Standard
No ruleset modifiers active. Pure mana cap.
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Rulesets
85 rulesets. The matchmaker rolls zero or more rulesets per match, scaling by tier (none at tier V, up to three at tier I). Each ruleset rewrites a single slice of how combat resolves.
85 shown
No ruleset modifiers active. Pure mana cap.
Open full entryAll melee and ranged attacks always hit; Lift-Drive, Slipstream, and Blink-Shift evasion neutralized.
Open full entryAll fighters gain +2 armor at battle start.
Open full entryEnd of round, non-Lift-Drive fighters take 2 damage. Armor absorbs it first (no overflow), then HP.
Open full entryAll fighters target the lowest-current-health enemy from any position. This overrides every other targeting effect.
Open full entryAttacks deal double damage to Shocked (stunned) fighters.
Open full entryOnly fighters and commanders costing 4 mana or fewer may play.
Open full entryMagic-attack fighters may not be used.
Open full entryFighters act in ASCENDING speed order (slowest first), and the speed-based miss roll inverts with it: the slower Fighter is the harder target.
Open full entryMelee fighters may attack from any position (not just position 1).
Open full entryRanged-attack fighters may not be used.
Open full entryMelee-attack fighters may not be used.
Open full entryLegendary-rarity fighters and commanders may not be used.
Open full entryOnly fighters with even mana cost may be used.
Open full entryOnly fighters with odd mana cost may be used.
Open full entryOnly melee-attack fighters may be used.
Open full entryOnly ranged-attack fighters may be used.
Open full entryOnly magic-attack fighters may be used.
Open full entryOnly fighters with armor may be used.
Open full entryOnly fighters with speed 3 or higher may be used.
Open full entryOnly fighters with attack 3 or higher may be used.
Open full entryOnly Common and Rare fighters and commanders may be used.
Open full entryOnly Neutral-affinity fighters may be used.
Open full entryNeutral-affinity fighters may not be used.
Open full entryEach team is capped at 4 fighters.
Open full entryEach team is capped at 5 fighters.
Open full entryCommon-rarity fighters and commanders may not be used.
Open full entryLegendary-rarity fighters and commanders may not be used.
Open full entryOnly fighters and commanders costing 6 mana or fewer may play.
Open full entryEvery fighter on both teams begins the battle with Aegis Bubble.
Open full entryThe first time each fighter dies, it revives once at 1 health.
Open full entryAll melee fighters gain Flank (target the back-most enemy).
Open full entryAll ranged and magic fighters gain Pickoff (target the back-most non-melee enemy).
Open full entryAll fighters gain Splash (splash damage to fighters adjacent to the target).
Open full entryAll fighters gain Recoil-Plate (reflect 2 damage to melee attackers).
Open full entryAll fighters gain Berserker (+50% attack and speed while wounded).
Open full entryComing soon: would grant Marrow-Rot (max-HP-on-hit). Currently inactive, replay marker only.
Open full entryAll fighters gain Killstreak (+1 to all stats on kill).
Open full entryAll fighters gain Phase-Cloak (untargetable unless front-most fighter).
Open full entryAll fighters gain Plate (halved melee and ranged damage).
Open full entryAll fighters gain Null-Field (halved magic damage).
Open full entryAll fighters gain Volatile Frame (splash half of damage taken to an adjacent ally).
Open full entryAll fighters gain Ironwill (immune to stat-reducing debuffs).
Open full entryEvery fighter gains Vector-Shift: at combat start its attack type rotates one step (melee → ranged → magic → melee).
Open full entryAll fighters gain Final Defiance (1.5x stats while the sole survivor).
Open full entryRanged and magic fighters gain Plasma-Burn (the bearer takes 2 true damage at the end of each round; Immunity carriers are exempt).
Open full entryAll fighters lose all armor at battle start.
Open full entryAll fighters' max HP is normalized to the highest max HP on the field at start.
Open full entryEvery fighter's max HP is capped at 4. Battle buffs can exceed this.
Open full entryCommander effects are disabled, both stat buffs and granted abilities. Fighters battle at their printed stats.
Open full entryMed-Mend, Frontline Mend, Field-Mender, and Plate-Welder are stripped at battle start.
Open full entryAll fighters lose every ability at battle start, including abilities granted by a commander.
Open full entryMagic damage routes through armor first instead of bypassing it.
Open full entryEvery fighter on both teams begins the battle Poisoned (2 damage at the end of each round; Immunity carriers are exempt).
Open full entryEvery fighter on both teams begins the battle Burning (2 true damage end of round; Immunity carriers are exempt).
Open full entryEach team's positions are deterministically shuffled at battle start.
Open full entryFlank, Pickoff, Hunter, and Spray-Fire targeting are silenced.
Open full entryAttackers take 2 true damage on a miss.
Open full entryAt the end of each round, every alive fighter gains +1 attack, +1 speed and +1 health. Armor is not affected.
Open full entryOverrun kills chain on consecutive kills (safety depth cap of 6 still applies).
Open full entryFighters with the highest attack act first, rarity as tiebreak.
Open full entryOn equal speed, melee fighters act before ranged and magic.
Open full entryRanged fighters may attack from the first position.
Open full entryAll fighters target the highest-current-health enemy from any position. This overrides every other targeting effect.
Open full entryPosition 1 takes 25% less damage; positions 5-6 take 25% more damage.
Open full entryAdds 1 to positive base magic damage before class mitigation and armor absorption. The boosted base still passes through ordinary halving and armor routing.
Open full entryAt the end of each round, fighters with a heal ability gain +1 armor; a Frontline-Mend carrier additionally grants +1 armor to the front-line tank.
Open full entrySecond and subsequent hits on the same target this round deal +2 damage.
Open full entryAt end of every round, all status effects (stunned, poisoned) are cleared on every fighter.
Open full entryEnd of round, the lowest-HP enemy is marked; attacks vs marked targets deal +1 damage.
Open full entryFirst ranged/magic hit each round marks its target; subsequent hits on it deal +1 damage.
Open full entryRecoil-Plate, Counter-Volley, and Spell-Mirror reflected damage is doubled.
Open full entryAt end of every round, every alive fighter gains +1 max armor and +1 current armor.
Open full entryAt end of round, every fighter that took damage this round gains +1 attack.
Open full entryOn kill, all friendly alive fighters gain +1 speed (cumulative).
Open full entryAll fighters target the highest-current-armor enemy from any position. This overrides every other targeting effect while any enemy has armor; once all enemy armor is gone, normal targeting resumes.
Open full entryEach round, Plasma-Burn carriers take additional true damage equal to the round number, on top of the base Plasma-Burn tick.
Open full entryWhen the front-line Fighter dies, the friendly Fighter sliding up to the front line gains +1 attack and +1 speed.
Open full entryWhen the front-most living Fighter dies, the friendly sliding up to the front line inherits its max armor (capped +3) plus that much armor.
Open full entryEpic and Legendary fighters banned; max mana per card capped at 6.
Open full entryEvery alive fighter takes 1 true damage at end of each round (ignores armor and Lift-Drive).
Open full entryStrips Killstreak, Final Defiance, and Splash from every fighter at battle start.
Open full entryEnd of rounds 3 and 6: last fighter that died on each team revives at 50% max HP.
Open full entryEach fighter gains +N attack where N = number of other allies sharing its affinity.
Open full entryYour commander binds no affinity. Field fighters from any affinity the match still allows.
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