Jean Grey’s organized play performance is on the Stats page.

Face 1: Astral
Astral
Face 2: Astral
Astral
Face 3: Astral
Astral
Face 4: Control
Control
Face 5: Control
Control
Face 6: Phoenix
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 and Dark Phoenix forms Mechanic

  • 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.

Abilities

Mind Attack Offensive (98.4% / 87.9% / 51.3%)

  • AstralAstralAstral Deal 4 dmg
  • AstralAstralAstralAstral Deal 5 dmg
  • AstralAstralAstralAstralAstral Deal 6 dmg

Psychic Multiplier Offensive (84.2%)

Needs ControlControlControl

  • Gain 3 Acuity and roll 1 die: Gain 1/2 the value as Flame Blast (rounded up). Deal 2 pure dmg.

Occlusion Offensive (77.5%)

Needs AstralControlControlPhoenix

  • Gain Force Field. If Jean Grey, gain Flame Blast. If Dark Phoenix, gain 2 Acuity. Then deal 5 dmg.

Astral Combat Offensive (61.5% / 26.1%)

  • Small Straight Gain 2 Acuity. Deal 5 dmg
  • Large Straight Gain 2 Acuity. Deal 8 dmg

Firebird Offensive (10.4%)

Needs PhoenixPhoenixPhoenixPhoenix

  • Gain Force Field and 2 Flame Blast. Then deal 5 undefendable dmg.

Telekinetic Blast Offensive (34.9%)

Needs AstralAstralAstralPhoenixPhoenix

  • Gain 2 Flame Blast and 2 Acuity. Then deal 7 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.

Psionic Shield Defensive

Defense Roll 2 dice

  • If Dark Phoenix, roll 4 dice instead. Deal 1 x Astral dmg. On Control, gain Flame Blast. On Phoenix, if Jean Grey, prevent 2 dmg.

One True Phoenix! Ultimate (1.3%)

Needs PhoenixPhoenixPhoenixPhoenixPhoenix

  • Gain Force Field and Acuity. Deal 12 dmg.

Upgrades

Mind Attack II Upgrade of Mind Attack (2 CP)

  • AstralAstralAstral Deal 5 dmg
  • AstralAstralAstralAstral Deal 6 dmg
  • AstralAstralAstralAstralAstral Deal 7 dmg
  • Gain Acuity.

Psionic Jolt Same card (57.6%)

Needs AstralAstralPhoenixPhoenix

  • Deal 5 pure dmg.

Occlusion II Upgrade of Occlusion (2 CP)

Needs AstralControlControlPhoenix

  • Gain Force Field. If Jean Grey, gain 2 Flame Blast. If Dark Phoenix, gain 2 Acuity. Then deal 5 dmg.

Super Occlusion Same card (44.6%)

Needs AstralControlControlControlPhoenix

  • Gain 2 Flame Blast, 2 Acuity, & Force Field. Then deal 5 dmg.

Firebird II Upgrade of Firebird (2 CP)

Needs PhoenixPhoenixPhoenixPhoenix

  • Gain Force Field and 3 Flame Blast. Then deal 5 undefendable dmg.

Essence Same card (35.5%)

Needs PhoenixPhoenixPhoenix

  • Gain 2 Flame Blast or 4 Acuity. Then deal 1 undefendable dmg.

Telekinetic Blast II Upgrade of Telekinetic Blast (2 CP)

Needs AstralAstralAstralPhoenixPhoenix

  • Gain 2 Flame Blast and 2 Acuity. Then deal 8 dmg.

Psychic Multiplicity Same card (17.3%)

Needs ControlControlControlControlControl

  • Gain 3 Acuity & 4 Flame Blast. Deal 3 pure dmg.

Psionic Shield II Upgrade of Psionic Shield (2 CP)

Defense Roll 3 dice

  • If Dark Phoenix, roll 5 dice instead. Deal 1 x Astral dmg. On Control, gain Flame Blast. If Jean Grey, prevent 2 x Phoenix dmg.

Hero Cards

Psychic Attack! Card

Roll Phase Action, 1 CP, Attack Modifier

  • Roll 4 dice: Add 1 x Astral dmg. On Phoenix, inflict Phoenix Burn.

Psychic Shield! Card

Roll Phase Action, 1 CP

  • Play only after being Attacked. If Dark Phoenix, roll 5 dice: Prevent 1 x Astral dmg.

Mind Change! Card

Roll Phase Action, 1 CP

  • Flip one of your dice to its opposite face (i.e. 1/6, 2/5, 3/4).

Mind Walk! Card

Instant Action, 0 CP

  • Remove 2 Acuity to gain 3 CP.

Force Barrier! Card

Main Phase Action, 2 CP

  • If Jean Grey, gain Force Field.

Synthesis! Card

Main 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! Card

Main Phase Action, 1 CP

  • Dark Phoenix becomes Active.

Pyrokinesis! Card

Main Phase Action, 1 CP

  • If Dark Phoenix, roll 1 die: gain 1/2 the value as Flame Blast (rounded up).

Incendiary! Card

Main Phase Action, 2 CP

  • Inflict Phoenix Burn on a chosen opponent.

Psionic Nexus! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Phoenix, gain 4 Flame Blast. On any other outcome, draw 1.