It’s really simple if you just pay attention to the keywords described, I put it in laymen terms so anyone could understand it (clearly, I failed you)
Anything that has an activation effect based on a requirement (Opening Gambit, Deathwatch, Dying Wish) that creates another effect (Do the thing in Bold Keyword - Receive non-common effect described by the following) is a complex keyword.
To any Duelyst player, you can tell them oh yea the card has “Deathwatch” or “Opening Gambit” or “Dying Wish” and they’ll go “Huh? That doesn’t tell me anything! WHAT DOES IT DO” making it a complex keyword.
Simple keywords speak for themselves, such as Grow, Backstab, Flying, Blast, Ranged. Sure, some of them have numeric values attached (how much does it Grow? What’s the bonus damage from Backstab) but they’re easy to digest and need no further explanation.
You tell someone “hey this card has Provoke!” and you get it, no further details are necessary.
Keep in mind that our complex keywords aren’t really keywords, but sentence shorteners in that sense (There’s no such thing as Deathwatch in the system in that sense, just says “Whenever a minion dies… do the following effect”) vs an attribute such as, well, Forcefield, which modifies the unit.
I’m sorry if you have a strong misunderstanding of how the game system works. SILVER doesn’t care if the effect is temporary or on the card (frankly, I doubt it even knows) - it simply checks the parameters of “Does it have it? Cool, sharing with my bros”
This has nothing to do with syllables or words, but how Keywords function, which as described above, are actual attributes vs description shortcuts, and how any player might be able to easily digest said information. Just like a human can’t decipher what Infiltrate means by just telling someone “oh it has Infiltrate” - neither can the game engine, it’s not a real effect!
I hope this expands your knowledge in Duelyst