Card Anatomy

Every card in Fantastic Fights shares a common layout. Understanding where each stat lives is the foundation of the game.

Hover or focus any element of the card below for details.

Spells, Loot, and other non-Entity cards do not have Attack or Health circles. Only Entity, General, and Commander cards have stat circles.

Card Types

TypeDescription
EntityA fighter with Attack and Health. May have Keywords and belong to Tribes.
SpellA one-time effect. May belong to a Spell School. Goes to Graveyard after use.
LootRemains on the battlefield; requires activation to use effects.
EnhancementA passive effect that remains in play until removed.
EquipmentA subtype of Loot that is attached to a card (typically enhances it).
WeaponEquipped only to Commanders. Provides Power and Durability.
PlaceField card with limited Uses that affects the game while active.
GeneralNon-Entity Unit with Health and activated abilities. One ability use per turn.
ChampionLegendary card granting a one-time effect, Commander Armor, and a bonus Commander Ability.
CommanderYour player avatar. 30+ Health, always on the battlefield, defines your deck Class.

Game Formats

FormatDeck SizeNotes
Quick Battle30 cardsCommon 2×, Rare 2×, Epic 2×, Legendary 1×
Fantastic Fight60 cardsCommon 4×, Rare 3×, Epic 2×, Legendary 1×
Big Battle100 cardsAll cards unique (except Ki Stones). Select a Leader Entity/General for Leader's Lookout zone.
Starting Health: 1v1 and 3-player = 30 HP. 4–5 players = 40 HP. 6+ players = 50 HP (maximum). Healing cannot exceed your starting Health total.

Starting Hand

  1. Draw 7 cards from your deck.
  2. Shuffle any 3 cards back — you begin with a 4-card opening hand.
  3. In 1v1: the first player does not draw a card on turn 1.
  4. The second player receives a Damaged Ki Stone in hand (provides 1 Ki that turn only).

Ki System

Ki is your energy currency. Every card costs some amount of Ki to play.

  • Auto-Unlock: Start with 1 Ki. Gain +1 Ki each turn (maximum: 10).
  • Ki Stone Cards: May be shuffled into your deck for flexible, non-turn-based Ki.
  • Reset: All unspent Ki is lost at the start of your next turn. Ki Stones refresh each turn.
  • Beam Exception: Ki may be spent on Beam cards and activated abilities during other players' turns.
  • Overcharge Keyword: Borrow Ki from future turns — pay 0 Ki now, reduce max Ki next turn.

Turn Structure

Defender-Favored Mode

  1. Start of Turn — Resolve start-of-turn effects, draw a card, gain 1 Ki.
  2. Main Phase 1 — Play cards and activate abilities.
  3. Combat Phase — Attack enemy Commanders or Generals only. Defending player chooses how to block.
  4. Main Phase 2 — Play additional cards or abilities.
  5. End Phase — Resolve end-of-turn effects.
  6. Entity Recovery — All Entities restore to full Health.

Attacker-Favored Mode

  • Players may attack any target directly, including enemy Entities.
  • Attacks cannot be blocked unless a card specifically allows it.
  • Damage is permanent — Entities do not auto-heal unless stated.
  • Beam cards and reactive effects may still be used by other players.

Zones

ZonePurpose
BattlefieldActive cards currently in play.
HandCards you hold (limit: 10; excess is Banished to the Shadow Realm).
DeckYour draw pile.
GraveyardDestroyed Entities and resolved Spells. Separate from Discard Pile.
Discard PileDiscarded cards — separate from Graveyard. Some cards target or revive these.
Shadow RealmBanished cards. Removed from the game; cannot return unless a card says otherwise.

Classes

Your Commander determines your deck's Class. Neutral cards may be added to any deck, but every deck must declare a Class for its Commander Ability.

Assassin
Druid
Fighter
Healer
Knight
Mage
Shaman
Warlock

Spell Schools

Spell cards belong to one of these schools (or no school).

Arcane Campaign Dark Divination Fire Frost Light Nature Noschool

Races & Tribes

Entities may belong to one or more tribes. Some cards reference specific tribes for synergies.

Angel Animal Bird Botanical Canine Demon Deer Dog Dragon Elemental Fallen Fairy Feline Furry Horse Human Monster Pig Pirate Reptilian Robot Rodent Skeleton Snake Spirit Titan Totem Turtle Undead Vampire Zombie

Rarity & Deck Limits

Rarity Quick Battle (30) Fantastic Fight (60) Big Battle (100)
Common Up to 2 copiesUp to 4 copies1 copy (unique)
Rare Up to 2 copiesUp to 3 copies1 copy (unique)
Epic Up to 2 copiesUp to 2 copies1 copy (unique)
Legendary 1 copy max1 copy max1 copy (unique)

Keywords A–Z

Bolded words on cards are keywords with specific mechanical definitions.

Air Defense
Allows a Unit to block Flying enemies.
Ally
This card interacts with another specifically named card or card type.
Armor
Grants your Commander extra Health beyond the starting amount. Damage is taken from Armor first.
Beam
Can be played during any player's turn. Immediately interrupts actions. Chains resolve in reverse play order.
Blitz
This Unit can attack anybody immediately and skips the Preparation step.
Double Strike
This Unit may attack twice during your turn.
ETB
Enter the Battlefield — effect triggers when this card enters play from anywhere.
Evasive
Cannot be targeted by spells or Commander abilities. Still affected by global effects.
Flying
Can only be blocked by cards with Flying or Air Defense.
Freeze
Prevents this Unit from attacking or using abilities until your next turn. Frozen Units cannot block.
Guardian
When another friendly Unit is targeted or attacked, you may redirect that target to this Unit. Stronger than Taunt.
Haste
This Unit may attack enemy Entities or Generals immediately. Cannot attack Commanders on the turn it is summoned.
Holy Protection
Blocks the next instance of damage regardless of amount. Consumed after one use.
Indestructible
Cannot be destroyed by effects or damage. Can still be Banished or reduced to 0 Health by effects (not damage).
Infiltrate
Bypasses Taunt and Guardian; may attack any target directly.
Insta Hit
Deals damage before blockers can strike back. If the blocker is destroyed, no return damage is taken.
Ki Power
Gains an effect when your total available Ki reaches a specified amount.
Life Leach
When this card deals damage, your Commander heals for the same amount.
On Death
Triggers when this card is destroyed or dies while on the battlefield.
Ongoing
A persistent effect that remains active as long as the card stays on the battlefield.
Overcharge
Borrow Ki from future turns. Pay 0 Ki now; next turn reduce your Ki max unless Overcharge is removed.
Overkill
Excess damage dealt to a Unit is redirected to the opposing Commander.
Overwhelm
If this card destroys a Unit, it may immediately attack again.
Poisonous
Destroys any Unit it damages.
Preparation
Unit enters unable to attack but may still block. Default state for all Units without Haste, Blitz, or General/Champion status.
Rally
Gains a benefit when another friendly Entity enters the battlefield.
Reborn
When destroyed, return to the battlefield with 1 Health.
Secret
A Spell played face down. Revealed and triggered under certain conditions.
Shout
Triggers when this card is played from hand to the battlefield.
Taunt
Enemies must attack this Unit before others.
Zenith
When your Commander's Health is at or below a specified value, this effect triggers.

Terminology

TermDefinition
CommanderPlayer avatar with 30+ Health; always visible and targetable unless protected.
OpponentAny enemy Commander.
EnemyAnything not on your team (Commanders, Generals, Entities, Champions).
UnitEntities and Generals only — not Commanders or Champions.
BeamMay be played at any time, including during another player's turn. Chains resolve in reverse play order.
BanishSend to the Shadow Realm. Cannot return unless a card states otherwise.
DestroySend a Unit to the Graveyard.