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Ashes Reborn: The King of Titans

Expansion for Ashes Reborn: Rise of the Phoenixborn

Ashes Reborn: The King of Titans Rulebook

Table of Contents

Table of Contents

  • Playing With This Expansion
  • Phoenixborn
  • Spells
    • Earthquake
    • Law of Domination
    • Mass Heal
    • Nature's Wrath
    • Sacred Ground
    • Summon Archasaurus Mount
    • Summon Cerasaurus Mount
    • Summon Shining Hydra
  • Allies
    • Pain Shaman
    • Raptor Herder
  • Conjurations
    • Archasaurus Mount
    • Cerasaurus Mount
    • Raptor Hatchling
    • Shining Hydra
    • Shining Hydra Head

Playing With This Expansion

The King of Titans 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 Xander Heartsblood.

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, [Divine] is a Divine die, and [Natural] is a Natural die. "[Divine] class" means a Divine die showing the class symbol, and "[Natural] class" means a Natural die showing the class symbol. "[Sympathy] class" means a Sympathy die showing the class symbol.

Phoenixborn

Xander Heartsblood — Phoenixborn

  • Life: 20
  • Battlefield: 6
  • Spellboard: 3

Reincarnate: [Side] [Exhaust] 1 [Divine] class: Search your discard pile for an ally and place it into your hand.

Spells

Earthquake

Action Spell — Placement: Discard

Cost: [Magic]; 2 [Basic]

Deal 4 damage to a target unit and 1 damage to each other unit.

Law of Domination

Ready Spell — Placement: Spellboard

Cost: [Magic]; 1 [Divine] class

When this spell comes into play, choose an opponent to choose a unit they control. Then, choose a unit you control. Those units deal damage to each other equal to their attack value.

This damage, and damage from attacking or countering, cannot be prevented.

Bound: This card cannot be discarded from your spellboard when you Meditate.

Fleeting: Discard this card at the end of this round.

Mass Heal

Action Spell — Placement: Discard

Cost: [Side]

Remove 1 wound token from all units. If you have a Divine die on its class or power side in your active pool, you may instead remove 1 wound token from your Phoenixborn and all units you control.

Nature's Wrath

Action Spell — Placement: Discard

Cost: [Magic]; 1 [Natural] class

Deal 1 damage to all units.

Sacred Ground

Ready Spell — Placement: Spellboard

Cost: [Magic]; 1 [Divine] class

[Side] [Exhaust]: All units you currently control gain the following ability until the start of your next turn:

Armored 1: After this unit is dealt damage, prevent 1 damage from being received.

Summon Archasaurus Mount

Action Spell — Placement: Discard

Cost: [Magic]; [Side]; 1 [Divine] class; 1 [Natural] class; 1 [Basic]

Remove an unexhausted ally you control from play. If you do, place an Archasaurus Mount conjuration onto your battlefield and place that ally face down under that unit.

Summon Cerasaurus Mount

Ready Spell — Placement: Spellboard

Cost: [Magic]; 1 [Basic]

[Side] [Exhaust] 1 [Natural] class 1 [Divine] class: Remove an unexhausted ally you control from play. If you do, place a Cerasaurus Mount conjuration onto your battlefield and place that ally face down under that unit.

Summon Shining Hydra

Action Spell — Placement: Discard

Cost: [Magic]; 1 [Divine] class; 1 [Natural] class; 1 [Basic]

Place a Shining Hydra conjuration onto your battlefield.

Allies

Pain Shaman

Ally — Placement: Battlefield

Cost: [Magic]; 2 [Natural] class

Life: 3 · Attack: 1 · Recover: 1

Exchange Pain 1: When this unit comes into play, you may deal 1 damage to a target unit, and then remove 1 wound token from a target unit or Phoenixborn.

Raptor Herder

Ally — Placement: Battlefield

Cost: [Magic]; 1 [Natural] class or 1 [Sympathy] class

Life: 1 · Attack: 1 · Recover: 1

Call Raptor Hatchling: When this unit comes into play, place a Raptor Hatchling conjuration onto your battlefield.

Note on the cost: the database records this as a choice between 1 Natural class die and 1 Sympathy class die, as shown above. See the source note in the Table of Contents.

Conjurations

Archasaurus Mount

Conjuration — Placement: Battlefield

Attack: 4 · Life: 5 · Recover: 0

Gigantic 2: This unit cannot be blocked or guarded against by units with a life value of 2 or less.

Dismount: When this unit is destroyed, place any allies you own underneath this unit into your hand.

Cerasaurus Mount

Conjuration — Placement: Battlefield

Attack: 3 · Life: 3 · Recover: 0

Overkill 1: After this unit destroys a unit an opponent controls by attacking, deal 1 damage to that opponent's target Phoenixborn.

Dismount: When this unit is destroyed, place any allies you own underneath this unit into your hand.

Raptor Hatchling

Conjuration — Placement: Battlefield

Attack: 0 · Life: 1 · Recover: 0

Group Tactics 2: After you declare 3 or more attackers, you may add 2 to this unit's attack value for the remainder of this turn.

Shining Hydra

Conjuration — Placement: Battlefield

Attack: 1 · Life: 4 · Recover: 0

Regenerate Heads: [Side]: Remove 1 wound token from this unit to attach a Shining Hydra Head conjured alteration spell to this unit.

Shining Hydra Head

Conjured Alteration Spell — Placement: Unit

Attack: +1 · Recover: +1

This unit now has the following ability:

Terrifying 1: This unit cannot be blocked or guarded against by units with an attack value of 1 or less.