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Mystic Brawler’s organized play performance is on the Stats page.  Fist Fist Fist Spirit Spirit 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 RulesStrengths 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).
AbilitiesClobber Offensive (87.9% / 51.3%)Spirit Strike Offensive (61.5%)Needs a Small Straight - Gain 1 Strength. Then deal 7 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.
UpgradesClobber II Upgrade of Clobber (2 CP)- On 3-of-a-kind (#'s), gain Strength of the Sky. On 4-of-a-kind (#'s), also 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.
Tectonic Punch II Upgrade of Tectonic Punch (2 CP)Needs a Large Straight - Gain Strength of the Mountain. Then deal 12 dmg.
Hero CardsHeavy Hand! CardRoll Phase Action, 1 CP - Change the value of one of your dice to 1, 2, or 3.
Kapu! CardRoll Phase Action, 1 CP - Play only after being Attacked. Remove Strength of the Mountain to prevent 4 incoming dmg.
Wild Strength! CardRoll Phase Action, 2 CP, Attack Modifier - Roll 5 dice: For every
, add 2 dmg. You may re-roll up to one of these dice per Strength (up to 5 dice total).
Flying Punch! CardRoll Phase Action, 1 CP, Attack Modifier - Remove a Strength of the Sky to make this Attack undefendable.
Haka! CardInstant Action, 1 CP - Gain 1 Strength. You may spend an additional 2 CP to gain 2 Strengths instead.
Sea Song! CardInstant Action, 0 CP - Remove Strength of the Ocean to gain 2 CP.
Enjoy the View! CardMain Phase Action, 1 CP - Choose one: Gain Strength of the Sky -or- Heal 2.
Explosive Flex! CardMain Phase Action, 1 CP - Choose one: Gain Strength of the Mountain -or- deal 2 dmg to a chosen opponent.
Elemental Calling! CardMain Phase Action, 0 CP, Promo card - Roll 1 die: On
, gain 3 Strengths. On any other outcome, draw 1.
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