Home 🡆 Monster List 🡆 Marrow's Ghost

Marrow's Ghost
WildDeathCommonMonsterdice

Base level
Max level
Marrow's Ghost Price Information:
Regular Foil Price (per BCX): $0.018 | Single BCX: $0.019 (1.06x)
Gold Foil Price (per BCX): $0.581 | Single BCX: $0.601 (33.39x)
Gold Foil vs Regular Foil: 32.28x
L
RF BCX
GF BCX
Abilities
1 1 - 2 1 0 0 2 1
2 5 - 3 1 0 0 2 1
3 14 1 3 1 0 0 3 1
4 30 2 3 2 0 0 2 1
5 60 5 3 2 0 0 3 1
6 100 9 3 2 0 0 4 1
7 150 14 3 2 0 0 5 1
8 220 20 3 2 0 0 6 1
9 300 27 3 2 0 0 7 1
10 400 38 3 3 0 0 7 1
Skill analysis
Void Armor
Magic attacks hit this Monster's armor before its Health.
🌟 Marrow's Ghost ratings
Bronze league
5.5 / 10
Silver league
5.3 / 10
Gold league
5.2 / 10
Diamond league
5 / 10
💞 Top cards to play with Marrow's Ghost
Marrow's Ghost's Void Armor ability works well with Ancient Lich's Resurrect ability.
Marrow's Ghost's Void Armor ability works well with Oshuur Constantia's Resurrect ability.
Marrow's Ghost benefits from Scale Doctor's Repair ability since it has the Void Armor ability.
Marrow's Ghost benefits from Scavo Hireling's Repair ability since it has the Void Armor ability.
Marrow's Ghost benefits from Tower Griffin's Protect ability since it has the Void Armor ability.
💀 Best counters against Marrow's Ghost
Scavo Technomancer is a good counter against Marrow's Ghost.
Boogeyman is a good counter against Marrow's Ghost.
Weirding Warrior is a good counter against Marrow's Ghost.
Darkest Mage is a good counter against Marrow's Ghost.
Raa is a good counter against Marrow's Ghost.
Ruleset analysis
Good rulesets for Marrow's Ghost
Marrow's Ghost only costs 3 mana to summon, making it a good choice for low mana games.
Marrow's Ghost has a lot of armor (maxes at 7), making it a terrific card to survive all types of attacks (including Magic) in the 'Weak Magic' ruleset.
Marrow's Ghost has a lot of armor (maxes at 7), making it a terrific card to survive when there's no Magic thanks to the 'Lost Magic' ruleset.
Marrow's Ghost has Void Armor, which is useful for the 'Broken Arrows' ruleset.
Marrow's Ghost has a high damage-to-mana ratio (1), making it a cost-effective option for dealing damage in the 'Back to Basics' ruleset.
Marrow's Ghost has Void Armor, which is useful for the 'Armored Up' ruleset.
Marrow's Ghost has a great armor-to-health ratio (7) and is normally vulnerable due to its low health. However in the 'Equalizer' ruleset this vulnerability is overcome.
Marrow's Ghost is a good tank (armor + health = 8 and has Void Armor) but it doesn't have Taunt. In the 'Fog of War' ruleset, it is more likely to receive most of the damage from the enemy team.
Marrow's Ghost costs 3 mana to cast, so it is eligible for Little League.
Bad rulesets for Marrow's Ghost
Marrow's Ghost is a good tank, however in the 'Aimless' ruleset where everyone has Scattershot it's less likely to take the brunt of the damage.
Marrow's Ghost is a melee unit without Reflection Shield which means it will take damage every time it attacks in the 'Thorns' ruleset.
Marrow's Ghost has a TON of armor (maxes at 7), which is lost in the 'Unprotected' ruleset. This is one of the worst rulesets for this card.
Marrow's Ghost has 1 health, so without any help it will die quickly in the Noxious Fumes ruleset.
Marrow's Ghost has a lot of Armor, but not much Health comparatively, which makes it very vulnerable to Magic in the 'Back to Basics' ruleset.
Ineligible rulesets for Marrow's Ghost
Marrow's Ghost has melee damage, so it cannot be played in the 'Keep Your Distance' ruleset.
Marrow's Ghost has an odd mana cost, so it can't be used in 'Even Stevens'.
Marrow's Ghost has no magic damage, so it cannot be played in the 'Wands Out' ruleset.
Marrow's Ghost has no ranged damage, so it cannot be played in the 'Going the Distance' ruleset.