recursal/Fanatic-Fandom huggingface dataset:
Lancelot

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* Upgrade

**Lancelot** is a character card. He is a 9/9 with a Slay ability that gives him +2/+2, and a Quest to have 25 Attack or Health in a brawl.

## Strategy

As a 5-cost character, **Lancelot** is underpowered, and will struggle to Slay even if picked up on-curve. It has to Slay 8 times to complete its Quest using just its Slay ability, and even if you manage to get **Lancelot** on level 4, it is not likely to.

To get **Lancelot** to complete his Quest, Buffs of all kinds, including Supports like Sporko, Treasures like Sting, Spells like Queen's Grace, or character abilities like Fairy Godmother (which can be one of the fastest ways to complete the quest), or a Good Boy. If you have the means to do so, **Lancelot** will give a relatively easy level 5 Treasure, many of which are key to getting a fast start towards building your final board on level 6, such as Hand of Midas, Ambrosia, or Staff of the Old Toad. Make sure you have enough Health and on-board strength to afford this play, as this will weaken you for a turn.

**Lancelot** can also be a key piece of a Slay build, as it gains Health on Slay - twice as much as Vain-Pire. He gets +4/+4 on Slay if Upgraded, so if he can reliably Slay and get a Baba Yaga behind him, he can really start to snowball. He is Good as well, allowing for Shoulder Faeries to scale with him, provided you have a good source of Evil attack - Shadow Assassin being a very good candidate in this case.

The fact that he is a level 5 character makes this difficult to pull off, however, especially since Slay boards really need to find Baba Yaga quickly on level 5. If this is path you are considering, having the tools to immediately Upgrade **Lancelot** and give him a jumpstart on Slaying is crucial. Having taken XP Spells earlier also gives you a better chance of getting **Lancelot** off the ground.

## Notes

* **Lancelot** has to have 25 Attack or Health at any point in a brawl - permanent, temporary, and Support, including Aura buffs all count, even if **Lancelot** will not have all those stats once the brawl concludes.
* As **Lancelot**'s Quest says, it cannot be completed during a shop phase; it can only be completed mid-brawl. If **Lancelot** begins a brawl with more than 25 Attack or Health, he will finish his Quest as soon as the brawl begins.
* **Lancelot** must be alive to finish his Quest - for example, if he Slays and his attack goes above 25, but **Lancelot** also dies, he will not finish his Quest this brawl.
* Counterintuitively, "Health" does not refer to **Lancelot**'s Health stat, but rather his *remaining* Health; i.e. Health minus the damage he has taken (which is the number shown on the lower right corner of his card, even if it is red). For example, if **Lancelot** has 23 Health and Slays and survives, making his maximum Health 25, but also takes 10 damage, he will not complete his Quest unless he gains additional Health.

## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.
Friendly Spirit

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* Upgrade

### Text

**Last Breath**: Give my Attack and Health to one of your other characters this brawl.

## Friendly Spirit

### Text

**Last Breath**: Give double my Attack and Health to one of your other characters this brawl.

### Artist

Felipe Gonçalves do Nascimento

**Friendly Spirit** is a character card. It is a 3/4 that gives its stats to another randomly chosen character this brawl as a Last Breath ability.

## Strategy

**Friendly Spirit** is somewhat weak on-curve with its base stats even with its ability taken into consideration, with 6/8 total stats. However, investment into its stats gets double value, and with its Monster subtype, there are several good ways to do so. Worm Root and other spells, Monster Manual, Coin of Charon, and other treasures, and Supports and other Auras such as Sporko are all great ways to make good use of **Friendly Spirit**'s ability. Its ability can also make an outsize impact if it hits a character that makes particularly good use of the stats. It can make a great contribution to a wide variety of boards. **Friendly Spirit**'s Upgrade makes it much stronger too, both doubling its base stats and doubling the power of its ability, resulting in a more-than-double power buff.

Position 4 is often a good place for it if your back line is Ranged, as that gives it a decent chance of dying with only Ranged characters remaining, improving the value of its buff.

As a Last Breath ability based character, it has synergy with Muerte, Trophy Hunter, and Copycat, and is a strong combo piece for them.

**Friendly Spirit**, by virtue of its randomness, causes a lot of variance in brawls, and that plus the fact that it takes time to invest into means that a high hero health total makes it more attractive, as you are liable to lose a random brawl here and there due to a poor roll of its ability, or due to "scam" abilities like Medusas and Rotten Appletrees. If invested into, it frequently can stay in an end game board, particularly Copycat-based boards, though Good Boy may eventually replace it as the main focus of the board.

## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.
Dancing Sword

**Dancing Sword** is a treasure card. It gives your Evil characters +1/+1 as an Aura effect.

## Strategy

**Dancing Sword** can be a decent treasure at levels 2 and 3, if the player has multiple evil characters. After that point, **Dancing Sword** quickly drops off in effectiveness.

**Dancing Sword** works best with Black Cat, Kitty Cutpurse, Vain-pire, and Wretched Mummy.

## Notes

* **Dancing Sword** initial design was changed alongside Fountain of Youth, because they "weren’t the strongest or most interesting, so we are swapping them out for a pair that give you a reason to build towards good or evil comps."

## Gallery

*Dancing Sword* card art*Dancing Sword* card art pre August 2, 2022 patch by Guilherme Sakalauskas
## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.
Fierceify

**Fierceify** is a spell card. It gives a targeted character +10 Attack permanently.

## Strategy

**Fierceify** is the highest-level Attack buff spell there is. It is expensive, especially on level 6 when you need to be building your final board, so use it on characters that leverage it particularly well. Examples include:

* Tweedle Dee
* Good Boy
* Doombreath
* Empress Pea

With "Hatball", **Fierceify** is a welcome sight, as it continues your chain (albeit usually at some cost) - use it on whichever character it seems most likely to make an impact on, depending on your siuation.

## Gallery

*Fiercify* card art*Hugeify* card art (pre Oct 3, 2022)
## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.
Candy Cannon

**Candy Cannon** is a spell card. It gives characters +1/+1 permanently that you gained this turn.

## Strategy

If you're out of Gold and haven't spent your spell cast for the turn and **Candy Cannon** is available, there's little reason not to cast it. (An edge case would be if you bought a 0 attack character with the intention of it not attacking.) It can be cast earlier in the turn if you've bought a character that needs the upgrade, or you would like to cast a spell without spending Gold for Merlin's purposes or Cinder-Ella's.

## Notes

* **Candy Cannon** will buff characters that have been Mixawizzled, True Love's Kissed, or undergone any other transformation in-shop, such as Frog Prince or Awoken Princess. It will also affect characters gained in the previous brawl, such as those gained by Ogre Princess.

## Gallery

**Candy Cannon** card art*Candy Rain* card art by Shane Cisler
## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.
Bossy

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* Upgrade

**Bossy** is a character card. He is a 2/2 that gives your other Dwarves +1/+1 as an Aura effect.

## Strategy

**Bossy** provides an average 2/2 body early in the game, making it a decent choice. With Crafty and other **Bossy**, **Bossy** can provide some solid utility with his boost.

Since the boost disappears when he dies, put **Bossy** on your back line, preferably slot 7 so that he dies after your other Dwarves do.

On level 3, partners like Lucky and Dubly are introduced (the latter of which gains double the stats), and Princess Wight gives you a payoff for tripling **Bossy** as well.

That being said, it can be awkward to find the time to transition away from **Bossy** - and he never plays long-term as his stats, even with the buff, don't remain relevant past level 4. He falls off much faster if you don't pair him with other Dwarves, so don't be afraid to sell him on level 3 if Dwarves don't make sense as a direction for you by that point.

## Notes

* **Bossy** was removed on Feb. 14 because "Bossy isn’t the biggest piece of the puzzle, but every bit matters, and an early Bossy could be overwhelming." **Bossy** was cut at the point that Dwarfs were at their most dominant, as the strategy had the tendency to deal massive amount of damage to other players at levels 4 and 5. It was later re-added as a level 2 character.

## Gallery

*Bossy* card art*Bossy* card art pre Dec 9, 2022)
## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.
Hand of Midas

**Hand of Midas** is a treasure card. It Upgrades the next character you buy and then destroys itself.

## Strategy

**Hand of Midas** allows for an immediate power spike when you find just one copy of a key character you need, and lets you transition very quickly to your endgame board, in contrast to trying to find and buy 3 level 6 characters. In contrast to Ambrosia, it can be used for any character regardless of what board slot it wants to be in, and once you buy the character, it clears your Treasure slot, allowing you to keep its benefits while filling its slot with another useful Treasure.

**Hand of Midas**'s main downside is that until you use it, you have to be very disciplined about what you buy - do not buy filler characters like Golden Chicken, Nian, Sea Terror, or a pair of an unimportant character that you already have! You'll be quite disappointed. (Note that you can still triple characters you already have - see notes.) If you cannot see the character you intend to upgrade when you're picking **Hand of Midas**, you need to be either flexible as to what you Upgrade, or healthy and stable enough on board that you can afford to roll past several shops in search of your specific target.

## Notes

* If buying a character would result in it combining and upgrading normally, **Hand of Midas** will not activate and will not be used up.

## Gallery

*Hand of Midas* card art*Hand of Midas* card art pre Oct, 3, 2022 by Pablo Murinelly
## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.
Amy

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* Upgrade

**Amy** is a character card. She is a 6/6 with Ranged.

## Strategy

**Amy** is a simple character, with a simple strategy behind it. It's a solid tempo character, as a 6/6 ranged can often do a lot of work at the early stages of level 4. However, it's lack of an ability makes it quickly outclassed by other characters. Like Angry, she can be good at surviving a few fights, but keeping her can be a liability unless you're focused on playing dwarfs.

**Amy** is a dwarf, meaning she synergizes really well with most dwarf cards, such as Deepstone Mine, Angry and Lordy.

## Gallery

*Amy* card art*Amy* card art pre September 13, 2022
Baby Puff Puff

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* Upgrade

**Baby Puff Puff** is a character card. It is a 1/1 with a Last Breath ability that gives all your **Puff Puff**s everywhere +1/+1.

Puffy starts with this character; it is otherwise unobtainable normally without stealing it using the Kidnap spell or the Gloves of Thieving treasure.

## Notes

* See Puff Puff - this character is functionally identical to that character, just with 6 less base Attack and base Health.
Gingerbread Knight

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* Upgrade

**Gingerbread Knight** is a character card. They are a 7/7 that get +7/+7 as a calculated stat increase when your hero has 20 or less Health.

## Strategy

**Gingerbread Knight** is an excellent "life raft" if you find it on level 4 with 20 or less health, as 14/14 is awesome on-curve stats at that point in the game, without needing any synergies to work. Just put it in and replace your weakest character in whatever position is best for your board. **Gingerbread Knight** can be the beginning of many a comeback story!

Its long-term upside is somewhat limited outside of being a Royal, though that allows it to stick around on boards featuring Prince Arthur and/or Court Wizard or led by Mihri, King Lion, and **Gingerbread Knight** can be an entry point into that kind of a board too.
Forking Rod

**Forking Rod** is a treasure card. It makes Spells you buy that cost 2 or less cast twice.

## Strategy

**Forking Rod** is, by far, the most powerful level 4 treasure in the game. It has a wide range of uses, such as double-casting Fireball or Lightning Bolt to instantly win a fight, using econ spells like Shrink Spell and Feed the Kraken to much greater effect, and even double casting Masquerade Ball, allowing a lucky player to potentially obtain multiple level 6 units as early as level 4. As such, this treasure is worth considering even when having no spell synergies on your board.

**Forking Rod** pairs particularly well with Merlin's Hat, as that allows a wider range of Spells to be double-cast, such as True Love's Kiss, The End, Turkish Delight, or Gigantify. If **Forking Rod** is paired with "Hatball", the combo becomes much stronger - not only are most of your spells doubled, each spell cast can give you 2 more Spells to potentially continue your chain (since Crystal Ball's shop-replenishing effect happens on each cast)!

With Aon, Mages will scale twice as much for doubled spells as well.

As such, if you have "Hatball", look for sources of level 4 treasures (The Nutcracker, Sporko, and Lady of the Lake can do this and have other value for Mages) as this treasure with Hatball is one of the most powerful comps you can assemble in the entire game. Even without Merlin's Hat, having Crystal Ball, Aon and
**Forking Rod** will effectively accomplish the same thing, as long as the Aon can consistently slay and offer enough of a discount (which is much less consistent than using Merlin's Hat).

## Notes

* This looks at the cost you pay, not the base cost of the spell. It looks at the cost of the spell after any cost reduction effects (such as Merlin's Hat).
* With Black Prism, **Forking Rod** only duplicates targeted spells costing 2 or less on its original target, not your other characters.
* **Forking Rod** never works on Spells cast from hand due to a Hero power.
* Forking Rod doubles the effect of Boiling Beaker and Potion Master's second ability.
* If the player also has Wand of Weirding, Spells that cost 2 or less will be cast 3 times in total, not four. Having Forking Rod and Mimic at the same time will also cast the spell 3 times, not 4.
Dragon Nest

**Dragon Nest** is a treasure card. It gives your Dragons +5/+5 as an Aura effect.

## Strategy

There aren't many Dragons in the game, with one at level 2, two at level 4, and one at level 6. As such, whether you want to take this treasure or not highly depends on your level. In addition, its upside in practice is not as high as it may seem, since Dragons do not tend to have a lot of synergy with each other - a "dragon board" is not as feasible as this treasure would make it seem.

However, even if you have just one Dragon, its +5/+5 bonus beats Jack's Jumping Beans and all level 2 treasures short of Needle Nose Daggers, so it may already be worth taking with just one. After all, having 1-2 8/7 Baby Dragons can help dominate the first few fights.

With the addition of Feasting Dragon, **Dragon Nest** can actually be a fantastic treasure to take on level 3. This is because both Feasting Dragon and Lightning Dragon really appreciate the stats this provides, making them fantastic pickups at level 4. However, taking it before receiving those characters can be somewhat risky, but successfully finding can provide a massive tempo boost.

## Gallery

*Dragon Nest* card art*Dragon Nest* card art pre-August 2, 2022 patch
## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.
Jack's Jumping Beans

**Jack's Jumping Beans** is a treasure card. **Jack's Jumping Beans** gives +4/+4 to a randomly chosen character on your board at the start of each brawl.

## Strategy

Gaining a total of 8 stat points is solid value, and can help you win some brawls in the short term, saving you some health. The fact that the buff is random makes it somewhat difficult to factor into your strategy - while it would be nice to have it a character that uses the stats particularly well, like Wretched Mummy or Friendly Spirit, it will not reliably do so. So mostly it just gives you a small nudge in brawls, and it can potentially win you a brawl in the early game - if it does that just once, it's a worthwhile pick.
Princess Wight

* Normal
* Upgrade

**Princess Wight** is a character card. She is a 3/5, and when you have her, Dwarves in your shop get +1/+1.

## Strategy

**Princess Wight** passively buffs all future Dwarves that are purchased, even when in your hand.

If a player stays committed to Dwarves after purchasing **Princess Wight**, the buffs she provides add up over the course of the game, especially when the bonus is granted to Dubly, Tweedle Dee, Greedy or Angry.

Finishing her Quest can be very valuable, as she gives a level 3 Treasure and her bonus to Dwarves becomes +2/+2. However, **Princess Wight** can take a while to complete her Quest even if you are very committed to Dwarves, so unless you find her soon after hitting level 3, the treasure she gives may already be less relevant. So, she often isn't worth purchasing if found later in the game. However, her quest can be completed cheaply if you only buy then sell level 2 dwarfs.

**Princess Wight**'s biggest downside is that she is a 3/5 with no other abilities during a brawl, which makes her about average compared to other level 3 characters. She also isn't a dwarf, meaning she won't be receiving any of the bonuses that your other dwarfs will. Taking **Princess Wight** is a risk, and sometimes it will not make sense to pursue Dwarves even after picking her up - so knowing when to cut your losses is key.

## Notes

* Shop buffs like **Princess Wight**'s ability are permanent buffs applied immediately to all shop Dwarves when **Princess Wight** is bought or Upgraded, and then applied to every Dwarf that the shop rolls while you have **Princess Wight**. Shop characters still have the buff when you lose **Princess Wight**, but future shop characters will no longer have it.
	+ Note that if **Princess Wight** Upgraded with a Dwarf in shop, that Dwarf will get both unupgraded **Princess Wight**'s +1/+1 buff and Upgraded **Princess Wight**'s +2/+2 buff for a total of +3/+3, though subsequently rolled Dwarves will only have Upgraded **Princess Wight**'s +2/+2 buff.

## History

 October 18, 2021 | Old: 1/3 -> New: 2/4
Riverwish Mermaid

* Normal
* Upgrade

**Riverwish Mermaid** is a character card. She Supports characters in front of it withan ability that says "Slay: +1/+1 permanently".

## Strategy

**Riverwish Mermaid** can help you scale up characters that you desire to use late game by giving them a scaling mechanism. It is contingent on the affected character's ability to Slay, so those characters should already have a fair amount of Attack. Note that these Slay abilities work like any other Slay ability - they trigger Bad Moon, Shadow Assassin, Bounty Board, and Jormungand, and can be multiplied by Baba Yaga. If a character supported by **Riverwish Mermaid** already has a Slay ability, each will trigger separately, and this doubles the number of times the above-listed Slay synergies work.

**Riverwish Mermaid**'s weakness in combat does make it difficult to justify unless you have a fair amount of the above, as its stats are mediocre, and it has no combat abilities in itself. You need to really be benefitting from the Slay abilities granted to the characters in front of it with characters that make particularly good use of it, with treasures that make good use of it. For her to be worth using on an endgame board, you need Jormungand and preferably a Horn of Olympus and Evil Eye. In that case, the number of Slay triggers she generates becomes a large combat boon in that Jormungand sees double (or triple, with Evil Eye) the Slay triggers. Otherwise, her own weakness in combat becomes too much of a liability by then.

Lightning Dragon is a noteworthy support partner, as it will Slay very reliably thanks to its ability, but has no in-built scaling, and **Riverwish Mermaid** can provide it - and this can allow Jormungand to be massive from the very start of the fight if you have it. If Lightning Dragon has enough health, which **Riverwish Mermaid**'s Slay ability provides, to survive its opening attack, it can often attack again, letting it Slay twice. This combo is particularly potent with Bad Moon. However, with no treasure support, this strategy is actually quite weak, as it often only provides an extra +1+1 or +2+2 to your total stats each turn, which is very low for a level 4 character. It's only with the combination of other slay effects that this synergy becomes amazing.

## Notes

* Despite not giving any stats directly, **Riverwish Mermaid** works with Pup the Magic Dragon's Hero ability.
* If **Riverwish Mermaid** is supporting a character, Cloak of the Assassin will buff that character. However, if that character already has a slay ability, it will not gain the buff twice.

## Gallery

*Riverwish Mermaid* card art*Riverwish Mermaid* card art pre Dec 9, 2022 by Decio da Silva Junior
## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.
Locked Chest

**Locked Chest** is a treasure card. **Locked Chest** gives you a choice of 3 level 3 treasure in 3 turns, and destroys itself when it does. It has a counter on its sprite that tells you in how many turns it will open.

## Strategy

When considering **Locked Chest**, consider the value of the health that you might save via having your other options now, instead of having a treasure that does nothing for 3 brawls. Knowing the level 3 treasure pool, and particularly how many level 3 treasures would help your board long-term (you wouldn't want to wait 3 turns for a treasure you'd be replacing the turn after you get it!), can help you determine how much future value **Locked Chest** really is. For example, if you are shooting for the Merlin's Hat and Crystal Ball combo, you are likely to want this treasure. Slay-based compositions would also appreciate Cloak of the Assassin or Bad Moon.

Sir Galahad appreciates this treasure, as his bonus will trigger when **Locked Chest** opens (in addition to when you get **Locked Chest** in the first place).

This is an excellent treasure for Celestial Tiger, as they receive two level three treasures, each of which have their effects doubled. Notably, if the first treasure is Treasure Map, the second will be a level 7 (!!) treasure - all for Upgrading just a level 2 character.

## Gallery

*Locked Chest* card art*Locked Chest* card art pre Oct 3, 2022 by Shane Cisler
## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.
Lich's Heart

**Lich's Heart** was a treasure card. It saved you from dying once. It was cut in Early Access.

## Notes

* It was removed from the game in *Storybook Brawl's* Early Access period, *"because it can remove so much of the mystery and excitement of who is going to win, and will the defeated player be eliminated, or not?".*

## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.
Kitty Cutpurse

* Normal
* Upgrade

**Kitty Cutpurse** is a character card. They are a 1/1 with a Slay ability that gives +1 Gold during the next shop phase.

## Strategy

**Kitty Cutpurse** is weak early, and remains so unless invested in. But with investment, it can pay for itself, and then some.

**Kitty Cutpurse** is weak in the first couple of turns, and without support does not have much upside either - while its Slay ability is strong in the early turns, it isn't likely to trigger it with 1 Attack. For **Kitty Cutpurse** to Slay, you will need to buff its stats - with Hero abilities such as Krampus's, Mad Catter's, or Merlin's, or spells like Roll the Dice, Witch's Brew, or Magic Research.

Sometimes, especially with additional Slay-supporting cards like Cloak of the Assassin, Shadow Assassin, and Bounty Board, a **Kitty Cutpurse** that is well-invested into can provide you a steady advantage through the midgame, giving you the Gold you need to stay one step ahead throughout the game.

## Gallery

*Kitty Cutpurse* card art*Kitty Cutpurse* card art pre September 13, 2022 patch by Decio da Silva Junior
## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.
Poison Apple

**Poison Apple** is a spell card. It reduces a random enemy's Health to 1.

## Strategy

**Poison Apple** is a handy combat spell, potentially taking out a large threat on your opponent's board.

Its utility is highly variable depending on the opponent and just plain luck - it could hit a Scion of the Storm for great value, or a Three Big Pigs for less-than-great value. **Poison Apple** is solid with Ring of Meteors or Ancient Sarcophagus, letting those treasures pick off the character weakened by it completely.

Consider the opponent you are facing, and whether or not you need to spend Gold on something that doesn't improve your board, but **Poison Apple**, against the right board, can decide a combat in your favor for a relatively low cost.

## Notes

* **Poison Apple**'s effect is mechanically identical to Rotten Appletree's ability - see its page for details.
* **Poison Apple** cannot target characters that already have just 1 Health.

## Gallery

*Poison Apple* card art*Poison Apple* card art pre Oct 31, 2022
## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.
Hidden Cache

### Text

When you win a brawl, give one of your surviving characters +3/+3 permanently. Otherwise, +3 Gold.

**Hidden Cache** was a treasure card. It gave a random surviving character +3/+3 permanently if you won the brawl, and otherwise gave you +3 Gold for your next Shop phase. It was cut in Early Access.

## Strategy

*This treasure no longer exists. This article is a relic describing what it used to be.*

**Hidden Cache** is at its best if you have a character that you want to invest into, such as Spell Weaver or Shadow Assassin, that are the most likely to survive a brawl. Even then, it's fairly difficult to control the buff, so having other characters that you intend to keep around long-term are also good to have for **Hidden Cache**.

Its +3 Gold bonus on the loss of a brawl is perhaps even better - almost as good as Fool's Gold without the downside, though it's not worth intentionally losing brawls to get. If you get it, hopefully the bonus will help you not get that bonus again.

## Notes

* **Hidden Cache** will always buff a character that started out on your board, and never a character summoned mid-combat.
* **Hidden Cache** will give you +3 Gold when you lose or tie a brawl.
* It is possible for **Hidden Cache** to do nothing if you win a brawl with only characters summoned mid-combat remaining.
* **Hidden Cache** was removed along with Hand of Vekna, because they "just weren't fun enough to justify their slots, and cutting (them) opens the door for more fun treasures."

## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.
Blaze of Glory

**Blaze of Glory** is a spell card. It gives a targeted character +10 Attack this brawl.

## Strategy

**Blaze of Glory** gives a single character a powerful boost for a single turn. It is temporary, however, so consider if it is worth spending 2 Gold for something that does not help you long term. In addition, unless it's applied strategically, it may not be enough of a boost to justify its cost, especially compared to Lightning Bolt.

The most noteworthy target is Court Wizard, who can use the buff quite well with Royals, since they get so many attacks. With Book of Heroes, perhaps it can even be translated into long-term scaling. 2 other good targets for this spell are Good Boy, who provides the buff to the entire team, and Lancelot, which can easily hit 25 power with the spell and a few other buffs.

**Blaze of Glory** is a welcome sight with the "HatBall" combo, letting you continue your spell chain for free.

## Gallery

*Blaze of Glory* card art*Blaze of Glory* card art pre Dec 9, 2022)
Hungry Hungry Hippocampus

* Normal
* Upgrade

**Hungry Hungry Hippocampus** is a character card. It is a 10/1 that gets +2 Health permanently whenever an Animal is bought or summoned while it is on the field.

## Strategy

**Hungry Hungry Hippocampus** is decent on-curve, with a strong attack but weak health. At level 4, though, you usually want a character with upside. **Hungry Hungry Hippocampus'**s upside comes from its ability, and for it to really take off, you need characters that summon Animals. Black Cat, Princess Peep, and Sheep in Wolf's Clothing are the characters you're most likely to have, and keep an eye out for Baby Bear later. The fact that it gains health when you buy Animals is nice, but a well-built **Hungry Hungry Hippocampus** will get most of its Health from summons. (That said, be sure to pick up - even if you immediately sell, if you prefer the Gold now - any Golden Chicken you see for the free +2 Health on **Hungry Hungry Hippocampus**.)

Put **Hungry Hungry Hippocampus** in the back row for its first brawl, since you do not want it to die early and miss out on the scaling it will get from your summons. Once **Hungry Hungry Hippocampus** has accumulated some Health, it can be moved to the front row - slot 4 is often the right spot, as **Hungry Hungry Hippocampus** will become quite the tank.

**Hungry Hungry Hippocampus** will then be quite strong for level 4 and level 5, though its lack of Attack scaling catches up to it in the late game. It can be used to pivot toward a Shoulder Faeries-centered strategy, as they love **Hungry Hungry Hippocampus'**s high Health. **Hungry Hungry Hippocampus** is unfortunately quite awkward in a Bearstain-led endgame summon build - which is a common build you'd want to go to if **Hungry Hungry Hippocampus** is strong - because it will kind of just sit there taking up a board slot, and it benefits quite little from Bearstain. However, this can be remedied by casting Croc Bait on **Hungry Hungry Hippocampus**, allowing Bearstain to double its formidable stats (and if you have an Echowood, it too will get a lot of Health!).

## Gallery

*Hungry Hungry Hippocampus* card art*Hungry Hungry Hippocampus* card art pre Dec 9, 2022 by Felipe Gonçalves do Nascimento
## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.
Baby Bear

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* Upgrade

**Baby Bear** is a character card. They are a 2/2 and summon Papa Bear (a 4/4) as a Last Breath ability, who in turn summons Mama Bear (a 6/6).

## Strategy

**Baby Bear**'s total 12/12 stats distributed between the three members of its chain are fairly irrelevant at level 5, so on its own it is generally not worth picking.

**Baby Bear** does have a lot of synergy with a variety of things, however. It uses Supports and other Auras 3 times, one for each of **Baby Bear**, Papa Bear, and Mama Bear. In particular, **Baby Bear** makes excellent use of the Support of Sporko and Boom Hilda, as well as Sting and Monkey's Paw. And **Baby Bear**'s Summoning ability is more reliable than any other Summoning ability that summons more than one character, as it summons one-at-a-time, meaning board space will rarely prevent its summons. This lets it reliably make good use of the aforementioned buffs.

**Baby Bear** also has synergies with everything that cares about Summoning Animals, such as Bearded Vulture, Hungry Hungry Hippocampus, who scale well off of **Baby Bear**, and most notably, Bearstain, who makes Papa Bear and Mama Bear forces to be reckoned with. Because of the way that brawls work, **Baby Bear** frequently delays the attacks of the back line, since **Baby Bear** and its summoning chain usually die when they attack, and so the same slot, containing the next member of **Baby Bear**'s summon chain, will attack again on your next attack. Bearded Vulture, Hungry Hungry Hippocampus, and especially Bearstain really appreciate this, as they do not want to attack early in brawls.

**Baby Bear** can be ok on Good Boy boards, as it dying before Good Boy doesn't result in loss of stats due to Papa Bear and Mama Bear being summoned instead, though **Baby Bear** doesn't really use Good Boy's or other non-Aura buffs particularly well, as only one member of the chain gets it.

**Baby Bear** is a crucial piece of Summoning boards, and is mostly skippable otherwise.

## Notes

* Upgrading **Baby Bear** only results in the summoning chain having double base stats, rather than upgrading the summoning chain mechanically. An upgraded **Baby Bear** does not benefit any more from Auras than an unupgraded **Baby Bear**, so it can actually weaken your board to upgrade it, trading two unupgraded copies for one upgraded one (though the level 5 treasure could be worth it). The upgraded copy will get more stats from Bearstein on Mama Bear and Papa Bear, which could be worth it too.

## Gallery

*Baby Bear* card art*The Three Bears* card art*Baby Bear* card art pre Oct 19, 2022 by Kate (Ekaterina) Chesalova**Goldilocks and the Three Bears** piece.
Mad Catter

### Text

When you roll, give a random character in the shop Attack and Health equal to your level.

**Mad Catter** is a hero card. When they roll, they give a random character in the shop Attack and Health equal to their level.

## Strategy

**Mad Catter** has a unique and challenging playstyle, testing your decision making as a player.

You should consider your shop roll as a "spell" that you have.

On turn 1, hope to find a Free Roll, and if you do, use it and take the character that **Mad Catter** buffs - things with +2/+2 tend to be much better than things that do not at that stage.

On turn 2, strongly consider rolling rather than buying with your first Gold, and take the buffed character. That being said, if a character in your second shop interacts particularly well with what you have, you can consider taking it and then rolling and locking, saving your buffed character for next turn. (If you see a Free Roll, you can both take a buffed character and lock one for turn 3 too.)

On turn 3, assuming you didn't lock a character on turn 2, you'll sometimes want to take 2 characters, but don't discount the possibility of rolling and taking a buffed character then either - **Mad Catter**'s buff is that powerful early.

Note that with how many times you want to roll, you usually cast fewer Spells when playing **Mad Catter**, so be wary of taking Mages like Cinder-Ella.

Figuring out the transition from just taking what **Mad Catter** buffs to drafting a more cohesive board is what makes **Mad Catter** challenging to play. **Mad Catter**'s buffs are substantial, but become less relevant as the game goes on, and if you find yourself aimless later in the game, you are in trouble. The buffs can still be huge if they happen to land on something that uses the stats well, like Friendly Spirit, Sporko, Court Wizard, or Good Boy!

## Notes

* As with any shop buffs, **Mad Catter**'s buffs are permanent.
* **Mad Catter'**s ability works when the shop is rolled for 1 Gold, or when Free Roll is cast. It does *not* work when the shop naturally rolls after a brawl when it wasn't locked. (As with any shop buff, a buff from **Mad Catter**'s ability persists if the shop was locked.)
* They appear to be a combination of two characters, the Mad Hatter and the Cheshire Cat, from Alice in Wonderland.
Jekyll's Concoction

**Jekyll's Concoction** is a spell card. It provides a +3/+3 permanent buff to a Monster.

## Strategy

**Jekyll's Concoction**'s buff is very powerful for its level - consider that the buff is stronger than Burning Palm and Stoneskin, and only 1 less than Merlin's Test, while costing 1 less and not requiring you to win the next brawl for it to be permanent.

The existence of **Jekyll's Concoction** gives Monsters a leg up, and if it's available in the shop with a Monster, it should be strongly considered. Most Monsters benefit a lot from the investment as well.

The existence of **Jekyll's Concoction** means that Crystal Ball power-users should keep at least one Monster on hand to keep their chain going if they see this spell.

## Gallery

*Jekyll's Concoction* card art*Worm Root* card art before Oct 19, 2022
## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.
Last Breath

**Last Breath** is a keyword mechanic.

*Cards that have or care about Last Breath are found in its category page.*

## Details

***Last Breath**: Do something when I die.*
## Strategy

* Outside of specific heroes (Trophy Hunter in particular), there isn't much last breath synergy specifically. Copycat is the only character that cares about other cards having last breath. Last breath synergies are more associated with the effect that is generated. For instance, animal compositions typically use several cards with last breath that summon other animals.
* A large number of last breath characters summon one or more other characters on last breath. These characters benefit from static stat buffs (either from support characters or from treasures) more than typical characters because both the initial character and the summoned character will get the buff. For instance, placing a Black Cat in the top left position with Sting will give +10 attack to both black cat itself and the cat it summons, effectively doubling the impact of Sting.
Lucky

* Normal
* Upgrade

**Lucky** is a character card. He is a 3/2 that discounts a random character in your next shop by 2 as a Last Breath ability.

## Strategy

**Lucky** is an economy character, giving you more purchasing power later in exchange for making you relatively weak compared to if you had bought most other level 3 characters. It is at its best if you can get it in the first few turns, either via Polywoggle or by being Peter Pants or Skip, the Time Skipper, as it does its best work when you just need to put characters on the board.

How much economy it gives you next turn is somewhat random:

* It is worth 0 Gold worth of economy if it hits a level 3+ character that you would not have bought, even with the discount.
* It is worth 1 Gold if it hits a level 2 character that is of no use to you other than to buy and sell (but you get 1 gold for selling it)
* It is worth 2 Gold if it hits a character you would have bought anyway.

It can be worth other subtler variations if it hits a character you wouldn't have bought without the discount but would with it, but this gives you an idea of what economy **Lucky** can provide. It's fair to say that if you get it before level 3, it's worth 2 Gold per fight, at level 3 it will tend to be 1 Gold, and beyond that it will become worse.

If upgraded later in the game, it tends to be worth 1 Gold as it becomes less likely you'll want to buy a random character, but a 4 Gold discount at least is likely to make a character free, letting you buy and sell for 1 Gold. It is a good feeling if it hits an expensive character you would have bought anyway, though.

**Lucky** has Dwarf synergies, but it isn't too strong even on those boards. With help from Bossy and Princess Wight, it can at least pull its weight in fights while giving you economy for a while. It should probably be replaced come level 4 or 5 or so even on those boards.

## Notes

* The discount persists to the next shop if you lock your shop.

## Gallery

*Lucky* card art*Lucky* card art pre Oct 3, 2022
## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.
Dracula's Saber

**Dracula's Saber** is a treasure card. It gives all your characters +1/+1 this brawl when an opponent's character dies.

## Strategy

**Dracula's Saber** provides a substantial boost, up to +7/+7, per kill, and is one of the best ways to immediately get stronger with a level 5 treasure. It is at its best with a Ranged backline, as characters in the back line will likely get the most buffs before they die, and Ranged characters make good use of those buffs. Echowood gets a fair amount of utility from this treasure too, gaining the stats the entire board gets.

It has a particularly good matchup versus opposing Summoning boards, who have a lot of characters to kill.

One potential downside of **Dracula's Saber**, relative to other choices that give you immediate strength like Monkey's Paw, is that if your board is way behind your opponents', **Dracula's Saber** may not do much at all, as you do need to kill an opposing character to get any value out of it. Because of this, it might be a good idea to use 1 large attacking character, such as Lightning Dragon, to get the extra stats as soon as possible.

## Gallery

*Dracula's Saber* card art*Dracula's Saber* card art before August 2, 2022 by Pablo Murinelly
## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.
Puffy

### Text

You start with a 1/1 Baby Puff Puff. (Last Breath: Give all your Puff Puffs everywhere +1/+1 permanently.

### Artist

Claire McKay

**Puffy** is a hero card. They start with a 1/1 Baby Puff Puff at the start of the game that has Last Breath that gives all Puff Puffs you will ever own, including the **Baby Puff Puff**, +1/+1 "permanently" (see Puff Puff's Notes section).

## Strategy

**Puffy**'s main benefit is their immediate combat strength on the first few turns of the game thanks to their Baby Puff Puff, allowing them to enter the mid-game healthy. Their main concern is translating this early strength into late-game strength with XP spells and/or aggressive Treasure-hunting early.

Be sure to position your Baby Puff Puff to die every fight so that they can continue to accumulate stats - usually, this means putting Baby Puff Puff in front and your other characters in the back. Starting with Baby Puff Puff lets you take Mad Mim or Baby Root on turn 1 without necessarily losing the first fight.

Provided your Baby Puff Puff grows, it remains a useful character on level 3 and even early on level 4. Despite how cute it is, don't grow too attached to it - it's not a good target for buff spells. Don't be afraid to replace it in favor of other characters around mid-level 4.

While its ability means that adult Puff Puff will be solid tempo plays on level 4, being roughly on par with a Gingerbread Knight if you're below 20 life, Puff Puffs aren't really a serious build direction, even for **Puffy**, so they should only be taken if you need immediate help on board.

It should be noted that if you managed to find The World Tree late-game, *all* your characters will get the buff from your **Baby Puff Puff** Last Breaths, even if you sold **Baby Puff Puff** many turns ago. This can often be as good or better than a Fairy Queen's Wand stapled onto it!

## Notes

* See Puff Puff's Notes section for details on the Puff Puff mechanic.
Dark Contract

**Dark Contract** is a treasure card. It gives Evil characters +5/+5 for the next brawl when they are bought - this boost wears off during the next shop phase.

## Strategy

**Dark Contract**'s boost is very strong for the point in the game where you get it - even if it only affects 1 character, the raw stats it provides you in a brawl is better than that of most level 2 treasures. If you can buy multiple Evil characters, its boost is truly exceptional.

It does require you to have a mostly Evil board, and requires you to not be overly attached to most of them, but then again, many early Evil characters are not meant to stick around. **Dark Contract** will give Slay characters a better chance to Slay on their first turn - in the case of Kitty Cutpurse, they can pay for themselves. In the case of Vain-Pire and The Chupacabra, this can help them snowball.

## Notes

* **Dark Contract** works if the character is Evil when you bought it, meaning Corrupted Heartwood will make all Animals and Treants get the buff, while Crown of Atlas will ensure Animals never will.
Medusa

* Normal
* Upgrade

**Medusa** is a character card. She is a 3/3 with an ability that unconditionally transforms her victim right before she attacks into a mostly helpless Statue for the duration of the brawl. (She will still attack the Statue right after this as usual.)

## Strategy

**Medusa'**s ability is extremely powerful, but she actually isn't as strong on-curve as she seems. She should be placed in slot 1 or slot 5, as she has to attack before she's attacked to gain value; on defense, she trades very poorly, as 3/3 is not a strong stat line for a level 4. Assuming she does, she largely trades with the character she attacks, though she leaves the opponent a weak wall behind, and she herself remains under normal conditions.

A bit of investment in her stats helps her trade well - with more Attack, she can finish off her Statued victim more reliably, and with more Health she's less likely to die to it, possibly letting her attack again from slot 5 (she can die to Statue despite its 0 base Attack, since Auras can still give the Statue enough Attack to kill her!). A single Worm Root will help her hit most breakpoints, though it depends on the opponent. **Medusa** does not enjoy Monkey's Paw on the opposing side, as that will make it difficult for her to kill her Statue and means she's quite likely to get killed by it.

**Medusa** tends to be most playable in the end game, against opponents you expect are stronger than you. This is especially true if they are relying on a single character with large stats to win. For example, if an Echowood has 2000/2000 stats, **Medusa** can still trade with it if it attacks it. If **Medusa** attacks a Good Boy and turns it into a Statue, your opponent's entire board can be completely ruined since Good Boy's Last Breath never gets to activate. **Medusa** is an iconic "scam" character, capable of swinging entire fights - though it usually requires some luck to do so.

Knowing when and how to play **Medusa** is very situationally dependent, but it can pay dividends and allow you to win some games you shouldn't have.

## Notes

* When a character is transformed into a Statue, its permanent, temporary, and calculated stat increases are all lost for the brawl, and its base stats are replaced with 0/6 (or 0/3 for upgraded **Medusa**). However, Auras, if they apply to the Statue, can still buff its stats. For example, if Eye of Ares is on one side (and nothing else), the Statue will have 5 attack.
* **Medusa**'s ability erases all damage from its victim.
* If the victim is already a Statue, **Medusa**'s ability does not trigger.
	+ However, Upgraded **Medusa**'s Statue is separate from unupgraded **Medusa**'s, so if Upgraded **Medusa** attacks an unupgraded **Medusa**'s Statue (or vice versa), the victim will be "re-turned" into a Statue with the appropriate base Health.

## Gallery

*Medusa* card art*Medusa* card art pre Oct 3, 2022
## History

 June 18, 2021 | Released in *Storybook Brawl's* Early Access launch.