Holdfast

HARVEST, BUILD, DEFEND

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x4

Morani Stoneronk

4

Denizen — Monstrosity Laborer

If Morani Stoneronk would be ousted, offer it instead and deal 2 damage to any target in the outland.

Selfless and servile, the Ronks' nature would be their end were they not in the Morani Giants' care.

0

2

2

x4

Embergate Mason

4

Denizen — Giant Laborer

Your maintenance is reduced by for each housed Embergate Mason.

The first thing Asta Moranos constructed was the Embergate - An outlet of such constant heat that the snowy peaks of Mt. Astrana melted into rivers and lakes within a fortnight.

1

3

3

x3

Quiet Masonronk

3

Denizen — Monstrosity Laborer

The next time a structure you control would fall, offer Quiet Masonronk instead.

Pillars fall, walls crumble, and it moves to take their place.

2

2

2

x2

Longhammer Captain

2

Denizen — Giant Warden

Obliterate a structure in your rubble: Deal 2 damage to any target in the outland or any structure on an enemy perimeter.
Denizens housed alongside Longhammer Captain gain this ability.

The philosopher-masons of Mt. Astrana believe that it is more honorable to break one's enemy on the columns and ballasts of their keep than on the tip of one's sword.

0

3

2

x1

Asta Moranos

1

Denizen — Giant Warden

: Deal 2 damage to everything in the outland.

Years ago, her mother died with honor in combat when the tyranical Gnash sought after Mt. Astrana. Risen to power, Asta Moranos strives to build a wall around what she holds dear.

0

4

5

x4

Morani Towerbelt

4

Structure — Obstacle Martial

Stockpile 3 (Your capacity for bounty is increased by 3)
Morani Towerbelt can only be played onto your perimeter.

2

Occupants

0

0

4

x3

Stony Keep

3

Structure — Building Martial

Hospitality (Occupants of this structure have no maintenance cost)

The keeps, forges, and kitchens of Mt. Astrana are all warmed by the century-long fire at the Embergate.

3

Occupants

0

0

4

x2

Greatwall

2

Structure — Obstacle Martial

Occupying denizens have veiled.
If Greatwall is on your perimeter, denizens in your courtyard have veiled.

"Asta has charged us with keeping the Outer Evils at bay. I will not fall short of her vision." - Talas, Commander of Griffin Tower

3

Occupants

0

0

4

x1

The Embergate

1

Structure — Obstacle Civic

Stockpile 5 (Your capacity for bounty is increased by 5)
At the start of your command phase, you may pay . If you do, restore a structure from your rubble and connect it to your perimeter.
: Restore any number of fortifications in your rubble and attach each to a structure on your perimeter.

4

Occupants

2

2

7

x3

Parapets

4

Fortification — Bulwark

Denizen occupants gain emplaced and ": Deal 1 damage to any target in range".
(Emplaced occupants may assault while occupying a structure and have the same range they would have outside of the structure. They take no damage when assaulting from a structure.)

+2

x3

Topside Ballista

3

Fortification — Armament

: Deal 2 damage to any target in the outland.

Sixteen feet wide, double-braced, and loaded with hooktip spears. It boasts certain death from miles away.

+2

x4

Mending

4

Mysticism — Alchemy

Reclaim a structure, fortification, or belonging with copy-count 3 or greater.
Mysticisms go to the void after being played

"We will be a people of resolve. Our foes may rain blows upon us, the eastern winds may batter our walls, the world itself may turn craven upon our heels. We will endure. We will be forged stronger still." - Asta Moranos

x2

Flesh Becomes Stone

2

Mysticism — Alchemy

Offer a denizen.
Restore a structure from your rubble. You may play a denizen with the same or greater copy-count from your hand for free and house it in the restored structure.

"Your sacrifice will not be forgotten." - Talas, Commander of Griffin Tower

x3

Mountainside Delves

4

Resource — Mountain

Harvest
Deplete

Deep between the curtains of mountainside, the earth ruptures just to breathe.

x3

Worn Hills

4

Resource — Hillscape

Harvest
Deplete

"A forgotten kingdom could be underneath our feet, but now it's naught but coal and stone." - Asta Moranos

x3

Sheercut Plateau

3

Resource — Mountain

Harvest
Deplete

Carved by Balas herself, its flat maws gape into the sky.

x2

Crystaline Pass

2

Resource — Valley

Harvest or
Deplete

"Where the earth sings, it sometimes shows its teeth." - Sworgas the Shepherd

x1

Mount Astrana

1

Resource — Mountain

Harvest or reduce your maintenance cost this turn by for every structure on your perimeter beyond the first.
Deplete

The tallest mountain in all of Great Kandos, it has seen the rise and fall of every civilization.

x1

Desperate Traveler

4

Denizen — Human Laborer

When Desperate Traveler is played and whenever it moves, harvest .

"Please. Let me in. I'll give you whatever you want."

0

0

1

x1

Trusted Advisor

4

Denizen — Sorcerer Chamberlain

: Target enemy reveals a card at random from their hand.

Actions beget consequences, which reveal intentions, which demands reaction.

0

2

1

x1

Embergate Champion

1

Denizen — Monstrosity Warden

Embergate Champion has +X morale where X is the total morale of other occupants housed alongside it.

They called her useless. They confined her to the mines. But the mountain shook with thunderous wingbeats and soon they called her champion.

0

0

3

x1

Heirloom Blade

4

Belonging — Gear Weapon

If the wielder of Heirloom Blade leaves the field, you may immediately arm Heirloom Blade to another denizen with the same name.

Songs and stories are not the only things past down from previous generations.

+2

x1

Regeants Lockbox

2

Belonging — Treasure

Stockpile 1 (Your capacity for bounty is increased by 1)
If Regeants Lockbox is housed, belongings housed alongside it cannot be targeted or stolen.

x3

Morani Staunch-Hall

4

Structure — Building Civic

If Morani Staunch-Hall is flanked on both sides, it gains protection 2.
(Cards with protection 2 ignore the first 2 damage they take each turn)

The Morani Giants build their halls like they build everything else - sturdy, inspiring, and with a great many places to sit.

3

Occupants

0

0

3

x1

Rugged Keep

3

Structure — Building Martial

At full occupancy, Rugged Keep gains +3 morale.

If one bastion remains, its cause is not yet lost.

2

Occupants

0

0

3

x2

Stalwart Belief

3

Fortification — Enchantment

Stalwart Belief's structure gains protection 2.
(Cards with protection 2 ignore the first 2 damage they take each turn)

Perspective can be stronger than the toughest steel.

+2

x1

Faithbound Peerings

4

Mysticism — Divination

Look at your next draw of cards. You may move any number of them to the bottom of your deck.

Look inward, see outward.

x2

Justice

2

Mysticism — Ward

Prepare for
The next time your bounty would be stolen, it is not.
When you prepare a ward, it goes to the middling face-down. You may play it when its conditions are met.

x2

Honor

2

Mysticism — Ward

Prepare for
The next time a source you do not control would make you pitch a card, you do not.
When you prepare a ward, it goes to the middling face-down. You may play it when its conditions are met.