Mystic Brawler hero portrait

Mystic Brawler

Mystic Brawler’s organized play performance is on the Stats page.

Face 1: Fist
Fist
Face 2: Fist
Fist
Face 3: Fist
Fist
Face 4: Spirit
Spirit
Face 5: Spirit
Spirit
Face 6: Peak
Peak

Status Effects

Strength of the Ocean Unique Status Effect

Stack limit 3

  • A player with these tokens may spend them once per turn during their Upkeep Phase to activate one of the following effects: 1 token: gain 1 CP. 2 tokens: gain 1 CP and Heal 2.

Strength of the Mountain Unique Status Effect

Stack limit 2, Attack Modifier

  • A player with this token increases their Attack dmg by 1. Attack Modifier. Persistent.

Strength of the Sky Unique Status Effect

Stack limit 2

  • A player with this token rolls one additional die when activating their Defensive Ability. Persistent.

Concussion Negative Status Effect

Stack limit 1

  • A player afflicted with this token must skip their Income Phase and then remove this token.

Other Rules

Strengths Mechanic

  • Whenever you 'gain 1 Strength', choose and gain any one of the three Strengths (Ocean, Mountain, Sky). These tokens may not be transferred by any means (but can be removed).

Abilities

Clobber Offensive (87.9% / 51.3%)

  • FistFistFistFist Deal 5 dmg
  • FistFistFistFistFist Deal 7 dmg

Strong Arm Offensive (80.2%)

Needs FistFistFistPeak

  • After targeting an opponent, you each roll 1 die: If your roll is equal or greater, gain 1 Strength and then deal 6 dmg. Otherwise, deal 7 dmg.

Healing Wind Offensive (60.1%)

Needs SpiritSpiritSpiritPeak

  • Heal 3. Gain 2 Strengths.

Tidal Blow Offensive (65.6%)

Needs FistFistFistSpiritSpirit

  • Gain Strength of the Ocean. Deal 6 dmg and roll 1 die: On Fist, add 2 dmg. On Spirit, draw 1. On Peak, inflict Concussion.

Spirit Strike Offensive (61.5%)

Needs a Small Straight

  • Gain 1 Strength. Then deal 7 dmg.

Ancestral Strength Offensive (10.4%)

Needs PeakPeakPeakPeak

  • Gain 2 Strengths. Then deal 7 undefendable dmg.

Tectonic Punch Offensive (26.1%)

Needs a Large Straight

  • Choose one: Gain Strength of the Mountain -or- remove 1 Strength of the Mountain to add 3 dmg to this Attack. Then deal 10 dmg.

Wrassle Defensive

Defense Roll 2 dice

  • Deal 1 x Fist dmg. Heal 1 x Spirit. On Peak, gain 1 Strength.

Power of the Ancients! Ultimate (1.3%)

Needs PeakPeakPeakPeakPeak

  • Gain 2 Strengths. Inflict Concussion. Then deal 12 dmg.

Upgrades

Clobber II Upgrade of Clobber (2 CP)

  • FistFistFistFist Deal 6 dmg
  • FistFistFistFistFist Deal 7 dmg
  • On 3-of-a-kind (#'s), gain Strength of the Sky. On 4-of-a-kind (#'s), also inflict Concussion.

Tidal Blow II Upgrade of Tidal Blow (2 CP)

Needs FistFistFistSpiritSpirit

  • Gain Strength of the Ocean. Deal 6 dmg and roll 2 dice: Add 2 x Fist dmg. On Spirit, draw 1. On Peak, inflict Concussion.

Spirit Strike II Upgrade of Spirit Strike (2 CP)

Needs a Small Straight

  • Gain 1 Strength. Then deal 8 dmg. If you use a 6 in this straight, Heal 1.

Ancestral Strength II Upgrade of Ancestral Strength (2 CP)

Needs PeakPeakPeakPeak

  • Gain 2 Strengths. Then deal 9 undefendable dmg.

Spirit Call Same card (35.5%)

Needs PeakPeakPeak

  • Gain 2 Strengths. Inflict Concussion.

Tectonic Punch II Upgrade of Tectonic Punch (2 CP)

Needs a Large Straight

  • Gain Strength of the Mountain. Then deal 12 dmg.

Knock Out Same card (77.5%)

Needs FistSpiritSpiritPeak

  • Deal 3 undefendable dmg.

Wrassle II Upgrade of Wrassle (3 CP)

Defense Roll 3 dice

  • Deal 1 x Fist dmg. Heal 1 x Spirit. On Peak, gain 1 Strength.

Hero Cards

Heavy Hand! Card

Roll Phase Action, 1 CP

  • Change the value of one of your dice to 1, 2, or 3.

Kapu! Card

Roll Phase Action, 1 CP

  • Play only after being Attacked. Remove Strength of the Mountain to prevent 4 incoming dmg.

Wild Strength! Card

Roll Phase Action, 2 CP, Attack Modifier

  • Roll 5 dice: For every Fist Fist, add 2 dmg. You may re-roll up to one of these dice per Strength (up to 5 dice total).

Flying Punch! Card

Roll Phase Action, 1 CP, Attack Modifier

  • Remove a Strength of the Sky to make this Attack undefendable.

Haka! Card

Instant Action, 1 CP

  • Gain 1 Strength. You may spend an additional 2 CP to gain 2 Strengths instead.

Sea Song! Card

Instant Action, 0 CP

  • Remove Strength of the Ocean to gain 2 CP.

Spirit Chant! Card

Main Phase Action, 1 CP

  • Roll 1 die: On Fist, inflict Concussion on a chosen opponent. On Spirit, draw 2. On Peak, gain 2 Strengths.

Enjoy the View! Card

Main Phase Action, 1 CP

  • Choose one: Gain Strength of the Sky -or- Heal 2.

Explosive Flex! Card

Main Phase Action, 1 CP

  • Choose one: Gain Strength of the Mountain -or- deal 2 dmg to a chosen opponent.

Elemental Calling! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Peak, gain 3 Strengths. On any other outcome, draw 1.