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Ashes Reborn: The Artist of Dreams

Expansion for Ashes Reborn: Rise of the Phoenixborn

Ashes Reborn: The Artist of Dreams Rulebook

Table of Contents

Table of Contents

  • Playing With This Expansion
  • Phoenixborn
  • Spells
    • Double Down
    • Dream Fracture
    • Ensnare
    • Keepsake
    • Reimagine
    • Summon Fox Spirit
    • Summon Wishing Wing
    • Void Pulse
  • Allies
    • Dreamlock Mage
    • Realm Walker
  • Conjurations
    • Fox Spirit
    • Wishing Wing

Playing With This Expansion

The Artist of Dreams plays under the rules of Ashes Reborn: Rise of the Phoenixborn. Its rules are not repeated here. The cards below are used with the base rules, and the Phoenixborn card is Hope Everthorn.

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, [Basic] is any basic die, [Illusion] is an Illusion die, and [Time] is a Time die. "[Illusion] class" means an Illusion die showing the class symbol, and "[Illusion] power" means an Illusion die showing the power symbol. The same applies to [Time] class and [Time] power.

Phoenixborn

Hope Everthorn — Phoenixborn

  • Life: 17
  • Battlefield: 6
  • Spellboard: 5

Duplicate: [Side] - [Exhaust] - 1 [Basic]: Choose a conjuration you control with a life value of 1. Place a copy of that conjuration onto your battlefield. At the end of this turn, destroy that copy.

Spells

Double Down

Reaction Spell — Placement: Discard

Dice: Illusion, Time

Cost: 1 [Illusion] class, 1 [Time] class

You may play this spell after a conjuration you control with a life value of 1 is destroyed as a result of an attack, spell, ability, or dice power an opponent controls. Place 2 copies of that conjuration onto your battlefield.

Dream Fracture

Ready Spell — Placement: Spellboard

Dice: Illusion

Cost: [Side], 1 [Illusion] class

[Magic] - [Exhaust]: Choose a target opponent that has 1 or more dice in their active pool. Lower 1 die in their active pool one level. Then, deal 1 damage to their target Phoenixborn if they have no dice on their power side in their active pool.

Ensnare

Reaction Spell — Placement: Discard

Dice: Illusion

Cost: 1 [Illusion] power

You may play this spell after an opponent declares a guard. Deal 2 damage to that target guarding unit or Phoenixborn.

Keepsake

Ready Spell — Placement: Spellboard

Dice: Illusion

Cost: [Magic]

After 1 or more dice in an opponent's active pool are re-rolled, lowered in level, or changed to a side of your choice, place 1 status token on this spell for each affected die, without exceeding four on this spell.

[Magic], 1 [Illusion] class: Discard this spell. Deal damage to a target unit equal to the number of status tokens that were on this spell.

Reimagine

Ready Spell — Placement: Spellboard

Alternate dice: Illusion, Time

Cost: [Magic]

After you pay for a dice power using a [Time] power or [Illusion] power, you may place that die and 1 exhaustion token on this spell if it has no dice on it.

You may use [Time] power or [Illusion] power on this spell to pay the cost of reactions.

Exhaust any dice on this spell during the exhaust dice step of the recovery phase.

Summon Fox Spirit

Ready Spell — Placement: Spellboard

Dice: Illusion

Cost: [Magic], 1 [Basic]

[Magic] - [Exhaust] - 1 [Illusion] class: Place a Fox Spirit conjuration onto your battlefield.

Focus 1: You may change the activation cost of this spell to [Side] - [Exhaust] - 1 [Illusion] class.

Summon Wishing Wing

Ready Spell — Placement: Spellboard

Dice: Time

Cost: [Magic]

[Magic] - [Exhaust] - 1 [Time] class: Place a Wishing Wing conjuration onto your battlefield.

Focus 2: Then place 1 status token on that Wishing Wing.

Void Pulse

Reaction Spell — Placement: Discard

Phoenixborn: Hope Everthorn

Dice: Basic

Cost: 1 [Basic]

You may play this spell after you declare attackers. Deal damage to a target unit an opponent controls equal to the number of attacking units. If that destroyed the unit, draw 2 cards, and then change 2 dice in a target player's active pool to a side of your choice.

Allies

Dreamlock Mage

Ally — Placement: Battlefield

Dice: Illusion

Cost: [Magic], 2 [Illusion] class

Attack 2, Life 3, Recover 1

Restrict 1: [Side]: Lower 1 die on its power side in a target opponent's active pool one level.

Realm Walker

Ally — Placement: Battlefield

Dice: Illusion, Time

Cost: [Magic], 1 [Illusion] power, 1 [Time] class, 1 [Basic]

Attack 3, Life 3, Recover 2

Isolate 1: When this unit is declared as an attacker, choose a target opponent to place 1 exhaustion token onto an unexhausted unit of their choice that they control.

Conjurations

Fox Spirit

Conjuration — Placement: Battlefield

Attack 1, Life 1, Recover 0

Copies in deck: 3 (as recorded in the database)

Keen 1: When this unit comes into play, you may raise 1 die in your active pool one level.

Pounce 2: When this unit is declared as an attacker, add 2 to its attack value for the remainder of the turn if it is targeting an exhausted unit.

Wishing Wing

Conjuration — Placement: Battlefield

Attack X, Life 1, Recover 0

Copies in deck: 3 (as recorded in the database)

Opportunist 1: When this unit comes into play, if you have a [Time] power in your active pool, place 1 status token on this unit.

Bequest X: When this unit is destroyed, you may draw up to X cards.

X = the number of status tokens on this unit. The database record prints the Attack value as X, and the card text is followed as printed.