A reference of common cardistry terms - the vocabulary used across moves, tutorials, and the archive itself. New entries will be added as the archive grows.
- Aerial
- : Moves that feature a card or packet being thrown/tossed into the air at some point.
- Body parts
- : Moves that incorporate parts of the body (balancing, catching on body, etc.).
- Card bending
- : Moves that feature a card being bent.
- Card matrix
- : Moves that organize multiple isolations into a structured sequence, coordinating several floating/independently-moving cards together.
- Card shot
- : Moves that feature a single card being shot/flicked through the air.
- Cardestroy
- : Moves in the “cardestroy” style — deliberately breaking apart the traditional deck shape/formation for dramatic visual effect.
- Cardistry
- : The performance art of card flourishing.
- Cascade
- : Moves that feature cards falling/cascading in a flowing stream.
- Classic
- : Classic, iconic moves widely recognized in the cardistry community.
- Co-op
- : Moves performed collaboratively by two or more people.
- Combo
- : Moves that chain multiple techniques or flourishes together into a sequence.
- Continuous
- : Moves that can be performed indefinitely without needing to reset, flowing in a self-sustaining loop.
- Deck flip
- : Moves that feature the entire deck being flipped over.
- Display
- : Moves that include a visual pattern held out for show, rather than being purely transitional.
- Dribble
- : Moves that feature cards being released in a controlled cascade from one hand to another.
- False
- : Moves that include a false shuffle/cut — appearing to shuffle or cut the deck while secretly preserving the card order.
- Fan
- : Moves that involve spreading cards into a fan shape.
- Fidget
- : Moves with a small, idle quality, often done casually or absent-mindedly, similar to a fidget toy.
- Flexibility
- : Moves that require flexible hand/finger extension or unconventional, flexible grips.
- Fundamental
- : Basic, foundational techniques that other moves are built on.
- Grip
- : Moves that feature a distinctive way of holding the deck/cards.
- Integration
- : Moves that integrate other objects.
- Interactive
- : Moves designed to involve audience interaction.
- Interlock
- : Moves that feature cards or packets being woven/locked together.
- Isolation
- : Moves that create the illusion of a card visually separating from and moving independently of the hand, as if floating or moving on its own.
- Juggling
- : Moves that feature cards or packets being tossed and caught, typically in a juggling pattern.
- Magic
- : Moves used to create a magic effect rather than pure flourishing.
- Misc
- : Moves that don’t fit into any other specific category.
- New deck
- : Moves best suited to a new, stiff deck of cards.
- One-handed
- : Moves that include a portion performed using only one hand.
- Packet cut
- : Moves that include a cut performed using packets of cards.
- Pressure-based
- : Moves that rely on finger pressure/tension on the cards at some point.
- Rotation
- : Moves that feature a rotating motion of the hand(s)/wrist while manipulating cards.
- Running
- : Moves that can be repeated in sequence, but require resetting (re-squaring or re-gripping a new packet) before each repetition.
- Shuffle
- : Moves that include a shuffling technique.
- Single card
- : Moves that feature a moment involving just one card.
- Speed
- : Moves that emphasize fast execution.
- Spin
- : Moves that feature a card, packet, or deck spinning around its own axis (e.g. balanced on a finger or in the hand).
- Spread
- : Moves that involve spreading cards out across a surface or between the hands.
- Table
- : Moves that involve a table or flat surface at some point.
- Twirl
- : Moves that feature a card or packet being twirled/rotated in the fingers.
- Two-handed
- : Moves that include a portion performed using both hands.
- Used deck
- : Moves best suited to a worn-in, broken-in deck.
- XCM
- : Xtreme Card Manipulation.