What are the most intuitive keyword effects in card battler games?
Hello, apologies if something like this has been asked before, but I am in the process of designing a card battler game, and I am trying to educate myself about what keywords and effects have enough history within boardgame and TCG design so as to become commonly understood and accepted. I would like to try and use these building blocks to try and add complexity to my game without adding to the player's mental overhead of learning and internalizing a bunch of new terms.
Some examples I've thought of:
-flying: overcoming a creature with a blocking effect
-poisoned: some kind of ongoing debuff to stats or small amount of damage dealt to a creature per turn.
-inspired: generally allowing for some kind of re-roll.
Please let me know if you have more that you can think of. I would be very appreciative!