Holdfast

HARVEST, BUILD, DEFEND

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x2

Viri Mountain Wyrmling

4

Denizen — Wyrm Skirmisher

Infuse 2 - Viri Mountain Wyrmling comes into play with pick-off.
(Pitch 2 cards when playing this card to pay for its infuse effect. Denizens with pick-off may assault housed denizens directly.)

Claws like blades, and eyes that can see through stone.

2

1

1

x2

Gnash River Wyrmling

4

Denizen — Wyrm Skirmisher

Infuse 2 - Gnash River Wyrmling comes into play with bloodlust.
(Pitch 2 cards when playing this card to pay for its infuse effect. Denizens with bloodlust can assault again if they fell an enemy denizen during their first assault.)

Hundreds of teeth, and whispers from between.

2

1

1

x2

Kembra Valley Wyrmling

4

Denizen — Wyrm Skirmisher

Infuse 2 - Kembra Valley Wyrmling comes into play with demolish 2.
(Pitch 2 cards when playing this card to pay for its infuse effect. This denizen deals 2 damage to each structure it assaults before morale calculation.)

A belly like molten glass, and roars like a furnace.

2

1

1

x2

Watchful Liron

4

Denizen — Beastkin Warden

Bloodlust (Denizens with bloodlust can assault again if they fell an enemy denizen during their first assault)
As long as Watchful Liron is in play, your bounty cannot be stolen.

2

2

2

x2

Protective Grizlon

4

Denizen — Beastkin Warden

If Protective Grizlon is in range of an assault, enemies must assault it if able.

Wyrms were hunted to near-extinction within the last century. Some for their scales, many for their bones. The bears they once hunted became the protectors of their last clutch of eggs.

2

2

2

x2

Furitive Owlon

4

Denizen — Beastkin Practicioner

Pitch 2: Restore a denizen you own that fell last turn.

It was the sage owls that taught the wyrms of the Gnash River how to speak when they saw the newborns babbling like brooks.

0

1

5

x2

Gnash Sabre-Jaw

2

Denizen — Wyrm Skirmisher

Bloodlust (Denizens with bloodlust can assault again if they fell an enemy denizen during their first assault)

She can smell blood in the river from miles away.

3

2

2

x2

Kembra Flarethroat

2

Denizen — Wyrm Skirmisher

Demolish 2 (This denizen deals 2 damage to each structure it assaults before morale calculation)

"Its flames may be no match for the Embergate, but it can roast us alive in these stone halls all the same." - Talas, Commander of Griffin Tower

3

2

2

x2

Viri Blackwing

2

Denizen — Beastkin Skirmisher

Pick-off (Denizens with pick-off may assault housed denizens directly)

The sage owls taught speech, but the blackwing kestrels taught silence.

3

2

2

x1

Gnash, Spellweaver

1

Denizen — Wyrm Practicioner

Bloodlust (Denizens with bloodlust can assault again if they fell an enemy denizen during their first assault)
When Gnash, Spellweaver deals damage, target enemy pitches a mysticism.
: Play target mysticism from any rubble for free.

4

4

4

x1

Viri, Deathspeaker

1

Denizen — Beastkin Practicioner

Pick-off (Denizens with pick-off may assault housed denizens directly)
, Pitch 1: Reclaim a denizen from your rubble.

Gnash, Kembra, and Viri were named after the river, valley, and mountain respectively. What was once their namesake has now become their destiny.

4

4

4

x1

Kembra, Flamekeeper

1

Denizen — Wyrm Warden

Demolish 2 (This denizen deals 2 damage to each structure it assaults before morale calculation)
: Deal 4 damage to any target in range.

4

4

4

x4

Nesting Grounds

4

Structure — Encampment Domestic

While Nesting Grounds is on the field, you may play denizens directly into this structure. If they have an additional infuse cost, it is reduced by 1.

The safety of cubs and wyrmlings alike are paramount to the beasts of the Almavir Mountain Range.

2

Occupants

0

0

2

x3

Turlon Shellkeep

3

Structure — Encampment Martial

Infuse 2 - Turlon Shellkeep comes into play with veiled. (Pitch 2 cards when playing this card to pay for its infuse effect)

What is long dead may still protect the weak.

2

Occupants

0

0

4

x1

Wyrmwing, The Moving Remains

1

Structure — Building Domestic

Whenever you fell a structure, create a structure ruin token with 0/0/1 called "Battlefield Ruins".
: Restore Wyrmwing, The Moving Remains. It gains +1 strength for each time it has been restored. This activation can be used a maximum of three times total.

The bones of the last Ancient Wyrm still stir with animosity.

3

Occupants

4

0

2

x4

Feasting Rites

4

Mysticism — Boon

Until the end of your next turn, your denizens have no maintenance cost.
Mysticisms go to the void after being played

The strongest prey are sacrificed to feed the hunters' souls.

x3

Call Of The Wilderblessed

3

Mysticism — Necromancy

Restore a denizen from any rubble. (Enemy cards you restore come into play under your control)

"Humes do not understand their own currency. Their coins can pay for food, for pleasure, and even for life itself." - Viri, Deathspeaker

x3

Gold Veins

4

Resource — Mountain

Harvest
Deplete

Viri met Death and found a way to pay for life.

x3

Winding River

4

Resource — Waterway

Harvest
Deplete

Gnash met Death and learned secrets lost to time.

x3

Marshbeds

3

Resource — Valley

Harvest
Deplete

Kembra met Death and lit a fire to rebuff his icy grasp.

x2

Vibrant Stream

2

Resource — Waterway

Harvest or
Deplete

A feast and a bath all in one.

x1

Mount Viri

1

Resource — Mountain

Harvest or reduce the first infuse cost you pay this turn by 2.
Deplete

Called the "short sister" of Mt. Astrana, it looms over the valleys and rivers that pour from its frosty heights.

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

King Turlon

1

Denizen — Beastkin Skirmisher

Shielded, veiled, protection 2. (This denizen takes no damage other than assault damage, cannot be targeted by hexes, volargies, and necromancies, and ignores the first 2 damage dealt to it each turn)
If King Turlon acted last turn, it cannot act this turn.
King Turlon must assault each turn if able.

3

3

4

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

x2

Wyrm's Hoard

2

Belonging — Treasure

Harvest

"A covetous nature builds wealth like no other." - Doris, Mountain-walker

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.

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

Claimed Ruins

2

Structure — Ruin Martial

If a structure fell last turn, you may pitch a card and restore Claimed Ruins.

Humes claim land by hoisting banners. Beasts claim land by rooting out their foes. Wyrms claim land by crushing it flat.

2

Occupants

0

0

2

x3

Slaughter

4

Mysticism — Necromancy

Fell target unhoused denizen.
Infuse 2 - Fell another target unhoused denizen. (Pitch 2 cards when playing this card to pay for its infuse effect)

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

Ruinous Fall

2

Mysticism — Volargy

Fell target structure you don't control with the lowest fortitude.
Mysticisms go to the void after being played

"From the bones of this ruin, I will build our realm anew." - Kembra, Flamekeeper