Ashes Reborn: Red Rains – The End of Argaia
Ashes Reborn: Red Rains – The End of Argaia Rulebook
Table of Contents
Table of Contents
Playing With This Expansion
The End of Argaia plays under the rules of Ashes Reborn: Rise of the Phoenixborn and the Red Rains rules. Its rules are not repeated here. The cards below are used with the base rules.
Icons are written in brackets as in the base rulebook: [Magic] is the main action symbol (the database writes it as "main"), [Side] and [Exhaust] are the side and exhaust dice symbols, and [Basic] is any basic die. "Time class" and "time power" are time dice showing the class or power symbol, written in plain words as the database gives them. [Discard] is the cost of discarding a card.
Phoenixborn Cards
Double Edge
Action Spell — Placement: Discard
Phoenixborn: Jericho, Reborn
Cost: [Side]
Draw 2 cards. Discard 1 card from your hand. If you discarded, deal 1 damage to a target unit an opponent controls and deal 1 damage to that opponent's target Phoenixborn.
Realization
Ready Spell — Placement: Spellboard
Phoenixborn: Orrick Gilstream
Cost: [Side]
During the draw cards step, you may draw 1 additional card.
[Side] [Exhaust]: If your draw pile is empty, shuffle your discard pile, reveal 1 random card from it, and remove it from the game. Then, reveal another random card from it and add it to your hand.
Cataclysm
Action Spell — Placement: Discard
Phoenixborn: Rowan Umberend
Cost: [Magic] + 2 [Basic]
Conjures: Rubble Spirit
Deal 1 damage to all units and Phoenixborn. If this destroys at least 2 units, place 2 Rubble Spirit conjurations onto your battlefield.
Ocean's Eye
Conjuration — Placement: Battlefield
Phoenixborn: Tristan Darkwater
Attack: 1 Life: 1 Copies: 6
Sting 1: When this unit is declared as an attacker, you may deal 1 damage to target wounded unit.
Summon Ocean's Eyes
Ready Spell — Placement: Spellboard
Phoenixborn: Tristan Darkwater
Cost: [Magic]
Conjures: Ocean's Eye
[Magic] [Exhaust] 2 [Basic]: Place two Ocean's Eye conjurations onto your battlefield.
Action Spells
Rising Tides
Action Spell — Placement: Discard
Cost: [Side] + 1 time class
At the end of the next turn this round, deal 1 damage to all units.
Reaction Spells
Afterimage
Reaction Spell — Placement: Discard
Cost: 1 time power
You may play this spell after an ally you control is destroyed as a result of an attack, spell, ability, or dice power an opponent controls. Place that ally into your hand. Deal 2 damage to a target unit that opponent controls.
Fatal Strike
Reaction Spell — Placement: Discard
Cost: 1 time power
You may play this spell after an opponent takes a Pass main action. Deal 2 damage to a target unit or Phoenixborn that opponent controls.
Alteration Spells
Tranquility
Alteration Spell — Placement: Phoenixborn
Cost: [Side] + 1 time class
At the end of your turn, place 1 status token on this spell. Then, if there are 3 or more status tokens on this spell, remove it from the game.
The only side action you may take is Meditate.
Ready Spells
Summon Cinder Spirit
Ready Spell — Placement: Spellboard
Cost: [Magic]
Conjures: Cinder Spirit
[Magic] [Exhaust]: Place 1 status token on this spell.
[Side] 1 time class 1 [Basic]: Move 1 status token from this spell onto a unit you control. If you do, place a Cinder Spirit conjuration onto your battlefield.
Summon Tusk Mount
Ready Spell — Placement: Spellboard
Cost: [Magic]
Conjures: Tusk Mount
[Side] [Exhaust] 2 time class 2 [Basic]: Remove an unexhausted ally you control from play. If you do, place a Tusk Mount conjuration onto your battlefield, placing that ally face down under it.
Allies
Spear Master
Ally — Placement: Battlefield
Cost: [Magic] + 1 time power + 1 time class + 1 [Basic]
Attack: 3 Life: 3 Recover: 2
Replenish 2: When this unit comes into play, and at the end of the round, place 2 status tokens on it.
Spear Volley: When this unit is declared as an attacker, you may remove any number of status tokens from units you control. Deal 1 damage to an equal number of target units that opponents control.
Timestopper
Ally — Placement: Battlefield
Cost: [Magic] + 1 time power
Attack: 1 Life: 2 Recover: 1
Swift: After a unit comes into play onto an opponent's battlefield, you may play this unit from your hand without paying its main action cost.
Halt: When this unit comes into play, choose a target unit an opponent controls. That unit cannot attack, block, or guard until the end of the next turn or the round.
Vermillion Sage
Ally — Placement: Battlefield
Cost: [Magic] + 1 time class
Attack: 1 Life: 1 Recover: 1
Study 1: When this unit comes into play, look at the top card of your draw pile and place it on the top or bottom of your draw pile. Then, draw 1 card.
Inheritance 1: When this unit is destroyed, you may place 1 status token on a target unit.
Conjurations
Cinder Spirit
Conjuration — Placement: Battlefield
Attack: 2 Life: 2 Copies: 3
Ignite: When this unit is declared as an attacker, if it has 1 or more status tokens on it, add 1 to its attack value for the remainder of the turn. If you do, you may deal 1 damage to another target unit.
Rubble Spirit
Conjuration — Placement: Battlefield
Attack: 1 Life: 1 Copies: 4
Crumble 1: When this unit comes into play, discard 1 card off the top of a target opponent's draw pile.
Tusk Mount
Conjuration — Placement: Battlefield
Conjures: Rubble Spirit
Attack: 5 Life: 4 Copies: 2
Wreckage 2: After this unit destroys a unit an opponent controls by attacking, place 2 Rubble Spirit conjurations onto your battlefield.
Dismount: When this unit is destroyed, place any allies you own underneath this unit into your hand.