Master the battlefield by leveraging powerful bonuses that can turn the tide of any battle. Each bonus offers unique abilities, allowing you to build custom strategies and outwit your opponents.
When this creature attacks, it also deals π damage to all other enemy creatures.
π is drawn between 6 and 9
All allied creatures gain +π attack and +π health. (the bonus disappears when the creature dies)
π is drawn between 2 and 3
When this creature dies, it resurrects with 1 health point.
At the start of the battle, all allied creatures gain +π health.
π is drawn between 3 and 4
When this creature kills an enemy, it gains +π attack and +π health.
π is drawn between 6 and 16
When this creature dies, a random allied creature of the same race gains +π attack and +π health.
π is drawn between 16 and 22
Whenever an enemy creature dies, this creature gains +π attack and +π health.
π is drawn between 3 and 5
Each time another allied creature would take combat damage, this creature intercepts it and takes π % less damage instead.
π is drawn between 55 and 70
Whenever a creature of the same race (ally or enemy) dies, this creature gains +π attack and +π health.
π is drawn between 3 and 4
When this creature attacks, a random allied creature gains +π attack and +π health.
π is drawn between 11 and 17
All allied creatures of the same race gain +π attack and +π health. (the bonus disappears when the creature dies)
π is drawn between 5 and 6
When this creature attacks, all allied creatures gain +π attack.
π is drawn between 7 and 10
When this creature dies, all allied creatures gain +π attack and +π health.
π is drawn between 3 and 4
When this creature dies, it deals π damage to all enemy creatures.
π is drawn between 5 and 8
This creature ignores incoming damage. Divine Shield breaks only after blocking a single hit of at least π damage.
π is drawn between 5 and 9
Before each attack, this creature gains a new random bonus.
Before its first attack each turn, this creature gains +π health permanently and then strikes twice in a row before ending its turn.
π is drawn between 15 and 25
This creature gains +π attack and heals for π every time it receives damage.
π is drawn between 9 and 15
When this creature attacks, a random allied creature gains Divine Shield that breaks only after blocking a single hit of at least π damage.
π is drawn between 4 and 8
If possible, this creature attacks an enemy it can kill in one hit and does not take counterattack. Otherwise, it attacks a random enemy.
At the end of each turn, all other allied creatures regain π health.
π is drawn between 4 and 8
This creature does not take damage when it attacks.
When this creature dies, a π / π token is summoned
π is drawn between 15 and 20
When this creature dies, a random allied creature gains +π attack and +π health.
π is drawn between 9 and 15
When this creature attacks, it also inflicts damage on all enemy creatures to the right of its target.
At the end of each of your turn, deal π damage to a random enemy creature.
π is drawn between 4 and 6
This creature gains +π health points. At the end of each turn, this creature heals for π health points.
π is drawn between 8 and 10
The creature also deals π % of its attack damage to two other random opponents.
π is drawn between 60 and 90
Before this creature takes combat damage, it deals π damage back to the attacker.
π is drawn between 9 and 14
Whenever this creature takes combat damage, it has a π % chance to dodge it completely.
π is drawn between 40 and 50
Opponents always prioritize attacking this creature.
Before this creature takes attack damage or certain offensive bonus damage, it deals π damage to all enemy creatures.
π is drawn between 5 and 6
When this creature attacks, a random allied creature of the same race gains +π attack and +π health.
π is drawn between 17 and 26
If this creature deals any damage, it instantly kills the opponent.
At the start of the battle, all allied creatures gain +π attack.
π is drawn between 3 and 4
Before this creature takes physical combat damage (attack or counterattack), the attacker loses π attack.
π is drawn between 9 and 12
Bonus values are not tuned by guesswork: they are regularly stress-tested through the Benchmark Bonuses task, which simulates large volumes of battles using real decks.
Each bonus is compared against reference variants to measure its impact on wins, losses, and comeback potential. If an effect becomes too dominant, or too invisible, its value ranges can be adjusted.
The goal is simple: keep bonuses exciting, create meaningful deckbuilding choices, and prevent any single combination from becoming mandatory. Your cards keep their identity, while the arena stays competitive.