Traveling Merchant

Denizen — Rootborn Merchant
Three of any one bounty: Gain five of any one bounty.
1
0
1
Embergate Torchronk

Denizen — Monstrosity Practitioner
The next time an enemy targets a structure or occupant you control with a mysticism, offer Embergate Torchronk and prevent that effect.
1
2
1
Embergate Guards

Denizen — Giant Warden
Short-range (Embergate Guards may assault one zone away while it is housed)
2
2
2
Morani Stoneronk

Denizen — Monstrosity Laborer
Your total maintenance is reduced by .
1
3
2
Driven Hammerhand

Denizen — Giant Laborer
Driven Hammerhand's housing structure gains act twice. (If Driven Hammerhand is an occupant, the structure it is in is the "housing structure")
3
3
3
Ember Masonronk

Denizen — Monstrosity Laborer
: Connect (Attach a structure or row of structures you control to one of the ends of your perimeter)
3
3
4
Inspired Golem

Denizen — Monstrosity Laborer
: Reclaim a structure from your rubble. (Pick it out of your rubble pile and add it to your hand)
3
3
3
Embergate Captain

Denizen — Giant Warden
Housed denizens you control gain +1 to all stats. (A "housed" card is any card occupying a structure. Strength, morale, and fortitude are stats.)
3
3
5
Morani Griffin Chief

Denizen — Giant Warrior
Denizens housed alongside Morani Griffin Chief have +2 morale and long-range. (They may assault up to two zones away while housed)
4
4
4
Asta Moranos

Denizen — Monstrosity Artisan
Structures you control have long-range and may assault as if they were denizens. They gain strength and morale equal to their number of occupants.
: Target a structure in any rubble. You may play it this turn. If you do, you may rehouse any number of denizens and/or belongings into it.
5
6
6
Deepening Lockbox

Belonging — Treasure
Stockpile 4 (Your capacity for stored bounty is increased by 4. When Deepening Lockbox leaves the field, you do not lose the overage in bounty.)
4
Stone Wall

Structure — Wall
Reinforce 2 (Adjacent structures on your perimeter gain +2 fortitude)
2
Occupants
0
0
4
Storehouse Keep

Structure — Keep
Stockpile 4 (Your capacity for stored bounty is increased by 4. When Storehouse Keep leaves the field, you do not lose the overage in bounty.)
3
Occupants
0
0
5
Mountainside Ridge

Structure — Wall
: Deal 2 damage to any target in the outlands.
3
Occupants
0
0
5
Battlements

Structure — Wall
Reinforce 3 (Adjacent structures on your perimeter gain +3 fortitude)
2
Occupants
0
0
6
Garrison

Structure — Lodge
Hospitality (Occupants of this structure have no maintenance cost)
4
Occupants
0
0
5
The Evershield

Structure — Wall
When you play The Evershield, you may place it anywhere on your perimeter. (This means on either end or between any two structures)
Structures on your perimeter gain +2 fortitude and ": Connect".
Mysticisms that target structures on your perimeter or in your courtyard cost more to play.
4
Occupants
0
0
9
The Embergate

Structure — Passage
Housed denizens you control that may assault while housed can assault twice.
Whenever a structure on your perimeter falls, it deals damage equal to its fortitude divided as you choose among any number of assailants.
(This structure has morale)
3
Occupants
0
3
7
Cistern

Fortification —
Fortified structure gains hospitality. (Occupants of the fortified structure have no maintenance cost)
Harvest
+1
Ballista

Fortification —
: Deal 2 damage to any target in the outlands.
+2
Wall Spikes

Fortification —
: Return Wall Spikes from your rubble and attach it to target structure you control.
+2
+2
Sparkling Moat

Fortification —
Each structure connected to fortified structure gains +2 fortitude cannot be assaulted more than once each turn.
+3
+4
Deep-Red Crevasse

Resource — Mountain Basalt
Harvest
Deplete
Piney Strand

Resource — Timber Pine
Harvest
Deplete
Winding Cavern

Resource — Cave Copper
Harvest
Deplete
Basalt Springs

Resource — Cave Basalt
Harvest
Deplete
Thunderous Peak

Resource — Mountain Iron
Harvest
Deplete
Shielded Lake

Resource — Waterway Lake
Harvest
Deplete
Mount Astarana

Resource — Volcano Iron
Harvest
Deplete
Whenever your perimeter becomes breached, deal 3 damage divided as you choose among targets in the outlands. (A perimeter becomes breached when one of its structures falls)