As mentioned previously the game terms are a literal one-to-one translation of MTG:
game zones (leaving aside Hand and Play as "obvious"):
Stack -> Chain (most other CCGs don't use MTG's stack system, btw)
Exile -> Void
Graveyard -> Graveyard (lol)
card types:
Sorcery -> Basic Action
Instant -> Quick Action (nice one guys)
Enchantment -> Constant
Creature -> Troop
Artifact -> Artifact
Land -> Shard
mechanics:
Haste -> Speed
Trample -> Crush
First Strike -> Swiftstrike (they even kept the exact timing structure of MTG's "first strike vs regular" combat, which is a bit silly because it's one of the clunkiest things about MTG combat).
Cannot be blocked except by black or artifact creatures ->
Cannot be blocked except by "blood" or artifact creatures (yes, really)
Yes I'm aware that the mana system is mildly different. So different that it still includes:
The Color Wheel, with 5 Colors of White/Blue/Black/Red/Green. (Oh wait, black is "purple" now. Massive innovation)
Getting Mana Screwed/Flooded
Mechanical division of effects among colors:
white-> mass destruction, prevent damage, army of small creatures
red -> direct damage, spell copying, haste (sorry, "speed") creatures
green -> mana (sorry, "shard") production, big creatures, growth effects
black -> trade life for resources like cards, creature kill effects, discard
blue -> draw cards, tap effects, counterspells, copy effects
It's all rather blatant.