Reference
Table talk: what players mean
Players use these sayings for advice, jokes, and reactions. None changes the rules or the odds.
Some sayings help you think about a play. Others just show joy or frustration.
| Saying | Meaning |
|---|---|
| Always Huffer | A joke about hoping Animal Companion gives Huffer for quick hero damage, often to win. |
| Blessed / cursed by RNGesus | A joke about a run of good or bad luck. It does not mean the odds changed. |
| Board first | Fight for the board before trying a slower, greedier plan. |
| Created by | Notes or complains that a key card was made by an effect, rather than put in the original deck. |
| Dies to removal | Says a threat can be answered. It matters only if the answer is likely, cheap enough, and leaves the other player ahead. |
| Don't play around everything | Respect likely answers that matter. Trying to beat every possible card can make your own play too weak. |
| Face is the place | Attack the hero when damage is the best path to win. Check the race and enemy pressure first. |
| Good stats for the cost | The minion has a strong body for its Mana cost. Sometimes used as a joke. |
| Highroll / lowroll | A very good or bad result from random effects or draws. |
| I had no outs | The player thinks no draw or made card could save them. Check before giving up. |
| Just go face | Stop making extra trades when your job is now to finish the game. |
| May RNGesus be with you | A playful good-luck wish before random effects, draws, games, or packs. |
| Never lucky | A joking complaint after bad luck. Earlier choices may still have mattered. |
| Play to your outs | Keep a real chance to win, even if the usual result still loses. |
| Praise RNGesus | A joke that celebrates a good random result or topdeck. |
| Pray to RNGesus | Hope for a needed random result. It is a useful plan only if that result can help you win. |
| RNGesus giveth, RNGesus taketh away | A joke about good luck followed by bad luck, or the reverse. |
| RNGesus, take the wheel | Use a random effect and accept the result, often when no better sure play is left. |
| SMOrc | Keep attacking the hero. Also used as a verb for skipping trades. |
| The face plays Taunt | A joke that winning damage makes the hero the key target. It does not give the hero real Taunt. |
| The nut draw | One of the deck's best possible starts or draws for that matchup. |
| Topdeck lethal | Draw the damage or helper card that lets you win right away. |
| Value trade | A trade that leaves you with more useful board strength, cards, or Mana value. |
| Who's the beatdown? | Ask who needs to attack and who can wait. A wrong answer can lead to bad trades or a slow loss. |
| Why is it always…? | A joke or complaint about seeing the same card or result often. It is not proof by itself. |
| You can't heal dead | Heal or defend before the enemy can kill you. A heal later may be too late. |
“Who's the beatdown?” is a useful check. Ask who gains from waiting. Use the answer to choose trades or hero damage, draw or board plays, and saved removal or defense now. Ask again after a key draw or a large board change.