Ashes Reborn: The Ghost Guardian
Ashes Reborn: The Ghost Guardian Rulebook
Table of Contents
Table of Contents
Playing With This Expansion
The Ghost Guardian 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 Rimea Careworn.
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 [Sympathy] is a Sympathy die. "[Illusion] class" means an Illusion die showing the class symbol, "[Illusion] power" means an Illusion die showing the power symbol, "[Sympathy] class" means a Sympathy die showing the class symbol, and "[Sympathy] power" means a Sympathy die showing the power symbol. [Discard] is the cost of discarding a card.
Phoenixborn
Rimea Careworn — Phoenixborn
- Life: 17
- Battlefield: 5
- Spellboard: 5
Visions: [Side] [Exhaust]: Draw 2 cards. Then, look at 2 random cards in a target opponent's hand.
Spells
Augury
Ready Spell — Placement: Spellboard
Cost: [Magic]; 1 [Sympathy] class; 1 [Basic]
When this spell comes into play, place 3 status tokens on it.
[Side] [Exhaust]: Search your draw pile. You may reveal 1 card with a magic play cost of X and place it into your hand. If you do, remove 1 status token from this spell. Shuffle your draw pile.
X = the number of status tokens on this spell.
Dark Presence
Ready Spell — Placement: Spellboard
Cost: [Magic]; 1 [Illusion] class
[Side] [Exhaust]: Choose a target unit you control to gain the following ability for the remainder of the turn:
Terrifying 1: This unit cannot be blocked or guarded against by units with an attack value of 1 or less.
Focus 1: Then, reduce the attack value of a target unit an opponent controls by 1 for the remainder of the turn.
Memorialize
Ready Spell — Placement: Spellboard
Cost: [Side]; 1 [Sympathy] class
After an ally you control is destroyed, place 1 status token on this spell if it has no status tokens on it.
[Side] [Exhaust]: Remove 1 status token from this spell to search your discard pile for a spell and place that spell on the bottom of your draw pile.
Resonance
Ready Spell — Placement: Spellboard
Cost: [Side]; 2 [Sympathy] class; 1 [Basic]
When this spell comes into play, select 2 dice in your exhausted pool and place them into your active pool on a side of your choice.
When you play this spell, place it face up under a ready spell on your spellboard. While this card is on your spellboard, all other cards in its spellboard slot are focused one additional time.
Shared Sorrow
Action Spell — Placement: Discard
Cost: [Magic]; 1 [Sympathy] class; 1 [Basic]
Discard 1 card from your hand with a magic play cost of 1 or more. Search your discard pile for another card with a magic play cost of X and place it into your hand. Deal X damage to a target unit.
X = the magic play cost of the discarded card.
Summon Ancestor Spirit
Ready Spell — Placement: Spellboard
Cost: [Magic]
[Magic] [Exhaust] 1 [Sympathy] power: Place an Ancestor Spirit conjuration onto your battlefield.
Summon Ghostly Mount
Ready Spell — Placement: Spellboard
Cost: [Magic]; 1 [Basic]
[Magic] or [Side] [Exhaust] 1 [Illusion] class 1 [Sympathy] class: Remove an unexhausted ally you control from play. If you do, place a Pale Steed Mount or Spectral Charger Mount conjuration onto your battlefield and place that ally face down under that unit.
Focus 2: You may place a Nightmare Mount conjuration instead.
Allies
Ancestral Army
Ally — Placement: Battlefield
Cost: [Magic]; 3 [Basic]
Attack: 1 · Life: 2 · Recover: 0
Invoke Ancestors: When this unit comes into play, place 2 Ancestor Spirit conjurations onto your battlefield.
Battle Seer
Ally — Placement: Battlefield
Cost: [Magic]; 1 [Illusion] power; 1 [Sympathy] class; 1 [Basic]
Attack: 3 · Life: 4 · Recover: 2
Quick Strike: While this unit is attacking, it deals its damage before units in battle with it.
Alert: Do not place exhaustion tokens on this unit as a result of its countering.
Hollow
Ally — Placement: Battlefield
Cost: [Magic]; 1 [Illusion] power / 1 [Sympathy] power
Attack: 2 · Life: 1 · Recover: 1
Hex 2: When this unit comes into play, you may lower 2 dice in a target opponent's active pool one level.
Conjurations
Ancestor Spirit
Conjuration — Placement: Battlefield
Attack: 2 · Life: 1 · Recover: 0
Guidance: When this unit comes into play, you may draw 1 card. If you do, place 1 card from your hand on the bottom of your draw pile.
Nightmare Mount
Conjuration — Placement: Battlefield
Attack: 4 · Life: 4 · Recover: 0
Terrifying 1: This unit cannot be blocked or guarded against by units with an attack value of 1 or less.
Dismount: When this unit is destroyed, place any allies you own underneath this unit into your hand.
Pale Steed Mount
Conjuration — Placement: Battlefield
Attack: 2 · Life: 4 · Recover: 0
Unit Guard: This unit may guard a unit that is being attacked.
Dismount: When this unit is destroyed, place any allies you own underneath this unit into your hand.
Spectral Charger Mount
Conjuration — Placement: Battlefield
Attack: 4 · Life: 2 · Recover: 0
Quick Strike: While this unit is attacking, it deals its damage before units in battle with it.
Dismount: When this unit is destroyed, place any allies you own underneath this unit into your hand.