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FIGHTER CARDS

Fighter cards the micro heroes and villains of your collection! Build your own fighting team of cards and compete in epic battles with all your favorite character of our imagination to real life public figures and potential licensed content. Fighter cards the are main ones that will rise you to the top, offering a wide range of fighters with random generated statistics with advanced learning and future developments, meaning that they can learn and evolve with each set, world and theme they encounter. Fighters will be the main starts of your roster deck and there will be so many to unfold and for you to collect! Let's take a look below at all of the main information that you will need to know about all of our MBL Fighter cards.

FIGHTER CARD INFO

Below is a gallery of information on our fighter cards.

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CARD INFORMATION

View more information on the actual card.

  • MICRO STYLE CARDS

    Not your standard size trading cards.

  • CARD 400 GSM This is the thickness of each card.

  • 85 X 55 MM The height and width of each card.


  • STANDARD CARDS Standard printed type cards.


  • HOLOGRAPHIC CARDS Shiny holographic type cards. Holographic patterns vary.

CARD CONTENT DETAILS

More content information involved on our cards.


  • CHARACTER / CARD NAME The name of character and card. Card Names Character Names Performance Names

  • QUOTES / PHRASES You card will contain mini title. Character Quotes Characteristic Phrases

    Card Mini Descriptions


  • MICRO CHARACTER 80% of cards will contain a micro. Micro character types vary. Different attires and outfits. Additional accessories ad props.

    Changing expressions and poses.


  • BACKGROUNDS / DISPLAY All cards will contain a background design. Pixelated style backgrounds. Characters and backgrounds. Personality and effects. Locations and worlds. Theme and styles.


  • PLACEMENTS / PROMOTIONS Some cards will display top corner icons. Promotional icons.

    Elemental icons. Theme icons.


  • RIBBONS / BANNERS Some cards may contain ribbon displays. Ribbons give extra meaning to cards. These display additional icons. Promotion icons. Badge icons.

    Representation icons.

  • HEALTH / PIXEL POINTS ❤️

    Pixel Points is also known as health. Pixel Points are on all fighter cards. Pixel Points beyond 0 is eliminated. Pixel Points keep fighters in the game. Full Range: 100 - 3000

HEALTH INFORMATION

  • Get points down to 0 When playing the aim of your game is to get your opponents active card down to 0 in order to eliminate.

  • 0 Means you're eliminated If your character fighter card hits 0 and beyond, this means eliminated by your opponents attacking damages.


  • Use statistics when playing When playing you must use your build deck and hope you lad what you need in order to play, you will use a combine of "Attacking" and "Defending" statistics to get opponents Pixel Points down to 0.


  • Performance perks available Your health can also be looked after while using our performance cards and perks to help you along the way. Character Perks and Performance Card Perks. Health Your health from small to full. Shield your health beyond your defence.


  • ATTACKING STATISTICS ⚔️

    Fighter cards contain attacking stats. Cards may contain attacking perks. Performances may contain attacking perks. Attack Pixel Points. Overcome Defence.

    Full Range: 10 - 500

ATTACK INFORMATION

  • Attack opponents health An idea of the game is to attack your opponents health points with your current attack status, but first this must go beyond your opponents defence.


  • Attack over defence

    Your attack statistics must be higher than your opponents defence in order to deal greater damage on your turn.

    (Opp) 30 Pixel Points left. (You) Attack 50 Damage.

    (Opp) Defend 30 Points. (You) You deal 20 damage to PP. (Opp) 10 Pixel Points left. Any remaining points over your opponents defence deal damage, the lower the defence and higher attack the greater infliction to your opponents pixel points.

  • DEFENDING STATISTICS 🛡️ Fighter cards contain defence stats. Cards may contain defending perks. Performances may contain defending perks. Defend Pixel Points. Overcome Attack.

    Full Range: 10 - 500

DEFEND INFORMATION

  • Defend your health Your defence statistic is what you use to defend your PP, Pixel Points health for your character, if this hits 0 you're out of here!


  • Defence over attack You need to hope that your defence is higher than your opponents attack, or at least somewhat dependable that won't inflict as much.

    (You) 50 Pixel Points left. (Opp) Attack 50 Damage.

    (You) Defend 60 Points. (Opp) Deals No Damage. (You) 50 Pixel Points left. This is how the defence layout would work that overcomes your opponents damage and as stated in the attack it would just lower the infliction damage deals if it was lower. (You) 50 Pixel Points left. (Opp) Attack 50 Damage. (You) Defend 40 Points. (Opp) Deals 10 Damage. (You) 40 Pixel Points left.

  • CLASH / DRAW POINTS 💥 You may come across clash draws. Attack and Defence meet points. Half points inflict both players.

CLASH INFORMATION

  • Draw Clash Points You may from time to time come cross point clashes that mean both attack and defence match meaning it come to a draw, this is easy settled as we inflict both players that continue danger within your game. (Opp) 40 Pixel Points left. (You) 50 Pixel Points left. (Opp) Attack 50 Damage. (You) Defend 50 Points. POINTS CLASH! HALF POINTS TO BOTH! (Both) 50 ÷ 2 = 25 (Both) 50 Half Damage (Opp) 15 Pixel Points left. (You) 25 Pixel Points left.


  • Advanced Clash Points Some points during a clash may not be rounded to a equal number and during a advanced clash points this is where we round up during draw points.


    (Opp) 40 Pixel Points left. (You) 50 Pixel Points left. (Opp) Attack 55 Damage. (You) Defend 55 Points. POINTS CLASH! HALF POINTS TO BOTH! Both) 55 ÷ 2 = 27.50 (Both) 55 Half Damage (Both) Round up to 28 (Opp) 12 Pixel Points left. (You) 22 Pixel Points left.

  • Elemental Clash points You may end up playing with cards more advanced than the base and elites, meaning you may have upgraded to an elemental state, where this has a more rarer chance to happening. Element statistics - Element cards are way higher and more powerful to use when playing, stats are hard to match. Element Weakness - provided double the damage points meaning points may double the standard damage. Element Resistance - provide no damage at all, meaning it only deals half of the incoming damage points. Elemental have weakness and resistance, so this means it makes it a little hard to land on a draw point but if it somehow does, it all just applies the same as the others above.

  • PERFORMANCE PERKS 📈 Almost all cards contain pixel performances. Fighters, Managers, Performance and more. Attack perks, Defending perks, Tactical perks. Option perks, Path perks instant perks. Performance cards with instant use. Performance tokens are needed to use. Performance eliminations are needed to use. May contain re-worded performances.

PERK INFORMATION

  • Fighter Card Perks Most fighter cards contain a performance perks that are suitable to their character, personality and style of card involved, but please take note that unless stated these can not be used. (Card) 3 Power tokens needed. (You) 2 Power tokens in hand. Play and draw until you get one. You can not use until you do so. (Card) 3 Power tokens needed. (You) 3 Power tokens in hand. Play and activate power tokens. Eliminate power tokens. Use your performance perk. (Card) 4 Power tokens needed. (Card) 2 eliminations needed. (You) You eliminated 2 fighter cards. (You) Use performance perk. Hit required eliminations in total. Hold required power tokens. two options are given to use.


  • Performance Card Perks Fighters are the only ones that really have Power Token activation but some from the likes of "Performance Cards" they will not need them and can be used during your turn. Only cards with Tokens or eliminations on display for the card will be stated if needed, otherwise use and perform your heart away.


  • Instant Use Markings Some cards may have performance and pixel perks that need requirements in order to use while some like "Promotion" cards may contain instant use where it can be used a number of times stated before having to activate within the game yourself. (Card) 3 Eliminations needed. (Card) 3 Tokens needed. (Card) x2 Instant use available.

  • CARD COMPONENTS ⚙️ Cards will contain components. Components are displayed at the bottom. Swap Card components. Weakness components. Resistance components. Upgrade components. Keep eyes on components.

SWAP COMPONENT


  • Swap Card Component There will be a very small "Swap Card" icon on display and within the attached box component will state how many cards are needed to swap. (Card) x2 Cards (You) Retire x2 card in hand. (Card) Swap for card. Minimal - x1 Cards Maximum - x5 Cards Card can only be swapped if they are at "Arena Side" or "In Hand" and they must be available to play without any upgrade chips needed. We have a minimal and maximum limit on how many cards need to be retired and these will vary on all cards and types. Remember, you should try and avoid swapping cards as much as this avoid elimination it can also lower your full deck total, and if you run out of cards that means you lose.

  • Development Swapping Sometimes you may want to upgrade from the "Base Development" and Upgrade swapping when applying chips will be needed, but for a greater cause allowing you to upgrade to the next level. (Base) You have in play. (Base) Has x2 Swap Cards needed. (You) I want an "Elite" in play. (You) Have 1 Elite Card. in hand. (You) Have 1 Dev Upgrade in hand. (You) You must activate Dev Upgrade. (You) Retire x2 Swap Cards needed. (Elite) Can now be played. (Elite) They are now screwed. With a quick rundown you will always need a "Sacrifice Card" in order to develop and upgrade your cards to the next level, they only need one extra item in order to be played and activated. In order to upgrade from "BASE CARDS" you will need to a ply a selection of "DEVELOPMENT CHIPS" that are also limited with decks. Standard Development Chips. Element Development Chips .

WEAKNESS COMPONENT

  • No Weakness Not every card will have a weakness component, and if so, you have no problem as all of this maintains down to standard statistics of cards meaning no double damage unless done with performance. No weakness will be blank and contain a small box and "X" within it that shows that it is empty, you will know what it is filled.


  • Weakness Component Fighter cards will mostly be the only ones with weakness, as stated some won't have any, but some will when it comes to the "Element Development" cards that are available. View more elements here < View more attributes here < (You) 150 Pixel Points. (Opp) Fire 120 Attack. (You) Nature 100 Defence. (Opp) Double, 240 Attack. (You) Defend 100 of it. (Opp) Inflicts 140 damage. (You) 10 Pixel Points left.

RESISTANCE COMPONENT

  • No Resistance When blank, the same as others a box and "X" will be shown and no other information, this means as standard and no resistance is given to the card without it, only cards with it.


  • Resistance Component As stated some cards will also come with a Resistance Component that will help bring some more protection to your cards and fighters.

    When looking at resistance you want to make sure it is stated on your card in order for the component effect to take place. View more elements here < View more attributes here < (You) 150 Pixel Points. (Opp) Fire 120 Attack. (You) Water 100 Defence. (Opp) Makes their attack (You) No damage to PP. (Cards) Water > Fire (You) Blocked the move.

UPGRADE COMPONENTS

  • Attach Upgrades Upgrade component is easy to understand as this states the number of "Performance Cards" or additional "Attachments" can be added to that card per game. (Card) x3 Upgrades (You) Apply Damage booster (You) Apply Health Shields (You) Apply Relic Perk (Card) You can't apply any more.


  • Filled Per Game When the upgrades state a number, that is the FULL total of upgrades allowed per game unless you used another performance or item card that allows you other wise. Once you have used x3 Upgrades, you can not use anymore on this card even when they are removed or disabled, activated or retired unless granted.


  • Upgrade Limits All up-gradable cards will have a limit like all of the other statistics, and this keeps balance between the game and the different card selections. Minimal - x1 Upgrades Maximum - x6 Upgrades

COMPONENTS

  • Card Components These are a great key part of your character cards and game experiences, but along with the additional information on each section above there are a few other important things you should learn to know.


  • No Components If cards hold no components, they take no action and everything is as standard, there is no need to panic! There will be no double damage, no resistance protection.


  • RELATES / BOTTOM INFORMATION Every card will have bottom line information. This information is important for the card. Information can show identity and collections. Information can show developments and rarity.

RELATES INFORMATION

  • MBL YEAR The lettering of the "MBL" Micro Battle League will be stated within the bottom line of each card, this will state the year of production from this brand. MBL 2025 > MBL 2026 > MBL 2027


  • CARD CODES Every card will have a card code and that can vary down in many of codes, this helps us identify the card in the database and collections along with showing you what number it is created. CODE ENTRY You may see a combination of codes on cards. Fighter code styles: E1/M1/V1 E6/M2/V4 A1/M1/V2 A8/M3/V1

    Performance code styles: P1/V4 P10/V1 Special code styles: E1/M1/S1 A1/M4/S3 P3/S2

    1. ENTRY CODES Entry codes are the 1st section entered. E1 (Entry 1) E1,E2,E3,E4,E5,E6.... E1 Codes are for "Original" characters created. A1 (Additional 1) A1,A2,A3,A4,A5,A6.... A1 Codes are for "Additional" characters created in forms of real life public figures and reality concepts. X1 (Xtra 1) X1,X2,X3,X4,X5,X6.... X1 Codes are for "Xtra" characters created with official licenses or agreements who are allowed entry.

    P1 (Performance 1) P1,P2,P3,P4,P5,P6.... P1 Codes are for "Performance" characteristics that are mostly used for additional items, relics, upgrades, boosters and more. 2. MICRO CODES Micro codes can be the 2nd code entry. M1 (Micro 1) M1,M2,M3,M4,M5,M6.... M1 Codes are for the "Micro" characters who have multi attires, outfits, gimmicks, personalities and more meaning one character could have many faces. 3. VERSION CODES Version codes can be the 2nd to 3rd code entry. V1 (Version 1) V1,V2,V3,V4,V5,V6....

    V1 Codes are for the "Versions" for your cards and selections meaning you could have a entry 1, Micro 1, Version 2 or a Performance 5, Version 3. S1 (Special 1) S1,S2,S3,S4,S5,S6.... S1 Codes are for the "Special" cards within each entry, meaning this could involve a promotion card, extreme rare card, limited card and more.

  • CARD SCRIPTURE You would be silly to miss this but all of our cards will fully tell you what kind of card it is! Fighter (Attack/Defend Cards) Manager (Assistance Cards) Performance (Enhanced Cards) Relic (Item Object Cards)

  • CARD DEVELOPMENT Same as the scripture this will also tell you what type of card it is giving it a meaning a set of laws behind them. Base Development Base cards can be used instantly without any development upgrades or performances needed, these are a quick key into playing. Elite Development Elite cards are the next stage up from "Base Development" and require a development upgrade card and swap sacrifices in order to use them, but some may also come as a base development structure. Legendary Development These rule the same as "Elite Development" but in order to use these you will need to sacrifice an "Elite Card" along with it's swaps in order to play, sometimes these can just come as regular developments. Elemental Development Elements are powerful and are far greater, but once again these also come with "Element Development" upgrades that are required along with a number of swap card sacrifices. World Developments Worlds are another powerful selection but become far more rare and more valuable as we visit other licensed worlds or inspired worlds of parody that build statistics to that world and theme.

  • CARD RARITY Of course we want to apply some rarity to each card in production, as some will be produced more than others, while some are very, very limited and we want to indicate what ones are more rare. You will find rarity dots located at the very bottom corner of each card within the bar under the collection symbol and logo. 1 DOT (Common) 8/10 Filling You can expect to find these ones a lot on smaller characters, less important or fillers that help build our game and build your learning experiences. 2 DOT (Uncommon) 6/10 Filling You can expect to find a couple of uncommon card within each collection and packs, these bring a little more power, statistics and style to your decks. 3 DOT (Rare) 4/10 Filling Rare are harder to come across, but you can still at least expect to find one laying around within packs if missed individually, but without making your -pre-order you'll expect it to be a rush to find these.

    4 DOT (Super Rare) 2/10 Filling This one will be hard to find! if you miss out on individuals, you can expect these to be a challenge to find within packs and selections, you can count yourself lucky pulling a 4 dot. 5 DOT (Unforgettable) 1/10 Filling We bring ONE more as the 5 final dots mean these cards are unforgettably rare, very, very limited, you will hit the total jackpot pulling and owning one of these within any of our selections.

  • COLLECTION SYMBOLS For the final information of that card, you can indicate the cards set and collections by taking a look at the symbol on display above the rarity dots, this will help you know what set your card was from. Micro Selections Theme Selections Named Selections

  • CARDS AND DEVELOPMENTS Cards can come in a vary of developments. Cards can have a vary of statistics. BASE DEVELOPMENT Can be played instantly Health Range: 100 - 800 Battle Range: 10 - 90 Upgrades: 1 - 3

    ELITE DEVELOPMENT Require development chip. Some maybe instant play. Health Range: 500 - 1250 Battle Range: 50 - 150 Upgrades: 2 - 4 LEGEND DEVELOPMENT Require development chip. Some maybe instant play. Some maybe require relics. Health Range: 1000 - 2000 Battle Range: 100 - 200 Upgrades: 3 - 6

    ELEMENT DEVELOPMENT Require development chip. Some maybe require relics. Health Range: 1000 - 2000 Battle Range: 150 - 200 Upgrades: 1 - 5 WORLD DEVELOPMENT Require development chip. Some maybe instant play. Some maybe require portals. Health Range: 500 - 2000 Battle Range: 50 - 200 Upgrades: 1 to 5

MICROPEDIA

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