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Glossary

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.