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Mystic Brawler

Playstyle: Offensive · Complexity: 3/6 · Singles

Who is this character?

A mystic fist-fighter: every Strength gained is a choice – Mountain for damage, Ocean for economy, Sky for defense.

How to play Mystic Brawler

Simple and honest: allocate your first Strengths by matchup (Mountain against tanks, Sky against burst), then brawl with the base attacks plus a permanent +1/+2. Concussion belongs on card-hungry opponents – a skipped income phase is a lost card AND CP. The undefendable straight turns (Knockout, Ancestral Strength) are your hardest hits with the Mountain bonus.

A weak roll: end on the turn that generates Strength/CP instead of forcing a 3.

Pick up Ocean tokens even in quiet turns: 1 CP per turn adds up to a whole hand of cards over ten rounds.

Hold the roll-phase cards that convert Strength into undefendable or prevention until a hit would otherwise be blocked or a burst round is coming.

Land Concussion the turn before the opponent's income phase: then the status costs them CP and a card instead of just tempo.

Spreading Strength evenly – the persistent bonuses only really work at max stacks.

Strengths

  • Strength of the Mountain: +1 on EVERY attack per stack (max 2, persistent)
  • Strength of the Sky: +1 defense die per stack – a consistent 4-die defense with healing/counters
  • Strength of the Ocean: CP once per turn (and 2 healing from 2 tokens)
  • Concussion makes the target skip their next income phase
  • Knockout and Ancestral Strength deliver undefendable straight damage

Weaknesses

  • The Strength choice is final – misallocated, it is missing later
  • No avoidance, no hard prevention outside the Sky defense

Key statuses & resources

  • Strength: Several abilities and cards grant Strength – the defense can generate it too.