Ok: I ripped what's relevant for MtG from here:
community.wizards.com/magiconline/wiki/Glossary_of_TermsComplied the significant ones:
Acceleration - Putting more than one land per turn into play or producing more than 1 mana per land. Having more mana available than the number of turns so far
Aggro (Major Deck Archetype) - A deck whose strategy is to reduce the opposing players life total to zero as quickly as possible, ideally using small, fast, efficient creatures and cards which directly damage the opponent (aka 'burn').
Bounce - A spell or effect that returns a permanent from play to a players hand or library
Burn - Any spell or effect that deals damage directly to a creature or player
Card Advantage (abbreviated as CA) - "Anything that results in a net gain of cards over your opponent - whether you draw them, play them from your graveyard, kill your opponent's creatures, or nullify their permanents is considered card advantage" Brian David-Marshall
Clock - A slang term which refers to how many turns a player has before he will lose the game. Ex. Starting at 20 life, if I attack you with a 5/5 creature, you are on a 4 turn clock unless you can find a way to deal with my creature.
Combo - When two or more cards combine to create an effect
Combo (Major Deck Archetype) - Any type of deck that seeks to win the game by playing a combination of cards that generate a game ending effect.
Control - A style of play in which a player attempts to direct the course of the game, preventing any of their opponents important threats from resolving, and then playing their own win condition. Usually considered a slow style of play.
Control (Major Deck Archetype) - Any type of deck that attempts to prevent the opposing player from playing spells or keeping threats on the board, either by countering their spells, or otherwise nullifying their permanents until it's own win condition is achieved.
Counter - A type of card that seeks to prevent the opposing player from resolving a spell. Also, a deck type that seeks to prevent a player from resolving any important spells so it can achieve it's win condition. See also Control.
Crap Rare (also Bulk Rare or Junk Rare) - A rare card that is considered to have little monetary or redeeming value.
Critter - Creature
Denial - A style of play, or deck type, that uses multiple counters or other disruption. See also Disruption, Counter, Control, Land Destruction, Discard
Mana - The "magical" energy that is used to cast spells. Mana can come from a variety of sources including, but not limited to, land.
Mana Curve - "Mana curve is an application of math to Magic where you attempt to maximize your chances of utilizing every point of mana that you are able to generate every single turn." -Alex Shvartsman[1]
Meta-Game - Refers to the combined state of the environment as it relates to the game.
Meta-Gaming - Attempting to guess what the most common decks or strategies other players will be playing, and then altering your choice of decks, or cards, in order to beat those. For example, if the majority of players within the Magic community are playing red decks and you decide to play a white deck so you can use CoP:Red, that would be a meta-gaming choice.
Mill - The strategy of trying to empty a players library and then forcing them to draw a card, thereby losing the game (refers to Millstone, the first card that put cards directly from a players library into their graveyard).
n00b - A new player. Also used to refer to someone who has said something uninformed/naive or to someone who has made an obvious mistake.
Permanent - Any object on the Battlefield
Permission - " 'Permission' is a slang term that refers to cards like Counterspell and its ilk. A dedicated blue deck full of counters often leaves the opponent feeling like he needs to ask his opponent's permission for every spell he casts." Randy Buehler
pwned - intentional misspelling of the word "owned", as in "I pwned you" i.e. I humiliated you; I crushed you etc.
Sideboard - A set of 15 cards that can be substituted one-for-one with cards from your main deck between games of a multi-game match. These are used to fine tune your deck based on what your opponent is playing.
Tech - Broad term referring to any type of advantage, real or perceived, you might have, especially when it is not well known. Most commonly used to refer to playing a card which is unexpected but has a strong effect within a metagame. Example: Naturalize is good tech against Jitte
Tempo - In it's most basic sense tempo refers to the pace, speed, or rhythm of the game. "In Magic it's basically a term that refers to your ability to utilize various aspects of the game, such as mana and life totals, to your advantage." Scott Wills
"Threat" - Any spell or permanent that puts a player under pressure. ie. a threat to board presence.
Top Deck - To draw one of the cards you need to answer a pressing threat or to win the game. A lucky draw.
Tutor - Refers to the ability to search your deck for a specific card/set of cards and put them into your hand (or any other game zone) for easier access. Tutoring is a powerful ability because it helps to override the randomness inherent in the game. The term comes from the card Demonic Tutor, considered to be one of the most powerful in the game.
Win Condition (WinCon) - The card, or set of cards needed by a deck that allow it to beat the other player and win the game.
Wrath - Specifically the card Wrath of God, but also refers to any effect that destroys most or all creatures in play.