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Jean Grey’s organized play performance is on the Stats page.  Astral Astral Astral Control Control Phoenix
Status Effects Force Field Positive Status Effect
Stack limit 1 - Remove this token and any other Positive Status Effect on your Hero Board, then choose a player to prevent 1/2 incoming damage (rounded up).
Acuity Positive Status Effect
Stack limit 4 - A player with these tokens may spend them for a variety of effects. 1 token: Re-roll 1 of your dice at any time. 2 tokens: Gain 1 CP. 4 tokens: Inflict Phoenix Burn on a chosen opponent.
Flame Blast Positive Status Effect
Stack limit 5, Attack Modifier - If Dark Phoenix is Active, she may spend Flame Blast to increase her Attack dmg by 1 or spend 3 Flame Blast to increase her Attack dmg by 4.
Phoenix Burn Negative Status Effect
Stack limit 1 - A player afflicted with this token is dealt 2 dmg during their Upkeep Phase. Then roll 1 die: on 5-6, remove this token.
Other Rules- Jean Grey has two forms, Jean Grey and Dark Phoenix, and exactly one is Active at a time. The Dark Phoenix leaflet covers the center of the Hero Board to represent Jean Grey becoming Dark Phoenix and adds several bonuses while Active. Jean Grey must begin Active for the first turn. For all subsequent turns, during the Upkeep Phase, the player must switch between Jean Grey and Dark Phoenix being Active (Call of the Phoenix). The card Phoenix Call! also makes Dark Phoenix Active.
AbilitiesMind Attack Offensive (98.4% / 87.9% / 51.3%)  Deal 4 dmg   Deal 5 dmg    Deal 6 dmg
Astral Combat Offensive (61.5% / 26.1%)- Small Straight Gain 2 Acuity. Deal 5 dmg
- Large Straight Gain 2 Acuity. Deal 8 dmg
Call of the Phoenix Passive- Jean Grey must begin Active for your first turn. For all subsequent turns, during your Upkeep Phase, you must switch between Jean Grey and Dark Phoenix being Active.
UpgradesMind Attack II Upgrade of Mind Attack (2 CP)  Deal 5 dmg   Deal 6 dmg    Deal 7 dmg
Hero CardsPsychic Attack! CardRoll Phase Action, 1 CP, Attack Modifier - Roll 4 dice: Add 1 x
dmg. On , inflict Phoenix Burn.
Psychic Shield! CardRoll Phase Action, 1 CP - Play only after being Attacked. If Dark Phoenix, roll 5 dice: Prevent 1 x
dmg.
Mind Change! CardRoll Phase Action, 1 CP - Flip one of your dice to its opposite face (i.e. 1/6, 2/5, 3/4).
Mind Walk! CardInstant Action, 0 CP - Remove 2 Acuity to gain 3 CP.
Force Barrier! CardMain Phase Action, 2 CP - If Jean Grey, gain Force Field.
Synthesis! CardMain Phase Action, 1 CP - If Jean Grey, gain Flame Blast. You may spend Flame Blast this turn (even though you are Jean Grey).
Phoenix Call! CardMain Phase Action, 1 CP - Dark Phoenix becomes Active.
Pyrokinesis! CardMain Phase Action, 1 CP - If Dark Phoenix, roll 1 die: gain 1/2 the value as Flame Blast (rounded up).
Incendiary! CardMain Phase Action, 2 CP - Inflict Phoenix Burn on a chosen opponent.
Psionic Nexus! CardMain Phase Action, 0 CP, Promo card - Roll 1 die: On
, gain 4 Flame Blast. On any other outcome, draw 1.
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