Ally

Ally is a type of card that represents certain types of characters. They can have a variety of effects. They represent a player's allies in battle. Whenever a player plays an Ally, it gets shuffled back into their deck, waiting to be deployed again. There are also some cards that are affected by or affects an ally depending on its race.

Genesis ally cards Edit

card type attack shield effect
Albino Croc Albino Croc - image
Animal
2
2
Bantam Bantam-image
Upperclassman
2
0
When Bantam is depleted, shuffle a random Martial Attack from your depletion pile into your deck.
Billy Stopless Billy Stopless
Genesis Squadron
5
1
Shuffle a copy of Billy Stopless into your deck.

This card's damage is unstoppable.

When Billy Stopless is depleted, banish it. For the next 2 turns, play an additional attack.
Bookworm Bookworm-image
Upperclassman
0
2
When Bookworm is depleted, shuffle a random Tactical Attack from your depletion pile into your deck.
Devastatrix Devastatrix-image
Upstart
2
0
If there are no Upstarts other than Devastatrix in your deck, play a random Martial Attack from your depletion pile and banish it, then play a random Tactical Attack from your depletion pile and banish it.
Diamonoid Diamonoid - image
EFL
1
3
60% chance to deal +1 damage for each Martial Attack in your depletion pile.
Dimetrodon Dimetrodon - image
EFL
5
3
Eager Freshman Eager Freshman-image
Freshmen
1
0
Fast Learner Fast Learner mini
Freshmen
1
3
The next attack you play deals +1 damage.
Little Susie: Antihero Little Suzi-image
3
3
Little Susie: Antihero is unstoppable.

Each opponent banishes an ally from their deck.

When Little Susie: Antihero is depleted, banish it. Each event in your opponent's deck has a 50% chance to be banished.
Makeshift Makeshift-image
Home School
1
2
Ploy: If your opponent plays a Martial Attack, recover 3.
Maser Maser-image
Home School
1
2
Play a random Martial Attack from your depletion pile.
Moxie 200 moxie
Genesis Squadron
6
4
Recover 4.

For the rest of the fight, Martial Attacks you play deal +1 damage.

When Moxie is depleted, for the next 2 turns, your Martial Attacks deal double damage.
Pesticide Pesticide mini
1
1
When you play Pesticide, shuffle a copy of Albino Croc into your deck.

For the rest of the fight, Psych badged Ally cards you play deal +2 damage.

For each Ally card in your opponent's depetion pile, Pesticide deals +1 damage.
Professor Helios 201 professor helios
Genesis Squadron
5
3
Cards that would be depleted by Professor Helios are banished instead.

For the rest of the fight, your Sculpting badged attacks deal +1 damage.

When Professor Helios is depleted, your Sculpting badged attacks are critical strikes for the next 3 turns.
Pyrotechnique Pyrotechnique-image
Upperclassman
2
1
The next time you are dealt damage, your opponent depletes 1.
Quickhit Quickhit-image
Home School
3
0
When Quickhit is depleted, banish Quickhit and shuffle a copy of Painful Reminder into your deck.
Shimmerstorm Shimmerstorm-image
Upstart
4
2
If there are no Upstarts other than Shimmerstorm in your deck, shuffle 5 copies of Shimmerstorm Token into your deck -- these cards are exact copies except they have no text. When Shimmerstorm is depleted, banish all copies of Shimmerstorm Token from your deck.
Shimmerstorm Token Shimmerstorm Token
4
2
Shy Freshman Shy Freshmen
Freshmen
1
2
The Abyss 202 the abyss
Genesis Squadron
4
5
While The Abyss is in your deck, your opponent can't draw Allies. When The Abyss is depleted, Banish it. For each Ally in your opponent's deck, deal 1 damage.
The Accelerant The Accelerant
Upperclassman
2
2
For the next 3 turns, threats you play deal +1 damage. On deplete, banish The Accelerant. Recover 2.
The Beacon The Beacon-image
Upperclassman
1
2
When you play The Beacon, your opponent banishes a random card from their depletion pile. When The Beacon is depleted, your opponent banishes 2 random cards from their depletion pile.
The Conservator The Conservator-image
Faculty
2
3
The Cornerman 195 cornerman
EFL
4
2
Shuffle an Ally from your depletion pile into your deck. When The Cornerman is depleted, banish it. Shuffle all Allies from your depletion pile into your deck.
The Crime Blotter Crime Blotter-image
Upstart
5
1
If there are no Upstarts other than The Crime Blotter in your deck, if The Crime Blotter causes an Ally to be depleted, shuffle a copy of The Crime Blotter into your deck.
The Crimson Mark The Crimson Mark-image
EFL
3
1
Survivor 7: +2 damage.
The Form Form-image
EFL
4
1
Search the deck for The Function and play it. It's unstoppable.
The Function The Function mini
EFL
2
3
Search your deck for The Form and play it. It deals double damage.
The Notch The Notch-image
Mercenary
2
2
For each Bounty Counter on The Notch, deal +1 damage. Put a Bounty Counter on The Notch.
The Southside Sentry Southside Sentry-image
Upstart
3
6
If there are no Upstarts other than The Southside Sentry in your deck, damage dealt by The Southside Sentry is unstoppable.
Torrent Torrent mini
Mercenary
3
2
For the rest of the fight, Mercenary cards you play deal +2 damage.
Trebuchet Trebuchet
Mercenary
2
1
Ploy: If your opponent would play a second attack in a turn, deal 4 damage to them.
Z03MG Zo3mg-image
Home School
1
1
LoH ReflexBadge
There's a 33% chance that damage dealt by #Z03MG is unstoppable
LoH SculptingBadge
There's a 33% chance that #Z03MG deals double damage
Zeroth Jpeg-1
Zeroth
1
1
LoH PowerBadge
For the next 2 turns, attacks you play deal +2 damage.
LoH ReflexBadge
Play an additional attack this turn.
LoH PsychBadge
You have a 50% chance to deal +1 damage for each Willpower Counter.

Tempus ally cards Edit

card type attack shield effect
Absolute Zeroth 375 absolute zeroth
3
3
+3 WCs

Absolute Zeroth is unstoppable.

Deal +2 damage for each WC your opponent has.

On deplete, the next Ally you play deals double damage.
Afterimage 376 afterimage
The Drama Club
5
2
Search your deck for 2 copies of Step for Step and play them. On deplete, shuffle 2 copies of Afterimage Token into your deck.
Afterimage Token 387 afterimage token
The Drama Club
4
1
Search your deck for a copy of Step for Step and play it.
Bantam: The Whom 377 bantam the whom
The Whom
5
0
LoH SculptingBadge
Bantam: The Whom has a 50% chance to banish your opponent's cards instead of depleting them.
LoH PowerBadge
Lv5: Search your deck for a copy of Bookworm: The Whom, play it, and recover 4.
Beacon: The Whom 378 beacon the whom
The Whom
3
4
LoH PowerBadge
If Beacon: The Whom deals damage, Banish an Event from your opponent's deck.
LoH SculptingBadge
Lv7: Banish a Memento from your opponent's Deck.
On deplete, Banish 4 cards from your opponent's depletion pile.
Billy Stopless: Genesis 332 billy stopless genesis
Genesis Squadron
3
1
Bookworm: The Whom 379 bookworm the whom
The Whom
2
2
LoH PsychBadge
Lv5: Search your deck for a copy of Bantam: The Whomand play it. It deals +4 damage.
Coax 380 coax
The Drama Club
0
5
Your opponent depletes 4.

If your opponent has an Ally in their depletion pile, Recover 4.

If your opponent has a Memento in their depletion pile, they Banish 2.

If Coax would be depleted, deplete another card instead.
Codename: Sidekick 330 codename sidekick
1
4
If you have at least 1 Tactical Attack in your depletion pile, gain 1 willpower counter.

If your opponent has at least 1 Martial Attack in their depletion pile, gain 1 willpower counter.

If Codename: Soldier is in your deck, gain 1 willpower counter.
Codename: Soldier 331 codename soldier
3
2
Shuffle an Ally from your depletion pile into your deck.

If Codename: Sidekick is in your deck, you have a 40% chance to Recover a card for each Willpower Counter you have.
Conservator: Protector The Conservator Protector mini
2
3
For each Ally in your depletion pile, there's a 75% chance to deal +1 damage.
Cornerstone 381 cornerstone
The Drama Club
3
3
The next threat you play deals +4 damage. The next threat you play gives you +4 shield, if you would gain shield.
Crime Blotter: Upstart Jpeg-5
Upstart
3
3
If Devastatrix: Upstart is in your deck, recover 3. If Little Susie: Antihero is in your deck, Banish all other Upstarts in your deck. For each Upstart banished in this way, your opponent depletes 1.
Devastatrix: Upstart Jpeg-3
Upstart
4
3
For each Upstart in your depletion pile, deal +1 damage.
Dimetrodon: Cage Fighter Dimetrodon - Cage Fighter
5
3
Helios: Genesis 334 helios genesis
Genesis Squadron
4
2
The next time you're dealt 8 or more damage, your opponent depletes that many cards. On deplete, your opponent depletes 2.
Makeshift: Far from Home 382 makeshift far from home
4
1
Ploy: If an attack played against you deals no damage, banish the top 3 cards from your opponent's deck. Ploy: If an attack played against you deals damage, recover 3.
Maser: Far from Home Maser Far from Home mini
Home School
4
2
Recover 2 Tactical attacks. If your next threat is Tactical, it deals +3 damage.
Moxie: Genesis 335 moxie genesis
Genesis Squadron
5
3
Expend up to 3 WC. Your opponent depletes 2 and you recover 2 for each WC expended in this way. On deplete, you gain 2 WC.
Pesticide: Receiver of Wreck Jpeg-4
3
3
For each Ally in your depletion pile, deal +1 damage. When Pesticide: Receiver of Wreck is depleted, shuffle a copy of Flotsam into your deck and a copy of Jetsam into your deck.
Quickhit: Far from Home 384 quickhit far from home
2
3
Delay: Allies you play this turn deal +2 damage. Delay: Attacks you play this turn deal +1 damage.
Shimmerstorm: Upstart Shimmerstorm-Upstart
Upstart
0
2
For each Upstart in your deck, deal +1 damage. Delay: Shuffle a copy of Shimmerstorm: Upstart into your deck.
Shimmerstorm: Warning Shimmerstorm warrning
Upstart
4
4
Delay: Shuffle a copy of Shimmerstorm: Warning into your deck.

Delay: Recover 5.

Delay: For this turn, you may play an additional threat.

On deplete, for each copy of Shimmerstorm: Warning in your deck, deal +1 damage.
Sleeper Agent 338 sleeper agent
1
1
Southside Sentry: Upstart Southside Sentry Upstart
Upstart
5
1
For each Upstart in your deck, there's a 50% chance to gain +1 shield.
Space Station Zeroth 388 space station zeroth
4
4
While in deck, attacks you play have a 25% to deal +1 damage and if you would gain shield, you have a 35% to gain an additional 1 shield.

If you would Deplete Space Station Zeroth, Deplete another card instead.

If you have at least 1 Zeroth Ally in your deck, your opponent depletes 4.

If you have at least 1 Zeroth Ally in your depletion pile, Recover 4.
The Abyss: Genesis 336 the abyss genesis
Genesis Squadron
3
4
Shuffle 3 copies of Sleeper Agent into your opponent's deck. On deplete, shuffle 1 copy of Sleeper Agent into your opponent's deck.
The Accelerant: The Whom 385 the accelerant the whom
The Whom
3
3
LoH SculptingBadge
Shuffle a copy of The Accelerant: The Whom into your deck.
LoH ReflexBadge
Lv7: Recover 4.
The Conservator: Protector Conservator-protector
2
3
For each Ally in your depletion pile, there's a 75% chance to deal +1 damage.
The Scarlet Tiger The Scarlet Tiger
5
2
The next Ally you play is a critical strike. When The Scarlet Tiger is depleted, the next threat you play deals +2 damage.
Young Zeroth Young Zeroth2 mini
2
2
Z03MG: Far from Home 374 zo3mg far from home
1
2
LoH SculptingBadge
Lv3: #Z03MG: Far from Home deals double damage.
LoH ReflexBadge
Lv3: #Z03MG: Far from Home deals +2 damage.
Zeroth: Genesis 337 zeroth genesis
Genesis Squadron
1
1
LoH PowerBadge
For the next 2 turns, threats you play deal +3 damage
LoH ReflexBadge
Play an additional threat this turn
LoH PsychBadge
You have a 75% chance to deal +1 damage for each willpower counter you have
On deplete, banish Zeroth: Genesis. Shuffle 4 Genesis Squadron Allies from your depletion pile into your deck.
Zeroth: Resolute Zeroth Resolved mini
Zeroth
5
2
+3 Willpower Counters.

Play a random Ally from your depletion pile.

Play an additional threat this turn.

On deplete, banish Zeroth: Resolute and remove up to 3 WC. Recover 2 and your opponent depletes 2 for each WC removed this way.

Mastermind ally cards Edit

card type attack shield effect
Beastmen 634 beastmen
Beastman
1
0
Play a Tactical Attack from your deck.

Play a Tactical Attack from your depletion Pile.

On deplete, Tactical Attacks you play next turn deal +2 damage.
Chronarchivist: Sculpted I14 page5 panel1
Meanwhile
0
0
Each opponent depletes 1 for each event in your banished pile. Delay: Shuffle two copies of Splash Damage (236) into your deck.
Daddy-O Daddy-O
3
0
For each O-Bot in your deck, Daddy-O deals +1 damage. If Daddy-O would be depleted, deplete an O-Bot instead.
Daddy-O-Bot Daddy O Bot
2
0
Recover 2.
When Daddy-O-Bot is depleted, your opponent depletes 1.
Daddy-O: Longlegs 637 daddy-o longlegs
Plantlord
5
5
For the rest of the battle whenever you play a Henchmen each opponent depletes 1 and you recover 1.

Play a random Henchmen from your deck.

Delay: Recover 4 Henchmen.

Survivor 25: Daddy-O: Longlegs deals +1 damage for each Henchmen in your depletion pile.

Survivor 40: Play an additional 2 threats this turn.
Daddy 2.0 523 daddy o 2
Obot
5
5
Each opponent banishes 2 cards from their deck.

Blank 2 Allies in your opponent's deck.

Shuffle in 3 copies of EyeBots.

On Deplete, your opponent depletes 1 for each copy of EyeBots in your depletion pile.
Dimetrodrone 396 dimetrodone
Henchman
2
2
Henchman deal +2 damage for the rest of the fight. When Dimetrodrone is depleted, each opponent depletes 1.
Docile Daddy-O-Bot Docile Daddy O
1
0
Dr. Tessera 345 dr tessera
3
0
Search your deck for 3 copies of The T-Generates and play them. On deplete, shuffle a copy of The T-Generates into your deck.
Dr. Tessera: Devolved 397 dr
Crimelord
4
0
Deplete 5.

Deal +2 damage for each Henchman in your depletion pile.

On deplete, shuffle 2 Henchmen from your depletion pile into your deck.
EyeBots 524 eye bots
Obot
4
3
Recover 5. On deplete, each opponent shuffles 2 copies of Sleeper Agent into their deck.
Feral Dogs LoH Cards 246 feral dogs
Animal
1
1
Feral Dogs has a 50% chance to deal +1 damage for each Animal in your deck.
Fire-Worshipping Barbarians 640 fire-worshipping barbarians
4
2
+3 Willpower Counters

Each opponent gains a Damage Counter.

Survivor 20: for the rest of the battle threats you play deal +2 damage and have a +25% chance to be a critical strike.
Firerazer LoH Cards 247 firerazer
crimelord
3
3
Your opponent gains 1 Damage Counter.
Firerazer: Freelancer Firerazer Freelancer mini
Mercenary
2
6
Firerazer: Freelancer has a 15% chance to deplete a card for each Tactical Attack in your opponent's deck. On deplete your opponent banishes a Memento from their deck.
Firerazer: Unlikely Ally 100px
Mercenary
3
3
Your opponent gains 2 Damage Counters.
Flotsam 295 flotsam
Animal
4
3
Gingerhaired Men 248 gingerhaired men
Henchman
4
1
When Gingerhaired Men is depleted, shuffle a copy of Get Your Red Hots into your deck.
Gingerhaired Men: Enlisted 525 gingerhaired men enlisted
Henchman
3
4
Your next threat does double damage. On deplete, banish Gingerhaired Men:Enlisted. Each opponent banishes an Event and a Memento from their deck.
Grizzly Bear Grizzly
3
1
Hedge Men 642 hedge man
Henchman
4
1
The next Henchmen you play is Unstoppable.

The next Plantlord you play deals double damage.

Each opponent depletes 1 card for every 2 Henchmen in your depletion pile.
Hench-Mob 526 hench mob
Henchman
0
3
Recover all Henchmen.

Hench-Mob deals +3 damage for each card recovered this way.

On deplete banish Hench-Mob, for the rest of the fight Henchmen you play deal +1 damage.
Ix-Nay: oundFay 580 ixnay oundfay
Mercenary
3
5
For the rest of the game whenever you play a Martial attack each opponent depletes 1 card.
IxNay IxNay-image
crimelord
4
1
Your next attack is a critical strike.
IxNay: ostLay Ixnay ostlay
Crimelord
5
0
For this turn, play an additional threat.
Ixnay: Unlikely Ally IxNay-image
Mercenary
4
1
Your next attack is a Critical Strike.
Jetsam 296 jetsam
Animal
3
4
Kindling Kindling
Henchman
4
0
Kindling: For Hire Kindling For Hire mini
Henchman
2
3
Little Susie: Eye Candy 528 little susie eye candy
3
4
Little Susie: Eye Candy is unstoppable.

If Little Susie: Eye Candy would be depleted, deplete another card instead.

For the next 4 turns, threats you play are critical strikes.

Cards that would be depleted by Little Susie: Eye Candy are banished instead.
Little Susie Homewrecker Little Suzi-image
2
2
Each player depletes a random Ally from their deck. When Little Susie Homewrecker is depleted deal 1 damage to your opponent for each Ally in each player's depletion pile.
Masked Thugs Masked Thugs
Henchman
2
2
Ms. Modulus Ms. Modulus mini
5
1
If an attack deals damage to you, it deals no more than 2 damage.

Your Sculpting attacks for the next 2 turns, deal +4 damage.

Your next Reflex attack is unstoppable.
Ms. Modulus: Unlikely Ally 460 ms modulus
Mercenary
5
1
If the next attack would deal you damage, it deals you 2 damage instead.

Your next Sculpting Attack deals +4.

Your next Reflex Attack is unstoppable.
Nest of Rats 254 nest of rats
Animal
2
1
When Nest of Rats is depleted, your opponent depletes 1.
Notch: Unlikely Ally The Notch-image
Mercenary
2
3
Put a Bounty Counter on Notch: Unlikely Ally. Notch: Unlikely Ally deals +3 damage for each Bounty Counter on Notch: Unlikely Ally.
Ogre: Guardian to Dragons I14 page8 panel8
Ogre
2
3
Ogre: Guardian to Dragons deals +2 damage for each card type in your depletion pile. Ongoing: Threats you play are unstoppable.
Phaeton 585 phaeton
6
6
Banish 1 of each card type from each opponent's deck.

For each Henchman in your depletion pile their is a 33% chance for each opponent to deplete 1.

For each Henchman in your depletion pile their is a 33% chance to recover 1.

On deplete, each opponent banishes 6 cards from their depletion pile.
Red Poles Red Poles
henchman
3
3
Your next Martial Attack deals +2 damage.

Recover a Martial Attack.

On deplete, your next Martial Attack is unstoppable.
Riftwalker: Acolyte I14 page3 panel2
Riftwalker
2
5
While in your deck, at the beginning of your turn recover 1. Recover up to 3 Allies from your depletion pile, each opponent banishes 1 for each Ally recovered this way.
Riftwalker: Non-Stop I14 page3 panel1
Riftwalker
6
1
While in deck at the beginning of your turn each opponent depletes a card. Play another threat this turn.
Riftwalker: Sculptor I14 page4 panel4
Riftwalker
5
2
While in your deck, threats you play have a 75% chance to banish instead of deplete. The next threat you play deals +4 damage.
Riftwalker: Strongharm I14 page11 panel7
Riftwalker
4
3
While in your deck, threats you play gain +1 damage and, if you would gain shield, gain +1 shield. Riftwalker: Strongharm is a critical strike.
Schism: Arrived 398 schism arrived
Alien
5
5
Search your deck for Schism: Footfall and Schism: Handhold and play them.
Schism: Footfall Schism Footfall mini
Alien
4
4
Your opponent depletes 5. Recover 5.
Sun Steeds 579 sun steeds
Henchman
3
4
Sun Steeds has a 33% chance to deal +1 damage for each Henchmen in your deck.

On deplete, your next attack is unstoppable.

Ongoing: At the beginning of your turn, recover 1.
Sunder Sunder - image
crimelord
6
2
Sunder: Freelancer Sunder Freelancer mini
Mercenary
10
3
Deplete a Henchman from your deck, Sunder: Freelancer deals +1 damage for each Henchman in your deck and a +50% chance to deal an addicional +1 damage. On Deplete Banish Sunder: Freelancer, the next threat you play deals +4 damage.
Sunderlings Sunderlings-image
Henchman
2
2
Sunderlings: Enlisted 527 masked thigs enlisted
Henchman
5
3
Recover 3.

Your opponent banishes 2.

Your next threat deals +3.

On deplete, each opponent banishes 1.
Sunderlings: For Hire Sunderlings For Hire mini
Henchman
4
3
Recover a Sunderling. When this is depleted, your next 2 threats are unstoppable.
The 8-Bits 8-Bits mini
2
2
Your opponent banishes 2.

Your opponent depletes 2.

On deplete banish this, Recover 2
The Formula 530 the formula
3
3
If The Formula would be depleted, deplete another card instead.

Your next attack banishes cards instead of depleting them.

Your next 2 attacks are a critical strike.

Your next 3 attacks deals double damage.

Your next 4 attacks are unstoppable.
The Hat The Hat-img
Crimelord
0
1
+1 Willpower Counter.

Deal 1 damage for each Willpower Counter you have.

If you would deplete The Hat, deplete another card instead.
The Hat: Found 581 the hat found
Crimelord
3
4
Ongoing: At the beginning of your turn, each of your opponents depletes 1.
The Hat: Lost The Hat-Lost-image
Crimelord
0
1
For each Willpower Counter you have, shuffle a copy of The Undone into your deck. If you would Deplete The Hat: Lost, Deplete another card instead.
The Mad Confectionist 258 the mad confectionist
crimelord
1
2
Banish your depletion pile. For each card banished this way, deal +1 damage. When The Mad Confectionist is Depleted, shuffle 2 copies of Sweet Revenge in your deck.
The Schism: Handhold The Schism Handhold mini
Alien
10
10
The Strays The Strays-image
Thug
5
2
The T-Generates T-Generates
henchman
1
1
The T-Generates is unstoppable. The next Ally you play deals +2 damage.
The Three Harmonies 349 the three harmonies
Crimelord
7
0
For this and your next turn, Martial Attack deals double damage. On deplete, shuffle 3 copies of Close to the Chest into your deck.
The Three Harmonies: Offkey 399 three harmonies offkey
5
1
Three Harmonies: Offkey is unstoppable.

50% chance to deal +1 damage for each Martial attack in your depletion pile.

On deplete, each opponent depletes 1.
The Undone The Undone-image
Alien
0
1
Blank a card in each opponent's deck. When The Undone is depleted, Banish it. Each opponent blanks a card in their deck.
The Variables 531 the variables
Henchman
4
4
If you have at least 3 of The Variables in your deck, Shuffle a copy of The Formula into your deck.

The Variables has a 75% chance to recover 4.

The Variables has a 50% chance to be unstoppable.

On Deplete, you have a 25% chance to shuffle a copy of The Variables into your deck.
Torrent: Freelancer Torrent Freelancer mini
Mercenary
6
4
For the rest of the fight, threats you play deal +2 damage.

Shuffle 4 copies of 8-bits into your deck.

On deplete banish Torrent: Freelancer, the next attack you play deals double damage.
Torrent: Unlikely Ally 197 torrent
Mercenary
5
1
Threats you play for the rest of the game deal +1.

Shuffle in 2 copies of 721.

On deplete banish this, the next attack you play is a critical strike.
Worm 645 worm
Worm
3
3
Deplete 3. For each Worm depleted this way Worm deals +2 damage and gains +2 shield. Shuffle a Worm into your deck.
Worm Rider 648 worm rider
1
4
For the rest of the battle Worms you play deal +1 damage. Worm Rider has a 15% chance to deal +1 damage for each Worm in your deck.
Zeroth: Riftwalker I14 page11 panel8
Riftwalker
4
4
Your opponent banishes 10.

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