has not yet been used is reffered to as "floated." It's still up in the air, and is more than likely going to be used. no one likes mana burn.
Garg: The card Greater Gargadon. When it first entered tournament play, it was simply added in for it's usefulness as a technically cheap beater. Then, once the format had time to develope, it became quite the sought after car.
GG: Good Game. A respectful phrase used after a game is over, both by the winner and loser.
Goldfishing: Playing a solitaire game of Magic. Used to work out the tempo of the deck and to look for issues with mana and win conditions. The name stems from the notion that you play against your pet goldfish, who does nothing.
Goyf: The card Tarmogoyf. When first debuted in Future Sight, it was passed over by many savvy players. Mere weeks later, it began to appear in various decks across the format due to it's ability to get big without trying. Also, it started a whirlwind of debate with the Planeswalkers tidbit in the reminder text. It prooved to not be a red herring when Lorwyn was released, delivering five Planeswalker cards for players to use and abuse. Also referred to as Goofy.
H:
Highlander: A varaint casual format named for the design quirk. All cards that are not Basic Lands are restricted to one copy only. The name is drawn from the popular series Highlander, as it popularized the phrase "There can be only one."
Hippie/Hyppie: The card Hypnotic Specter. Initially an uncommon, it was bumped up to rare when it was re-introduced to standard in Ninth Edition. When it was first printed, it made many people fear a first turn Dark Ritual, since it was a very early, and very powerful, threat.
I:
Instant speed: To be able to play a spell or activate an effect at any time you have priority.
J:
Jank: A card that is far from being playable. Decent examples are Moonlace and Mudhole. Typically used to refer to bad rares in boosters.
Jens: The card Solemn Simulacrum, named after it's creator, Jens Thoren.
Jewelry: Term used to refer to the five original moxen.
Johnny: One of the three main Magic Player psychographics, Johnny likes combo decks. If a Johnny plays ten games in one night, and his combo goes off only once, he'll still be happy. This form of playing has been given a manifestation in card form, Johnny, Combo Player, from Unhinged.
K:
Karoo: The cycle of Ravnica:City of Guild block common "bounce lands" that tap for two color-combination mana, but when they come into play, you must return a different land card you control to its owner's hand. They are named after the card Karoo. (See Bounceland for card links.)
L:
Laglands: A group of nonbasic lands that come into play untapped and have two abilities. The first ability is ":symtap: : Add to your mana pool." The second ability was ":symtap: : Add x or y to your mana pool. +This+ does not untap during your next untap step" On those cards, x and y would be one of the colors from the friendly two color combination. The second ability is what makes them laglands, as they are slow to get back to their full potential. The set Champions of Kamigawa brought us a cycle of these lands. They were Cloudcrest Lake, Waterveil Cavern, Lantern-lit Graveyard, Pinecrest Ridge, and Tranquil Garden.
Limited: The format of choice for Pre-releases, Releases, and specified sanctioned events. There are two variants, sealed and draft. In Limited, you are provided with a certain supply of cards depending on which form you are playing. All you can use are the cards you end up with. Many cards that would not end up being complete bombs in Constructed events may end up being unbeleivable in Limited.
Lucksack: A player that manages to draw the gamewinning card when the odds are against him time and time again.
M:
Maindeck: To have a card in your initial deck, not in your sideboard.
MaRo: Mark Rosewater, head of Research and Developement at Wizards of the Coast
MBC: Mono-Black Control
Meta-game: The expected collection of decks that will be present in a player's current area. Often times, the meta-game is dominated by a very powerful deck. This encompasses tournaments and local playing area alike.
Mill: A deck type that uses the win condition of your opponant not being able to draw a card from their library, thus losing. The name was crafted from the card Millstone, which was the main win card. Cards can be put into the grveyard or removed from the game. More examples of "mill" cards are Glimpse the Unthinkable, Ambassador Laquatus, Brain Freeze, and Tower of Murmurs
Mise: Defined on this card, however, only the first three definitions are real.
Mono-: Way of saying that your deck is composed of cards that are all one color. Ex: Mono-blue, mono-red.
Mox Monkey: the card Gorilla Shaman. It's ability to destroy artifacts was very useful in killing of Moxen, since all it took was a single mana. The fact that it is a one drop also makes for a more aggresive Mox remover.
Mull/Mulled: Short for mulliganning your opening hand.
N:
Necro: To trade life for card advantage. The card Necropotence started it all.
Netdeck: A very popular, very effective deck that has made it's mark on the competitive scene These decks are generally concocted by the pros that see the cards and instantly know how they mesh. They are also generally expensive. People that read the decklists off of the internet can make alterations to the deck, but almost always stick to it completely.
Nomnom: the card Tattermunge Maniac. Named after the popular eating sound. Read the flavor text to understand why.
OwN: The card One With Nothing. A generally useless card that remarkably saw tournamentlevel play in deck sideboards against Owling Mine builds.
P:
Painland: A cycle of ten rare lands that could tap for 1 or one of two colors. The second ability for colored mana is at the expense of one damage to the land's controller, thus dubbing them "painlands". The original cycle of allied color lands were first printed in Ice Age. They are: Adarkar Wastes, Underground River, Sulfurous Springs, Karplusan Forest, and Brushland. The enemy colored painlands were not printed until Apocolypse. They are: Caves of Koilos, Llanowar Wastes, Yavimaya Coast, Shivan Reef, and Battlefield Forge. All ten were reprinted in Core Set: Ninth Edition.
Proxy: A card of very little value (usually a common or a basic land) that you write the text of another much more valuable card on so that you can run that card in a deck. Vintage (Type 1) Tournaments usually allow ten proxies so that the players can have the cards they need to compete with, or if they already have them, they won't risk damaging them, as cards used in Type 1 are usually very valuable.
Q:
Quit: An epidemic that floods the Magic community everytime there is a major shakeup in the game. Many players swear that they will do this, but seldom follow through. Recent triggers are the purple expansion symbol, snow mana, and new cardfaces.
R:
Raw Dog: When a player hard casts a comco piece, particularly a high-cost card.
Removal: Any spell or ability that destroys something or removes it from the game. Stone Rain is removal for land, Terror works for (most) creatures, and Naturalize kills off artifacts or an enchantment. However, it is not limited to pure "Destroy target {insert permanant type here}. Direct damage can be used, as well as cards that state "Remove target {inster permantant type here} from the game. It's a stretch but even discard spells can be considered removal. If they can't play it, who cares? It's gone.
RFG: Short for remove(d) from the game.
Rift: A deck archetype that abuses cards with the cycling ability. It's powerhouse cards are Lightning Rift and Astral Slide. This combination allows you to cycle a card (pay the cycle cost, discard the card, draw a card (or fetch a land in Eternal Dragon's case), and then deal 2 damage for 1, save a creature from dying, or both.)
S:
Sac: Short for sacrifice.
Scoop: Forfeit a game. Named after the motion of scooping up your cards.
Scrub: A Magic player that thinks they know everything about the game when in reality, they know jack squat. They areusually new players on an ego trip. They are the ones that ask why some of the Power Nine are so good.
Sealed: A type of Limited play in which you are provided with either a Tournament pack and two boosters (in the case of Ravnica block, be it with or without Guildpact and Dissension), or five boosters (Ninth Edition). You open all the packs and make your deck only with what you open, excluding basic lands that should be provided. Like with draft, you usually make a 40 card deck. When at a Pre-release or Release event, tournaments with this style are referred to as Pods.
Sex Monkey: The card Uktabi Orangutan, which features two monkeys in a very questionable pose. the Unhinged card Uktabi Kong pokes fun at the nickname by showing a very pregnant monkey.
Skies: A deck that uses large amounts of flying creatures.
Slide: To remove a permanant from the game until end of turn. Made popular by the card Astral Slide.
Sligh: A deck that utilizes small, cheap, effient creatures with removal to back them up. Primarily red decks, recently attempts in Standard have included black.
Slow Roll: To intentionally not end the game when you can. Drawing a Sudden shock when your opponant is at 2 life and letting the turn end is an example.
Slowtrip: Popular back in the days of Ice Age, these spells were like cantrips, but instead of letting you draw a card right away, you drew one at the beginning of the next turn's upkeep. This was part of a very popular card, Urza's Bauble.
Soh: The card Rakdos Augermage, designed by Terry Soh, winner of a Magic Invitational.
Sonic Boom: A mono-blue control deck that runs very few creatures Teferi, perhaps a Venser, oodles of card draw and counter-magic, and four of the deck's namesake, Guile. The deckname comes from Stret Fighter, in which a character named Guile had a move called Sonic Boom.
Spike: One of the three Magic Player psychographics, Spike is the intense tourney-goer that loves winning. He scours the lists of new decks looking for the one that will make him the biggest competitor. If Spike plays ten games in one night, and loses two of them, he'll more than likely leave unhappy. It has been hinted at that this will become a card named Spike, Tourney Rat
Splash: To include a color or subtype into your deck, but not enough to make it the dominant idea. Examples of this would be a deck that is B/u, or Black as the main color, while adding a few Blue cards here and there. WW/e, or White Weenie/equipment.
Stax ($TAX): The four thousand dollar deck! A control lover's dream, it utilizes Tangle Wire and Smokestacks (hence the name) to create a lock-down of your opponants permanants. Incredibly flexible, many powerful artifacts can be placed into the deck. Two people might be playing Stax, but their decklists could vary wildly.
StP: The card Swords to Plowshares. Using this spell is often referred to as "sending a creature farming."
Super Trample: An ability that has been given to only green creatures. It allows them to deal their combat damage as though they were not blocked. Thorn Elemental is a classic example.
Swing: To attack with a creature or creatures. Can be a last ditch effort to kill your opponant or to attempt to clear the board.
T:
Tapland: A cycle of nonbasic lands from Invasion that were "pseudo-duals", as they came into play tapped (the root for the name), but could tap for one of the colors in the ally color combination. They were Coastal Tower, Salt Marsh, Urborg Volcano, Shivan Oasis, and Elfhame Palace.
Tech: A card or startegy that gives you an upper edge against the competition. Running aggressive artifact destruction agaisnt an artfact based deck is tech.
Tier 1, 2, and 3: Used to refer to the strength of decks currently circulating in a format. Tier 1 decks do the best at competitive events, followed by Tier 2, and then Tier 3.
Timeshifted: A term used to refer to one of the 121 additional cards from Time Spiral that were not actually a part of the set. These were dubbed "Timeshifts" due to their being older cards simply brought back into Standard. They featured their original art, a purple Time Spiral expansion symbol, and sported the card frame from pre-Eighth Edition.
Timmy: One of the three Magic Player psychographics. Timmy loves big creatures. He loves to smash his opponant with Wurms, Dragons, or Demons. If it is big, and it makes you worry when it hits the board, it has his interest. If a Timmy plays ten games in one night, and only wins three. But in those three, he completely trounces his opponants. He walks away a happy person. This form of playing manifested first of the three psychographics in the Unglued card Timmy, Power Gamer.
Tog: The card Psychatog. Also, a deck that abuses the card Psychatog. One of the most broken cards in Odyssey Block, it still shows up frequently in Extended.
Type 1 (T1): Vintage format. This format allows cards from every Magic set, from Alpha to the most recent.
Type 2 (T2): Standard format. This format changes every year, and is typically composed of the most recent Core set and the two most recent three set blocks. Currently, Standard includes Ravnica, Guildpact, Dissension, Time Spiral, Planar Chaos, Coldsnap, and Ninth Edition. Coldsnap, while not part of either block already in Standard, is a "bonus set", and will rotate out with Time Spiral.
Type 4 (T4): A completely and utterly chaotic, unsanctioned format of play. The game is played with one deck, and it's usually a large one (400 cards could be an easy find). However, this format does not allow any lands. Instead, players have infinite mana of all colors on their turn. Due to this, players are restricted to only playing one spell a turn. Also, cards that would normally never see play due to unweildy casting costs are very viable. It should be noted, though, that the rules are likely to change with every person you ask.
U:
Urzatron: The trio of nonbasic lands named Urza's Tower, Urza's Mine, and Urza's Power Plant.the "Tron" suffix originated from Voltron, a giant cat mech that was formed from five smaller cat mechs.
Vorthos: A fourth unofficial member of the group of psychographs belonging to Magic players. Unlike the others, (see: Timmy, Johnny, Spike) he is not defined at all by how he plays, but rather why he plays. He is the "non-player", the flavor Guru. A vorthos might make a deck that only allows one of a Legendary card "Because multiples wouldn't be right." He was introduced in this article by Matt Cavotta. Another article here showcases the very essence of Vorthos.
Windmill Slam: What some players may do when they play a game-breaking spell. It usually completely screws the opponant over, or at least severely hampers their plan. Due to the excited nature of the play, players have been known to raise the card up into the air, and slam it onto the table. Thus, windmill slam.
X/X vs. X/x: When stating the colors of their decks, players usually use this shortcut. When both letters are capitalized (X/X) the deck will be equal parts, or close two of those two colors. When one letter is lowercase, (X/x) it means that there is a dominant color with one being splashed (see Splash). The usual choices for X are W for White, U for Blue, B for Black, R for Red, and G for Green. However, people may also use alternative symbols, such as E for Equipment. Example: A deck that is G/R/u is mainly Green and Red, while splashing Blue.
Y:
Yawgmoth's Win (Yawg Win): The card Yawgmoth's Will from Urza's Saga. One of the most broken cards of the Urza block, it was reintroduced as a much less broken version in the Invasion set called Yawgmoth's Agenda.
I'm not sure if you're looking for suggestions yet but...
Type 1: the vintage format
Type 1.5: the legacy format
Type 1.X: the extended format
Type 2: the standard format
FoW: force of will from arabian nights
superman: morphling
sligh: fast red deck utilizing efficient creatures and burn
StOmPy: fast green deck utilizing efficient creatures and pump spells
Control > Combo > Aggro > Control: explain the different classifications and their strengths and weaknesses
trisk: triskelion
11/11: darksteel colossus
7/11: sundering titan
finkel: shadowmage infiltrator (and the other invitational cards)
fetchland: onslaught rare lands (polluted delta)
dual land: original two-type lands (underground sea)
pain land: underground river and friends
shock land: stomping grounds, ravnica duals
(nicknames for other lands, such as karoos, cycling, etc.)
bolt: lightning bolt
StP: swords to plowshares
wrath: wrath of god
WW: white weenie - mass efficient white creatures with army pumping effects like glorius anthem
U/W vs. U/w: the difference in capitalized letters vs. lowercase when describing the color of a deck
power nine: which cards they are
welder: goblin welder
drain: mana drain
academy: tolarian academy
yawg's win/yawg's will: yawgmoth's will
johnny/timmy/spike(/vorthos?): perhaps link to the WotC article
WotC: wizards of the coast
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Quote from Avatar of Kokusho »
What in the name of all that's holy are you smoking????
This has been tryed several times on-site already and each time someone does it I have this beatiful link. So here, have a beautiful link.
Wikipedia has an even more exenstive list if you look it up. Finally an upcoming MTGSalvation project will also have all of these with even easier acess. Hope that helps.
@Shaharazad: It was EOTFOFYL, for End of turn, Fact or Fiction, you lose.
I believe Alpha Strike is just swing with the team, at least in my experiance.
Barn
Bus- R&D has said that unless hit by a bus, all of R&D, Mana Drain would never be reprinted.
Too tired for many more.
@Shaharazad: It was EOTFOFYL, for End of turn, Fact or Fiction, you lose.
I believe Alpha Strike is just swing with the team, at least in my experiance.
Barn
Bus- R&D has said that unless hit by a bus, all of R&D, Mana Drain would never be reprinted.
Too tired for many more.
I believe a very important one, that often takes new players a long time to learn is..
Goldfish - Playing a deck in solitare mode to see how it functions and to measure the earliest turn it can win, or otherwise reach it's goal.
Metagame, Meta - The list of decks you can expect to face in a specific competitive enviroment.
Tiers (Tier 1, Tier 1.5, Tier 2) Labels identifying the most heavily played decks in a given metagame. The numbers 1, 1.5, 2 indicate the agreed upon competitiveness of each deck in decending order.
I agree with Sorryguy though. It is hard to top Wicipedia.
Well, although there have been some additions, I still do not have entries for some letters. If someone could suggest for letters that are still empty, I'd be very happy.
The definition of zoo isn't really correct. I believe that you have to acknowledge where "zoo" came from. It was originally a :symu::symr::symg: deck. A very old and auspicious archtype
Holy smokes, suggestions abound. I have three days off of work in a row coming up...expect many new things to be added. And for the things that I don't have perfectly right, please go into as much detail as possible. If I don't have it, all I'll know about it is what you tell me. Thanks for the adds!
Jace on the other hand gives you card advantage for no life cost. On the contrary, Jace can actually take some damage for you. I'd think that makes him better than Arena.
Do not tell me to link to the Wiki page, this is my work, not someone else's!
#:
#-drop: Inserting any number for #, it means "a spell with the converted mana cost of #." However, thsi is used primarily for creature spells. Raging Goblin is an example of a 1-drop, Elvish Warrior is a 2-drop, Giant Solifuge is a 4-drop, etc.
7/10: The card Sundering Titan.
11/11: The card Darksteel Colossus, which has become a staple of multiple T1 decks.
187: A creature that has a comes into play effect. Starting back with Nekretaal, it used to simply be effects that destroyed. The number itself comes from the police code for a homicide.
A:
Academy: The card Tolarian Academy.
Aggro: Deck concept utilizing persistant attacking for a fast win. The common colors for this deck are Red, Green, and White. There hav ebeen Aggro decks that contain Blue and Black, but they are not very prominant.
Alpha: The very first set of Magic to have been released, it contained 286 cards. Being the first attempt at the game,it was not without it's bugs. It hosted the fabled Power Nine, and forgot pieces of cycles, including no Circle of Protection: Black, and no Volcanic Island, the tenth original Dual that arrived first in Beta.
Alpha Strike: An attack with all of your creatures with hopes of winning the game.
B:
Bah-Roken (Broken): A term used for cards that warped the meta-game they were a part of. Although rampant when Magic was first getting established as a game (all of the P9), the number of these cards has fallen to lower, safer numbers. however, there is the occasional hiccup, such as Skullclamp, which was simply too powerful, and the jitte that was a tempo bomb. Note, not all cards that are considered broken are actually broken. They may receive the title due to extreme power levels, thus making them very popular, very expensive, and very dispised.
Barn: A player that sticks to you like a barnacle, trying to learn more about the game from you.
BB: the Mornigntide power enchantment, Bitterblossom. It started a a decent rare, but quickly escalated in popularity and price as people realized jsut how strong it was.
Bear: A vanilla 2/2 creature for 2 mana. It was derived from the creature Grizzly Bears
Bling Dragons: A five card cycle of Legendary Dragons from Planar Chaos that are all 6/6 fliers for a total of six mana. Named for the ornate jewelry the dragons wear in the artwork. Also called "wedge dragons" for being costed with the color wedges in the color wheel. All of them have abilities that can only be played when they deal combat damage to a player. The cards are Oros, the Avenger, Intet, the Dreamer, Teneb, the Harvester, Numot, the Devastator, and Vorosh, the Hunter.
BoB: the card Treetop Village. Referred to as "Beats on Blue", this card could turn into a 3/3 trampling creature. Since lands cannot be countered, it was a very usefull card in a match against blue control.
Bob: The Ravnica: City of Guilds card, Dark Confidant created by Bob Maher, "The Great One", when he won the 2004 Magic Invitational. His nickname inspired the flavor text of "Greatness, at any cost"
Bombo: A card interaction that does not work the way the player hoped it would. Regenerating a sacrificed creature does not bring the creature back.
Bolt: the card Lightning Bolt.
BoP: The card Birds of Paradise.
Bounce: To return a creature or permanent to its owner's hand. Boomerang and Wipe Away are strong examples.
Bounceland: A ten card cycle of common non-basics from Ravnica Block. They had the catchline of "When ~this~ comes into play, return a land you control to its owner's hand." They are: Selesnya Sanctuary, Dimir Aqueduct, Golgari Rot Farm, Boros Garrison, Gruul Turf, Izzet Boilerworks, Orzhov Basilica, Azorius Chancery, Rakdos Carnarium, and Simic Growth Chamber.
C:
Cantrip: A spell that allows you to draw a card. The name came from another Wizards of the Coast product, Dungeons & Dragons. Cantrips are very small effect spells that can be cast when your character is a level Zero. Funny though, that card drawing is a very big advantage in Magic. Recent examples are: Reroute, Cremate, Electrolyze, Quicken, Train of Thought, To Arms!, and Wildsize.
CC: The card Cryptic Command from Lorwyn, considered one of the best utility spells for MUC.
CITP (CIP): Short for "comes into play".
CMC: Converted Mana Cost
CoB: The card City of Brass.
Combo: Decks that use intricate card combinations for a win condition. The Izzet Guildmage/Desperate Ritual/Lava Spike combo is a good example of this.
Control: Deck idea that prevents your opponant from building any form of threat. White, Blue, and Black are the dominant colors. Examples of control cards are: Wrath of God, Stasis, and Night of Souls' Betrayal
CoP: Circle of Protection: X. There have been multiple versions of the Circle of Protection, being Circle of Protection: Red, Circle of Protection: Green, Circle of Protection: White, Circle of Protection: Blue, Circle of Protection: Black, Circle of Protection: Shadow, Circle of Protection: Artifacts and the Unhinged version, Circle of Protection: Art.
CoW: The card Crucible of Worlds. It was one of the cards created by Magic players through You Make the Card.
D:
D.E.B.T: A way of remembering what is meant by protection on a card. It means it cannot be Damaged, Enchanted/Equipped, Blocked, or Targeted by any of the things it has protection from.
Dr. Teeth: the card Psychatog
Draft: A variant of Limited play. In Draft, you are provided with three boosters from whichever block you are doing In the event of the entire block being out, you will receive a pack from the first set, the second set, and the third set. Example, current Ravnica draft goes as follows: one pack of Ravnica, one pack of Guildpact, and one pack of Dissension. The way it works is this: You open the specified pack first, look through the cards, pick one for your deck, and then pass the other cards to the left. Repeat this process until the first round of packs has been completely distributed. Then open the second pack and repeat process, only passing to the right this time. Then, the third pack and back to passing to the left. Since you are building a deck, someone there should provide you with basic lands to use. Typically, a draft deck is 40 cards.
Draw-Go: A term used to refer to very heavy control decks. Most of the time, they will draw their card, and pass the turn, waiting for you to play a spell, and countering it.
Dual Land: Certain lands that have two basic land types, despite not being basic lands. First done in Alpha, Wizards mistakenly printed 9 of the ten. The Red/Blue color pair was forgotten, and printed in Beta along with the others. The ally colored lands are: Tundra, Underground Sea, Badlands, Taiga, and Savannah. The enemy colored lands are Scrubland, Bayou, Tropical Island, Volcanic Island, and Plateau. When the set Ravnica: City of Guilds released, a new, more balanced cycle was introduced. For more information on those, please check "shockland."
E:
EDH: Elder Dragon Highlander. The latest craze in casual formats. Due to extensive rules, please go here for the general listing. http://forums.mtgsalvation.com/showthread.php?t=115385
Eminant Domain (ED): A deck theme involving many powerful enchantments used as the win condition.
EOT: End of Turn
EOTFOFFTW/EOTFOFYL/EOTFOFGG: End of turn, Fact or Fiction for the win/you lose/good game.
Eternal Formats: The two constructed formats that never have sets cylce out. They are Vintage (Type 1) and Legacy (Type 1.5).
F:
Fattie/Fatty: Dependant on a personal definition, but generally a creature with a power and toughness of or over 6. Verdant Force is a classic example.
FBB: Short for Foreign Black-bordered.
Finkel: The card Shadowmage Infiltrator named after the person it was designed for, Jon Finkel.
Fish: An older deck idea that was mono-Blue aggro. It hosted a myriad of Merfolk cards as the creature base, thus the name.
Fetchlands: A cycle of rare lands from the Onslaught set. They did not tap for mana, but instead had the ability of tapping, paying one life, and sacrificing to "fetch" a land of the allied color pair. They are:Flooded Strand, Polluted Delta, Bloodstained Mire, Wooded Foothills, and Windswept Hearth.
Float: When playing multiple spells at once with tapping multiple mana sources at once, the mana that has not yet been used is reffered to as "floated." It's still up in the air, and is more than likely going to be used. no one likes mana burn.
FoF: the card Fact or Fiction
FoW: Force of Will
FTK: the card Flametongue Kavu
FTL: For the loss
FTW: For the win
G:
Garg: The card Greater Gargadon. When it first entered tournament play, it was simply added in for it's usefulness as a technically cheap beater. Then, once the format had time to develope, it became quite the sought after car.
GG: Good Game. A respectful phrase used after a game is over, both by the winner and loser.
Goldfishing: Playing a solitaire game of Magic. Used to work out the tempo of the deck and to look for issues with mana and win conditions. The name stems from the notion that you play against your pet goldfish, who does nothing.
Goyf: The card Tarmogoyf. When first debuted in Future Sight, it was passed over by many savvy players. Mere weeks later, it began to appear in various decks across the format due to it's ability to get big without trying. Also, it started a whirlwind of debate with the Planeswalkers tidbit in the reminder text. It prooved to not be a red herring when Lorwyn was released, delivering five Planeswalker cards for players to use and abuse. Also referred to as Goofy.
H:
Highlander: A varaint casual format named for the design quirk. All cards that are not Basic Lands are restricted to one copy only. The name is drawn from the popular series Highlander, as it popularized the phrase "There can be only one."
Hippie/Hyppie: The card Hypnotic Specter. Initially an uncommon, it was bumped up to rare when it was re-introduced to standard in Ninth Edition. When it was first printed, it made many people fear a first turn Dark Ritual, since it was a very early, and very powerful, threat.
I:
Instant speed: To be able to play a spell or activate an effect at any time you have priority.
J:
Jank: A card that is far from being playable. Decent examples are Moonlace and Mudhole. Typically used to refer to bad rares in boosters.
Jens: The card Solemn Simulacrum, named after it's creator, Jens Thoren.
Jewelry: Term used to refer to the five original moxen.
Johnny: One of the three main Magic Player psychographics, Johnny likes combo decks. If a Johnny plays ten games in one night, and his combo goes off only once, he'll still be happy. This form of playing has been given a manifestation in card form, Johnny, Combo Player, from Unhinged.
K:
Karoo: The cycle of Ravnica:City of Guild block common "bounce lands" that tap for two color-combination mana, but when they come into play, you must return a different land card you control to its owner's hand. They are named after the card Karoo. (See Bounceland for card links.)
L:
Laglands: A group of nonbasic lands that come into play untapped and have two abilities. The first ability is ":symtap: : Add to your mana pool." The second ability was ":symtap: : Add x or y to your mana pool. +This+ does not untap during your next untap step" On those cards, x and y would be one of the colors from the friendly two color combination. The second ability is what makes them laglands, as they are slow to get back to their full potential. The set Champions of Kamigawa brought us a cycle of these lands. They were Cloudcrest Lake, Waterveil Cavern, Lantern-lit Graveyard, Pinecrest Ridge, and Tranquil Garden.
Lanny/Llany: the card Llanowar Elves
Library: the card Library of Alexandria
Limited: The format of choice for Pre-releases, Releases, and specified sanctioned events. There are two variants, sealed and draft. In Limited, you are provided with a certain supply of cards depending on which form you are playing. All you can use are the cards you end up with. Many cards that would not end up being complete bombs in Constructed events may end up being unbeleivable in Limited.
Lucksack: A player that manages to draw the gamewinning card when the odds are against him time and time again.
M:
Maindeck: To have a card in your initial deck, not in your sideboard.
MaRo: Mark Rosewater, head of Research and Developement at Wizards of the Coast
MBC: Mono-Black Control
Meta-game: The expected collection of decks that will be present in a player's current area. Often times, the meta-game is dominated by a very powerful deck. This encompasses tournaments and local playing area alike.
Mill: A deck type that uses the win condition of your opponant not being able to draw a card from their library, thus losing. The name was crafted from the card Millstone, which was the main win card. Cards can be put into the grveyard or removed from the game. More examples of "mill" cards are Glimpse the Unthinkable, Ambassador Laquatus, Brain Freeze, and Tower of Murmurs
Mise: Defined on this card, however, only the first three definitions are real.
Mono-: Way of saying that your deck is composed of cards that are all one color. Ex: Mono-blue, mono-red.
Mox Monkey: the card Gorilla Shaman. It's ability to destroy artifacts was very useful in killing of Moxen, since all it took was a single mana. The fact that it is a one drop also makes for a more aggresive Mox remover.
Mull/Mulled: Short for mulliganning your opening hand.
N:
Necro: To trade life for card advantage. The card Necropotence started it all.
Netdeck: A very popular, very effective deck that has made it's mark on the competitive scene These decks are generally concocted by the pros that see the cards and instantly know how they mesh. They are also generally expensive. People that read the decklists off of the internet can make alterations to the deck, but almost always stick to it completely.
Nomnom: the card Tattermunge Maniac. Named after the popular eating sound. Read the flavor text to understand why.
No-Stick: An Isochron Scepter with a Counterspell imprinted on it.
O:
Owling Mine: A deck that focuses on keeping your opponant's hand full with cards like Howling Mine, Kami of the Crescent Moon, Deep Analysis, and Consult the Necrosages. Once it's full, Ebony Owl Netsuke begins to cause heavy damage to the opponent.
OwN: The card One With Nothing. A generally useless card that remarkably saw tournamentlevel play in deck sideboards against Owling Mine builds.
P:
Painland: A cycle of ten rare lands that could tap for 1 or one of two colors. The second ability for colored mana is at the expense of one damage to the land's controller, thus dubbing them "painlands". The original cycle of allied color lands were first printed in Ice Age. They are: Adarkar Wastes, Underground River, Sulfurous Springs, Karplusan Forest, and Brushland. The enemy colored painlands were not printed until Apocolypse. They are: Caves of Koilos, Llanowar Wastes, Yavimaya Coast, Shivan Reef, and Battlefield Forge. All ten were reprinted in Core Set: Ninth Edition.
Ping: Deal one damage directly to a creature or player. It has been done traditionally with Prodigal Sorcerer, Vulshok Sorcerer, Rod of Ruin, and Quicksilver Dagger
Power Nine (P9): Nine cards that were printed in Alpha through Unlimited. Arguably the most powerful cards in the game. They are Black Lotus, Time Walk, Time Twister, Ancestral Recall, Mox Emerald, Mox Jet, Mox Pearl, Mox Ruby, and Mox Sapphire.
Pro-: Short for "protection."
Proxy: A card of very little value (usually a common or a basic land) that you write the text of another much more valuable card on so that you can run that card in a deck. Vintage (Type 1) Tournaments usually allow ten proxies so that the players can have the cards they need to compete with, or if they already have them, they won't risk damaging them, as cards used in Type 1 are usually very valuable.
Q:
Quit: An epidemic that floods the Magic community everytime there is a major shakeup in the game. Many players swear that they will do this, but seldom follow through. Recent triggers are the purple expansion symbol, snow mana, and new card faces.
R:
Raw Dog: When a player hard casts a comco piece, particularly a high-cost card.
Reanimator: A deck concept that utilizes bringing dead creatures back to life. Gravedigger, Shallow Grave, and Debtor's Knell are good examples.
Removal: Any spell or ability that destroys something or removes it from the game. Stone Rain is removal for land, Terror works for (most) creatures, and Naturalize kills off artifacts or an enchantment. However, it is not limited to pure "Destroy target {insert permanant type here}. Direct damage can be used, as well as cards that state "Remove target {inster permantant type here} from the game. It's a stretch but even discard spells can be considered removal. If they can't play it, who cares? It's gone.
RFG: Short for remove(d) from the game.
Rift: A deck archetype that abuses cards with the cycling ability. It's powerhouse cards are Lightning Rift and Astral Slide. This combination allows you to cycle a card (pay the cycle cost, discard the card, draw a card (or fetch a land in Eternal Dragon's case), and then deal 2 damage for 1, save a creature from dying, or both.)
S:
Sac: Short for sacrifice.
Scoop: Forfeit a game. Named after the motion of scooping up your cards.
Scrub: A Magic player that thinks they know everything about the game when in reality, they know jack squat. They areusually new players on an ego trip. They are the ones that ask why some of the Power Nine are so good.
Sealed: A type of Limited play in which you are provided with either a Tournament pack and two boosters (in the case of Ravnica block, be it with or without Guildpact and Dissension), or five boosters (Ninth Edition). You open all the packs and make your deck only with what you open, excluding basic lands that should be provided. Like with draft, you usually make a 40 card deck. When at a Pre-release or Release event, tournaments with this style are referred to as Pods.
Sex Monkey: The card Uktabi Orangutan, which features two monkeys in a very questionable pose. the Unhinged card Uktabi Kong pokes fun at the nickname by showing a very pregnant monkey.
Shockland: A ten card cycle of dual lands that debuted in the Ravnica: City of Guilds block. Less powerful than their predecessors, when played, you have the option of paying two life (damage equal to the card Shock[shock]). If you didn't, they came into play tapped. The Ravnica: City of Guilds set contained Temple Garden, Sacred Foundry, Overgrown Tomb, and Watery Grave. In the Guildpact set, Godless Shrine, Steam Vents, and Stomping Ground were printed. The third set of the Ravnica block, Dissension, gave us Breeding Pool, Hallowed Fountain, and Blood Crypt.
Signets: A ten card cycle that was split up within the Ravnica block. These 2 cost artifacts all had the ability of "1, t: Add X to your mana pool." X for each of the cards were the colors of that guild. They were Boros Signet, Selesnya Signet, Dimir Signet, Golgari Signet, Izzet Signet, Gruul Signet, Orzhov Signet, Azorius Signet, Rakdos Signet, and Simic Signet.
Skies: A deck that uses large amounts of flying creatures.
Slide: To remove a permanant from the game until end of turn. Made popular by the card Astral Slide.
Sligh: A deck that utilizes small, cheap, effient creatures with removal to back them up. Primarily red decks, recently attempts in Standard have included black.
Slow Roll: To intentionally not end the game when you can. Drawing a Sudden shock when your opponant is at 2 life and letting the turn end is an example.
Slowtrip: Popular back in the days of Ice Age, these spells were like cantrips, but instead of letting you draw a card right away, you drew one at the beginning of the next turn's upkeep. This was part of a very popular card, Urza's Bauble.
SoFI: The card Sword of Fire and Ice
Soh: The card Rakdos Augermage, designed by Terry Soh, winner of a Magic Invitational.
Sonic Boom: A mono-blue control deck that runs very few creatures Teferi, perhaps a Venser, oodles of card draw and counter-magic, and four of the deck's namesake, Guile. The deckname comes from Stret Fighter, in which a character named Guile had a move called Sonic Boom.
Spike: One of the three Magic Player psychographics, Spike is the intense tourney-goer that loves winning. He scours the lists of new decks looking for the one that will make him the biggest competitor. If Spike plays ten games in one night, and loses two of them, he'll more than likely leave unhappy. It has been hinted at that this will become a card named Spike, Tourney Rat
Splash: To include a color or subtype into your deck, but not enough to make it the dominant idea. Examples of this would be a deck that is B/u, or Black as the main color, while adding a few Blue cards here and there. WW/e, or White Weenie/equipment.
SSS: the card Simic Sky Swallower.
Stax ($TAX): The four thousand dollar deck! A control lover's dream, it utilizes Tangle Wire and Smokestacks (hence the name) to create a lock-down of your opponants permanants. Incredibly flexible, many powerful artifacts can be placed into the deck. Two people might be playing Stax, but their decklists could vary wildly.
Stick: The card Isochron scepter
StP: The card Swords to Plowshares. Using this spell is often referred to as "sending a creature farming."
Super Trample: An ability that has been given to only green creatures. It allows them to deal their combat damage as though they were not blocked. Thorn Elemental is a classic example.
Superman: The card Morphling
Swing: To attack with a creature or creatures. Can be a last ditch effort to kill your opponant or to attempt to clear the board.
T:
Tapland: A cycle of nonbasic lands from Invasion that were "pseudo-duals", as they came into play tapped (the root for the name), but could tap for one of the colors in the ally color combination. They were Coastal Tower, Salt Marsh, Urborg Volcano, Shivan Oasis, and Elfhame Palace.
Tech: A card or startegy that gives you an upper edge against the competition. Running aggressive artifact destruction agaisnt an artfact based deck is tech.
Tier 1, 2, and 3: Used to refer to the strength of decks currently circulating in a format. Tier 1 decks do the best at competitive events, followed by Tier 2, and then Tier 3.
Tim: The card Prodigal Sorcerer.
Timeshifted: A term used to refer to one of the 121 additional cards from Time Spiral that were not actually a part of the set. These were dubbed "Timeshifts" due to their being older cards simply brought back into Standard. They featured their original art, a purple Time Spiral expansion symbol, and sported the card frame from pre-Eighth Edition.
Timmy: One of the three Magic Player psychographics. Timmy loves big creatures. He loves to smash his opponant with Wurms, Dragons, or Demons. If it is big, and it makes you worry when it hits the board, it has his interest. If a Timmy plays ten games in one night, and only wins three. But in those three, he completely trounces his opponants. He walks away a happy person. This form of playing manifested first of the three psychographics in the Unglued card Timmy, Power Gamer.
Tog: The card Psychatog. Also, a deck that abuses the card Psychatog. One of the most broken cards in Odyssey Block, it still shows up frequently in Extended.
Tom: The card Prodigal Pyromancer.
Topdeck: Drawing the top card of your library.
Topdeck mode: A point in the game where you have no cards in your hand, and play the card you draw each turn.
Tron: Short for Urzatron.
Tutor: Either a card that allows you to search for a card in your deck, or as a verb, saerching for a card in your deck. Examples are Demonic Tutor, Farseek, Planar Portal, and Steelshaper's Gift
Type 1 (T1): Vintage format. This format allows cards from every Magic set, from Alpha to the most recent.
Type 2 (T2): Standard format. This format changes every year, and is typically composed of the most recent Core set and the two most recent three set blocks. Currently, Standard includes Ravnica, Guildpact, Dissension, Time Spiral, Planar Chaos, Coldsnap, and Ninth Edition. Coldsnap, while not part of either block already in Standard, is a "bonus set", and will rotate out with Time Spiral.
Type 4 (T4): A completely and utterly chaotic, unsanctioned format of play. The game is played with one deck, and it's usually a large one (400 cards could be an easy find). However, this format does not allow any lands. Instead, players have infinite mana of all colors on their turn. Due to this, players are restricted to only playing one spell a turn. Also, cards that would normally never see play due to unweildy casting costs are very viable. It should be noted, though, that the rules are likely to change with every person you ask.
U:
Urzatron: The trio of nonbasic lands named Urza's Tower, Urza's Mine, and Urza's Power Plant.the "Tron" suffix originated from Voltron, a giant cat mech that was formed from five smaller cat mechs.
V:
Vanilla: A creature with absolutely no abilities. Good examples are Eager Cadet, Jasmine Boreal, Elvish Warrior, Goblin Hero, and Dross Crocodile.
Vorthos: A fourth unofficial member of the group of psychographs belonging to Magic players. Unlike the others, (see: Timmy, Johnny, Spike) he is not defined at all by how he plays, but rather why he plays. He is the "non-player", the flavor Guru. A vorthos might make a deck that only allows one of a Legendary card "Because multiples wouldn't be right." He was introduced in this article by Matt Cavotta. Another article here showcases the very essence of Vorthos.
W:
Welder: The card Goblin Welder
Windmill Slam: What some players may do when they play a game-breaking spell. It usually completely screws the opponant over, or at least severely hampers their plan. Due to the excited nature of the play, players have been known to raise the card up into the air, and slam it onto the table. Thus, windmill slam.
***: The card Wrath of God
WotC: Wizards of the Coast
Wrath: see: ***
X:
X/X vs. X/x: When stating the colors of their decks, players usually use this shortcut. When both letters are capitalized (X/X) the deck will be equal parts, or close two of those two colors. When one letter is lowercase, (X/x) it means that there is a dominant color with one being splashed (see Splash). The usual choices for X are W for White, U for Blue, B for Black, R for Red, and G for Green. However, people may also use alternative symbols, such as E for Equipment. Example: A deck that is G/R/u is mainly Green and Red, while splashing Blue.
Y:
Yawgmoth's Win (Yawg Win): The card Yawgmoth's Will from Urza's Saga. One of the most broken cards of the Urza block, it was reintroduced as a much less broken version in the Invasion set called Yawgmoth's Agenda.
Z:
Zoo: Deck concept that uses many powerful cheap creatures. White, Green, and Red are the main colors used. Examples of Zoo creatures are Kird Ape, Isamaru, Hound of Konda, Watchwolf, and Savannah Lions.
Type 1: the vintage format
Type 1.5: the legacy format
Type 1.X: the extended format
Type 2: the standard format
FoW: force of will from arabian nights
superman: morphling
sligh: fast red deck utilizing efficient creatures and burn
StOmPy: fast green deck utilizing efficient creatures and pump spells
Control > Combo > Aggro > Control: explain the different classifications and their strengths and weaknesses
trisk: triskelion
11/11: darksteel colossus
7/11: sundering titan
finkel: shadowmage infiltrator (and the other invitational cards)
fetchland: onslaught rare lands (polluted delta)
dual land: original two-type lands (underground sea)
pain land: underground river and friends
shock land: stomping grounds, ravnica duals
(nicknames for other lands, such as karoos, cycling, etc.)
bolt: lightning bolt
StP: swords to plowshares
wrath: wrath of god
WW: white weenie - mass efficient white creatures with army pumping effects like glorius anthem
U/W vs. U/w: the difference in capitalized letters vs. lowercase when describing the color of a deck
power nine: which cards they are
welder: goblin welder
drain: mana drain
academy: tolarian academy
yawg's win/yawg's will: yawgmoth's will
johnny/timmy/spike(/vorthos?): perhaps link to the WotC article
WotC: wizards of the coast
My decks:
Standard - MUC, Glittering Wish Control, Battle of Wits
Extended - White Rock, UW Control, Train Wreck
Legacy - SI, UbaStax, CounterSlivers
Vintage - Manaless Ichorid, Flash, Gush-a-Tog
Highlander - Burn, MUC
I test on MWS!
Wikipedia has an even more exenstive list if you look it up. Finally an upcoming MTGSalvation project will also have all of these with even easier acess. Hope that helps.
You forgot Bah-roken.
Writing, art, and MTG. Everything but the kitchen sink.
End of turn fact or fiction for the win.
I believe Alpha Strike is just swing with the team, at least in my experiance.
Barn
Bus- R&D has said that unless hit by a bus, all of R&D, Mana Drain would never be reprinted.
Too tired for many more.
i have one with EOTFOFGG
Goldfish - Playing a deck in solitare mode to see how it functions and to measure the earliest turn it can win, or otherwise reach it's goal.
Metagame, Meta - The list of decks you can expect to face in a specific competitive enviroment.
Tiers (Tier 1, Tier 1.5, Tier 2) Labels identifying the most heavily played decks in a given metagame. The numbers 1, 1.5, 2 indicate the agreed upon competitiveness of each deck in decending order.
I agree with Sorryguy though. It is hard to top Wicipedia.
Timmy: the big creature player
Johnny: the combo player
Spike: the competitive player
http://forums.mtgsalvation.com/showthread.php?p=1145783#post1145783
Possibly the last remaining member of the Banana Clan (+1)
Banana of the Month Feb '05
Cool stuff here.
CoW
RDW or BDW-Red Deck Wins/Boros Deck Wins
Jitte is broken, maybe not uber-broken, but it is a pain in just about every format.
I'm not sure if Gro is listed...
S is for Shocklands (The Ravnican dual lands that Shock you if you use them.
W is for ***.