Bountyhunter said:
Certainly I think any new card game is going to have, at this point in the life-cycle of mass produced CCG's, a lot of word-baggage which is taken from game to game. I also play MMO's and certainly when I've played Warhammer, Conan, Star Trek Online and even City of Heroes/Villians I found a lot of the World of Warcraft terms were used in common parlance. I just think it's basic human nature to relate to things you already know and understand when faced with similar concepts, and while WH:I is a different game there are game mechanics which are both similar and in some cases identical. You might see a card which returns a target unit to someones hand, a MTG player see's boomer-rang, you might see Troll Vomit, a MTG player see's Wrath of God.
While I can see why this might be slightly dis-concerting to people who don't understand that words usage or the reference, I think to declare that the way other people view the world is something you dislike isn't particularly going to get you anywhere, particularly on a medium such as the internet where persuading someone about your point of view is like trying to catch air with your bare hands. I've played Magic, Shadowrun and the Raw Deal CCG over the years and certainly I relate to cards and see cards, though the lens of both this experience and the terminology used by these games. When I see Defend Tor Aendris, I see a potential soft-lock strategy. even though the words Soft-lock probably has little meaning to those people who haven't played Raw Deal.
One of the comments that I just let pass a few days back on these boards was someones stated "hatred" of the word Metagame. Which I thought was both un-informed and slightly narrow as the person clearly didn't understand the root of the word. The Meta-prefix (which roughly translates from Latin as: for beyond the) on the word game has a long background and was applied to a number of different environments before CCG's came along. The game beyond the game has applications to chess (where is you can predict an opponents strategy you can play accordingly from the start), poker, politics and military strategy. Indeed, the root of the entire field of mathematical Game Theory is trying to understand what happens when actors with different levels of knowledge about the "playing environment" interact.
As for words I commonly use from other CCG's (I won't go over ones people have already mentioned)
Soft-Lock: A strategy where a combination of cards means that while the opponent can act, there actions are pointless and futile. Think the already mentioned Defend Tor Aendris, with a Dragonmage on it, who has toughness and cannot be corrupted. If you have the cards to prevent unit removal as well, you effectively have a soft lock on the opponent. He can attack, flail against you, but ultimately it's pointless. The same with the Wake the Dragon+Gifts of Aenarion infinate combo.
Hard-Lock: This is were you literally counter every single action an opponent does. Everything. They try and play a card, you counter it, if they get it on the table, you kill it, or boomerrang it back to their hands. This strategy requires a lot of reversals in the game, which WH:I doesn't have at the moment, though Raw Deal Players will recognise this as Kane/Dude Love and MTG players will recognise this as a standard white/blue deck.
Switch: A deck which has a change point in it, at which point it will usually unleash it's kill mechanism. Lots of combinations here Step Up Switch is usually a stall deck which gets to a certain key number/resource point etc and then unleashes death. In WH:I the High Elf Stall/Repeater Bolter deck is an example of this. Step Down Switch is when you, at some point, turn on the gas of a more grinding strategy like inflitrate (millstone/dingus egg etc for those MTG players).
Goldfishing: Testing your deck against an imaginary non-responsive opponent to calculate kill times etc. You might practice the opening few turns on your Orc Speed deck for example and work on optimising that deck so that it can kill a goldfish in the first 3 turns of any game. Usually it's the first layer of testing you do before even thinking of showing the deck to your friends or going to a tournament. Unfortunately also a useless test for control/denial decks though you can modify the goldfish to be more responsive.
I could write more, but I'll just finish by re-iterating my point that "hating" the use of Magic terms is a pointless excerise in futility, especially on an internet messageboard. That said, that hasn't stopped many a message board trying in the past! 
Also trying to get somone to stop viewing the world in a particular way due to their experirence isn't a great way to encourage new players, who may play other card games currently, to start playing WH:I. A FFG marketing slogan of "hey come play WH:I, it's great, but don't you dare utter your heathen MTG words dumbass!" isn't exactly what I can imagine a successful marketing campaign is built upon. To grow the game I would suggest acceptance and inclusive-ness or a variety of approaches rather than trying to define the language rigidly is a better goal.
You raise some excellent points but in fairness to many of us here who do (admittedly) dislike the other card terminology "baggage" (so to speak), no one here is saying that anyone cannot use the terms. Just be aware that among many of the seminal W:I players here, it's disliked (to some extent - I don't speak for everyone of course). There's nothing wrong with showcasing a loyalty and interest in W:I developing its own vernacular. In fact, I feel that it's a bit lazy to attempt to use old terms rather than coming up with some fun, creative new terms for this great game that we all love. ![]()
I'm pretty sure that most of us are more than happy to encourage new Magic players into the fold but it's a time-honored tradition that when you join a unique or new social grouping (such as this game's community) that you realize the need to adjust to THAT game's idiosyncrasies rather than the other way around.
I shouldn't have to adjust my vernacular usage to conform to a game that I have little interest in nor ever plan to play and I don't think it's fair to ask anyone else to do the same. What happens here is that previous Magic users come in (take F7Eleven, for example, not to pick on him as he's come around in a big way as of late...) and bring with them a bit of arrogance about playing Magic - as if that alone should make them more informed or better players or more clever CCG gamers due to their mere involvement with M:TG. That's uncool in my book and always will be. ![]()
If stressing the need for the development of our own special vernacular, one that is more suited to our particular game's theme and gameplay feel means that we have less of the cocky types of players here, I'm fine with that. I'd rather have the game fail earlier due to a lack of players than have to deal with a fanbase full of jerks (luckily I've not seen too many here of that ilk so far) and have a game with a longer life. Granted that's a hypothetical perspective but one that concerns me (and I know a few others here who definitely feel the same way).
Hopefully that makes sense...
). I'm not gonna start singin' Kumbaya or anything, believe that. But whoever calls this a community would do well to contribute to its vitality. Working for WotC, I learned really quickly that the nature of gamers as a whole is one of severe passive-aggressiveness. We love to belong to something, to be in on things. But then we'll cannibalize each other at the of a hat because someone else isn't "different" in the way that we are. For Pete's sake, why hang our expectations on others? I suppose I could fire off into some diatribe about pride and insecurity, but the fact of the matter is, competitive people sometimes like to compete in any area they can, including gratuitious argument. And I suppose to admonish someone about berating people for not behaving as they do would be a mite hypocritical of me, eh? Still, I think it would be appropriate to remember that this game (and its attendant "community") is still maturing, and lots of new and potential players may be impacted by the environment on these boards. Just something to consider.