DJ — You. The name for a player of The Music Deck, everywhere in the game — collecting cards, building track lists, battling, and climbing a career. In a battle, each DJ loads their own track list and tracks their own DJ Vibe score.
DJ battle — A match between two DJs, played out in turns until one DJ's own DJ Vibe reaches 1,000,000.
Track list — A DJ's built list of exactly 60 cards, assembled from their collection outside a battle and loaded into one.
Deck slot — One scoring slot in a DJ battle. Your slot count is gated by your own DJ Vibe: 1 below 100, 2 below 1,000, 3 below 10,000, 4 from 10,000 onward.
Gear — The name of each deck-slot tier, upgrading mid-battle as your own DJ Vibe climbs: MP3 Player (1 slot), Turntables (2), Controller (3), Full Rig (4).
Track list preset — A saved, named track list configuration (cards and stacks) loaded before battle instead of rebuilding from scratch.
Queue — The cards a DJ holds and can play from, drawn from their track list. Starts at 7 cards (opening Queue) and gains 1 card each Draw step.
Crate — Each DJ's own discard zone. A card lands here when discarded from your Queue, when a card effect sends it there, or during the Transition phase — cards transitioning out of a deck slot, and Synergy cards played last turn, move to the Crate.
Transition phase — The turn step, right before Play, where cards transitioning in become Playing Songs, and cards transitioning out (plus any Synergy card played last turn) move to the Crate.
Stack — A group of linked cards that occupies one deck slot.
Supplementary stacked card — A linked card in a stack beyond the strongest base card; adds +15% to that stack's value.
Song family — A song and its variants (remix, live, acoustic, etc.).
Variant — A version of a song.
Synergy — A card type that lets you move to a genre your current Playing Song doesn't permit.
DJ Vibe — Each DJ's own score, from 0 to 1,000,000. Reaching 1,000,000 first wins the battle. Also gates which card intensities you can play and how many deck slots you have.
Song Vibe — A 50-120 score printed on each card, reflecting how broadly the song connects with the audience. Distinct from a DJ's own DJ Vibe score; a few special cards fall below 50 or above 120, anywhere in the full 0-200 range.
Intensity — A card's power tier — pop, soft, experimental, or hardcore — set by its genre or subgenre. Your own DJ Vibe gates which intensities you can play.
Pop — The first and always-available Intensity tier a card can carry.
Soft — The second Intensity tier a card can carry, unlocked as your own DJ Vibe climbs.
Experimental — The third Intensity tier a card can carry, unlocked as your own DJ Vibe climbs.
Hardcore — The fourth and highest Intensity tier a card can carry, unlocked as your own DJ Vibe climbs.
FX — The name and effect description printed in a card's FX box, required on every card and applied during Resolve effects alongside stacks and matchup modifiers.
Advantage / Weakness — The genres a card is strong or weak against; applied as matchup modifiers during resolution.
Playing Song — A song card currently occupying one of your deck slots, contributing to scoring and matchups each turn.
Silenced — A Playing Song whose genre is weak against one of the opponent's Playing Songs. A Silenced song doesn't add its Song Vibe to its DJ's DJ Vibe during the score step.